[1] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef _Material_H__ |
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| 30 | #define _Material_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | |
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| 34 | #include "OgreResource.h" |
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| 35 | #include "OgreIteratorWrappers.h" |
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| 36 | #include "OgreCommon.h" |
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| 37 | #include "OgreColourValue.h" |
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| 38 | #include "OgreBlendMode.h" |
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| 39 | |
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| 40 | |
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| 41 | namespace Ogre { |
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| 42 | |
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| 43 | // Forward declaration |
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| 44 | class MaterialPtr; |
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| 45 | |
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| 46 | /** Class encapsulates rendering properties of an object. |
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| 47 | @remarks |
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| 48 | Ogre's material class encapsulates ALL aspects of the visual appearance, |
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| 49 | of an object. It also includes other flags which |
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| 50 | might not be traditionally thought of as material properties such as |
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| 51 | culling modes and depth buffer settings, but these affect the |
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| 52 | appearance of the rendered object and are convenient to attach to the |
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| 53 | material since it keeps all the settings in one place. This is |
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| 54 | different to Direct3D which treats a material as just the colour |
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| 55 | components (diffuse, specular) and not texture maps etc. An Ogre |
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| 56 | Material can be thought of as equivalent to a 'Shader'. |
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| 57 | @par |
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| 58 | A Material can be rendered in multiple different ways depending on the |
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| 59 | hardware available. You may configure a Material to use high-complexity |
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| 60 | fragment shaders, but these won't work on every card; therefore a Technique |
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| 61 | is an approach to creating the visual effect you are looking for. You are advised |
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| 62 | to create fallback techniques with lower hardware requirements if you decide to |
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| 63 | use advanced features. In addition, you also might want lower-detail techniques |
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| 64 | for distant geometry. |
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| 65 | @par |
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| 66 | Each technique can be made up of multiple passes. A fixed-function pass |
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| 67 | may combine multiple texture layers using multitexrtuing, but Ogre can |
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| 68 | break that into multiple passes automatically if the active card cannot |
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| 69 | handle that many simultaneous textures. Programmable passes, however, cannot |
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| 70 | be split down automatically, so if the active graphics card cannot handle the |
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| 71 | technique which contains these passes, OGRE will try to find another technique |
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| 72 | which the card can do. If, at the end of the day, the card cannot handle any of the |
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| 73 | techniques which are listed for the material, the engine will render the |
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| 74 | geometry plain white, which should alert you to the problem. |
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| 75 | @par |
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| 76 | Ogre comes configured with a number of default settings for a newly |
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| 77 | created material. These can be changed if you wish by retrieving the |
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| 78 | default material settings through |
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| 79 | SceneManager::getDefaultMaterialSettings. Any changes you make to the |
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| 80 | Material returned from this method will apply to any materials created |
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| 81 | from this point onward. |
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| 82 | */ |
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| 83 | class _OgreExport Material : public Resource |
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| 84 | { |
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| 85 | friend class SceneManager; |
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| 86 | friend class MaterialManager; |
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| 87 | |
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| 88 | public: |
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| 89 | /// distance list used to specify LOD |
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| 90 | typedef std::vector<Real> LodDistanceList; |
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| 91 | typedef ConstVectorIterator<LodDistanceList> LodDistanceIterator; |
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| 92 | protected: |
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| 93 | |
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| 94 | |
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| 95 | /** Internal method which sets the material up from the default settings. |
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| 96 | */ |
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| 97 | void applyDefaults(void); |
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| 98 | |
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| 99 | typedef std::vector<Technique*> Techniques; |
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| 100 | /// All techniques, supported and unsupported |
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| 101 | Techniques mTechniques; |
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| 102 | /// Supported techniques of any sort |
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| 103 | Techniques mSupportedTechniques; |
