[148] | 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) 2000-2013 Torus Knot Software Ltd |
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| 8 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __Technique_H__ |
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| 29 | #define __Technique_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreIteratorWrappers.h" |
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| 33 | #include "OgreBlendMode.h" |
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| 34 | #include "OgreCommon.h" |
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| 35 | #include "OgrePass.h" |
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| 36 | #include "OgreIteratorWrappers.h" |
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| 37 | #include "OgreRenderSystemCapabilities.h" |
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| 38 | #include "OgreUserObjectBindings.h" |
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| 39 | |
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| 40 | namespace Ogre { |
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| 41 | /** \addtogroup Core |
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| 42 | * @{ |
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| 43 | */ |
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| 44 | /** \addtogroup Materials |
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| 45 | * @{ |
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| 46 | */ |
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| 47 | /** Class representing an approach to rendering this particular Material. |
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| 48 | @remarks |
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| 49 | Ogre will attempt to use the best technique supported by the active hardware, |
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| 50 | unless you specifically request a lower detail technique (say for distant |
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| 51 | rendering). |
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| 52 | */ |
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| 53 | class _OgreExport Technique : public TechniqueAlloc |
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| 54 | { |
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| 55 | protected: |
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| 56 | /// Illumination pass state type |
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| 57 | enum IlluminationPassesState |
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| 58 | { |
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| 59 | IPS_COMPILE_DISABLED = -1, |
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| 60 | IPS_NOT_COMPILED = 0, |
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| 61 | IPS_COMPILED = 1 |
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| 62 | }; |
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| 63 | |
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| 64 | typedef vector<Pass*>::type Passes; |
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| 65 | /// List of primary passes |
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| 66 | Passes mPasses; |
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| 67 | /// List of derived passes, categorised into IlluminationStage (ordered) |
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| 68 | IlluminationPassList mIlluminationPasses; |
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| 69 | // Raw pointer since we don't want child to stop parent's destruction |
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| 70 | Material* mParent; |
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| 71 | bool mIsSupported; |
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| 72 | IlluminationPassesState mIlluminationPassesCompilationPhase; |
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| 73 | /// LOD level |
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| 74 | unsigned short mLodIndex; |
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| 75 | /** Scheme index, derived from scheme name but the names are held on |
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| 76 | MaterialManager, for speed an index is used here. |
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| 77 | */ |
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| 78 | unsigned short mSchemeIndex; |
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| 79 | /// Optional name for the technique |
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| 80 | String mName; |
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| 81 | |
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| 82 | /// Internal method for clearing illumination pass list |
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| 83 | void clearIlluminationPasses(void); |
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| 84 | /// Internal method - check for manually assigned illumination passes |
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| 85 | bool checkManuallyOrganisedIlluminationPasses(); |
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| 86 | |
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| 87 | |
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| 88 | /** When casting shadow, if not using default Ogre shadow casting material, or |
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| 89 | * nor using fixed function casting, mShadowCasterMaterial let you customize per material |
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| 90 | * shadow caster behavior |
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| 91 | */ |
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| 92 | MaterialPtr mShadowCasterMaterial; |
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| 93 | /** When casting shadow, if not using default Ogre shadow casting material, or |
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| 94 | * nor using fixed function casting, mShadowCasterMaterial let you customize per material |
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| 95 | * shadow caster behavior.There only material name is stored so that it can be loaded once all file parsed in a resource group. |
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| 96 | */ |
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| 97 | String mShadowCasterMaterialName; |
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| 98 | /** When receiving shadow, if not using default Ogre shadow receiving material, or |
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| 99 | * nor using fixed function texture projection receiving, mShadowReceiverMaterial let you customize per material |
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| 100 | * shadow caster behavior |
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| 101 | */ |
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| 102 | MaterialPtr mShadowReceiverMaterial; |
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| 103 | /** When receiving shadow, if not using default Ogre shadow receiving material, or |
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| 104 | * nor using fixed function texture projection receiving, mShadowReceiverMaterial let you customize per material |
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| 105 | * shadow caster behavior. There only material name is stored so that it can be loaded once all file parsed in a resource group. |
