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 __Pass_H__ |
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30 | #define __Pass_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreGpuProgram.h" |
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34 | #include "OgreColourValue.h" |
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35 | #include "OgreBlendMode.h" |
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36 | #include "OgreCommon.h" |
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37 | #include "OgreLight.h" |
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38 | #include "OgreTextureUnitState.h" |
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39 | |
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40 | namespace Ogre { |
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41 | /** Class defining a single pass of a Technique (of a Material), ie |
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42 | a single rendering call. |
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43 | @remarks |
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44 | Rendering can be repeated with many passes for more complex effects. |
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45 | Each pass is either a fixed-function pass (meaning it does not use |
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46 | a vertex or fragment program) or a programmable pass (meaning it does |
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47 | use either a vertex and fragment program, or both). |
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48 | @par |
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49 | Programmable passes are complex to define, because they require custom |
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50 | programs and you have to set all constant inputs to the programs (like |
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51 | the position of lights, any base material colours you wish to use etc), but |
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52 | they do give you much total flexibility over the algorithms used to render your |
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53 | pass, and you can create some effects which are impossible with a fixed-function pass. |
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54 | On the other hand, you can define a fixed-function pass in very little time, and |
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55 | you can use a range of fixed-function effects like environment mapping very |
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56 | easily, plus your pass will be more likely to be compatible with older hardware. |
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57 | There are pros and cons to both, just remember that if you use a programmable |
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58 | pass to create some great effects, allow more time for definition and testing. |
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59 | */ |
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60 | class _OgreExport Pass |
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61 | { |
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62 | public: |
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63 | /** Definition of a functor for calculating the hashcode of a Pass. |
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64 | @remarks |
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65 | The hashcode of a Pass is used to sort Passes for rendering, in order |
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66 | to reduce the number of render state changes. Each Pass represents a |
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67 | single unique set of states, but by ordering them, state changes can |
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68 | be minimised between passes. An implementation of this functor should |
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69 | order passes so that the elements that you want to keep constant are |
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70 | sorted next to each other. |
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71 | @see Pass::setHashFunc |
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72 | */ |
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73 | struct HashFunc |
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74 | { |
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75 | virtual uint32 operator()(const Pass* p) const = 0; |
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76 | /// Need virtual destructor in case subclasses use it |
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77 | virtual ~HashFunc() {} |
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78 | }; |
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79 | protected: |
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80 | Technique* mParent; |
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81 | unsigned short mIndex; // pass index |
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82 | String mName; // optional name for the pass |
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83 | uint32 mHash; // pass hash |
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84 | //------------------------------------------------------------------------- |
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85 | // Colour properties, only applicable in fixed-function passes |
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86 | ColourValue mAmbient; |
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87 | ColourValue mDiffuse; |
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88 | ColourValue mSpecular; |
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89 | ColourValue mEmissive; |
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90 | Real mShininess; |
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91 | TrackVertexColourType mTracking; |
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92 | //------------------------------------------------------------------------- |
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93 | |
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94 | //------------------------------------------------------------------------- |
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95 | // Blending factors |
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96 | SceneBlendFactor mSourceBlendFactor; |
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97 | SceneBlendFactor mDestBlendFactor; |
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98 | //------------------------------------------------------------------------- |
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99 | |
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100 | //------------------------------------------------------------------------- |
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101 | // Depth buffer settings |
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102 | bool mDepthCheck; |
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103 | bool mDepthWrite; |
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104 | CompareFunction mDepthFunc; |
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105 | float mDepthBiasConstant; |
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106 | float mDepthBiasSlopeScale; |
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107 | |
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108 | // Colour buffer settings |
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109 | bool mColourWrite; |
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110 | |
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111 | // Alpha reject settings |
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112 | CompareFunction mAlphaRejectFunc; |
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113 | unsigned char mAlphaRejectVal; |
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114 | //------------------------------------------------------------------------- |
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115 | |
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116 | //------------------------------------------------------------------------- |
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117 | // Culling mode |
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118 | CullingMode mCullMode; |
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119 | ManualCullingMode mManualCullMode; |
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120 | //------------------------------------------------------------------------- |
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121 | |
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122 | /// Lighting enabled? |
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123 | bool mLightingEnabled; |
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124 | /// Max simultaneous lights |
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125 | unsigned short mMaxSimultaneousLights; |
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126 | /// Starting light index |
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127 | unsigned short mStartLight; |
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128 | /// Run this pass once per light? |
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129 | bool mIteratePerLight; |
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130 | /// Iterate per how many lights? |
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131 | unsigned short mLightsPerIteration; |
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132 | // Should it only be run for a certain light type? |
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133 | bool mRunOnlyForOneLightType; |
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134 | Light::LightTypes mOnlyLightType; |
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135 | |
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136 | /// Shading options |
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137 | ShadeOptions mShadeOptions; |
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138 | /// Polygon mode |
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139 | PolygonMode mPolygonMode; |
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140 | |
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141 | //------------------------------------------------------------------------- |
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142 | // Fog |
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143 | bool mFogOverride; |
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144 | FogMode mFogMode; |
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145 | ColourValue mFogColour; |
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146 | Real mFogStart; |
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147 | Real mFogEnd; |
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148 | Real mFogDensity; |
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149 | //------------------------------------------------------------------------- |
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150 | |
