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) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef _Material_H__
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26 | #define _Material_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 |
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30 | #include "OgreResource.h"
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31 | #include "OgreIteratorWrappers.h"
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32 | #include "OgreCommon.h"
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33 | #include "OgreColourValue.h"
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34 | #include "OgreBlendMode.h"
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35 |
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36 |
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37 | namespace Ogre {
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38 |
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39 | // Forward declaration
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40 | class MaterialPtr;
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41 |
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42 | /** Class encapsulates rendering properties of an object.
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43 | @remarks
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44 | Ogre's material class encapsulates ALL aspects of the visual appearance,
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45 | of an object. It also includes other flags which
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46 | might not be traditionally thought of as material properties such as
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47 | culling modes and depth buffer settings, but these affect the
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48 | appearance of the rendered object and are convenient to attach to the
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49 | material since it keeps all the settings in one place. This is
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50 | different to Direct3D which treats a material as just the colour
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51 | components (diffuse, specular) and not texture maps etc. An Ogre
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52 | Material can be thought of as equivalent to a 'Shader'.
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53 | @par
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54 | A Material can be rendered in multiple different ways depending on the
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55 | hardware available. You may configure a Material to use high-complexity
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56 | fragment shaders, but these won't work on every card; therefore a Technique
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57 | is an approach to creating the visual effect you are looking for. You are advised
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58 | to create fallback techniques with lower hardware requirements if you decide to
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59 | use advanced features. In addition, you also might want lower-detail techniques
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60 | for distant geometry.
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61 | @par
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62 | Each technique can be made up of multiple passes. A fixed-function pass
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63 | may combine multiple texture layers using multitexrtuing, but Ogre can
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64 | break that into multiple passes automatically if the active card cannot
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65 | handle that many simultaneous textures. Programmable passes, however, cannot
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66 | be split down automatically, so if the active graphics card cannot handle the
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67 | technique which contains these passes, OGRE will try to find another technique
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68 | which the card can do. If, at the end of the day, the card cannot handle any of the
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69 | techniques which are listed for the material, the engine will render the
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70 | geometry plain white, which should alert you to the problem.
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71 | @par
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72 | Ogre comes configured with a number of default settings for a newly
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73 | created material. These can be changed if you wish by retrieving the
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74 | default material settings through
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75 | SceneManager::getDefaultMaterialSettings. Any changes you make to the
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76 | Material returned from this method will apply to any materials created
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77 | from this point onward.
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78 | */
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79 | class _OgreExport Material : public Resource
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80 | {
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81 | friend class SceneManager;
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82 | friend class MaterialManager;
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83 |
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84 | public:
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85 | /// distance list used to specify LOD
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86 | typedef std::vector<Real> LodDistanceList;
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87 | typedef ConstVectorIterator<LodDistanceList> LodDistanceIterator;
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88 | protected:
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89 |
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90 |
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91 | /** Internal method which sets the material up from the default settings.
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92 | */
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93 | void applyDefaults(void);
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94 |
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95 | typedef std::vector<Technique*> Techniques;
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96 | Techniques mTechniques;
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97 | Techniques mSupportedTechniques;
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98 | typedef std::map<unsigned short, Technique*> BestTechniqueList;
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99 | BestTechniqueList mBestTechniqueList;
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100 |
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101 | LodDistanceList mLodDistances;
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102 | bool mReceiveShadows;
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103 | bool mTransparencyCastsShadows;
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104 | /// Does this material require compilation?
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105 | bool mCompilationRequired;
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106 |
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107 | /** Fixup the best technique list guarantees no gaps inside.
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108 | @remarks
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109 | Iterate over the best technique list, looking for gaps and filling them in
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110 | guarantees we've got a sequential list with entries in all indexes
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111 | */
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112 | void fixupBestTechniqueList(void);
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113 |
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114 | /** Overridden from Resource.
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115 | */
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116 | void loadImpl(void);
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117 |
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118 | /** Unloads the material, frees resources etc.