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| 104 | typedef std::map<unsigned short, Technique*> LodTechniques; |
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| 105 | typedef std::map<unsigned short, LodTechniques*> BestTechniquesBySchemeList; |
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| 106 | /** Map of scheme -> list of LOD techniques. |
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| 107 | Current scheme is set on MaterialManager, |
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| 108 | and can be set per Viewport for auto activation. |
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| 109 | */ |
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| 110 | BestTechniquesBySchemeList mBestTechniquesBySchemeList; |
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| 111 | |
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| 112 | LodDistanceList mLodDistances; |
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| 113 | bool mReceiveShadows; |
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| 114 | bool mTransparencyCastsShadows; |
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| 115 | /// Does this material require compilation? |
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| 116 | bool mCompilationRequired; |
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| 117 | /// Text description of why any techniques are not supported |
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| 118 | String mUnsupportedReasons; |
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| 119 | |
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| 120 | /** Insert a supported technique into the local collections. */ |
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| 121 | void insertSupportedTechnique(Technique* t); |
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| 122 | |
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| 123 | /** Clear the best technique list. |
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| 124 | */ |
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| 125 | void clearBestTechniqueList(void); |
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| 126 | |
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| 127 | /** Overridden from Resource. |
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| 128 | */ |
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| 129 | void loadImpl(void); |
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| 130 | |
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| 131 | /** Unloads the material, frees resources etc. |
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| 132 | @see |
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| 133 | Resource |
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| 134 | */ |
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| 135 | void unloadImpl(void); |
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| 136 | /// @copydoc Resource::calculateSize |
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| 137 | size_t calculateSize(void) const { return 0; } // TODO |
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| 138 | public: |
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| 139 | |
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| 140 | /** Constructor - use resource manager's create method rather than this. |
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| 141 | */ |
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| 142 | Material(ResourceManager* creator, const String& name, ResourceHandle handle, |
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| 143 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0); |
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| 144 | |
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| 145 | ~Material(); |
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| 146 | /** Assignment operator to allow easy copying between materials. |
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| 147 | */ |
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| 148 | Material& operator=( const Material& rhs ); |
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| 149 | |
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| 150 | /** Determines if the material has any transparency with the rest of the scene (derived from |
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| 151 | whether any Techniques say they involve transparency). |
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| 152 | */ |
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| 153 | bool isTransparent(void) const; |
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| 154 | |
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| 155 | /** Sets whether objects using this material will receive shadows. |
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| 156 | @remarks |
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| 157 | This method allows a material to opt out of receiving shadows, if |
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| 158 | it would otherwise do so. Shadows will not be cast on any objects |
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| 159 | unless the scene is set up to support shadows |
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| 160 | (@see SceneManager::setShadowTechnique), and not all techniques cast |
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| 161 | shadows on all objects. In any case, if you have a need to prevent |
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| 162 | shadows being received by material, this is the method you call to |
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| 163 | do it. |
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| 164 | @note |
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| 165 | Transparent materials never receive shadows despite this setting. |
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| 166 | The default is to receive shadows. |
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| 167 | */ |
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| 168 | void setReceiveShadows(bool enabled) { mReceiveShadows = enabled; } |
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| 169 | /** Returns whether or not objects using this material will receive shadows. */ |
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| 170 | bool getReceiveShadows(void) const { return mReceiveShadows; } |
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| 171 | |
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| 172 | /** Sets whether objects using this material be classified as opaque to the shadow caster system. |
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| 173 | @remarks |
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| 174 | This method allows a material to cast a shadow, even if it is transparent. |
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| 175 | By default, transparent materials neither cast nor receive shadows. Shadows |
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| 176 | will not be cast on any objects unless the scene is set up to support shadows |
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| 177 | (@see SceneManager::setShadowTechnique), and not all techniques cast |
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| 178 | shadows on all objects. |
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| 179 | */ |
