source: OGRE/trunk/ogrenew/OgreMain/include/OgreTechnique.h @ 657

Revision 657, 19.1 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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