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 __TextureUnitState_H__
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26 | #define __TextureUnitState_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreCommon.h"
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30 | #include "OgreBlendMode.h"
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31 | #include "OgreMatrix4.h"
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32 | #include "OgreIteratorWrappers.h"
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33 | #include "OgreString.h"
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34 | #include "OgreTexture.h"
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35 |
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36 | namespace Ogre {
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37 | /** Class representing the state of a single texture unit during a Pass of a
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38 | Technique, of a Material.
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39 | @remarks
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40 | Texture units are pipelines for retrieving texture data for rendering onto
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41 | your objects in the world. Using them is common to both the fixed-function and
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42 | the programmable (vertex and fragment program) pipeline, but some of the
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43 | settings will only have an effect in the fixed-function pipeline (for example,
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44 | setting a texture rotation will have no effect if you use the programmable
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45 | pipeline, because this is overridden by the fragment program). The effect
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46 | of each setting as regards the 2 pipelines is commented in each setting.
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47 | @par
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48 | When I use the term 'fixed-function pipeline' I mean traditional rendering
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49 | where you do not use vertex or fragment programs (shaders). Programmable
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50 | pipeline means that for this pass you are using vertex or fragment programs.
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51 | */
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52 | class _OgreExport TextureUnitState
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53 | {
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54 | friend class RenderSystem;
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55 | public:
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56 | /** Definition of the broad types of texture effect you can apply to a texture unit.
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57 | @note
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58 | Note that these have no effect when using the programmable pipeline, since their
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59 | effect is overridden by the vertex / fragment programs.
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60 | */
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61 | enum TextureEffectType
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62 | {
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63 | /// Generate all texture coords based on angle between camera and vertex
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64 | ET_ENVIRONMENT_MAP,
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65 | /// Generate texture coords based on a frustum
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66 | ET_PROJECTIVE_TEXTURE,
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67 | /// Constant u/v scrolling effect
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68 | ET_UVSCROLL,
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69 | /// Constant u scrolling effect
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70 | ET_USCROLL,
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71 | /// Constant u/v scrolling effect
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72 | ET_VSCROLL,
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73 | /// Constant rotation
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74 | ET_ROTATE,
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75 | /// More complex transform
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76 | ET_TRANSFORM
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77 |
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78 | };
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79 |
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80 | /** Enumeration to specify type of envmap.
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81 | @note
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82 | Note that these have no effect when using the programmable pipeline, since their
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83 | effect is overridden by the vertex / fragment programs.
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84 | */
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85 | enum EnvMapType
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86 | {
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87 | /// Envmap based on vector from camera to vertex position, good for planar geometry
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88 | ENV_PLANAR,
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89 | /// Envmap based on dot of vector from camera to vertex and vertex normal, good for curves
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90 | ENV_CURVED,
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91 | /// Envmap entended to supply reflection vectors for cube mapping
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92 | ENV_REFLECTION,
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93 | /// Envmap entended to supply normal vectors for cube mapping
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94 | ENV_NORMAL
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95 | };
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96 |
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97 | /** Useful enumeration when dealing with procedural transforms.
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98 | @note
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99 | Note that these have no effect when using the programmable pipeline, since their
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100 | effect is overridden by the vertex / fragment programs.
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101 | */
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102 | enum TextureTransformType
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103 | {
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104 | TT_TRANSLATE_U,
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105 | TT_TRANSLATE_V,
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106 | TT_SCALE_U,
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107 | TT_SCALE_V,
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108 | TT_ROTATE
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109 | };
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110 |
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111 | /** Texture addressing modes - default is TAM_WRAP.
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112 | @note
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113 | These settings are relevant in both the fixed-function and the
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114 | programmable pipeline.
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115 | */
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116 | enum TextureAddressingMode
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117 | {
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118 | /// Texture wraps at values over 1.0
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119 | TAM_WRAP,
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120 | /// Texture mirrors (flips) at joins over 1.0
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121 | TAM_MIRROR,
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122 | /// Texture clamps at 1.0
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123 | TAM_CLAMP,
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124 | /// Texture coordinates outside the range [0.0, 1.0] are set to the border colour
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125 | TAM_BORDER
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126 | };
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127 |
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128 | /** Texture addressing mode for each texture coordinate. */
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129 | struct UVWAddressingMode
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130 | {
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131 | TextureAddressingMode u, v, w;
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132 | };
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133 |
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134 | /** Enum identifying the frame indexes for faces of a cube map (not the composite 3D type.
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135 | */
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136 | enum TextureCubeFace
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137 | {
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138 | CUBE_FRONT = 0,
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139 | CUBE_BACK = 1,
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140 | CUBE_LEFT = 2,
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141 | CUBE_RIGHT = 3,
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142 | CUBE_UP = 4,
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143 | CUBE_DOWN = 5
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144 | };
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145 |
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146 | /** Internal structure defining a texture effect.
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147 | */
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148 | struct TextureEffect {
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149 | TextureEffectType type;
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150 | int subtype;
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151 | Real arg1, arg2;
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152 | WaveformType waveType;
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153 | Real base;
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154 | Real frequency;
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155 | Real phase;
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156 | Real amplitude;
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157 | Controller<Real>* controller;
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158 | const Frustum* frustum;
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159 | };
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160 |
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161 | /** Texture effects in a multimap paired array
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162 | */
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163 | typedef std::multimap<TextureEffectType, TextureEffect> EffectMap;
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164 |
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165 | /** Default constructor.
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166 | */
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167 | TextureUnitState(Pass* parent);
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168 |
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169 | TextureUnitState(Pass* parent, const TextureUnitState& oth );
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170 |
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171 | TextureUnitState & operator = ( const TextureUnitState& oth );
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172 |
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173 | /** Default destructor.
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174 | */
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175 | ~TextureUnitState();
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176 |
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177 | /** Name-based constructor.
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178 | @param
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179 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
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180 | @param
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181 | texCoordSet The index of the texture coordinate set to use.
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182 | */
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183 | TextureUnitState( Pass* parent, const String& texName, unsigned int texCoordSet = 0);
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184 |
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185 | /** Get the name of current texture image for this layer.
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186 | @remarks
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187 | This will either always be a single name for this layer,
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188 | or will be the name of the current frame for an animated
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189 | or otherwise multi-frame texture.
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190 | @note
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191 | Applies to both fixed-function and programmable pipeline.
