ruby-ogre 0.0.5-x86-linux → 0.1.0-x86-linux

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Files changed (1620) hide show
  1. data/README.md +27 -17
  2. data/Rakefile +80 -248
  3. data/lib/{version.rb → ruby-ogre/version.rb} +1 -1
  4. data/ruby-ogre-push.gemspec +30 -0
  5. metadata +23 -1623
  6. data/INSTALL.md +0 -24
  7. data/bindings/ogre/interface/AnyVALUE.h +0 -21
  8. data/bindings/ogre/interface/GLX/OgreConfigDialogImp.i +0 -8
  9. data/bindings/ogre/interface/GLX/OgreErrorDialogImp.i +0 -8
  10. data/bindings/ogre/interface/GLX/OgreTimerImp.i +0 -8
  11. data/bindings/ogre/interface/Ogre.i +0 -8
  12. data/bindings/ogre/interface/OgreAlignedAllocator.i +0 -10
  13. data/bindings/ogre/interface/OgreAnimable.i +0 -6
  14. data/bindings/ogre/interface/OgreAnimation.i +0 -8
  15. data/bindings/ogre/interface/OgreAnimationBlender.i +0 -8
  16. data/bindings/ogre/interface/OgreAnimationState.i +0 -31
  17. data/bindings/ogre/interface/OgreAnimationTrack.i +0 -6
  18. data/bindings/ogre/interface/OgreAny.i +0 -381
  19. data/bindings/ogre/interface/OgreArchive.i +0 -6
  20. data/bindings/ogre/interface/OgreArchiveFactory.i +0 -10
  21. data/bindings/ogre/interface/OgreArchiveManager.i +0 -8
  22. data/bindings/ogre/interface/OgreAtomicWrappers.i +0 -8
  23. data/bindings/ogre/interface/OgreAutoParamDataSource.i +0 -8
  24. data/bindings/ogre/interface/OgreAxisAlignedBox.i +0 -6
  25. data/bindings/ogre/interface/OgreBillboard.i +0 -8
  26. data/bindings/ogre/interface/OgreBillboardChain.i +0 -8
  27. data/bindings/ogre/interface/OgreBillboardParticleRenderer.i +0 -8
  28. data/bindings/ogre/interface/OgreBillboardSet.i +0 -8
  29. data/bindings/ogre/interface/OgreBitwise.i +0 -10
  30. data/bindings/ogre/interface/OgreBlendMode.i +0 -6
  31. data/bindings/ogre/interface/OgreBone.i +0 -8
  32. data/bindings/ogre/interface/OgreBorderPanelOverlayElement.i +0 -14
  33. data/bindings/ogre/interface/OgreBuildSettings.i +0 -8
  34. data/bindings/ogre/interface/OgreCamera.i +0 -6
  35. data/bindings/ogre/interface/OgreCodec.i +0 -8
  36. data/bindings/ogre/interface/OgreColourValue.i +0 -6
  37. data/bindings/ogre/interface/OgreCommon.i +0 -12
  38. data/bindings/ogre/interface/OgreCompositionPass.i +0 -8
  39. data/bindings/ogre/interface/OgreCompositionTargetPass.i +0 -8
  40. data/bindings/ogre/interface/OgreCompositionTechnique.i +0 -13
  41. data/bindings/ogre/interface/OgreCompositor.i +0 -8
  42. data/bindings/ogre/interface/OgreCompositorChain.i +0 -8
  43. data/bindings/ogre/interface/OgreCompositorInstance.i +0 -8
  44. data/bindings/ogre/interface/OgreCompositorLogic.i +0 -8
  45. data/bindings/ogre/interface/OgreCompositorManager.i +0 -8
  46. data/bindings/ogre/interface/OgreConfig.i +0 -8
  47. data/bindings/ogre/interface/OgreConfigDialog.i +0 -8
  48. data/bindings/ogre/interface/OgreConfigFile.i +0 -88
  49. data/bindings/ogre/interface/OgreConfigOptionMap.i +0 -6
  50. data/bindings/ogre/interface/OgreController.i +0 -8
  51. data/bindings/ogre/interface/OgreControllerManager.i +0 -8
  52. data/bindings/ogre/interface/OgreConvexBody.i +0 -8
  53. data/bindings/ogre/interface/OgreCustomCompositionPass.i +0 -8
  54. data/bindings/ogre/interface/OgreDDSCodec.i +0 -8
  55. data/bindings/ogre/interface/OgreDataStream.i +0 -6