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151 | /// Storage of texture unit states |
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152 | typedef std::vector<TextureUnitState*> TextureUnitStates; |
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153 | TextureUnitStates mTextureUnitStates; |
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154 | |
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155 | // Vertex program details |
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156 | GpuProgramUsage *mVertexProgramUsage; |
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157 | // Vertex program details |
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158 | GpuProgramUsage *mShadowCasterVertexProgramUsage; |
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159 | // Vertex program details |
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160 | GpuProgramUsage *mShadowReceiverVertexProgramUsage; |
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161 | // Fragment program details |
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162 | GpuProgramUsage *mFragmentProgramUsage; |
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163 | // Fragment program details |
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164 | GpuProgramUsage *mShadowReceiverFragmentProgramUsage; |
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165 | // Is this pass queued for deletion? |
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166 | bool mQueuedForDeletion; |
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167 | // number of pass iterations to perform |
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168 | size_t mPassIterationCount; |
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169 | // point size, applies when not using per-vertex point size |
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170 | Real mPointSize; |
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171 | Real mPointMinSize; |
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172 | Real mPointMaxSize; |
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173 | bool mPointSpritesEnabled; |
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174 | bool mPointAttenuationEnabled; |
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175 | // constant, linear, quadratic coeffs |
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176 | Real mPointAttenuationCoeffs[3]; |
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177 | // TU Content type lookups |
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178 | typedef std::vector<unsigned short> ContentTypeLookup; |
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179 | mutable ContentTypeLookup mShadowContentTypeLookup; |
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180 | mutable bool mContentTypeLookupBuilt; |
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181 | |
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182 | public: |
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183 | typedef std::set<Pass*> PassSet; |
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184 | protected: |
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185 | /// List of Passes whose hashes need recalculating |
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186 | static PassSet msDirtyHashList; |
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187 | /// The place where passes go to die |
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188 | static PassSet msPassGraveyard; |
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189 | /// The Pass hash functor |
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190 | static HashFunc* msHashFunc; |
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191 | public: |
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192 | OGRE_STATIC_MUTEX(msDirtyHashListMutex); |
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193 | OGRE_STATIC_MUTEX(msPassGraveyardMutex); |
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194 | /// Default constructor |
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195 | Pass(Technique* parent, unsigned short index); |
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196 | /// Copy constructor |
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197 | Pass(Technique* parent, unsigned short index, const Pass& oth ); |
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198 | /// Operator = overload |
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199 | Pass& operator=(const Pass& oth); |
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200 | ~Pass(); |
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201 | |
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202 | /// Returns true if this pass is programmable ie includes either a vertex or fragment program. |
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203 | bool isProgrammable(void) const { return mVertexProgramUsage || mFragmentProgramUsage; } |
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204 | /// Returns true if this pass uses a programmable vertex pipeline |
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205 | bool hasVertexProgram(void) const { return mVertexProgramUsage != NULL; } |
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206 | /// Returns true if this pass uses a programmable fragment pipeline |
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207 | bool hasFragmentProgram(void) const { return mFragmentProgramUsage != NULL; } |
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208 | /// Returns true if this pass uses a shadow caster vertex program |
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209 | bool hasShadowCasterVertexProgram(void) const { return mShadowCasterVertexProgramUsage != NULL; } |
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210 | /// Returns true if this pass uses a shadow receiver vertex program |
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211 | bool hasShadowReceiverVertexProgram(void) const { return mShadowReceiverVertexProgramUsage != NULL; } |
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212 | /// Returns true if this pass uses a shadow receiver fragment program |
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213 | bool hasShadowReceiverFragmentProgram(void) const { return mShadowReceiverFragmentProgramUsage != NULL; } |
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214 | |
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215 | |
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216 | /// Gets the index of this Pass in the parent Technique |
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217 | unsigned short getIndex(void) const { return mIndex; } |
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218 | /* Set the name of the pass |
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219 | @remarks |
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220 | The name of the pass is optional. Its usefull in material scripts where a material could inherit |
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221 | from another material and only want to modify a particalar pass. |
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222 | */ |
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223 | void setName(const String& name); |
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224 | /// get the name of the pass |
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225 | const String& getName(void) const { return mName; } |
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226 | |
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227 | /** Sets the ambient colour reflectance properties of this pass. |
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228 | @remarks |
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229 | The base colour of a pass is determined by how much red, green and blue light is reflects |
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230 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how |
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231 | much ambient light (directionless global light) is reflected. The default is full white, meaning |
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232 | objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light |
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233 | effects, or change the blend of colours to make the object have a base colour other than white. |
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234 | @note |
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235 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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236 | or if this is a programmable pass. |
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237 | */ |
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238 | void setAmbient(Real red, Real green, Real blue); |
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239 | |
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240 | /** Sets the ambient colour reflectance properties of this pass. |
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241 | @remarks |
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242 | The base colour of a pass is determined by how much red, green and blue light is reflects |
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243 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how |
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244 | much ambient light (directionless global light) is reflected. The default is full white, meaning |
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245 | objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light |
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246 | effects, or change the blend of colours to make the object have a base colour other than white. |
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247 | @note |
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248 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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249 | or if this is a programmable pass. |
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250 | */ |
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251 | |
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252 | void setAmbient(const ColourValue& ambient); |
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253 | |
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254 | /** Sets the diffuse colour reflectance properties of this pass. |
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255 | @remarks |
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256 | The base colour of a pass is determined by how much red, green and blue light is reflects |
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257 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how |
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258 | much diffuse light (light from instances of the Light class in the scene) is reflected. The default |
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259 | is full white, meaning objects reflect the maximum white light they can from Light objects. |
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260 | @note |
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261 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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262 | or if this is a programmable pass. |
