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://ogre.sourceforge.net/
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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 __Pass_H__
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26 | #define __Pass_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreGpuProgram.h"
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30 | #include "OgreColourValue.h"
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31 | #include "OgreBlendMode.h"
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32 | #include "OgreCommon.h"
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33 | #include "OgreLight.h"
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34 |
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35 | namespace Ogre {
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36 |
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37 | #ifdef GAMETOOLS_ILLUMINATION_MODULE
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38 |
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39 | class _OgreExport IllumTechniqueParams
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40 | {
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41 | String techniqueType;
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42 | NameValuePairList params;
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43 |
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44 | public:
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45 |
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46 | void setTypeName(String& type){ techniqueType = type;}
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47 | void addParam(String& param, String& value)
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48 | {
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49 | params[param] = value;
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50 | }
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51 |
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52 | String& getTypeName(){return techniqueType;}
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53 | NameValuePairList& getParams(){return params;}
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54 | };
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55 |
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56 | #endif
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57 | /** Class defining a single pass of a Technique (of a Material), ie
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58 | a single rendering call.
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59 | @remarks
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60 | Rendering can be repeated with many passes for more complex effects.
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61 | Each pass is either a fixed-function pass (meaning it does not use
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62 | a vertex or fragment program) or a programmable pass (meaning it does
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63 | use either a vertex and fragment program, or both).
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64 | @par
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65 | Programmable passes are complex to define, because they require custom
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66 | programs and you have to set all constant inputs to the programs (like
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67 | the position of lights, any base material colours you wish to use etc), but
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68 | they do give you much total flexibility over the algorithms used to render your
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69 | pass, and you can create some effects which are impossible with a fixed-function pass.
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70 | On the other hand, you can define a fixed-function pass in very little time, and
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71 | you can use a range of fixed-function effects like environment mapping very
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72 | easily, plus your pass will be more likely to be compatible with older hardware.
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73 | There are pros and cons to both, just remember that if you use a programmable
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74 | pass to create some great effects, allow more time for definition and testing.
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75 | */
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76 | class _OgreExport Pass
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77 | {
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78 | protected:
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79 | Technique* mParent;
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80 | unsigned short mIndex; // pass index
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81 | String mName; // optional name for the pass
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82 | uint32 mHash; // pass hash
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83 | //-------------------------------------------------------------------------
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84 | // Colour properties, only applicable in fixed-function passes
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85 | ColourValue mAmbient;
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86 | ColourValue mDiffuse;
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87 | ColourValue mSpecular;
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88 | ColourValue mEmissive;
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89 | Real mShininess;
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90 | TrackVertexColourType mTracking;
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91 | //-------------------------------------------------------------------------
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92 |
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93 | //-------------------------------------------------------------------------
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94 | // Blending factors
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95 | SceneBlendFactor mSourceBlendFactor;
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96 | SceneBlendFactor mDestBlendFactor;
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97 | //-------------------------------------------------------------------------
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98 |
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99 | //-------------------------------------------------------------------------
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100 | // Depth buffer settings
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101 | bool mDepthCheck;
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102 | bool mDepthWrite;
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103 | CompareFunction mDepthFunc;
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104 | ushort mDepthBias;
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105 |
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106 | // Colour buffer settings
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107 | bool mColourWrite;
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108 |
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109 | // Alpha reject settings
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110 | CompareFunction mAlphaRejectFunc;
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111 | unsigned char mAlphaRejectVal;
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112 | //-------------------------------------------------------------------------
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113 |
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114 | //-------------------------------------------------------------------------
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115 | // Culling mode
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116 | CullingMode mCullMode;
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117 | ManualCullingMode mManualCullMode;
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118 | //-------------------------------------------------------------------------
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119 |
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120 | /// Lighting enabled?
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121 | bool mLightingEnabled;
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122 | /// Max simultaneous lights
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123 | unsigned short mMaxSimultaneousLights;
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124 | /// Run this pass once per light?
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125 | bool mIteratePerLight;
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126 | // Should it only be run for a certain light type?
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127 | bool mRunOnlyForOneLightType;
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128 | Light::LightTypes mOnlyLightType;
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129 |
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130 | /// Shading options
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131 | ShadeOptions mShadeOptions;
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132 | /// Polygon mode
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133 | PolygonMode mPolygonMode;
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134 |
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135 | //-------------------------------------------------------------------------
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136 | // Fog
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137 | bool mFogOverride;
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138 | FogMode mFogMode;
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139 | ColourValue mFogColour;
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140 | Real mFogStart;
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141 | Real mFogEnd;
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142 | Real mFogDensity;
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143 | //-------------------------------------------------------------------------
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144 |
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145 | /// Storage of texture unit states
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146 | typedef std::vector<TextureUnitState*> TextureUnitStates;
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147 | TextureUnitStates mTextureUnitStates;
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148 |
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149 | // Vertex program details
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150 | GpuProgramUsage *mVertexProgramUsage;
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151 | // Vertex program details
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152 | GpuProgramUsage *mShadowCasterVertexProgramUsage;
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153 | // Vertex program details
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154 | GpuProgramUsage *mShadowReceiverVertexProgramUsage;
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155 | // Fragment program details
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156 | GpuProgramUsage *mFragmentProgramUsage;
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157 | // Fragment program details
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158 | GpuProgramUsage *mShadowReceiverFragmentProgramUsage;
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159 | // Is this pass queued for deletion?
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160 | bool mQueuedForDeletion;
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161 | // number of pass iterations to perform
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162 | size_t mPassIterationCount;
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163 | // point size, applies when not using per-vertex point size
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164 | Real mPointSize;
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165 | Real mPointMinSize;
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166 | Real mPointMaxSize;
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167 | bool mPointSpritesEnabled;
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168 | bool mPointAttenuationEnabled;
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169 | // constant, linear, quadratic coeffs
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170 | Real mPointAttenuationCoeffs[3];
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171 | public:
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172 | typedef std::set<Pass*> PassSet;
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173 | protected:
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174 | /// List of Passes whose hashes need recalculating
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175 | static PassSet msDirtyHashList;
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176 | /// The place where passes go to die
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177 | static PassSet msPassGraveyard;
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178 | public:
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179 | /// Default constructor
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180 | Pass(Technique* parent, unsigned short index);
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181 | /// Copy constructor
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182 | Pass(Technique* parent, unsigned short index, const Pass& oth );
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183 | /// Operator = overload
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184 | Pass& operator=(const Pass& oth);
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185 | ~Pass();
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186 |
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187 | /// Returns true if this pass is programmable ie includes either a vertex or fragment program.
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188 | bool isProgrammable(void) const { return mVertexProgramUsage || mFragmentProgramUsage; }
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189 | /// Returns true if this pass uses a programmable vertex pipeline
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190 | bool hasVertexProgram(void) const { return mVertexProgramUsage != NULL; }
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191 | /// Returns true if this pass uses a programmable fragment pipeline
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192 | bool hasFragmentProgram(void) const { return mFragmentProgramUsage != NULL; }
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193 | /// Returns true if this pass uses a shadow caster vertex program
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194 | bool hasShadowCasterVertexProgram(void) const { return mShadowCasterVertexProgramUsage != NULL; }
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195 | /// Returns true if this pass uses a shadow receiver vertex program
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196 | bool hasShadowReceiverVertexProgram(void) const { return mShadowReceiverVertexProgramUsage != NULL; }
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197 | /// Returns true if this pass uses a shadow receiver fragment program
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198 | bool hasShadowReceiverFragmentProgram(void) const { return mShadowReceiverFragmentProgramUsage != NULL; }
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199 |
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200 |
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201 | /// Gets the index of this Pass in the parent Technique
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202 | unsigned short getIndex(void) const { return mIndex; }
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203 | /* Set the name of the pass
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204 | @remarks
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205 | The name of the pass is optional. Its usefull in material scripts where a material could inherit
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206 | from another material and only want to modify a particalar pass.