  56. data/bindings/ogre/interface/OgreDefaultHardwareBufferManager.i +0 -8
  57. data/bindings/ogre/interface/OgreDeflate.i +0 -8
  58. data/bindings/ogre/interface/OgreDepthBuffer.i +0 -8
  59. data/bindings/ogre/interface/OgreDistanceLodStrategy.i +0 -8
  60. data/bindings/ogre/interface/OgreDualQuaternion.i +0 -8
  61. data/bindings/ogre/interface/OgreDynLib.i +0 -8
  62. data/bindings/ogre/interface/OgreDynLibManager.i +0 -8
  63. data/bindings/ogre/interface/OgreEdgeListBuilder.i +0 -8
  64. data/bindings/ogre/interface/OgreEntity.i +0 -6
  65. data/bindings/ogre/interface/OgreErrorDialog.i +0 -8
  66. data/bindings/ogre/interface/OgreException.i +0 -8
  67. data/bindings/ogre/interface/OgreExternalTextureSource.i +0 -8
  68. data/bindings/ogre/interface/OgreExternalTextureSourceManager.i +0 -8
  69. data/bindings/ogre/interface/OgreFactoryObj.i +0 -8
  70. data/bindings/ogre/interface/OgreFileSystem.i +0 -8
  71. data/bindings/ogre/interface/OgreFont.i +0 -8
  72. data/bindings/ogre/interface/OgreFontManager.i +0 -8
  73. data/bindings/ogre/interface/OgreFrameListener.i +0 -9
  74. data/bindings/ogre/interface/OgreFreeImageCodec.i +0 -8
  75. data/bindings/ogre/interface/OgreFrustum.i +0 -6
  76. data/bindings/ogre/interface/OgreGpuProgram.i +0 -6
  77. data/bindings/ogre/interface/OgreGpuProgramManager.i +0 -8
  78. data/bindings/ogre/interface/OgreGpuProgramParams.i +0 -13
  79. data/bindings/ogre/interface/OgreGpuProgramUsage.i +0 -8
  80. data/bindings/ogre/interface/OgreHardwareBuffer.i +0 -6
  81. data/bindings/ogre/interface/OgreHardwareBufferManager.i +0 -8
  82. data/bindings/ogre/interface/OgreHardwareIndexBuffer.i +0 -6
  83. data/bindings/ogre/interface/OgreHardwareOcclusionQuery.i +0 -8
  84. data/bindings/ogre/interface/OgreHardwarePixelBuffer.i +0 -6
  85. data/bindings/ogre/interface/OgreHardwareVertexBuffer.i +0 -6
  86. data/bindings/ogre/interface/OgreHeaderPrefix.i +0 -8
  87. data/bindings/ogre/interface/OgreHeaderSuffix.i +0 -8
  88. data/bindings/ogre/interface/OgreHighLevelGpuProgram.i +0 -8
  89. data/bindings/ogre/interface/OgreHighLevelGpuProgramManager.i +0 -8
  90. data/bindings/ogre/interface/OgreImage.i +0 -6
  91. data/bindings/ogre/interface/OgreImageCodec.i +0 -8
  92. data/bindings/ogre/interface/OgreInstanceBatch.i +0 -8
  93. data/bindings/ogre/interface/OgreInstanceBatchHW.i +0 -8
  94. data/bindings/ogre/interface/OgreInstanceBatchHW_VTF.i +0 -8
  95. data/bindings/ogre/interface/OgreInstanceBatchShader.i +0 -8
  96. data/bindings/ogre/interface/OgreInstanceBatchVTF.i +0 -8
  97. data/bindings/ogre/interface/OgreInstanceManager.i +0 -8
  98. data/bindings/ogre/interface/OgreInstancedEntity.i +0 -8
  99. data/bindings/ogre/interface/OgreInstancedGeometry.i +0 -9
  100. data/bindings/ogre/interface/OgreIteratorRange.i +0 -8
  101. data/bindings/ogre/interface/OgreIteratorWrapper.i +0 -6
  102. data/bindings/ogre/interface/OgreIteratorWrappers.i +0 -8
  103. data/bindings/ogre/interface/OgreKeyFrame.i +0 -13
  104. data/bindings/ogre/interface/OgreLight.i +0 -6
  105. data/bindings/ogre/interface/OgreLodListener.i +0 -8
  106. data/bindings/ogre/interface/OgreLodStrategy.i +0 -8
  107. data/bindings/ogre/interface/OgreLodStrategyManager.i +0 -10
