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14-Notes.md

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New and Noteworthy in OGRE 14

This is only a high level overview. For detailed changes, see the git changelog.

Core changes

Following the removal of UTFString in Ogre 13, the generic data structures AnyNumeric and HashedVector were removed in order to reduce code complexity. If you were using them, consider copying the code from Ogre 13 into your project.

The option to store tangents with TEXCOORD semantic was removed. The TANGENT semantic is now used unconditionally.

On GL, D3D11 and Vulkan VertexWinding is set in terms of FrontFace, so gl_FrontFacing and SV_IsFrontFace now behave as expected.

Object space bones are now enabled by default. Use MeshManager::setBonesUseObjectSpace(false) to go back to old behaviour.

All builtin Factory classes were made private. Replace DefaultSceneManagerFactory::FACTORY_TYPE_NAME by SMT_DEFAULT and e.g. ManualObjectFactory::FACTORY_TYPE_NAME by MOT_MANUAL_OBJECT.

Since 14.1, ACT_MATERIAL_LOD_INDEX is available to implement multiple material LOD levels in a single shader.

Since 14.3, textures defined in compositor scripts can explicitly set the FSAA level, e.g. texture myTex fsaa 4.

Since 14.3, float16 vertex elements are supported via the VET_HALFx types. Note, that VET_HALF3 is not supported on D3D11 and D3D9 and is padded to VET_HALF4 on loading there.

OgreUnifiedShader.h

Sampler definitions now implicitly include the uniform keyword to support Vulkan; i.e. this will generate an error:

uniform SAMPLER2D(sampler, 0);
// with Ogre 14 use:
SAMPLER2D(sampler, 0);

You opt-in to this syntax with Ogre 13, by defining USE_OGRE_FROM_FUTURE before including OgreUnifiedShader.h.

Task-based WorkQueue

The WorkQueue API was changed from request/ response style to a task-based style. I.e. instead of sending messages between threads, the actual work is send as a callback.

Or speaking with code, whereas before you would do:

Root::getSingleton().getWorkQueue()->addRequest(mWorkQueueChannel, WORKQUEUE_DERIVED_DATA_REQUEST, data);

With the new API you do:

Root::getSingleton().getWorkQueue()->addTask(
    [this, req]()
    {
        auto req = new WorkQueue::Request(0, 0, data, 0, 0);
        auto res = handleRequest(r, NULL);
        Root::getSingleton().getWorkQueue()->addMainThreadTask([this, res]() {
            handleResponse(res, NULL);
            delete res;
        });
    });

the new version might seem more lengthy, but actually it requires less code, while being more explicit. There is neither a request handler nor a response handler interface that you must implement. Also the WorkQueue-channel concept is gone. Ultimately, the Request and Response classes are not necessary either and are here for illustrative purposes.

At this, the custom ticketing mechanism of ResourceBackgroundQueue was replaced by the more modern use of std::future. So where you would previously do:

Ogre::WorkQueue::RequestID ticket = rbq.prepare(tex->getCreator()->getType(), tex->getName(), tex->getGroup());
...
rbq.isProcessComplete(ticket);

you now do:

auto future = rbq.prepare(tex);
...
future.wait_for(std::chrono::milliseconds(0));

Transparent objects are now on their own render queue

Transparent objects are now put on the RENDER_QUEUE_TRANSPARENTS queue, which is rendered after RENDER_QUEUE_SKIES_LATE. This fixes compatibility with late sky rendering, but more importantly makes transparent objects easily accessible from compositor scripts.

This simplifies many advanced algorithms, such as deferred shading, where you want to render transparent objects after the opaque ones.

Breaking non-API changes

The second argument of RenderQueueListener::renderQueueStarted now contains the current camera name and hence is always non-empty.

Rectangular Area Lights (since 14.1)

A new spot light type LT_RECTLIGHT has been introduced along with the setSourceSize method, enabling the rendering of rectangular area lights. In order to process this light type in your shader, verify that the spotlight_params.w autoparam is equal to 2. Then, spotlight_params.xyz contains the light width in the view space, and light_attenuation.xyz contains the light height.

Mesh & Task Shaders (since 14.3)

The shader types GPT_MESH_PROGRAM and GPT_TASK_PROGRAM are now available, with support indicated by the RSC_MESH_PROGRAM capability. This functionality is provided in GL3Plus through the GL_NV_mesh_shader extension and in Vulkan via the VK_NV_mesh_shader extension.

Python

The double ImGui namespacing in Ogre.ImGui enums was removed; e.g. ImGui.ImGuiWindowFlags_NoTitleBar is now ImGui.WindowFlags_NoTitleBar. Since 14.1, Checkbox and multidimensional input (e.g. ColorEdit3 InputFloat2) are correctly wrapped.

Since 14.1, primitive types like Ogre.Vector3, Ogre.ColourValue etc. behave like Python sequences and can be used with len() and expanded myfun(*Ogre.Quaternion()). Additionally, Ogre.Degree can be transparently used where Ogre.Radian is required.

Bites

Since 14.2 ApplicationContextBase::runRenderingSettingsDialog() is available, that displays an ImGui based dialog to change the rendering settings. This replaces the platform specific getNativeConfigDialog() based dialogs which will be removed in a future release.

Additionally, there is DrawRenderingSettings in the overlay component, that allows you to integrate the dialog logic into your application. See the SampleBrowser for an example.

RTShader System

The PSSM3, TriplanarTexturing and GBuffer sub-renderstates are now only configurable through the generic setParameter() method.

Light types are now dynamically handled inside the shader. Shader recompilation is no longer required when changing the light type. Consequently, the light_count property now only takes a single count instead of a count per light type.

The default (FFP) sub-renderstates are now added to the scheme render state first instead of last. This means that you can inspect and modify them in the scheme render state.

The normal maps should now be specified at the texture_unit level instead of the pass level

// with Ogre 13
pass
{
    rtshader_system
    {
        lighting_stage normal_map Panels_Normal_Tangent.png tangent_space 0 RTSS/NormalMapSampler
    }
}

// with Ogre 14
pass
{
    texture_unit
    {
        texture Panels_Normal_Tangent.png
        sampler_ref RTSS/NormalMapSampler
        rtshader_system
        {
            normal_map tangent_space
        }
    }
}

Additionally parallax_occlusion mapping is now supported by using the respective keyword. It is also available with the Terrain Component.

Terrain

The TerrainMaterialGenerator API was simplified by making the use of a Profile optional. Furthermore, the required TerrainLayer metadata was reduced to a minimum. If you have a custom TerrainMaterialGenerator, you will need to update it.

Bullet

A separate CollisionWorld wrapper was split off from DynamicsWorld, enabling the use of Bullet for collision detection only.

MeshLodGenerator

The MeshLodGenerator now also support line primitives and correctly handles the boundaries between SubMeshes. The latter needs to be explicitly enabled, as it increases LOD generation time and is not required, if only a single submesh is used.

MeshUpgrader

The interactive mode has been removed. Edge lists are no longer generated by default. Pass -el to generate them.

Since 14.2 the flag -optvtxcache is available to optimize the vertex cache utilization of a mesh.

GL3Plus

Transform feedback outputs are now consistently named xfb_position, xfb_uv0 instead of oPos, oUv0. Shader updates are required.

On OSX, texture2D etc. functions are no longer implicitly upgraded to version 150 equivalents, explicitly #include <GLSL_GL3Support.glsl> to get them.

Wayland support (since 14.3)

Ogre can now run on Wayland in Linux if compiled with OGRE_USE_WAYLAND=TRUE. This is supported across all GL and Vulkan render systems, as well as the OgreBites SDL2 integration.