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207 | */
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208 | void setName(const String& name);
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209 | /// get the name of the pass
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210 | const String& getName(void) const { return mName; }
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211 |
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212 | /** Sets the ambient colour reflectance properties of this pass.
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213 | @remarks
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214 | The base colour of a pass is determined by how much red, green and blue light is reflects
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215 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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216 | much ambient light (directionless global light) is reflected. The default is full white, meaning
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217 | objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
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218 | effects, or change the blend of colours to make the object have a base colour other than white.
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219 | @note
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220 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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221 | or if this is a programmable pass.
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222 | */
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223 | void setAmbient(Real red, Real green, Real blue);
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224 |
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225 | /** Sets the ambient colour reflectance properties of this pass.
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226 | @remarks
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227 | The base colour of a pass is determined by how much red, green and blue light is reflects
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228 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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229 | much ambient light (directionless global light) is reflected. The default is full white, meaning
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230 | objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
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231 | effects, or change the blend of colours to make the object have a base colour other than white.
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232 | @note
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233 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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234 | or if this is a programmable pass.
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235 | */
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236 |
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237 | void setAmbient(const ColourValue& ambient);
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238 |
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239 | /** Sets the diffuse colour reflectance properties of this pass.
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240 | @remarks
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241 | The base colour of a pass is determined by how much red, green and blue light is reflects
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242 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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243 | much diffuse light (light from instances of the Light class in the scene) is reflected. The default
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244 | is full white, meaning objects reflect the maximum white light they can from Light objects.
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245 | @note
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246 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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247 | or if this is a programmable pass.
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248 | */
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249 | void setDiffuse(Real red, Real green, Real blue, Real alpha);
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250 |
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251 | /** Sets the diffuse colour reflectance properties of this pass.
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252 | @remarks
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253 | The base colour of a pass is determined by how much red, green and blue light is reflects
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254 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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255 | much diffuse light (light from instances of the Light class in the scene) is reflected. The default
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256 | is full white, meaning objects reflect the maximum white light they can from Light objects.
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257 | @note
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258 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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259 | or if this is a programmable pass.
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260 | */
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261 | void setDiffuse(const ColourValue& diffuse);
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262 |
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263 | /** Sets the specular colour reflectance properties of this pass.
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264 | @remarks
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265 | The base colour of a pass is determined by how much red, green and blue light is reflects
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266 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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267 | much specular light (highlights from instances of the Light class in the scene) is reflected.
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268 | The default is to reflect no specular light.
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269 | @note
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270 | The size of the specular highlights is determined by the separate 'shininess' property.
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271 | @note
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272 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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273 | or if this is a programmable pass.
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274 | */
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275 | void setSpecular(Real red, Real green, Real blue, Real alpha);
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276 |
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277 | /** Sets the specular colour reflectance properties of this pass.
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278 | @remarks
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279 | The base colour of a pass is determined by how much red, green and blue light is reflects
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280 | (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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281 | much specular light (highlights from instances of the Light class in the scene) is reflected.
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282 | The default is to reflect no specular light.
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283 | @note
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284 | The size of the specular highlights is determined by the separate 'shininess' property.
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285 | @note
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286 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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287 | or if this is a programmable pass.
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288 | */
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289 | void setSpecular(const ColourValue& specular);
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290 |
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291 | /** Sets the shininess of the pass, affecting the size of specular highlights.
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292 | @note
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293 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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294 | or if this is a programmable pass.
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295 | */
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296 | void setShininess(Real val);
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297 |
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298 | /** Sets the amount of self-illumination an object has.
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299 | @remarks
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300 | If an object is self-illuminating, it does not need external sources to light it, ambient or
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301 | otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
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302 | you can already specify per-pass ambient light, but is here for completeness.
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303 | @note
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304 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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305 | or if this is a programmable pass.
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306 | */
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307 | void setSelfIllumination(Real red, Real green, Real blue);
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308 |
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309 | /** Sets the amount of self-illumination an object has.
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310 | @remarks
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311 | If an object is self-illuminating, it does not need external sources to light it, ambient or
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312 | otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
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313 | you can already specify per-pass ambient light, but is here for completeness.
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314 | @note
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315 | This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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316 | or if this is a programmable pass.
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317 | */
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318 | void setSelfIllumination(const ColourValue& selfIllum);
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319 |
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320 | /** Sets which material properties follow the vertex colour
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321 | */
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322 | void setVertexColourTracking(TrackVertexColourType tracking);
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323 |
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324 | /** Gets the point size of the pass.
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325 | @remarks
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326 | This property determines what point size is used to render a point
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327 | list.
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328 | */
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329 | Real getPointSize(void) const;
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330 |
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331 | /** Sets the point size of this pass.
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332 | @remarks
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333 | This setting allows you to change the size of points when rendering
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334 | a point list, or a list of point sprites. The interpretation of this
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335 | command depends on the Pass::setPointSizeAttenuation option - if it
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336 | is off (the default), the point size is in screen pixels, if it is on,
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337 | it expressed as normalised screen coordinates (1.0 is the height of
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338 | the screen) when the point is at the origin.
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339 | @note
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340 | Some drivers have an upper limit on the size of points they support
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341 | - this can even vary between APIs on the same card! Don't rely on
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342 | point sizes that cause the point sprites to get very large on screen,
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343 | since they may get clamped on some cards. Upper sizes can range from
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344 | 64 to 256 pixels.
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345 | */
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346 | void setPointSize(Real ps);
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347 |
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348 | /** Sets whether or not rendering points using OT_POINT_LIST will
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349 | render point sprites (textured quads) or plain points (dots).
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350 | @param enabled True enables point sprites, false returns to normal
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351 | point rendering.
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352 | */
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353 | void setPointSpritesEnabled(bool enabled);
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354 |
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355 | /** Returns whether point sprites are enabled when rendering a
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356 | point list.
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357 | */
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358 | bool getPointSpritesEnabled(void) const;
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359 |
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360 | /** Sets how points are attenuated with distance.
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361 | @remarks
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362 | When performing point rendering or point sprite rendering,
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363 | point size can be attenuated with distance. The equation for
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364 | doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2).
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365 | @par
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366 | For example, to disable distance attenuation (constant screensize)
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367 | you would set constant to 1, and linear and quadratic to 0. A
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368 | standard perspective attenuation would be 0, 1, 0 respectively.
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369 | @note
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370 | The resulting size is clamped to the minimum and maximum point
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371 | size.
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372 | @param enabled Whether point attenuation is enabled
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373 | @param constant, linear, quadratic Parameters to the attentuation
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374 | function defined above
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375 | */
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376 | void setPointAttenuation(bool enabled,
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377 | Real constant = 0.0f, Real linear = 1.0f, Real quadratic = 0.0f);
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378 |
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379 | /** Returns whether points are attenuated with distance. */
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380 | bool isPointAttenuationEnabled(void) const;
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381 |
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382 | /** Returns the constant coefficient of point attenuation. */
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383 | Real getPointAttenuationConstant(void) const;
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384 | /** Returns the linear coefficient of point attenuation. */
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385 | Real getPointAttenuationLinear(void) const;
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386 | /** Returns the quadratic coefficient of point attenuation. */
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387 | Real getPointAttenuationQuadratic(void) const;
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388 |
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389 | /** Set the minimum point size, when point attenuation is in use. */
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390 | void setPointMinSize(Real min);
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391 | /** Get the minimum point size, when point attenuation is in use. */
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392 | Real getPointMinSize(void) const;
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393 | /** Set the maximum point size, when point attenuation is in use.
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394 | @remarks Setting this to 0 indicates the max size supported by the card.
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395 | */
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396 | void setPointMaxSize(Real max);
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397 | /** Get the maximum point size, when point attenuation is in use.
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398 | @remarks 0 indicates the max size supported by the card.