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| 106 | */ |
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| 107 | String mShadowReceiverMaterialName; |
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| 108 | |
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| 109 | // User objects binding. |
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| 110 | UserObjectBindings mUserObjectBindings; |
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| 111 | |
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| 112 | public: |
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| 113 | /** Directive used to manually control technique support based on the |
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| 114 | inclusion or exclusion of some factor. |
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| 115 | */ |
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| 116 | enum IncludeOrExclude |
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| 117 | { |
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| 118 | /// Inclusive - only support if present |
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| 119 | INCLUDE = 0, |
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| 120 | /// Exclusive - do not support if present |
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| 121 | EXCLUDE = 1 |
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| 122 | }; |
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| 123 | /// Rule controlling whether technique is deemed supported based on GPU vendor |
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| 124 | struct GPUVendorRule |
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| 125 | { |
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| 126 | GPUVendor vendor; |
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| 127 | IncludeOrExclude includeOrExclude; |
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| 128 | GPUVendorRule() |
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| 129 | : vendor(GPU_UNKNOWN), includeOrExclude(EXCLUDE) {} |
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| 130 | GPUVendorRule(GPUVendor v, IncludeOrExclude ie) |
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| 131 | : vendor(v), includeOrExclude(ie) {} |
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| 132 | }; |
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| 133 | /// Rule controlling whether technique is deemed supported based on GPU device name |
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| 134 | struct GPUDeviceNameRule |
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| 135 | { |
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| 136 | String devicePattern; |
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| 137 | IncludeOrExclude includeOrExclude; |
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| 138 | bool caseSensitive; |
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| 139 | GPUDeviceNameRule() |
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| 140 | : includeOrExclude(EXCLUDE), caseSensitive(false) {} |
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| 141 | GPUDeviceNameRule(const String& pattern, IncludeOrExclude ie, bool caseSen) |
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| 142 | : devicePattern(pattern), includeOrExclude(ie), caseSensitive(caseSen) {} |
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| 143 | }; |
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| 144 | typedef vector<GPUVendorRule>::type GPUVendorRuleList; |
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| 145 | typedef vector<GPUDeviceNameRule>::type GPUDeviceNameRuleList; |
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| 146 | protected: |
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| 147 | GPUVendorRuleList mGPUVendorRules; |
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| 148 | GPUDeviceNameRuleList mGPUDeviceNameRules; |
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| 149 | public: |
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| 150 | /// Constructor |
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| 151 | Technique(Material* parent); |
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| 152 | /// Copy constructor |
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| 153 | Technique(Material* parent, const Technique& oth); |
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| 154 | ~Technique(); |
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| 155 | /** Indicates if this technique is supported by the current graphics card. |
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| 156 | @remarks |
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| 157 | This will only be correct after the Technique has been compiled, which is |
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| 158 | usually done from Material::compile. |
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| 159 | */ |
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| 160 | bool isSupported(void) const; |
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| 161 | /** Internal compilation method; see Material::compile. |
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| 162 | @return Any information explaining problems with the compile. |
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| 163 | */ |
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| 164 | String _compile(bool autoManageTextureUnits); |
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| 165 | /// Internal method for checking GPU vendor / device rules |
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| 166 | bool checkGPURules(StringUtil::StrStreamType& errors); |
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| 167 | /// Internal method for checking hardware support |
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| 168 | bool checkHardwareSupport(bool autoManageTextureUnits, StringUtil::StrStreamType& compileErrors); |
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| 169 | /** Internal method for splitting the passes into illumination passes. */ |
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| 170 | void _compileIlluminationPasses(void); |
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| 171 | size_t calculateSize(void) const; |
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| 172 | |
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| 173 | /** Creates a new Pass for this Technique. |
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| 174 | @remarks |
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| 175 | A Pass is a single rendering pass, i.e. a single draw of the given material. |
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| 176 | Note that if you create a pass without a fragment program, during compilation of the |
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| 177 | material the pass may be split into multiple passes if the graphics card cannot |
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| 178 | handle the number of texture units requested. For passes with fragment programs, however, |
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| 179 | the number of passes you create will never be altered, so you have to make sure |
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| 180 | that you create an alternative fallback Technique for if a card does not have |
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| 181 | enough facilities for what you're asking for. |