  108. data/bindings/ogre/interface/OgreLog.i +0 -11
  109. data/bindings/ogre/interface/OgreLogManager.i +0 -8
  110. data/bindings/ogre/interface/OgreManualObject.i +0 -8
  111. data/bindings/ogre/interface/OgreMaterial.i +0 -17
  112. data/bindings/ogre/interface/OgreMaterialManager.i +0 -6
  113. data/bindings/ogre/interface/OgreMaterialSerializer.i +0 -8
  114. data/bindings/ogre/interface/OgreMath.i +0 -5
  115. data/bindings/ogre/interface/OgreMatrix3.i +0 -8
  116. data/bindings/ogre/interface/OgreMatrix4.i +0 -6
  117. data/bindings/ogre/interface/OgreMemoryAllocatedObject.i +0 -8
  118. data/bindings/ogre/interface/OgreMemoryAllocatorConfig.i +0 -7
  119. data/bindings/ogre/interface/OgreMemoryNedAlloc.i +0 -8
  120. data/bindings/ogre/interface/OgreMemoryNedPooling.i +0 -6
  121. data/bindings/ogre/interface/OgreMemorySTLAllocator.i +0 -5
  122. data/bindings/ogre/interface/OgreMemoryStdAlloc.i +0 -8
  123. data/bindings/ogre/interface/OgreMemoryTracker.i +0 -8
  124. data/bindings/ogre/interface/OgreMesh.i +0 -11
  125. data/bindings/ogre/interface/OgreMeshFileFormat.i +0 -8
  126. data/bindings/ogre/interface/OgreMeshManager.i +0 -6
  127. data/bindings/ogre/interface/OgreMeshSerializer.i +0 -8
  128. data/bindings/ogre/interface/OgreMeshSerializerImpl.i +0 -8
  129. data/bindings/ogre/interface/OgreMovableObject.i +0 -12
  130. data/bindings/ogre/interface/OgreMovablePlane.i +0 -8
  131. data/bindings/ogre/interface/OgreNode.i +0 -8
  132. data/bindings/ogre/interface/OgreNumerics.i +0 -8
  133. data/bindings/ogre/interface/OgreOptimisedUtil.i +0 -8
  134. data/bindings/ogre/interface/OgreOverlay.i +0 -6
  135. data/bindings/ogre/interface/OgreOverlayContainer.i +0 -37
  136. data/bindings/ogre/interface/OgreOverlayElement.i +0 -6
  137. data/bindings/ogre/interface/OgreOverlayElementCommands.i +0 -8
  138. data/bindings/ogre/interface/OgreOverlayElementFactory.i +0 -8
  139. data/bindings/ogre/interface/OgreOverlayManager.i +0 -20
  140. data/bindings/ogre/interface/OgrePanelOverlayElement.i +0 -14
  141. data/bindings/ogre/interface/OgreParticle.i +0 -8
  142. data/bindings/ogre/interface/OgreParticleAffector.i +0 -8
  143. data/bindings/ogre/interface/OgreParticleAffectorFactory.i +0 -8
  144. data/bindings/ogre/interface/OgreParticleEmitter.i +0 -8
  145. data/bindings/ogre/interface/OgreParticleEmitterCommands.i +0 -8
  146. data/bindings/ogre/interface/OgreParticleEmitterFactory.i +0 -8
  147. data/bindings/ogre/interface/OgreParticleIterator.i +0 -8
  148. data/bindings/ogre/interface/OgreParticleScriptCompiler.i +0 -8
  149. data/bindings/ogre/interface/OgreParticleSystem.i +0 -8
  150. data/bindings/ogre/interface/OgreParticleSystemManager.i +0 -8
  151. data/bindings/ogre/interface/OgreParticleSystemRenderer.i +0 -10
  152. data/bindings/ogre/interface/OgrePass.i +0 -6
  153. data/bindings/ogre/interface/OgrePatchMesh.i +0 -6
  154. data/bindings/ogre/interface/OgrePatchSurface.i +0 -6
  155. data/bindings/ogre/interface/OgrePixelCountLodStrategy.i +0 -8
  156. data/bindings/ogre/interface/OgrePixelFormat.i +0 -6
  157. data/bindings/ogre/interface/OgrePlane.i +0 -6
  158. data/bindings/ogre/interface/OgrePlaneBoundedVolume.i +0 -6
  159. data/bindings/ogre/interface/OgrePlatform.i +0 -6