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399 | */
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400 | Real getPointMaxSize(void) const;
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401 |
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402 | /** Gets the ambient colour reflectance of the pass.
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403 | */
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404 | const ColourValue& getAmbient(void) const;
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405 |
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406 | /** Gets the diffuse colour reflectance of the pass.
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407 | */
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408 | const ColourValue& getDiffuse(void) const;
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409 |
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410 | /** Gets the specular colour reflectance of the pass.
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411 | */
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412 | const ColourValue& getSpecular(void) const;
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413 |
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414 | /** Gets the self illumination colour of the pass.
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415 | */
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416 | const ColourValue& getSelfIllumination(void) const;
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417 |
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418 | /** Gets the 'shininess' property of the pass (affects specular highlights).
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419 | */
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420 | Real getShininess(void) const;
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421 |
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422 | /** Gets which material properties follow the vertex colour
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423 | */
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424 | TrackVertexColourType getVertexColourTracking(void) const;
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425 |
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426 | /** Inserts a new TextureUnitState object into the Pass.
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427 | @remarks
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428 | This unit is is added on top of all previous units.
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429 | */
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430 | TextureUnitState* createTextureUnitState(void);
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431 | /** Inserts a new TextureUnitState object into the Pass.
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432 | @remarks
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433 | This unit is is added on top of all previous units.
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434 | @param
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435 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
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436 | @param
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437 | texCoordSet The index of the texture coordinate set to use.
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438 | @note
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---|
439 | Applies to both fixed-function and programmable passes.
|
---|
440 | */
|
---|
441 | TextureUnitState* createTextureUnitState( const String& textureName, unsigned short texCoordSet = 0);
|
---|
442 | /** Adds the passed in TextureUnitState, to the existing Pass.
|
---|
443 | @param
|
---|
444 | state The Texture Unit State to be attached to this pass. It must not be attached to another pass.
|
---|
445 | @note
|
---|
446 | Throws an exception if the TextureUnitState is attached to another Pass.*/
|
---|
447 | void addTextureUnitState(TextureUnitState* state);
|
---|
448 | /** Retrieves a pointer to a texture unit state so it may be modified.
|
---|
449 | */
|
---|
450 | TextureUnitState* getTextureUnitState(unsigned short index);
|
---|
451 | /** Retrieves the Texture Unit State matching name.
|
---|
452 | Returns 0 if name match is not found.
|
---|
453 | */
|
---|
454 | TextureUnitState* getTextureUnitState(const String& name);
|
---|
455 | /** Retrieves a const pointer to a texture unit state.
|
---|
456 | */
|
---|
457 | const TextureUnitState* getTextureUnitState(unsigned short index) const;
|
---|
458 | /** Retrieves the Texture Unit State matching name.
|
---|
459 | Returns 0 if name match is not found.
|
---|
460 | */
|
---|
461 | const TextureUnitState* getTextureUnitState(const String& name) const;
|
---|
462 |
|
---|
463 | /** Retrieve the index of the Texture Unit State in the pass.
|
---|
464 | @param
|
---|
465 | state The Texture Unit State this is attached to this pass.
|
---|
466 | @note
|
---|
467 | Throws an exception if the state is not attached to the pass.
|
---|
468 | */
|
---|
469 | unsigned short getTextureUnitStateIndex(const TextureUnitState* state);
|
---|
470 |
|
---|
471 | typedef VectorIterator<TextureUnitStates> TextureUnitStateIterator;
|
---|
472 | /** Get an iterator over the TextureUnitStates contained in this Pass. */
|
---|
473 | TextureUnitStateIterator getTextureUnitStateIterator(void);
|
---|
474 |
|
---|
475 | typedef ConstVectorIterator<TextureUnitStates> ConstTextureUnitStateIterator;
|
---|
476 | /** Get an iterator over the TextureUnitStates contained in this Pass. */
|
---|
477 | ConstTextureUnitStateIterator getTextureUnitStateIterator(void) const;
|
---|
478 |
|
---|
479 | /** Removes the indexed texture unit state from this pass.
|
---|
480 | @remarks
|
---|
481 | Note that removing a texture which is not the topmost will have a larger performance impact.
|
---|
482 | */
|
---|
483 | void removeTextureUnitState(unsigned short index);
|
---|
484 |
|
---|
485 | /** Removes all texture unit settings.
|
---|
486 | */
|
---|
487 | void removeAllTextureUnitStates(void);
|
---|
488 |
|
---|
489 | /** Returns the number of texture unit settings.
|
---|
490 | */
|
---|
491 | size_t getNumTextureUnitStates(void) const
|
---|
492 | {
|
---|
493 | return mTextureUnitStates.size();
|
---|
494 | }
|
---|
495 |
|
---|
496 | /** Sets the kind of blending this pass has with the existing contents of the scene.
|
---|
497 | @remarks
|
---|
498 | Wheras the texture blending operations seen in the TextureUnitState class are concerned with
|
---|
499 | blending between texture layers, this blending is about combining the output of the Pass
|
---|
500 | as a whole with the existing contents of the rendering target. This blending therefore allows
|
---|
501 | object transparency and other special effects. If all passes in a technique have a scene
|
---|
502 | blend, then the whole technique is considered to be transparent.
|
---|
503 | @par
|
---|
504 | This method allows you to select one of a number of predefined blending types. If you require more
|
---|
505 | control than this, use the alternative version of this method which allows you to specify source and
|
---|
506 | destination blend factors.
|
---|
507 | @note
|
---|
508 | This method is applicable for both the fixed-function and programmable pipelines.
|
---|
509 | @param
|
---|
510 | sbt One of the predefined SceneBlendType blending types
|
---|
511 | */
|
---|
512 | void setSceneBlending( const SceneBlendType sbt );
|
---|
513 |
|
---|
514 | /** Allows very fine control of blending this Pass with the existing contents of the scene.
|
---|
515 | @remarks
|
---|
516 | Wheras the texture blending operations seen in the TextureUnitState class are concerned with
|
---|
517 | blending between texture layers, this blending is about combining the output of the material
|
---|
518 | as a whole with the existing contents of the rendering target. This blending therefore allows
|
---|
519 | object transparency and other special effects.
|
---|
520 | @par
|
---|
521 | This version of the method allows complete control over the blending operation, by specifying the
|
---|
522 | source and destination blending factors. The result of the blending operation is:
|
---|
523 | <span align="center">
|
---|
524 | final = (texture * sourceFactor) + (pixel * destFactor)
|
---|
525 | </span>
|
---|
526 | @par
|
---|
527 | Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
|
---|
528 | enumerated type.
|
---|
529 | @param
|
---|
530 | sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
|
---|
531 | @param
|
---|
532 | destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
|
---|
533 | @note
|
---|
534 | This method is applicable for both the fixed-function and programmable pipelines.
|
---|
535 | */
|
---|
536 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
---|
537 |
|
---|
538 | /** Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).
|
---|
539 | */
|
---|
540 | SceneBlendFactor getSourceBlendFactor() const;
|
---|
541 |
|
---|
542 | /** Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).
|
---|
543 | */
|
---|
544 | SceneBlendFactor getDestBlendFactor() const;
|
---|
545 |
|
---|
546 | /** Returns true if this pass has some element of transparency. */
|
---|
547 | bool isTransparent(void) const;
|
---|
548 |
|
---|
549 | /** Sets whether or not this pass renders with depth-buffer checking on or not.
|
---|
550 | @remarks
|
---|
551 | If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer
|
---|
552 | the depth buffer is checked to see if the pixel is in front of all other pixels written at that
|
---|
553 | point. If not, the pixel is not written.
|
---|
554 | @par
|
---|
555 | If depth checking is off, pixels are written no matter what has been rendered before.
|
---|
556 | Also see setDepthFunction for more advanced depth check configuration.
|
---|
557 | @see
|
---|
558 | setDepthFunction
|
---|
559 | */
|
---|
560 | void setDepthCheckEnabled(bool enabled);
|
---|
561 |
|
---|
562 | /** Returns whether or not this pass renders with depth-buffer checking on or not.