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| 182 | */ |
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| 183 | Pass* createPass(void); |
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| 184 | /** Retrieves the Pass with the given index. */ |
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| 185 | Pass* getPass(unsigned short index); |
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| 186 | /** Retrieves the Pass matching name. |
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| 187 | Returns 0 if name match is not found. |
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| 188 | */ |
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| 189 | Pass* getPass(const String& name); |
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| 190 | /** Retrieves the number of passes. */ |
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| 191 | unsigned short getNumPasses(void) const; |
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| 192 | /** Removes the Pass with the given index. */ |
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| 193 | void removePass(unsigned short index); |
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| 194 | /** Removes all Passes from this Technique. */ |
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| 195 | void removeAllPasses(void); |
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| 196 | /** Move a pass from source index to destination index. |
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| 197 | If successful then returns true. |
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| 198 | */ |
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| 199 | bool movePass(const unsigned short sourceIndex, const unsigned short destinationIndex); |
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| 200 | typedef VectorIterator<Passes> PassIterator; |
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| 201 | /** Gets an iterator over the passes in this Technique. */ |
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| 202 | const PassIterator getPassIterator(void); |
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| 203 | typedef VectorIterator<IlluminationPassList> IlluminationPassIterator; |
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| 204 | /** Gets an iterator over the illumination-stage categorised passes. */ |
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| 205 | const IlluminationPassIterator getIlluminationPassIterator(void); |
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| 206 | /// Gets the parent Material |
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| 207 | Material* getParent(void) const { return mParent; } |
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| 208 | |
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| 209 | /** Overloaded operator to copy on Technique to another. */ |
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| 210 | Technique& operator=(const Technique& rhs); |
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| 211 | |
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| 212 | /// Gets the resource group of the ultimate parent Material |
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| 213 | const String& getResourceGroup(void) const; |
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| 214 | |
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| 215 | /** Returns true if this Technique involves transparency. |
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| 216 | @remarks |
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| 217 | This basically boils down to whether the first pass |
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| 218 | has a scene blending factor. Even if the other passes |
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| 219 | do not, the base colour, including parts of the original |
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| 220 | scene, may be used for blending, therefore we have to treat |
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| 221 | the whole Technique as transparent. |
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| 222 | */ |
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| 223 | bool isTransparent(void) const; |
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| 224 | |
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| 225 | /** Returns true if this Technique has transparent sorting enabled. |
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| 226 | @remarks |
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| 227 | This basically boils down to whether the first pass |
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| 228 | has transparent sorting enabled or not |
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| 229 | */ |
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| 230 | bool isTransparentSortingEnabled(void) const; |
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| 231 | |
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| 232 | /** Returns true if this Technique has transparent sorting forced. |
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| 233 | @remarks |
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| 234 | This basically boils down to whether the first pass |
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| 235 | has transparent sorting forced or not |
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| 236 | */ |
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| 237 | bool isTransparentSortingForced(void) const; |
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| 238 | |
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| 239 | /** Internal prepare method, derived from call to Material::prepare. */ |
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| 240 | void _prepare(void); |
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| 241 | /** Internal unprepare method, derived from call to Material::unprepare. */ |
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| 242 | void _unprepare(void); |
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| 243 | /** Internal load method, derived from call to Material::load. */ |
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| 244 | void _load(void); |
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| 245 | /** Internal unload method, derived from call to Material::unload. */ |
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| 246 | void _unload(void); |
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| 247 | |
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| 248 | /// Is this loaded? |
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| 249 | bool isLoaded(void) const; |
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| 250 | |
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| 251 | /** Tells the technique that it needs recompilation. */ |
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| 252 | void _notifyNeedsRecompile(void); |
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| 253 | |
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| 254 | /** return this material specific shadow casting specific material |
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| 255 | */ |
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| 256 | Ogre::MaterialPtr getShadowCasterMaterial() const; |
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| 257 | /** set this material specific shadow casting specific material |
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| 258 | */ |
