3D Node Appearance

Description 
 Candera::Appearance groups following render attributes: 
 
 
 
 
 Candera::Material , 
 Candera::Texture , 
 Candera::RenderMode 
 Candera::Shader and 
 Candera::ShaderParamSetter . 
 
 
 
 
 Render attributes define the distinctive visualization of a geometry like Candera::Mesh , Candera::Billboard , and Candera::PointSprite . Further, render attributes can be shared across multiple objects, which conserve memory and enable sharing of appearance characteristics. 
 A Candera::Appearance object is mandatory for any object in order to get rendered. Per default no Appearance attributes are attached. 
 If the Appearance is activated, all render attributes that are set become activated. If no RenderMode is defined (null), then the default RenderMode is used instead. 
 Appearance: Material 
 Material Attributes 
 Candera::Material describes the color attributes of an object's surface and is primarily used for lighting computations. If no material is set, lighting calculations in associated shaders can not be applied. 
 The color attributes are defined as follows: 
 
 
 
 
 
 
 Ambient 
 RGB color that interacts with the ambient attribute of light. 
 
 
 Emissive 
 RGB color that defines the self-lighting of the material. This color is visible, even when Material is unlighted. The emissive color attribute does neither interact with any type of light source nor with other 3D objects. 
 
 
 Diffuse 
 RGBA color that interacts with the diffuse attribute of light. The alpha value of the diffuse color, defines the alpha factor of the entire Material, supposed that alpha blending is enabled (For details see Candera::RenderMode ). 
 
 
 Specular 
 RGB color that interacts with the specular attribute of light. 
 
 
 
 
 
 
 Furthermore with Specular Power the sharpness of a specular highlight, if lit by specular light, can be defined. 
 Create a new Material 
 m_material = Material::Create ();
 
 Set Colors 
 This sample code shows how to change the ambient color, the code for changing the diffuse color, the emissive color or the specular color looks similarly. 
 // Set ambient color
 if (node->GetAppearance() != 0 && node->GetAppearance()->GetMaterial() != 0){
 node->GetAppearance()->GetMaterial()->SetAmbient(m_color);
 }
 // end Set ambient color
 
 Appearance: Texture  
 Description 
 Candera::Texture encapsulates a Candera::TextureImage and a set of attributes specifying how it is applied to a vertex's texture coordinate. Candera implements a sharing mechanism based on TextureImages. These hold the actual VRAM handle. Multiple textures can share one TextureImage object. The TextureImage manages its upload to the VRAM. 
 Attention: 
 
 
 
 
 The Texture is only useable with an associated TextureImage. 
 Do not share TextureImages, if TextureImage modification shall not be shared across Textures. 
 In order to support MipMapping or repeated wrapping, the bitmap's width and height must be a power of 2 (n^2), like e.g. 2, 4, 8, 16 ,32, etc. However, height and width can be different, e.g.: 256x128. 
 
 
 
 
 Texture Filtering 
 
 
 
 
 Minification and magnification: 
 
 
 
 
 Following texture filters can be used to improve visual quality of Textures: Magnification to upscale, Minification to downscale. 
 
 
 
 
 
 
 Nearest 
 Value of the texel that is nearest to the center of the pixel being textured. 
 
 
 Linear 
 The weighted average of the four texels that are closest to the center of the pixel being textured. 
 
 
 
 
 
 
 
 
 
 
 
 Mipmapping: MipMapping can be used to avoid texture aliasing effects. 
 
 
 
 
 None 
 MipMapping disabled 
 
 
 Nearest 
 MipMapping uses nearest mip map level 
 
 
 Linear 
 MipMapping uses bilinear mipmap interpolation of the two nearest mip map levels 
 
 
 
 
 
 
 
 
 
 
 
 WrapMode: 
 
 
 
 
 It specifies how the texture is wrapped: 
 
 
 
 
 
 
 Repeat 
 Repeat the texture 
 
 
 ClampToEdge 
 Clamp fetches to the edge of the texture 
 
 
 Linear 
 MipMapping uses bilinear mipmap interpolation of the two nearest mip map levels 
 
 
 
 
 
 
 
 
 
 
 
 MaxAnisotropy: 
 
 
 
