[1092] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://ogre.sourceforge.net/
|
---|
| 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 __TextureUnitState_H__
|
---|
| 26 | #define __TextureUnitState_H__
|
---|
| 27 |
|
---|
| 28 | #include "OgrePrerequisites.h"
|
---|
| 29 | #include "OgreCommon.h"
|
---|
| 30 | #include "OgreBlendMode.h"
|
---|
| 31 | #include "OgreMatrix4.h"
|
---|
| 32 | #include "OgreIteratorWrappers.h"
|
---|
| 33 | #include "OgreString.h"
|
---|
| 34 | #include "OgreTexture.h"
|
---|
| 35 |
|
---|
| 36 | namespace Ogre {
|
---|
| 37 | /** Class representing the state of a single texture unit during a Pass of a
|
---|
| 38 | Technique, of a Material.
|
---|
| 39 | @remarks
|
---|
| 40 | Texture units are pipelines for retrieving texture data for rendering onto
|
---|
| 41 | your objects in the world. Using them is common to both the fixed-function and
|
---|
| 42 | the programmable (vertex and fragment program) pipeline, but some of the
|
---|
| 43 | settings will only have an effect in the fixed-function pipeline (for example,
|
---|
| 44 | setting a texture rotation will have no effect if you use the programmable
|
---|
| 45 | pipeline, because this is overridden by the fragment program). The effect
|
---|
| 46 | of each setting as regards the 2 pipelines is commented in each setting.
|
---|
| 47 | @par
|
---|
| 48 | When I use the term 'fixed-function pipeline' I mean traditional rendering
|
---|
| 49 | where you do not use vertex or fragment programs (shaders). Programmable
|
---|
| 50 | pipeline means that for this pass you are using vertex or fragment programs.
|
---|
| 51 | */
|
---|
| 52 | class _OgreExport TextureUnitState
|
---|
| 53 | {
|
---|
| 54 | friend class RenderSystem;
|
---|
| 55 | public:
|
---|
| 56 | /** Definition of the broad types of texture effect you can apply to a texture unit.
|
---|
| 57 | @note
|
---|
| 58 | Note that these have no effect when using the programmable pipeline, since their
|
---|
| 59 | effect is overridden by the vertex / fragment programs.
|
---|
| 60 | */
|
---|
| 61 | enum TextureEffectType
|
---|
| 62 | {
|
---|
| 63 | /// Generate all texture coords based on angle between camera and vertex
|
---|
| 64 | ET_ENVIRONMENT_MAP,
|
---|
| 65 | /// Generate texture coords based on a frustum
|
---|
| 66 | ET_PROJECTIVE_TEXTURE,
|
---|
| 67 | /// Constant u/v scrolling effect
|
---|
| 68 | ET_SCROLL,
|
---|
| 69 | /// Constant rotation
|
---|
| 70 | ET_ROTATE,
|
---|
| 71 | /// More complex transform
|
---|
| 72 | ET_TRANSFORM
|
---|
| 73 |
|
---|
| 74 | };
|
---|
| 75 |
|
---|
| 76 | /** Enumeration to specify type of envmap.
|
---|
| 77 | @note
|
---|
| 78 | Note that these have no effect when using the programmable pipeline, since their
|
---|
| 79 | effect is overridden by the vertex / fragment programs.
|
---|
| 80 | */
|
---|
| 81 | enum EnvMapType
|
---|
| 82 | {
|
---|
| 83 | /// Envmap based on vector from camera to vertex position, good for planar geometry
|
---|
| 84 | ENV_PLANAR,
|
---|
| 85 | /// Envmap based on dot of vector from camera to vertex and vertex normal, good for curves
|
---|
| 86 | ENV_CURVED,
|
---|
| 87 | /// Envmap entended to supply reflection vectors for cube mapping
|
---|
| 88 | ENV_REFLECTION,
|
---|
| 89 | /// Envmap entended to supply normal vectors for cube mapping
|
---|
| 90 | ENV_NORMAL
|
---|
| 91 | };
|
---|
| 92 |
|
---|
| 93 | /** Useful enumeration when dealing with procedural transforms.
|
---|
| 94 | @note
|
---|
| 95 | Note that these have no effect when using the programmable pipeline, since their
|
---|
| 96 | effect is overridden by the vertex / fragment programs.
|
---|
| 97 | */
|
---|
| 98 | enum TextureTransformType
|
---|
| 99 | {
|
---|
| 100 | TT_TRANSLATE_U,
|
---|
| 101 | TT_TRANSLATE_V,
|
---|
| 102 | TT_SCALE_U,
|
---|
| 103 | TT_SCALE_V,
|
---|
| 104 | TT_ROTATE
|
---|
| 105 | };
|
---|
| 106 |
|
---|
| 107 | /** Texture addressing modes - default is TAM_WRAP.
|
---|
| 108 | @note
|
---|
| 109 | These settings are relevant in both the fixed-function and the
|
---|
| 110 | programmable pipeline.
|
---|
| 111 | */
|
---|
| 112 | enum TextureAddressingMode
|
---|
| 113 | {
|
---|
| 114 | /// Texture wraps at values over 1.0
|
---|
| 115 | TAM_WRAP,
|
---|
| 116 | /// Texture mirrors (flips) at joins over 1.0
|
---|
| 117 | TAM_MIRROR,
|
---|
| 118 | /// Texture clamps at 1.0
|
---|
| 119 | TAM_CLAMP
|
---|
| 120 | };
|
---|
| 121 |
|
---|
| 122 | /** Enum identifying the frame indexes for faces of a cube map (not the composite 3D type.
|
---|
| 123 | */
|
---|
| 124 | enum TextureCubeFace
|
---|
| 125 | {
|
---|
| 126 | CUBE_FRONT = 0,
|
---|
| 127 | CUBE_BACK = 1,
|
---|
| 128 | CUBE_LEFT = 2,
|
---|
| 129 | CUBE_RIGHT = 3,
|
---|
| 130 | CUBE_UP = 4,
|
---|
| 131 | CUBE_DOWN = 5
|
---|
| 132 | };
|
---|
| 133 |
|
---|
| 134 | /** Internal structure defining a texture effect.
|
---|
| 135 | */
|
---|
| 136 | struct TextureEffect {
|
---|
| 137 | TextureEffectType type;
|
---|
| 138 | int subtype;
|
---|
| 139 | Real arg1, arg2;
|
---|
| 140 | WaveformType waveType;
|
---|
| 141 | Real base;
|
---|
| 142 | Real frequency;
|
---|
| 143 | Real phase;
|
---|
| 144 | Real amplitude;
|
---|
| 145 | Controller<Real>* controller;
|
---|
| 146 | const Frustum* frustum;
|
---|
| 147 | };
|
---|
| 148 |
|
---|
| 149 |
|
---|
| 150 | /** Default constructor.