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192 | */
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193 | const String& getTextureName(void) const;
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194 |
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195 | /** Sets this texture layer to use a single texture, given the
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196 | name of the texture to use on this layer.
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197 | @note
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198 | Applies to both fixed-function and programmable pipeline.
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199 | */
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200 | void setTextureName( const String& name, TextureType ttype = TEX_TYPE_2D, int mipmaps = -1, bool isAlpha = false);
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201 |
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202 | /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
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203 | @remarks
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204 | Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
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205 | world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
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206 | rendering a scene to a reflection map of a transparent cube and saving the output files.
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207 | @par
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208 | Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
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209 | maps to simulate reflections. The system deals with these 2 scenarios in different ways:
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210 | <ol>
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211 | <li>
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212 | <p>
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213 | for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
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214 | is then addressed using 3D texture coordinates. This is required because you don't know what
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215 | face of the box you're going to need to address when you render an object, and typically you
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216 | need to reflect more than one face on the one object, so all 6 textures are needed to be
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217 | 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
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218 | parameter set to true, and then calling setEnvironmentMap(true).
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219 | </p>
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220 | <p>
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221 | Note that not all cards support cubic environment mapping.
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222 | </p>
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223 | </li>
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224 | <li>
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225 | <p>
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226 | for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
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227 | This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
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228 | texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
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229 | texture between faces.
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230 | </p>
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231 | <p>
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232 | Skyboxes are created by calling SceneManager::setSkyBox.
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233 | </p>
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234 | </li>
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235 | </ul>
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236 | @note
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237 | Applies to both fixed-function and programmable pipeline.
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238 | @param
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239 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
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240 | of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
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241 | make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
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242 | If you can't make your texture names conform to this, use the alternative method of the same name which takes
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243 | an array of texture names instead.
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244 | @param
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245 | forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
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246 | 6 separate textures. Useful for cubic environment mapping.
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247 | */
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248 | void setCubicTextureName( const String& name, bool forUVW = false );
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249 |
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250 | /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
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251 | @remarks
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252 | Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
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253 | world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
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254 | rendering a scene to a reflection map of a transparent cube and saving the output files.
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255 | @par
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256 | Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
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257 | maps to simulate reflections. The system deals with these 2 scenarios in different ways:
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258 | <ol>
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259 | <li>
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260 | <p>
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261 | for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
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262 | is then addressed using 3D texture coordinates. This is required because you don't know what
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263 | face of the box you're going to need to address when you render an object, and typically you
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264 | need to reflect more than one face on the one object, so all 6 textures are needed to be
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265 | 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
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266 | parameter set to true, and then calling setEnvironmentMap(true).
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267 | </p>
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268 | <p>
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269 | Note that not all cards support cubic environment mapping.
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270 | </p>
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271 | </li>
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272 | <li>
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273 | <p>
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274 | for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
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275 | This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
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276 | texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
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277 | texture between faces.
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278 | </p>
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279 | <p>
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280 | Skyboxes are created by calling SceneManager::setSkyBox.
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281 | </p>
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282 | </li>
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283 | </ul>
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284 | @note
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285 | Applies to both fixed-function and programmable pipeline.
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286 | @param
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287 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
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288 | of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
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289 | make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
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290 | If you can't make your texture names conform to this, use the alternative method of the same name which takes
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291 | an array of texture names instead.
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292 | @param
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293 | forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
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294 | 6 separate textures. Useful for cubic environment mapping.
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295 | */
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296 | void setCubicTextureName( const String* const names, bool forUVW = false );
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297 |
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298 | /** Sets the names of the texture images for an animated texture.
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299 | @remarks
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300 | Animated textures are just a series of images making up the frames of the animation. All the images
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301 | must be the same size, and their names must have a frame number appended before the extension, e.g.
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302 | if you specify a name of "wall.jpg" with 3 frames, the image names must be "wall_0.jpg", "wall_1.jpg"
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303 | and "wall_2.jpg".
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304 | @par
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305 | You can change the active frame on a texture layer by calling the setCurrentFrame method.
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306 | @note
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307 | If you can't make your texture images conform to the naming standard layed out here, you
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308 | can call the alternative setAnimatedTextureName method which takes an array of names instead.
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309 | @note
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310 | Applies to both fixed-function and programmable pipeline.
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311 | @param
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312 | name The base name of the textures to use e.g. wall.jpg for frames wall_0.jpg, wall_1.jpg etc.
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313 | @param
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314 | numFrames The number of frames in the sequence.
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315 | @param
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316 | duration The length of time it takes to display the whole animation sequence, in seconds.
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317 | If 0, no automatic transition occurs.
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318 | */
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319 | void setAnimatedTextureName( const String& name, unsigned int numFrames, Real duration = 0 );
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320 |
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321 | /** Sets the names of the texture images for an animated texture.
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322 | @remarks
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323 | This an alternative method to the one where you specify a single name and let the system derive
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324 | the names of each frame, incase your images can't conform to this naming standard.
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325 | @par
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326 | Animated textures are just a series of images making up the frames of the animation. All the images
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327 | must be the same size, and you must provide their names as an array in the first parameter.
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328 | You can change the active frame on a texture layer by calling the setCurrentFrame method.
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329 | @note
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330 | If you can make your texture images conform to a naming standard of basicName_frame.ext, you
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331 | can call the alternative setAnimatedTextureName method which just takes a base name instead.
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332 | @note
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333 | Applies to both fixed-function and programmable pipeline.
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334 | @param
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335 | names Pointer to array of names of the textures to use, in frame order.
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336 | @param
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337 | numFrames The number of frames in the sequence.
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338 | @param
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339 | duration The length of time it takes to display the whole animation sequence, in seconds.
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340 | If 0, no automatic transition occurs.
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341 | */
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342 | void setAnimatedTextureName( const String* const names, unsigned int numFrames, Real duration = 0 );
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343 |
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344 | /** Returns the width and height of the texture in the given frame.
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345 | */
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346 | std::pair< uint, uint > getTextureDimensions( unsigned int frame = 0 ) const;
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347 |
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348 | /** Changes the active frame in an animated or multi-image texture.
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349 | @remarks
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350 | An animated texture (or a cubic texture where the images are not combined for 3D use) is made up of
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351 | a number of frames. This method sets the active frame.
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352 | @note
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353 | Applies to both fixed-function and programmable pipeline.