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| 180 | void setTransparencyCastsShadows(bool enabled) { mTransparencyCastsShadows = enabled; } |
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| 181 | /** Returns whether or not objects using this material be classified as opaque to the shadow caster system. */ |
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| 182 | bool getTransparencyCastsShadows(void) const { return mTransparencyCastsShadows; } |
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| 183 | |
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| 184 | /** Creates a new Technique for this Material. |
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| 185 | @remarks |
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| 186 | A Technique is a single way of rendering geometry in order to achieve the effect |
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| 187 | you are intending in a material. There are many reason why you would want more than |
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| 188 | one - the main one being to handle variable graphics card abilities; you might have |
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| 189 | one technique which is impressive but only runs on 4th-generation graphics cards, |
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| 190 | for example. In this case you will want to create at least one fallback Technique. |
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| 191 | OGRE will work out which Techniques a card can support and pick the best one. |
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| 192 | @par |
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| 193 | If multiple Techniques are available, the order in which they are created is |
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| 194 | important - the engine will consider lower-indexed Techniques to be preferable |
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| 195 | to higher-indexed Techniques, ie when asked for the 'best' technique it will |
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| 196 | return the first one in the technique list which is supported by the hardware. |
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| 197 | */ |
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| 198 | Technique* createTechnique(void); |
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| 199 | /** Gets the indexed technique. */ |
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| 200 | Technique* getTechnique(unsigned short index); |
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| 201 | /** searches for the named technique. |
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| 202 | Return 0 if technique with name is not found |
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| 203 | */ |
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| 204 | Technique* getTechnique(const String& name); |
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| 205 | /** Retrieves the number of techniques. */ |
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| 206 | unsigned short getNumTechniques(void) const; |
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| 207 | /** Removes the technique at the given index. */ |
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| 208 | void removeTechnique(unsigned short index); |
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| 209 | /** Removes all the techniques in this Material. */ |
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| 210 | void removeAllTechniques(void); |
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| 211 | typedef VectorIterator<Techniques> TechniqueIterator; |
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| 212 | /** Get an iterator over the Techniques in this Material. */ |
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| 213 | TechniqueIterator getTechniqueIterator(void); |
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| 214 | /** Gets an iterator over all the Techniques which are supported by the current card. |
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| 215 | @remarks |
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| 216 | The supported technique list is only available after this material has been compiled, |
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| 217 | which typically happens on loading the material. Therefore, if this method returns |
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| 218 | an empty list, try calling Material::load. |
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| 219 | */ |
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| 220 | TechniqueIterator getSupportedTechniqueIterator(void); |
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| 221 | |
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| 222 | /** Gets the indexed supported technique. */ |
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| 223 | Technique* getSupportedTechnique(unsigned short index); |
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| 224 | /** Retrieves the number of supported techniques. */ |
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| 225 | unsigned short getNumSupportedTechniques(void) const; |
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| 226 | /** Gets a string explaining why any techniques are not supported. */ |
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| 227 | const String& getUnsupportedTechniquesExplanation() const { return mUnsupportedReasons; } |
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| 228 | |
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| 229 | /** Gets the number of levels-of-detail this material has in the |
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| 230 | given scheme, based on Technique::setLodIndex. |
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| 231 | @remarks |
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| 232 | Note that this will not be up to date until the material has been compiled. |
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| 233 | */ |
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| 234 | unsigned short getNumLodLevels(unsigned short schemeIndex) const; |
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| 235 | /** Gets the number of levels-of-detail this material has in the |
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| 236 | given scheme, based on Technique::setLodIndex. |
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| 237 | @remarks |
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| 238 | Note that this will not be up to date until the material has been compiled. |
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| 239 | */ |
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| 240 | unsigned short getNumLodLevels(const String& schemeName) const; |
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| 241 | |
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| 242 | /** Gets the best supported technique. |
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| 243 | @remarks |
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| 244 | This method returns the lowest-index supported Technique in this material |
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| 245 | (since lower-indexed Techniques are considered to be better than higher-indexed |
