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 __Technique_H__ |
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30 | #define __Technique_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreIteratorWrappers.h" |
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34 | #include "OgreBlendMode.h" |
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35 | #include "OgreCommon.h" |
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36 | #include "OgrePass.h" |
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37 | |
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38 | namespace Ogre { |
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39 | /** Class representing an approach to rendering this particular Material. |
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40 | @remarks |
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41 | Ogre will attempt to use the best technique supported by the active hardware, |
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42 | unless you specifically request a lower detail technique (say for distant |
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43 | rendering). |
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44 | */ |
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45 | class _OgreExport Technique |
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46 | { |
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47 | protected: |
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48 | // illumination pass state type |
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49 | enum IlluminationPassesState |
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50 | { |
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51 | IPS_COMPILE_DISABLED = -1, |
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52 | IPS_NOT_COMPILED = 0, |
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53 | IPS_COMPILED = 1 |
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54 | }; |
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55 | |
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56 | typedef std::vector<Pass*> Passes; |
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57 | /// List of primary passes |
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58 | Passes mPasses; |
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59 | /// List of derived passes, categorised into IlluminationStage (ordered) |
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60 | IlluminationPassList mIlluminationPasses; |
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61 | Material* mParent; // raw pointer since we don't want child to stop parent's destruction |
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62 | bool mIsSupported; |
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63 | IlluminationPassesState mIlluminationPassesCompilationPhase; |
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64 | /// LOD level |
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65 | unsigned short mLodIndex; |
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66 | /** Scheme index, derived from scheme name but the names are held on |
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67 | MaterialManager, for speed an index is used here. |
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68 | */ |
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69 | unsigned short mSchemeIndex; |
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70 | String mName; // optional name for the technique |
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71 | |
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72 | /// Internal method for clearing illumination pass list |
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73 | void clearIlluminationPasses(void); |
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74 | public: |
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75 | /// Constructor |
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76 | Technique(Material* parent); |
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77 | /// Copy constructor |
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78 | Technique(Material* parent, const Technique& oth); |
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79 | ~Technique(); |
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80 | /** Indicates if this technique is supported by the current graphics card. |
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81 | @remarks |
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82 | This will only be correct after the Technique has been compiled, which is |
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83 | usually done from Material::compile. |
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84 | */ |
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85 | bool isSupported(void) const; |
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86 | /** Internal compilation method; see Material::compile. |
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87 | @returns Any information explaining problems with the compile. |
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88 | */ |
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89 | String _compile(bool autoManageTextureUnits); |
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90 | /** Internal method for splitting the passes into illumination passes. */ |
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91 | void _compileIlluminationPasses(void); |
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92 | |
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93 | |
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94 | /** Creates a new Pass for this Technique. |
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95 | @remarks |
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96 | A Pass is a single rendering pass, ie a single draw of the given material. |
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97 | Note that if you create a pass without a fragment program, during compilation of the |
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98 | material the pass may be split into multiple passes if the graphics card cannot |
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99 | handle the number of texture units requested. For passes with fragment programs, however, |
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100 | the number of passes you create will never be altered, so you have to make sure |
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101 | that you create an alternative fallback Technique for if a card does not have |
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102 | enough facilities for what you're asking for. |
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103 | */ |
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104 | Pass* createPass(void); |
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105 | /** Retrieves the Pass with the given index. */ |
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106 | Pass* getPass(unsigned short index); |
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107 | /** Retrieves the Pass matching name. |
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108 | Returns 0 if name match is not found. |
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109 | */ |
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110 | Pass* getPass(const String& name); |
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111 | /** Retrieves the number of passes. */ |
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112 | unsigned short getNumPasses(void) const; |
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113 | /** Removes the Pass with the given index. */ |
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114 | void removePass(unsigned short index); |
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115 | /** Removes all Passes from this Technique. */ |
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116 | void removeAllPasses(void); |
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117 | /** Move a pass from source index to destination index. |
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118 | If successful then returns true. |
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119 | */ |
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120 | bool movePass(const unsigned short sourceIndex, const unsigned short destinationIndex); |
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121 | typedef VectorIterator<Passes> PassIterator; |
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122 | /** Gets an iterator over the passes in this Technique. */ |
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123 | const PassIterator getPassIterator(void); |
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124 | typedef VectorIterator<IlluminationPassList> IlluminationPassIterator; |
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125 | /** Gets an iterator over the illumination-stage categorised passes. */ |