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354 | */
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355 | void setCurrentFrame( unsigned int frameNumber );
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356 |
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357 | /** Gets the active frame in an animated or multi-image texture layer.
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358 | @note
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359 | Applies to both fixed-function and programmable pipeline.
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360 | */
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361 | unsigned int getCurrentFrame(void) const;
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362 |
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363 | /** Gets the name of the texture associated with a frame number.
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364 | Throws an exception if frameNumber exceeds the number of stored frames.
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365 | @note
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366 | Applies to both fixed-function and programmable pipeline.
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367 | */
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368 | const String& getFrameTextureName(unsigned int frameNumber) const;
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369 |
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370 | /** Sets the name of the texture associated with a frame.
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371 | @param name The name of the texture
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372 | @param frameNumber The frame the texture name is to be placed in
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373 | @note
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374 | Throws an exception if frameNumber exceeds the number of stored frames.
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375 | Applies to both fixed-function and programmable pipeline.
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376 | */
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377 | void setFrameTextureName(const String& name, unsigned int frameNumber);
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378 |
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379 | /** Add a Texture name to the end of the frame container.
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380 | @param name The name of the texture
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381 | @note
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382 | Applies to both fixed-function and programmable pipeline.
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383 | */
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384 | void addFrameTextureName(const String& name);
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385 | /** deletes a specific texture frame. The texture used is not deleted but the
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386 | texture will no longer be used by the Texture Unit. An exception is raised
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387 | if the frame number exceeds the number of actual frames.
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388 | @param frameNumber The frame number of the texture to be deleted.
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389 | @note
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390 | Applies to both fixed-function and programmable pipeline.
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391 | */
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392 | void deleteFrameTextureName(const size_t frameNumber);
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393 | /** Gets the number of frames for a texture.
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394 | @note
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395 | Applies to both fixed-function and programmable pipeline.
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396 | */
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397 | unsigned int getNumFrames(void) const;
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398 |
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399 | /** Returns true if this texture unit is either a series of 6 2D textures, each
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400 | in it's own frame, or is a full 3D cube map. You can tell which by checking
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401 | getTextureType.
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402 | @note
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403 | Applies to both fixed-function and programmable pipeline.
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404 | */
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405 | bool isCubic(void) const;
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406 |
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407 | /** Returns true if this texture layer uses a composite 3D cubic texture.
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408 | @note
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409 | Applies to both fixed-function and programmable pipeline.
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410 | */
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411 | bool is3D(void) const;
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412 |
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413 | /** Returns the type of this texture.
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414 | @note
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415 | Applies to both fixed-function and programmable pipeline.
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416 | */
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417 | TextureType getTextureType(void) const;
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418 |
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419 | /** Gets the index of the set of texture co-ords this layer uses.
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420 | @note
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421 | Applies to both fixed-function and programmable pipeline.
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422 | */
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423 | unsigned int getTextureCoordSet(void) const;
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424 |
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425 | /** Sets the index of the set of texture co-ords this layer uses.
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426 | @note
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427 | Default is 0 for all layers. Only change this if you have provided multiple texture co-ords per
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428 | vertex.
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429 | @note
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430 | Applies to both fixed-function and programmable pipeline.
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431 | */
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432 | void setTextureCoordSet(unsigned int set);
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433 |
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434 | /** Sets a matrix used to transform any texture coordinates on this layer.
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435 | @remarks
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436 | Texture coordinates can be modified on a texture layer to create effects like scrolling
|
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437 | textures. A texture transform can either be applied to a layer which takes the source coordinates
|
---|
438 | from a fixed set in the geometry, or to one which generates them dynamically (e.g. environment mapping).
|
---|
439 | @par
|
---|
440 | It's obviously a bit impractical to create scrolling effects by calling this method manually since you
|
---|
441 | would have to call it every framw with a slight alteration each time, which is tedious. Instead
|
---|
442 | you can use the ControllerManager class to create a Controller object which will manage the
|
---|
443 | effect over time for you. See the ControllerManager::createTextureScroller and it's sibling methods for details.<BR>
|
---|
444 | In addition, if you want to set the individual texture transformations rather than concatenating them
|
---|
445 | yourself, use setTextureScroll, setTextureScale and setTextureRotate.
|
---|
446 | @note
|
---|
447 | Has no effect in the programmable pipeline.
|
---|
448 | */
|
---|
449 | void setTextureTransform(const Matrix4& xform);
|
---|
450 |
|
---|
451 | /** Gets the current texture transformation matrix.
|
---|
452 | @remarks
|
---|
453 | Causes a reclaculation of the matrix if any parameters have been changed via
|
---|
454 | setTextureScroll, setTextureScale and setTextureRotate.
|
---|
455 | @note
|
---|
456 | Has no effect in the programmable pipeline.
|
---|
457 | */
|
---|
458 | const Matrix4& getTextureTransform(void) const;
|
---|
459 |
|
---|
460 | /** Sets the translation offset of the texture, ie scrolls the texture.
|
---|
461 | @remarks
|
---|
462 | This method sets the translation element of the texture transformation, and is easier to use than setTextureTransform if
|
---|
463 | you are combining translation, scaling and rotation in your texture transformation. Again if you want
|
---|
464 | to animate these values you need to use a Controller
|
---|
465 | @note
|
---|
466 | Has no effect in the programmable pipeline.
|
---|
467 | @param u The amount the texture should be moved horizontally (u direction).
|
---|
468 | @param v The amount the texture should be moved vertically (v direction).
|
---|
469 | @see
|
---|
470 | ControllerManager, Controller
|
---|
471 | */
|
---|
472 | void setTextureScroll(Real u, Real v);
|
---|
473 |
|
---|
474 | /** As setTextureScroll, but sets only U value.
|
---|
475 | @note
|
---|
476 | Has no effect in the programmable pipeline.
|
---|
477 | */
|
---|
478 | void setTextureUScroll(Real value);
|
---|
479 | // get texture uscroll value
|
---|
480 | Real getTextureUScroll(void) const;
|
---|
481 |
|
---|
482 | /** As setTextureScroll, but sets only V value.
|
---|
483 | @note
|
---|
484 | Has no effect in the programmable pipeline.
|
---|
485 | */
|
---|
486 | void setTextureVScroll(Real value);
|
---|
487 | // get texture vscroll value
|
---|
488 | Real getTextureVScroll(void) const;
|
---|
489 |
|
---|
490 | /** As setTextureScale, but sets only U value.
