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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreMaterial.h @ 151

Last change on this file since 151 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 33.7 KB
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef _Material_H__
29#define _Material_H__
30
31#include "OgrePrerequisites.h"
32
33#include "OgreResource.h"
34#include "OgreIteratorWrappers.h"
35#include "OgreCommon.h"
36#include "OgreColourValue.h"
37#include "OgreBlendMode.h"
38#include "OgreHeaderPrefix.h"
39
40namespace Ogre {
41
42        // Forward declaration
43    class LodStrategy;
44
45        /** \addtogroup Core
46        *  @{
47        */
48        /** \addtogroup Materials
49        *  @{
50        */
51        /** Class encapsulates rendering properties of an object.
52    @remarks
53    Ogre's material class encapsulates ALL aspects of the visual appearance,
54    of an object. It also includes other flags which
55    might not be traditionally thought of as material properties such as
56    culling modes and depth buffer settings, but these affect the
57    appearance of the rendered object and are convenient to attach to the
58    material since it keeps all the settings in one place. This is
59    different to Direct3D which treats a material as just the colour
60    components (diffuse, specular) and not texture maps etc. An Ogre
61    Material can be thought of as equivalent to a 'Shader'.
62    @par
63    A Material can be rendered in multiple different ways depending on the
64    hardware available. You may configure a Material to use high-complexity
65    fragment shaders, but these won't work on every card; therefore a Technique
66    is an approach to creating the visual effect you are looking for. You are advised
67    to create fallback techniques with lower hardware requirements if you decide to
68    use advanced features. In addition, you also might want lower-detail techniques
69    for distant geometry.
70    @par
71    Each technique can be made up of multiple passes. A fixed-function pass
72    may combine multiple texture layers using multitexturing, but Ogre can
73    break that into multiple passes automatically if the active card cannot
74    handle that many simultaneous textures. Programmable passes, however, cannot
75    be split down automatically, so if the active graphics card cannot handle the
76    technique which contains these passes, OGRE will try to find another technique
77    which the card can do. If, at the end of the day, the card cannot handle any of the
78    techniques which are listed for the material, the engine will render the
79    geometry plain white, which should alert you to the problem.
80    @par
81    Ogre comes configured with a number of default settings for a newly
82    created material. These can be changed if you wish by retrieving the
83    default material settings through
84    SceneManager::getDefaultMaterialSettings. Any changes you make to the
85    Material returned from this method will apply to any materials created
86    from this point onward.
87    */
88    class _OgreExport Material : public Resource
89    {
90        friend class SceneManager;
91        friend class MaterialManager;
92
93    public:
94        /// distance list used to specify LOD
95                typedef vector<Real>::type LodValueList;
96        typedef ConstVectorIterator<LodValueList> LodValueIterator;
97    protected:
98
99
100        /** Internal method which sets the material up from the default settings.
101        */
102        void applyDefaults(void);
103
104        typedef vector<Technique*>::type Techniques;
105                /// All techniques, supported and unsupported
106        Techniques mTechniques;
107                /// Supported techniques of any sort
108        Techniques mSupportedTechniques;
109                typedef map<unsigned short, Technique*>::type LodTechniques;
110        typedef map<unsigned short, LodTechniques*>::type BestTechniquesBySchemeList;
111                /** Map of scheme -> list of LOD techniques.
112                        Current scheme is set on MaterialManager,
113                        and can be set per Viewport for auto activation.
114                */
115        BestTechniquesBySchemeList mBestTechniquesBySchemeList;
116
117        LodValueList mUserLodValues;
118        LodValueList mLodValues;
119        const LodStrategy *mLodStrategy;
120        bool mReceiveShadows;
121                bool mTransparencyCastsShadows;
122        /// Does this material require compilation?
123        bool mCompilationRequired;
124                /// Text description of why any techniques are not supported
125                String mUnsupportedReasons;
126
127                /** Insert a supported technique into the local collections. */
128                void insertSupportedTechnique(Technique* t);
129
130                /** Clear the best technique list.
131                */
132                void clearBestTechniqueList(void);
133
134                /** Overridden from Resource.
135                */
136                void prepareImpl(void);
137
138                /** Overridden from Resource.
139                */
140                void unprepareImpl(void);
141
142                /** Overridden from Resource.
143                */
144                void loadImpl(void);
145
146                /** Unloads the material, frees resources etc.