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| 259 | void setShadowCasterMaterial(Ogre::MaterialPtr val); |
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| 260 | /** set this material specific shadow casting specific material |
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| 261 | */ |
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| 262 | void setShadowCasterMaterial(const Ogre::String &name); |
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| 263 | /** return this material specific shadow receiving specific material |
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| 264 | */ |
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| 265 | Ogre::MaterialPtr getShadowReceiverMaterial() const; |
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| 266 | /** set this material specific shadow receiving specific material |
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| 267 | */ |
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| 268 | void setShadowReceiverMaterial(Ogre::MaterialPtr val); |
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| 269 | /** set this material specific shadow receiving specific material |
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| 270 | */ |
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| 271 | void setShadowReceiverMaterial(const Ogre::String &name); |
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| 272 | |
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| 273 | // ------------------------------------------------------------------------------- |
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| 274 | // The following methods are to make migration from previous versions simpler |
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| 275 | // and to make code easier to write when dealing with simple materials |
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| 276 | // They set the properties which have been moved to Pass for all Techniques and all Passes |
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| 277 | |
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| 278 | /** Sets the point size properties for every Pass in this Technique. |
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| 279 | @note |
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| 280 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 281 | you to set these properties for every current Pass within this Technique. If |
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| 282 | you need more precision, retrieve the Pass instance and set the |
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| 283 | property there. |
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| 284 | @see Pass::setPointSize |
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| 285 | */ |
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| 286 | void setPointSize(Real ps); |
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| 287 | |
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| 288 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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| 289 | @note |
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| 290 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 291 | you to set these properties for every current Pass within this Technique. If |
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| 292 | you need more precision, retrieve the Pass instance and set the |
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| 293 | property there. |
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| 294 | @see Pass::setAmbient |
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| 295 | */ |
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| 296 | void setAmbient(Real red, Real green, Real blue); |
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| 297 | |
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| 298 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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| 299 | @note |
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| 300 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 301 | you to set these properties for every current Pass within this Technique. If |
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| 302 | you need more precision, retrieve the Pass instance and set the |
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| 303 | property there. |
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| 304 | @see Pass::setAmbient |
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| 305 | */ |
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| 306 | void setAmbient(const ColourValue& ambient); |
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| 307 | |
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| 308 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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| 309 | @note |
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| 310 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 311 | you to set these properties for every current Pass within this Technique. If |
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| 312 | you need more precision, retrieve the Pass instance and set the |
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| 313 | property there. |
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| 314 | @see Pass::setDiffuse |
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| 315 | */ |
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| 316 | void setDiffuse(Real red, Real green, Real blue, Real alpha); |
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| 317 | |
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| 318 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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| 319 | @note |
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| 320 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 321 | you to set these properties for every current Pass within this Technique. If |
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| 322 | you need more precision, retrieve the Pass instance and set the |
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| 323 | property there. |
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| 324 | @see Pass::setDiffuse |
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| 325 | */ |
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| 326 | void setDiffuse(const ColourValue& diffuse); |
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| 327 | |
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| 328 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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| 329 | @note |
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| 330 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 331 | you to set these properties for every current Pass within this Technique. If |
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| 332 | you need more precision, retrieve the Pass instance and set the |
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| 333 | property there. |
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| 334 | @see Pass::setSpecular |
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| 335 | */ |
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| 336 | void setSpecular(Real red, Real green, Real blue, Real alpha); |
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| 337 | |