|
---|
491 | @note
|
---|
492 | Has no effect in the programmable pipeline.
|
---|
493 | */
|
---|
494 | void setTextureUScale(Real value);
|
---|
495 | // get texture uscale value
|
---|
496 | Real getTextureUScale(void) const;
|
---|
497 |
|
---|
498 | /** As setTextureScale, but sets only V value.
|
---|
499 | @note
|
---|
500 | Has no effect in the programmable pipeline.
|
---|
501 | */
|
---|
502 | void setTextureVScale(Real value);
|
---|
503 | // get texture vscale value
|
---|
504 | Real getTextureVScale(void) const;
|
---|
505 |
|
---|
506 | /** Sets the scaling factor applied to texture coordinates.
|
---|
507 | @remarks
|
---|
508 | This method sets the scale element of the texture transformation, and is easier to use than
|
---|
509 | setTextureTransform if you are combining translation, scaling and rotation in your texture transformation. Again if you want
|
---|
510 | to animate these values you need to use a Controller (see ControllerManager and it's methods for
|
---|
511 | more information).
|
---|
512 | @note
|
---|
513 | Has no effect in the programmable pipeline.
|
---|
514 | @param
|
---|
515 | uScale The value by which the texture is to be scaled horizontally.
|
---|
516 | @param
|
---|
517 | vScale The value by which the texture is to be scaled vertically.
|
---|
518 | */
|
---|
519 | void setTextureScale(Real uScale, Real vScale);
|
---|
520 |
|
---|
521 | /** Sets the anticlockwise rotation factor applied to texture coordinates.
|
---|
522 | @remarks
|
---|
523 | This sets a fixed rotation angle - if you wish to animate this, see the
|
---|
524 | ControllerManager::createTextureRotater method.
|
---|
525 | @note
|
---|
526 | Has no effect in the programmable pipeline.
|
---|
527 | @param
|
---|
528 | angle The angle of rotation (anticlockwise).
|
---|
529 | */
|
---|
530 | void setTextureRotate(const Radian& angle);
|
---|
531 | #ifndef OGRE_FORCE_ANGLE_TYPES
|
---|
532 | inline void setTextureRotate(Real angle) {
|
---|
533 | setTextureRotate ( Degree(angle) );
|
---|
534 | }
|
---|
535 | #endif//OGRE_FORCE_ANGLE_TYPES
|
---|
536 | // get texture rotation effects angle value
|
---|
537 | const Radian& getTextureRotate(void) const;
|
---|
538 |
|
---|
539 | /** Gets the texture addressing mode for a given coordinate,
|
---|
540 | i.e. what happens at uv values above 1.0.
|
---|
541 | @note
|
---|
542 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
|
---|
543 | */
|
---|
544 | const UVWAddressingMode& getTextureAddressingMode(void) const;
|
---|
545 |
|
---|
546 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
|
---|
547 | @note
|
---|
548 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
|
---|
549 | @note This is a shortcut method which sets the addressing mode for all
|
---|
550 | coordinates at once; you can also call the more specific method
|
---|
551 | to set the addressing mode per coordinate.
|
---|
552 | @note
|
---|
553 | This applies for both the fixed-function and programmable pipelines.
|
---|
554 | */
|
---|
555 | void setTextureAddressingMode( TextureAddressingMode tam);
|
---|
556 |
|
---|
557 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
|
---|
558 | @note
|
---|
559 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
|
---|
560 | @note
|
---|
561 | This applies for both the fixed-function and programmable pipelines.
|
---|
562 | */
|
---|
563 | void setTextureAddressingMode( TextureAddressingMode u,
|
---|
564 | TextureAddressingMode v, TextureAddressingMode w);
|
---|
565 |
|
---|
566 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
|
---|
567 | @note
|
---|
568 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
|
---|
569 | @note
|
---|
570 | This applies for both the fixed-function and programmable pipelines.
|
---|
571 | */
|
---|
572 | void setTextureAddressingMode( const UVWAddressingMode& uvw);
|
---|
573 |
|
---|
574 | /** Sets the texture border colour.
|
---|
575 | @note
|
---|
576 | The default is ColourValue::Black, and this value only used when addressing mode
|
---|
577 | is TAM_BORDER.
|
---|
578 | @note
|
---|
579 | This applies for both the fixed-function and programmable pipelines.
|
---|
580 | */
|
---|
581 | void setTextureBorderColour(const ColourValue& colour);
|
---|
582 |
|
---|
583 | /** Sets the texture border colour.
|
---|
584 | @note
|
---|
585 | The default is ColourValue::Black, and this value only used when addressing mode
|
---|
586 | is TAM_BORDER.
|
---|
587 | */
|
---|
588 | const ColourValue& getTextureBorderColour(void) const;
|
---|
589 |
|
---|
590 | /** Setting advanced blending options.
|
---|
591 | @remarks
|
---|
592 | This is an extended version of the TextureUnitState::setColourOperation method which allows
|
---|
593 | extremely detailed control over the blending applied between this and earlier layers.
|
---|
594 | See the IMPORTANT note below about the issues between mulitpass and multitexturing that
|
---|
595 | using this method can create.
|
---|
596 | @par
|
---|
597 | Texture colour operations determine how the final colour of the surface appears when
|
---|
598 | rendered. Texture units are used to combine colour values from various sources (ie. the
|
---|
599 | diffuse colour of the surface from lighting calculations, combined with the colour of
|
---|
600 | the texture). This method allows you to specify the 'operation' to be used, ie. the
|
---|
601 | calculation such as adds or multiplies, and which values to use as arguments, such as
|
---|
602 | a fixed value or a value from a previous calculation.
|
---|
603 | @par
|
---|
604 | The defaults for each layer are:
|
---|
605 | <ul>
|
---|
606 | <li>op = LBX_MODULATE</li>
|
---|
607 | <li>source1 = LBS_TEXTURE</li>
|
---|
608 | <li>source2 = LBS_CURRENT</li>
|
---|
609 | </ul>
|
---|
610 | ie. each layer takes the colour results of the previous layer, and multiplies them
|
---|
611 | with the new texture being applied. Bear in mind that colours are RGB values from
|
---|
612 | 0.0 - 1.0 so multiplying them together will result in values in the same range,
|
---|
613 | 'tinted' by the multiply. Note however that a straight multiply normally has the
|
---|
614 | effect of darkening the textures - for this reason there are brightening operations
|
---|
615 | like LBO_MODULATE_X2. See the LayerBlendOperation and LayerBlendSource enumerated
|
---|
616 | types for full details.