147                @see
148                Resource
149                */
150                void unloadImpl(void);
151                /// @copydoc Resource::calculateSize
152                size_t calculateSize(void) const;
153    public:
154
155        /** Constructor - use resource manager's create method rather than this.
156        */
157                Material(ResourceManager* creator, const String& name, ResourceHandle handle,
158                        const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
159
160        ~Material();
161        /** Assignment operator to allow easy copying between materials.
162        */
163        Material& operator=( const Material& rhs );
164
165        /** Determines if the material has any transparency with the rest of the scene (derived from
166            whether any Techniques say they involve transparency).
167        */
168        bool isTransparent(void) const;
169
170        /** Sets whether objects using this material will receive shadows.
171        @remarks
172            This method allows a material to opt out of receiving shadows, if
173            it would otherwise do so. Shadows will not be cast on any objects
174            unless the scene is set up to support shadows
175            (@see SceneManager::setShadowTechnique), and not all techniques cast
176            shadows on all objects. In any case, if you have a need to prevent
177            shadows being received by material, this is the method you call to
178            do it.
179        @note
180            Transparent materials never receive shadows despite this setting.
181            The default is to receive shadows.
182        */
183        void setReceiveShadows(bool enabled) { mReceiveShadows = enabled; }
184        /** Returns whether or not objects using this material will receive shadows. */
185        bool getReceiveShadows(void) const { return mReceiveShadows; }
186
187                /** Sets whether objects using this material be classified as opaque to the shadow caster system.
188                @remarks
189                This method allows a material to cast a shadow, even if it is transparent.
190                By default, transparent materials neither cast nor receive shadows. Shadows
191                will not be cast on any objects unless the scene is set up to support shadows
192                (@see SceneManager::setShadowTechnique), and not all techniques cast
193                shadows on all objects.
194                */
195                void setTransparencyCastsShadows(bool enabled) { mTransparencyCastsShadows = enabled; }
196                /** Returns whether or not objects using this material be classified as opaque to the shadow caster system. */
197                bool getTransparencyCastsShadows(void) const { return mTransparencyCastsShadows; }
198
199        /** Creates a new Technique for this Material.
200        @remarks
201            A Technique is a single way of rendering geometry in order to achieve the effect
202            you are intending in a material. There are many reason why you would want more than
203            one - the main one being to handle variable graphics card abilities; you might have
204            one technique which is impressive but only runs on 4th-generation graphics cards,
205            for example. In this case you will want to create at least one fallback Technique.
206            OGRE will work out which Techniques a card can support and pick the best one.
207        @par
208            If multiple Techniques are available, the order in which they are created is
209            important - the engine will consider lower-indexed Techniques to be preferable
210            to higher-indexed Techniques, ie when asked for the 'best' technique it will
211            return the first one in the technique list which is supported by the hardware.
212        */
213        Technique* createTechnique(void);
214        /** Gets the indexed technique. */
215        Technique* getTechnique(unsigned short index);
216        /** searches for the named technique.
217            Return 0 if technique with name is not found
218        */
219        Technique* getTechnique(const String& name);
220                /** Retrieves the number of techniques. */
221        unsigned short getNumTechniques(void) const;
222        /** Removes the technique at the given index. */               
223        void removeTechnique(unsigned short index);             
224        /** Removes all the techniques in this Material. */
225        void removeAllTechniques(void);
226        typedef VectorIterator<Techniques> TechniqueIterator;
227        /** Get an iterator over the Techniques in this Material. */
228        TechniqueIterator getTechniqueIterator(void);
229        /** Gets an iterator over all the Techniques which are supported by the current card.
230        @remarks
231            The supported technique list is only available after this material has been compiled,
232            which typically happens on loading the material. Therefore, if this method returns
233            an empty list, try calling Material::load.
234        */
235        TechniqueIterator getSupportedTechniqueIterator(void);
236               
237                /** Gets the indexed supported technique. */
238        Technique* getSupportedTechnique(unsigned short index);
239                /** Retrieves the number of supported techniques. */
240        unsigned short getNumSupportedTechniques(void) const;
241                /** Gets a string explaining why any techniques are not supported. */
242                const String& getUnsupportedTechniquesExplanation() const { return mUnsupportedReasons; }
243
244        /** Gets the number of levels-of-detail this material has in the
245                        given scheme, based on Technique::setLodIndex.
246        @remarks
247            Note that this will not be up to date until the material has been compiled.
248        */
249        unsigned short getNumLodLevels(unsigned short schemeIndex) const;
250        /** Gets the number of levels-of-detail this material has in the
251                        given scheme, based on Technique::setLodIndex.