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119 | @see
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120 | Resource
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121 | */
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122 | void unloadImpl(void);
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123 | /// @copydoc Resource::calculateSize
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124 | size_t calculateSize(void) const { return 0; } // TODO
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125 | public:
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126 |
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127 | /** Constructor - use resource manager's create method rather than this.
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128 | */
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129 | Material(ResourceManager* creator, const String& name, ResourceHandle handle,
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130 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
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131 |
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132 | ~Material();
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133 | /** Assignment operator to allow easy copying between materials.
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134 | */
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135 | Material& operator=( const Material& rhs );
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136 |
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137 | /** Determines if the material has any transparency with the rest of the scene (derived from
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138 | whether any Techniques say they involve transparency).
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139 | */
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140 | bool isTransparent(void) const;
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141 |
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142 | /** Sets whether objects using this material will receive shadows.
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143 | @remarks
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144 | This method allows a material to opt out of receiving shadows, if
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145 | it would otherwise do so. Shadows will not be cast on any objects
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146 | unless the scene is set up to support shadows
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147 | (@see SceneManager::setShadowTechnique), and not all techniques cast
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148 | shadows on all objects. In any case, if you have a need to prevent
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149 | shadows being received by material, this is the method you call to
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150 | do it.
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151 | @note
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152 | Transparent materials never receive shadows despite this setting.
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153 | The default is to receive shadows.
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154 | */
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155 | void setReceiveShadows(bool enabled) { mReceiveShadows = enabled; }
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156 | /** Returns whether or not objects using this material will receive shadows. */
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157 | bool getReceiveShadows(void) const { return mReceiveShadows; }
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158 |
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159 | /** Sets whether objects using this material be classified as opaque to the shadow caster system.
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160 | @remarks
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161 | This method allows a material to cast a shadow, even if it is transparent.
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162 | By default, transparent materials neither cast nor receive shadows. Shadows
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163 | will not be cast on any objects unless the scene is set up to support shadows
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164 | (@see SceneManager::setShadowTechnique), and not all techniques cast
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165 | shadows on all objects.
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166 | */
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167 | void setTransparencyCastsShadows(bool enabled) { mTransparencyCastsShadows = enabled; }
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168 | /** Returns whether or not objects using this material be classified as opaque to the shadow caster system. */
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169 | bool getTransparencyCastsShadows(void) const { return mTransparencyCastsShadows; }
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170 |
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171 | /** Creates a new Technique for this Material.
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172 | @remarks
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173 | A Technique is a single way of rendering geometry in order to achieve the effect
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174 | you are intending in a material. There are many reason why you would want more than
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175 | one - the main one being to handle variable graphics card abilities; you might have
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176 | one technique which is impressive but only runs on 4th-generation graphics cards,
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177 | for example. In this case you will want to create at least one fallback Technique.
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178 | OGRE will work out which Techniques a card can support and pick the best one.
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179 | @par
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180 | If multiple Techniques are available, the order in which they are created is
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181 | important - the engine will consider lower-indexed Techniques to be preferable
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182 | to higher-indexed Techniques, ie when asked for the 'best' technique it will
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183 | return the first one in the technique list which is supported by the hardware.
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184 | */
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185 | Technique* createTechnique(void);
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186 | /** Gets the indexed technique. */
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187 | Technique* getTechnique(unsigned short index);
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188 | /** Retrieves the number of techniques. */
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189 | unsigned short getNumTechniques(void) const;
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190 | /** Removes the technique at the given index. */
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191 | void removeTechnique(unsigned short index);
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192 | /** Removes all the techniques in this Material. */
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193 | void removeAllTechniques(void);
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194 | typedef VectorIterator<Techniques> TechniqueIterator;
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195 | /** Get an iterator over the Techniques in this Material. */
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196 | TechniqueIterator getTechniqueIterator(void);
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197 | /** Gets an iterator over all the Techniques which are supported by the current card.
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198 | @remarks
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199 | The supported technique list is only available after this material has been compiled,
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200 | which typically happens on loading the material. Therefore, if this method returns
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201 | an empty list, try calling Material::load.