 
 It specifies the maximum degree of anisotropy to account for in texture filtering for the Texture object. Anisotropic filtering improves the quality of the textures when they are not uniformly scaled because, for example, the textured triangle is not exactly facing the camera. The value of maxAnisotropy must be greater or equal to 1.0f (isotropy) and is limited by the max detail of anisotropy supported by hardware, which can be retrieved with the function Candera::RenderDevice::GetMaxAnisotropySupportedByDevice. 
 Changing Texture Image And Setting Filters 
 m_textureImage = BitmapTextureImage::Create ();
 m_textureImage->SetName("LabelTextureImage");
 static_cast<void>(m_textureImage->SetBitmap(m_bitmap));
 if (m_textureImage == 0) {
 FEATSTD_DEBUG_ASSERT(false);
 return; // memory is freed in destructor/UpdateBitmap()
 }

 m_texture = Texture::Create ();
 m_texture->SetName("LabelTexture");
 m_texture->SetTextureImage(m_textureImage);
 m_texture->SetWrapModeU(Texture::ClampToEdge);
 m_texture->SetWrapModeV(Texture::ClampToEdge);
 m_texture->SetMinificationFilter(Texture::MinMagLinear);
 m_texture->SetMagnificationFilter(Texture::MinMagLinear);
 
 Appearance: Render Mode  
 Description 
 Candera::RenderMode is an Appearance component that encapsulates polygon-level and per-fragment compositing render attributes. If an object's Appearance has set RenderMode to null, then the default RenderMode is used instead. For details how to set the default render mode, see Candera::Renderer::SetDefaultRenderMode . 
 If a Camera has a RenderMode attached [camera->GetApperance()->SetRenderMode(...)], then the Camera's RenderMode overrules the DefaultRenderMode during its render pass. Thus, all Nodes rendered by the Camera that do not have their own RenderMode set, use the RenderMode applied to the Camera. 
 If a RenderMode has set an inheritance bit for a certain render attribute, then the property of the base render mode is used, this is either the Camera's RenderMode if set or the DefaultRenderMode otherwise. 
 bool m_isColorWriteRedEnabled; // Default value: true
 bool m_isColorWriteGreenEnabled; // Default value: true
 bool m_isColorWriteBlueEnabled; // Default value: true
 bool m_isColorWriteAlphaEnabled; // Default value: true
 bool m_isDepthWriteEnabled; // Default value: true
 bool m_isDepthTestEnabled; // Default value: true
 bool m_isStencilTestEnabled; // Default value: false
 bool m_isBlendingEnabled; // Default value: false
 
 
 Set a rendermode: 
 SharedPointer<RenderMode> rm = RenderMode::Create ();
 rm->SetBlendingEnabled(true);
 rm->SetBlendMode(RenderMode::SourceAlpha, RenderMode::InverseSourceAlpha, RenderMode::Add);
 rm->SetDepthTestEnabled(false);
 rm->SetDepthWriteEnabled(false);
 appearance->SetRenderMode(rm);

 
 Render Mode Attributes 
 
 
 
 
 blending 
 
 
 
 
 The next chapter Color Blending describes possible blending operations in detail. 
 
 
 
 
 culling 
 
 
 
 
 Culling determines which side of a polygon is removed before rasterisation. 
 
 
 
 
 
 
 FrontFaceCulling 
 Front of the polygon is removed 
 
 
 BackFaceCulling 
 Back of the polygon is removed 
 
 
 NoCulling 
 Front and back of the polygon are rendered 
 
 
 
 
 
 
 
 
 
 
 winding 
 
 
 
 
 Winding defines the front face of a polygon. A polygon side is the front-face if its screen-space vertices are in the same order as the winding specifies. 
 
 
 
 
 
 
 ClockWise 
 Clockwise ordered vertices define the front of the polygon. 
 
 
 CounterClockWise 
 Counterclockwise ordered vertices define the front of the polygon. 
 
 
 
 
 
 
 Candera::RenderMode::ComparisonFunction can be used with depth-, stencil-, or sampler state operations. It specifies how the source (new) data is compared against the destination (existing) data before passing the comparison operations (storing the data). 
 
 
 
 
 
 
 CompareNever 
 Never pass the comparison. 
 
 
 CompareLess 
 If source data is less than destination data, the comparison passes. 
 
 
 CompareEqual 
 If source data is equal than destination data, the comparison passes. 
 
 
 CompareLessEqual 
 If source data is less than or equal to destination data, the comparison passes. 
 
 
 CompareGreater 
 If source data is greater than destination data, the comparison passes. 
 
 
 CompareNotEqual 
 If source data is not equal to destination data, the comparison passes. 
 
 
 CompareGreaterEqual 
 If source data is greater than or equal to destination data, the comparison passes. 
 
 
 CompareAlways 
 Always pass the comparison. 
 