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| 246 | ones). |
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| 247 | @par |
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| 248 | The best supported technique is only available after this material has been compiled, |
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| 249 | which typically happens on loading the material. Therefore, if this method returns |
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| 250 | NULL, try calling Material::load. |
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| 251 | @param lodIndex The material lod index to use |
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| 252 | */ |
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| 253 | Technique* getBestTechnique(unsigned short lodIndex = 0); |
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| 254 | |
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| 255 | |
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| 256 | /** Creates a new copy of this material with the same settings but a new name. |
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| 257 | @param newName The name for the cloned material |
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| 258 | @param changeGroup If true, the resource group of the clone is changed |
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| 259 | @param newGroup Only required if changeGroup is true; the new group to assign |
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| 260 | */ |
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| 261 | MaterialPtr clone(const String& newName, bool changeGroup = false, |
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| 262 | const String& newGroup = StringUtil::BLANK) const; |
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| 263 | |
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| 264 | /** Copies the details of this material into another, preserving the target's handle and name |
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| 265 | (unlike operator=) but copying everything else. |
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| 266 | @param mat Weak reference to material which will receive this material's settings. |
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| 267 | */ |
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| 268 | void copyDetailsTo(MaterialPtr& mat) const; |
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| 269 | |
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| 270 | /** 'Compiles' this Material. |
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| 271 | @remarks |
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| 272 | Compiling a material involves determining which Techniques are supported on the |
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| 273 | card on which OGRE is currently running, and for fixed-function Passes within those |
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| 274 | Techniques, splitting the passes down where they contain more TextureUnitState |
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| 275 | instances than the current card has texture units. |
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| 276 | @par |
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| 277 | This process is automatically done when the Material is loaded, but may be |
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| 278 | repeated if you make some procedural changes. |
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| 279 | @param |
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| 280 | autoManageTextureUnits If true, when a fixed function pass has too many TextureUnitState |
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| 281 | entries than the card has texture units, the Pass in question will be split into |
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| 282 | more than one Pass in order to emulate the Pass. If you set this to false and |
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| 283 | this situation arises, an Exception will be thrown. |
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| 284 | */ |
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| 285 | void compile(bool autoManageTextureUnits = true); |
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| 286 | |
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| 287 | // ------------------------------------------------------------------------------- |
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| 288 | // The following methods are to make migration from previous versions simpler |
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| 289 | // and to make code easier to write when dealing with simple materials |
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| 290 | // They set the properties which have been moved to Pass for all Techniques and all Passes |
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| 291 | |
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| 292 | /** Sets the point size properties for every Pass in every Technique. |
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| 293 | @note |
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| 294 | This property has been moved to the Pass class, which is accessible via the |
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| 295 | Technique. For simplicity, this method allows you to set these properties for |
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| 296 | every current Technique, and for every current Pass within those Techniques. If |
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| 297 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 298 | property there. |
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| 299 | @see Pass::setPointSize |
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| 300 | */ |
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| 301 | void setPointSize(Real ps); |
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| 302 | |
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| 303 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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| 304 | @note |
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| 305 | This property has been moved to the Pass class, which is accessible via the |
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| 306 | Technique. For simplicity, this method allows you to set these properties for |
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| 307 | every current Technique, and for every current Pass within those Techniques. If |
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| 308 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 309 | property there. |
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| 310 | @see Pass::setAmbient |
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| 311 | */ |
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| 312 | void setAmbient(Real red, Real green, Real blue); |
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| 313 | |
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| 314 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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| 315 | @note |
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| 316 | This property has been moved to the Pass class, which is accessible via the |