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126 | const IlluminationPassIterator getIlluminationPassIterator(void); |
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127 | /// Gets the parent Material |
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128 | Material* getParent(void) const { return mParent; } |
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129 | |
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130 | /** Overloaded operator to copy on Technique to another. */ |
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131 | Technique& operator=(const Technique& rhs); |
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132 | |
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133 | /// Gets the resource group of the ultimate parent Material |
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134 | const String& getResourceGroup(void) const; |
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135 | |
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136 | /** Returns true if this Technique involves transparency. |
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137 | @remarks |
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138 | This basically boils down to whether the first pass |
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139 | has a scene blending factor. Even if the other passes |
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140 | do not, the base colour, including parts of the original |
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141 | scene, may be used for blending, therefore we have to treat |
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142 | the whole Technique as transparent. |
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143 | */ |
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144 | bool isTransparent(void) const; |
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145 | |
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146 | /** Internal load method, derived from call to Material::load. */ |
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147 | void _load(void); |
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148 | /** Internal unload method, derived from call to Material::unload. */ |
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149 | void _unload(void); |
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150 | |
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151 | // Is this loaded? |
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152 | bool isLoaded(void) const; |
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153 | |
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154 | /** Tells the technique that it needs recompilation. */ |
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155 | void _notifyNeedsRecompile(void); |
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156 | |
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157 | |
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158 | // ------------------------------------------------------------------------------- |
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159 | // The following methods are to make migration from previous versions simpler |
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160 | // and to make code easier to write when dealing with simple materials |
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161 | // They set the properties which have been moved to Pass for all Techniques and all Passes |
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162 | |
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163 | /** Sets the point size properties for every Pass in this Technique. |
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164 | @note |
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165 | This property actually exists on the Pass class. For simplicity, this method allows |
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166 | you to set these properties for every current Pass within this Technique. If |
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167 | you need more precision, retrieve the Pass instance and set the |
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168 | property there. |
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169 | @see Pass::setPointSize |
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170 | */ |
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171 | void setPointSize(Real ps); |
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172 | |
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173 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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174 | @note |
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175 | This property actually exists on the Pass class. For simplicity, this method allows |
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176 | you to set these properties for every current Pass within this Technique. If |
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177 | you need more precision, retrieve the Pass instance and set the |
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178 | property there. |
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179 | @see Pass::setAmbient |
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180 | */ |
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181 | void setAmbient(Real red, Real green, Real blue); |
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182 | |
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183 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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184 | @note |
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185 | This property actually exists on the Pass class. For simplicity, this method allows |
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186 | you to set these properties for every current Pass within this Technique. If |
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187 | you need more precision, retrieve the Pass instance and set the |
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188 | property there. |
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189 | @see Pass::setAmbient |
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190 | */ |
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191 | void setAmbient(const ColourValue& ambient); |
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192 | |
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193 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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194 | @note |
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195 | This property actually exists on the Pass class. For simplicity, this method allows |
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196 | you to set these properties for every current Pass within this Technique. If |
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197 | you need more precision, retrieve the Pass instance and set the |
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198 | property there. |
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199 | @see Pass::setDiffuse |
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200 | */ |
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201 | void setDiffuse(Real red, Real green, Real blue, Real alpha); |
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202 | |
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203 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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204 | @note |
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205 | This property actually exists on the Pass class. For simplicity, this method allows |
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206 | you to set these properties for every current Pass within this Technique. If |
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207 | you need more precision, retrieve the Pass instance and set the |
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208 | property there. |
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209 | @see Pass::setDiffuse |
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210 | */ |
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211 | void setDiffuse(const ColourValue& diffuse); |
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212 | |
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213 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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214 | @note |
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215 | This property actually exists on the Pass class. For simplicity, this method allows |
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216 | you to set these properties for every current Pass within this Technique. If |