252        @remarks
253            Note that this will not be up to date until the material has been compiled.
254        */
255        unsigned short getNumLodLevels(const String& schemeName) const;
256
257        /** Gets the best supported technique.
258        @remarks
259            This method returns the lowest-index supported Technique in this material
260            (since lower-indexed Techniques are considered to be better than higher-indexed
261            ones).
262        @par
263            The best supported technique is only available after this material has been compiled,
264            which typically happens on loading the material. Therefore, if this method returns
265            NULL, try calling Material::load.
266                @param lodIndex The material LOD index to use
267                @param rend Optional parameter specifying the Renderable that is requesting
268                        this technique. Only used if no valid technique for the active material
269                        scheme is found, at which point it is passed to
270                        MaterialManager::Listener::handleSchemeNotFound as information.
271        */
272        Technique* getBestTechnique(unsigned short lodIndex = 0, const Renderable* rend = 0);
273
274
275        /** Creates a new copy of this material with the same settings but a new name.
276                @param newName The name for the cloned material
277                @param changeGroup If true, the resource group of the clone is changed
278                @param newGroup Only required if changeGroup is true; the new group to assign
279        */
280        MaterialPtr clone(const String& newName, bool changeGroup = false, 
281                        const String& newGroup = StringUtil::BLANK) const;
282
283        /** Copies the details of this material into another, preserving the target's handle and name
284        (unlike operator=) but copying everything else.
285        @param mat Weak reference to material which will receive this material's settings.
286        */
287        void copyDetailsTo(MaterialPtr& mat) const;
288
289        /** 'Compiles' this Material.
290        @remarks
291            Compiling a material involves determining which Techniques are supported on the
292            card on which OGRE is currently running, and for fixed-function Passes within those
293            Techniques, splitting the passes down where they contain more TextureUnitState
294            instances than the current card has texture units.
295        @par
296            This process is automatically done when the Material is loaded, but may be
297            repeated if you make some procedural changes.
298        @param
299            autoManageTextureUnits If true, when a fixed function pass has too many TextureUnitState
300                entries than the card has texture units, the Pass in question will be split into
301                more than one Pass in order to emulate the Pass. If you set this to false and
302                this situation arises, an Exception will be thrown.
303        */
304        void compile(bool autoManageTextureUnits = true);
305
306        // -------------------------------------------------------------------------------
307        // The following methods are to make migration from previous versions simpler
308        // and to make code easier to write when dealing with simple materials
309        // They set the properties which have been moved to Pass for all Techniques and all Passes
310
311        /** Sets the point size properties for every Pass in every Technique.
312        @note
313            This property has been moved to the Pass class, which is accessible via the
314            Technique. For simplicity, this method allows you to set these properties for
315            every current Technique, and for every current Pass within those Techniques. If
316            you need more precision, retrieve the Technique and Pass instances and set the
317            property there.
318        @see Pass::setPointSize
319        */
320        void setPointSize(Real ps);
321
322        /** Sets the ambient colour reflectance properties for every Pass in every Technique.
323        @note
324            This property has been moved to the Pass class, which is accessible via the
325            Technique. For simplicity, this method allows you to set these properties for
326            every current Technique, and for every current Pass within those Techniques. If
327            you need more precision, retrieve the Technique and Pass instances and set the
328            property there.
329        @see Pass::setAmbient
330        */
331        void setAmbient(Real red, Real green, Real blue);
332
333        /** Sets the ambient colour reflectance properties for every Pass in every Technique.
334        @note
335            This property has been moved to the Pass class, which is accessible via the
336            Technique. For simplicity, this method allows you to set these properties for
337            every current Technique, and for every current Pass within those Techniques. If
338            you need more precision, retrieve the Technique and Pass instances and set the
339            property there.
340        @see Pass::setAmbient
341        */
342        void setAmbient(const ColourValue& ambient);
343
344        /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
345        @note
346            This property has been moved to the Pass class, which is accessible via the
347            Technique. For simplicity, this method allows you to set these properties for
348            every current Technique, and for every current Pass within those Techniques. If
349            you need more precision, retrieve the Technique and Pass instances and set the
350            property there.