|
---|
617 | @note
|
---|
618 | Because of the limitations on some underlying APIs (Direct3D included)
|
---|
619 | the LBS_TEXTURE argument can only be used as the first argument, not the second.
|
---|
620 | @par
|
---|
621 | The final 3 parameters are only required if you decide to pass values manually
|
---|
622 | into the operation, i.e. you want one or more of the inputs to the colour calculation
|
---|
623 | to come from a fixed value that you supply. Hence you only need to fill these in if
|
---|
624 | you supply LBS_MANUAL to the corresponding source, or use the LBX_BLEND_MANUAL
|
---|
625 | operation.
|
---|
626 | @warning
|
---|
627 | Ogre tries to use multitexturing hardware to blend texture layers
|
---|
628 | together. However, if it runs out of texturing units (e.g. 2 of a GeForce2, 4 on a
|
---|
629 | GeForce3) it has to fall back on multipass rendering, i.e. rendering the same object
|
---|
630 | multiple times with different textures. This is both less efficient and there is a smaller
|
---|
631 | range of blending operations which can be performed. For this reason, if you use this method
|
---|
632 | you MUST also call TextureUnitState::setColourOpMultipassFallback to specify which effect you
|
---|
633 | want to fall back on if sufficient hardware is not available.
|
---|
634 | @note
|
---|
635 | This has no effect in the programmable pipeline.
|
---|
636 | @param
|
---|
637 | If you wish to avoid having to do this, use the simpler TextureUnitState::setColourOperation method
|
---|
638 | which allows less flexible blending options but sets up the multipass fallback automatically,
|
---|
639 | since it only allows operations which have direct multipass equivalents.
|
---|
640 | @param
|
---|
641 | op The operation to be used, e.g. modulate (multiply), add, subtract
|
---|
642 | @param
|
---|
643 | source1 The source of the first colour to the operation e.g. texture colour
|
---|
644 | @param
|
---|
645 | source2 The source of the second colour to the operation e.g. current surface colour
|
---|
646 | @param
|
---|
647 | arg1 Manually supplied colour value (only required if source1 = LBS_MANUAL)
|
---|
648 | @param
|
---|
649 | arg2 Manually supplied colour value (only required if source2 = LBS_MANUAL)
|
---|
650 | @param
|
---|
651 | manualBlend Manually supplied 'blend' value - only required for operations
|
---|
652 | which require manual blend e.g. LBX_BLEND_MANUAL
|
---|
653 | */
|
---|
654 | void setColourOperationEx(
|
---|
655 | LayerBlendOperationEx op,
|
---|
656 | LayerBlendSource source1 = LBS_TEXTURE,
|
---|
657 | LayerBlendSource source2 = LBS_CURRENT,
|
---|
658 |
|
---|
659 | const ColourValue& arg1 = ColourValue::White,
|
---|
660 | const ColourValue& arg2 = ColourValue::White,
|
---|
661 |
|
---|
662 | Real manualBlend = 0.0);
|
---|
663 |
|
---|
664 | /** Determines how this texture layer is combined with the one below it (or the diffuse colour of
|
---|
665 | the geometry if this is layer 0).
|
---|
666 | @remarks
|
---|
667 | This method is the simplest way to blend tetxure layers, because it requires only one parameter,
|
---|
668 | gives you the most common blending types, and automatically sets up 2 blending methods: one for
|
---|
669 | if single-pass multitexturing hardware is available, and another for if it is not and the blending must
|
---|
670 | be achieved through multiple rendering passes. It is, however, quite limited and does not expose
|
---|
671 | the more flexible multitexturing operations, simply because these can't be automatically supported in
|
---|
672 | multipass fallback mode. If want to use the fancier options, use TextureUnitState::setColourOperationEx,
|
---|
673 | but you'll either have to be sure that enough multitexturing units will be available, or you should
|
---|
674 | explicitly set a fallback using TextureUnitState::setColourOpMultipassFallback.
|
---|
675 | @note
|
---|
676 | The default method is LBO_MODULATE for all layers.
|
---|
677 | @note
|
---|
678 | This option has no effect in the programmable pipeline.
|
---|
679 | @param
|
---|
680 | op One of the LayerBlendOperation enumerated blending types.
|
---|
681 | */
|
---|
682 | void setColourOperation( const LayerBlendOperation op);
|
---|
683 |
|
---|
684 | /** Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx
|
---|
685 | and not enough multitexturing hardware is available.
|
---|
686 | @remarks
|
---|
687 | Because some effects exposed using TextureUnitState::setColourOperationEx are only supported under
|
---|
688 | multitexturing hardware, if the hardware is lacking the system must fallback on multipass rendering,
|
---|
689 | which unfortunately doesn't support as many effects. This method is for you to specify the fallback
|
---|
690 | operation which most suits you.
|
---|
691 | @par
|
---|
692 | You'll notice that the interface is the same as the Material::setSceneBlending method; this is
|
---|
693 | because multipass rendering IS effectively scene blending, since each layer is rendered on top
|
---|
694 | of the last using the same mechanism as making an object transparent, it's just being rendered
|
---|
695 | in the same place repeatedly to get the multitexture effect.
|
---|
696 | @par
|
---|
697 | If you use the simpler (and hence less flexible) TextureUnitState::setColourOperation method you
|
---|
698 | don't need to call this as the system sets up the fallback for you.
|
---|
699 | @note
|
---|
700 | This option has no effect in the programmable pipeline, because there is no multipass fallback
|
---|
701 | and multitexture blending is handled by the fragment shader.
|
---|
702 | */
|
---|
703 | void setColourOpMultipassFallback( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
---|
704 |
|
---|
705 | /** Get multitexturing colour blending mode.
|
---|
706 | */
|
---|
707 | const LayerBlendModeEx& getColourBlendMode(void) const;
|
---|
708 |
|
---|
709 | /** Get multitexturing alpha blending mode.
|
---|
710 | */
|
---|
711 | const LayerBlendModeEx& getAlphaBlendMode(void) const;
|
---|
712 |
|
---|
713 | /** Get the multipass fallback for colour blending operation source factor.
