1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 | #ifndef __Technique_H__
|
---|
26 | #define __Technique_H__
|
---|
27 |
|
---|
28 | #include "OgrePrerequisites.h"
|
---|
29 | #include "OgreIteratorWrappers.h"
|
---|
30 | #include "OgreBlendMode.h"
|
---|
31 | #include "OgreCommon.h"
|
---|
32 | #include "OgrePass.h"
|
---|
33 |
|
---|
34 | namespace Ogre {
|
---|
35 | /** Class representing an approach to rendering this particular Material.
|
---|
36 | @remarks
|
---|
37 | Ogre will attempt to use the best technique supported by the active hardware,
|
---|
38 | unless you specifically request a lower detail technique (say for distant
|
---|
39 | rendering).
|
---|
40 | */
|
---|
41 | class _OgreExport Technique
|
---|
42 | {
|
---|
43 | protected:
|
---|
44 | // illumination pass state type
|
---|
45 | enum IlluminationPassesState
|
---|
46 | {
|
---|
47 | IPS_COMPILE_DISABLED = -1,
|
---|
48 | IPS_NOT_COMPILED = 0,
|
---|
49 | IPS_COMPILED = 1
|
---|
50 | };
|
---|
51 |
|
---|
52 | typedef std::vector<Pass*> Passes;
|
---|
53 | /// List of primary passes
|
---|
54 | Passes mPasses;
|
---|
55 | /// List of derived passes, categorised into IlluminationStage (ordered)
|
---|
56 | IlluminationPassList mIlluminationPasses;
|
---|
57 | Material* mParent; // raw pointer since we don't want child to stop parent's destruction
|
---|
58 | bool mIsSupported;
|
---|
59 | IlluminationPassesState mIlluminationPassesCompilationPhase;
|
---|
60 | unsigned short mLodIndex;
|
---|
61 |
|
---|
62 | /// Internal method for clearing illumination pass list
|
---|
63 | void clearIlluminationPasses(void);
|
---|
64 | public:
|
---|
65 | /// Constructor
|
---|
66 | Technique(Material* parent);
|
---|
67 | /// Copy constructor
|
---|
68 | Technique(Material* parent, const Technique& oth);
|
---|
69 | ~Technique();
|
---|
70 | /** Indicates if this technique is supported by the current graphics card.
|
---|
71 | @remarks
|
---|
72 | This will only be correct after the Technique has been compiled, which is
|
---|
73 | usually done from Material::compile.
|
---|
74 | */
|
---|
75 | bool isSupported(void) const;
|
---|
76 | /** Internal compilation method; see Material::compile. */
|
---|
77 | void _compile(bool autoManageTextureUnits);
|
---|
78 | /** Internal method for splitting the passes into illumination passes. */
|
---|
79 | void _compileIlluminationPasses(void);
|
---|
80 |
|
---|
81 |
|
---|
82 | /** Creates a new Pass for this Technique.
|
---|
83 | @remarks
|
---|
84 | A Pass is a single rendering pass, ie a single draw of the given material.
|
---|
85 | Note that if you create a pass without a fragment program, during compilation of the
|
---|
86 | material the pass may be split into multiple passes if the graphics card cannot
|
---|
87 | handle the number of texture units requested. For passes with fragment programs, however,
|
---|
88 | the number of passes you create will never be altered, so you have to make sure
|
---|
89 | that you create an alternative fallback Technique for if a card does not have
|
---|
90 | enough facilities for what you're asking for.
|
---|
91 | */
|
---|
92 | Pass* createPass(void);
|
---|
93 | /** Retrieves the Pass with the given index. */
|
---|
94 | Pass* getPass(unsigned short index);
|
---|
95 | /** Retrieves the number of passes. */
|
---|
96 | unsigned short getNumPasses(void) const;
|
---|
97 | /** Removes the Pass with the given index. */
|
---|
98 | void removePass(unsigned short index);
|
---|
99 | /** Removes all Passes from this Technique. */
|
---|
100 | void removeAllPasses(void);
|
---|
101 | typedef VectorIterator<Passes> PassIterator;
|
---|
102 | /** Gets an iterator over the passes in this Technique. */
|
---|
103 | const PassIterator getPassIterator(void);
|
---|
104 | typedef VectorIterator<IlluminationPassList> IlluminationPassIterator;
|
---|
105 | /** Gets an iterator over the illumination-stage categorised passes. */
|
---|
106 | const IlluminationPassIterator getIlluminationPassIterator(void);
|
---|
107 | /// Gets the parent Material
|
---|
108 | Material* getParent(void) const { return mParent; }
|
---|
109 |
|
---|
110 | /** Overloaded operator to copy on Technique to another. */
|
---|
111 | Technique& operator=(const Technique& rhs);
|
---|
112 |
|
---|
113 | /// Gets the resource group of the ultimate parent Material
|
---|
114 | const String& getResourceGroup(void) const;
|
---|
115 |
|
---|
116 | /** Returns true if this Technique involves transparency.