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263 | */ |
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264 | void setDiffuse(Real red, Real green, Real blue, Real alpha); |
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265 | |
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266 | /** Sets the diffuse colour reflectance properties of this pass. |
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267 | @remarks |
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268 | The base colour of a pass is determined by how much red, green and blue light is reflects |
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269 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how |
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270 | much diffuse light (light from instances of the Light class in the scene) is reflected. The default |
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271 | is full white, meaning objects reflect the maximum white light they can from Light objects. |
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272 | @note |
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273 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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274 | or if this is a programmable pass. |
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275 | */ |
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276 | void setDiffuse(const ColourValue& diffuse); |
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277 | |
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278 | /** Sets the specular colour reflectance properties of this pass. |
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279 | @remarks |
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280 | The base colour of a pass is determined by how much red, green and blue light is reflects |
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281 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how |
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282 | much specular light (highlights from instances of the Light class in the scene) is reflected. |
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283 | The default is to reflect no specular light. |
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284 | @note |
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285 | The size of the specular highlights is determined by the separate 'shininess' property. |
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286 | @note |
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287 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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288 | or if this is a programmable pass. |
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289 | */ |
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290 | void setSpecular(Real red, Real green, Real blue, Real alpha); |
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291 | |
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292 | /** Sets the specular colour reflectance properties of this pass. |
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293 | @remarks |
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294 | The base colour of a pass is determined by how much red, green and blue light is reflects |
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295 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how |
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296 | much specular light (highlights from instances of the Light class in the scene) is reflected. |
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297 | The default is to reflect no specular light. |
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298 | @note |
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299 | The size of the specular highlights is determined by the separate 'shininess' property. |
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300 | @note |
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301 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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302 | or if this is a programmable pass. |
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303 | */ |
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304 | void setSpecular(const ColourValue& specular); |
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305 | |
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306 | /** Sets the shininess of the pass, affecting the size of specular highlights. |
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307 | @note |
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308 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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309 | or if this is a programmable pass. |
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310 | */ |
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311 | void setShininess(Real val); |
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312 | |
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313 | /** Sets the amount of self-illumination an object has. |
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314 | @remarks |
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315 | If an object is self-illuminating, it does not need external sources to light it, ambient or |
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316 | otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since |
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317 | you can already specify per-pass ambient light, but is here for completeness. |
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318 | @note |
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319 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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320 | or if this is a programmable pass. |
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321 | */ |
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322 | void setSelfIllumination(Real red, Real green, Real blue); |
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323 | |
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324 | /** Sets the amount of self-illumination an object has. |
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325 | @remarks |
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326 | If an object is self-illuminating, it does not need external sources to light it, ambient or |
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327 | otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since |
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328 | you can already specify per-pass ambient light, but is here for completeness. |
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329 | @note |
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330 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), |
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331 | or if this is a programmable pass. |
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332 | */ |
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333 | void setSelfIllumination(const ColourValue& selfIllum); |
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334 | |
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335 | /** Sets which material properties follow the vertex colour |
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336 | */ |
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337 | void setVertexColourTracking(TrackVertexColourType tracking); |
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338 | |
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339 | /** Gets the point size of the pass. |
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340 | @remarks |
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341 | This property determines what point size is used to render a point |
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342 | list. |
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343 | */ |
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344 | Real getPointSize(void) const; |
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345 | |
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346 | /** Sets the point size of this pass. |
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347 | @remarks |
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348 | This setting allows you to change the size of points when rendering |
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349 | a point list, or a list of point sprites. The interpretation of this |
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350 | command depends on the Pass::setPointSizeAttenuation option - if it |
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351 | is off (the default), the point size is in screen pixels, if it is on, |
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352 | it expressed as normalised screen coordinates (1.0 is the height of |
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353 | the screen) when the point is at the origin. |
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354 | @note |
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355 | Some drivers have an upper limit on the size of points they support |
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356 | - this can even vary between APIs on the same card! Don't rely on |
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357 | point sizes that cause the point sprites to get very large on screen, |
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358 | since they may get clamped on some cards. Upper sizes can range from |
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359 | 64 to 256 pixels. |
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360 | */ |
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361 | void setPointSize(Real ps); |
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362 | |
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363 | /** Sets whether or not rendering points using OT_POINT_LIST will |
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364 | render point sprites (textured quads) or plain points (dots). |
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365 | @param enabled True enables point sprites, false returns to normal |
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366 | point rendering. |
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367 | */ |
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368 | void setPointSpritesEnabled(bool enabled); |
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369 | |
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370 | /** Returns whether point sprites are enabled when rendering a |
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371 | point list. |
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372 | */ |
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373 | bool getPointSpritesEnabled(void) const; |
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374 | |
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375 | /** Sets how points are attenuated with distance. |
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376 | @remarks |