|
---|
563 | @see
|
---|
564 | setDepthCheckEnabled
|
---|
565 | */
|
---|
566 | bool getDepthCheckEnabled(void) const;
|
---|
567 |
|
---|
568 | /** Sets whether or not this pass renders with depth-buffer writing on or not.
|
---|
569 | @remarks
|
---|
570 | If depth-buffer writing is on, whenever a pixel is written to the frame buffer
|
---|
571 | the depth buffer is updated with the depth value of that new pixel, thus affecting future
|
---|
572 | rendering operations if future pixels are behind this one.
|
---|
573 | @par
|
---|
574 | If depth writing is off, pixels are written without updating the depth buffer Depth writing should
|
---|
575 | normally be on but can be turned off when rendering static backgrounds or when rendering a collection
|
---|
576 | of transparent objects at the end of a scene so that they overlap each other correctly.
|
---|
577 | */
|
---|
578 | void setDepthWriteEnabled(bool enabled);
|
---|
579 |
|
---|
580 | /** Returns whether or not this pass renders with depth-buffer writing on or not.
|
---|
581 | @see
|
---|
582 | setDepthWriteEnabled
|
---|
583 | */
|
---|
584 | bool getDepthWriteEnabled(void) const;
|
---|
585 |
|
---|
586 | /** Sets the function used to compare depth values when depth checking is on.
|
---|
587 | @remarks
|
---|
588 | If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth
|
---|
589 | value of the pixel to be written and the current contents of the buffer. This comparison is
|
---|
590 | normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance)
|
---|
591 | than the current contents. If you wish you can change this comparison using this method.
|
---|
592 | */
|
---|
593 | void setDepthFunction( CompareFunction func );
|
---|
594 | /** Returns the function used to compare depth values when depth checking is on.
|
---|
595 | @see
|
---|
596 | setDepthFunction
|
---|
597 | */
|
---|
598 | CompareFunction getDepthFunction(void) const;
|
---|
599 |
|
---|
600 | /** Sets whether or not colour buffer writing is enabled for this Pass.
|
---|
601 | @remarks
|
---|
602 | For some effects, you might wish to turn off the colour write operation
|
---|
603 | when rendering geometry; this means that only the depth buffer will be
|
---|
604 | updated (provided you have depth buffer writing enabled, which you
|
---|
605 | probably will do, although you may wish to only update the stencil
|
---|
606 | buffer for example - stencil buffer state is managed at the RenderSystem
|
---|
607 | level only, not the Material since you are likely to want to manage it
|
---|
608 | at a higher level).
|
---|
609 | */
|
---|
610 | void setColourWriteEnabled(bool enabled);
|
---|
611 | /** Determines if colour buffer writing is enabled for this pass. */
|
---|
612 | bool getColourWriteEnabled(void) const;
|
---|
613 |
|
---|
614 | /** Sets the culling mode for this pass based on the 'vertex winding'.
|
---|
615 | @remarks
|
---|
616 | A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of
|
---|
617 | triangles. Vertex winding refers to the direction in which the vertices are passed or indexed
|
---|
618 | to in the rendering operation as viewed from the camera, and will wither be clockwise or
|
---|
619 | anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is
|
---|
620 | CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order
|
---|
621 | are rendered - this is a common approach and is used in 3D studio models for example. You can
|
---|
622 | alter this culling mode if you wish but it is not advised unless you know what you are doing.
|
---|
623 | @par
|
---|
624 | You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
|
---|
625 | winding is uncertain.
|
---|
626 | */
|
---|
627 | void setCullingMode( CullingMode mode );
|
---|
628 |
|
---|
629 | /** Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information.
|
---|
630 | */
|
---|
631 | CullingMode getCullingMode(void) const;
|
---|
632 |
|
---|
633 | /** Sets the manual culling mode, performed by CPU rather than hardware.
|
---|
634 | @pemarks
|
---|
635 | In some situations you want to use manual culling of triangles rather than sending the
|
---|
636 | triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's
|
---|
637 | that use it (since it is best used on large groups of planar world geometry rather than on movable
|
---|
638 | geometry since this would be expensive), but if used can cull geometry before it is sent to the
|
---|
639 | hardware.
|
---|
640 | @note
|
---|
641 | The default for this setting is MANUAL_CULL_BACK.
|
---|
642 | @param
|
---|
643 | mode The mode to use - see enum ManualCullingMode for details
|
---|
644 |
|
---|
645 | */
|
---|
646 | void setManualCullingMode( ManualCullingMode mode );
|
---|
647 |
|
---|
648 | /** Retrieves the manual culling mode for this pass
|
---|
649 | @see
|
---|
650 | setManualCullingMode
|
---|
651 | */
|
---|
652 | ManualCullingMode getManualCullingMode(void) const;
|
---|
653 |
|
---|
654 | /** Sets whether or not dynamic lighting is enabled.
|
---|
655 | @param
|
---|
656 | enabled
|
---|
657 | If true, dynamic lighting is performed on geometry with normals supplied, geometry without
|
---|
658 | normals will not be displayed.
|
---|
659 | @par
|
---|
660 | If false, no lighting is applied and all geometry will be full brightness.
|
---|
661 | */
|
---|
662 | void setLightingEnabled(bool enabled);
|
---|
663 |
|
---|
664 | /** Returns whether or not dynamic lighting is enabled.
|
---|
665 | */
|
---|
666 | bool getLightingEnabled(void) const;
|
---|
667 |
|
---|
668 | /** Sets the maximum number of lights to be used by this pass.
|
---|
669 | @remarks
|
---|
670 | During rendering, if lighting is enabled (or if the pass uses an automatic
|
---|
671 | program parameter based on a light) the engine will request the nearest lights
|
---|
672 | to the object being rendered in order to work out which ones to use. This
|
---|
673 | parameter sets the limit on the number of lights which should apply to objects
|
---|
674 | rendered with this pass.
|
---|
675 | */
|
---|
676 | void setMaxSimultaneousLights(unsigned short maxLights);
|
---|
677 | /** Gets the maximum number of lights to be used by this pass. */
|
---|
678 | unsigned short getMaxSimultaneousLights(void) const;
|
---|
679 |
|
---|
680 | /** Sets the type of light shading required
|
---|
681 | @note
|
---|
682 | The default shading method is Gouraud shading.
|
---|
683 | */
|
---|
684 | void setShadingMode( ShadeOptions mode );
|
---|
685 |
|
---|
686 | /** Returns the type of light shading to be used.
|
---|
687 | */
|
---|
688 | ShadeOptions getShadingMode(void) const;
|
---|
689 |
|
---|
690 | /** Sets the type of polygon rendering required
|
---|
691 | @note
|
---|
692 | The default shading method is Solid
|
---|
693 | */
|
---|
694 | void setPolygonMode( PolygonMode mode );
|
---|
695 |
|
---|
696 | /** Returns the type of light shading to be used.
|
---|
697 | */
|
---|
698 | PolygonMode getPolygonMode(void) const;
|
---|
699 |
|
---|
700 | /** Sets the fogging mode applied to this pass.
|
---|
701 | @remarks
|
---|
702 | Fogging is an effect that is applied as polys are rendered. Sometimes, you want
|
---|
703 | fog to be applied to an entire scene. Other times, you want it to be applied to a few
|
---|
704 | polygons only. This pass-level specification of fog parameters lets you easily manage
|
---|
705 | both.
|
---|
706 | @par
|
---|
707 | The SceneManager class also has a setFog method which applies scene-level fog. This method
|
---|
708 | lets you change the fog behaviour for this pass compared to the standard scene-level fog.
|
---|
709 | @param
|
---|
710 | overrideScene If true, you authorise this pass to override the scene's fog params with it's own settings.
|
---|
711 | If you specify false, so other parameters are necessary, and this is the default behaviour for passs.
