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