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