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377 | When performing point rendering or point sprite rendering, |
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378 | point size can be attenuated with distance. The equation for |
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379 | doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2). |
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380 | @par |
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381 | For example, to disable distance attenuation (constant screensize) |
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382 | you would set constant to 1, and linear and quadratic to 0. A |
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383 | standard perspective attenuation would be 0, 1, 0 respectively. |
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384 | @note |
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385 | The resulting size is clamped to the minimum and maximum point |
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386 | size. |
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387 | @param enabled Whether point attenuation is enabled |
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388 | @param constant, linear, quadratic Parameters to the attentuation |
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389 | function defined above |
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390 | */ |
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391 | void setPointAttenuation(bool enabled, |
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392 | Real constant = 0.0f, Real linear = 1.0f, Real quadratic = 0.0f); |
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393 | |
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394 | /** Returns whether points are attenuated with distance. */ |
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395 | bool isPointAttenuationEnabled(void) const; |
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396 | |
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397 | /** Returns the constant coefficient of point attenuation. */ |
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398 | Real getPointAttenuationConstant(void) const; |
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399 | /** Returns the linear coefficient of point attenuation. */ |
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400 | Real getPointAttenuationLinear(void) const; |
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401 | /** Returns the quadratic coefficient of point attenuation. */ |
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402 | Real getPointAttenuationQuadratic(void) const; |
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403 | |
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404 | /** Set the minimum point size, when point attenuation is in use. */ |
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405 | void setPointMinSize(Real min); |
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406 | /** Get the minimum point size, when point attenuation is in use. */ |
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407 | Real getPointMinSize(void) const; |
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408 | /** Set the maximum point size, when point attenuation is in use. |
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409 | @remarks Setting this to 0 indicates the max size supported by the card. |
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410 | */ |
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411 | void setPointMaxSize(Real max); |
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412 | /** Get the maximum point size, when point attenuation is in use. |
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413 | @remarks 0 indicates the max size supported by the card. |
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414 | */ |
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415 | Real getPointMaxSize(void) const; |
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416 | |
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417 | /** Gets the ambient colour reflectance of the pass. |
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418 | */ |
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419 | const ColourValue& getAmbient(void) const; |
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420 | |
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421 | /** Gets the diffuse colour reflectance of the pass. |
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422 | */ |
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423 | const ColourValue& getDiffuse(void) const; |
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424 | |
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425 | /** Gets the specular colour reflectance of the pass. |
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426 | */ |
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427 | const ColourValue& getSpecular(void) const; |
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428 | |
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429 | /** Gets the self illumination colour of the pass. |
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430 | */ |
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431 | const ColourValue& getSelfIllumination(void) const; |
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432 | |
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433 | /** Gets the 'shininess' property of the pass (affects specular highlights). |
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434 | */ |
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435 | Real getShininess(void) const; |
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436 | |
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437 | /** Gets which material properties follow the vertex colour |
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438 | */ |
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439 | TrackVertexColourType getVertexColourTracking(void) const; |
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440 | |
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441 | /** Inserts a new TextureUnitState object into the Pass. |
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442 | @remarks |
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443 | This unit is is added on top of all previous units. |
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444 | */ |
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445 | TextureUnitState* createTextureUnitState(void); |
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446 | /** Inserts a new TextureUnitState object into the Pass. |
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447 | @remarks |
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448 | This unit is is added on top of all previous units. |
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449 | @param |
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450 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png |
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451 | @param |
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452 | texCoordSet The index of the texture coordinate set to use. |
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453 | @note |
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454 | Applies to both fixed-function and programmable passes. |
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455 | */ |
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456 | TextureUnitState* createTextureUnitState( const String& textureName, unsigned short texCoordSet = 0); |
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457 | /** Adds the passed in TextureUnitState, to the existing Pass. |
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458 | @param |
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459 | state The Texture Unit State to be attached to this pass. It must not be attached to another pass. |
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460 | @note |
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461 | Throws an exception if the TextureUnitState is attached to another Pass.*/ |
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462 | void addTextureUnitState(TextureUnitState* state); |
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463 | /** Retrieves a pointer to a texture unit state so it may be modified. |
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464 | */ |
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465 | TextureUnitState* getTextureUnitState(unsigned short index); |
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466 | /** Retrieves the Texture Unit State matching name. |
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467 | Returns 0 if name match is not found. |
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468 | */ |
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469 | TextureUnitState* getTextureUnitState(const String& name); |
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470 | /** Retrieves a const pointer to a texture unit state. |
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471 | */ |
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472 | const TextureUnitState* getTextureUnitState(unsigned short index) const; |
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473 | /** Retrieves the Texture Unit State matching name. |
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474 | Returns 0 if name match is not found. |
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475 | */ |
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476 | const TextureUnitState* getTextureUnitState(const String& name) const; |
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477 | |
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478 | /** Retrieve the index of the Texture Unit State in the pass. |
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479 | @param |
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480 | state The Texture Unit State this is attached to this pass. |
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481 | @note |
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482 | Throws an exception if the state is not attached to the pass. |
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483 | */ |
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484 | unsigned short getTextureUnitStateIndex(const TextureUnitState* state) const; |
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485 | |
---|
486 | typedef VectorIterator<TextureUnitStates> TextureUnitStateIterator; |
---|
487 | /** Get an iterator over the TextureUnitStates contained in this Pass. */ |
---|
488 | TextureUnitStateIterator getTextureUnitStateIterator(void); |
---|
489 | |
---|
490 | typedef ConstVectorIterator<TextureUnitStates> ConstTextureUnitStateIterator; |
---|
491 | /** Get an iterator over the TextureUnitStates contained in this Pass. */ |
---|
492 | ConstTextureUnitStateIterator getTextureUnitStateIterator(void) const; |
---|
493 | |
---|
494 | /** Removes the indexed texture unit state from this pass. |
---|
495 | @remarks |
---|
496 | Note that removing a texture which is not the topmost will have a larger performance impact. |
---|
497 | */ |
---|