|
---|
| 151 | */
|
---|
| 152 | TextureUnitState(Pass* parent);
|
---|
| 153 |
|
---|
| 154 | TextureUnitState(Pass* parent, const TextureUnitState& oth );
|
---|
| 155 |
|
---|
| 156 | TextureUnitState & operator = ( const TextureUnitState& oth );
|
---|
| 157 |
|
---|
| 158 | /** Default destructor.
|
---|
| 159 | */
|
---|
| 160 | ~TextureUnitState();
|
---|
| 161 |
|
---|
| 162 | /** Name-based constructor.
|
---|
| 163 | @param
|
---|
| 164 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
|
---|
| 165 | @param
|
---|
| 166 | texCoordSet The index of the texture coordinate set to use.
|
---|
| 167 | */
|
---|
| 168 | TextureUnitState( Pass* parent, const String& texName, unsigned int texCoordSet = 0);
|
---|
| 169 |
|
---|
| 170 | /** Get the name of current texture image for this layer.
|
---|
| 171 | @remarks
|
---|
| 172 | This will either always be a single name for this layer,
|
---|
| 173 | or will be the name of the current frame for an animated
|
---|
| 174 | or otherwise multi-frame texture.
|
---|
| 175 | @note
|
---|
| 176 | Applies to both fixed-function and programmable pipeline.
|
---|
| 177 | */
|
---|
| 178 | const String& getTextureName(void) const;
|
---|
| 179 |
|
---|
| 180 | /** Sets this texture layer to use a single texture, given the
|
---|
| 181 | name of the texture to use on this layer.
|
---|
| 182 | @note
|
---|
| 183 | Applies to both fixed-function and programmable pipeline.
|
---|
| 184 | */
|
---|
| 185 | void setTextureName( const String& name, TextureType ttype = TEX_TYPE_2D, int mipmaps = -1 );
|
---|
| 186 |
|
---|
| 187 | /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
|
---|
| 188 | @remarks
|
---|
| 189 | Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
|
---|
| 190 | world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
|
---|
| 191 | rendering a scene to a reflection map of a transparent cube and saving the output files.
|
---|
| 192 | @par
|
---|
| 193 | Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
|
---|
| 194 | maps to simulate reflections. The system deals with these 2 scenarios in different ways:
|
---|
| 195 | <ol>
|
---|
| 196 | <li>
|
---|
| 197 | <p>
|
---|
| 198 | for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
|
---|
| 199 | is then addressed using 3D texture coordinates. This is required because you don't know what
|
---|
| 200 | face of the box you're going to need to address when you render an object, and typically you
|
---|
| 201 | need to reflect more than one face on the one object, so all 6 textures are needed to be
|
---|
| 202 | 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
|
---|
| 203 | parameter set to true, and then calling setEnvironmentMap(true).
|
---|
| 204 | </p>
|
---|
| 205 | <p>
|
---|
| 206 | Note that not all cards support cubic environment mapping.
|
---|
| 207 | </p>
|
---|
| 208 | </li>
|
---|
| 209 | <li>
|
---|
| 210 | <p>
|
---|
| 211 | for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
|
---|
| 212 | This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
|
---|
| 213 | texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
|
---|
| 214 | texture between faces.
|
---|
| 215 | </p>
|
---|
| 216 | <p>
|
---|
| 217 | Skyboxes are created by calling SceneManager::setSkyBox.
|
---|
| 218 | </p>
|
---|
| 219 | </li>
|
---|
| 220 | </ul>
|
---|
| 221 | @note
|
---|
| 222 | Applies to both fixed-function and programmable pipeline.
|
---|
| 223 | @param
|
---|
| 224 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
|
---|
| 225 | of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
|
---|
| 226 | make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
|
---|
| 227 | If you can't make your texture names conform to this, use the alternative method of the same name which takes
|
---|
| 228 | an array of texture names instead.
|
---|
| 229 | @param
|
---|
| 230 | forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
|
---|
| 231 | 6 separate textures. Useful for cubic environment mapping.
|
---|
| 232 | */
|
---|
| 233 | void setCubicTextureName( const String& name, bool forUVW = false );
|
---|
| 234 |
|
---|
| 235 | /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
|
---|
| 236 | @remarks
|
---|
| 237 | Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
|
---|
| 238 | world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
|
---|
| 239 | rendering a scene to a reflection map of a transparent cube and saving the output files.
|
---|
| 240 | @par
|
---|
| 241 | Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
|
---|
| 242 | maps to simulate reflections. The system deals with these 2 scenarios in different ways:
|
---|
| 243 | <ol>
|
---|
| 244 | <li>
|
---|
| 245 | <p>
|
---|
| 246 | for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
|
---|
| 247 | is then addressed using 3D texture coordinates. This is required because you don't know what
|
---|
| 248 | face of the box you're going to need to address when you render an object, and typically you
|
---|
| 249 | need to reflect more than one face on the one object, so all 6 textures are needed to be
|
---|
| 250 | 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
|
---|
| 251 | parameter set to true, and then calling setEnvironmentMap(true).
|
---|
| 252 | </p>
|
---|
| 253 | <p>
|
---|
| 254 | Note that not all cards support cubic environment mapping.
|
---|
| 255 | </p>
|
---|
| 256 | </li>
|
---|
| 257 | <li>
|
---|
| 258 | <p>
|
---|
| 259 | for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
|
---|
| 260 | This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
|
---|
| 261 | texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
|
---|
| 262 | texture between faces.
|
---|
| 263 | </p>
|
---|
| 264 | <p>
|
---|
| 265 | Skyboxes are created by calling SceneManager::setSkyBox.
|
---|
| 266 | </p>
|
---|
| 267 | </li>
|
---|
| 268 | </ul>
|
---|
| 269 | @note
|
---|
| 270 | Applies to both fixed-function and programmable pipeline.
|
---|
| 271 | @param
|
---|
| 272 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
|
---|
| 273 | of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
|
---|
| 274 | make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
|
---|
| 275 | If you can't make your texture names conform to this, use the alternative method of the same name which takes
|
---|
| 276 | an array of texture names instead.
|
---|
| 277 | @param
|
---|
| 278 | forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
|
---|
| 279 | 6 separate textures. Useful for cubic environment mapping.
|
---|
| 280 | */
|
---|
| 281 | void setCubicTextureName( const String* const names, bool forUVW = false );
|
---|
| 282 |
|
---|
| 283 | /** Sets the names of the texture images for an animated texture.
|
---|
| 284 | @remarks
|
---|
| 285 | Animated textures are just a series of images making up the frames of the animation. All the images
|
---|
| 286 | must be the same size, and their names must have a frame number appended before the extension, e.g.