|
---|
712 | @param
|
---|
713 | mode Only applicable if overrideScene is true. You can disable fog which is turned on for the
|
---|
714 | rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as
|
---|
715 | defined in the enum FogMode.
|
---|
716 | @param
|
---|
717 | colour The colour of the fog. Either set this to the same as your viewport background colour,
|
---|
718 | or to blend in with a skydome or skybox.
|
---|
719 | @param
|
---|
720 | expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1.
|
---|
721 | The default is 0.001.
|
---|
722 | @param
|
---|
723 | linearStart Distance in world units at which linear fog starts to encroach.
|
---|
724 | Only applicable if mode is FOG_LINEAR.
|
---|
725 | @param
|
---|
726 | linearEnd Distance in world units at which linear fog becomes completely opaque.
|
---|
727 | Only applicable if mode is FOG_LINEAR.
|
---|
728 | */
|
---|
729 | void setFog(
|
---|
730 | bool overrideScene,
|
---|
731 | FogMode mode = FOG_NONE,
|
---|
732 | const ColourValue& colour = ColourValue::White,
|
---|
733 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
|
---|
734 |
|
---|
735 | /** Returns true if this pass is to override the scene fog settings.
|
---|
736 | */
|
---|
737 | bool getFogOverride(void) const;
|
---|
738 |
|
---|
739 | /** Returns the fog mode for this pass.
|
---|
740 | @note
|
---|
741 | Only valid if getFogOverride is true.
|
---|
742 | */
|
---|
743 | FogMode getFogMode(void) const;
|
---|
744 |
|
---|
745 | /** Returns the fog colour for the scene.
|
---|
746 | */
|
---|
747 | const ColourValue& getFogColour(void) const;
|
---|
748 |
|
---|
749 | /** Returns the fog start distance for this pass.
|
---|
750 | @note
|
---|
751 | Only valid if getFogOverride is true.
|
---|
752 | */
|
---|
753 | Real getFogStart(void) const;
|
---|
754 |
|
---|
755 | /** Returns the fog end distance for this pass.
|
---|
756 | @note
|
---|
757 | Only valid if getFogOverride is true.
|
---|
758 | */
|
---|
759 | Real getFogEnd(void) const;
|
---|
760 |
|
---|
761 | /** Returns the fog density for this pass.
|
---|
762 | @note
|
---|
763 | Only valid if getFogOverride is true.
|
---|
764 | */
|
---|
765 | Real getFogDensity(void) const;
|
---|
766 |
|
---|
767 | /** Sets the depth bias to be used for this material.
|
---|
768 | @remarks
|
---|
769 | When polygons are coplanar, you can get problems with 'depth fighting' where
|
---|
770 | the pixels from the two polys compete for the same screen pixel. This is particularly
|
---|
771 | a problem for decals (polys attached to another surface to represent details such as
|
---|
772 | bulletholes etc.).
|
---|
773 | @par
|
---|
774 | A way to combat this problem is to use a depth bias to adjust the depth buffer value
|
---|
775 | used for the decal such that it is slightly higher than the true value, ensuring that
|
---|
776 | the decal appears on top.
|
---|
777 | @param bias The bias value, should be between 0 and 16.
|
---|
778 | */
|
---|
779 | void setDepthBias(ushort bias);
|
---|
780 |
|
---|
781 | /** Retrieves the depth bias value as set by setDepthValue. */
|
---|
782 | ushort getDepthBias(void) const;
|
---|
783 |
|
---|
784 | /** Sets the way the pass will have use alpha to totally reject pixels from the pipeline.
|
---|
785 | @remarks
|
---|
786 | The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels.
|
---|
787 | @param func The comparison which must pass for the pixel to be written.
|
---|
788 | @param value 1 byte value against which alpha values will be tested(0-255)
|
---|
789 | @note
|
---|
790 | This option applies in both the fixed function and the programmable pipeline.
|
---|
791 | */
|
---|
792 | void setAlphaRejectSettings(CompareFunction func, unsigned char value);
|
---|
793 |
|
---|
794 | /** Sets the alpha reject function. See setAlphaRejectSettings for more information.
|
---|
795 | */
|
---|
796 | void setAlphaRejectFunction(CompareFunction func);
|
---|
797 |
|
---|
798 | /** Gets the alpha reject value. See setAlphaRejectSettings for more information.
|
---|
799 | */
|
---|
800 | void setAlphaRejectValue(unsigned char val);
|
---|
801 |
|
---|
802 | /** Gets the alpha reject function. See setAlphaRejectSettings for more information.
|
---|
803 | */
|
---|
804 | CompareFunction getAlphaRejectFunction(void) const { return mAlphaRejectFunc; }
|
---|
805 |
|
---|
806 | /** Gets the alpha reject value. See setAlphaRejectSettings for more information.
|
---|
807 | */
|
---|
808 | unsigned char getAlphaRejectValue(void) const { return mAlphaRejectVal; }
|
---|
809 | /** Sets whether or not this pass should iterate per light which
|
---|
810 | can affect the object being rendered.
|
---|
811 | @remarks
|
---|
812 | The default behaviour for a pass (when this option is 'false'), is
|
---|
813 | for a pass to be rendered only once (or the number of times set in
|
---|
814 | setPassIterationCount), with all the lights which could
|
---|
815 | affect this object set at the same time (up to the maximum lights
|
---|
816 | allowed in the render system, which is typically 8).
|
---|
817 | @par
|
---|
818 | Setting this option to 'true' changes this behaviour, such that
|
---|
819 | instead of trying to issue render this pass once per object, it
|
---|
820 | is run <b>per light</b> which can affect this object, the number of
|
---|
821 | times set in setPassIterationCount (default is once). In
|
---|
822 | this case, only light index 0 is ever used, and is a different light
|
---|
823 | every time the pass is issued, up to the total number of lights
|
---|
824 | which is affecting this object. This has 2 advantages:
|
---|
825 | <ul><li>There is no limit on the number of lights which can be
|
---|
826 | supported</li>
|
---|
827 | <li>It's easier to write vertex / fragment programs for this because
|
---|
828 | a single program can be used for any number of lights</li>
|
---|
829 | </ul>
|
---|
830 | However, this technique is a lot more expensive, and typically you
|
---|
831 | will want an additional ambient pass, because if no lights are
|
---|
832 | affecting the object it will not be rendered at all, which will look
|
---|
833 | odd even if ambient light is zero (imagine if there are lit objects
|
---|
834 | behind it - the objects silhouette would not show up). Therefore,
|
---|
835 | use this option with care, and you would be well advised to provide
|
---|
836 | a less expensive fallback technique for use in the distance.
|
---|
837 | @note
|
---|
838 | The number of times this pass runs is still limited by the maximum
|
---|
839 | number of lights allowed as set in setMaxSimultaneousLights, so
|
---|
840 | you will never get more passes than this.
|
---|
841 | @param enabled Whether this feature is enabled
|
---|
842 | @param onlyForOneLightType If true, the pass will only be run for a single type
|
---|
843 | of light, other light types will be ignored.
|
---|
844 | @param lightType The single light type which will be considered for this pass
|
---|
845 | */
|
---|
846 | void setIteratePerLight(bool enabled,
|
---|
847 | bool onlyForOneLightType = true, Light::LightTypes lightType = Light::LT_POINT);
|
---|
848 |
|
---|
849 | /** Does this pass run once for every light in range? */
|
---|
850 | bool getIteratePerLight(void) const { return mIteratePerLight; }
|
---|
851 | /** Does this pass run only for a single light type (if getIteratePerLight is true). */
|
---|
852 | bool getRunOnlyForOneLightType(void) const { return mRunOnlyForOneLightType; }
|
---|
853 | /** Gets the single light type this pass runs for if getIteratePerLight and
|
---|
854 | getRunOnlyForOneLightType are both true. */
|
---|
855 | Light::LightTypes getOnlyLightType() const { return mOnlyLightType; }
|
---|
856 |
|
---|
857 | /// Gets the parent Technique
|
---|
858 | Technique* getParent(void) { return mParent; }
|
---|
859 |
|
---|
860 | /// Gets the resource group of the ultimate parent Material
|
---|
861 | const String& getResourceGroup(void) const;
|
---|
862 |
|
---|
863 | /** Sets the details of the vertex program to use.