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| 317 | Technique. For simplicity, this method allows you to set these properties for |
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| 318 | every current Technique, and for every current Pass within those Techniques. If |
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| 319 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 320 | property there. |
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| 321 | @see Pass::setAmbient |
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| 322 | */ |
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| 323 | void setAmbient(const ColourValue& ambient); |
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| 324 | |
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| 325 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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| 326 | @note |
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| 327 | This property has been moved to the Pass class, which is accessible via the |
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| 328 | Technique. For simplicity, this method allows you to set these properties for |
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| 329 | every current Technique, and for every current Pass within those Techniques. If |
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| 330 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 331 | property there. |
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| 332 | @see Pass::setDiffuse |
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| 333 | */ |
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| 334 | void setDiffuse(Real red, Real green, Real blue, Real alpha); |
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| 335 | |
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| 336 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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| 337 | @note |
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| 338 | This property has been moved to the Pass class, which is accessible via the |
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| 339 | Technique. For simplicity, this method allows you to set these properties for |
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| 340 | every current Technique, and for every current Pass within those Techniques. If |
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| 341 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 342 | property there. |
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| 343 | @see Pass::setDiffuse |
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| 344 | */ |
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| 345 | void setDiffuse(const ColourValue& diffuse); |
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| 346 | |
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| 347 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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| 348 | @note |
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| 349 | This property has been moved to the Pass class, which is accessible via the |
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| 350 | Technique. For simplicity, this method allows you to set these properties for |
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| 351 | every current Technique, and for every current Pass within those Techniques. If |
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| 352 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 353 | property there. |
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| 354 | @see Pass::setSpecular |
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| 355 | */ |
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| 356 | void setSpecular(Real red, Real green, Real blue, Real alpha); |
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| 357 | |
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| 358 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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| 359 | @note |
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| 360 | This property has been moved to the Pass class, which is accessible via the |
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| 361 | Technique. For simplicity, this method allows you to set these properties for |
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| 362 | every current Technique, and for every current Pass within those Techniques. If |
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| 363 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 364 | property there. |
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| 365 | @see Pass::setSpecular |
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| 366 | */ |
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| 367 | void setSpecular(const ColourValue& specular); |
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| 368 | |
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| 369 | /** Sets the shininess properties of every Pass in every Technique. |
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| 370 | @note |
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| 371 | This property has been moved to the Pass class, which is accessible via the |
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| 372 | Technique. For simplicity, this method allows you to set these properties for |
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| 373 | every current Technique, and for every current Pass within those Techniques. If |
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| 374 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 375 | property there. |
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| 376 | @see Pass::setShininess |
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| 377 | */ |
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| 378 | void setShininess(Real val); |
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| 379 | |
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| 380 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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| 381 | @note |
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| 382 | This property has been moved to the Pass class, which is accessible via the |
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| 383 | Technique. For simplicity, this method allows you to set these properties for |
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| 384 | every current Technique, and for every current Pass within those Techniques. If |
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| 385 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 386 | property there. |
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| 387 | @see Pass::setSelfIllumination |
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| 388 | */ |
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| 389 | void setSelfIllumination(Real red, Real green, Real blue); |
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| 390 | |
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| 391 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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| 392 | @note |
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| 393 | This property has been moved to the Pass class, which is accessible via the |
