On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> Hi all,
> 
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it could fit most requirements.
> 
> As to share my current work with anyone who are also interested in
> this idea and implementations, I'd like to attach the source files
> along with this mail instead of submitting it in full fling. If you do
> have better ideas, think the work is misdirected or needs to be fixed
> in some parts, please don't hesitate to tell me. A second version with
> more test files and a detailed XML file introduction will be updated
> soon after some days.

This looks really cool so far. I'd be really interested to know if it
supports the following (and would be willing to create examples if
you're willing to help)...

Scenario: I want to render an entire subgraph to an FBO texture once,
then apply 2 or more completely different shaders in some order, then
put the final result into a last texture to be used somewhere in the
scene. I'm doing a guassian blur, which typically applies two different
shaders for x and y.

I have this working in osgPPU, but I think you already have enough to do
it here, I just couldn't put the pieces together. :)

> Thanks,
> 
> Wang Rui
> 
> 
> 2012/6/21 Wang Rui <[email protected]>:
> > Hi Robert, hi all,
> >
> > During the past few days, I was thinking of implementing a resource system,
> > as well as a rendering structure which could support both forward and
> > deferred rendering for OSG. This could help developers design complex
> > materials and effects, test cutting-edge GPU techniques, and implement
> > multi-pass / deferred rendering pipelines with user-friendly interfaces or
> > even a readable script format. Similar work were already done in some game
> > engines like Ogre3D, CryEngine and Unreal, and I now plan to work out
> > something with the same power and can fit our OSG users much better. :-)
> >
> > My initial thoughts are:
> > 1. A resource system records all the resource used in the rendering
> > pipeline, including textures, state attributes, shaders, uniforms, camera
> > parameters, and semantics (not used in GLSL, but very useful IMHO). Resource
> > can be referred by other resource, or obtained from APIs to be altered. It
> > can be recorded in an XML-based format for reading/writing, and external
> > uses.
> > 2. A rendering framework uses one or more techniques, passes, and connect
> > their inputs/outputs for complex render work. It can also be recorded by the
> > resource system and is implemented as a group node in the scene graph, which
> > performs actual forward/deferred rendering work.
> > 3. Some in-built techniques and passes can help implement some complex
> > effects on customized scene quickly. Common ones I planned include HDR,
> > SSDO, godrays, depth of field, motion blur, lensflare, color grading and
> > FXAA. A benchmark could be developed first to show how the framework works.
> > 4. Reader/writers could be developed then to convert DAE, CGFX, or even
> > other game engine scripts into OSG native rendering pipelines, which will
> > greatly help migrations from other engines.
> >
> > The resource system itself is actually abstract and can be extended to
> > contain whole scene information later, so it could be placed in the osgDB
> > library. And the new rendering pipeline, which can totally replace current
> > osgFX functionlities, can be placed in osgFX and rendering resource
> > management will be done here, too.
> >
> > I'm glad to work with others who has interests in such an idea, and hope an
> > initial version could be finished before OSG 3.2. For the first stage I will
> > borrow some code from the osgPostEffects library in my experimental osgXI
> > project, to quickly build the low-level APIs of the framework. But anyone
> > who have better ideas, or could contribute some code or effects will be
> > really appreciated.
> >
> > Cheers,
> >
> > Wang Rui
> >
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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