498 | void removeTextureUnitState(unsigned short index); |
---|
499 | |
---|
500 | /** Removes all texture unit settings. |
---|
501 | */ |
---|
502 | void removeAllTextureUnitStates(void); |
---|
503 | |
---|
504 | /** Returns the number of texture unit settings. |
---|
505 | */ |
---|
506 | unsigned short getNumTextureUnitStates(void) const |
---|
507 | { |
---|
508 | return static_cast<unsigned short>(mTextureUnitStates.size()); |
---|
509 | } |
---|
510 | |
---|
511 | /** Sets the kind of blending this pass has with the existing contents of the scene. |
---|
512 | @remarks |
---|
513 | Wheras the texture blending operations seen in the TextureUnitState class are concerned with |
---|
514 | blending between texture layers, this blending is about combining the output of the Pass |
---|
515 | as a whole with the existing contents of the rendering target. This blending therefore allows |
---|
516 | object transparency and other special effects. If all passes in a technique have a scene |
---|
517 | blend, then the whole technique is considered to be transparent. |
---|
518 | @par |
---|
519 | This method allows you to select one of a number of predefined blending types. If you require more |
---|
520 | control than this, use the alternative version of this method which allows you to specify source and |
---|
521 | destination blend factors. |
---|
522 | @note |
---|
523 | This method is applicable for both the fixed-function and programmable pipelines. |
---|
524 | @param |
---|
525 | sbt One of the predefined SceneBlendType blending types |
---|
526 | */ |
---|
527 | void setSceneBlending( const SceneBlendType sbt ); |
---|
528 | |
---|
529 | /** Allows very fine control of blending this Pass with the existing contents of the scene. |
---|
530 | @remarks |
---|
531 | Wheras the texture blending operations seen in the TextureUnitState class are concerned with |
---|
532 | blending between texture layers, this blending is about combining the output of the material |
---|
533 | as a whole with the existing contents of the rendering target. This blending therefore allows |
---|
534 | object transparency and other special effects. |
---|
535 | @par |
---|
536 | This version of the method allows complete control over the blending operation, by specifying the |
---|
537 | source and destination blending factors. The result of the blending operation is: |
---|
538 | <span align="center"> |
---|
539 | final = (texture * sourceFactor) + (pixel * destFactor) |
---|
540 | </span> |
---|
541 | @par |
---|
542 | Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor |
---|
543 | enumerated type. |
---|
544 | @param |
---|
545 | sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components. |
---|
546 | @param |
---|
547 | destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components. |
---|
548 | @note |
---|
549 | This method is applicable for both the fixed-function and programmable pipelines. |
---|
550 | */ |
---|
551 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
---|
552 | |
---|
553 | /** Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending). |
---|
554 | */ |
---|
555 | SceneBlendFactor getSourceBlendFactor() const; |
---|
556 | |
---|
557 | /** Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending). |
---|
558 | */ |
---|
559 | SceneBlendFactor getDestBlendFactor() const; |
---|
560 | |
---|
561 | /** Returns true if this pass has some element of transparency. */ |
---|
562 | bool isTransparent(void) const; |
---|
563 | |
---|
564 | /** Sets whether or not this pass renders with depth-buffer checking on or not. |
---|
565 | @remarks |
---|
566 | If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer |
---|
567 | the depth buffer is checked to see if the pixel is in front of all other pixels written at that |
---|
568 | point. If not, the pixel is not written. |
---|
569 | @par |
---|
570 | If depth checking is off, pixels are written no matter what has been rendered before. |
---|
571 | Also see setDepthFunction for more advanced depth check configuration. |
---|
572 | @see |
---|
573 | setDepthFunction |
---|
574 | */ |
---|
575 | void setDepthCheckEnabled(bool enabled); |
---|
576 | |
---|
577 | /** Returns whether or not this pass renders with depth-buffer checking on or not. |
---|
578 | @see |
---|
579 | setDepthCheckEnabled |
---|
580 | */ |
---|
581 | bool getDepthCheckEnabled(void) const; |
---|
582 | |
---|
583 | /** Sets whether or not this pass renders with depth-buffer writing on or not. |
---|
584 | @remarks |
---|
585 | If depth-buffer writing is on, whenever a pixel is written to the frame buffer |
---|
586 | the depth buffer is updated with the depth value of that new pixel, thus affecting future |
---|
587 | rendering operations if future pixels are behind this one. |
---|
588 | @par |
---|
589 | If depth writing is off, pixels are written without updating the depth buffer Depth writing should |
---|
590 | normally be on but can be turned off when rendering static backgrounds or when rendering a collection |
---|
591 | of transparent objects at the end of a scene so that they overlap each other correctly. |
---|
592 | */ |
---|
593 | void setDepthWriteEnabled(bool enabled); |
---|
594 | |
---|
595 | /** Returns whether or not this pass renders with depth-buffer writing on or not. |
---|
596 | @see |
---|
597 | setDepthWriteEnabled |
---|
598 | */ |
---|
599 | bool getDepthWriteEnabled(void) const; |
---|
600 | |
---|
601 | /** Sets the function used to compare depth values when depth checking is on. |
---|
602 | @remarks |
---|
603 | If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth |
---|
604 | value of the pixel to be written and the current contents of the buffer. This comparison is |
---|
605 | normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance) |
---|
606 | than the current contents. If you wish you can change this comparison using this method. |
---|
607 | */ |
---|
608 | void setDepthFunction( CompareFunction func ); |
---|
609 | /** Returns the function used to compare depth values when depth checking is on. |
---|
610 | @see |
---|
611 | setDepthFunction |
---|
612 | */ |
---|
613 | CompareFunction getDepthFunction(void) const; |
---|
614 | |
---|
615 | /** Sets whether or not colour buffer writing is enabled for this Pass. |
---|
616 | @remarks |
---|
617 | For some effects, you might wish to turn off the colour write operation |
---|
618 | when rendering geometry; this means that only the depth buffer will be |
---|
619 | updated (provided you have depth buffer writing enabled, which you |
---|
620 | probably will do, although you may wish to only update the stencil |
---|
621 | buffer for example - stencil buffer state is managed at the RenderSystem |
---|
622 | level only, not the Material since you are likely to want to manage it |
---|
623 | at a higher level). |
---|
624 | */ |
---|
625 | void setColourWriteEnabled(bool enabled); |
---|
626 | /** Determines if colour buffer writing is enabled for this pass. */ |
---|
627 | bool getColourWriteEnabled(void) const; |
---|
628 | |
---|
629 | /** Sets the culling mode for this pass based on the 'vertex winding'. |
---|
630 | @remarks |
---|
631 | A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of |
---|
632 | triangles. Vertex winding refers to the direction in which the vertices are passed or indexed |
---|
633 | to in the rendering operation as viewed from the camera, and will wither be clockwise or |
---|
634 | anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is |
---|
635 | CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order |
---|
636 | are rendered - this is a common approach and is used in 3D studio models for example. You can |
---|
637 | alter this culling mode if you wish but it is not advised unless you know what you are doing. |
---|
638 | @par |
---|
639 | You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex |
---|
640 | winding is uncertain. |
---|
641 | */ |
---|
642 | void setCullingMode( CullingMode mode ); |
---|
643 | |
---|
644 | /** Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information. |
---|
645 | */ |
---|
646 | CullingMode getCullingMode(void) const; |
---|
647 | |
---|
648 | /** Sets the manual culling mode, performed by CPU rather than hardware. |
---|
649 | @pemarks |
---|
650 | In some situations you want to use manual culling of triangles rather than sending the |
---|
651 | triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's |
---|
652 | that use it (since it is best used on large groups of planar world geometry rather than on movable |
---|
653 | geometry since this would be expensive), but if used can cull geometry before it is sent to the |
---|
654 | hardware. |
---|
655 | @note |
---|
656 | The default for this setting is MANUAL_CULL_BACK. |
---|
657 | @param |
---|
658 | mode The mode to use - see enum ManualCullingMode for details |
---|
659 | |
---|
660 | */ |
---|
661 | void setManualCullingMode( ManualCullingMode mode ); |
---|
662 | |
---|
663 | /** Retrieves the manual culling mode for this pass |
---|
664 | @see |
---|
665 | setManualCullingMode |
---|
666 | */ |
---|
667 | ManualCullingMode getManualCullingMode(void) const; |
---|
668 | |
---|
669 | /** Sets whether or not dynamic lighting is enabled. |
---|
670 | @param |
---|
671 | enabled |
---|
672 | If true, dynamic lighting is performed on geometry with normals supplied, geometry without |
---|
673 | normals will not be displayed. |
---|
674 | @par |
---|
675 | If false, no lighting is applied and all geometry will be full brightness. |
---|
676 | */ |
---|
677 | void setLightingEnabled(bool enabled); |
---|
678 | |
---|
679 | /** Returns whether or not dynamic lighting is enabled. |
---|
680 | */ |
---|
681 | bool getLightingEnabled(void) const; |
---|
682 | |
---|
683 | /** Sets the maximum number of lights to be used by this pass. |
---|
684 | @remarks |
---|
685 | During rendering, if lighting is enabled (or if the pass uses an automatic |
---|
686 | program parameter based on a light) the engine will request the nearest lights |
---|
687 | to the object being rendered in order to work out which ones to use. This |
---|
688 | parameter sets the limit on the number of lights which should apply to objects |
---|
689 | rendered with this pass. |
---|
690 | */ |
---|
691 | void setMaxSimultaneousLights(unsigned short maxLights); |
---|
692 | /** Gets the maximum number of lights to be used by this pass. */ |
---|
693 | unsigned short getMaxSimultaneousLights(void) const; |
---|
694 | |
---|
695 | /** Sets the light index that this pass will start at in the light list. |
---|
696 | @remarks |
---|
697 | Normally the lights passed to a pass will start from the beginning |
---|
698 | of the light list for this object. This option allows you to make this |
---|
699 | pass start from a higher light index, for example if one of your earlier |
---|
700 | passes could deal with lights 0-3, and this pass dealt with lights 4+. |
---|
701 | This option also has an interaction with pass iteration, in that |
---|
702 | if you choose to iterate this pass per light too, the iteration will |
---|
703 | only begin from light 4. |
---|
704 | */ |
---|
705 | void setStartLight(unsigned short startLight); |
---|
706 | /** Gets the light index that this pass will start at in the light list. */ |
---|
707 | unsigned short getStartLight(void) const; |
---|
708 | |
---|
709 | /** Sets the type of light shading required |