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| 394 | Technique. For simplicity, this method allows you to set these properties for |
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| 395 | every current Technique, and for every current Pass within those Techniques. If |
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| 396 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 397 | property there. |
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| 398 | @see Pass::setSelfIllumination |
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| 399 | */ |
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| 400 | void setSelfIllumination(const ColourValue& selfIllum); |
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| 401 | |
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| 402 | /** Sets whether or not each Pass renders with depth-buffer checking on or not. |
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| 403 | @note |
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| 404 | This property has been moved to the Pass class, which is accessible via the |
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| 405 | Technique. For simplicity, this method allows you to set these properties for |
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| 406 | every current Technique, and for every current Pass within those Techniques. If |
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| 407 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 408 | property there. |
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| 409 | @see Pass::setDepthCheckEnabled |
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| 410 | */ |
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| 411 | void setDepthCheckEnabled(bool enabled); |
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| 412 | |
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| 413 | /** Sets whether or not each Pass renders with depth-buffer writing on or not. |
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| 414 | @note |
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| 415 | This property has been moved to the Pass class, which is accessible via the |
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| 416 | Technique. For simplicity, this method allows you to set these properties for |
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| 417 | every current Technique, and for every current Pass within those Techniques. If |
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| 418 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 419 | property there. |
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| 420 | @see Pass::setDepthWriteEnabled |
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| 421 | */ |
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| 422 | void setDepthWriteEnabled(bool enabled); |
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| 423 | |
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| 424 | /** Sets the function used to compare depth values when depth checking is on. |
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| 425 | @note |
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| 426 | This property has been moved to the Pass class, which is accessible via the |
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| 427 | Technique. For simplicity, this method allows you to set these properties for |
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| 428 | every current Technique, and for every current Pass within those Techniques. If |
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| 429 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 430 | property there. |
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| 431 | @see Pass::setDepthFunction |
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| 432 | */ |
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| 433 | void setDepthFunction( CompareFunction func ); |
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| 434 | |
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| 435 | /** Sets whether or not colour buffer writing is enabled for each Pass. |
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| 436 | @note |
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| 437 | This property has been moved to the Pass class, which is accessible via the |
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| 438 | Technique. For simplicity, this method allows you to set these properties for |
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| 439 | every current Technique, and for every current Pass within those Techniques. If |
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| 440 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 441 | property there. |
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| 442 | @see Pass::setColourWriteEnabled |
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| 443 | */ |
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| 444 | void setColourWriteEnabled(bool enabled); |
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| 445 | |
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| 446 | /** Sets the culling mode for each pass based on the 'vertex winding'. |
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| 447 | @note |
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| 448 | This property has been moved to the Pass class, which is accessible via the |
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| 449 | Technique. For simplicity, this method allows you to set these properties for |
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| 450 | every current Technique, and for every current Pass within those Techniques. If |
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| 451 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 452 | property there. |
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| 453 | @see Pass::setCullingMode |
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| 454 | */ |
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| 455 | void setCullingMode( CullingMode mode ); |
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| 456 | |
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| 457 | /** Sets the manual culling mode, performed by CPU rather than hardware. |
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| 458 | @note |
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| 459 | This property has been moved to the Pass class, which is accessible via the |
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| 460 | Technique. For simplicity, this method allows you to set these properties for |
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| 461 | every current Technique, and for every current Pass within those Techniques. If |
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| 462 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 463 | property there. |
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| 464 | @see Pass::setManualCullingMode |
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| 465 | */ |
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| 466 | void setManualCullingMode( ManualCullingMode mode ); |
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| 467 | |
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| 468 | /** Sets whether or not dynamic lighting is enabled for every Pass. |
