MOGRE Intermediate Tutorial 7: Render to texture

Note: This tutorial converted from OGRE and work with MOGRE SDK 1.7.1 r72
Any problems you encounter while working with this tutorial should be posted to the MOGRE Forum.

Introduction

This tutorial will teach you the basics of rendering to textures. This technique is necessary for a variety of effects especially in combination with shaders, e.g Motion Blur.

The idea behind rendering to textures {LEX()}RTT{LEX} is rather simple. Instead of sending the render output data of your scene to your render window, you just send it to a texture. This texture can then be used just as a normal texture from your harddrive.

RTT_final.jpg

You can find the code for this tutorial here.

Also you can see some Ogre RTT tutorial by MadMarx:
Traditional Render To Texture (RTT)
Render A Texture To Itself - C# code available
Render A Texture To Itself Using A Temporary Texture - C# code available

The Initial Code

Add references to MOGRE and Demo.ExampleApplication.
Set up your application to look like this:

namespace Mogre.Demo.RenderToTexure
namespace Mogre.Demo.RenderToTexure
{
    class Program
    {
        static void Main(string[] args)
        {
            try { new RTTTutorial().Go(); }
            catch
            {
                if (OgreException.IsThrown) ExampleApplication.Example.ShowOgreException();
                else throw;
            }
        }
    }

    class RTTTutorial : ExampleApplication.Example
    {
        public override void CreateScene()
        {
            sceneMgr.AmbientLight = new ColourValue(0.2f, 0.2f, 0.2f);

            Light light = sceneMgr.CreateLight("MainLight");
            light.Position = new Vector3(20, 80, 50);

            camera.Position = new Vector3(60, 200, 70);
            camera.LookAt(0, 0, 0);

            MaterialPtr mat = MaterialManager.Singleton.Create("PlaneMat", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
            TextureUnitState tuisTexture = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("grass_1024.jpg");

            mPlane = new Plane();
            mPlane.d = 0;
            mPlane.normal = Vector3.UNIT_Y;

            MeshManager.Singleton.CreatePlane("PlaneMesh", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, mPlane, 120, 120, 1, 1, true, 1, 1, 1, Vector3.UNIT_Z);
            mPlaneEnt = sceneMgr.CreateEntity("PlaneEntity", "PlaneMesh");
            mPlaneEnt.SetMaterialName("PlaneMat");

            mPlaneNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            mPlaneNode.AttachObject(mPlaneEnt);

            root.FrameRenderingQueued += frameRenderingQueued;
        }

        bool frameRenderingQueued(FrameEvent evt)
        {
            mPlaneNode.Yaw(new Radian(evt.timeSinceLastFrame));
            return true;
        }

        Plane mPlane;
        Entity mPlaneEnt;
        SceneNode mPlaneNode;
    }
}


Compile and run this program before continuing. You should see a simple plane rotating around the Y-axis.

RTT_initial.jpg

Render to texture

Creating the render textures

First of all, we need to create a texture.

TexturePtr rtt_texture = TextureManager.Singleton.CreateManual("RttTex", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, TextureType.TEX_TYPE_2D, window.Width, window.Height, 0, PixelFormat.PF_R8G8B8, (int) TextureUsage.TU_RENDERTARGET);

(Where "window" is your MOGRE.RenderWindow declared in Demo.ExampleApplication Example class)

The first parameter to CreateManual() is the name of the texture, which is commonly named RttTex. The second specifies the resource group, the third the texture type (in our case a 2D texture), the fourth and the fifth the width and height of the texture. You also have to pass the number of mip maps you want as well as the texture format and a usage flag. Concerning the texture format: There are many different ones, but the most simple is the PF_R8G8B8 which will create a 24-bit RGB-texture. If you are in the need of an alpha channel, PF_R8G8B8A8 should suit best for this.

Now we need to get the render target of this texture in order to set some parameters and later also add a RenderTargetListener.

RenderTexture renderTexture = rtt_texture.GetBuffer().GetRenderTarget();

renderTexture.AddViewport(camera);
renderTexture.GetViewport(0).SetClearEveryFrame(true);
renderTexture.GetViewport(0).BackgroundColour = ColourValue.Black;
renderTexture.GetViewport(0).OverlaysEnabled = false;

After getting the render texture, we have to add a viewport to it. This is the viewport with whose content the RenderTexture will be filled. We also tell the viewport to clear itself every frame, set the background color to black and request to disable all the overlays for the texture as we don't want to have them on it.

Write texture to file

At this point we've got everything ready to do a first check: We just store the content of our created RenderTexture in a file. The handy thing is, that the RenderTextures are derived from RenderTarget and so have a ready function to store the content of the texture in a file (as well as we can do it with RenderWindows). But before saving the content to a file, you should update your RenderTexture. You can do this either manually via the update() function or request the application to automatically update the RenderTexture by once setting the IsAutoUpdated property.

// Either this way
renderTexture.IsAutoUpdated=true;
// or this way
renderTexture.Update(); //if we want to get it before render loop starter, we need update manually

// Now save the contents
renderTexture.WriteContentsToFile("start.png");

After running the application, you will find now a .png-file in the directory your .exe is in, that should show the content of your screen (in our case the textured plane).
Note: in some cases it may be overhead to use RTT to just make simple screenshot of whole window use "window.WriteContentsToFile(fileName)"

Implementing a mini screen

General

Now, we will add a mini screen in the lower right corner of our application window. To do this we'll add a Rectangle2D to our scene which will get our RenderTexture as texture. Our scene will be shown twice: one time rendered to the RenderWindow as normal, and a second time as the texture on our Rectangle2D.

