Real-Time Documentation

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Real-Time Documentation Lightworks Author 9.0 Lightworks Real-time Lightworks Real-time Master Doc Title Page Contents First Last J I Page1 of 119 Go Back Part No: D195-800-1409 Search This Doc February 27, 2014 Search All Docs Full Screen Copyright of Lightwork Design Ltd. 2013. All Rights Reserved. Reproduction of any part of this document in any form may only be undertaken with the written permission of Lightwork Design Ltd. Lightwork Design Ltd. reserves the right to make changes in specifications at any time and without notice. The information furnished by Lightwork Design Ltd. in this publication is believed to be accurate; however, no responsibility is assumed for its use, nor for any infringement of patents or other rights of third parties resulting from its use. Lightworks Author 9.0 Lightworks, the Lightworks logo, LWA and LWA-Enabled are registered trademarks of Lightwork Design Ltd. The LWA-Enabled logo, Interactive Image Regeneration, IIR, A-Cubed, Feature-Following Anti-Aliasing and FFAA are all trademarks of Lightwork Design Ltd. All other trademarks, images and logos remain the property Lightworks of their respective owners. Real-time Credits Master Doc Title Page Contents First Last Lightwork Design Rutledge House J I 78 Clarkehouse Road Sheffield S10 2LJ Page2 of 119 United Kingdom Tel. (0114) 266 8404 UK +44 114 266 8404 International Go Back Fax (0114) 266 1383 +44 114 266 1383 Search This Doc Electronic mail: [email protected] Search All Docs World Wide Web: (General) http://www.lightworkdesign.com (Support) http://www.lightworkdesign.com/support.html Full Screen Title: Credits Type: Lightworks Real-time Ref: D131-210-3894 Doc date: 14 Sep 94 Generated: at 15:18 RCS info: $Source: /home/docs/lads/credits/RCS/credits.tex,v $Author: simon $Date: 2013/05/31 Contents Lightworks Author 9.0 Lightworks I Overview6 Real-time 1 Lightworks Real-time 7 1.1 Benefits............................................. 10 Contents II Concepts 11 2 Introduction 12 2.1 About Lightworks Real-time Plus............................... 13 2.2 Initialisation........................................... 13 2.2.1 Win32.......................................... 14 Master Doc 2.2.2 Macintosh........................................ 14 2.3 About this manual....................................... 14 Title Page III Programming Guide—GUI Framework 15 Contents 3 Using Real-time Rendering via the Framework Library 16 First Last IV Programming Guide—Session Manager 17 4 Using Real-time Rendering via the Session Manager 18 J I 4.1 Rendering............................................ 18 Page3 of 119 V Programming Guide—Core 20 5 Using Real-time Rendering via the Core-Lightworks API 21 Go Back 5.0.1 Macintosh-Specific Initialisation........................... 22 5.1 Performing rendering..................................... 23 5.1.1 Rendering using render styles............................ 24 Search This Doc 5.1.2 The scene level API.................................. 25 5.1.3 Object level API.................................... 26 Search All Docs 5.1.3.1 Multi-pass rendering............................ 28 5.1.3.2 Advanced multi-pass rendering...................... 29 5.1.4 Primitive level API................................... 32 Full Screen 5.2 Telling liopengl when material or primitive information has changed.......... 33 5.2.1 Invalidation of geometry................................ 33 5.2.1.1 All geometry................................. 33 5.2.1.2 Individual primitives............................. 34 5.2.2 Invalidation of materials................................ 35 5.2.3 Invalidation of shaders................................. 36 5.2.4 Light Group support.................................. 37 5.2.5 Generalised Invalidation................................ 37 5.3 Querying Lightworks Real-time specific information.................... 38 Lightworks Author 5.4 Windows API.......................................... 40 5.4.1 Win32 (Wgl)....................................... 40 9.0 6 Advanced usage 42 Lightworks 6.1 OpenGL shadows....................................... 42 Real-time 6.1.1 Shadow resolution................................... 43 6.1.2 Shadow depth..................................... 44 6.1.3 Soft shadows...................................... 44 6.1.4 OpenGL shadow limitations.............................. 46 6.2 Annotation support....................................... 46 Contents 6.3 Procedural rendering...................................... 47 6.3.1 OpenGL primitive rendering function......................... 48 6.3.2 Invalidate primitive cached state function...................... 49 6.3.3 Primitive destroy function............................... 51 6.3.4 Vertex property flags inquiry function........................ 