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210 lines
29 KiB
HTML
210 lines
29 KiB
HTML
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<meta name="generator" content="Doxygen 1.8.13"/>
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<meta name="viewport" content="width=device-width, initial-scale=1"/>
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<title>Tutorial 27: Post Processing</title>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
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Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
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Feel free to improve :)
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div.center img {
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span.keyword {
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padding: 5px 5px 5px 10px;
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.image {
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text-align: center;
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.caption {
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font-weight: bold;
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div.zoom {
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border: 1px solid #90A5CE;
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tr.heading h2 {
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</style>
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</head>
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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<!--END TITLEAREA-->
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<!-- end header part -->
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<!-- Generated by Doxygen 1.8.13 -->
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</div><!-- top -->
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<div class="header">
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<div class="headertitle">
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<div class="title">Tutorial 27: Post Processing </div> </div>
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</div><!--header-->
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<div class="contents">
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<div class="textblock"><div class="image">
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<img src="../../media/example_screenshots/027shot.jpg" alt="027shot.jpg"/>
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</div>
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<p>This tutorial shows how to implement post processing for D3D9 and OpenGL with the engine. In order to do post processing, scene objects are firstly rendered to render target. With the help of screen quad, the render target texture is then drawn on the quad with shader-defined effects applied.</p>
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<p>This tutorial shows how to create a screen quad. It also shows how to create a render target texture and associate it with the quad. Effects are defined as shaders which are applied during rendering the quad with the render target texture attached to it.</p>
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<p>A simple color inverse example is presented in this tutorial. The effect is written in HLSL and GLSL.</p>
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<dl class="section author"><dt>Author</dt><dd>Boshen Guan</dd></dl>
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<p>We include all headers and define necessary variables as we have done before. </p><div class="fragment"><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div><div class="line"></div><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> We write a class derived from IShaderConstantSetCallBack class and implement OnSetConstants callback interface. In this callback, we will set constants used by the shader. In this example, our HLSL shader needs texture size as input in its vertex shader. Therefore, we set texture size in OnSetConstants callback using setVertexShaderConstant function. </p><div class="fragment"><div class="line">IrrlichtDevice* device = 0;</div><div class="line">video::ITexture* rt = 0;</div><div class="line"></div><div class="line"><span class="keyword">class </span>QuadShaderCallBack : <span class="keyword">public</span> video::IShaderConstantSetCallBack</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> QuadShaderCallBack() : FirstUpdate(true), TextureSizeID(-1), TextureSamplerID(-1)</div><div class="line"> { }</div><div class="line"></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">void</span> OnSetConstants(video::IMaterialRendererServices* services,</div><div class="line"> s32 userData)</div><div class="line"> {</div><div class="line"> core::dimension2d<u32> size = rt->getSize();</div><div class="line"></div><div class="line"> <span class="comment">// get texture size array</span></div><div class="line"> f32 textureSize[] = </div><div class="line"> {</div><div class="line"> (f32)size.Width, (f32)size.Height</div><div class="line"> };</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( FirstUpdate )</div><div class="line"> {</div><div class="line"> TextureSizeID = services->getVertexShaderConstantID(<span class="stringliteral">"TextureSize"</span>);</div><div class="line"> TextureSamplerID = services->getPixelShaderConstantID(<span class="stringliteral">"TextureSampler"</span>);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// set texture size to vertex shader</span></div><div class="line"> services->setVertexShaderConstant(TextureSizeID, reinterpret_cast<f32*>(textureSize), 2);</div><div class="line"> </div><div class="line"> <span class="comment">// set texture for an OpenGL driver</span></div><div class="line"> s32 textureLayer = 0;</div><div class="line"> services->setPixelShaderConstant(TextureSamplerID, &textureLayer, 1);</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="keywordtype">bool</span> FirstUpdate;</div><div class="line"> s32 TextureSizeID;</div><div class="line"> s32 TextureSamplerID;</div><div class="line">};</div><div class="line"></div><div class="line"><span class="keyword">class </span>ScreenQuad : <span class="keyword">public</span> IReferenceCounted</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"></div><div class="line"> ScreenQuad(video::IVideoDriver* driver)</div><div class="line"> : Driver(driver)</div><div class="line"> {</div><div class="line"> <span class="comment
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<!-- HTML footer for doxygen 1.8.13-->
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<!-- start footer part -->
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<p> </p>
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</body>
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</html>
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