---|
710 | @note |
---|
711 | The default shading method is Gouraud shading. |
---|
712 | */ |
---|
713 | void setShadingMode( ShadeOptions mode ); |
---|
714 | |
---|
715 | /** Returns the type of light shading to be used. |
---|
716 | */ |
---|
717 | ShadeOptions getShadingMode(void) const; |
---|
718 | |
---|
719 | /** Sets the type of polygon rendering required |
---|
720 | @note |
---|
721 | The default shading method is Solid |
---|
722 | */ |
---|
723 | void setPolygonMode( PolygonMode mode ); |
---|
724 | |
---|
725 | /** Returns the type of light shading to be used. |
---|
726 | */ |
---|
727 | PolygonMode getPolygonMode(void) const; |
---|
728 | |
---|
729 | /** Sets the fogging mode applied to this pass. |
---|
730 | @remarks |
---|
731 | Fogging is an effect that is applied as polys are rendered. Sometimes, you want |
---|
732 | fog to be applied to an entire scene. Other times, you want it to be applied to a few |
---|
733 | polygons only. This pass-level specification of fog parameters lets you easily manage |
---|
734 | both. |
---|
735 | @par |
---|
736 | The SceneManager class also has a setFog method which applies scene-level fog. This method |
---|
737 | lets you change the fog behaviour for this pass compared to the standard scene-level fog. |
---|
738 | @param |
---|
739 | overrideScene If true, you authorise this pass to override the scene's fog params with it's own settings. |
---|
740 | If you specify false, so other parameters are necessary, and this is the default behaviour for passs. |
---|
741 | @param |
---|
742 | mode Only applicable if overrideScene is true. You can disable fog which is turned on for the |
---|
743 | rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as |
---|
744 | defined in the enum FogMode. |
---|
745 | @param |
---|
746 | colour The colour of the fog. Either set this to the same as your viewport background colour, |
---|
747 | or to blend in with a skydome or skybox. |
---|
748 | @param |
---|
749 | expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. |
---|
750 | The default is 0.001. |
---|
751 | @param |
---|
752 | linearStart Distance in world units at which linear fog starts to encroach. |
---|
753 | Only applicable if mode is FOG_LINEAR. |
---|
754 | @param |
---|
755 | linearEnd Distance in world units at which linear fog becomes completely opaque. |
---|
756 | Only applicable if mode is FOG_LINEAR. |
---|
757 | */ |
---|
758 | void setFog( |
---|
759 | bool overrideScene, |
---|
760 | FogMode mode = FOG_NONE, |
---|
761 | const ColourValue& colour = ColourValue::White, |
---|
762 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 ); |
---|
763 | |
---|
764 | /** Returns true if this pass is to override the scene fog settings. |
---|
765 | */ |
---|
766 | bool getFogOverride(void) const; |
---|
767 | |
---|
768 | /** Returns the fog mode for this pass. |
---|
769 | @note |
---|
770 | Only valid if getFogOverride is true. |
---|
771 | */ |
---|
772 | FogMode getFogMode(void) const; |
---|
773 | |
---|
774 | /** Returns the fog colour for the scene. |
---|
775 | */ |
---|
776 | const ColourValue& getFogColour(void) const; |
---|
777 | |
---|
778 | /** Returns the fog start distance for this pass. |
---|
779 | @note |
---|
780 | Only valid if getFogOverride is true. |
---|
781 | */ |
---|
782 | Real getFogStart(void) const; |
---|
783 | |
---|
784 | /** Returns the fog end distance for this pass. |
---|
785 | @note |
---|
786 | Only valid if getFogOverride is true. |
---|
787 | */ |
---|
788 | Real getFogEnd(void) const; |
---|
789 | |
---|
790 | /** Returns the fog density for this pass. |
---|
791 | @note |
---|
792 | Only valid if getFogOverride is true. |
---|
793 | */ |
---|
794 | Real getFogDensity(void) const; |
---|
795 | |
---|
796 | /** Sets the depth bias to be used for this material. |
---|
797 | @remarks |
---|
798 | When polygons are coplanar, you can get problems with 'depth fighting' where |
---|
799 | the pixels from the two polys compete for the same screen pixel. This is particularly |
---|
800 | a problem for decals (polys attached to another surface to represent details such as |
---|
801 | bulletholes etc.). |
---|
802 | @par |
---|
803 | A way to combat this problem is to use a depth bias to adjust the depth buffer value |
---|
804 | used for the decal such that it is slightly higher than the true value, ensuring that |
---|
805 | the decal appears on top. There are two aspects to the biasing, a constant |
---|
806 | bias value and a slope-relative biasing value, which varies according to the |
---|
807 | maximum depth slope relative to the camera, ie: |
---|
808 | <pre>finalBias = maxSlope * slopeScaleBias + constantBias</pre> |
---|
809 | Note that slope scale bias, whilst more accurate, may be ignored by old hardware. |
---|
810 | @param constantBias The constant bias value, expressed as a factor of the |
---|
811 | minimum observable depth |
---|
812 | @param slopeScaleBias The slope-relative bias value, expressed as a factor |
---|
813 | of the depth slope |
---|
814 | */ |
---|
815 | void setDepthBias(float constantBias, float slopeScaleBias = 0.0f); |
---|
816 | |
---|
817 | /** Retrieves the const depth bias value as set by setDepthBias. */ |
---|
818 | float getDepthBiasConstant(void) const; |
---|
819 | /** Retrieves the slope-scale depth bias value as set by setDepthBias. */ |
---|
820 | float getDepthBiasSlopeScale(void) const; |
---|
821 | |
---|
822 | /** Sets the way the pass will have use alpha to totally reject pixels from the pipeline. |
---|
823 | @remarks |
---|
824 | The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels. |
---|
825 | @param func The comparison which must pass for the pixel to be written. |
---|
826 | @param value 1 byte value against which alpha values will be tested(0-255) |
---|
827 | @note |
---|
828 | This option applies in both the fixed function and the programmable pipeline. |
---|
829 | */ |
---|
830 | void setAlphaRejectSettings(CompareFunction func, unsigned char value); |
---|
831 | |
---|
832 | /** Sets the alpha reject function. See setAlphaRejectSettings for more information. |
---|
833 | */ |
---|
834 | void setAlphaRejectFunction(CompareFunction func); |
---|
835 | |
---|
836 | /** Gets the alpha reject value. See setAlphaRejectSettings for more information. |
---|
837 | */ |
---|
838 | void setAlphaRejectValue(unsigned char val); |
---|
839 | |
---|
840 | /** Gets the alpha reject function. See setAlphaRejectSettings for more information. |
---|
841 | */ |
---|
842 | CompareFunction getAlphaRejectFunction(void) const { return mAlphaRejectFunc; } |
---|
843 | |
---|
844 | /** Gets the alpha reject value. See setAlphaRejectSettings for more information. |
---|
845 | */ |
---|
846 | unsigned char getAlphaRejectValue(void) const { return mAlphaRejectVal; } |
---|
847 | /** Sets whether or not this pass should iterate per light or number of |
---|
848 | lights which can affect the object being rendered. |
---|
849 | @remarks |
---|
850 | The default behaviour for a pass (when this option is 'false'), is |
---|
851 | for a pass to be rendered only once (or the number of times set in |
---|
852 | setPassIterationCount), with all the lights which could |
---|
853 | affect this object set at the same time (up to the maximum lights |
---|
854 | allowed in the render system, which is typically 8). |
---|
855 | @par |
---|
856 | Setting this option to 'true' changes this behaviour, such that |
---|
857 | instead of trying to issue render this pass once per object, it |
---|
858 | is run <b>per light</b>, or for a group of 'n' lights each time |
---|
859 | which can affect this object, the number of |
---|
860 | times set in setPassIterationCount (default is once). In |
---|
861 | this case, only light index 0 is ever used, and is a different light |
---|
862 | every time the pass is issued, up to the total number of lights |
---|
863 | which is affecting this object. This has 2 advantages: |
---|
864 | <ul><li>There is no limit on the number of lights which can be |
---|
865 | supported</li> |
---|
866 | <li>It's easier to write vertex / fragment programs for this because |
---|
867 | a single program can be used for any number of lights</li> |
---|
868 | </ul> |
---|
869 | However, this technique is more expensive, and typically you |
---|
870 | will want an additional ambient pass, because if no lights are |
---|
871 | affecting the object it will not be rendered at all, which will look |
---|
872 | odd even if ambient light is zero (imagine if there are lit objects |
---|
873 | behind it - the objects silhouette would not show up). Therefore, |
---|
874 | use this option with care, and you would be well advised to provide |
---|
875 | a less expensive fallback technique for use in the distance. |
---|
876 | @note |
---|
877 | The number of times this pass runs is still limited by the maximum |
---|
878 | number of lights allowed as set in setMaxSimultaneousLights, so |
---|
879 | you will never get more passes than this. Also, the iteration is |
---|
880 | started from the 'start light' as set in Pass::setStartLight, and |
---|
881 | the number of passes is the number of lights to iterate over divided |
---|
882 | by the number of lights per iteration (default 1, set by |
---|
883 | setLightCountPerIteration). |
---|
884 | @param enabled Whether this feature is enabled |
---|
885 | @param onlyForOneLightType If true, the pass will only be run for a single type |
---|
886 | of light, other light types will be ignored. |
---|
887 | @param lightType The single light type which will be considered for this pass |
---|
888 | */ |
---|
889 | void setIteratePerLight(bool enabled, |
---|
890 | bool onlyForOneLightType = true, Light::LightTypes lightType = Light::LT_POINT); |
---|
891 | |
---|
892 | /** Does this pass run once for every light in range? */ |
---|
893 | bool getIteratePerLight(void) const { return mIteratePerLight; } |
---|
894 | /** Does this pass run only for a single light type (if getIteratePerLight is true). */ |
---|
895 | bool getRunOnlyForOneLightType(void) const { return mRunOnlyForOneLightType; } |
---|
896 | /** Gets the single light type this pass runs for if getIteratePerLight and |
---|
897 | getRunOnlyForOneLightType are both true. */ |
---|
898 | Light::LightTypes getOnlyLightType() const { return mOnlyLightType; } |
---|
899 | |
---|
900 | /** If light iteration is enabled, determine the number of lights per |
---|
901 | iteration. |
---|
902 | @remarks |
---|
903 | The default for this setting is 1, so if you enable light iteration |
---|
904 | (Pass::setIteratePerLight), the pass is rendered once per light. If |
---|
905 | you set this value higher, the passes will occur once per 'n' lights. |
---|
906 | The start of the iteration is set by Pass::setStartLight and the end |
---|
907 | by Pass::setMaxSimultaneousLights. |
---|
908 | */ |
---|
909 | void setLightCountPerIteration(unsigned short c); |
---|
910 | /** If light iteration is enabled, determine the number of lights per |
---|
911 | iteration. |
---|
912 | */ |
---|
913 | unsigned short getLightCountPerIteration(void) const; |
---|
914 | |
---|
915 | /// Gets the parent Technique |
---|
916 | Technique* getParent(void) const { return mParent; } |
---|
917 | |
---|
918 | /// Gets the resource group of the ultimate parent Material |
---|
919 | const String& getResourceGroup(void) const; |
---|