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| 338 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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| 339 | @note |
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| 340 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 341 | you to set these properties for every current Pass within this Technique. If |
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| 342 | you need more precision, retrieve the Pass instance and set the |
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| 343 | property there. |
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| 344 | @see Pass::setSpecular |
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| 345 | */ |
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| 346 | void setSpecular(const ColourValue& specular); |
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| 347 | |
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| 348 | /** Sets the shininess properties of every Pass in every Technique. |
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| 349 | @note |
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| 350 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 351 | you to set these properties for every current Pass within this Technique. If |
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| 352 | you need more precision, retrieve the Pass instance and set the |
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| 353 | property there. |
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| 354 | @see Pass::setShininess |
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| 355 | */ |
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| 356 | void setShininess(Real val); |
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| 357 | |
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| 358 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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| 359 | @note |
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| 360 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 361 | you to set these properties for every current Pass within this Technique. If |
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| 362 | you need more precision, retrieve the Pass instance and set the |
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| 363 | property there. |
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| 364 | @see Pass::setSelfIllumination |
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| 365 | */ |
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| 366 | void setSelfIllumination(Real red, Real green, Real blue); |
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| 367 | |
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| 368 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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| 369 | @note |
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| 370 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 371 | you to set these properties for every current Pass within this Technique. If |
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| 372 | you need more precision, retrieve the Pass instance and set the |
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| 373 | property there. |
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| 374 | @see Pass::setSelfIllumination |
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| 375 | */ |
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| 376 | void setSelfIllumination(const ColourValue& selfIllum); |
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| 377 | |
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| 378 | /** Sets whether or not each Pass renders with depth-buffer checking on or not. |
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| 379 | @note |
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| 380 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 381 | you to set these properties for every current Pass within this Technique. If |
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| 382 | you need more precision, retrieve the Pass instance and set the |
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| 383 | property there. |
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| 384 | @see Pass::setDepthCheckEnabled |
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| 385 | */ |
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| 386 | void setDepthCheckEnabled(bool enabled); |
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| 387 | |
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| 388 | /** Sets whether or not each Pass renders with depth-buffer writing on or not. |
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| 389 | @note |
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| 390 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 391 | you to set these properties for every current Pass within this Technique. If |
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| 392 | you need more precision, retrieve the Pass instance and set the |
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| 393 | property there. |
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| 394 | @see Pass::setDepthWriteEnabled |
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| 395 | */ |
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| 396 | void setDepthWriteEnabled(bool enabled); |
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| 397 | |
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| 398 | /** Sets the function used to compare depth values when depth checking is on. |
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| 399 | @note |
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| 400 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 401 | you to set these properties for every current Pass within this Technique. If |
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| 402 | you need more precision, retrieve the Pass instance and set the |
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| 403 | property there. |
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| 404 | @see Pass::setDepthFunction |
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| 405 | */ |
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| 406 | void setDepthFunction( CompareFunction func ); |
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| 407 | |
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| 408 | /** Sets whether or not colour buffer writing is enabled for each Pass. |
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| 409 | @note |
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| 410 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 411 | you to set these properties for every current Pass within this Technique. If |
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| 412 | you need more precision, retrieve the Pass instance and set the |
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| 413 | property there. |
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| 414 | @see Pass::setColourWriteEnabled |
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| 415 | */ |
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| 416 | void setColourWriteEnabled(bool enabled); |
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| 417 | |
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| 418 | /** Sets the culling mode for each pass based on the 'vertex winding'. |
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| 419 | @note |