|
---|
| 287 | if you specify a name of "wall.jpg" with 3 frames, the image names must be "wall_0.jpg", "wall_1.jpg"
|
---|
| 288 | and "wall_2.jpg".
|
---|
| 289 | @par
|
---|
| 290 | You can change the active frame on a texture layer by calling the setCurrentFrame method.
|
---|
| 291 | @note
|
---|
| 292 | If you can't make your texture images conform to the naming standard layed out here, you
|
---|
| 293 | can call the alternative setAnimatedTextureName method which takes an array of names instead.
|
---|
| 294 | @note
|
---|
| 295 | Applies to both fixed-function and programmable pipeline.
|
---|
| 296 | @param
|
---|
| 297 | name The base name of the textures to use e.g. wall.jpg for frames wall_0.jpg, wall_1.jpg etc.
|
---|
| 298 | @param
|
---|
| 299 | numFrames The number of frames in the sequence.
|
---|
| 300 | @param
|
---|
| 301 | duration The length of time it takes to display the whole animation sequence, in seconds.
|
---|
| 302 | If 0, no automatic transition occurs.
|
---|
| 303 | */
|
---|
| 304 | void setAnimatedTextureName( const String& name, unsigned int numFrames, Real duration = 0 );
|
---|
| 305 |
|
---|
| 306 | /** Sets the names of the texture images for an animated texture.
|
---|
| 307 | @remarks
|
---|
| 308 | This an alternative method to the one where you specify a single name and let the system derive
|
---|
| 309 | the names of each frame, incase your images can't conform to this naming standard.
|
---|
| 310 | @par
|
---|
| 311 | Animated textures are just a series of images making up the frames of the animation. All the images
|
---|
| 312 | must be the same size, and you must provide their names as an array in the first parameter.
|
---|
| 313 | You can change the active frame on a texture layer by calling the setCurrentFrame method.
|
---|
| 314 | @note
|
---|
| 315 | If you can make your texture images conform to a naming standard of basicName_frame.ext, you
|
---|
| 316 | can call the alternative setAnimatedTextureName method which just takes a base name instead.
|
---|
| 317 | @note
|
---|
| 318 | Applies to both fixed-function and programmable pipeline.
|
---|
| 319 | @param
|
---|
| 320 | names Pointer to array of names of the textures to use, in frame order.
|
---|
| 321 | @param
|
---|
| 322 | numFrames The number of frames in the sequence.
|
---|
| 323 | @param
|
---|
| 324 | duration The length of time it takes to display the whole animation sequence, in seconds.
|
---|
| 325 | If 0, no automatic transition occurs.
|
---|
| 326 | */
|
---|
| 327 | void setAnimatedTextureName( const String* const names, unsigned int numFrames, Real duration = 0 );
|
---|
| 328 |
|
---|
| 329 | /** Returns the width and height of the texture in the given frame.
|
---|
| 330 | */
|
---|
| 331 | std::pair< uint, uint > getTextureDimensions( unsigned int frame = 0 ) const;
|
---|
| 332 |
|
---|
| 333 | /** Changes the active frame in an animated or multi-image texture.
|
---|
| 334 | @remarks
|
---|
| 335 | An animated texture (or a cubic texture where the images are not combined for 3D use) is made up of
|
---|
| 336 | a number of frames. This method sets the active frame.
|
---|
| 337 | @note
|
---|
| 338 | Applies to both fixed-function and programmable pipeline.
|
---|
| 339 | */
|
---|
| 340 | void setCurrentFrame( unsigned int frameNumber );
|
---|
| 341 |
|
---|
| 342 | /** Gets the active frame in an animated or multi-image texture layer.
|
---|
| 343 | @note
|
---|
| 344 | Applies to both fixed-function and programmable pipeline.
|
---|
| 345 | */
|
---|
| 346 | unsigned int getCurrentFrame(void) const;
|
---|
| 347 |
|
---|
| 348 | /** Gets the name of the texture associated with a frame.
|
---|
| 349 | @note
|
---|
| 350 | Applies to both fixed-function and programmable pipeline.
|
---|
| 351 | */
|
---|
| 352 | const String& getFrameTextureName(unsigned int frameNumber) const;
|
---|
| 353 |
|
---|
| 354 | /** Gets the number of frames for a texture.
|
---|
| 355 | @note
|
---|
| 356 | Applies to both fixed-function and programmable pipeline.
|
---|
| 357 | */
|
---|
| 358 | unsigned int getNumFrames(void) const;
|
---|
| 359 |
|
---|
| 360 | /** Returns true if this texture unit is either a series of 6 2D textures, each
|
---|
| 361 | in it's own frame, or is a full 3D cube map. You can tell which by checking
|
---|
| 362 | getTextureType.
|
---|
| 363 | @note
|
---|
| 364 | Applies to both fixed-function and programmable pipeline.
|
---|
| 365 | */
|
---|
| 366 | bool isCubic(void) const;
|
---|
| 367 |
|
---|
| 368 | /** Returns true if this texture layer uses a composite 3D cubic texture.
|
---|
| 369 | @note
|
---|
| 370 | Applies to both fixed-function and programmable pipeline.
|
---|
| 371 | */
|
---|
| 372 | bool is3D(void) const;
|
---|
| 373 |
|
---|
| 374 | /** Returns the type of this texture.
|
---|
| 375 | @note
|
---|
| 376 | Applies to both fixed-function and programmable pipeline.
|
---|
| 377 | */
|
---|
| 378 | TextureType getTextureType(void) const;
|
---|
| 379 |
|
---|
| 380 | /** Gets the index of the set of texture co-ords this layer uses.
|
---|
| 381 | @note
|
---|
| 382 | Applies to both fixed-function and programmable pipeline.
|
---|
| 383 | */
|
---|
| 384 | unsigned int getTextureCoordSet(void) const;
|
---|
| 385 |
|
---|
| 386 | /** Sets the index of the set of texture co-ords this layer uses.
|
---|
| 387 | @note
|
---|
| 388 | Default is 0 for all layers. Only change this if you have provided multiple texture co-ords per
|
---|
| 389 | vertex.
|
---|
| 390 | @note
|
---|
| 391 | Applies to both fixed-function and programmable pipeline.
|
---|
| 392 | */
|
---|
| 393 | void setTextureCoordSet(unsigned int set);
|
---|
| 394 |
|
---|
| 395 | /** Sets a matrix used to transform any texture coordinates on this layer.
|
---|
| 396 | @remarks
|
---|
| 397 | Texture coordinates can be modified on a texture layer to create effects like scrolling
|
---|
| 398 | textures. A texture transform can either be applied to a layer which takes the source coordinates
|
---|
| 399 | from a fixed set in the geometry, or to one which generates them dynamically (e.g. environment mapping).