|
---|
714 | */
|
---|
715 | SceneBlendFactor getColourBlendFallbackSrc(void) const;
|
---|
716 |
|
---|
717 | /** Get the multipass fallback for colour blending operation destination factor.
|
---|
718 | */
|
---|
719 | SceneBlendFactor getColourBlendFallbackDest(void) const;
|
---|
720 |
|
---|
721 | /** Sets the alpha operation to be applied to this texture.
|
---|
722 | @remarks
|
---|
723 | This works in exactly the same way as setColourOperation, except
|
---|
724 | that the effect is applied to the level of alpha (i.e. transparency)
|
---|
725 | of the texture rather than its colour. When the alpha of a texel (a pixel
|
---|
726 | on a texture) is 1.0, it is opaque, wheras it is fully transparent if the
|
---|
727 | alpha is 0.0. Please refer to the setColourOperation method for more info.
|
---|
728 | @param
|
---|
729 | op The operation to be used, e.g. modulate (multiply), add, subtract
|
---|
730 | @param
|
---|
731 | source1 The source of the first alpha value to the operation e.g. texture alpha
|
---|
732 | @param
|
---|
733 | source2 The source of the second alpha value to the operation e.g. current surface alpha
|
---|
734 | @param
|
---|
735 | arg1 Manually supplied alpha value (only required if source1 = LBS_MANUAL)
|
---|
736 | @param
|
---|
737 | arg2 Manually supplied alpha value (only required if source2 = LBS_MANUAL)
|
---|
738 | @param
|
---|
739 | manualBlend Manually supplied 'blend' value - only required for operations
|
---|
740 | which require manual blend e.g. LBX_BLEND_MANUAL
|
---|
741 | @see
|
---|
742 | setColourOperation
|
---|
743 | @note
|
---|
744 | This option has no effect in the programmable pipeline.
|
---|
745 | */
|
---|
746 | void setAlphaOperation(LayerBlendOperationEx op,
|
---|
747 | LayerBlendSource source1 = LBS_TEXTURE,
|
---|
748 | LayerBlendSource source2 = LBS_CURRENT,
|
---|
749 | Real arg1 = 1.0,
|
---|
750 | Real arg2 = 1.0,
|
---|
751 | Real manualBlend = 0.0);
|
---|
752 |
|
---|
753 | /** Generic method for setting up texture effects.
|
---|
754 | @remarks
|
---|
755 | Allows you to specify effects directly by using the TextureEffectType enumeration. The
|
---|
756 | arguments that go with it depend on the effect type. Only one effect of
|
---|
757 | each type can be applied to a texture layer.
|
---|
758 | @par
|
---|
759 | This method is used internally by Ogre but it is better generally for applications to use the
|
---|
760 | more intuitive specialised methods such as setEnvironmentMap and setScroll.
|
---|
761 | @note
|
---|
762 | This option has no effect in the programmable pipeline.
|
---|
763 | */
|
---|
764 | void addEffect(TextureEffect& effect);
|
---|
765 |
|
---|
766 | /** Turns on/off texture coordinate effect that makes this layer an environment map.
|
---|
767 | @remarks
|
---|
768 | Environment maps make an object look reflective by using the object's vertex normals relative
|
---|
769 | to the camera view to generate texture coordinates.
|
---|
770 | @par
|
---|
771 | The vectors generated can either be used to address a single 2D texture which
|
---|
772 | is a 'fish-eye' lens view of a scene, or a 3D cubic environment map which requires 6 textures
|
---|
773 | for each side of the inside of a cube. The type depends on what texture you set up - if you use the
|
---|
774 | setTextureName method then a 2D fisheye lens texture is required, whereas if you used setCubicTextureName
|
---|
775 | then a cubic environemnt map will be used.
|
---|
776 | @par
|
---|
777 | This effect works best if the object has lots of gradually changing normals. The texture also
|
---|
778 | has to be designed for this effect - see the example spheremap.png included with the sample
|
---|
779 | application for a 2D environment map; a cubic map can be generated by rendering 6 views of a
|
---|
780 | scene to each of the cube faces with orthoganal views.
|
---|
781 | @note
|
---|
782 | Enabling this disables any other texture coordinate generation effects.
|
---|
783 | However it can be combined with texture coordinate modification functions, which then operate on the
|
---|
784 | generated coordinates rather than static model texture coordinates.
|
---|
785 | @param
|
---|
786 | enable True to enable, false to disable
|
---|
787 | @param
|
---|
788 | planar If set to true, instead of being based on normals the environment effect is based on
|
---|
789 | vertex positions. This is good for planar surfaces.
|
---|
790 | @note
|
---|
791 | This option has no effect in the programmable pipeline.
|
---|
792 | */
|
---|
793 | void setEnvironmentMap(bool enable, EnvMapType envMapType = ENV_CURVED);
|
---|
794 |
|
---|
795 | /** Sets up an animated scroll for the texture layer.
|
---|
796 | @note
|
---|
797 | Useful for creating constant scrolling effects on a texture layer (for varying scrolls, see setTransformAnimation).
|
---|
798 | @param
|
---|
799 | uSpeed The number of horizontal loops per second (+ve=moving right, -ve = moving left)
|
---|
800 | @param
|
---|
801 | vSpeed The number of vertical loops per second (+ve=moving up, -ve= moving down)
|
---|
802 | @note
|
---|
803 | This option has no effect in the programmable pipeline.
|
---|
804 | */
|
---|
805 | void setScrollAnimation(Real uSpeed, Real vSpeed);
|
---|
806 |
|
---|
807 | /** Sets up an animated texture rotation for this layer.
|
---|
808 | @note
|
---|
809 | Useful for constant rotations (for varying rotations, see setTransformAnimation).
|
---|
810 | @param
|
---|
811 | speed The number of complete anticlockwise revolutions per second (use -ve for clockwise)
|
---|
812 | @note
|
---|
813 | This option has no effect in the programmable pipeline.
|
---|
814 | */
|
---|
815 | void setRotateAnimation(Real speed);
|
---|
816 |
|
---|
817 | /** Sets up a general time-relative texture modification effect.
|
---|
818 | @note
|
---|
819 | This can be called multiple times for different values of ttype, but only the latest effect
|
---|
820 | applies if called multiple time for the same ttype.