|
---|
117 | @remarks
|
---|
118 | This basically boils down to whether the first pass
|
---|
119 | has a scene blending factor. Even if the other passes
|
---|
120 | do not, the base colour, including parts of the original
|
---|
121 | scene, may be used for blending, therefore we have to treat
|
---|
122 | the whole Technique as transparent.
|
---|
123 | */
|
---|
124 | bool isTransparent(void) const;
|
---|
125 |
|
---|
126 | /** Internal load method, derived from call to Material::load. */
|
---|
127 | void _load(void);
|
---|
128 | /** Internal unload method, derived from call to Material::unload. */
|
---|
129 | void _unload(void);
|
---|
130 |
|
---|
131 | // Is this loaded?
|
---|
132 | bool isLoaded(void) const;
|
---|
133 |
|
---|
134 | /** Tells the technique that it needs recompilation. */
|
---|
135 | void _notifyNeedsRecompile(void);
|
---|
136 |
|
---|
137 |
|
---|
138 | // -------------------------------------------------------------------------------
|
---|
139 | // The following methods are to make migration from previous versions simpler
|
---|
140 | // and to make code easier to write when dealing with simple materials
|
---|
141 | // They set the properties which have been moved to Pass for all Techniques and all Passes
|
---|
142 |
|
---|
143 | /** Sets the ambient colour reflectance properties for every Pass in every Technique.
|
---|
144 | @note
|
---|
145 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
146 | you to set these properties for every current Pass within this Technique. If
|
---|
147 | you need more precision, retrieve the Pass instance and set the
|
---|
148 | property there.
|
---|
149 | @see Pass::setAmbient
|
---|
150 | */
|
---|
151 | void setAmbient(Real red, Real green, Real blue);
|
---|
152 |
|
---|
153 | /** Sets the ambient colour reflectance properties for every Pass in every Technique.
|
---|
154 | @note
|
---|
155 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
156 | you to set these properties for every current Pass within this Technique. If
|
---|
157 | you need more precision, retrieve the Pass instance and set the
|
---|
158 | property there.
|
---|
159 | @see Pass::setAmbient
|
---|
160 | */
|
---|
161 | void setAmbient(const ColourValue& ambient);
|
---|
162 |
|
---|
163 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
|
---|
164 | @note
|
---|
165 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
166 | you to set these properties for every current Pass within this Technique. If
|
---|
167 | you need more precision, retrieve the Pass instance and set the
|
---|
168 | property there.
|
---|
169 | @see Pass::setDiffuse
|
---|
170 | */
|
---|
171 | void setDiffuse(Real red, Real green, Real blue, Real alpha);
|
---|
172 |
|
---|
173 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
|
---|
174 | @note
|
---|
175 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
176 | you to set these properties for every current Pass within this Technique. If
|
---|
177 | you need more precision, retrieve the Pass instance and set the
|
---|
178 | property there.
|
---|
179 | @see Pass::setDiffuse
|
---|
180 | */
|
---|
181 | void setDiffuse(const ColourValue& diffuse);
|
---|
182 |
|
---|
183 | /** Sets the specular colour reflectance properties of every Pass in every Technique.
|
---|
184 | @note
|
---|
185 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
186 | you to set these properties for every current Pass within this Technique. If
|
---|
187 | you need more precision, retrieve the Pass instance and set the
|
---|
188 | property there.
|
---|
189 | @see Pass::setSpecular
|
---|
190 | */
|
---|
191 | void setSpecular(Real red, Real green, Real blue, Real alpha);
|
---|
192 |
|
---|
193 | /** Sets the specular colour reflectance properties of every Pass in every Technique.
|
---|
194 | @note
|
---|
195 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
196 | you to set these properties for every current Pass within this Technique. If
|
---|
197 | you need more precision, retrieve the Pass instance and set the
|
---|
198 | property there.
|
---|
199 | @see Pass::setSpecular
|
---|
200 | */
|
---|
201 | void setSpecular(const ColourValue& specular);
|
---|
202 |
|
---|
203 | /** Sets the shininess properties of every Pass in every Technique.
|
---|
204 | @note
|
---|
205 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
206 | you to set these properties for every current Pass within this Technique. If
|
---|
207 | you need more precision, retrieve the Pass instance and set the
|
---|
208 | property there.
|
---|
209 | @see Pass::setShininess
|
---|
210 | */
|
---|
211 | void setShininess(Real val);
|
---|
212 |
|
---|
213 | /** Sets the amount of self-illumination of every Pass in every Technique.