|
---|
| 400 | @par
|
---|
| 401 | It's obviously a bit impractical to create scrolling effects by calling this method manually since you
|
---|
| 402 | would have to call it every framw with a slight alteration each time, which is tedious. Instead
|
---|
| 403 | you can use the ControllerManager class to create a Controller object which will manage the
|
---|
| 404 | effect over time for you. See the ControllerManager::createTextureScroller and it's sibling methods for details.<BR>
|
---|
| 405 | In addition, if you want to set the individual texture transformations rather than concatenating them
|
---|
| 406 | yourself, use setTextureScroll, setTextureScale and setTextureRotate.
|
---|
| 407 | @note
|
---|
| 408 | Has no effect in the programmable pipeline.
|
---|
| 409 | */
|
---|
| 410 | void setTextureTransform(const Matrix4& xform);
|
---|
| 411 |
|
---|
| 412 | /** Gets the current texture transformation matrix.
|
---|
| 413 | @remarks
|
---|
| 414 | Causes a reclaculation of the matrix if any parameters have been changed via
|
---|
| 415 | setTextureScroll, setTextureScale and setTextureRotate.
|
---|
| 416 | @note
|
---|
| 417 | Has no effect in the programmable pipeline.
|
---|
| 418 | */
|
---|
| 419 | const Matrix4& getTextureTransform(void) const;
|
---|
| 420 |
|
---|
| 421 | /** Sets the translation offset of the texture, ie scrolls the texture.
|
---|
| 422 | @remarks
|
---|
| 423 | This method sets the translation element of the texture transformation, and is easier to use than setTextureTransform if
|
---|
| 424 | you are combining translation, scaling and rotation in your texture transformation. Again if you want
|
---|
| 425 | to animate these values you need to use a Controller
|
---|
| 426 | @note
|
---|
| 427 | Has no effect in the programmable pipeline.
|
---|
| 428 | @param u The amount the texture should be moved horizontally (u direction).
|
---|
| 429 | @param v The amount the texture should be moved vertically (v direction).
|
---|
| 430 | @see
|
---|
| 431 | ControllerManager, Controller
|
---|
| 432 | */
|
---|
| 433 | void setTextureScroll(Real u, Real v);
|
---|
| 434 |
|
---|
| 435 | /** As setTextureScroll, but sets only U value.
|
---|
| 436 | @note
|
---|
| 437 | Has no effect in the programmable pipeline.
|
---|
| 438 | */
|
---|
| 439 | void setTextureUScroll(Real value);
|
---|
| 440 | // get texture uscroll value
|
---|
| 441 | Real getTextureUScroll(void) const;
|
---|
| 442 |
|
---|
| 443 | /** As setTextureScroll, but sets only V value.
|
---|
| 444 | @note
|
---|
| 445 | Has no effect in the programmable pipeline.
|
---|
| 446 | */
|
---|
| 447 | void setTextureVScroll(Real value);
|
---|
| 448 | // get texture vscroll value
|
---|
| 449 | Real getTextureVScroll(void) const;
|
---|
| 450 |
|
---|
| 451 | /** As setTextureScale, but sets only U value.
|
---|
| 452 | @note
|
---|
| 453 | Has no effect in the programmable pipeline.
|
---|
| 454 | */
|
---|
| 455 | void setTextureUScale(Real value);
|
---|
| 456 | // get texture uscale value
|
---|
| 457 | Real getTextureUScale(void) const;
|
---|
| 458 |
|
---|
| 459 | /** As setTextureScale, but sets only V value.
|
---|
| 460 | @note
|
---|
| 461 | Has no effect in the programmable pipeline.
|
---|
| 462 | */
|
---|
| 463 | void setTextureVScale(Real value);
|
---|
| 464 | // get texture vscale value
|
---|
| 465 | Real getTextureVScale(void) const;
|
---|
| 466 |
|
---|
| 467 | /** Sets the scaling factor applied to texture coordinates.
|
---|
| 468 | @remarks
|
---|
| 469 | This method sets the scale element of the texture transformation, and is easier to use than
|
---|
| 470 | setTextureTransform if you are combining translation, scaling and rotation in your texture transformation. Again if you want
|
---|
| 471 | to animate these values you need to use a Controller (see ControllerManager and it's methods for
|
---|
| 472 | more information).
|
---|
| 473 | @note
|
---|
| 474 | Has no effect in the programmable pipeline.
|
---|
| 475 | @param
|
---|
| 476 | uScale The value by which the texture is to be scaled horizontally.
|
---|
| 477 | @param
|
---|
| 478 | vScale The value by which the texture is to be scaled vertically.
|
---|
| 479 | */
|
---|
| 480 | void setTextureScale(Real uScale, Real vScale);
|
---|
| 481 |
|
---|
| 482 | /** Sets the anticlockwise rotation factor applied to texture coordinates.
|
---|
| 483 | @remarks
|
---|
| 484 | This sets a fixed rotation angle - if you wish to animate this, see the
|
---|
| 485 | ControllerManager::createTextureRotater method.
|
---|
| 486 | @note
|
---|
| 487 | Has no effect in the programmable pipeline.
|
---|
| 488 | @param
|
---|
| 489 | angle The angle of rotation (anticlockwise).
|
---|
| 490 | */
|
---|
| 491 | void setTextureRotate(const Radian& angle);
|
---|
| 492 | #ifndef OGRE_FORCE_ANGLE_TYPES
|
---|
| 493 | inline void setTextureRotate(Real angle) {
|
---|
| 494 | setTextureRotate ( Degree(angle) );
|
---|
| 495 | }
|
---|
| 496 | #endif//OGRE_FORCE_ANGLE_TYPES
|
---|
| 497 | // get texture rotation effects angle value
|
---|
| 498 | const Radian& getTextureRotate(void) const;
|
---|
| 499 |
|
---|
| 500 | /** Gets the texture addressing mode, i.e. what happens at uv values above 1.0.
|
---|
| 501 | @note
|
---|
| 502 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
|
---|
| 503 | */
|
---|
| 504 | TextureAddressingMode getTextureAddressingMode(void) const;
|
---|
| 505 |
|
---|
| 506 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
|
---|
| 507 | @note
|
---|
| 508 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
|
---|
| 509 | @note
|
---|
| 510 | This applies for both the fixed-function and programmable pipelines.
|
---|
| 511 | */
|
---|
| 512 | void setTextureAddressingMode( TextureAddressingMode tam);
|
---|
| 513 |
|
---|
| 514 | /** Setting advanced blending options.