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| 420 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 421 | you to set these properties for every current Pass within this Technique. If |
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| 422 | you need more precision, retrieve the Pass instance and set the |
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| 423 | property there. |
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| 424 | @see Pass::setCullingMode |
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| 425 | */ |
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| 426 | void setCullingMode( CullingMode mode ); |
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| 427 | |
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| 428 | /** Sets the manual culling mode, performed by CPU rather than hardware. |
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| 429 | @note |
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| 430 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 431 | you to set these properties for every current Pass within this Technique. If |
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| 432 | you need more precision, retrieve the Pass instance and set the |
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| 433 | property there. |
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| 434 | @see Pass::setManualCullingMode |
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| 435 | */ |
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| 436 | void setManualCullingMode( ManualCullingMode mode ); |
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| 437 | |
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| 438 | /** Sets whether or not dynamic lighting is enabled for every Pass. |
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| 439 | @note |
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| 440 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 441 | you to set these properties for every current Pass within this Technique. If |
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| 442 | you need more precision, retrieve the Pass instance and set the |
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| 443 | property there. |
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| 444 | @see Pass::setLightingEnabled |
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| 445 | */ |
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| 446 | void setLightingEnabled(bool enabled); |
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| 447 | |
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| 448 | /** Sets the type of light shading required |
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| 449 | @note |
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| 450 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 451 | you to set these properties for every current Pass within this Technique. If |
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| 452 | you need more precision, retrieve the Pass instance and set the |
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| 453 | property there. |
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| 454 | @see Pass::setShadingMode |
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| 455 | */ |
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| 456 | void setShadingMode( ShadeOptions mode ); |
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| 457 | |
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| 458 | /** Sets the fogging mode applied to each pass. |
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| 459 | @note |
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| 460 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 461 | you to set these properties for every current Pass within this Technique. If |
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| 462 | you need more precision, retrieve the Pass instance and set the |
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| 463 | property there. |
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| 464 | @see Pass::setFog |
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| 465 | */ |
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| 466 | void setFog( |
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| 467 | bool overrideScene, |
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| 468 | FogMode mode = FOG_NONE, |
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| 469 | const ColourValue& colour = ColourValue::White, |
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| 470 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 ); |
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| 471 | |
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| 472 | /** Sets the depth bias to be used for each Pass. |
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| 473 | @note |
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| 474 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 475 | you to set these properties for every current Pass within this Technique. If |
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| 476 | you need more precision, retrieve the Pass instance and set the |
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| 477 | property there. |
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| 478 | @see Pass::setDepthBias |
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| 479 | */ |
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| 480 | void setDepthBias(float constantBias, float slopeScaleBias); |
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| 481 | |
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| 482 | /** Set texture filtering for every texture unit in every Pass |
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| 483 | @note |
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| 484 | This property actually exists on the TextureUnitState class |
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| 485 | For simplicity, this method allows you to set these properties for |
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| 486 | every current TeextureUnitState, If you need more precision, retrieve the |
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| 487 | Pass and TextureUnitState instances and set the property there. |
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| 488 | @see TextureUnitState::setTextureFiltering |
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| 489 | */ |
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| 490 | void setTextureFiltering(TextureFilterOptions filterType); |
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| 491 | /** Sets the anisotropy level to be used for all textures. |
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| 492 | @note |
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| 493 | This property has been moved to the TextureUnitState class, which is accessible via the |
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| 494 | Technique and Pass. For simplicity, this method allows you to set these properties for |
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| 495 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
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| 496 | Pass and TextureUnitState instances and set the property there. |
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| 497 | @see TextureUnitState::setTextureAnisotropy |
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| 498 | */ |