 
 
 
 
 
 
 
 
 
 depth bias 
 
 
 
 
 Depth bias that can be applied to co-planar primitives to reduce z-fighting, according to following function: Depth bias = (max * scaleFactor) + (r * units) ; where max is the maximum depth slope of the triangle being rendered and r is an implementation-defined constant that is guaranteed to produce the smallest resolvable offset. 
 
 
 
 
 
 
 olygons that are coplanar can be made to appear not coplanar by adding a z-bias to each one. This is a technique commonly used to ensure that shadows, decals, or hidden-line images on coplanar surfaces are displayed properly. The depth bias is added before the depth test is performed but does not influence the original depth value written into depth buffer. 
 
 
 
 
 
 
 Via Candera::RenderMode::SetDepthBias the depth bias can be set and Candera::RenderMode::SetDepthTestEnabled and Candera::RenderMode::SetDepthWriteEnabled enables it. 
 
 
 
 
 stencil buffer 
 
 
 
 
 StencilPlane specifies the face associated with the provided stencil function, which are FrontFace , BackFace and FrontAndBackFace . Front face stencil affects non-polygons and front-facing polygons whereas back face stencil affects back-facing polygons only. StencilOperation defines the stencil-buffer operation. 
 
 
 
 
 
 SetToZero 
 Set the stencil-buffer entry to zero. 
 
 
 Keep 
 Do not update the entry in the stencil buffer. 
 
 
 Replace 
 Replace the stencil-buffer entry with the reference value. 
 
 
 Increment 
 Increment the stencil-buffer entry, clamping to 2^n where n is the number of bits in the stencil buffer. 
 
 
 Decrement 
 Decrement the stencil-buffer entry, clamping to zero. 
 
 
 Invert 
 Invert the bits in the stencil-buffer entry. 
 
 
 IncrementWrap 
 Increment the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value 
 
 
 DecrementWrap 
 Decrement the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. 
 
 
 
 
 
 Appearance: Render Mode - Color Blending  
 Description 
 When Blending is enabled, the output from the fragment shader is blended with the current contents of the frame buffer, rather than merely overwriting it. Blending is mostly used to make objects appear transparent, but can also produce various other effects. (eg. anti-aliasing, DOF, or multi-pass rendering.) There are multiple ways of using blending, but generally, the procedure is as follows: 
 
 
 
 
 Set alpha value of a node 
 Set alpha value of a material color 
 Set alpha value of the material (this changes the alpha value of the materials diffuse color) 
 Enable blending via RenderMode and use the alpha value of the texture in combination with Candera::RenderMode::BlendMode 
 
 
 
 
 Blend Operations 
 enum BlendOperation
 {
 Add = 0, 
 Subtract = 1, 
 ReverseSubtract = 2, 
 Min = 3, 
 Max = 4 
 };
 
 Blend Factor 
 enum BlendFactor
 {
 Zero = 0, 
 One = 1, 
 SourceColor = 2, 
 InverseSourceColor = 3, 
 SourceAlpha = 4, 
 InverseSourceAlpha = 5, 
 DestColor = 6, 
 InverseDestColor = 7, 
 DestAlpha = 8, 
 InverseDestAlpha = 9, 
 ConstantColor = 10, 
 InverseConstantColor = 11, 
 ConstantAlpha = 12, 
 InverseConstantAlpha = 13, 
 SourceAlphaSaturate = 14 
 };
 
 
 BlendMode combines the source and destination blend factors with the operation used in blending equation. 
 
 
 
 
 RGB blending equation: final_RGB = source_RGB * sourceRGBFactor (+operationRGB+) destination_RGB * destRGBFactor . 
 Alpha blending equation: final_alpha = source_alpha * sourceAlphaFactor (+operationAlpha+) destination_alpha * destAlphaFactor . 
 
 
 
 
 For the Blending Options ConstantColor, InverseConstantColor, ConstantAlpha, or InverseConstantAlpha a blending color can be set. 
 Set blending: 
 SharedPointer<RenderMode> rm = RenderMode::Create ();
 rm->SetBlendingEnabled(true);
 rm->SetBlendMode(RenderMode::SourceAlpha, RenderMode::InverseSourceAlpha, RenderMode::Add);
 rm->SetDepthTestEnabled(false);
 rm->SetDepthWriteEnabled(false);
 appearance->SetRenderMode(rm);
 
 Appearance: Shader  
 Description 
 Candera::Shader is an Appearance component representing a graphical processing unit (GPU) program, thus a vertex and fragment shader pair. 
 