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217 | you need more precision, retrieve the Pass instance and set the |
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218 | property there. |
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219 | @see Pass::setSpecular |
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220 | */ |
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221 | void setSpecular(Real red, Real green, Real blue, Real alpha); |
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222 | |
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223 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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224 | @note |
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225 | This property actually exists on the Pass class. For simplicity, this method allows |
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226 | you to set these properties for every current Pass within this Technique. If |
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227 | you need more precision, retrieve the Pass instance and set the |
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228 | property there. |
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229 | @see Pass::setSpecular |
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230 | */ |
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231 | void setSpecular(const ColourValue& specular); |
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232 | |
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233 | /** Sets the shininess properties of every Pass in every Technique. |
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234 | @note |
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235 | This property actually exists on the Pass class. For simplicity, this method allows |
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236 | you to set these properties for every current Pass within this Technique. If |
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237 | you need more precision, retrieve the Pass instance and set the |
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238 | property there. |
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239 | @see Pass::setShininess |
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240 | */ |
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241 | void setShininess(Real val); |
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242 | |
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243 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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244 | @note |
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245 | This property actually exists on the Pass class. For simplicity, this method allows |
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246 | you to set these properties for every current Pass within this Technique. If |
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247 | you need more precision, retrieve the Pass instance and set the |
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248 | property there. |
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249 | @see Pass::setSelfIllumination |
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250 | */ |
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251 | void setSelfIllumination(Real red, Real green, Real blue); |
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252 | |
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253 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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254 | @note |
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255 | This property actually exists on the Pass class. For simplicity, this method allows |
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256 | you to set these properties for every current Pass within this Technique. If |
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257 | you need more precision, retrieve the Pass instance and set the |
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258 | property there. |
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259 | @see Pass::setSelfIllumination |
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260 | */ |
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261 | void setSelfIllumination(const ColourValue& selfIllum); |
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262 | |
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263 | /** Sets whether or not each Pass renders with depth-buffer checking on or not. |
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264 | @note |
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265 | This property actually exists on the Pass class. For simplicity, this method allows |
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266 | you to set these properties for every current Pass within this Technique. If |
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267 | you need more precision, retrieve the Pass instance and set the |
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268 | property there. |
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269 | @see Pass::setDepthCheckEnabled |
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270 | */ |
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271 | void setDepthCheckEnabled(bool enabled); |
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272 | |
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273 | /** Sets whether or not each Pass renders with depth-buffer writing on or not. |
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274 | @note |
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275 | This property actually exists on the Pass class. For simplicity, this method allows |
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276 | you to set these properties for every current Pass within this Technique. If |
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277 | you need more precision, retrieve the Pass instance and set the |
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278 | property there. |
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279 | @see Pass::setDepthWriteEnabled |
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280 | */ |
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281 | void setDepthWriteEnabled(bool enabled); |
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282 | |
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283 | /** Sets the function used to compare depth values when depth checking is on. |
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284 | @note |
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285 | This property actually exists on the Pass class. For simplicity, this method allows |
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286 | you to set these properties for every current Pass within this Technique. If |
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287 | you need more precision, retrieve the Pass instance and set the |
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288 | property there. |
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289 | @see Pass::setDepthFunction |
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290 | */ |
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291 | void setDepthFunction( CompareFunction func ); |
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292 | |
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293 | /** Sets whether or not colour buffer writing is enabled for each Pass. |
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294 | @note |
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295 | This property actually exists on the Pass class. For simplicity, this method allows |
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296 | you to set these properties for every current Pass within this Technique. If |
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297 | you need more precision, retrieve the Pass instance and set the |
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298 | property there. |
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299 | @see Pass::setColourWriteEnabled |
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300 | */ |
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301 | void setColourWriteEnabled(bool enabled); |
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302 | |
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303 | /** Sets the culling mode for each pass based on the 'vertex winding'. |
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304 | @note |
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305 | This property actually exists on the Pass class. For simplicity, this method allows |
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306 | you to set these properties for every current Pass within this Technique. If |
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307 | you need more precision, retrieve the Pass instance and set the |