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| 469 | @note |
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| 470 | This property has been moved to the Pass class, which is accessible via the |
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| 471 | Technique. For simplicity, this method allows you to set these properties for |
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| 472 | every current Technique, and for every current Pass within those Techniques. If |
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| 473 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 474 | property there. |
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| 475 | @see Pass::setLightingEnabled |
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| 476 | */ |
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| 477 | void setLightingEnabled(bool enabled); |
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| 478 | |
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| 479 | /** Sets the type of light shading required |
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| 480 | @note |
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| 481 | This property has been moved to the Pass class, which is accessible via the |
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| 482 | Technique. For simplicity, this method allows you to set these properties for |
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| 483 | every current Technique, and for every current Pass within those Techniques. If |
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| 484 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 485 | property there. |
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| 486 | @see Pass::setShadingMode |
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| 487 | */ |
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| 488 | void setShadingMode( ShadeOptions mode ); |
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| 489 | |
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| 490 | /** Sets the fogging mode applied to each pass. |
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| 491 | @note |
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| 492 | This property has been moved to the Pass class, which is accessible via the |
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| 493 | Technique. For simplicity, this method allows you to set these properties for |
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| 494 | every current Technique, and for every current Pass within those Techniques. If |
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| 495 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 496 | property there. |
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| 497 | @see Pass::setFog |
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| 498 | */ |
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| 499 | void setFog( |
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| 500 | bool overrideScene, |
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| 501 | FogMode mode = FOG_NONE, |
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| 502 | const ColourValue& colour = ColourValue::White, |
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| 503 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 ); |
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| 504 | |
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| 505 | /** Sets the depth bias to be used for each Pass. |
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| 506 | @note |
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| 507 | This property has been moved to the Pass class, which is accessible via the |
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| 508 | Technique. For simplicity, this method allows you to set these properties for |
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| 509 | every current Technique, and for every current Pass within those Techniques. If |
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| 510 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 511 | property there. |
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| 512 | @see Pass::setDepthBias |
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| 513 | */ |
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| 514 | void setDepthBias(float constantBias, float slopeScaleBias); |
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| 515 | |
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| 516 | /** Set texture filtering for every texture unit in every Technique and Pass |
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| 517 | @note |
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| 518 | This property has been moved to the TextureUnitState class, which is accessible via the |
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| 519 | Technique and Pass. For simplicity, this method allows you to set these properties for |
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| 520 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
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| 521 | Pass and TextureUnitState instances and set the property there. |
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| 522 | @see TextureUnitState::setTextureFiltering |
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| 523 | */ |
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| 524 | void setTextureFiltering(TextureFilterOptions filterType); |
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| 525 | /** Sets the anisotropy level to be used for all textures. |
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| 526 | @note |
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| 527 | This property has been moved to the TextureUnitState class, which is accessible via the |
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| 528 | Technique and Pass. For simplicity, this method allows you to set these properties for |
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| 529 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
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| 530 | Pass and TextureUnitState instances and set the property there. |
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| 531 | @see TextureUnitState::setTextureAnisotropy |
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| 532 | */ |
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| 533 | void setTextureAnisotropy(int maxAniso); |
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| 534 | |
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| 535 | /** Sets the kind of blending every pass has with the existing contents of the scene. |
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| 536 | @note |
---|
| 537 | This property has been moved to the Pass class, which is accessible via the |
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| 538 | Technique. For simplicity, this method allows you to set these properties for |
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| 539 | every current Technique, and for every current Pass within those Techniques. If |
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| 540 | you need more precision, retrieve the Technique and Pass instances and set the |