  160. data/bindings/ogre/interface/OgrePlatformInformation.i +0 -8
  161. data/bindings/ogre/interface/OgrePlugin.i +0 -8
  162. data/bindings/ogre/interface/OgrePolygon.i +0 -8
  163. data/bindings/ogre/interface/OgrePose.i +0 -6
  164. data/bindings/ogre/interface/OgrePredefinedControllers.i +0 -8
  165. data/bindings/ogre/interface/OgrePrefabFactory.i +0 -8
  166. data/bindings/ogre/interface/OgrePrerequisites.i +0 -11
  167. data/bindings/ogre/interface/OgreProfiler.i +0 -8
  168. data/bindings/ogre/interface/OgreProgressiveMesh.i +0 -8
  169. data/bindings/ogre/interface/OgreQuaternion.i +0 -6
  170. data/bindings/ogre/interface/OgreRadixSort.i +0 -8
  171. data/bindings/ogre/interface/OgreRay.i +0 -8
  172. data/bindings/ogre/interface/OgreRectangle.i +0 -6
  173. data/bindings/ogre/interface/OgreRectangle2D.i +0 -6
  174. data/bindings/ogre/interface/OgreRenderObjectListener.i +0 -10
  175. data/bindings/ogre/interface/OgreRenderOperation.i +0 -8
  176. data/bindings/ogre/interface/OgreRenderQueue.i +0 -6
  177. data/bindings/ogre/interface/OgreRenderQueueInvocation.i +0 -8
  178. data/bindings/ogre/interface/OgreRenderQueueListener.i +0 -10
  179. data/bindings/ogre/interface/OgreRenderQueueSortingGrouping.i +0 -11
  180. data/bindings/ogre/interface/OgreRenderSystem.i +0 -23
  181. data/bindings/ogre/interface/OgreRenderSystemCapabilities.i +0 -6
  182. data/bindings/ogre/interface/OgreRenderSystemCapabilitiesManager.i +0 -8
  183. data/bindings/ogre/interface/OgreRenderSystemCapabilitiesSerializer.i +0 -8
  184. data/bindings/ogre/interface/OgreRenderTarget.i +0 -6
  185. data/bindings/ogre/interface/OgreRenderTargetListener.i +0 -10
  186. data/bindings/ogre/interface/OgreRenderTexture.i +0 -8
  187. data/bindings/ogre/interface/OgreRenderToVertexBuffer.i +0 -8
  188. data/bindings/ogre/interface/OgreRenderWindow.i +0 -6
  189. data/bindings/ogre/interface/OgreRenderable.i +0 -6
  190. data/bindings/ogre/interface/OgreResource.i +0 -9
  191. data/bindings/ogre/interface/OgreResourceBackgroundQueue.i +0 -8
  192. data/bindings/ogre/interface/OgreResourceGroupManager.i +0 -20
  193. data/bindings/ogre/interface/OgreResourceManager.i +0 -30
  194. data/bindings/ogre/interface/OgreRibbonTrail.i +0 -17
  195. data/bindings/ogre/interface/OgreRoot.i +0 -44
  196. data/bindings/ogre/interface/OgreRotationalSpline.i +0 -8
  197. data/bindings/ogre/interface/OgreSceneManager.i +0 -59
  198. data/bindings/ogre/interface/OgreSceneManagerEnumerator.i +0 -11
  199. data/bindings/ogre/interface/OgreSceneNode.i +0 -9
  200. data/bindings/ogre/interface/OgreSceneQuery.i +0 -6
  201. data/bindings/ogre/interface/OgreScriptCompiler.i +0 -11
  202. data/bindings/ogre/interface/OgreScriptLexer.i +0 -8
  203. data/bindings/ogre/interface/OgreScriptLoader.i +0 -8
  204. data/bindings/ogre/interface/OgreScriptParser.i +0 -8
  205. data/bindings/ogre/interface/OgreScriptTranslator.i +0 -8
  206. data/bindings/ogre/interface/OgreSearchOps.i +0 -8
  207. data/bindings/ogre/interface/OgreSerializer.i +0 -6
  208. data/bindings/ogre/interface/OgreShadowCameraSetup.i +0 -6
  209. data/bindings/ogre/interface/OgreShadowCameraSetupFocused.i +0 -8
  210. data/bindings/ogre/interface/OgreShadowCameraSetupLiSPSM.i +0 -8
  211. data/bindings/ogre/interface/OgreShadowCameraSetupPSSM.i +0 -8