|
---|
214 | @note
|
---|
215 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
216 | you to set these properties for every current Pass within this Technique. If
|
---|
217 | you need more precision, retrieve the Pass instance and set the
|
---|
218 | property there.
|
---|
219 | @see Pass::setSelfIllumination
|
---|
220 | */
|
---|
221 | void setSelfIllumination(Real red, Real green, Real blue);
|
---|
222 |
|
---|
223 | /** Sets the amount of self-illumination of every Pass in every Technique.
|
---|
224 | @note
|
---|
225 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
226 | you to set these properties for every current Pass within this Technique. If
|
---|
227 | you need more precision, retrieve the Pass instance and set the
|
---|
228 | property there.
|
---|
229 | @see Pass::setSelfIllumination
|
---|
230 | */
|
---|
231 | void setSelfIllumination(const ColourValue& selfIllum);
|
---|
232 |
|
---|
233 | /** Sets whether or not each Pass renders with depth-buffer checking on or not.
|
---|
234 | @note
|
---|
235 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
236 | you to set these properties for every current Pass within this Technique. If
|
---|
237 | you need more precision, retrieve the Pass instance and set the
|
---|
238 | property there.
|
---|
239 | @see Pass::setDepthCheckEnabled
|
---|
240 | */
|
---|
241 | void setDepthCheckEnabled(bool enabled);
|
---|
242 |
|
---|
243 | /** Sets whether or not each Pass renders with depth-buffer writing on or not.
|
---|
244 | @note
|
---|
245 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
246 | you to set these properties for every current Pass within this Technique. If
|
---|
247 | you need more precision, retrieve the Pass instance and set the
|
---|
248 | property there.
|
---|
249 | @see Pass::setDepthWriteEnabled
|
---|
250 | */
|
---|
251 | void setDepthWriteEnabled(bool enabled);
|
---|
252 |
|
---|
253 | /** Sets the function used to compare depth values when depth checking is on.
|
---|
254 | @note
|
---|
255 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
256 | you to set these properties for every current Pass within this Technique. If
|
---|
257 | you need more precision, retrieve the Pass instance and set the
|
---|
258 | property there.
|
---|
259 | @see Pass::setDepthFunction
|
---|
260 | */
|
---|
261 | void setDepthFunction( CompareFunction func );
|
---|
262 |
|
---|
263 | /** Sets whether or not colour buffer writing is enabled for each Pass.
|
---|
264 | @note
|
---|
265 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
266 | you to set these properties for every current Pass within this Technique. If
|
---|
267 | you need more precision, retrieve the Pass instance and set the
|
---|
268 | property there.
|
---|
269 | @see Pass::setColourWriteEnabled
|
---|
270 | */
|
---|
271 | void setColourWriteEnabled(bool enabled);
|
---|
272 |
|
---|
273 | /** Sets the culling mode for each pass based on the 'vertex winding'.
|
---|
274 | @note
|
---|
275 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
276 | you to set these properties for every current Pass within this Technique. If
|
---|
277 | you need more precision, retrieve the Pass instance and set the
|
---|
278 | property there.
|
---|
279 | @see Pass::setCullingMode
|
---|
280 | */
|
---|
281 | void setCullingMode( CullingMode mode );
|
---|
282 |
|
---|
283 | /** Sets the manual culling mode, performed by CPU rather than hardware.
|
---|
284 | @note
|
---|
285 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
286 | you to set these properties for every current Pass within this Technique. If
|
---|
287 | you need more precision, retrieve the Pass instance and set the
|
---|
288 | property there.
|
---|
289 | @see Pass::setManualCullingMode
|
---|
290 | */
|
---|
291 | void setManualCullingMode( ManualCullingMode mode );
|
---|
292 |
|
---|
293 | /** Sets whether or not dynamic lighting is enabled for every Pass.
|
---|
294 | @note
|
---|
295 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
296 | you to set these properties for every current Pass within this Technique. If
|
---|
297 | you need more precision, retrieve the Pass instance and set the
|
---|
298 | property there.
|
---|
299 | @see Pass::setLightingEnabled
|
---|
300 | */
|
---|
301 | void setLightingEnabled(bool enabled);
|
---|
302 |
|
---|
303 | /** Sets the type of light shading required
|
---|
304 | @note
|
---|
305 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
306 | you to set these properties for every current Pass within this Technique. If
|
---|
307 | you need more precision, retrieve the Pass instance and set the
|
---|
308 | property there.
|
---|
309 | @see Pass::setShadingMode
|
---|
310 | */
|
---|
311 | void setShadingMode( ShadeOptions mode );
|
---|
312 |
|
---|
313 | /** Sets the fogging mode applied to each pass.