|
---|
| 515 | @remarks
|
---|
| 516 | This is an extended version of the TextureUnitState::setColourOperation method which allows
|
---|
| 517 | extremely detailed control over the blending applied between this and earlier layers.
|
---|
| 518 | See the IMPORTANT note below about the issues between mulitpass and multitexturing that
|
---|
| 519 | using this method can create.
|
---|
| 520 | @par
|
---|
| 521 | Texture colour operations determine how the final colour of the surface appears when
|
---|
| 522 | rendered. Texture units are used to combine colour values from various sources (ie. the
|
---|
| 523 | diffuse colour of the surface from lighting calculations, combined with the colour of
|
---|
| 524 | the texture). This method allows you to specify the 'operation' to be used, ie. the
|
---|
| 525 | calculation such as adds or multiplies, and which values to use as arguments, such as
|
---|
| 526 | a fixed value or a value from a previous calculation.
|
---|
| 527 | @par
|
---|
| 528 | The defaults for each layer are:
|
---|
| 529 | <ul>
|
---|
| 530 | <li>op = LBX_MODULATE</li>
|
---|
| 531 | <li>source1 = LBS_TEXTURE</li>
|
---|
| 532 | <li>source2 = LBS_CURRENT</li>
|
---|
| 533 | </ul>
|
---|
| 534 | ie. each layer takes the colour results of the previous layer, and multiplies them
|
---|
| 535 | with the new texture being applied. Bear in mind that colours are RGB values from
|
---|
| 536 | 0.0 - 1.0 so multiplying them together will result in values in the same range,
|
---|
| 537 | 'tinted' by the multiply. Note however that a straight multiply normally has the
|
---|
| 538 | effect of darkening the textures - for this reason there are brightening operations
|
---|
| 539 | like LBO_MODULATE_X2. See the LayerBlendOperation and LayerBlendSource enumerated
|
---|
| 540 | types for full details.
|
---|
| 541 | @note
|
---|
| 542 | Because of the limitations on some underlying APIs (Direct3D included)
|
---|
| 543 | the LBS_TEXTURE argument can only be used as the first argument, not the second.
|
---|
| 544 | @par
|
---|
| 545 | The final 3 parameters are only required if you decide to pass values manually
|
---|
| 546 | into the operation, i.e. you want one or more of the inputs to the colour calculation
|
---|
| 547 | to come from a fixed value that you supply. Hence you only need to fill these in if
|
---|
| 548 | you supply LBS_MANUAL to the corresponding source, or use the LBX_BLEND_MANUAL
|
---|
| 549 | operation.
|
---|
| 550 | @warning
|
---|
| 551 | Ogre tries to use multitexturing hardware to blend texture layers
|
---|
| 552 | together. However, if it runs out of texturing units (e.g. 2 of a GeForce2, 4 on a
|
---|
| 553 | GeForce3) it has to fall back on multipass rendering, i.e. rendering the same object
|
---|
| 554 | multiple times with different textures. This is both less efficient and there is a smaller
|
---|
| 555 | range of blending operations which can be performed. For this reason, if you use this method
|
---|
| 556 | you MUST also call TextureUnitState::setColourOpMultipassFallback to specify which effect you
|
---|
| 557 | want to fall back on if sufficient hardware is not available.
|
---|
| 558 | @note
|
---|
| 559 | This has no effect in the programmable pipeline.
|
---|
| 560 | @param
|
---|
| 561 | If you wish to avoid having to do this, use the simpler TextureUnitState::setColourOperation method
|
---|
| 562 | which allows less flexible blending options but sets up the multipass fallback automatically,
|
---|
| 563 | since it only allows operations which have direct multipass equivalents.
|
---|
| 564 | @param
|
---|
| 565 | op The operation to be used, e.g. modulate (multiply), add, subtract
|
---|
| 566 | @param
|
---|
| 567 | source1 The source of the first colour to the operation e.g. texture colour
|
---|
| 568 | @param
|
---|
| 569 | source2 The source of the second colour to the operation e.g. current surface colour
|
---|
| 570 | @param
|
---|
| 571 | arg1 Manually supplied colour value (only required if source1 = LBS_MANUAL)
|
---|
| 572 | @param
|
---|
| 573 | arg2 Manually supplied colour value (only required if source2 = LBS_MANUAL)
|
---|
| 574 | @param
|
---|
| 575 | manualBlend Manually supplied 'blend' value - only required for operations
|
---|
| 576 | which require manual blend e.g. LBX_BLEND_MANUAL
|
---|
| 577 | */
|
---|
| 578 | void setColourOperationEx(
|
---|
| 579 | LayerBlendOperationEx op,
|
---|
| 580 | LayerBlendSource source1 = LBS_TEXTURE,
|
---|
| 581 | LayerBlendSource source2 = LBS_CURRENT,
|
---|
| 582 |
|
---|
| 583 | const ColourValue& arg1 = ColourValue::White,
|
---|
| 584 | const ColourValue& arg2 = ColourValue::White,
|
---|
| 585 |
|
---|
| 586 | Real manualBlend = 0.0);
|
---|
| 587 |
|
---|
| 588 | /** Determines how this texture layer is combined with the one below it (or the diffuse colour of
|
---|
| 589 | the geometry if this is layer 0).
|
---|
| 590 | @remarks
|
---|
| 591 | This method is the simplest way to blend tetxure layers, because it requires only one parameter,
|
---|
| 592 | gives you the most common blending types, and automatically sets up 2 blending methods: one for
|
---|
| 593 | if single-pass multitexturing hardware is available, and another for if it is not and the blending must
|
---|
| 594 | be achieved through multiple rendering passes. It is, however, quite limited and does not expose
|
---|
| 595 | the more flexible multitexturing operations, simply because these can't be automatically supported in
|
---|
| 596 | multipass fallback mode. If want to use the fancier options, use TextureUnitState::setColourOperationEx,
|
---|
| 597 | but you'll either have to be sure that enough multitexturing units will be available, or you should
|
---|
| 598 | explicitly set a fallback using TextureUnitState::setColourOpMultipassFallback.
|
---|
| 599 | @note
|
---|
| 600 | The default method is LBO_MODULATE for all layers.
|
---|
| 601 | @note
|
---|
| 602 | This option has no effect in the programmable pipeline.
|
---|
| 603 | @param
|
---|
| 604 | op One of the LayerBlendOperation enumerated blending types.
|
---|
| 605 | */
|
---|
| 606 | void setColourOperation( const LayerBlendOperation op);
|
---|
| 607 |
|
---|
| 608 | /** Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx
|
---|
| 609 | and not enough multitexturing hardware is available.
