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