|
---|
864 | @remarks
|
---|
865 | Only applicable to programmable passes, this sets the details of
|
---|
866 | the vertex program to use in this pass. The program will not be
|
---|
867 | loaded until the parent Material is loaded.
|
---|
868 | @param name The name of the program - this must have been
|
---|
869 | created using GpuProgramManager by the time that this Pass
|
---|
870 | is loaded. If this parameter is blank, any vertex program in this pass is disabled.
|
---|
871 | @param resetParams
|
---|
872 | If true, this will create a fresh set of parameters from the
|
---|
873 | new program being linked, so if you had previously set parameters
|
---|
874 | you will have to set them again. If you set this to false, you must
|
---|
875 | be absolutely sure that the parameters match perfectly, and in the
|
---|
876 | case of named parameters refers to the indexes underlying them,
|
---|
877 | not just the names.
|
---|
878 | */
|
---|
879 | void setVertexProgram(const String& name, bool resetParams = true);
|
---|
880 | /** Sets the vertex program parameters.
|
---|
881 | @remarks
|
---|
882 | Only applicable to programmable passes, and this particular call is
|
---|
883 | designed for low-level programs; use the named parameter methods
|
---|
884 | for setting high-level program parameters.
|
---|
885 | */
|
---|
886 | void setVertexProgramParameters(GpuProgramParametersSharedPtr params);
|
---|
887 | /** Gets the name of the vertex program used by this pass. */
|
---|
888 | const String& getVertexProgramName(void) const;
|
---|
889 | /** Gets the vertex program parameters used by this pass. */
|
---|
890 | GpuProgramParametersSharedPtr getVertexProgramParameters(void) const;
|
---|
891 | /** Gets the vertex program used by this pass, only available after _load(). */
|
---|
892 | const GpuProgramPtr& getVertexProgram(void) const;
|
---|
893 |
|
---|
894 |
|
---|
895 | /** Sets the details of the vertex program to use when rendering as a
|
---|
896 | shadow caster.
|
---|
897 | @remarks
|
---|
898 | Texture-based shadows require that the caster is rendered to a texture
|
---|
899 | in a solid colour (the shadow colour in the case of modulative texture
|
---|
900 | shadows). Whilst Ogre can arrange this for the fixed function
|
---|
901 | pipeline, passes which use vertex programs might need the vertex
|
---|
902 | programs still to run in order to preserve any deformation etc
|
---|
903 | that it does. However, lighting calculations must be a lot simpler,
|
---|
904 | with only the ambient colour being used (which the engine will ensure
|
---|
905 | is bound to the shadow colour).
|
---|
906 | @par
|
---|
907 | Therefore, it is up to implemetors of vertex programs to provide an
|
---|
908 | alternative vertex program which can be used to render the object
|
---|
909 | to a shadow texture. Do all the same vertex transforms, but set the
|
---|
910 | colour of the vertex to the ambient colour, as bound using the
|
---|
911 | standard auto parameter binding mechanism.
|
---|
912 | @note
|
---|
913 | Some vertex programs will work without doing this, because Ogre ensures
|
---|
914 | that all lights except for ambient are set black. However, the chances
|
---|
915 | are that your vertex program is doing a lot of unnecessary work in this
|
---|
916 | case, since the other lights are having no effect, and it is good practice
|
---|
917 | to supply an alternative.
|
---|
918 | @note
|
---|
919 | This is only applicable to programmable passes.
|
---|
920 | @par
|
---|
921 | The default behaviour is for Ogre to switch to fixed-function
|
---|
922 | rendering if an explict vertex program alternative is not set.
|
---|
923 | */
|
---|
924 | void setShadowCasterVertexProgram(const String& name);
|
---|
925 | /** Sets the vertex program parameters for rendering as a shadow caster.
|
---|
926 | @remarks
|
---|
927 | Only applicable to programmable passes, and this particular call is
|
---|
928 | designed for low-level programs; use the named parameter methods
|
---|
929 | for setting high-level program parameters.
|
---|
930 | */
|
---|
931 | void setShadowCasterVertexProgramParameters(GpuProgramParametersSharedPtr params);
|
---|
932 | /** Gets the name of the vertex program used by this pass when rendering shadow casters. */
|
---|
933 | const String& getShadowCasterVertexProgramName(void) const;
|
---|
934 | /** Gets the vertex program parameters used by this pass when rendering shadow casters. */
|
---|
935 | GpuProgramParametersSharedPtr getShadowCasterVertexProgramParameters(void) const;
|
---|
936 | /** Gets the vertex program used by this pass when rendering shadow casters,
|
---|
937 | only available after _load(). */
|
---|
938 | const GpuProgramPtr& getShadowCasterVertexProgram(void) const;
|
---|
939 |
|
---|
940 | /** Sets the details of the vertex program to use when rendering as a
|
---|
941 | shadow receiver.
|
---|
942 | @remarks
|
---|
943 | Texture-based shadows require that the shadow receiver is rendered using
|
---|
944 | a projective texture. Whilst Ogre can arrange this for the fixed function
|
---|
945 | pipeline, passes which use vertex programs might need the vertex
|
---|
946 | programs still to run in order to preserve any deformation etc
|
---|
947 | that it does. So in this case, we need a vertex program which does the
|
---|
948 | appropriate vertex transformation, but generates projective texture
|
---|
949 | coordinates.
|
---|
950 | @par
|
---|
951 | Therefore, it is up to implemetors of vertex programs to provide an
|
---|
952 | alternative vertex program which can be used to render the object
|
---|
953 | as a shadow receiver. Do all the same vertex transforms, but generate
|
---|
954 | <strong>2 sets</strong> of texture coordinates using the auto parameter
|
---|
955 | ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name /
|
---|
956 | index you supply as the second parameter to this method. 2 texture
|
---|
957 | sets are needed because Ogre needs to use 2 texture units for some
|
---|
958 | shadow effects.
|
---|
959 | @note
|
---|
960 | This is only applicable to programmable passes.
|
---|
961 | @par
|
---|
962 | The default behaviour is for Ogre to switch to fixed-function
|
---|
963 | rendering if an explict vertex program alternative is not set.
|
---|
964 | */
|
---|
965 | void setShadowReceiverVertexProgram(const String& name);
|
---|
966 | /** Sets the vertex program parameters for rendering as a shadow receiver.
|
---|
967 | @remarks
|
---|
968 | Only applicable to programmable passes, and this particular call is
|
---|
969 | designed for low-level programs; use the named parameter methods
|
---|
970 | for setting high-level program parameters.
|
---|
971 | */
|
---|
972 | void setShadowReceiverVertexProgramParameters(GpuProgramParametersSharedPtr params);
|
---|
973 |
|
---|
974 | /** This method allows you to specify a fragment program for use when
|
---|
975 | rendering a texture shadow receiver.
|
---|
976 | @remarks
|
---|
977 | Texture shadows are applied by rendering the receiver. Modulative texture
|
---|
978 | shadows are performed as a post-render darkening pass, and as such
|
---|
979 | fragment programs are generally not required per-object. Additive
|
---|
980 | texture shadows, however, are applied by accumulating light masked
|
---|
981 | out using a texture shadow (black & white by default, unless you
|
---|
982 | customise this using SceneManager::setCustomShadowCasterMaterial).
|
---|
983 | OGRE can do this for you for most materials, but if you use a custom
|
---|
984 | lighting program (e.g. per pixel lighting) then you'll need to provide
|
---|
985 | a custom version for receiving shadows. You don't need to provide
|
---|
986 | this for shadow casters if you don't use self-shadowing since they
|
---|
987 | will never be shadow receivers too.