351        @see Pass::setDiffuse
352        */
353        void setDiffuse(Real red, Real green, Real blue, Real alpha);
354
355        /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
356        @note
357            This property has been moved to the Pass class, which is accessible via the
358            Technique. For simplicity, this method allows you to set these properties for
359            every current Technique, and for every current Pass within those Techniques. If
360            you need more precision, retrieve the Technique and Pass instances and set the
361            property there.
362        @see Pass::setDiffuse
363        */
364        void setDiffuse(const ColourValue& diffuse);
365
366        /** Sets the specular colour reflectance properties of every Pass in every Technique.
367        @note
368            This property has been moved to the Pass class, which is accessible via the
369            Technique. For simplicity, this method allows you to set these properties for
370            every current Technique, and for every current Pass within those Techniques. If
371            you need more precision, retrieve the Technique and Pass instances and set the
372            property there.
373        @see Pass::setSpecular
374        */
375        void setSpecular(Real red, Real green, Real blue, Real alpha);
376
377        /** Sets the specular colour reflectance properties of every Pass in every Technique.
378        @note
379            This property has been moved to the Pass class, which is accessible via the
380            Technique. For simplicity, this method allows you to set these properties for
381            every current Technique, and for every current Pass within those Techniques. If
382            you need more precision, retrieve the Technique and Pass instances and set the
383            property there.
384        @see Pass::setSpecular
385        */
386        void setSpecular(const ColourValue& specular);
387
388        /** Sets the shininess properties of every Pass in every Technique.
389        @note
390            This property has been moved to the Pass class, which is accessible via the
391            Technique. For simplicity, this method allows you to set these properties for
392            every current Technique, and for every current Pass within those Techniques. If
393            you need more precision, retrieve the Technique and Pass instances and set the
394            property there.
395        @see Pass::setShininess
396        */
397        void setShininess(Real val);
398
399        /** Sets the amount of self-illumination of every Pass in every Technique.
400        @note
401            This property has been moved to the Pass class, which is accessible via the
402            Technique. For simplicity, this method allows you to set these properties for
403            every current Technique, and for every current Pass within those Techniques. If
404            you need more precision, retrieve the Technique and Pass instances and set the
405            property there.
406        @see Pass::setSelfIllumination
407        */
408        void setSelfIllumination(Real red, Real green, Real blue);
409
410        /** Sets the amount of self-illumination of every Pass in every Technique.
411        @note
412            This property has been moved to the Pass class, which is accessible via the
413            Technique. For simplicity, this method allows you to set these properties for
414            every current Technique, and for every current Pass within those Techniques. If
415            you need more precision, retrieve the Technique and Pass instances and set the
416            property there.
417        @see Pass::setSelfIllumination
418        */
419        void setSelfIllumination(const ColourValue& selfIllum);
420
421                /** Sets whether or not each Pass renders with depth-buffer checking on or not.
422        @note
423            This property has been moved to the Pass class, which is accessible via the
424            Technique. For simplicity, this method allows you to set these properties for
425            every current Technique, and for every current Pass within those Techniques. If
426            you need more precision, retrieve the Technique and Pass instances and set the
427            property there.
428        @see Pass::setDepthCheckEnabled
429        */
430        void setDepthCheckEnabled(bool enabled);
431
432        /** Sets whether or not each Pass renders with depth-buffer writing on or not.
433        @note
434            This property has been moved to the Pass class, which is accessible via the
435            Technique. For simplicity, this method allows you to set these properties for
436            every current Technique, and for every current Pass within those Techniques. If
437            you need more precision, retrieve the Technique and Pass instances and set the
438            property there.
439        @see Pass::setDepthWriteEnabled
440        */
441        void setDepthWriteEnabled(bool enabled);
442
443        /** Sets the function used to compare depth values when depth checking is on.
444        @note
445            This property has been moved to the Pass class, which is accessible via the
446            Technique. For simplicity, this method allows you to set these properties for
447            every current Technique, and for every current Pass within those Techniques. If
448            you need more precision, retrieve the Technique and Pass instances and set the
449            property there.
450        @see Pass::setDepthFunction
451        */
452        void setDepthFunction( CompareFunction func );
453
454                /** Sets whether or not colour buffer writing is enabled for each Pass.
455        @note
456            This property has been moved to the Pass class, which is accessible via the
457            Technique. For simplicity, this method allows you to set these properties for
458            every current Technique, and for every current Pass within those Techniques. If
459            you need more precision, retrieve the Technique and Pass instances and set the
460            property there.
