Code archives/3D Graphics - Effects/render scene or render screenmesh+screentexture
This code has been declared by its author to be Public Domain code.
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| This shows how to create a screenmesh+screentexture (useful for fullscreen effects) If you want to remove the blured effect on the screenmesh+screentexture, you need to disable bilinear filtering ( see : http://www.blitzbasic.com/Community/posts.php?topic=103591 ) | |||||
Graphics3D(1000,625,32,2)
SeedRnd(MilliSecs())
Camera = CreateCamera()
CameraRange(Camera,0.1,100)
CameraClsColor(Camera,000,000,000)
Global ThingsCount%
Dim ThingMesh(1000)
For n% = 1 To 1000 Step 1
ThingsCount = ThingsCount + 1
I% = ThingsCount
ThingMesh(I) = CreateCube()
ScaleMesh(ThingMesh(I),1.0/2,1.0/2,1.0/2)
EntityColor(ThingMesh(I),Rand(025,255),Rand(025,255),Rand(025,255))
PositionEntity(ThingMesh(I),Rnd(-15,15),Rnd(-15,15),Rnd(-15,15),True)
Next
OLight = CreateLight(2)
LightRange(OLight,3.0)
LightColor(OLight,224,224,224)
AmbientLight(032,032,032)
ScreenMesh = CreateMesh()
Surface = CreateSurface(ScreenMesh)
AddVertex(Surface,-1.0,0.625,0.0)
VertexTexCoords(Surface,0,Float(0)/1024,Float(0)/1024)
AddVertex(Surface,1.0,0.625,0.0)
VertexTexCoords(Surface,1,Float(1000)/1024,Float(0)/1024)
AddVertex(Surface,-1.0,-0.625,0.0)
VertexTexCoords(Surface,2,Float(0)/1024,Float(625)/1024)
AddVertex(Surface,1.0,-0.625,0.0)
VertexTexCoords(Surface,3,Float(1000)/1024,Float(625)/1024)
AddTriangle(Surface,0,1,2)
AddTriangle(Surface,2,1,3)
UpdateNormals(ScreenMesh)
EntityColor(ScreenMesh,255,255,255)
EntityFX(ScreenMesh,1)
ScreenTexture = CreateTexture(1024,1024,16+32+256)
SetBuffer(TextureBuffer(ScreenTexture))
ClsColor(255,255,255)
Cls()
;ScaleTexture(ScreenTexture,1.0,1.0)
TextureBlend(ScreenTexture,1)
EntityTexture(ScreenMesh,ScreenTexture)
PositionEntity(Camera,0,0,-16,True)
Const CScene% = 1
Const CScreen% = 2
RenderMode% = CScene
Repeat
MXDiff% = MouseXSpeed()
MYDiff% = MouseYSpeed()
MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2)
TurnEntity(Camera,MYDiff*0.1,-MXDiff*0.1,0)
If( KeyHit(57)=1 )
If( RenderMode = CScene )
RenderMode = CScreen
Else If( RenderMode = CScreen )
RenderMode = CScene
EndIf
EndIf
PositionRotateEntityLikeOtherEntity(ScreenMesh,Camera)
MoveEntity(ScreenMesh,0,0,1.0)
WireFrame(False)
If( KeyDown(2)=1 )
WireFrame(True)
EndIf
If( RenderMode = CScene )
For I% = 1 To ThingsCount Step 1
ShowEntity(ThingMesh(I))
Next
HideEntity(ScreenMesh)
SetBuffer(BackBuffer())
RenderWorld()
Color(255,255,255)
CText("RenderMode = Scene",0,0)
Else If( RenderMode = CScreen )
For I% = 1 To ThingsCount Step 1
ShowEntity(ThingMesh(I))
Next
HideEntity(ScreenMesh)
SetBuffer(BackBuffer())
RenderWorld()
CopyRect(0,0,GraphicsWidth(),GraphicsHeight(),0,0,BackBuffer(),TextureBuffer(ScreenTexture))
For I% = 1 To ThingsCount Step 1
HideEntity(ThingMesh(I))
Next
ShowEntity(ScreenMesh)
SetBuffer(BackBuffer())
RenderWorld()
Color(255,255,255)
CText("RenderMode = ScreenMesh+ScreenTexture",0,0)
EndIf
Flip(1)
Until( KeyDown(1)=1 )
End()
Function CText(TextStr$,PX%,PY%)
Text(PX,PY,TextStr,False,False)
End Function
Function PositionEntityLikeOtherEntity(Entity,OEntity)
PositionEntity(Entity,EntityX(OEntity,True),EntityY(OEntity,True),EntityZ(OEntity,True),True)
End Function
Function RotateEntityLikeOtherEntity(Entity,OEntity)
RotateEntity(Entity,EntityPitch(OEntity,True),EntityYaw(OEntity,True),EntityRoll(OEntity,True),True)
End Function
Function PositionRotateEntityLikeOtherEntity(Entity,OEntity)
PositionEntity(Entity,EntityX(OEntity,True),EntityY(OEntity,True),EntityZ(OEntity,True),True)
RotateEntity(Entity,EntityPitch(OEntity,True),EntityYaw(OEntity,True),EntityRoll(OEntity,True),True)
End Function |
Comments
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| SetBuffer(TextureBuffer(ScreenTexture)) You should "SetBuffer backBuffer" once the texture is ready Whatever, the filtering you're speaking of about bilinear filtering, it's just that you can't set a texture like this if you want a "pixel perfect" texture. You don't need to remove texture filtering, it's just a matter of UV settings. > Texels on texture are centered at half pixels (not at 0,0) which makes the texture blury if you start the UV at 0,0. BTW "Float(0)/1024" ... that's 0 So, offset your UVs with half a texel and it will appears exactly like a direct renderworld |
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| You should "SetBuffer backBuffer" once the texture is ready There is no need to, since i don't need to draw on the backbuffer at this time... About the pixel perfect texture same as the render image, yes i have noticed a slight distortion but it is not really important (but thanks for the example), especially if the screenmesh+screentexture is used to create a fullscreen effect like precise glow of some pixels (of some surfaces) That's the purpose of this code and this other code : http://www.blitzbasic.com/codearcs/codearcs.php?code=3257 |
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