/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreStableHeaders.h" #include "OgreMaterial.h" #include "OgreSceneManagerEnumerator.h" #include "OgreMaterialManager.h" #include "OgreIteratorWrappers.h" #include "OgreTechnique.h" #include "OgreLogManager.h" #include "OgreException.h" #include "OgreStringConverter.h" namespace Ogre { //----------------------------------------------------------------------- Material::Material(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader) :Resource(creator, name, handle, group, isManual, loader), mReceiveShadows(true), mTransparencyCastsShadows(false), mCompilationRequired(true) { // Override isManual, not applicable for Material (we always want to call loadImpl) if(isManual) { mIsManual = false; LogManager::getSingleton().logMessage("Material " + name + " was requested with isManual=true, but this is not applicable " "for materials; the flag has been reset to false"); } mLodDistances.push_back(0.0f); applyDefaults(); /* For consistency with StringInterface, but we don't add any parameters here That's because the Resource implementation of StringInterface is to list all the options that need to be set before loading, of which we have none as such. Full details can be set through scripts. */ createParamDictionary("Material"); } //----------------------------------------------------------------------- Material::~Material() { removeAllTechniques(); // have to call this here reather than in Resource destructor // since calling virtual methods in base destructors causes crash unload(); } //----------------------------------------------------------------------- Material& Material::operator=(const Material& rhs) { mName = rhs.mName; mGroup = rhs.mGroup; mCreator = rhs.mCreator; mIsManual = rhs.mIsManual; mLoader = rhs.mLoader; mHandle = rhs.mHandle; mSize = rhs.mSize; mReceiveShadows = rhs.mReceiveShadows; mTransparencyCastsShadows = rhs.mTransparencyCastsShadows; mIsLoaded = rhs.mIsLoaded; // Copy Techniques this->removeAllTechniques(); Techniques::const_iterator i, iend; iend = rhs.mTechniques.end(); for(i = rhs.mTechniques.begin(); i != iend; ++i) { Technique* t = this->createTechnique(); *t = *(*i); if ((*i)->isSupported()) { mSupportedTechniques.push_back(t); // NB this won't insert if the index is already there, which is what we want mBestTechniqueList.insert( BestTechniqueList::value_type(t->getLodIndex(), t)); } } // Fixup the best technique list guarantees no gaps inside fixupBestTechniqueList(); // Also copy LOD information mLodDistances = rhs.mLodDistances; mCompilationRequired = rhs.mCompilationRequired; // illumination passes are not compiled right away so // mIsLoaded state should still be the same as the original material assert(mIsLoaded == rhs.mIsLoaded); return *this; } //----------------------------------------------------------------------- void Material::loadImpl(void) { // compile if required if (mCompilationRequired) compile(); // Load all supported techniques Techniques::iterator i, iend; iend = mSupportedTechniques.end(); for (i = mSupportedTechniques.begin(); i != iend; ++i) { (*i)->_load(); } } //----------------------------------------------------------------------- void Material::unloadImpl(void) { // Unload all supported techniques Techniques::iterator i, iend; iend = mSupportedTechniques.end(); for (i = mSupportedTechniques.begin(); i != iend; ++i) { (*i)->_unload(); } } //----------------------------------------------------------------------- MaterialPtr Material::clone(const String& newName, bool changeGroup, const String& newGroup) const { MaterialPtr newMat; if (changeGroup) { newMat = MaterialManager::getSingleton().create(newName, newGroup); } else { newMat = MaterialManager::getSingleton().create(newName, mGroup); } // Keep handle (see below, copy overrides everything) ResourceHandle newHandle = newMat->getHandle(); // Assign values from this *newMat = *this; // Restore new group if required, will have been overridden by operator if (changeGroup) { newMat->mGroup = newGroup; } // Correct the name & handle, they get copied too newMat->mName = newName; newMat->mHandle = newHandle; return newMat; } //----------------------------------------------------------------------- void Material::copyDetailsTo(MaterialPtr& mat) const { // Keep handle (see below, copy overrides everything) ResourceHandle savedHandle = mat->mHandle; String savedName = mat->mName; String savedGroup = mat->mGroup; ManualResourceLoader* savedLoader = mat->mLoader; bool savedManual = mat->mIsManual; // Assign values from this *mat = *this; // Correct the name & handle, they get copied too mat->mName = savedName; mat->mHandle = savedHandle; mat->mGroup = savedGroup; mat->mIsManual = savedManual; mat->mLoader = savedLoader; } //----------------------------------------------------------------------- void Material::applyDefaults(void) { MaterialPtr defaults = MaterialManager::getSingleton().getDefaultSettings(); if (!defaults.isNull()) { // save name & handle String savedName = mName; String savedGroup = mGroup; ResourceHandle savedHandle = mHandle; ManualResourceLoader *savedLoader = mLoader; bool savedManual = mIsManual; *this = *defaults; // restore name & handle mName = savedName; mHandle = savedHandle; mGroup = savedGroup; mLoader = savedLoader; mIsManual = savedManual; } mCompilationRequired = true; } //----------------------------------------------------------------------- Technique* Material::createTechnique(void) { Technique *t = new Technique(this); mTechniques.push_back(t); mCompilationRequired = true; return t; } //----------------------------------------------------------------------- Technique* Material::getTechnique(unsigned short index) { assert (index < mTechniques.size() && "Index out of bounds."); return mTechniques[index]; } //----------------------------------------------------------------------- unsigned short Material::getNumTechniques(void) const { return static_cast(mTechniques.size()); } //----------------------------------------------------------------------- Technique* Material::getSupportedTechnique(unsigned short index) { assert (index < mSupportedTechniques.size() && "Index out of bounds."); return mSupportedTechniques[index]; } //----------------------------------------------------------------------- unsigned short Material::getNumSupportedTechniques(void) const { return static_cast(mSupportedTechniques.size()); } //----------------------------------------------------------------------------- Technique* Material::getBestTechnique(unsigned short lodIndex) { if (mSupportedTechniques.empty()) { return NULL; } else { BestTechniqueList::iterator i = mBestTechniqueList.find(lodIndex); if (i == mBestTechniqueList.end()) { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Lod index " + StringConverter::toString(lodIndex) + " not found for material " + mName, "Material::getBestTechnique"); } return i->second; } } //----------------------------------------------------------------------- void Material::removeTechnique(unsigned short index) { assert (index < mTechniques.size() && "Index out of bounds."); Techniques::iterator i = mTechniques.begin() + index; delete(*i); mTechniques.erase(i); mSupportedTechniques.clear(); mBestTechniqueList.clear(); mCompilationRequired = true; } //----------------------------------------------------------------------- void Material::removeAllTechniques(void) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { delete(*i); } mTechniques.clear(); mSupportedTechniques.clear(); mBestTechniqueList.clear(); mCompilationRequired = true; } //----------------------------------------------------------------------- Material::TechniqueIterator Material::getTechniqueIterator(void) { return TechniqueIterator(mTechniques.begin(), mTechniques.end()); } //----------------------------------------------------------------------- Material::TechniqueIterator Material::getSupportedTechniqueIterator(void) { return TechniqueIterator(mSupportedTechniques.begin(), mSupportedTechniques.end()); } //----------------------------------------------------------------------- bool Material::isTransparent(void) const { // Check each technique Techniques::const_iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { if ( (*i)->isTransparent() ) return true; } return false; } //----------------------------------------------------------------------- void Material::compile(bool autoManageTextureUnits) { // Compile each technique, then add it to the list of supported techniques mSupportedTechniques.clear(); mBestTechniqueList.clear(); Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->_compile(autoManageTextureUnits); if ( (*i)->isSupported() ) { mSupportedTechniques.push_back(*i); // NB this won't insert if the index is already there, which is what we want mBestTechniqueList.insert( BestTechniqueList::value_type((*i)->getLodIndex(), *i)); } } // Fixup the best technique list guarantees no gaps inside fixupBestTechniqueList(); mCompilationRequired = false; // Did we find any? if (mSupportedTechniques.empty()) { LogManager::getSingleton().logMessage( "Warning: material " + mName + " has no supportable Techniques on this " "hardware, it will be rendered blank."); } } //----------------------------------------------------------------------- void Material::fixupBestTechniqueList(void) { BestTechniqueList::iterator bi, biend; biend = mBestTechniqueList.end(); unsigned short lastIndex = 0; Technique* lastTechnique = 0; for (bi = mBestTechniqueList.begin(); bi != biend; ++bi) { if (lastIndex < bi->first) { if (!lastTechnique) // hmm, index 0 is missing, use the first one we have lastTechnique = bi->second; do { mBestTechniqueList.insert(BestTechniqueList::value_type(lastIndex, lastTechnique)); } while (++lastIndex < bi->first); } ++lastIndex; lastTechnique = bi->second; } } //----------------------------------------------------------------------- void Material::setAmbient(Real red, Real green, Real blue) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setAmbient(red, green, blue); } } //----------------------------------------------------------------------- void Material::setAmbient(const ColourValue& ambient) { setAmbient(ambient.r, ambient.g, ambient.b); } //----------------------------------------------------------------------- void Material::setDiffuse(Real red, Real green, Real blue, Real alpha) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setDiffuse(red, green, blue, alpha); } } //----------------------------------------------------------------------- void Material::setDiffuse(const ColourValue& diffuse) { setDiffuse(diffuse.r, diffuse.g, diffuse.b, diffuse.a); } //----------------------------------------------------------------------- void Material::setSpecular(Real red, Real green, Real blue, Real alpha) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setSpecular(red, green, blue, alpha); } } //----------------------------------------------------------------------- void