461        @see Pass::setColourWriteEnabled
462                */
463                void setColourWriteEnabled(bool enabled);
464
465        /** Sets the culling mode for each pass  based on the 'vertex winding'.
466        @note
467            This property has been moved to the Pass class, which is accessible via the
468            Technique. For simplicity, this method allows you to set these properties for
469            every current Technique, and for every current Pass within those Techniques. If
470            you need more precision, retrieve the Technique and Pass instances and set the
471            property there.
472        @see Pass::setCullingMode
473        */
474        void setCullingMode( CullingMode mode );
475
476        /** Sets the manual culling mode, performed by CPU rather than hardware.
477        @note
478            This property has been moved to the Pass class, which is accessible via the
479            Technique. For simplicity, this method allows you to set these properties for
480            every current Technique, and for every current Pass within those Techniques. If
481            you need more precision, retrieve the Technique and Pass instances and set the
482            property there.
483        @see Pass::setManualCullingMode
484        */
485        void setManualCullingMode( ManualCullingMode mode );
486
487        /** Sets whether or not dynamic lighting is enabled for every Pass.
488        @note
489            This property has been moved to the Pass class, which is accessible via the
490            Technique. For simplicity, this method allows you to set these properties for
491            every current Technique, and for every current Pass within those Techniques. If
492            you need more precision, retrieve the Technique and Pass instances and set the
493            property there.
494        @see Pass::setLightingEnabled
495        */
496        void setLightingEnabled(bool enabled);
497
498        /** Sets the type of light shading required
499        @note
500            This property has been moved to the Pass class, which is accessible via the
501            Technique. For simplicity, this method allows you to set these properties for
502            every current Technique, and for every current Pass within those Techniques. If
503            you need more precision, retrieve the Technique and Pass instances and set the
504            property there.
505        @see Pass::setShadingMode
506        */
507        void setShadingMode( ShadeOptions mode );
508
509        /** Sets the fogging mode applied to each pass.
510        @note
511            This property has been moved to the Pass class, which is accessible via the
512            Technique. For simplicity, this method allows you to set these properties for
513            every current Technique, and for every current Pass within those Techniques. If
514            you need more precision, retrieve the Technique and Pass instances and set the
515            property there.
516        @see Pass::setFog
517        */
518        void setFog(
519            bool overrideScene,
520            FogMode mode = FOG_NONE,
521            const ColourValue& colour = ColourValue::White,
522            Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
523
524        /** Sets the depth bias to be used for each Pass.
525        @note
526            This property has been moved to the Pass class, which is accessible via the
527            Technique. For simplicity, this method allows you to set these properties for
528            every current Technique, and for every current Pass within those Techniques. If
529            you need more precision, retrieve the Technique and Pass instances and set the
530            property there.
531        @see Pass::setDepthBias
532        */
533        void setDepthBias(float constantBias, float slopeScaleBias);
534
535        /** Set texture filtering for every texture unit in every Technique and Pass
536        @note
537            This property has been moved to the TextureUnitState class, which is accessible via the
538            Technique and Pass. For simplicity, this method allows you to set these properties for
539            every current TeextureUnitState, If you need more precision, retrieve the Technique,
540            Pass and TextureUnitState instances and set the property there.
541        @see TextureUnitState::setTextureFiltering
542        */
543        void setTextureFiltering(TextureFilterOptions filterType);
544        /** Sets the anisotropy level to be used for all textures.
545        @note
546            This property has been moved to the TextureUnitState class, which is accessible via the
547            Technique and Pass. For simplicity, this method allows you to set these properties for
548            every current TeextureUnitState, If you need more precision, retrieve the Technique,
549            Pass and TextureUnitState instances and set the property there.
550        @see TextureUnitState::setTextureAnisotropy
551        */
552        void setTextureAnisotropy(int maxAniso);
553
554        /** Sets the kind of blending every pass has with the existing contents of the scene.
555        @note
556            This property has been moved to the Pass class, which is accessible via the
557            Technique. For simplicity, this method allows you to set these properties for
558            every current Technique, and for every current Pass within those Techniques. If
559            you need more precision, retrieve the Technique and Pass instances and set the
560            property there.
561        @see Pass::setSceneBlending
562        */
563        void setSceneBlending( const SceneBlendType sbt );
564
565        /** Sets the kind of blending every pass has with the existing contents of the scene, using individual factors for color and alpha channels
566        @note
567            This property has been moved to the Pass class, which is accessible via the
568            Technique. For simplicity, this method allows you to set these properties for
569            every current Technique, and for every current Pass within those Techniques. If
570            you need more precision, retrieve the Technique and Pass instances and set the
571            property there.