|
---|
821 | @param
|
---|
822 | ttype The type of transform, either translate (scroll), scale (stretch) or rotate (spin)
|
---|
823 | @param
|
---|
824 | waveType The shape of the wave, see WaveformType enum for details
|
---|
825 | @param
|
---|
826 | base The base value for the function (range of output = {base, base + amplitude})
|
---|
827 | @param
|
---|
828 | frequency The speed of the wave in cycles per second
|
---|
829 | @param
|
---|
830 | phase The offset of the start of the wave, e.g. 0.5 to start half-way through the wave
|
---|
831 | @param
|
---|
832 | amplitude Scales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects
|
---|
833 | @note
|
---|
834 | This option has no effect in the programmable pipeline.
|
---|
835 | */
|
---|
836 | void setTransformAnimation( const TextureTransformType ttype,
|
---|
837 | const WaveformType waveType, Real base = 0, Real frequency = 1, Real phase = 0, Real amplitude = 1 );
|
---|
838 |
|
---|
839 |
|
---|
840 | /** Enables or disables projective texturing on this texture unit.
|
---|
841 | @remarks
|
---|
842 | Projective texturing allows you to generate texture coordinates
|
---|
843 | based on a Frustum, which gives the impression that a texture is
|
---|
844 | being projected onto the surface. Note that once you have called
|
---|
845 | this method, the texture unit continues to monitor the Frustum you
|
---|
846 | passed in and the projection will change if you can alter it. It also
|
---|
847 | means that you must ensure that the Frustum object you pass a pointer
|
---|
848 | to remains in existence for as long as this TextureUnitState does.
|
---|
849 | @par
|
---|
850 | This effect cannot be combined with other texture generation effects,
|
---|
851 | such as environment mapping. It also has no effect on passes which
|
---|
852 | have a vertex program enabled - projective texturing has to be done
|
---|
853 | in the vertex program instead.
|
---|
854 | @param enabled Whether to enable / disable
|
---|
855 | @param projectionSettings The Frustum which will be used to derive the
|
---|
856 | projection parameters.
|
---|
857 | */
|
---|
858 | void setProjectiveTexturing(bool enabled, const Frustum* projectionSettings = 0);
|
---|
859 |
|
---|
860 | /** Removes all effects applied to this texture layer.
|
---|
861 | */
|
---|
862 | void removeAllEffects(void);
|
---|
863 |
|
---|
864 | /** Removes a single effect applied to this texture layer.
|
---|
865 | @note
|
---|
866 | Because you can only have 1 effect of each type (e.g. 1 texture coordinate generation) applied
|
---|
867 | to a layer, only the effect type is required.
|
---|
868 | */
|
---|
869 | void removeEffect( const TextureEffectType type );
|
---|
870 |
|
---|
871 | /** Determines if this texture layer is currently blank.
|
---|
872 | @note
|
---|
873 | This can happen if a texture fails to load or some other non-fatal error. Worth checking after
|
---|
874 | setting texture name.
|
---|
875 | */
|
---|
876 | bool isBlank(void) const;
|
---|
877 |
|
---|
878 | /** Sets this texture layer to be blank.
|
---|
879 | */
|
---|
880 | void setBlank(void);
|
---|
881 |
|
---|
882 | // get texture effects in a multimap paired array
|
---|
883 | const EffectMap& getEffects(void) const;
|
---|
884 | // get the animated-texture animation duration
|
---|
885 | Real getAnimationDuration(void) const;
|
---|
886 |
|
---|
887 | /** Set the texture filtering for this unit, using the simplified interface.
|
---|
888 | @remarks
|
---|
889 | You also have the option of specifying the minification, magnification
|
---|
890 | and mip filter individually if you want more control over filtering
|
---|
891 | options. See the alternative setTextureFiltering methods for details.
|
---|
892 | @note
|
---|
893 | This option applies in both the fixed function and the programmable pipeline.
|
---|
894 | @param filterType The high-level filter type to use.
|
---|
895 | */
|
---|
896 | void setTextureFiltering(TextureFilterOptions filterType);
|
---|
897 | /** Set a single filtering option on this texture unit.
|
---|
898 | @params ftype The filtering type to set
|
---|
899 | @params opts The filtering option to set
|
---|
900 | */
|
---|
901 | void setTextureFiltering(FilterType ftype, FilterOptions opts);
|
---|
902 | /** Set a the detailed filtering options on this texture unit.
|
---|
903 | @params minFilter The filtering to use when reducing the size of the texture.
|
---|
904 | Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC
|
---|
905 | @params magFilter The filtering to use when increasing the size of the texture
|
---|
906 | Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC
|
---|
907 | @params mipFilter The filtering to use between mip levels
|
---|
908 | Can be FO_NONE (turns off mipmapping), FO_POINT or FO_LINEAR (trilinear filtering)
|
---|
909 | */
|
---|
910 | void setTextureFiltering(FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter);
|
---|
911 | // get the texture filtering for the given type
|
---|
912 | FilterOptions getTextureFiltering(FilterType ftpye) const;
|
---|
913 |
|
---|
914 | /** Sets the anisotropy level to be used for this texture level.
|
---|
915 | @par maxAniso The maximal anisotropy level, should be between 2 and the maximum supported by hardware (1 is the default, ie. no anisotrophy).
|
---|
916 | @note
|
---|
917 | This option applies in both the fixed function and the programmable pipeline.
|
---|
918 | */
|
---|
919 | void setTextureAnisotropy(unsigned int maxAniso);
|
---|
920 | // get this layer texture anisotropy level
|
---|
921 | unsigned int getTextureAnisotropy() const;
|
---|
922 |
|
---|
923 | /// Gets the parent Pass object
|
---|
924 | Pass* getParent(void) const { return mParent; }
|
---|
925 |
|
---|
926 | /** Internal method for loading this object as part of Material::load */
|
---|
927 | void _load(void);
|
---|
928 | /** Internal method for unloading this object as part of Material::unload */
|
---|
929 | void _unload(void);
|
---|
930 | /// Returns whether this unit has texture coordinate generation that depends on the camera
|
---|
931 | bool hasViewRelativeTextureCoordinateGeneration(void);
|
---|
932 |
|
---|
933 | // Is this loaded?