Material::setSpecular(const ColourValue& specular) { setSpecular(specular.r, specular.g, specular.b, specular.a); } //----------------------------------------------------------------------- void Material::setShininess(Real val) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setShininess(val); } } //----------------------------------------------------------------------- void Material::setSelfIllumination(Real red, Real green, Real blue) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setSelfIllumination(red, green, blue); } } //----------------------------------------------------------------------- void Material::setSelfIllumination(const ColourValue& selfIllum) { setSelfIllumination(selfIllum.r, selfIllum.g, selfIllum.b); } //----------------------------------------------------------------------- void Material::setDepthCheckEnabled(bool enabled) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setDepthCheckEnabled(enabled); } } //----------------------------------------------------------------------- void Material::setDepthWriteEnabled(bool enabled) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setDepthWriteEnabled(enabled); } } //----------------------------------------------------------------------- void Material::setDepthFunction( CompareFunction func ) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setDepthFunction(func); } } //----------------------------------------------------------------------- void Material::setColourWriteEnabled(bool enabled) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setColourWriteEnabled(enabled); } } //----------------------------------------------------------------------- void Material::setCullingMode( CullingMode mode ) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setCullingMode(mode); } } //----------------------------------------------------------------------- void Material::setManualCullingMode( ManualCullingMode mode ) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setManualCullingMode(mode); } } //----------------------------------------------------------------------- void Material::setLightingEnabled(bool enabled) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setLightingEnabled(enabled); } } //----------------------------------------------------------------------- void Material::setShadingMode( ShadeOptions mode ) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setShadingMode(mode); } } //----------------------------------------------------------------------- void Material::setFog(bool overrideScene, FogMode mode, const ColourValue& colour, Real expDensity, Real linearStart, Real linearEnd) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setFog(overrideScene, mode, colour, expDensity, linearStart, linearEnd); } } //----------------------------------------------------------------------- void Material::setDepthBias(ushort bias) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setDepthBias(bias); } } //----------------------------------------------------------------------- void Material::setTextureFiltering(TextureFilterOptions filterType) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setTextureFiltering(filterType); } } // -------------------------------------------------------------------- void Material::setTextureAnisotropy(int maxAniso) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setTextureAnisotropy(maxAniso); } } // -------------------------------------------------------------------- void Material::setSceneBlending( const SceneBlendType sbt ) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setSceneBlending(sbt); } } // -------------------------------------------------------------------- void Material::setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor) { Techniques::iterator i, iend; iend = mTechniques.end(); for (i = mTechniques.begin(); i != iend; ++i) { (*i)->setSceneBlending(sourceFactor, destFactor); } } // -------------------------------------------------------------------- void Material::_notifyNeedsRecompile(void) { mCompilationRequired = true; // Also need to unload to ensure we loaded any new items unload(); } // -------------------------------------------------------------------- void Material::setLodLevels(const LodDistanceList& lodDistances) { // Square the distances for the internal list LodDistanceList::const_iterator i, iend; iend = lodDistances.end(); // First, clear and add single zero entry mLodDistances.clear(); mLodDistances.push_back(0.0f); for (i = lodDistances.begin(); i != iend; ++i) { mLodDistances.push_back((*i) * (*i)); } } // -------------------------------------------------------------------- unsigned short Material::getLodIndex(Real d) const { return getLodIndexSquaredDepth(d * d); } // -------------------------------------------------------------------- unsigned short Material::getLodIndexSquaredDepth(Real squaredDistance) const { LodDistanceList::const_iterator i, iend; iend = mLodDistances.end(); unsigned short index = 0; for (i = mLodDistances.begin(); i != iend; ++i, ++index) { if (*i > squaredDistance) { return index - 1; } } // If we fall all the way through, use the highest value return static_cast(mLodDistances.size() - 1); } // -------------------------------------------------------------------- Material::LodDistanceIterator Material::getLodDistanceIterator(void) const { return LodDistanceIterator(mLodDistances.begin(), mLodDistances.end()); } }