|
---|
| 610 | @remarks
|
---|
| 611 | Because some effects exposed using TextureUnitState::setColourOperationEx are only supported under
|
---|
| 612 | multitexturing hardware, if the hardware is lacking the system must fallback on multipass rendering,
|
---|
| 613 | which unfortunately doesn't support as many effects. This method is for you to specify the fallback
|
---|
| 614 | operation which most suits you.
|
---|
| 615 | @par
|
---|
| 616 | You'll notice that the interface is the same as the Material::setSceneBlending method; this is
|
---|
| 617 | because multipass rendering IS effectively scene blending, since each layer is rendered on top
|
---|
| 618 | of the last using the same mechanism as making an object transparent, it's just being rendered
|
---|
| 619 | in the same place repeatedly to get the multitexture effect.
|
---|
| 620 | @par
|
---|
| 621 | If you use the simpler (and hence less flexible) TextureUnitState::setColourOperation method you
|
---|
| 622 | don't need to call this as the system sets up the fallback for you.
|
---|
| 623 | @note
|
---|
| 624 | This option has no effect in the programmable pipeline, because there is no multipass fallback
|
---|
| 625 | and multitexture blending is handled by the fragment shader.
|
---|
| 626 | */
|
---|
| 627 | void setColourOpMultipassFallback( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
---|
| 628 |
|
---|
| 629 | /** Get multitexturing colour blending mode.
|
---|
| 630 | */
|
---|
| 631 | const LayerBlendModeEx& getColourBlendMode(void) const;
|
---|
| 632 |
|
---|
| 633 | /** Get multitexturing alpha blending mode.
|
---|
| 634 | */
|
---|
| 635 | const LayerBlendModeEx& getAlphaBlendMode(void) const;
|
---|
| 636 |
|
---|
| 637 | /** Get the multipass fallback for colour blending operation source factor.
|
---|
| 638 | */
|
---|
| 639 | SceneBlendFactor getColourBlendFallbackSrc(void) const;
|
---|
| 640 |
|
---|
| 641 | /** Get the multipass fallback for colour blending operation destination factor.
|
---|
| 642 | */
|
---|
| 643 | SceneBlendFactor getColourBlendFallbackDest(void) const;
|
---|
| 644 |
|
---|
| 645 | /** Sets the alpha operation to be applied to this texture.
|
---|
| 646 | @remarks
|
---|
| 647 | This works in exactly the same way as setColourOperation, except
|
---|
| 648 | that the effect is applied to the level of alpha (i.e. transparency)
|
---|
| 649 | of the texture rather than its colour. When the alpha of a texel (a pixel
|
---|
| 650 | on a texture) is 1.0, it is opaque, wheras it is fully transparent if the
|
---|
| 651 | alpha is 0.0. Please refer to the setColourOperation method for more info.
|
---|
| 652 | @param
|
---|
| 653 | op The operation to be used, e.g. modulate (multiply), add, subtract
|
---|
| 654 | @param
|
---|
| 655 | source1 The source of the first alpha value to the operation e.g. texture alpha
|
---|
| 656 | @param
|
---|
| 657 | source2 The source of the second alpha value to the operation e.g. current surface alpha
|
---|
| 658 | @param
|
---|
| 659 | arg1 Manually supplied alpha value (only required if source1 = LBS_MANUAL)
|
---|
| 660 | @param
|
---|
| 661 | arg2 Manually supplied alpha value (only required if source2 = LBS_MANUAL)
|
---|
| 662 | @param
|
---|
| 663 | manualBlend Manually supplied 'blend' value - only required for operations
|
---|
| 664 | which require manual blend e.g. LBX_BLEND_MANUAL
|
---|
| 665 | @see
|
---|
| 666 | setColourOperation
|
---|
| 667 | @note
|
---|
| 668 | This option has no effect in the programmable pipeline.
|
---|
| 669 | */
|
---|
| 670 | void setAlphaOperation(LayerBlendOperationEx op,
|
---|
| 671 | LayerBlendSource source1 = LBS_TEXTURE,
|
---|
| 672 | LayerBlendSource source2 = LBS_CURRENT,
|
---|
| 673 | Real arg1 = 1.0,
|
---|
| 674 | Real arg2 = 1.0,
|
---|
| 675 | Real manualBlend = 0.0);
|
---|
| 676 |
|
---|
| 677 | /** Generic method for setting up texture effects.
|
---|
| 678 | @remarks
|
---|
| 679 | Allows you to specify effects directly by using the TextureEffectType enumeration. The
|
---|
| 680 | arguments that go with it depend on the effect type. Only one effect of
|
---|
| 681 | each type can be applied to a texture layer.
|
---|
| 682 | @par
|
---|
| 683 | This method is used internally by Ogre but it is better generally for applications to use the
|
---|
| 684 | more intuitive specialised methods such as setEnvironmentMap and setScroll.
|
---|
| 685 | @note
|
---|
| 686 | This option has no effect in the programmable pipeline.
|
---|
| 687 | */
|
---|
| 688 | void addEffect(TextureEffect& effect);
|
---|
| 689 |
|
---|
| 690 | /** Turns on/off texture coordinate effect that makes this layer an environment map.
|
---|
| 691 | @remarks
|
---|
| 692 | Environment maps make an object look reflective by using the object's vertex normals relative
|
---|
| 693 | to the camera view to generate texture coordinates.
|
---|
| 694 | @par
|
---|
| 695 | The vectors generated can either be used to address a single 2D texture which
|
---|
| 696 | is a 'fish-eye' lens view of a scene, or a 3D cubic environment map which requires 6 textures
|
---|
| 697 | for each side of the inside of a cube. The type depends on what texture you set up - if you use the
|
---|
| 698 | setTextureName method then a 2D fisheye lens texture is required, whereas if you used setCubicTextureName
|
---|
| 699 | then a cubic environemnt map will be used.
|
---|
| 700 | @par
|
---|
| 701 | This effect works best if the object has lots of gradually changing normals. The texture also
|
---|
| 702 | has to be designed for this effect - see the example spheremap.png included with the sample
|
---|
| 703 | application for a 2D environment map; a cubic map can be generated by rendering 6 views of a
|
---|
| 704 | scene to each of the cube faces with orthoganal views.
|
---|
| 705 | @note
|
---|
| 706 | Enabling this disables any other texture coordinate generation effects.
|
---|
| 707 | However it can be combined with texture coordinate modification functions, which then operate on the
|
---|
| 708 | generated coordinates rather than static model texture coordinates.
|
---|
| 709 | @param
|
---|
| 710 | enable True to enable, false to disable
|
---|
| 711 | @param
|
---|
| 712 | planar If set to true, instead of being based on normals the environment effect is based on
|
---|
| 713 | vertex positions. This is good for planar surfaces.
|
---|
| 714 | @note
|
---|
| 715 | This option has no effect in the programmable pipeline.