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202 | */
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203 | TechniqueIterator getSupportedTechniqueIterator(void);
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204 |
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205 | /** Gets the indexed supported technique. */
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206 | Technique* getSupportedTechnique(unsigned short index);
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207 | /** Retrieves the number of supported techniques. */
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208 | unsigned short getNumSupportedTechniques(void) const;
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209 |
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210 | /** Gets the number of levels-of-detail this material has, based on
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211 | Technique::setLodIndex.
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212 | @remarks
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213 | Note that this will not be up to date until the material has been compiled.
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214 | */
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215 | unsigned short getNumLodLevels(void) const {
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216 | return static_cast<unsigned short>(mBestTechniqueList.size()); }
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217 |
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218 | /** Gets the best supported technique.
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219 | @remarks
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220 | This method returns the lowest-index supported Technique in this material
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221 | (since lower-indexed Techniques are considered to be better than higher-indexed
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222 | ones).
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223 | @par
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224 | The best supported technique is only available after this material has been compiled,
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225 | which typically happens on loading the material. Therefore, if this method returns
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226 | NULL, try calling Material::load.
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227 | @param lodIndex The material lod index to use
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228 | */
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229 | Technique* getBestTechnique(unsigned short lodIndex = 0);
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230 |
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231 |
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232 | /** Creates a new copy of this material with the same settings but a new name.
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233 | @param newName The name for the cloned material
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234 | @param changeGroup If true, the resource group of the clone is changed
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235 | @param newGroup Only required if changeGroup is true; the new group to assign
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236 | */
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237 | MaterialPtr clone(const String& newName, bool changeGroup = false,
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238 | const String& newGroup = StringUtil::BLANK) const;
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239 |
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240 | /** Copies the details of this material into another, preserving the target's handle and name
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241 | (unlike operator=) but copying everything else.
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242 | @param mat Weak reference to material which will receive this material's settings.
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243 | */
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244 | void copyDetailsTo(MaterialPtr& mat) const;
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245 |
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246 | /** 'Compiles' this Material.
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247 | @remarks
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248 | Compiling a material involves determining which Techniques are supported on the
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249 | card on which OGRE is currently running, and for fixed-function Passes within those
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250 | Techniques, splitting the passes down where they contain more TextureUnitState
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251 | instances than the current card has texture units.
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252 | @par
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253 | This process is automatically done when the Material is loaded, but may be
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254 | repeated if you make some procedural changes.
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255 | @param
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256 | autoManageTextureUnits If true, when a fixed function pass has too many TextureUnitState
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257 | entries than the card has texture units, the Pass in question will be split into
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258 | more than one Pass in order to emulate the Pass. If you set this to false and
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259 | this situation arises, an Exception will be thrown.
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260 | */
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261 | void compile(bool autoManageTextureUnits = true);
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262 |
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263 | // -------------------------------------------------------------------------------
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264 | // The following methods are to make migration from previous versions simpler
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265 | // and to make code easier to write when dealing with simple materials
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266 | // They set the properties which have been moved to Pass for all Techniques and all Passes
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267 |
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268 | /** Sets the ambient colour reflectance properties for every Pass in every Technique.
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269 | @note
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270 | This property has been moved to the Pass class, which is accessible via the
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271 | Technique. For simplicity, this method allows you to set these properties for
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272 | every current Technique, and for every current Pass within those Techniques. If
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273 | you need more precision, retrieve the Technique and Pass instances and set the
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274 | property there.
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275 | @see Pass::setAmbient
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276 | */
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277 | void setAmbient(Real red, Real green, Real blue);
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278 |
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279 | /** Sets the ambient colour reflectance properties for every Pass in every Technique.
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280 | @note
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281 | This property has been moved to the Pass class, which is accessible via the
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282 | Technique. For simplicity, this method allows you to set these properties for
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283 | every current Technique, and for every current Pass within those Techniques. If
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284 | you need more precision, retrieve the Technique and Pass instances and set the
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285 | property there.