51 Master Doc 6.3.5 Procedural rendering context............................. 52 6.4 Environment Mapping in Real-time.............................. 57 6.4.1 Material Reflectance.................................. 57 Title Page 6.4.1.1 Non-programmable shading........................ 57 6.4.1.2 Programmable Shading........................... 58 6.4.2 Backgrounds...................................... 58 Contents 6.4.3 Lighting......................................... 58 6.5 User Defined Clipping Planes................................. 60 6.6 User Defined Line Types.................................... 61 First Last 6.7 Hidden Line Rendering.................................... 61 6.8 Anti-aliasing........................................... 62 6.9 Gamma Correction....................................... 62 J I 6.10 Accessing OpenGL extensions................................ 62 6.11 Mixing liopengl and OpenGL API calls.......................... 63 6.12 Screen Space Ambient Occlusion.............................. 64 Page4 of 119 6.12.1 SSAO Requirements.................................. 64 6.12.2 Using SSAO...................................... 64 6.12.3 Caveats......................................... 66 Go Back 6.13 Stereoscopic Rendering.................................... 66 6.13.1 Stereo Requirements................................. 66 Search This Doc 6.13.2 Using Stereo...................................... 66 6.13.2.1 View manipulation in stereo rendering................... 68 6.13.2.2 Display of stereo images.......................... 69 Search All Docs 6.13.3 Controlling the Stereo Effect............................. 69 6.13.4 Caveats......................................... 70 Full Screen 7 Using Lightworks materials with your own interactive rendering (via the Material API) 71 7.1 Creating an OpenGL material from a Lightworks material................. 72 7.2 Querying an OpenGL Material................................. 72 7.3 Using an OpenGL Material definition............................. 73 7.4 Invalidating materials..................................... 74 7.5 Blended materials....................................... 76 7.6 Invalidating the OpenGL state................................. 76 8 Programmable shading 80 8.1 Current restrictions....................................... 81 Lightworks Author 8.2 Environment reflections in Real-time............................. 81 9.0 8.3 Decals in programmable shading............................... 82 8.4 Lights in programmable shading............................... 83 Lightworks 8.5 Shaders supported by programmable shading real-time hardware............ 83 Real-time 9 CgFX Support 85 9.1 Semantics and Annotations.................................. 85 9.2 Texture Annotations...................................... 87 9.3 ShadowMap Semantics.................................... 87 Contents 9.4 Editing CgFX Parameters................................... 89 9.5 Resource Loading/Unloading................................. 91 10 Control Variables for Real-time 92 10.1 Context variables........................................ 92 10.2 Geometry variables...................................... 93 Master Doc 10.3 Material variables........................................ 95 10.4 Render variables........................................ 96 Title Page VI Appendix 106 Contents A Notes 107 A.1 Features............................................. 107 A.2 OpenGL Limitations...................................... 108 First Last A.3 Usage of Geometry Data................................... 110 A.3.1 Data caching...................................... 110 A.3.2 Geometry expansion.................................. 111 J I A.3.3 Incremental update of geometry........................... 111 A.3.4 Presentation of geometry for Real-time Plus.................... 111 Page5 of 119 A.4 Known Problems........................................ 111 A.5 OpenGL Compatibility..................................... 112 A.6 Tested Configurations..................................... 112 Go Back A.7 System Requirements..................................... 114 Index 115 Search This Doc Search All Docs Full Screen Lightworks Author 9.0 Lightworks Real-time Part I Overview Master Doc Title Page Contents First Last J I Page6 of 119 Go Back Search This Doc Search All Docs Full Screen Chapter 1 Lightworks Author 9.0 Lightworks Lightworks Real-time Real-time Lightworks Real-time Master Doc Lightworks Real-time offers hardware assisted rendering of the Lightworks scene for interactive navigation and scene editing. Title Page Contents First Last J I Page7 of 119 Go Back Search This Doc Search All Docs Figure 1.1: Materials and lighting in real time Full Screen Lightworks Real-time is designed to make the best possible use of the available graphics
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