 
 
 
 The Shader program can be parametrized with uniforms and attributes. It's guaranteed by the shader that the program is only created once in VRAM. 
 Shader is a device object that counts its uploads to VRAM automatically. Thus, a shader is only uploaded if it has not been uploaded before. 
 Further, a shader is unloaded from VRAM, if the upload count is decreased to zero. Take care, that upload is invoked as many times as unload. 
 
 
 
 
 Candera and SceneComposer offer reference shaders of both vertex and fragment shaders. For details refer to section Shader Usage . 
 
 In SceneComposer via the appearance of a node its ShaderProgram can be chanced easily. Further it is possible to change shaders, the default shader configuration, to create new shaders and combine two of them to a new ShaderProgram. 
 The Default Shader Configuration in SceneComposer 
 
 
 
 
 
 
 Node 
 Vertex Shader 
 Fragment Shader 
 
 
 Billboard 
 RefTrans 
 RefTex 
 
 
 Mesh without texture 
 RefTransLight1 
 RefColor 
 
 
 Mesh with texture 
 RefTransLight1 
 RefColorTex 
 
 
 MorphingMesh without texture 
 RefTransLight1Morph 
 RefColor 
 
 
 MorphingMesh with texture 
 RefTransLight1Morph 
 RefColorTex 
 
 
 PointSprite 
 RefTransPointSprite 
 RefPointSprite 
 
 
 SkyBox 
 RefTransCubeMap 
 RefCubeMapTex 
 
 
 
 
 
 
 Appearance: Shader Parameter Setters  
 Description 
 The Candera::ShaderParamSetter class is used to pass uniform parameters to a Shader program. The most relevant methods for this class are Candera::ShaderParamSetter::SetUniform which creates a new uniform (see example below): 
 shaderParamSetter->SetUniform(m_uniformName, Shader::Float, &m_uniformValue);
 
 and the Candera::ShaderParamSetter::Activate which activates all the uniforms previously set by the SetUniform method in the Shader. 
 
 
 
 
 
 
 In a class derived from ShaderParamSetter, the methods which calculates the auto-uniforms (e.g. ModelViewProjectionMatrix4), should be invoked in the Activate method. 
 
 
 
 
 
 Generic Shader Param Setters 
 Candera::GenericShaderParamSetter is a class derived from Candera::ShaderParamSetter which bundles uniform shader parameters that are calculated by Candera . The class interface offers, for each of these parameters, a specialized method which enables / disables the parameter. 
 shaderParamSetter->SetModelMatrix4Enabled(true);
 shaderParamSetter->SetModelMatrix3Enabled(true);
 shaderParamSetter->SetNormalModelMatrix3Enabled(true);
 shaderParamSetter->SetModelViewMatrix4Enabled(true);
 shaderParamSetter->SetModelViewMatrix3Enabled(true);
 shaderParamSetter->SetNormalModelViewMatrix3Enabled(true);
 shaderParamSetter->SetModelViewProjectionMatrix4Enabled(true);
 shaderParamSetter->SetCameraLookAtVectorEnabled(true);
 shaderParamSetter->SetCameraPositionEnabled(true);
 shaderParamSetter->SetLightActivationEnabled(true);
 shaderParamSetter->SetMaterialActivationEnabled(true);
 shaderParamSetter->SetTextureActivationEnabled(true);
 shaderParamSetter->SetLightsCoordinateSpace(Light::World);
 
 If a parameter is enabled then it will be calculated and passed to the shader, if disabled the parameter is neither calculated nor passed. 
 Default Parameters 
 Some often needed shader parameters are enabled by default: 
 
 
 
 
 ModelViewProjectionMatrix4 
 LightActivation 
 MaterialActivation 
 TextureActivation 
 
 
 
 
 If needed, for performance reasons, those parameters might be disabled. 
 Generic Param Setters in SceneComposer 
 In SceneComposer the generic parameter setters are accessible through the graphic interface in two ways: 
 
 
 
 
 as customizable uniform setter, from the Toolbox panel in the Attachments bar. Once added in the Appearance node list this uniform setter should be configured in the Properties panel by enabling the desired uniforms. 
 as a predefined uniform setter, from the Templates panel in the UniformSetters list. 
 