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286 | @see Pass::setAmbient
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287 | */
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288 | void setAmbient(const ColourValue& ambient);
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289 |
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290 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
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291 | @note
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292 | This property has been moved to the Pass class, which is accessible via the
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293 | Technique. For simplicity, this method allows you to set these properties for
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294 | every current Technique, and for every current Pass within those Techniques. If
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295 | you need more precision, retrieve the Technique and Pass instances and set the
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296 | property there.
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297 | @see Pass::setDiffuse
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298 | */
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299 | void setDiffuse(Real red, Real green, Real blue, Real alpha);
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300 |
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301 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
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302 | @note
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303 | This property has been moved to the Pass class, which is accessible via the
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304 | Technique. For simplicity, this method allows you to set these properties for
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305 | every current Technique, and for every current Pass within those Techniques. If
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306 | you need more precision, retrieve the Technique and Pass instances and set the
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307 | property there.
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308 | @see Pass::setDiffuse
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309 | */
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310 | void setDiffuse(const ColourValue& diffuse);
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311 |
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312 | /** Sets the specular colour reflectance properties of every Pass in every Technique.
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313 | @note
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314 | This property has been moved to the Pass class, which is accessible via the
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315 | Technique. For simplicity, this method allows you to set these properties for
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316 | every current Technique, and for every current Pass within those Techniques. If
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317 | you need more precision, retrieve the Technique and Pass instances and set the
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318 | property there.
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319 | @see Pass::setSpecular
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320 | */
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321 | void setSpecular(Real red, Real green, Real blue, Real alpha);
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322 |
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323 | /** Sets the specular colour reflectance properties of every Pass in every Technique.
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324 | @note
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325 | This property has been moved to the Pass class, which is accessible via the
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326 | Technique. For simplicity, this method allows you to set these properties for
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327 | every current Technique, and for every current Pass within those Techniques. If
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328 | you need more precision, retrieve the Technique and Pass instances and set the
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329 | property there.
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330 | @see Pass::setSpecular
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331 | */
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332 | void setSpecular(const ColourValue& specular);
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333 |
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334 | /** Sets the shininess properties of every Pass in every Technique.
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335 | @note
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336 | This property has been moved to the Pass class, which is accessible via the
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337 | Technique. For simplicity, this method allows you to set these properties for
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338 | every current Technique, and for every current Pass within those Techniques. If
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339 | you need more precision, retrieve the Technique and Pass instances and set the
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340 | property there.
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341 | @see Pass::setShininess
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342 | */
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343 | void setShininess(Real val);
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344 |
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345 | /** Sets the amount of self-illumination of every Pass in every Technique.
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346 | @note
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347 | This property has been moved to the Pass class, which is accessible via the
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348 | Technique. For simplicity, this method allows you to set these properties for
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349 | every current Technique, and for every current Pass within those Techniques. If
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350 | you need more precision, retrieve the Technique and Pass instances and set the
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351 | property there.
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352 | @see Pass::setSelfIllumination
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353 | */
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354 | void setSelfIllumination(Real red, Real green, Real blue);
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355 |
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356 | /** Sets the amount of self-illumination of every Pass in every Technique.
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357 | @note
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358 | This property has been moved to the Pass class, which is accessible via the
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359 | Technique. For simplicity, this method allows you to set these properties for
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360 | every current Technique, and for every current Pass within those Techniques. If
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361 | you need more precision, retrieve the Technique and Pass instances and set the
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362 | property there.
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363 | @see Pass::setSelfIllumination
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364 | */
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365 | void setSelfIllumination(const ColourValue& selfIllum);
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366 |
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367 | /** Sets whether or not each Pass renders with depth-buffer checking on or not.
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368 | @note
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369 | This property has been moved to the Pass class, which is accessible via the
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370 | Technique. For simplicity, this method allows you to set these properties for
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371 | every current Technique, and for every current Pass within those Techniques. If
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372 | you need more precision, retrieve the Technique and Pass instances and set the
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373 | property there.
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374 | @see Pass::setDepthCheckEnabled
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375 | */
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376 | void setDepthCheckEnabled(bool enabled);
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377 |
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378 | /** Sets whether or not each Pass renders with depth-buffer writing on or not.