|
---|
988 | @par
|
---|
989 | The shadow texture is always bound to texture unit 0 when rendering
|
---|
990 | texture shadow passes. Therefore your custom shadow receiver program
|
---|
991 | may well just need to shift it's texture unit usage up by one unit,
|
---|
992 | and take the shadow texture into account in its calculations.
|
---|
993 | */
|
---|
994 | void setShadowReceiverFragmentProgram(const String& name);
|
---|
995 | /** Sets the fragment program parameters for rendering as a shadow receiver.
|
---|
996 | @remarks
|
---|
997 | Only applicable to programmable passes, and this particular call is
|
---|
998 | designed for low-level programs; use the named parameter methods
|
---|
999 | for setting high-level program parameters.
|
---|
1000 | */
|
---|
1001 | void setShadowReceiverFragmentProgramParameters(GpuProgramParametersSharedPtr params);
|
---|
1002 |
|
---|
1003 | /** Gets the name of the vertex program used by this pass when rendering shadow receivers. */
|
---|
1004 | const String& getShadowReceiverVertexProgramName(void) const;
|
---|
1005 | /** Gets the vertex program parameters used by this pass when rendering shadow receivers. */
|
---|
1006 | GpuProgramParametersSharedPtr getShadowReceiverVertexProgramParameters(void) const;
|
---|
1007 | /** Gets the vertex program used by this pass when rendering shadow receivers,
|
---|
1008 | only available after _load(). */
|
---|
1009 | const GpuProgramPtr& getShadowReceiverVertexProgram(void) const;
|
---|
1010 |
|
---|
1011 | /** Gets the name of the fragment program used by this pass when rendering shadow receivers. */
|
---|
1012 | const String& getShadowReceiverFragmentProgramName(void) const;
|
---|
1013 | /** Gets the fragment program parameters used by this pass when rendering shadow receivers. */
|
---|
1014 | GpuProgramParametersSharedPtr getShadowReceiverFragmentProgramParameters(void) const;
|
---|
1015 | /** Gets the fragment program used by this pass when rendering shadow receivers,
|
---|
1016 | only available after _load(). */
|
---|
1017 | const GpuProgramPtr& getShadowReceiverFragmentProgram(void) const;
|
---|
1018 |
|
---|
1019 | /** Sets the details of the fragment program to use.
|
---|
1020 | @remarks
|
---|
1021 | Only applicable to programmable passes, this sets the details of
|
---|
1022 | the fragment program to use in this pass. The program will not be
|
---|
1023 | loaded until the parent Material is loaded.
|
---|
1024 | @param name The name of the program - this must have been
|
---|
1025 | created using GpuProgramManager by the time that this Pass
|
---|
1026 | is loaded. If this parameter is blank, any fragment program in this pass is disabled.
|
---|
1027 | @param resetParams
|
---|
1028 | If true, this will create a fresh set of parameters from the
|
---|
1029 | new program being linked, so if you had previously set parameters
|
---|
1030 | you will have to set them again. If you set this to false, you must
|
---|
1031 | be absolutely sure that the parameters match perfectly, and in the
|
---|
1032 | case of named parameters refers to the indexes underlying them,
|
---|
1033 | not just the names.
|
---|
1034 | */
|
---|
1035 | void setFragmentProgram(const String& name, bool resetParams = true);
|
---|
1036 | /** Sets the vertex program parameters.
|
---|
1037 | @remarks
|
---|
1038 | Only applicable to programmable passes.
|
---|
1039 | */
|
---|
1040 | void setFragmentProgramParameters(GpuProgramParametersSharedPtr params);
|
---|
1041 | /** Gets the name of the fragment program used by this pass. */
|
---|
1042 | const String& getFragmentProgramName(void) const;
|
---|
1043 | /** Gets the vertex program parameters used by this pass. */
|
---|
1044 | GpuProgramParametersSharedPtr getFragmentProgramParameters(void) const;
|
---|
1045 | /** Gets the vertex program used by this pass, only available after _load(). */
|
---|
1046 | const GpuProgramPtr& getFragmentProgram(void) const;
|
---|
1047 |
|
---|
1048 | /** Splits this Pass to one which can be handled in the number of
|
---|
1049 | texture units specified.
|
---|
1050 | @remarks
|
---|
1051 | Only works on non-programmable passes, programmable passes cannot be
|
---|
1052 | split, it's up to the author to ensure that there is a fallback Technique
|
---|
1053 | for less capable cards.
|
---|
1054 | @param numUnits The target number of texture units
|
---|
1055 | @returns A new Pass which contains the remaining units, and a scene_blend
|
---|
1056 | setting appropriate to approximate the multitexture. This Pass will be
|
---|
1057 | attached to the parent Technique of this Pass.
|
---|
1058 | */
|
---|
1059 | Pass* _split(unsigned short numUnits);
|
---|
1060 |
|
---|
1061 | /** Internal method to adjust pass index. */
|
---|
1062 | void _notifyIndex(unsigned short index);
|
---|
1063 |
|
---|
1064 | /** Internal method for loading this pass. */
|
---|
1065 | void _load(void);
|
---|
1066 | /** Internal method for unloading this pass. */
|
---|
1067 | void _unload(void);
|
---|
1068 | // Is this loaded?
|
---|
1069 | bool isLoaded(void) const;
|
---|
1070 |
|
---|
1071 | /** Gets the 'hash' of this pass, ie a precomputed number to use for sorting
|
---|
1072 | @remarks
|
---|
1073 | This hash is used to sort passes, and for this reason the pass is hashed
|
---|
1074 | using firstly its index (so that all passes are rendered in order), then
|
---|
1075 | by the textures which it's TextureUnitState instances are using.
|
---|
1076 | */
|
---|
1077 | uint32 getHash(void) const;
|
---|
1078 | /// Mark the hash as dirty
|
---|
1079 | void _dirtyHash(void);
|
---|
1080 | /** Internal method for recalculating the hash.
|
---|
1081 | @remarks
|
---|
1082 | Do not call this unless you are sure the old hash is not still being
|
---|
1083 | used by anything. If in doubt, call _dirtyHash if you want to force
|
---|
1084 | recalculation of the has next time.
|
---|
1085 | */
|
---|
1086 | void _recalculateHash(void);
|
---|
1087 | /** Tells the pass that it needs recompilation. */
|
---|
1088 | void _notifyNeedsRecompile(void);
|
---|
1089 |
|
---|
1090 | /** Update any automatic parameters (except lights) on this pass */
|
---|
1091 | void _updateAutoParamsNoLights(const AutoParamDataSource& source) const;
|
---|
1092 | /** Update any automatic light parameters on this pass */
|
---|
1093 | void _updateAutoParamsLightsOnly(const AutoParamDataSource& source) const;
|
---|
1094 |
|
---|
1095 | /** Set texture filtering for every texture unit
|
---|
1096 | @note
|
---|
1097 | This property actually exists on the TextureUnitState class
|
---|
1098 | For simplicity, this method allows you to set these properties for
|
---|
1099 | every current TeextureUnitState, If you need more precision, retrieve the
|
---|
1100 | TextureUnitState instance and set the property there.
|
---|
1101 | @see TextureUnitState::setTextureFiltering
|
---|
1102 | */
|
---|
1103 | void setTextureFiltering(TextureFilterOptions filterType);
|
---|
1104 | /** Sets the anisotropy level to be used for all textures.
|
---|
1105 | @note
|
---|
1106 | This property has been moved to the TextureUnitState class, which is accessible via the
|
---|
1107 | Technique and Pass. For simplicity, this method allows you to set these properties for
|
---|
1108 | every current TeextureUnitState, If you need more precision, retrieve the Technique,
|
---|
1109 | Pass and TextureUnitState instances and set the property there.