|
---|
| 716 | */
|
---|
| 717 | void setEnvironmentMap(bool enable, EnvMapType envMapType = ENV_CURVED);
|
---|
| 718 |
|
---|
| 719 | /** Sets up an animated scroll for the texture layer.
|
---|
| 720 | @note
|
---|
| 721 | Useful for creating constant scrolling effects on a texture layer (for varying scrolls, see setTransformAnimation).
|
---|
| 722 | @param
|
---|
| 723 | uSpeed The number of horizontal loops per second (+ve=moving right, -ve = moving left)
|
---|
| 724 | @param
|
---|
| 725 | vSpeed The number of vertical loops per second (+ve=moving up, -ve= moving down)
|
---|
| 726 | @note
|
---|
| 727 | This option has no effect in the programmable pipeline.
|
---|
| 728 | */
|
---|
| 729 | void setScrollAnimation(Real uSpeed, Real vSpeed);
|
---|
| 730 |
|
---|
| 731 | /** Sets up an animated texture rotation for this layer.
|
---|
| 732 | @note
|
---|
| 733 | Useful for constant rotations (for varying rotations, see setTransformAnimation).
|
---|
| 734 | @param
|
---|
| 735 | speed The number of complete anticlockwise revolutions per second (use -ve for clockwise)
|
---|
| 736 | @note
|
---|
| 737 | This option has no effect in the programmable pipeline.
|
---|
| 738 | */
|
---|
| 739 | void setRotateAnimation(Real speed);
|
---|
| 740 |
|
---|
| 741 | /** Sets up a general time-relative texture modification effect.
|
---|
| 742 | @note
|
---|
| 743 | This can be called multiple times for different values of ttype, but only the latest effect
|
---|
| 744 | applies if called multiple time for the same ttype.
|
---|
| 745 | @param
|
---|
| 746 | ttype The type of transform, either translate (scroll), scale (stretch) or rotate (spin)
|
---|
| 747 | @param
|
---|
| 748 | waveType The shape of the wave, see WaveformType enum for details
|
---|
| 749 | @param
|
---|
| 750 | base The base value for the function (range of output = {base, base + amplitude})
|
---|
| 751 | @param
|
---|
| 752 | frequency The speed of the wave in cycles per second
|
---|
| 753 | @param
|
---|
| 754 | phase The offset of the start of the wave, e.g. 0.5 to start half-way through the wave
|
---|
| 755 | @param
|
---|
| 756 | amplitude Scales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects
|
---|
| 757 | @note
|
---|
| 758 | This option has no effect in the programmable pipeline.
|
---|
| 759 | */
|
---|
| 760 | void setTransformAnimation( const TextureTransformType ttype,
|
---|
| 761 | const WaveformType waveType, Real base = 0, Real frequency = 1, Real phase = 0, Real amplitude = 1 );
|
---|
| 762 |
|
---|
| 763 |
|
---|
| 764 | /** Enables or disables projective texturing on this texture unit.
|
---|
| 765 | @remarks
|
---|
| 766 | Projective texturing allows you to generate texture coordinates
|
---|
| 767 | based on a Frustum, which gives the impression that a texture is
|
---|
| 768 | being projected onto the surface. Note that once you have called
|
---|
| 769 | this method, the texture unit continues to monitor the Frustum you
|
---|
| 770 | passed in and the projection will change if you can alter it. It also
|
---|
| 771 | means that you must ensure that the Frustum object you pass a pointer
|
---|
| 772 | to remains in existence for as long as this TextureUnitState does.
|
---|
| 773 | @par
|
---|
| 774 | This effect cannot be combined with other texture generation effects,
|
---|
| 775 | such as environment mapping. It also has no effect on passes which
|
---|
| 776 | have a vertex program enabled - projective texturing has to be done
|
---|
| 777 | in the vertex program instead.
|
---|
| 778 | @param enabled Whether to enable / disable
|
---|
| 779 | @param projectionSettings The Frustum which will be used to derive the
|
---|
| 780 | projection parameters.
|
---|
| 781 | */
|
---|
| 782 | void setProjectiveTexturing(bool enabled, const Frustum* projectionSettings = 0);
|
---|
| 783 |
|
---|
| 784 | /** Removes all effects applied to this texture layer.
|
---|
| 785 | */
|
---|
| 786 | void removeAllEffects(void);
|
---|
| 787 |
|
---|
| 788 | /** Removes a single effect applied to this texture layer.
|
---|
| 789 | @note
|
---|
| 790 | Because you can only have 1 effect of each type (e.g. 1 texture coordinate generation) applied
|
---|
| 791 | to a layer, only the effect type is required.
|
---|
| 792 | */
|
---|
| 793 | void removeEffect( const TextureEffectType type );
|
---|
| 794 |
|
---|
| 795 | /** Determines if this texture layer is currently blank.
|
---|
| 796 | @note
|
---|
| 797 | This can happen if a texture fails to load or some other non-fatal error. Worth checking after
|
---|
| 798 | setting texture name.
|
---|
| 799 | */
|
---|
| 800 | bool isBlank(void) const;
|
---|
| 801 |
|
---|
| 802 | /** Sets this texture layer to be blank.
|
---|
| 803 | */
|
---|
| 804 | void setBlank(void);
|
---|
| 805 |
|
---|
| 806 | // get texture effects in a multimap paired array
|
---|
| 807 | std::multimap<TextureEffectType, TextureEffect> getEffects(void) const;
|
---|
| 808 | // get the animated-texture animation duration
|
---|
| 809 | Real getAnimationDuration(void) const;
|
---|
| 810 |
|
---|
| 811 | /** Set the texture filtering for this unit, using the simplified interface.
|
---|
| 812 | @remarks
|
---|
| 813 | You also have the option of specifying the minification, magnification
|
---|
| 814 | and mip filter individually if you want more control over filtering
|
---|
| 815 | options. See the alternative setTextureFiltering methods for details.
|
---|
| 816 | @note
|
---|
| 817 | This option applies in both the fixed function and the programmable pipeline.
|
---|
| 818 | @param filterType The high-level filter type to use.
|
---|
| 819 | */
|
---|
| 820 | void setTextureFiltering(TextureFilterOptions filterType);
|
---|
| 821 | /** Set a single filtering option on this texture unit.
|
---|
| 822 | @params ftype The filtering type to set
|
---|
| 823 | @params opts The filtering option to set
|
---|
| 824 | */
|
---|
| 825 | void setTextureFiltering(FilterType ftype, FilterOptions opts);
|
---|
| 826 | /** Set a the detailed filtering options on this texture unit.
|
---|
| 827 | @params minFilter The filtering to use when reducing the size of the texture.