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379 | @note
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380 | This property has been moved to the Pass class, which is accessible via the
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381 | Technique. For simplicity, this method allows you to set these properties for
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382 | every current Technique, and for every current Pass within those Techniques. If
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383 | you need more precision, retrieve the Technique and Pass instances and set the
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384 | property there.
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385 | @see Pass::setDepthWriteEnabled
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386 | */
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387 | void setDepthWriteEnabled(bool enabled);
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388 |
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389 | /** Sets the function used to compare depth values when depth checking is on.
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390 | @note
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391 | This property has been moved to the Pass class, which is accessible via the
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392 | Technique. For simplicity, this method allows you to set these properties for
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393 | every current Technique, and for every current Pass within those Techniques. If
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394 | you need more precision, retrieve the Technique and Pass instances and set the
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395 | property there.
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396 | @see Pass::setDepthFunction
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397 | */
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398 | void setDepthFunction( CompareFunction func );
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399 |
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400 | /** Sets whether or not colour buffer writing is enabled for each Pass.
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401 | @note
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402 | This property has been moved to the Pass class, which is accessible via the
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403 | Technique. For simplicity, this method allows you to set these properties for
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404 | every current Technique, and for every current Pass within those Techniques. If
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405 | you need more precision, retrieve the Technique and Pass instances and set the
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406 | property there.
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407 | @see Pass::setColourWriteEnabled
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408 | */
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409 | void setColourWriteEnabled(bool enabled);
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410 |
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411 | /** Sets the culling mode for each pass based on the 'vertex winding'.
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412 | @note
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413 | This property has been moved to the Pass class, which is accessible via the
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414 | Technique. For simplicity, this method allows you to set these properties for
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415 | every current Technique, and for every current Pass within those Techniques. If
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416 | you need more precision, retrieve the Technique and Pass instances and set the
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417 | property there.
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418 | @see Pass::setCullingMode
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419 | */
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420 | void setCullingMode( CullingMode mode );
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421 |
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422 | /** Sets the manual culling mode, performed by CPU rather than hardware.
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423 | @note
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424 | This property has been moved to the Pass class, which is accessible via the
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425 | Technique. For simplicity, this method allows you to set these properties for
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426 | every current Technique, and for every current Pass within those Techniques. If
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427 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
428 | property there.
|
---|
429 | @see Pass::setManualCullingMode
|
---|
430 | */
|
---|
431 | void setManualCullingMode( ManualCullingMode mode );
|
---|
432 |
|
---|
433 | /** Sets whether or not dynamic lighting is enabled for every Pass.
|
---|
434 | @note
|
---|
435 | This property has been moved to the Pass class, which is accessible via the
|
---|
436 | Technique. For simplicity, this method allows you to set these properties for
|
---|
437 | every current Technique, and for every current Pass within those Techniques. If
|
---|
438 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
439 | property there.
|
---|
440 | @see Pass::setLightingEnabled
|
---|
441 | */
|
---|
442 | void setLightingEnabled(bool enabled);
|
---|
443 |
|
---|
444 | /** Sets the type of light shading required
|
---|
445 | @note
|
---|
446 | This property has been moved to the Pass class, which is accessible via the
|
---|
447 | Technique. For simplicity, this method allows you to set these properties for
|
---|
448 | every current Technique, and for every current Pass within those Techniques. If
|
---|
449 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
450 | property there.
|
---|
451 | @see Pass::setShadingMode
|
---|
452 | */
|
---|
453 | void setShadingMode( ShadeOptions mode );
|
---|
454 |
|
---|
455 | /** Sets the fogging mode applied to each pass.
|
---|
456 | @note
|
---|
457 | This property has been moved to the Pass class, which is accessible via the
|
---|
458 | Technique. For simplicity, this method allows you to set these properties for
|
---|
459 | every current Technique, and for every current Pass within those Techniques. If
|
---|
460 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
461 | property there.