Using this method it is also possible to implement TV screens (or CCTV cameras, etc). You can display other parts of your level by putting a camera there, creating a RenderTexture (as described in the first section) and displaying it on the TV screen.

Setting up the rectangle

Creating an MOGRE.Rectangle2D is rather simple:

Rectangle2D mMiniScreen = new Rectangle2D(true);
mMiniScreen.SetCorners(0.5f, -0.5f, 1.0f, -1.0f);
mMiniScreen.BoundingBox= new AxisAlignedBox(-100000.0f * Vector3.UNIT_SCALE, 100000.0f * Vector3.UNIT_SCALE);

In the first line, we set the parameter to true to generate texture coordinates, which we later need to map the texture on the rectangle. In the second line we have to specify the corners of the rectangle. Left is -1.0 and right +1.0, top is +1.0 and bottom -1.0. So our rectangle is just in the lower right corner of our application window.
We also give the rectangle a real huge bounding box to prevent it from being culled when we are not facing its scene node. You could also use .SetInfinite() method to create infinite BoundingBox, instead of manually setting the size of the box, but there have been some problems with this in the past, so manually setting a huge box should be the safest way.

Now that we have created the rectangle, we just need to attach it to a -SceneNode which should not be anything new for you.

SceneNode miniScreenNode = sceneMgr.RootSceneNode.CreateChildSceneNode("MiniScreenNode");
miniScreenNode.AttachObject(mMiniScreen);

If you run the application at this stage, you will see a white rectangle in the lower right corner of our application window.


-RTT rectangle.jpg

Creating a material from scratch

The next step is now to show the RenderTexture we created in the first section on this rectangle. Therefore we have to create a material for it. We can do this either in a material script or directly in the code while runtime. We will do the last method in this tutorial to just have everything toghether in one file.

MaterialPtr renderMaterial = MaterialManager.Singleton.Create("RttMat", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
renderMaterial.CreateTechnique().CreatePass();
Pass pass = renderMaterial.GetTechnique(0).GetPass(0);
pass.LightingEnabled = false;
pass.CreateTextureUnitState("RttTex");

In this lines we create an empty material and add a technique and a pass. With the third line we disable the lightning to prevent our mini screen from beeing darker than the actual texture. In the last line we create a new TextureUnitState by passing our created RenderTexture from the first section.

Note: that we get "pass" not in this way:

Pass pass = renderMaterial.CreateTechnique().CreatePass();


Now we can apply this material to our mini screen.

mMiniScreen.SetMaterial("RttMat");

If you run the application now, you will see an undesired effect: The mini screen itself has a miniscreen! To solve this, Ogre introduces RenderTargetListener.

Usage of RenderTargetListener

General

In many cases you will need RTTs with only some scene objects on it. In our case we need a texture that only contains the output of the application window without the mini screen yet on it, as this texture is intended to be applied to our mini screen. So we have to hide the mini screen each time before the window output is stored in our RenderTexture. And this is where the RenderTargetListener comes in.
This listener has two important functions: preRenderTargetUnpdate() and postRenderTargetUpdate(). As the names induces already, the first function is automatically called by the listener before the RenderTexture is filled (so we can hide our mini screen here) whereas the second function is automatically called after the RenderTexture has been filled (so we can show our mini screen again).

Implementing a RenderTargetListener

MOGRE use events instead of Listener, so we subscribe to events pre- and postRenderTargetUpdate:

renderTexture.PreRenderTargetUpdate += renderTexture_PreRenderTargetUpdate;
 renderTexture.PostRenderTargetUpdate += renderTexture_PostRenderTargetUpdate;
void renderTexture_PreRenderTargetUpdate(RenderTargetEvent_NativePtr evt)
{
    mMiniScreen.Visible = false;
}
void renderTexture_PostRenderTargetUpdate(RenderTargetEvent_NativePtr evt)
{
    mMiniScreen.Visible = true;
}


That's it. Now you have a simple mini screen in your app. It's that simple.

-RTT mini screen.jpg

RTTs and shaders

Passing a RTT to a shader

As RTTs are often used toghether with shaders, you have to know how to pass the RenderTexture to one. Gladly, this is really simple.

The most simple case is, that you will never change the texture for the shader during runtime. If don't need to, you just have to tell your material script the name of the texture you create while runtime, in our case RttTex. So your texture_unit in the material should look like this:

texture_unit
{
     texture RttTex
}

If you will change the texture the shader should use during runtime, just add the following two lines:

MaterialPtr material =  MaterialManager.Singleton.GetByName("Sepia");
material.GetTechnique(0).GetPass(0).GetTextureUnitState(0).SetTextureName("OtherRttTex");

With the first line we get a pointer to the material (in this case here a sepia shader material) where we change the texture name in the second line to the desired one.

Now, as you have set the correct texture name in your material script with one of these two ways you can access the texture in your cg shader by the following line:

uniform sampler2D SceneSampler : register(s0)

Well, that's it. Your texture of the mini screen should now be passed through your shader and e.g. look like this (with the sepia shader attached to this tutorial page):

-RTT final.jpg

Conclusion

That are all the basics you need to know for starting with RTT. Now play around a bit with this code and discover a new world of graphical effects.

<HR>
Creative Commons Copyright -- Some rights reserved.


THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.