|
---|
| 828 | Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC
|
---|
| 829 | @params magFilter The filtering to use when increasing the size of the texture
|
---|
| 830 | Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC
|
---|
| 831 | @params mipFilter The filtering to use between mip levels
|
---|
| 832 | Can be FO_NONE (turns off mipmapping), FO_POINT or FO_LINEAR (trilinear filtering)
|
---|
| 833 | */
|
---|
| 834 | void setTextureFiltering(FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter);
|
---|
| 835 | // get the texture filtering for the given type
|
---|
| 836 | FilterOptions getTextureFiltering(FilterType ftpye) const;
|
---|
| 837 |
|
---|
| 838 | /** Sets the anisotropy level to be used for this texture level.
|
---|
| 839 | @par maxAniso The maximal anisotropy level, should be between 2 and the maximum supported by hardware (1 is the default, ie. no anisotrophy).
|
---|
| 840 | @note
|
---|
| 841 | This option applies in both the fixed function and the programmable pipeline.
|
---|
| 842 | */
|
---|
| 843 | void setTextureAnisotropy(unsigned int maxAniso);
|
---|
| 844 | // get this layer texture anisotropy level
|
---|
| 845 | unsigned int getTextureAnisotropy() const;
|
---|
| 846 |
|
---|
| 847 | /// Gets the parent Pass object
|
---|
| 848 | Pass* getParent(void) { return mParent; }
|
---|
| 849 |
|
---|
| 850 | /** Internal method for loading this object as part of Material::load */
|
---|
| 851 | void _load(void);
|
---|
| 852 | /** Internal method for unloading this object as part of Material::unload */
|
---|
| 853 | void _unload(void);
|
---|
| 854 | /// Returns whether this unit has texture coordinate generation that depends on the camera
|
---|
| 855 | bool hasViewRelativeTextureCoordinateGeneration(void);
|
---|
| 856 |
|
---|
| 857 | // Is this loaded?
|
---|
| 858 | bool isLoaded(void);
|
---|
| 859 | /** Tells the class that it needs recompilation. */
|
---|
| 860 | void _notifyNeedsRecompile(void);
|
---|
| 861 |
|
---|
| 862 |
|
---|
| 863 | protected:
|
---|
| 864 | // State
|
---|
| 865 | #define OGRE_MAX_TEXTURE_FRAMES 32
|
---|
| 866 |
|
---|
| 867 | /// Number of frames of animation, or frames making up cubic
|
---|
| 868 | unsigned int mNumFrames;
|
---|
| 869 | /// The xurrent animation frame.
|
---|
| 870 | unsigned int mCurrentFrame;
|
---|
| 871 | // String mFrames[OGRE_MAX_TEXTURE_FRAMES] is at the end of the class
|
---|
| 872 |
|
---|
| 873 | /// Duration of animation in seconds
|
---|
| 874 | Real mAnimDuration;
|
---|
| 875 | bool mCubic; // is this a series of 6 2D textures to make up a cube?
|
---|
| 876 |
|
---|
| 877 | TextureType mTextureType;
|
---|
| 878 | int mTextureSrcMipmaps; // Request number of mipmaps
|
---|
| 879 |
|
---|
| 880 | unsigned int mTextureCoordSetIndex;
|
---|
| 881 | TextureAddressingMode mAddressMode;
|
---|
| 882 |
|
---|
| 883 | LayerBlendModeEx colourBlendMode;
|
---|
| 884 | SceneBlendFactor colourBlendFallbackSrc;
|
---|
| 885 | SceneBlendFactor colourBlendFallbackDest;
|
---|
| 886 |
|
---|
| 887 | LayerBlendModeEx alphaBlendMode;
|
---|
| 888 | bool mIsBlank;
|
---|
| 889 |
|
---|
| 890 | mutable bool mRecalcTexMatrix;
|
---|
| 891 | Real mUMod, mVMod;
|
---|
| 892 | Real mUScale, mVScale;
|
---|
| 893 | Radian mRotate;
|
---|
| 894 | mutable Matrix4 mTexModMatrix;
|
---|
| 895 |
|
---|
| 896 | // Animation, will be set up as Controllers
|
---|
| 897 | Real mUScrollAnim, mVScrollAnim;
|
---|
| 898 | Real mRotateAnim;
|
---|
| 899 |
|
---|
| 900 | /// Texture filtering - minification
|
---|
| 901 | FilterOptions mMinFilter;
|
---|
| 902 | /// Texture filtering - magnification
|
---|
| 903 | FilterOptions mMagFilter;
|
---|
| 904 | /// Texture filtering - mipmapping
|
---|
| 905 | FilterOptions mMipFilter;
|
---|
| 906 | ///Texture anisotropy
|
---|
| 907 | unsigned int mMaxAniso;
|
---|
| 908 |
|
---|
| 909 | bool mIsDefaultAniso;
|
---|
| 910 | bool mIsDefaultFiltering;
|
---|
| 911 |
|
---|
| 912 |
|
---|
| 913 | //-----------------------------------------------------------------------------
|
---|
| 914 | // Complex members (those that can't be copied using memcpy) are at the end to
|
---|
| 915 | // allow for fast copying of the basic members.
|
---|
| 916 | //
|
---|
| 917 | String mFrames[OGRE_MAX_TEXTURE_FRAMES]; // Names of frames
|
---|
| 918 |
|
---|
| 919 | typedef std::multimap<TextureEffectType, TextureEffect> EffectMap;
|
---|
| 920 | EffectMap mEffects;
|
---|
| 921 | //-----------------------------------------------------------------------------
|
---|
| 922 |
|
---|
| 923 | //-----------------------------------------------------------------------------
|
---|
| 924 | // Pointer members (those that can't be copied using memcpy), and MUST
|
---|
| 925 | // preserving even if assign from others
|
---|
| 926 | //
|
---|
| 927 | Pass* mParent;
|
---|
| 928 | Controller<Real>* mAnimController;
|
---|
| 929 | //-----------------------------------------------------------------------------
|
---|
| 930 |
|
---|
| 931 |
|
---|
| 932 | /** Internal method for calculating texture matrix.
|
---|
| 933 | */
|
---|
| 934 | void recalcTextureMatrix(void) const;
|
---|
| 935 |
|
---|
| 936 | /** Internal method for creating animation controller.
|
---|
| 937 | */
|
---|
| 938 | void createAnimController(void);
|
---|
| 939 |
|
---|
| 940 | /** Internal method for creating texture effect controller.
|
---|
| 941 | */
|
---|
| 942 | void createEffectController(TextureEffect& effect);
|
---|
| 943 |
|
---|
| 944 |
|
---|
| 945 | };
|
---|
| 946 |
|
---|
| 947 |
|
---|
| 948 | }
|
---|
| 949 |
|
---|
| 950 | #endif
|
---|