|
---|
934 | bool isLoaded(void);
|
---|
935 | /** Tells the class that it needs recompilation. */
|
---|
936 | void _notifyNeedsRecompile(void);
|
---|
937 |
|
---|
938 | /** Set the name of the Texture Unit State
|
---|
939 | @remarks
|
---|
940 | The name of the Texture Unit State is optional. Its usefull in material scripts where a material could inherit
|
---|
941 | from another material and only want to modify a particalar Texture Unit State.
|
---|
942 | */
|
---|
943 | void setName(const String& name);
|
---|
944 | /// get the name of the Texture Unit State
|
---|
945 | const String& getName(void) const { return mName; }
|
---|
946 |
|
---|
947 | /** Set the alias name used for texture frame names
|
---|
948 | @param name can be any sequence of characters and does not have to be unique
|
---|
949 | */
|
---|
950 | void setTextureNameAlias(const String& name);
|
---|
951 | /** gets the Texture Name Alias of the Texture Unit.
|
---|
952 | */
|
---|
953 | const String& getTextureNameAlias(void) const { return mTextureNameAlias;}
|
---|
954 |
|
---|
955 | /** Applies texture names to Texture Unit State with matching texture name aliases.
|
---|
956 | If no matching aliases are found then the TUS state does not change.
|
---|
957 | @remarks
|
---|
958 | Cubic, 1d, 2d, and 3d textures are determined from current state of the Texture Unit.
|
---|
959 | Assumes animated frames are sequentially numbered in the name.
|
---|
960 | If matching texture aliases are found then true is returned.
|
---|
961 |
|
---|
962 | @param
|
---|
963 | aliasList is a map container of texture alias, texture name pairs
|
---|
964 | @param
|
---|
965 | apply set true to apply the texture aliases else just test to see if texture alias matches are found.
|
---|
966 | @return
|
---|
967 | True if matching texture aliases were found in the Texture Unit State.
|
---|
968 | */
|
---|
969 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true);
|
---|
970 |
|
---|
971 | /** Notify this object that its parent has changed */
|
---|
972 | void _notifyParent(Pass* parent);
|
---|
973 |
|
---|
974 | protected:
|
---|
975 | // State
|
---|
976 | /// The current animation frame.
|
---|
977 | unsigned int mCurrentFrame;
|
---|
978 |
|
---|
979 | /// Duration of animation in seconds
|
---|
980 | Real mAnimDuration;
|
---|
981 | bool mCubic; // is this a series of 6 2D textures to make up a cube?
|
---|
982 |
|
---|
983 | TextureType mTextureType;
|
---|
984 | int mTextureSrcMipmaps; // Request number of mipmaps
|
---|
985 |
|
---|
986 | unsigned int mTextureCoordSetIndex;
|
---|
987 | UVWAddressingMode mAddressMode;
|
---|
988 | ColourValue mBorderColour;
|
---|
989 |
|
---|
990 | LayerBlendModeEx colourBlendMode;
|
---|
991 | SceneBlendFactor colourBlendFallbackSrc;
|
---|
992 | SceneBlendFactor colourBlendFallbackDest;
|
---|
993 |
|
---|
994 | LayerBlendModeEx alphaBlendMode;
|
---|
995 | bool mIsBlank;
|
---|
996 | bool mIsAlpha;
|
---|
997 |
|
---|
998 | mutable bool mRecalcTexMatrix;
|
---|
999 | Real mUMod, mVMod;
|
---|
1000 | Real mUScale, mVScale;
|
---|
1001 | Radian mRotate;
|
---|
1002 | mutable Matrix4 mTexModMatrix;
|
---|
1003 |
|
---|
1004 | // Animation, will be set up as Controllers
|
---|
1005 | Real mUScrollAnim, mVScrollAnim;
|
---|
1006 | Real mRotateAnim;
|
---|
1007 |
|
---|
1008 | /// Texture filtering - minification
|
---|
1009 | FilterOptions mMinFilter;
|
---|
1010 | /// Texture filtering - magnification
|
---|
1011 | FilterOptions mMagFilter;
|
---|
1012 | /// Texture filtering - mipmapping
|
---|
1013 | FilterOptions mMipFilter;
|
---|
1014 | ///Texture anisotropy
|
---|
1015 | unsigned int mMaxAniso;
|
---|
1016 |
|
---|
1017 | bool mIsDefaultAniso;
|
---|
1018 | bool mIsDefaultFiltering;
|
---|
1019 |
|
---|
1020 |
|
---|
1021 | //-----------------------------------------------------------------------------
|
---|
1022 | // Complex members (those that can't be copied using memcpy) are at the end to
|
---|
1023 | // allow for fast copying of the basic members.
|
---|
1024 | //
|
---|
1025 | std::vector<String> mFrames;
|
---|
1026 | String mName; // optional name for the TUS
|
---|
1027 | String mTextureNameAlias; // optional alias for texture frames
|
---|
1028 | EffectMap mEffects;
|
---|
1029 | //-----------------------------------------------------------------------------
|
---|
1030 |
|
---|
1031 | //-----------------------------------------------------------------------------
|
---|
1032 | // Pointer members (those that can't be copied using memcpy), and MUST
|
---|
1033 | // preserving even if assign from others
|
---|
1034 | //
|
---|
1035 | Pass* mParent;
|
---|
1036 | Controller<Real>* mAnimController;
|
---|
1037 | //-----------------------------------------------------------------------------
|
---|
1038 |
|
---|
1039 |
|
---|
1040 | /** Internal method for calculating texture matrix.
|
---|
1041 | */
|
---|
1042 | void recalcTextureMatrix(void) const;
|
---|
1043 |
|
---|
1044 | /** Internal method for creating animation controller.
|
---|
1045 | */
|
---|
1046 | void createAnimController(void);
|
---|
1047 |
|
---|
1048 | /** Internal method for creating texture effect controller.
|
---|
1049 | */
|
---|
1050 | void createEffectController(TextureEffect& effect);
|
---|
1051 |
|
---|
1052 | #ifdef GAMETOOLS_ILLUMINATION_MODULE
|
---|
1053 | bool isVT;
|
---|
1054 | public:
|
---|
1055 | void setVertexTexture(bool vertexTexture){isVT = vertexTexture;}
|
---|
1056 | bool isVertexTexture(){return isVT;}
|
---|
1057 | #endif
|
---|
1058 | };
|
---|
1059 |
|
---|
1060 |
|
---|
1061 | }
|
---|
1062 |
|
---|
1063 | #endif
|
---|