|
---|
1110 | @see TextureUnitState::setTextureAnisotropy
|
---|
1111 | */
|
---|
1112 | void setTextureAnisotropy(unsigned int maxAniso);
|
---|
1113 | /** Static method to retrieve all the Passes which need their
|
---|
1114 | hash values recalculated.
|
---|
1115 | */
|
---|
1116 | static const PassSet& getDirtyHashList(void)
|
---|
1117 | { return msDirtyHashList; }
|
---|
1118 | /** Static method to retrieve all the Passes which are pending deletion.
|
---|
1119 | */
|
---|
1120 | static const PassSet& getPassGraveyard(void)
|
---|
1121 | { return msPassGraveyard; }
|
---|
1122 | /** Static method to reset the list of passes which need their hash
|
---|
1123 | values recalculated.
|
---|
1124 | @remarks
|
---|
1125 | For performance, the dirty list is not updated progressively as
|
---|
1126 | the hashes are recalculated, instead we expect the processor of the
|
---|
1127 | dirty hash list to clear the list when they are done.
|
---|
1128 | */
|
---|
1129 | static void clearDirtyHashList(void) { msDirtyHashList.clear(); }
|
---|
1130 |
|
---|
1131 | /** Process all dirty and pending deletion passes. */
|
---|
1132 | static void processPendingPassUpdates(void);
|
---|
1133 |
|
---|
1134 | /** Queue this pass for deletion when appropriate. */
|
---|
1135 | void queueForDeletion(void);
|
---|
1136 |
|
---|
1137 | /** Returns whether this pass is ambient only.
|
---|
1138 | */
|
---|
1139 | bool isAmbientOnly(void) const;
|
---|
1140 |
|
---|
1141 | /** set the number of iterations that this pass
|
---|
1142 | should perform when doing fast multi pass operation.
|
---|
1143 | @remarks
|
---|
1144 | Only applicable for programmable passes.
|
---|
1145 | @param count number of iterations to perform fast multi pass operations.
|
---|
1146 | A value greater than 0 will cause the pass to be executed count number of
|
---|
1147 | times without changing the render state. This is very usefull for passes
|
---|
1148 | that use programmable shaders that have to iterate more than once but don't
|
---|
1149 | need a render state change. Using multi pass can dramatically speed up rendering
|
---|
1150 | for materials that do things like fur, blur.
|
---|
1151 | A value of 0 turns off multi pass operation and the pass does
|
---|
1152 | the normal pass operation.
|
---|
1153 | */
|
---|
1154 | void setPassIterationCount(const size_t count) { mPassIterationCount = count; }
|
---|
1155 |
|
---|
1156 | /** Gets the multi pass count value.
|
---|
1157 | */
|
---|
1158 | size_t getPassIterationCount(void) const { return mPassIterationCount; }
|
---|
1159 |
|
---|
1160 | /** Applies texture names to Texture Unit State with matching texture name aliases.
|
---|
1161 | All Texture Unit States within the pass are checked.
|
---|
1162 | If matching texture aliases are found then true is returned.
|
---|
1163 |
|
---|
1164 | @param
|
---|
1165 | aliasList is a map container of texture alias, texture name pairs
|
---|
1166 | @param
|
---|
1167 | apply set true to apply the texture aliases else just test to see if texture alias matches are found.
|
---|
1168 | @return
|
---|
1169 | True if matching texture aliases were found in the pass.
|
---|
1170 | */
|
---|
1171 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
|
---|
1172 |
|
---|
1173 |
|
---|
1174 | #ifdef GAMETOOLS_ILLUMINATION_MODULE
|
---|
1175 | public:
|
---|
1176 |
|
---|
1177 | void setActive(bool active){mActive = active;}
|
---|
1178 | bool isActive() const {return mActive;}
|
---|
1179 |
|
---|
1180 | void addIllumTechniqueParams(IllumTechniqueParams* params)
|
---|
1181 | {
|
---|
1182 | illumTechniques.push_back(params);
|
---|
1183 | }
|
---|
1184 | std::vector<IllumTechniqueParams*>& getIllumTechniques()
|
---|
1185 | {
|
---|
1186 | return illumTechniques;
|
---|
1187 | }
|
---|
1188 | void setAlphaSourceBlendFactor(SceneBlendFactor f){mAlphaSourceBlendFactor = f;}
|
---|
1189 | void setAlphaDestBlendFactor(SceneBlendFactor f){mAlphaDestBlendFactor = f;}
|
---|
1190 | void setSeparateAlphaBlend(bool s){mSeparateAlpha = s;}
|
---|
1191 | void setSceneBlendOperation(SceneBlendOperation op){mBlendOperation = op;}
|
---|
1192 | void setSceneAlphaBlendOperation(SceneBlendOperation op){mAlphaBlendOperation = op;}
|
---|
1193 | void setAlphaSceneBlending(SceneBlendType sbt);
|
---|
1194 | void setAlphaSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor);
|
---|
1195 |
|
---|
1196 | bool getSeparateAlphaBlend() const{return mSeparateAlpha;}
|
---|
1197 | SceneBlendOperation getSceneBlendOperation() const{return mBlendOperation;}
|
---|
1198 | SceneBlendOperation getSceneBlendOperationAlpha() const{return mAlphaBlendOperation;}
|
---|
1199 | SceneBlendFactor getAlphaSceneBlendingSrcFactor() const{return mAlphaSourceBlendFactor;}
|
---|
1200 | SceneBlendFactor getAlphaSceneBlendingDestFactor() const{return mAlphaDestBlendFactor;}
|
---|
1201 |
|
---|
1202 | protected:
|
---|
1203 |
|
---|
1204 | bool mActive;
|
---|
1205 |
|
---|
1206 | std::vector<IllumTechniqueParams*> illumTechniques;
|
---|
1207 | bool mSeparateAlpha;
|
---|
1208 | SceneBlendFactor mAlphaSourceBlendFactor;
|
---|
1209 | SceneBlendFactor mAlphaDestBlendFactor;
|
---|
1210 | SceneBlendOperation mBlendOperation;
|
---|
1211 | SceneBlendOperation mAlphaBlendOperation;
|
---|
1212 | #endif
|
---|
1213 | };
|
---|
1214 |
|
---|
1215 | enum IlluminationStage
|
---|
1216 | {
|
---|
1217 | /// Part of the rendering which occurs without any kind of direct lighting
|
---|
1218 | IS_AMBIENT,
|
---|
1219 | /// Part of the rendering which occurs per light
|
---|
1220 | IS_PER_LIGHT,
|
---|
1221 | /// Post-lighting rendering
|
---|
1222 | IS_DECAL
|
---|
1223 | };
|
---|
1224 | /** Struct recording a pass which can be used for a specific illumination stage.
|
---|
1225 | @remarks
|
---|
1226 | This structure is used to record categorised passes which fit into a
|
---|
1227 | number of distinct illumination phases - ambient, diffuse / specular
|
---|
1228 | (per-light) and decal (post-lighting texturing).
|
---|
1229 | An original pass may fit into one of these categories already, or it
|
---|
1230 | may require splitting into its component parts in order to be categorised
|
---|
1231 | properly.
|
---|
1232 | */
|
---|
1233 | struct IlluminationPass
|
---|
1234 | {
|
---|
1235 | IlluminationStage stage;
|
---|
1236 | /// The pass to use in this stage
|
---|
1237 | Pass* pass;
|
---|
1238 | /// Whether this pass is one which should be deleted itself
|
---|
1239 | bool destroyOnShutdown;
|
---|
1240 | /// The original pass which spawned this one
|
---|
1241 | Pass* originalPass;
|
---|
1242 | };
|
---|
1243 |
|
---|
1244 | typedef std::vector<IlluminationPass*> IlluminationPassList;
|
---|
1245 |
|
---|
1246 |
|
---|
1247 | }
|
---|
1248 |
|
---|
1249 | #endif
|
---|