572        @see Pass::setSeparateSceneBlending
573        */
574        void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta );
575
576        /** Allows very fine control of blending every Pass with the existing contents of the scene.
577        @note
578            This property has been moved to the Pass class, which is accessible via the
579            Technique. For simplicity, this method allows you to set these properties for
580            every current Technique, and for every current Pass within those Techniques. If
581            you need more precision, retrieve the Technique and Pass instances and set the
582            property there.
583        @see Pass::setSceneBlending
584        */
585        void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
586
587        /** Allows very fine control of blending every Pass with the existing contents of the scene, using individual factors for color and alpha channels
588        @note
589            This property has been moved to the Pass class, which is accessible via the
590            Technique. For simplicity, this method allows you to set these properties for
591            every current Technique, and for every current Pass within those Techniques. If
592            you need more precision, retrieve the Technique and Pass instances and set the
593            property there.
594        @see Pass::setSeparateSceneBlending
595        */
596        void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha);
597
598        /** Tells the material that it needs recompilation. */
599        void _notifyNeedsRecompile(void);
600
601        /** Sets the distance at which level-of-detail (LOD) levels come into effect.
602        @remarks
603            You should only use this if you have assigned LOD indexes to the Technique
604            instances attached to this Material. If you have done so, you should call this
605            method to determine the distance at which the lowe levels of detail kick in.
606            The decision about what distance is actually used is a combination of this
607            and the LOD bias applied to both the current Camera and the current Entity.
608        @param lodValues A vector of Reals which indicate the LOD value at which to
609            switch to lower details. They are listed in LOD index order, starting at index
610            1 (ie the first level down from the highest level 0, which automatically applies
611            from a value of 0). These are 'user values', before being potentially
612                        transformed by the strategy, so for the distance strategy this is an
613                        unsquared distance for example.
614        */
615        void setLodLevels(const LodValueList& lodValues);
616
617        /** Gets an iterator over the list of values transformed by the LodStrategy at which each LOD comes into effect.
618        @remarks
619            Note that the iterator returned from this method is not totally analogous to
620            the one passed in by calling setLodLevels - the list includes a zero
621            entry at the start (since the highest LOD starts at value 0). Also, the
622                        values returned are after being transformed by LodStrategy::transformUserValue.
623        */
624        LodValueIterator getLodValueIterator(void) const;
625
626        /** Gets an iterator over the user-defined list of values which are internally transfomed by the LodStrategy.
627        @remarks
628            Note that the iterator returned from this method is not totally analogous to
629            the one passed in by calling setLodLevels - the list includes a zero
630            entry at the start (since the highest LOD starts at value 0). Also, the
631                        values returned are after being transformed by LodStrategy::transformUserValue.
632        */
633        LodValueIterator getUserLodValueIterator(void) const;
634
635        /** Gets the LOD index to use at the given value.
636                @note The value passed in is the 'transformed' value. If you are dealing with
637                an original source value (e.g. distance), use LodStrategy::transformUserValue
638                to turn this into a lookup value.
639                */
640        ushort getLodIndex(Real value) const;
641
642        /** Get LOD strategy used by this material. */
643        const LodStrategy *getLodStrategy() const;
644        /** Set the LOD strategy used by this material. */
645        void setLodStrategy(LodStrategy *lodStrategy);
646
647        /** @copydoc Resource::touch
648        */
649        void touch(void) 
650        { 
651            if (mCompilationRequired) 
652                compile();
653            // call superclass
654            Resource::touch();
655        }
656       
657        /** Applies texture names to Texture Unit State with matching texture name aliases.
658            All techniques, passes, and Texture Unit States within the material are checked.
659            If matching texture aliases are found then true is returned.
660
661        @param
662            aliasList is a map container of texture alias, texture name pairs
663        @param
664            apply set true to apply the texture aliases else just test to see if texture alias matches are found.
665        @return
666            True if matching texture aliases were found in the material.
667        */
668        bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
669
670            /** Gets the compilation status of the material.
671        @return True if the material needs recompilation.
672        */
673            bool getCompilationRequired() const
674            {
675                    return mCompilationRequired;
676            }
677
678
679    };
680        /** @} */
681        /** @} */
682
683} //namespace
684
685#include "OgreHeaderSuffix.h"
686
687#endif
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