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| 499 | void setTextureAnisotropy(unsigned int maxAniso); |
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| 500 | |
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| 501 | /** Sets the kind of blending every pass has with the existing contents of the scene. |
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| 502 | @note |
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| 503 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 504 | you to set these properties for every current Pass within this Technique. If |
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| 505 | you need more precision, retrieve the Pass instance and set the |
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| 506 | property there. |
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| 507 | @see Pass::setSceneBlending |
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| 508 | */ |
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| 509 | void setSceneBlending( const SceneBlendType sbt ); |
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| 510 | |
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| 511 | /** Sets the kind of blending every pass has with the existing contents of the scene, using individual factors both color and alpha channels |
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| 512 | @note |
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| 513 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 514 | you to set these properties for every current Pass within this Technique. If |
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| 515 | you need more precision, retrieve the Pass instance and set the |
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| 516 | property there. |
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| 517 | @see Pass::setSeparateSceneBlending |
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| 518 | */ |
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| 519 | void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta ); |
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| 520 | |
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| 521 | /** Allows very fine control of blending every Pass with the existing contents of the scene. |
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| 522 | @note |
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| 523 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 524 | you to set these properties for every current Pass within this Technique. If |
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| 525 | you need more precision, retrieve the Pass instance and set the |
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| 526 | property there. |
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| 527 | @see Pass::setSceneBlending |
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| 528 | */ |
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| 529 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
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| 530 | |
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| 531 | /** Allows very fine control of blending every Pass with the existing contents of the scene, using individual factors both color and alpha channels |
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| 532 | @note |
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| 533 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 534 | you to set these properties for every current Pass within this Technique. If |
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| 535 | you need more precision, retrieve the Pass instance and set the |
---|
| 536 | property there. |
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| 537 | @see Pass::setSeparateSceneBlending |
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| 538 | */ |
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| 539 | void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha); |
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| 540 | |
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| 541 | /** Assigns a level-of-detail (LOD) index to this Technique. |
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| 542 | @remarks |
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| 543 | As noted previously, as well as providing fallback support for various |
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| 544 | graphics cards, multiple Technique objects can also be used to implement |
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| 545 | material LOD, where the detail of the material diminishes with distance to |
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| 546 | save rendering power. |
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| 547 | @par |
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| 548 | By default, all Techniques have a LOD index of 0, which means they are the highest |
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| 549 | level of detail. Increasing LOD indexes are lower levels of detail. You can |
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| 550 | assign more than one Technique to the same LOD index, meaning that the best |
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| 551 | Technique that is supported at that LOD index is used. |
---|
| 552 | @par |
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| 553 | You should not leave gaps in the LOD sequence; Ogre will allow you to do this |
---|
| 554 | and will continue to function as if the LODs were sequential, but it will |
---|
| 555 | confuse matters. |
---|
| 556 | */ |
---|
| 557 | void setLodIndex(unsigned short index); |
---|
| 558 | /** Gets the level-of-detail index assigned to this Technique. */ |
---|
| 559 | unsigned short getLodIndex(void) const { return mLodIndex; } |
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| 560 | |
---|
| 561 | /** Set the 'scheme name' for this technique. |
---|
| 562 | @remarks |
---|
| 563 | Material schemes are used to control top-level switching from one |
---|
| 564 | set of techniques to another. For example, you might use this to |
---|
| 565 | define 'high', 'medium' and 'low' complexity levels on materials |
---|
| 566 | to allow a user to pick a performance / quality ratio. Another |
---|
| 567 | possibility is that you have a fully HDR-enabled pipeline for top |
---|
| 568 | machines, rendering all objects using unclamped shaders, and a |
---|
| 569 | simpler pipeline for others; this can be implemented using |
---|
| 570 | schemes. |
---|
| 571 | @par |
---|
| 572 | Every technique belongs to a scheme - if you don't specify one, the |
---|
| 573 | Technique belongs to the scheme called 'Default', which is also the |
---|
| 574 | scheme used to render by default. The active scheme is set one of |
---|
| 575 | two ways - either by calling Viewport::setMaterialScheme, or |
---|
| 576 | by manually calling MaterialManager::setActiveScheme. |
---|
| 577 | */ |
---|
| 578 | void setSchemeName(const String& schemeName); |
---|
| 579 | /** Returns the scheme to which this technique is assigned. |
---|
| 580 | @see Technique::setSchemeName |
---|
| 581 | */ |
---|
| 582 | const String& getSchemeName(void) const; |
---|
| 583 | |
---|
| 584 | /// Internal method for getting the scheme index |
---|
| 585 | unsigned short _getSchemeIndex(void) const; |
---|
| 586 | |
---|
| 587 | /** Is depth writing going to occur on this technique? */ |
---|
| 588 | bool isDepthWriteEnabled(void) const; |
---|
| 589 | |
---|