  212. data/bindings/ogre/interface/OgreShadowCameraSetupPlaneOptimal.i +0 -8
  213. data/bindings/ogre/interface/OgreShadowCaster.i +0 -8
  214. data/bindings/ogre/interface/OgreShadowTextureManager.i +0 -6
  215. data/bindings/ogre/interface/OgreShadowVolumeExtrudeProgram.i +0 -8
  216. data/bindings/ogre/interface/OgreSharedPtr.i +0 -6
  217. data/bindings/ogre/interface/OgreSimpleRenderable.i +0 -6
  218. data/bindings/ogre/interface/OgreSimpleSpline.i +0 -8
  219. data/bindings/ogre/interface/OgreSingleton.i +0 -8
  220. data/bindings/ogre/interface/OgreSkeleton.i +0 -6
  221. data/bindings/ogre/interface/OgreSkeletonFileFormat.i +0 -8
  222. data/bindings/ogre/interface/OgreSkeletonInstance.i +0 -6
  223. data/bindings/ogre/interface/OgreSkeletonManager.i +0 -8
  224. data/bindings/ogre/interface/OgreSkeletonSerializer.i +0 -8
  225. data/bindings/ogre/interface/OgreSmallVector.i +0 -8
  226. data/bindings/ogre/interface/OgreSphere.i +0 -8
  227. data/bindings/ogre/interface/OgreSpotShadowFadePng.i +0 -8
  228. data/bindings/ogre/interface/OgreStableHeaders.i +0 -8
  229. data/bindings/ogre/interface/OgreStaticFaceGroup.i +0 -8
  230. data/bindings/ogre/interface/OgreStaticGeometry.i +0 -13
  231. data/bindings/ogre/interface/OgreStaticPluginLoader.i +0 -8
  232. data/bindings/ogre/interface/OgreStdHeaders.i +0 -8
  233. data/bindings/ogre/interface/OgreStreamSerialiser.i +0 -8
  234. data/bindings/ogre/interface/OgreString.i +0 -6
  235. data/bindings/ogre/interface/OgreStringConverter.i +0 -8
  236. data/bindings/ogre/interface/OgreStringInterface.i +0 -8
  237. data/bindings/ogre/interface/OgreStringVector.i +0 -22
  238. data/bindings/ogre/interface/OgreSubEntity.i +0 -8
  239. data/bindings/ogre/interface/OgreSubMesh.i +0 -8
  240. data/bindings/ogre/interface/OgreTagPoint.i +0 -8
  241. data/bindings/ogre/interface/OgreTangentSpaceCalc.i +0 -8
  242. data/bindings/ogre/interface/OgreTechnique.i +0 -18
  243. data/bindings/ogre/interface/OgreTextAreaOverlayElement.i +0 -8
  244. data/bindings/ogre/interface/OgreTexture.i +0 -6
  245. data/bindings/ogre/interface/OgreTextureManager.i +0 -6
  246. data/bindings/ogre/interface/OgreTextureUnitState.i +0 -6
  247. data/bindings/ogre/interface/OgreTimer.i +0 -8
  248. data/bindings/ogre/interface/OgreUTFString.i +0 -26
  249. data/bindings/ogre/interface/OgreUnifiedHighLevelGpuProgram.i +0 -10
  250. data/bindings/ogre/interface/OgreUserObjectBindings.i +0 -8
  251. data/bindings/ogre/interface/OgreVector2.i +0 -8
  252. data/bindings/ogre/interface/OgreVector3.i +0 -9
  253. data/bindings/ogre/interface/OgreVector4.i +0 -8
  254. data/bindings/ogre/interface/OgreVertexBoneAssignment.i +0 -6
  255. data/bindings/ogre/interface/OgreVertexIndexData.i +0 -8
  256. data/bindings/ogre/interface/OgreViewport.i +0 -6
  257. data/bindings/ogre/interface/OgreWindowEventUtilities.i +0 -6
  258. data/bindings/ogre/interface/OgreWireBoundingBox.i +0 -8
  259. data/bindings/ogre/interface/OgreWorkQueue.i +0 -8
  260. data/bindings/ogre/interface/OgreZip.i +0 -12
  261. data/bindings/ogre/interface/Paging/OgreGrid2DPageStrategy.i +0 -8
  262. data/bindings/ogre/interface/Paging/OgreGrid3DPageStrategy.i +0 -8
  263. data/bindings/ogre/interface/Paging/OgrePage.i +0 -8