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308 | property there. |
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309 | @see Pass::setCullingMode |
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310 | */ |
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311 | void setCullingMode( CullingMode mode ); |
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312 | |
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313 | /** Sets the manual culling mode, performed by CPU rather than hardware. |
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314 | @note |
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315 | This property actually exists on the Pass class. For simplicity, this method allows |
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316 | you to set these properties for every current Pass within this Technique. If |
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317 | you need more precision, retrieve the Pass instance and set the |
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318 | property there. |
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319 | @see Pass::setManualCullingMode |
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320 | */ |
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321 | void setManualCullingMode( ManualCullingMode mode ); |
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322 | |
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323 | /** Sets whether or not dynamic lighting is enabled for every Pass. |
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324 | @note |
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325 | This property actually exists on the Pass class. For simplicity, this method allows |
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326 | you to set these properties for every current Pass within this Technique. If |
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327 | you need more precision, retrieve the Pass instance and set the |
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328 | property there. |
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329 | @see Pass::setLightingEnabled |
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330 | */ |
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331 | void setLightingEnabled(bool enabled); |
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332 | |
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333 | /** Sets the type of light shading required |
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334 | @note |
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335 | This property actually exists on the Pass class. For simplicity, this method allows |
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336 | you to set these properties for every current Pass within this Technique. If |
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337 | you need more precision, retrieve the Pass instance and set the |
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338 | property there. |
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339 | @see Pass::setShadingMode |
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340 | */ |
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341 | void setShadingMode( ShadeOptions mode ); |
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342 | |
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343 | /** Sets the fogging mode applied to each pass. |
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344 | @note |
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345 | This property actually exists on the Pass class. For simplicity, this method allows |
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346 | you to set these properties for every current Pass within this Technique. If |
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347 | you need more precision, retrieve the Pass instance and set the |
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348 | property there. |
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349 | @see Pass::setFog |
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350 | */ |
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351 | void setFog( |
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352 | bool overrideScene, |
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353 | FogMode mode = FOG_NONE, |
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354 | const ColourValue& colour = ColourValue::White, |
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355 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 ); |
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356 | |
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357 | /** Sets the depth bias to be used for each Pass. |
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358 | @note |
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359 | This property actually exists on the Pass class. For simplicity, this method allows |
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360 | you to set these properties for every current Pass within this Technique. If |
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361 | you need more precision, retrieve the Pass instance and set the |
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362 | property there. |
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363 | @see Pass::setDepthBias |
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364 | */ |
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365 | void setDepthBias(float constantBias, float slopeScaleBias); |
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366 | |
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367 | /** Set texture filtering for every texture unit in every Pass |
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368 | @note |
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369 | This property actually exists on the TextureUnitState class |
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370 | For simplicity, this method allows you to set these properties for |
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371 | every current TeextureUnitState, If you need more precision, retrieve the |
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372 | Pass and TextureUnitState instances and set the property there. |
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373 | @see TextureUnitState::setTextureFiltering |
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374 | */ |
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375 | void setTextureFiltering(TextureFilterOptions filterType); |
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376 | /** Sets the anisotropy level to be used for all textures. |
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377 | @note |
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378 | This property has been moved to the TextureUnitState class, which is accessible via the |
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379 | Technique and Pass. For simplicity, this method allows you to set these properties for |
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380 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
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381 | Pass and TextureUnitState instances and set the property there. |
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382 | @see TextureUnitState::setTextureAnisotropy |
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383 | */ |
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384 | void setTextureAnisotropy(unsigned int maxAniso); |
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385 | |
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386 | /** Sets the kind of blending every pass has with the existing contents of the scene. |
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387 | @note |
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388 | This property actually exists on the Pass class. For simplicity, this method allows |
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389 | you to set these properties for every current Pass within this Technique. If |
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390 | you need more precision, retrieve the Pass instance and set the |
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391 | property there. |
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392 | @see Pass::setSceneBlending |
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393 | */ |
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394 | void setSceneBlending( const SceneBlendType sbt ); |
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395 | |
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396 | /** Allows very fine control of blending every Pass with the existing contents of the scene. |
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397 | @note |