| 590 | /** Is depth checking going to occur on this technique? */ |
---|
| 591 | bool isDepthCheckEnabled(void) const; |
---|
| 592 | |
---|
| 593 | /** Exists colour writing disabled pass on this technique? */ |
---|
| 594 | bool hasColourWriteDisabled(void) const; |
---|
| 595 | |
---|
| 596 | /** Set the name of the technique. |
---|
| 597 | @remarks |
---|
| 598 | The use of technique name is optional. Its useful in material scripts where a material could inherit |
---|
| 599 | from another material and only want to modify a particular technique. |
---|
| 600 | */ |
---|
| 601 | void setName(const String& name); |
---|
| 602 | /// Gets the name of the technique |
---|
| 603 | const String& getName(void) const { return mName; } |
---|
| 604 | |
---|
| 605 | /** Applies texture names to Texture Unit State with matching texture name aliases. |
---|
| 606 | All passes, and Texture Unit States within the technique are checked. |
---|
| 607 | If matching texture aliases are found then true is returned. |
---|
| 608 | |
---|
| 609 | @param |
---|
| 610 | aliasList is a map container of texture alias, texture name pairs |
---|
| 611 | @param |
---|
| 612 | apply set true to apply the texture aliases else just test to see if texture alias matches are found. |
---|
| 613 | @return |
---|
| 614 | True if matching texture aliases were found in the Technique. |
---|
| 615 | */ |
---|
| 616 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; |
---|
| 617 | |
---|
| 618 | |
---|
| 619 | /** Add a rule which manually influences the support for this technique based |
---|
| 620 | on a GPU vendor. |
---|
| 621 | @remarks |
---|
| 622 | You can use this facility to manually control whether a technique is |
---|
| 623 | considered supported, based on a GPU vendor. You can add inclusive |
---|
| 624 | or exclusive rules, and you can add as many of each as you like. If |
---|
| 625 | at least one inclusive rule is added, a technique is considered |
---|
| 626 | unsupported if it does not match any of those inclusive rules. If exclusive rules are |
---|
| 627 | added, the technique is considered unsupported if it matches any of |
---|
| 628 | those inclusive rules. |
---|
| 629 | @note |
---|
| 630 | Any rule for the same vendor will be removed before adding this one. |
---|
| 631 | @param vendor The GPU vendor |
---|
| 632 | @param includeOrExclude Whether this is an inclusive or exclusive rule |
---|
| 633 | */ |
---|
| 634 | void addGPUVendorRule(GPUVendor vendor, IncludeOrExclude includeOrExclude); |
---|
| 635 | /** Add a rule which manually influences the support for this technique based |
---|
| 636 | on a GPU vendor. |
---|
| 637 | @remarks |
---|
| 638 | You can use this facility to manually control whether a technique is |
---|
| 639 | considered supported, based on a GPU vendor. You can add inclusive |
---|
| 640 | or exclusive rules, and you can add as many of each as you like. If |
---|
| 641 | at least one inclusive rule is added, a technique is considered |
---|
| 642 | unsupported if it does not match any of those inclusive rules. If exclusive rules are |
---|
| 643 | added, the technique is considered unsupported if it matches any of |
---|
| 644 | those inclusive rules. |
---|
| 645 | @note |
---|
| 646 | Any rule for the same vendor will be removed before adding this one. |
---|
| 647 | */ |
---|
| 648 | void addGPUVendorRule(const GPUVendorRule& rule); |
---|
| 649 | /** Removes a matching vendor rule. |
---|
| 650 | @see addGPUVendorRule |
---|
| 651 | */ |
---|
| 652 | void removeGPUVendorRule(GPUVendor vendor); |
---|
| 653 | typedef ConstVectorIterator<GPUVendorRuleList> GPUVendorRuleIterator; |
---|
| 654 | /// Get an iterator over the currently registered vendor rules. |
---|
| 655 | GPUVendorRuleIterator getGPUVendorRuleIterator() const; |
---|
| 656 | |
---|
| 657 | /** Add a rule which manually influences the support for this technique based |
---|
| 658 | on a pattern that matches a GPU device name (e.g. '*8800*'). |
---|
| 659 | @remarks |
---|
| 660 | You can use this facility to manually control whether a technique is |
---|
| 661 | considered supported, based on a GPU device name pattern. You can add inclusive |
---|
| 662 | or exclusive rules, and you can add as many of each as you like. If |
---|
| 663 | at least one inclusive rule is added, a technique is considered |
---|
| 664 | unsupported if it does not match any of those inclusive rules. If exclusive rules are |
---|
| 665 | added, the technique is considered unsupported if it matches any of |
---|
| 666 | those inclusive rules. The pattern you supply can include wildcard |
---|
| 667 | characters ('*') if you only want to match part of the device name. |
---|
| 668 | @note |
---|
| 669 | Any rule for the same device pattern will be removed before adding this one. |
---|
| 670 | @param devicePattern The GPU vendor |
---|
| 671 | @param includeOrExclude Whether this is an inclusive or exclusive rule |
---|
| 672 | @param caseSensitive Whether the match is case sensitive or not |
---|
| 673 | */ |
---|
| 674 | void addGPUDeviceNameRule(const String& devicePattern, IncludeOrExclude includeOrExclude, bool caseSensitive = false); |
---|
| 675 | /** Add a rule which manually influences the support for this technique based |
---|
| 676 | on a pattern that matches a GPU device name (e.g. '*8800*'). |
---|
| 677 | @remarks |
---|
| 678 | You can use this facility to manually control whether a technique is |
---|
| 679 | considered supported, based on a GPU device name pattern. You can add inclusive |
---|
| 680 | or exclusive rules, and you can add as many of each as you like. If |
---|
| 681 | at least one inclusive rule is added, a technique is considered |
---|
| 682 | unsupported if it does not match any of those inclusive rules. If exclusive rules are |
---|
| 683 | added, the technique is considered unsupported if it matches any of |
---|
| 684 | those inclusive rules. The pattern you supply can include wildcard |
---|
| 685 | characters ('*') if you only want to match part of the device name. |
---|
| 686 | @note |
---|
| 687 | Any rule for the same device pattern will be removed before adding this one. |
---|
| 688 | */ |
---|
| 689 | void addGPUDeviceNameRule(const GPUDeviceNameRule& rule); |
---|
| 690 | /** Removes a matching device name rule. |
---|
| 691 | @see addGPUDeviceNameRule |
---|
| 692 | */ |
---|
| 693 | void removeGPUDeviceNameRule(const String& devicePattern); |
---|
| 694 | typedef ConstVectorIterator<GPUDeviceNameRuleList> GPUDeviceNameRuleIterator; |
---|
| 695 | /// Get an iterator over the currently registered device name rules. |
---|
| 696 | GPUDeviceNameRuleIterator getGPUDeviceNameRuleIterator() const; |
---|
| 697 | |
---|
| 698 | /** Return an instance of user objects binding associated with this class. |
---|
| 699 | You can use it to associate one or more custom objects with this class instance. |
---|
| 700 | @see UserObjectBindings::setUserAny. |
---|
| 701 | */ |
---|
| 702 | UserObjectBindings& getUserObjectBindings() { return mUserObjectBindings; } |
---|
| 703 | |
---|
| 704 | /** Return an instance of user objects binding associated with this class. |
---|
| 705 | You can use it to associate one or more custom objects with this class instance. |
---|
| 706 | @see UserObjectBindings::setUserAny. |
---|
| 707 | */ |
---|
| 708 | const UserObjectBindings& getUserObjectBindings() const { return mUserObjectBindings; } |
---|
| 709 | |
---|
| 710 | }; |
---|
| 711 | |
---|
| 712 | /** @} */ |
---|
| 713 | /** @} */ |
---|
| 714 | |
---|
| 715 | } |
---|
| 716 | #endif |
---|