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 | |
---|
479 | /** Sets the type of light shading required |
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480 | @note |
---|
481 | This property has been moved to the Pass class, which is accessible via the |
---|
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. |
---|
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 |
---|
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 |
---|
507 | This property has been moved to the Pass class, which is accessible via the |
---|
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 |
---|
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 |
---|
517 | @note |
---|
518 | This property has been moved to the TextureUnitState class, which is accessible via the |
---|
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. |
---|
526 | @note |
---|
527 | This property has been moved to the TextureUnitState class, which is accessible via the |
---|
528 | Technique and Pass. For simplicity, this method allows you to set these properties for |
---|
529 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
---|
530 | Pass and TextureUnitState instances and set the property there. |
---|
531 | @see TextureUnitState::setTextureAnisotropy |
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532 | */ |
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533 | void setTextureAnisotropy(int maxAniso); |
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534 | |
---|
535 | /** Sets the kind of blending every pass has with the existing contents of the scene. |
---|
536 | @note |
---|
537 | This property has been moved to the Pass class, which is accessible via the |
---|
538 | Technique. For simplicity, this method allows you to set these properties for |
---|
539 | every current Technique, and for every current Pass within those Techniques. If |
---|
540 | you need more precision, retrieve the Technique and Pass instances and set the |
---|
541 | property there. |
---|
542 | @see Pass::setSceneBlending |
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543 | */ |
---|
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. |
---|
547 | @note |
---|
548 | This property has been moved to the Pass class, which is accessible via the |
---|
549 | Technique. For simplicity, this method allows you to set these properties for |
---|
550 | every current Technique, and for every current Pass within those Techniques. If |
---|
551 | you need more precision, retrieve the Technique and Pass instances and set the |
---|
552 | property there. |
---|
553 | @see Pass::setSceneBlending |
---|
554 | */ |
---|
555 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
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556 | |
---|
557 | |
---|
558 | /** Tells the material that it needs recompilation. */ |
---|
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 |
---|
565 | method to determine the distance at which the lowe levels of detail kick in. |
---|
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 |
---|
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 |
---|