920 | |
---|
921 | /** Sets the details of the vertex program to use. |
---|
922 | @remarks |
---|
923 | Only applicable to programmable passes, this sets the details of |
---|
924 | the vertex program to use in this pass. The program will not be |
---|
925 | loaded until the parent Material is loaded. |
---|
926 | @param name The name of the program - this must have been |
---|
927 | created using GpuProgramManager by the time that this Pass |
---|
928 | is loaded. If this parameter is blank, any vertex program in this pass is disabled. |
---|
929 | @param resetParams |
---|
930 | If true, this will create a fresh set of parameters from the |
---|
931 | new program being linked, so if you had previously set parameters |
---|
932 | you will have to set them again. If you set this to false, you must |
---|
933 | be absolutely sure that the parameters match perfectly, and in the |
---|
934 | case of named parameters refers to the indexes underlying them, |
---|
935 | not just the names. |
---|
936 | */ |
---|
937 | void setVertexProgram(const String& name, bool resetParams = true); |
---|
938 | /** Sets the vertex program parameters. |
---|
939 | @remarks |
---|
940 | Only applicable to programmable passes, and this particular call is |
---|
941 | designed for low-level programs; use the named parameter methods |
---|
942 | for setting high-level program parameters. |
---|
943 | */ |
---|
944 | void setVertexProgramParameters(GpuProgramParametersSharedPtr params); |
---|
945 | /** Gets the name of the vertex program used by this pass. */ |
---|
946 | const String& getVertexProgramName(void) const; |
---|
947 | /** Gets the vertex program parameters used by this pass. */ |
---|
948 | GpuProgramParametersSharedPtr getVertexProgramParameters(void) const; |
---|
949 | /** Gets the vertex program used by this pass, only available after _load(). */ |
---|
950 | const GpuProgramPtr& getVertexProgram(void) const; |
---|
951 | |
---|
952 | |
---|
953 | /** Sets the details of the vertex program to use when rendering as a |
---|
954 | shadow caster. |
---|
955 | @remarks |
---|
956 | Texture-based shadows require that the caster is rendered to a texture |
---|
957 | in a solid colour (the shadow colour in the case of modulative texture |
---|
958 | shadows). Whilst Ogre can arrange this for the fixed function |
---|
959 | pipeline, passes which use vertex programs might need the vertex |
---|
960 | programs still to run in order to preserve any deformation etc |
---|
961 | that it does. However, lighting calculations must be a lot simpler, |
---|
962 | with only the ambient colour being used (which the engine will ensure |
---|
963 | is bound to the shadow colour). |
---|
964 | @par |
---|
965 | Therefore, it is up to implemetors of vertex programs to provide an |
---|
966 | alternative vertex program which can be used to render the object |
---|
967 | to a shadow texture. Do all the same vertex transforms, but set the |
---|
968 | colour of the vertex to the ambient colour, as bound using the |
---|
969 | standard auto parameter binding mechanism. |
---|
970 | @note |
---|
971 | Some vertex programs will work without doing this, because Ogre ensures |
---|
972 | that all lights except for ambient are set black. However, the chances |
---|
973 | are that your vertex program is doing a lot of unnecessary work in this |
---|
974 | case, since the other lights are having no effect, and it is good practice |
---|
975 | to supply an alternative. |
---|
976 | @note |
---|
977 | This is only applicable to programmable passes. |
---|
978 | @par |
---|
979 | The default behaviour is for Ogre to switch to fixed-function |
---|
980 | rendering if an explict vertex program alternative is not set. |
---|
981 | */ |
---|
982 | void setShadowCasterVertexProgram(const String& name); |
---|
983 | /** Sets the vertex program parameters for rendering as a shadow caster. |
---|
984 | @remarks |
---|
985 | Only applicable to programmable passes, and this particular call is |
---|
986 | designed for low-level programs; use the named parameter methods |
---|
987 | for setting high-level program parameters. |
---|
988 | */ |
---|
989 | void setShadowCasterVertexProgramParameters(GpuProgramParametersSharedPtr params); |
---|
990 | /** Gets the name of the vertex program used by this pass when rendering shadow casters. */ |
---|
991 | const String& getShadowCasterVertexProgramName(void) const; |
---|
992 | /** Gets the vertex program parameters used by this pass when rendering shadow casters. */ |
---|
993 | GpuProgramParametersSharedPtr getShadowCasterVertexProgramParameters(void) const; |
---|
994 | /** Gets the vertex program used by this pass when rendering shadow casters, |
---|
995 | only available after _load(). */ |
---|
996 | const GpuProgramPtr& getShadowCasterVertexProgram(void) const; |
---|
997 | |
---|
998 | /** Sets the details of the vertex program to use when rendering as a |
---|
999 | shadow receiver. |
---|
1000 | @remarks |
---|
1001 | Texture-based shadows require that the shadow receiver is rendered using |
---|
1002 | a projective texture. Whilst Ogre can arrange this for the fixed function |
---|
1003 | pipeline, passes which use vertex programs might need the vertex |
---|
1004 | programs still to run in order to preserve any deformation etc |
---|
1005 | that it does. So in this case, we need a vertex program which does the |
---|
1006 | appropriate vertex transformation, but generates projective texture |
---|
1007 | coordinates. |
---|
1008 | @par |
---|
1009 | Therefore, it is up to implemetors of vertex programs to provide an |
---|
1010 | alternative vertex program which can be used to render the object |
---|
1011 | as a shadow receiver. Do all the same vertex transforms, but generate |
---|
1012 | <strong>2 sets</strong> of texture coordinates using the auto parameter |
---|
1013 | ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name / |
---|
1014 | index you supply as the second parameter to this method. 2 texture |
---|
1015 | sets are needed because Ogre needs to use 2 texture units for some |
---|
1016 | shadow effects. |
---|
1017 | @note |
---|
1018 | This is only applicable to programmable passes. |
---|
1019 | @par |
---|
1020 | The default behaviour is for Ogre to switch to fixed-function |
---|
1021 | rendering if an explict vertex program alternative is not set. |
---|
1022 | */ |
---|
1023 | void setShadowReceiverVertexProgram(const String& name); |
---|
1024 | /** Sets the vertex program parameters for rendering as a shadow receiver. |
---|
1025 | @remarks |
---|
1026 | Only applicable to programmable passes, and this particular call is |
---|
1027 | designed for low-level programs; use the named parameter methods |
---|
1028 | for setting high-level program parameters. |
---|
1029 | */ |
---|
1030 | void setShadowReceiverVertexProgramParameters(GpuProgramParametersSharedPtr params); |
---|
1031 | |
---|
1032 | /** This method allows you to specify a fragment program for use when |
---|
1033 | rendering a texture shadow receiver. |
---|
1034 | @remarks |
---|
1035 | Texture shadows are applied by rendering the receiver. Modulative texture |
---|
1036 | shadows are performed as a post-render darkening pass, and as such |
---|
1037 | fragment programs are generally not required per-object. Additive |
---|
1038 | texture shadows, however, are applied by accumulating light masked |
---|
1039 | out using a texture shadow (black & white by default, unless you |
---|
1040 | customise this using SceneManager::setCustomShadowCasterMaterial). |
---|
1041 | OGRE can do this for you for most materials, but if you use a custom |
---|
1042 | lighting program (e.g. per pixel lighting) then you'll need to provide |
---|
1043 | a custom version for receiving shadows. You don't need to provide |
---|
1044 | this for shadow casters if you don't use self-shadowing since they |
---|
1045 | will never be shadow receivers too. |
---|
1046 | @par |
---|
1047 | The shadow texture is always bound to texture unit 0 when rendering |
---|
1048 | texture shadow passes. Therefore your custom shadow receiver program |
---|
1049 | may well just need to shift it's texture unit usage up by one unit, |
---|
1050 | and take the shadow texture into account in its calculations. |
---|
1051 | */ |
---|
1052 | void setShadowReceiverFragmentProgram(const String& name); |
---|
1053 | /** Sets the fragment program parameters for rendering as a shadow receiver. |
---|
1054 | @remarks |
---|
1055 | Only applicable to programmable passes, and this particular call is |
---|
1056 | designed for low-level programs; use the named parameter methods |
---|
1057 | for setting high-level program parameters. |
---|
1058 | */ |
---|
1059 | void setShadowReceiverFragmentProgramParameters(GpuProgramParametersSharedPtr params); |
---|
1060 | |
---|
1061 | /** Gets the name of the vertex program used by this pass when rendering shadow receivers. */ |
---|
1062 | const String& getShadowReceiverVertexProgramName(void) const; |
---|
1063 | /** Gets the vertex program parameters used by this pass when rendering shadow receivers. */ |
---|
1064 | GpuProgramParametersSharedPtr getShadowReceiverVertexProgramParameters(void) const; |
---|
1065 | /** Gets the vertex program used by this pass when rendering shadow receivers, |
---|
1066 | only available after _load(). */ |
---|
1067 | const GpuProgramPtr& getShadowReceiverVertexProgram(void) const; |
---|
1068 | |
---|
1069 | /** Gets the name of the fragment program used by this pass when rendering shadow receivers. */ |
---|
1070 | const String& getShadowReceiverFragmentProgramName(void) const; |
---|
1071 | /** Gets the fragment program parameters used by this pass when rendering shadow receivers. */ |
---|
1072 | GpuProgramParametersSharedPtr getShadowReceiverFragmentProgramParameters(void) const; |
---|
1073 | /** Gets the fragment program used by this pass when rendering shadow receivers, |
---|
1074 | only available after _load(). */ |
---|
1075 | const GpuProgramPtr& getShadowReceiverFragmentProgram(void) const; |
---|
1076 | |
---|
1077 | /** Sets the details of the fragment program to use. |
---|
1078 | @remarks |
---|
1079 | Only applicable to programmable passes, this sets the details of |
---|
1080 | the fragment program to use in this pass. The program will not be |
---|
1081 | loaded until the parent Material is loaded. |
---|
1082 | @param name The name of the program - this must have been |
---|
1083 | created using GpuProgramManager by the time that this Pass |
---|
1084 | is loaded. If this parameter is blank, any fragment program in this pass is disabled. |
---|
1085 | @param resetParams |
---|
1086 | If true, this will create a fresh set of parameters from the |
---|
1087 | new program being linked, so if you had previously set parameters |
---|
1088 | you will have to set them again. If you set this to false, you must |
---|
1089 | be absolutely sure that the parameters match perfectly, and in the |
---|
1090 | case of named parameters refers to the indexes underlying them, |
---|
1091 | not just the names. |
---|
1092 | */ |
---|
1093 | void setFragmentProgram(const String& name, bool resetParams = true); |
---|
1094 | /** Sets the fragment program parameters. |
---|
1095 | @remarks |
---|
1096 | Only applicable to programmable passes. |
---|
1097 | */ |
---|
1098 | void setFragmentProgramParameters(GpuProgramParametersSharedPtr params); |
