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pp combine? #313779
03/03/10 15:13
03/03/10 15:13
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
i wanted to know, is it possible to add more than one of the default pp effects to the screen at a time, like some type of pp combine/add function

Re: pp combine? [Re: darkinferno] #313781
03/03/10 15:20
03/03/10 15:20
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
create multiple view stages of the camera..
and add a PP to every of them...

Example:
Code:
VIEW* blurview = {flags=SHOW; material=pp_blurring;}
VIEW* cartoonview = {flags=SHOW; material=pp_cartoon;}

camera.stage = blurview;
camera.stage = cartoonview;




Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: pp combine? [Re: Espér] #313785
03/03/10 16:12
03/03/10 16:12
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,211
İstanbul, Turkey
isn't it should be something like a pp chain like:

camera.stage = blurview;
blurview.stage = cartoonview;

?

also stages should be render targe? (PROCESS_TARGET flag?)

Last edited by Quadraxas; 03/03/10 16:13.

3333333333
Re: pp combine? [Re: Quad] #313794
03/03/10 17:32
03/03/10 17:32
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
Of course, quadraxas.
There is something like a default pp_add function, which should do the chaining automatically.

Re: pp combine? [Re: Slin] #313835
03/03/10 20:17
03/03/10 20:17
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
ah.. sry.. my mistake ( overread in my project )


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: pp combine? [Re: Espér] #314755
03/10/10 18:12
03/10/10 18:12
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Posts: 1,922
Schweiz
Here a codesnippet from Slin: (THANK YOU SLIN)
Code:
VIEW* PP_Temp_View;                                                                                // Temporärer View Pointer

VIEW* PP_Add(MATERIAL* Material,VIEW* View,BMAP* bmap)                                             // Addiere einen Effekt zu einer View Stage Kette
{
	PP_Temp_View = View;                                                                            // Finde den letzten Vieweffekt und speichere ihn
	while(PP_Temp_View.stage != NULL)
	{
		PP_Temp_View = PP_Temp_View.stage;
	}
	
	PP_Temp_View.stage = view_create(0);                                                            // Kreiere einen neuen View
	set(PP_Temp_View.stage,PROCESS_TARGET);
	
	PP_Temp_View = PP_Temp_View.stage;                                                              // Füge Material an den kreierten View
	PP_Temp_View.material = Material;
	
	if(bmap != NULL)                                                                                // Wenn eine Bitmap übergeben wurde, rendere in diese
	{
		PP_Temp_View.bmap = bmap;
	}
	
	return(PP_Temp_View);                                                                           // Gib den Pointer auf den View zurück
}

int PP_Remove(MATERIAL* Material,VIEW* View,VIEW* StageView)                                       // Entferne einen Effekt von einer View Stage Kette
{
	PP_Temp_View = View;                                                                            // Finde den View mit dem übergebenen Material oder StageView und den vorherigen View
	while(PP_Temp_View.material != Material && ((StageView == NULL)+(PP_Temp_View.stage != NULL)) != 0)
	{
		View = PP_Temp_View;
		PP_Temp_View = PP_Temp_View.stage;
		
		if(PP_Temp_View == NULL){return(1);}                                                         // Wenn der View nicht existiert, gib 1 zurück
	}
	
	View.stage = PP_Temp_View.stage;                                                                // Verbinde den View Stage mit dem Vorherigen
	View.bmap = PP_Temp_View.bmap;                                                                  // Setze rendertarget auf die vorherigen Bmap
	PP_Temp_View.bmap = NULL;                                                                       // Resette die Bmap des View`s auf null
	ptr_remove(PP_Temp_View);                                                                       // Entferne den View
	
	return(0);                                                                                      // Gib 0 zurück wenn alles funktioniert hat
}

...
MATERIAL* mtl_Dof =      {effect = dof_PP.fx;}
MATERIAL* mtl_Blur_dof = {effect = blur_dof_PP.fx;}
...
	PP_Add(mtl_Blur_dof,camera,NULL);
	PP_Add(mtl_Dof,camera,NULL);
...



Last edited by Widi; 03/10/10 18:16.

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