 
 
 
 SceneComposer provides the following predefined uniform setters: 
 
 
 
 
 TransAnisotropicLightShaderParamSetter 
 TransLightBumpMapShaderParamSetter 
 TransLightShaderParamSetter 
 TransLightSphereMapShaderParamSetter 
 TransShaderParamSetter 
 
 
 
 
 The table below shows some examples of shaders that can be set by each of the predefined shader parameter setters: 
 
 
 
 
 
 
 Shader Param Setter 
 Shader Program 
 
 
 TransAnisotropicLightShaderParamSetter 
 RefTransAnisotropicLight1_RefAnisotropicLight1SpecularTex 
 
 
 TransLightBumpMapShaderParamSetter 
 RefTransLight1BumpMap_RefLight1BumpMap 
 
 
 TransShaderParamSetter 
 RefTransLight1_RefColor 
 
 
 TransLightSphereMapShaderParamSetter 
 RefTransLight1SphereMap_RefColorTex 
 
 
 TransLightShaderParamSetter 
 RefTransWorldLight1_RefColor 
 
 
 
 
 
 
 Shader parameter setters can be applied to a 3D node by selecting it in the panel and then drag-and-drop it in the Appearance list of the node. 
 Customized Shader Parameter Setter  
 Customized Shader Parameter Setter - Example 
 If for any reason the standard shader parameter setters are not sufficient, it is possible to create a customized shader parameter setter. However, a custom shader parameter setter cannot be configured in SceneComposer, it must be associated to the desired node by coding. 
 The following example explains how to create and use a customized shader parameter setter in a widget. Refer to the 
 
 
 
 
 ShaderParamSetterWidget in combination with the 
 ShaderParamSetterSolution , both present in the cgi_studio_player folder. 
 
 
 
 
 The widget ShaderParamSetterWidget allows to set the u_Material.emissive and the u_MVPMatrix uniform parameters for any node using an appropriate shader program (for example, the nodes in the ShaderParamSetterSolution are using the RefTransLight1_RefColor shader program). 
 Simple Shader Parameter Setter for u_Material.emissive & u_MVPMatrix Uniforms 
 In order to pass the u_Material.emissive and u_MVPMatrix uniforms to a shader program, the widget uses an instance of the class SimpleShaderParameterSetter : 
 // Create uniform setter instance
 // m_shaderParamSetter is of type SharedPointer<SimpleShaderParamSetter> ;
 m_shaderParamSetter = SimpleShaderParamSetter::Create ();
 // end Create uniform setter instance
 
 
 The only method that needs to be overridden in the SimpleShaderParameterSetter is Candera::ShaderParamSetter::Activate . 
 The example ShaderParamSetterWidget uses this SimpleShaderParameterSetter by attaching the created instance to the node, which is associated to the widget: 
 // Attach uniform setter
 if ( (GetNode() != 0) && (GetNode()->GetAppearance() != 0) ) {
 GetNode()->GetAppearance()->SetShaderParamSetter(m_shaderParamSetter);
 }
 // end Attach uniform setter
 
 
 Whenever the widget property "Uniform Color" is modified, the widget sets the given color value (m_color) as u_Material.emissive uniform to the SimpleShaderParameterSetter: 
 // Set u_Material.emissive uniform
 FEATSTD_UNUSED(m_shaderParamSetter->SetUniform(ShaderParamNames::GetUniformName(ShaderParamNames::MaterialEmissive), Shader::FloatVec4, reinterpret_cast<Float*>(&m_shaderColor[0]), 1));
 // end Set u_Material.emissive uniform
 
 
 The node vertices are mapped from the model space to the screen space using the Model-View-Projection Matrix (u_MVPMatrix). SimpleShaderParameterSetter calculates the u_MVPMatrix using the node and camera attributes and then passes it to the shader: 
 // Set u_MVPMatrix uniform
 const Matrix4 mvpMatrix = node.GetWorldTransform() * RenderDevice::GetActiveCamera()->GetViewProjectionMatrix();
 return shader.SetUniform( mvpMatrix.GetData(), ShaderParamNames::GetUniformName(ShaderParamNames::ModelViewProjectionMatrix4), Shader::FloatMat4 );
 // end Set u_MVPMatrix uniform
 
 
 Modifications made using the SetUniform method become effective each time the camera renders the scene because the method Activate is invoked internally by the node. 
 Multipass Appearance   
 Description 
 A Candera::MultiPassAppearance is a dedicated Appearance which enables a node to be rendered multiple times with different appearance settings which are blended in order to achieve a certain visual result like e.g. fur or blurred rendering. 
 The sequence of render passes is created by chaining instances of MultiPassAppearance using the SetNextPass method: 
 multiPassAppearance1->SetNextPass(multiPassAppearance2);
 multiPassAppearance2->SetNextPass(multiPassAppearance3);