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| 541 | property there. |
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| 542 | @see Pass::setSceneBlending |
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| 543 | */ |
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| 544 | void setSceneBlending( const SceneBlendType sbt ); |
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| 545 | |
---|
| 546 | /** Allows very fine control of blending every Pass with the existing contents of the scene. |
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| 547 | @note |
---|
| 548 | This property has been moved to the Pass class, which is accessible via the |
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| 549 | Technique. For simplicity, this method allows you to set these properties for |
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| 550 | every current Technique, and for every current Pass within those Techniques. If |
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| 551 | you need more precision, retrieve the Technique and Pass instances and set the |
---|
| 552 | property there. |
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| 553 | @see Pass::setSceneBlending |
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| 554 | */ |
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| 555 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
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| 556 | |
---|
| 557 | |
---|
| 558 | /** Tells the material that it needs recompilation. */ |
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| 559 | void _notifyNeedsRecompile(void); |
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| 560 | |
---|
| 561 | /** Sets the distance at which level-of-detail (LOD) levels come into effect. |
---|
| 562 | @remarks |
---|
| 563 | You should only use this if you have assigned LOD indexes to the Technique |
---|
| 564 | instances attached to this Material. If you have done so, you should call this |
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| 565 | method to determine the distance at which the lowe levels of detail kick in. |
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| 566 | The decision about what distance is actually used is a combination of this |
---|
| 567 | and the LOD bias applied to both the current Camera and the current Entity. |
---|
| 568 | @param lodDistances A vector of Reals which indicate the distance at which to |
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| 569 | switch to lower details. They are listed in LOD index order, starting at index |
---|
| 570 | 1 (ie the first level down from the highest level 0, which automatically applies |
---|
| 571 | from a distance of 0). |
---|
| 572 | */ |
---|
| 573 | void setLodLevels(const LodDistanceList& lodDistances); |
---|
| 574 | /** Gets an iterator over the list of distances at which each LOD comes into effect. |
---|
| 575 | @remarks |
---|
| 576 | Note that the iterator returned from this method is not totally anagolous to |
---|
| 577 | the one passed in by calling setLodLevels - the list includes a zero |
---|
| 578 | entry at the start (since the highest LOD starts at distance 0), and |
---|
| 579 | the other distances are held as their squared value for efficiency. |
---|
| 580 | */ |
---|
| 581 | LodDistanceIterator getLodDistanceIterator(void) const; |
---|
| 582 | |
---|
| 583 | /** Gets the LOD index to use at the given distance. */ |
---|
| 584 | unsigned short getLodIndex(Real d) const; |
---|
| 585 | /** Gets the LOD index to use at the given squared distance. */ |
---|
| 586 | unsigned short getLodIndexSquaredDepth(Real squaredDepth) const; |
---|
| 587 | |
---|
| 588 | /** @copydoc Resource::touch |
---|
| 589 | */ |
---|
| 590 | void touch(void) |
---|
| 591 | { |
---|
| 592 | if (mCompilationRequired) |
---|
| 593 | compile(); |
---|
| 594 | // call superclass |
---|
| 595 | Resource::touch(); |
---|
| 596 | } |
---|
| 597 | |
---|
| 598 | /** Applies texture names to Texture Unit State with matching texture name aliases. |
---|
| 599 | All techniques, passes, and Texture Unit States within the material are checked. |
---|
| 600 | If matching texture aliases are found then true is returned. |
---|
| 601 | |
---|
| 602 | @param |
---|
| 603 | aliasList is a map container of texture alias, texture name pairs |
---|
| 604 | @param |
---|
| 605 | apply set true to apply the texture aliases else just test to see if texture alias matches are found. |
---|
| 606 | @return |
---|
| 607 | True if matching texture aliases were found in the material. |
---|
| 608 | */ |
---|
| 609 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; |
---|
| 610 | |
---|
| 611 | /** Gets the compilation status of the material. |
---|
| 612 | @return True if the material needs recompilation. |
---|
| 613 | */ |
---|
| 614 | bool getCompilationRequired() const |
---|
| 615 | { |
---|
| 616 | return mCompilationRequired; |
---|
| 617 | } |
---|
| 618 | |
---|
| 619 | |
---|
| 620 | }; |
---|
| 621 | |
---|
| 622 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MaterialPtr |
---|
| 623 | @note Has to be a subclass since we need operator=. |
---|
| 624 | We could templatise this instead of repeating per Resource subclass, |
---|
| 625 | except to do so requires a form VC6 does not support i.e. |
---|
| 626 | ResourceSubclassPtr<T> : public SharedPtr<T> |
---|
| 627 | */ |
---|
| 628 | class _OgreExport MaterialPtr : public SharedPtr<Material> |
---|
| 629 | { |
---|
| 630 | public: |
---|
| 631 | MaterialPtr() : SharedPtr<Material>() {} |
---|
| 632 | explicit MaterialPtr(Material* rep) : SharedPtr<Material>(rep) {} |
---|
| 633 | MaterialPtr(const MaterialPtr& r) : SharedPtr<Material>(r) {} |
---|
| 634 | MaterialPtr(const ResourcePtr& r) : SharedPtr<Material>() |
---|
| 635 | { |
---|
| 636 | // lock & copy other mutex pointer |
---|
| 637 | OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) |
---|
| 638 | { |
---|
| 639 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) |
---|
| 640 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) |
---|
| 641 | pRep = static_cast<Material*>(r.getPointer()); |
---|
| 642 | pUseCount = r.useCountPointer(); |
---|
| 643 | if (pUseCount) |
---|
| 644 | { |
---|
| 645 | ++(*pUseCount); |
---|
| 646 | } |
---|
| 647 | } |
---|
| 648 | } |
---|
| 649 | |
---|
| 650 | /// Operator used to convert a ResourcePtr to a MaterialPtr |
---|
| 651 | MaterialPtr& operator=(const ResourcePtr& r) |
---|
| 652 | { |
---|
| 653 | if (pRep == static_cast<Material*>(r.getPointer())) |
---|
| 654 | return *this; |
---|
| 655 | release(); |
---|
| 656 | // lock & copy other mutex pointer |
---|
| 657 | OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) |
---|
| 658 | { |
---|
| 659 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) |
---|
| 660 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) |
---|
| 661 | pRep = static_cast<Material*>(r.getPointer()); |
---|
| 662 | pUseCount = r.useCountPointer(); |
---|
| 663 | if (pUseCount) |
---|
| 664 | { |
---|
| 665 | ++(*pUseCount); |
---|
| 666 | } |
---|
| 667 | } |
---|
| 668 | else |
---|
| 669 | { |
---|
| 670 | // RHS must be a null pointer |
---|
| 671 | assert(r.isNull() && "RHS must be null if it has no mutex!"); |
---|
| 672 | setNull(); |
---|
| 673 | } |
---|
| 674 | return *this; |
---|
| 675 | } |
---|
| 676 | }; |
---|
| 677 | |
---|
| 678 | } //namespace |
---|
| 679 | |
---|
| 680 | #endif |
---|