---|
1099 | /** Gets the name of the fragment program used by this pass. */ |
---|
1100 | const String& getFragmentProgramName(void) const; |
---|
1101 | /** Gets the fragment program parameters used by this pass. */ |
---|
1102 | GpuProgramParametersSharedPtr getFragmentProgramParameters(void) const; |
---|
1103 | /** Gets the fragment program used by this pass, only available after _load(). */ |
---|
1104 | const GpuProgramPtr& getFragmentProgram(void) const; |
---|
1105 | |
---|
1106 | /** Splits this Pass to one which can be handled in the number of |
---|
1107 | texture units specified. |
---|
1108 | @remarks |
---|
1109 | Only works on non-programmable passes, programmable passes cannot be |
---|
1110 | split, it's up to the author to ensure that there is a fallback Technique |
---|
1111 | for less capable cards. |
---|
1112 | @param numUnits The target number of texture units |
---|
1113 | @returns A new Pass which contains the remaining units, and a scene_blend |
---|
1114 | setting appropriate to approximate the multitexture. This Pass will be |
---|
1115 | attached to the parent Technique of this Pass. |
---|
1116 | */ |
---|
1117 | Pass* _split(unsigned short numUnits); |
---|
1118 | |
---|
1119 | /** Internal method to adjust pass index. */ |
---|
1120 | void _notifyIndex(unsigned short index); |
---|
1121 | |
---|
1122 | /** Internal method for loading this pass. */ |
---|
1123 | void _load(void); |
---|
1124 | /** Internal method for unloading this pass. */ |
---|
1125 | void _unload(void); |
---|
1126 | // Is this loaded? |
---|
1127 | bool isLoaded(void) const; |
---|
1128 | |
---|
1129 | /** Gets the 'hash' of this pass, ie a precomputed number to use for sorting |
---|
1130 | @remarks |
---|
1131 | This hash is used to sort passes, and for this reason the pass is hashed |
---|
1132 | using firstly its index (so that all passes are rendered in order), then |
---|
1133 | by the textures which it's TextureUnitState instances are using. |
---|
1134 | */ |
---|
1135 | uint32 getHash(void) const { return mHash; } |
---|
1136 | /// Mark the hash as dirty |
---|
1137 | void _dirtyHash(void); |
---|
1138 | /** Internal method for recalculating the hash. |
---|
1139 | @remarks |
---|
1140 | Do not call this unless you are sure the old hash is not still being |
---|
1141 | used by anything. If in doubt, call _dirtyHash if you want to force |
---|
1142 | recalculation of the has next time. |
---|
1143 | */ |
---|
1144 | void _recalculateHash(void); |
---|
1145 | /** Tells the pass that it needs recompilation. */ |
---|
1146 | void _notifyNeedsRecompile(void); |
---|
1147 | |
---|
1148 | /** Update any automatic parameters (except lights) on this pass */ |
---|
1149 | void _updateAutoParamsNoLights(const AutoParamDataSource& source) const; |
---|
1150 | /** Update any automatic light parameters on this pass */ |
---|
1151 | void _updateAutoParamsLightsOnly(const AutoParamDataSource& source) const; |
---|
1152 | |
---|
1153 | /** Gets the 'nth' texture which references the given content type. |
---|
1154 | @remarks |
---|
1155 | If the 'nth' texture unit which references the content type doesn't |
---|
1156 | exist, then this method returns an arbitrary high-value outside the |
---|
1157 | valid range to index texture units. |
---|
1158 | */ |
---|
1159 | unsigned short _getTextureUnitWithContentTypeIndex( |
---|
1160 | TextureUnitState::ContentType contentType, unsigned short index) const; |
---|
1161 | |
---|
1162 | /** Set texture filtering for every texture unit |
---|
1163 | @note |
---|
1164 | This property actually exists on the TextureUnitState class |
---|
1165 | For simplicity, this method allows you to set these properties for |
---|
1166 | every current TeextureUnitState, If you need more precision, retrieve the |
---|
1167 | TextureUnitState instance and set the property there. |
---|
1168 | @see TextureUnitState::setTextureFiltering |
---|
1169 | */ |
---|
1170 | void setTextureFiltering(TextureFilterOptions filterType); |
---|
1171 | /** Sets the anisotropy level to be used for all textures. |
---|
1172 | @note |
---|
1173 | This property has been moved to the TextureUnitState class, which is accessible via the |
---|
1174 | Technique and Pass. For simplicity, this method allows you to set these properties for |
---|
1175 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
---|
1176 | Pass and TextureUnitState instances and set the property there. |
---|
1177 | @see TextureUnitState::setTextureAnisotropy |
---|
1178 | */ |
---|
1179 | void setTextureAnisotropy(unsigned int maxAniso); |
---|
1180 | /** Static method to retrieve all the Passes which need their |
---|
1181 | hash values recalculated. |
---|
1182 | */ |
---|
1183 | static const PassSet& getDirtyHashList(void) |
---|
1184 | { return msDirtyHashList; } |
---|
1185 | /** Static method to retrieve all the Passes which are pending deletion. |
---|
1186 | */ |
---|
1187 | static const PassSet& getPassGraveyard(void) |
---|
1188 | { return msPassGraveyard; } |
---|
1189 | /** Static method to reset the list of passes which need their hash |
---|
1190 | values recalculated. |
---|
1191 | @remarks |
---|
1192 | For performance, the dirty list is not updated progressively as |
---|
1193 | the hashes are recalculated, instead we expect the processor of the |
---|
1194 | dirty hash list to clear the list when they are done. |
---|
1195 | */ |
---|
1196 | static void clearDirtyHashList(void); |
---|
1197 | |
---|
1198 | /** Process all dirty and pending deletion passes. */ |
---|
1199 | static void processPendingPassUpdates(void); |
---|
1200 | |
---|
1201 | /** Queue this pass for deletion when appropriate. */ |
---|
1202 | void queueForDeletion(void); |
---|
1203 | |
---|
1204 | /** Returns whether this pass is ambient only. |
---|
1205 | */ |
---|
1206 | bool isAmbientOnly(void) const; |
---|
1207 | |
---|
1208 | /** set the number of iterations that this pass |
---|
1209 | should perform when doing fast multi pass operation. |
---|
1210 | @remarks |
---|
1211 | Only applicable for programmable passes. |
---|
1212 | @param count number of iterations to perform fast multi pass operations. |
---|
1213 | A value greater than 1 will cause the pass to be executed count number of |
---|
1214 | times without changing the render state. This is very usefull for passes |
---|
1215 | that use programmable shaders that have to iterate more than once but don't |
---|
1216 | need a render state change. Using multi pass can dramatically speed up rendering |
---|
1217 | for materials that do things like fur, blur. |
---|
1218 | A value of 1 turns off multi pass operation and the pass does |
---|
1219 | the normal pass operation. |
---|
1220 | */ |
---|
1221 | void setPassIterationCount(const size_t count) { mPassIterationCount = count; } |
---|
1222 | |
---|
1223 | /** Gets the pass iteration count value. |
---|
1224 | */ |
---|
1225 | size_t getPassIterationCount(void) const { return mPassIterationCount; } |
---|
1226 | |
---|
1227 | /** Applies texture names to Texture Unit State with matching texture name aliases. |
---|
1228 | All Texture Unit States within the pass are checked. |
---|
1229 | If matching texture aliases are found then true is returned. |
---|
1230 | |
---|
1231 | @param |
---|
1232 | aliasList is a map container of texture alias, texture name pairs |
---|
1233 | @param |
---|
1234 | apply set true to apply the texture aliases else just test to see if texture alias matches are found. |
---|
1235 | @return |
---|
1236 | True if matching texture aliases were found in the pass. |
---|
1237 | */ |
---|
1238 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; |
---|
1239 | |
---|
1240 | |
---|
1241 | /** There are some default hash functions used to order passes so that |
---|
1242 | render state changes are minimised, this enumerates them. |
---|
1243 | */ |
---|
1244 | enum BuiltinHashFunction |
---|
1245 | { |
---|
1246 | /** Try to minimise the number of texture changes. */ |
---|
1247 | MIN_TEXTURE_CHANGE, |
---|
1248 | /** Try to minimise the number of GPU program changes. |
---|
1249 | @note Only really useful if you use GPU programs for all of your |
---|
1250 | materials. |
---|
1251 | */ |
---|
1252 | MIN_GPU_PROGRAM_CHANGE |
---|
1253 | }; |
---|
1254 | /** Sets one of the default hash functions to be used. |
---|
1255 | @remarks |
---|
1256 | You absolutely must not change the hash function whilst any Pass instances |
---|
1257 | exist in the render queue. The only time you can do this is either |
---|
1258 | before you render anything, or directly after you manuall call |
---|
1259 | RenderQueue::clear(true) to completely destroy the queue structures. |
---|
1260 | The default is MIN_TEXTURE_CHANGE. |
---|
1261 | @note |
---|
1262 | You can also implement your own hash function, see the alternate version |
---|
1263 | of this method. |
---|
1264 | @see HashFunc |
---|
1265 | */ |
---|
1266 | static void setHashFunction(BuiltinHashFunction builtin); |
---|
1267 | |
---|
1268 | /** Set the hash function used for all passes. |
---|
1269 | @remarks |
---|
1270 | You absolutely must not change the hash function whilst any Pass instances |
---|
1271 | exist in the render queue. The only time you can do this is either |
---|
1272 | before you render anything, or directly after you manuall call |
---|
1273 | RenderQueue::clear(true) to completely destroy the queue structures. |
---|
1274 | @note |
---|
1275 | You can also use one of the built-in hash functions, see the alternate version |
---|
1276 | of this method. The default is MIN_TEXTURE_CHANGE. |
---|
1277 | @see HashFunc |
---|
1278 | */ |
---|
1279 | static void setHashFunction(HashFunc* hashFunc) { msHashFunc = hashFunc; } |
---|
1280 | |
---|
1281 | /** Get the hash function used for all passes. |
---|
1282 | */ |
---|
1283 | static HashFunc* getHashFunction(void) { return msHashFunc; } |
---|
1284 | |
---|
1285 | }; |
---|
1286 | |
---|
1287 | enum IlluminationStage |
---|
1288 | { |
---|
1289 | /// Part of the rendering which occurs without any kind of direct lighting |
---|
1290 | IS_AMBIENT, |
---|
1291 | /// Part of the rendering which occurs per light |
---|
1292 | IS_PER_LIGHT, |
---|
1293 | /// Post-lighting rendering |
---|
1294 | IS_DECAL |
---|
1295 | }; |
---|
1296 | /** Struct recording a pass which can be used for a specific illumination stage. |
---|
1297 | @remarks |
---|
1298 | This structure is used to record categorised passes which fit into a |
---|
1299 | number of distinct illumination phases - ambient, diffuse / specular |
---|
1300 | (per-light) and decal (post-lighting texturing). |
---|
1301 | An original pass may fit into one of these categories already, or it |
---|
1302 | may require splitting into its component parts in order to be categorised |
---|
1303 | properly. |
---|
1304 | */ |
---|
1305 | struct IlluminationPass |
---|
1306 | { |
---|
1307 | IlluminationStage stage; |
---|
1308 | /// The pass to use in this stage |
---|
1309 | Pass* pass; |
---|
1310 | /// Whether this pass is one which should be deleted itself |
---|
1311 | bool destroyOnShutdown; |
---|
1312 | /// The original pass which spawned this one |
---|
1313 | Pass* originalPass; |
---|
1314 | }; |
---|
1315 | |
---|
1316 | typedef std::vector<IlluminationPass*> IlluminationPassList; |
---|
1317 | |
---|
1318 | |
---|
1319 | } |
---|
1320 | |
---|
1321 | #endif |
---|