|
---|
462 | @see Pass::setFog
|
---|
463 | */
|
---|
464 | void setFog(
|
---|
465 | bool overrideScene,
|
---|
466 | FogMode mode = FOG_NONE,
|
---|
467 | const ColourValue& colour = ColourValue::White,
|
---|
468 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
|
---|
469 |
|
---|
470 | /** Sets the depth bias to be used for each Pass.
|
---|
471 | @note
|
---|
472 | This property has been moved to the Pass class, which is accessible via the
|
---|
473 | Technique. For simplicity, this method allows you to set these properties for
|
---|
474 | every current Technique, and for every current Pass within those Techniques. If
|
---|
475 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
476 | property there.
|
---|
477 | @see Pass::setDepthBias
|
---|
478 | */
|
---|
479 | void setDepthBias(ushort bias);
|
---|
480 |
|
---|
481 | /** Set texture filtering for every texture unit in every Technique and Pass
|
---|
482 | @note
|
---|
483 | This property has been moved to the TextureUnitState class, which is accessible via the
|
---|
484 | Technique and Pass. For simplicity, this method allows you to set these properties for
|
---|
485 | every current TeextureUnitState, If you need more precision, retrieve the Technique,
|
---|
486 | Pass and TextureUnitState instances and set the property there.
|
---|
487 | @see TextureUnitState::setTextureFiltering
|
---|
488 | */
|
---|
489 | void setTextureFiltering(TextureFilterOptions filterType);
|
---|
490 | /** Sets the anisotropy level to be used for all textures.
|
---|
491 | @note
|
---|
492 | This property has been moved to the TextureUnitState class, which is accessible via the
|
---|
493 | Technique and Pass. For simplicity, this method allows you to set these properties for
|
---|
494 | every current TeextureUnitState, If you need more precision, retrieve the Technique,
|
---|
495 | Pass and TextureUnitState instances and set the property there.
|
---|
496 | @see TextureUnitState::setTextureAnisotropy
|
---|
497 | */
|
---|
498 | void setTextureAnisotropy(int maxAniso);
|
---|
499 |
|
---|
500 | /** Sets the kind of blending every pass has with the existing contents of the scene.
|
---|
501 | @note
|
---|
502 | This property has been moved to the Pass class, which is accessible via the
|
---|
503 | Technique. For simplicity, this method allows you to set these properties for
|
---|
504 | every current Technique, and for every current Pass within those Techniques. If
|
---|
505 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
506 | property there.
|
---|
507 | @see Pass::setSceneBlending
|
---|
508 | */
|
---|
509 | void setSceneBlending( const SceneBlendType sbt );
|
---|
510 |
|
---|
511 | /** Allows very fine control of blending every Pass with the existing contents of the scene.
|
---|
512 | @note
|
---|
513 | This property has been moved to the Pass class, which is accessible via the
|
---|
514 | Technique. For simplicity, this method allows you to set these properties for
|
---|
515 | every current Technique, and for every current Pass within those Techniques. If
|
---|
516 | you need more precision, retrieve the Technique and Pass instances and set the
|
---|
517 | property there.
|
---|
518 | @see Pass::setSceneBlending
|
---|
519 | */
|
---|
520 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
---|
521 |
|
---|
522 |
|
---|
523 | /** Tells the material that it needs recompilation. */
|
---|
524 | void _notifyNeedsRecompile(void);
|
---|
525 |
|
---|
526 | /** Sets the distance at which level-of-detail (LOD) levels come into effect.
|
---|
527 | @remarks
|
---|
528 | You should only use this if you have assigned LOD indexes to the Technique
|
---|
529 | instances attached to this Material. If you have done so, you should call this
|
---|
530 | method to determine the distance at which the lowe levels of detail kick in.
|
---|
531 | The decision about what distance is actually used is a combination of this
|
---|
532 | and the LOD bias applied to both the current Camera and the current Entity.
|
---|
533 | @param lodDistances A vector of Reals which indicate the distance at which to
|
---|
534 | switch to lower details. They are listed in LOD index order, starting at index
|
---|
535 | 1 (ie the first level down from the highest level 0, which automatically applies
|
---|
536 | from a distance of 0).