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398 | This property actually exists on the Pass class. For simplicity, this method allows |
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399 | you to set these properties for every current Pass within this Technique. If |
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400 | you need more precision, retrieve the Pass instance and set the |
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401 | property there. |
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402 | @see Pass::setSceneBlending |
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403 | */ |
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404 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
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405 | |
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406 | /** Assigns a level-of-detail (LOD) index to this Technique. |
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407 | @remarks |
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408 | As noted previously, as well as providing fallback support for various |
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409 | graphics cards, multiple Technique objects can also be used to implement |
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410 | material LOD, where the detail of the material diminishes with distance to |
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411 | save rendering power. |
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412 | @par |
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413 | By default, all Techniques have a LOD index of 0, which means they are the highest |
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414 | level of detail. Increasing LOD indexes are lower levels of detail. You can |
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415 | assign more than one Technique to the same LOD index, meaning that the best |
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416 | Technique that is supported at that LOD index is used. |
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417 | @par |
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418 | You should not leave gaps in the LOD sequence; Ogre will allow you to do this |
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419 | and will continue to function as if the LODs were sequential, but it will |
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420 | confuse matters. |
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421 | */ |
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422 | void setLodIndex(unsigned short index); |
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423 | /** Gets the level-of-detail index assigned to this Technique. */ |
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424 | unsigned short getLodIndex(void) const { return mLodIndex; } |
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425 | |
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426 | /** Set the 'scheme name' for this technique. |
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427 | @remarks |
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428 | Material schemes are used to control top-level switching from one |
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429 | set of techniques to another. For example, you might use this to |
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430 | define 'high', 'medium' and 'low' complexity levels on materials |
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431 | to allow a user to pick a performance / quality ratio. Another |
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432 | possibility is that you have a fully HDR-enabled pipeline for top |
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433 | machines, rendering all objects using unclamped shaders, and a |
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434 | simpler pipeline for others; this can be implemented using |
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435 | schemes. |
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436 | @par |
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437 | Every technique belongs to a scheme - if you don't specify one, the |
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438 | Technique belongs to the scheme called 'Default', which is also the |
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439 | scheme used to render by default. The active scheme is set one of |
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440 | two ways - either by calling Viewport::setMaterialScheme, or |
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441 | by manually calling MaterialManager::setActiveScheme. |
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442 | */ |
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443 | void setSchemeName(const String& schemeName); |
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444 | /** Returns the scheme to which this technique is assigned. |
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445 | @see Technique::setSchemeName |
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446 | */ |
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447 | const String& getSchemeName(void) const; |
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448 | |
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449 | /// Internal method for getting the scheme index |
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450 | unsigned short _getSchemeIndex(void) const; |
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451 | |
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452 | /** Is depth writing going to occur on this technique? */ |
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453 | bool isDepthWriteEnabled(void) const; |
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454 | |
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455 | /** Is depth checking going to occur on this technique? */ |
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456 | bool isDepthCheckEnabled(void) const; |
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457 | |
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458 | /** Exists colour writing disabled pass on this technique? */ |
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459 | bool hasColourWriteDisabled(void) const; |
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460 | |
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461 | /** Set the name of the technique. |
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462 | @remarks |
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463 | The use of technique name is optional. Its usefull in material scripts where a material could inherit |
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464 | from another material and only want to modify a particalar technique. |
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465 | */ |
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466 | void setName(const String& name); |
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467 | /// Gets the name of the technique |
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468 | const String& getName(void) const { return mName; } |
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469 | |
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470 | /** Applies texture names to Texture Unit State with matching texture name aliases. |
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471 | All passes, and Texture Unit States within the technique are checked. |
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472 | If matching texture aliases are found then true is returned. |
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473 | |
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474 | @param |
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475 | aliasList is a map container of texture alias, texture name pairs |
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476 | @param |
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477 | apply set true to apply the texture aliases else just test to see if texture alias matches are found. |
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478 | @return |
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479 | True if matching texture aliases were found in the Technique. |
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480 | */ |
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481 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; |
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482 | |
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483 | |
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484 | }; |
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485 | |
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486 | |
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487 | } |
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488 | #endif |
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