|
---|
314 | @note
|
---|
315 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
316 | you to set these properties for every current Pass within this Technique. If
|
---|
317 | you need more precision, retrieve the Pass instance and set the
|
---|
318 | property there.
|
---|
319 | @see Pass::setFog
|
---|
320 | */
|
---|
321 | void setFog(
|
---|
322 | bool overrideScene,
|
---|
323 | FogMode mode = FOG_NONE,
|
---|
324 | const ColourValue& colour = ColourValue::White,
|
---|
325 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
|
---|
326 |
|
---|
327 | /** Sets the depth bias to be used for each Pass.
|
---|
328 | @note
|
---|
329 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
330 | you to set these properties for every current Pass within this Technique. If
|
---|
331 | you need more precision, retrieve the Pass instance and set the
|
---|
332 | property there.
|
---|
333 | @see Pass::setDepthBias
|
---|
334 | */
|
---|
335 | void setDepthBias(ushort bias);
|
---|
336 |
|
---|
337 | /** Set texture filtering for every texture unit in every Pass
|
---|
338 | @note
|
---|
339 | This property actually exists on the TextureUnitState class
|
---|
340 | For simplicity, this method allows you to set these properties for
|
---|
341 | every current TeextureUnitState, If you need more precision, retrieve the
|
---|
342 | Pass and TextureUnitState instances and set the property there.
|
---|
343 | @see TextureUnitState::setTextureFiltering
|
---|
344 | */
|
---|
345 | void setTextureFiltering(TextureFilterOptions filterType);
|
---|
346 | /** Sets the anisotropy level to be used for all textures.
|
---|
347 | @note
|
---|
348 | This property has been moved to the TextureUnitState class, which is accessible via the
|
---|
349 | Technique and Pass. For simplicity, this method allows you to set these properties for
|
---|
350 | every current TeextureUnitState, If you need more precision, retrieve the Technique,
|
---|
351 | Pass and TextureUnitState instances and set the property there.
|
---|
352 | @see TextureUnitState::setTextureAnisotropy
|
---|
353 | */
|
---|
354 | void setTextureAnisotropy(unsigned int maxAniso);
|
---|
355 |
|
---|
356 | /** Sets the kind of blending every pass has with the existing contents of the scene.
|
---|
357 | @note
|
---|
358 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
359 | you to set these properties for every current Pass within this Technique. If
|
---|
360 | you need more precision, retrieve the Pass instance and set the
|
---|
361 | property there.
|
---|
362 | @see Pass::setSceneBlending
|
---|
363 | */
|
---|
364 | void setSceneBlending( const SceneBlendType sbt );
|
---|
365 |
|
---|
366 | /** Allows very fine control of blending every Pass with the existing contents of the scene.
|
---|
367 | @note
|
---|
368 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
369 | you to set these properties for every current Pass within this Technique. If
|
---|
370 | you need more precision, retrieve the Pass instance and set the
|
---|
371 | property there.
|
---|
372 | @see Pass::setSceneBlending
|
---|
373 | */
|
---|
374 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
---|
375 |
|
---|
376 | /** Assigns a level-of-detail (LOD) index to this Technique.
|
---|
377 | @remarks
|
---|
378 | As noted previously, as well as providing fallback support for various
|
---|
379 | graphics cards, multiple Technique objects can also be used to implement
|
---|
380 | material LOD, where the detail of the material diminishes with distance to
|
---|
381 | save rendering power.
|
---|
382 | @par
|
---|
383 | By default, all Techniques have a LOD index of 0, which means they are the highest
|
---|
384 | level of detail. Increasing LOD indexes are lower levels of detail. You can
|
---|
385 | assign more than one Technique to the same LOD index, meaning that the best
|
---|
386 | Technique that is supported at that LOD index is used.
|
---|
387 | @par
|
---|
388 | You should not leave gaps in the LOD sequence; Ogre will allow you to do this
|
---|
389 | and will continue to function as if the LODs were sequential, but it will
|
---|
390 | confuse matters.
|
---|
391 | */
|
---|
392 | void setLodIndex(unsigned short index);
|
---|
393 | /** Gets the level-of-detail index assigned to this Technique. */
|
---|
394 | unsigned short getLodIndex(void) const { return mLodIndex; }
|
---|
395 |
|
---|
396 | /** Is depth writing going to occur on this technique? */
|
---|
397 | bool isDepthWriteEnabled(void) const;
|
---|
398 |
|
---|
399 | /** Is depth checking going to occur on this technique? */
|
---|
400 | bool isDepthCheckEnabled(void) const;
|
---|
401 |
|
---|
402 | };
|
---|
403 |
|
---|
404 |
|
---|
405 | }
|
---|
406 | #endif
|
---|