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David Rose 2004-09-29 16:57:39 +00:00
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MULTIPASS OVERVIEW
Multipass rendering technically refers to any process in which the
scene, or parts of the scene, are rendered more than once, and the
results combined in some way to produce the output image.
There are a number of ways to do this in Panda. Instancing, for
instance, is technically a form of multipass rendering, since the
instanced object is rendered multiple times, each in a different
position and/or state. For instance, highlighting an object in pview
with the 'h' key uses this weak form of multipass rendering to draw a
red wireframe image around the highlighted object.
This document doesn't deal with this or other simple forms of
multipass rendering within a single scene graph; instead, it focuses
on the specific form of multipass rendering in which a scene graph is
rendered offscreen into a texture, and that texture is then applied to
the primary scene in some meaningful way.
OFFSCREEN BUFFERS
To support offscreen rendering, Panda provies the GraphicsBuffer
class, which works exactly like GraphicsWindow except it corresponds
to some part of the framebuffer which is not presented in a window.
In fact, both classes inherit from a common base class,
GraphicsOutput, on which most of the interfaces for rendering are
defined.
There are a number of ways to make a GraphicsBuffer. At the lowest
level, you can simply call GraphicsEngine::make_buffer(), passing in
the required dimensions of your buffer, similar to the way you might
call GraphicsEngine::make_window().
To create a buffer specifically for rendering into a texture for
multipass, it's best to use the GraphicsOutput::make_texture_buffer()
interface, for instance from your main window:
GraphicsOutput *new_buffer = win->make_texture_buffer();
This will create a buffer suitable for rendering offscreen into a
texture. It will make a number of appropriate preparations for you;
for instance, it will ensure that the new buffer uses the same GSG as
the source window; it will set up the new buffer for rendering to a
texture, and it will order the new buffer within the GraphicsEngine so
that its scene will be rendered before the scene in the main window.
(And furthermore, the return value might not actually be a
GraphicsBuffer pointer, particularly on platforms that don't support
offscreen rendering. In this case, it will return a ParasiteBuffer,
which actually renders into the main window's back buffer before the
window is cleared to draw the main frame. But for the most part you
can ignore this detail.)
Once you have the buffer pointer, you can set up its scene just as you
would any Panda window. In particular, you must create at least one
display region, to which you bind a camera and a lens, and then you
must assign a scene to the camera (that is, the root of some scene
graph, e.g. "render").
GraphicsLayer *layer = buffer->get_channel(0)->make_layer();
DisplayRegion *dr = layer->make_display_region();
PT(Camera) camera = new Camera("camera");
camera->set_lens(new PerspectiveLens());
camera->set_scene(render);
NodePath camera_np = render.attach_new_node(camera);
dr->set_camera(camera_np);
You can also create any number of additional layers and/or display
regions, as you choose; and you may set up the camera with any camera
mask, initial state, or lens properties you require. There's no need
for the camera to be assigned to "render", specifically; it can render
any scene you wish, including a sub-node within your render scene
graph.
The buffer created from make_texture_buffer() will have an associated
Texture object, which will contain the output of the render and is
suitable for applying to the scene in your main window. (To satisfy
the power-of-2 requirements for texture sizes on many graphics cards,
you should ensure that your size parameters to make_texture_buffer()
specified a power-of-2 size.) You can extract this Texture and set
various properties on it, then apply it to geometry:
Texture *tex = buffer->get_texture();
tex->set_minfilter(Texture::FT_linear_mipmap_linear);
screen.set_texture(tex);
PER-CAMERA SCENE GRAPH PROPERTIES
When there are multiple cameras viewing the same scene, you may need
to adjust the camera properties differently on the different cameras
if you don't want all the cameras to draw the scene in exactly the
same way.
Of course, each Camera is a separate node, and may be positioned or
rotated differently from all the other Cameras, or they may be set up
to share a common parent so that they always move together.
You can use the camera mask to hide and show nodes on a per-camera
basis. Each camera has a 32-bit DrawMask associated with it, which is
initially set to all bits on, but you can assign an arbitrary bit mask
to each camera in use on a particular scene--typically you will assign
each camera a unique single bit. When you use NodePath::hide() and
show() interfaces, you may specify an optional DrawMask value, which
indicates the set of cameras for which you are hiding or showing the
node (the default is all bits on, which means for all cameras).
You can associate an initial state with the camera. This state is
applied to all nodes in the scene graph as if it were set on the root
node. This can be used to render the entire scene in a modified state
(for instance, with textures disabled, or in wireframe mode).
If you need more exotic control of the scene graph, such that
particular nodes are rendered in a certain state with one camera but
in a different state with another camera, you can use the tag_state
interface on camera. This uses the PandaNode tag system to associate
tag values with state definitions. The idea is to specify a tag_key
string on the camera, and one or more tag_value strings, each with an
associated RenderState pointer. Then you may call
node->set_tag(tag_key, tag_value) on any abitrary set of nodes; when
these nodes are encountered in the scene graph during rendering, it
will be as if they have the associated state set on them.