|
---|
537 | */
|
---|
538 | void setLodLevels(const LodDistanceList& lodDistances);
|
---|
539 | /** Gets an iterator over the list of distances at which each LOD comes into effect.
|
---|
540 | @remarks
|
---|
541 | Note that the iterator returned from this method is not totally anagolous to
|
---|
542 | the one passed in by calling setLodLevels - the list includes a zero
|
---|
543 | entry at the start (since the highest LOD starts at distance 0), and
|
---|
544 | the other distances are held as their squared value for efficiency.
|
---|
545 | */
|
---|
546 | LodDistanceIterator getLodDistanceIterator(void) const;
|
---|
547 |
|
---|
548 | /** Gets the LOD index to use at the given distance. */
|
---|
549 | unsigned short getLodIndex(Real d) const;
|
---|
550 | /** Gets the LOD index to use at the given squared distance. */
|
---|
551 | unsigned short getLodIndexSquaredDepth(Real squaredDepth) const;
|
---|
552 |
|
---|
553 | /** @copydoc Resource::touch
|
---|
554 | */
|
---|
555 | void touch(void)
|
---|
556 | {
|
---|
557 | if (mCompilationRequired)
|
---|
558 | compile();
|
---|
559 | // call superclass
|
---|
560 | Resource::touch();
|
---|
561 | }
|
---|
562 |
|
---|
563 | /** Gets the compilation status of the material.
|
---|
564 | @return True if the material needs recompilation.
|
---|
565 | */
|
---|
566 | bool getCompilationRequired() const
|
---|
567 | {
|
---|
568 | return mCompilationRequired;
|
---|
569 | }
|
---|
570 |
|
---|
571 |
|
---|
572 | };
|
---|
573 |
|
---|
574 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MaterialPtr
|
---|
575 | @note Has to be a subclass since we need operator=.
|
---|
576 | We could templatise this instead of repeating per Resource subclass,
|
---|
577 | except to do so requires a form VC6 does not support i.e.
|
---|
578 | ResourceSubclassPtr<T> : public SharedPtr<T>
|
---|
579 | */
|
---|
580 | class _OgreExport MaterialPtr : public SharedPtr<Material>
|
---|
581 | {
|
---|
582 | public:
|
---|
583 | MaterialPtr() : SharedPtr<Material>() {}
|
---|
584 | explicit MaterialPtr(Material* rep) : SharedPtr<Material>(rep) {}
|
---|
585 | MaterialPtr(const MaterialPtr& r) : SharedPtr<Material>(r) {}
|
---|
586 | MaterialPtr(const ResourcePtr& r) : SharedPtr<Material>()
|
---|
587 | {
|
---|
588 | // lock & copy other mutex pointer
|
---|
589 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
|
---|
590 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
|
---|
591 | pRep = static_cast<Material*>(r.getPointer());
|
---|
592 | pUseCount = r.useCountPointer();
|
---|
593 | if (pUseCount)
|
---|
594 | {
|
---|
595 | ++(*pUseCount);
|
---|
596 | }
|
---|
597 | }
|
---|
598 |
|
---|
599 | /// Operator used to convert a ResourcePtr to a MaterialPtr
|
---|
600 | MaterialPtr& operator=(const ResourcePtr& r)
|
---|
601 | {
|
---|
602 | if (pRep == static_cast<Material*>(r.getPointer()))
|
---|
603 | return *this;
|
---|
604 | release();
|
---|
605 | // lock & copy other mutex pointer
|
---|
606 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
|
---|
607 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
|
---|
608 | pRep = static_cast<Material*>(r.getPointer());
|
---|
609 | pUseCount = r.useCountPointer();
|
---|
610 | if (pUseCount)
|
---|
611 | {
|
---|
612 | ++(*pUseCount);
|
---|
613 | }
|
---|
614 | return *this;
|
---|
615 | }
|
---|
616 | };
|
---|
617 |
|
---|
618 | } //namespace
|
---|
619 |
|
---|
620 | #endif
|
---|