  264. data/bindings/ogre/interface/Paging/OgrePageConnection.i +0 -8
  265. data/bindings/ogre/interface/Paging/OgrePageContent.i +0 -8
  266. data/bindings/ogre/interface/Paging/OgrePageContentCollection.i +0 -8
  267. data/bindings/ogre/interface/Paging/OgrePageContentCollectionFactory.i +0 -8
  268. data/bindings/ogre/interface/Paging/OgrePageContentFactory.i +0 -8
  269. data/bindings/ogre/interface/Paging/OgrePageFileFormats.i +0 -8
  270. data/bindings/ogre/interface/Paging/OgrePageManager.i +0 -8
  271. data/bindings/ogre/interface/Paging/OgrePageStrategy.i +0 -8
  272. data/bindings/ogre/interface/Paging/OgrePagedWorld.i +0 -8
  273. data/bindings/ogre/interface/Paging/OgrePagedWorldSection.i +0 -8
  274. data/bindings/ogre/interface/Paging/OgrePaging.i +0 -8
  275. data/bindings/ogre/interface/Paging/OgrePagingPrerequisites.i +0 -8
  276. data/bindings/ogre/interface/Paging/OgreSimplePageContentCollection.i +0 -8
  277. data/bindings/ogre/interface/RTShaderSystem/OgreRTShaderSystem.i +0 -8
  278. data/bindings/ogre/interface/RTShaderSystem/OgreShaderCGProgramProcessor.i +0 -8
  279. data/bindings/ogre/interface/RTShaderSystem/OgreShaderCGProgramWriter.i +0 -8
  280. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExDualQuaternionSkinning.i +0 -8
  281. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExHardwareSkinning.i +0 -10
  282. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExHardwareSkinningTechnique.i +0 -8
  283. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExIntegratedPSSM3.i +0 -8
  284. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExLayeredBlending.i +0 -11
  285. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExLinearSkinning.i +0 -8
  286. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExNormalMapLighting.i +0 -8
  287. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExPerPixelLighting.i +0 -8
  288. data/bindings/ogre/interface/RTShaderSystem/OgreShaderExTextureAtlasSampler.i +0 -10
  289. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPColour.i +0 -8
  290. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPFog.i +0 -8
  291. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPLighting.i +0 -8
  292. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPRenderState.i +0 -8
  293. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPRenderStateBuilder.i +0 -11
  294. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPTexturing.i +0 -8
  295. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPTransform.i +0 -8
  296. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFunction.i +0 -8
  297. data/bindings/ogre/interface/RTShaderSystem/OgreShaderFunctionAtom.i +0 -8
  298. data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLESProgramProcessor.i +0 -8
  299. data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLESProgramWriter.i +0 -11
  300. data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLProgramProcessor.i +0 -8
  301. data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLProgramWriter.i +0 -8
  302. data/bindings/ogre/interface/RTShaderSystem/OgreShaderGenerator.i +0 -8
  303. data/bindings/ogre/interface/RTShaderSystem/OgreShaderHLSLProgramProcessor.i +0 -8
  304. data/bindings/ogre/interface/RTShaderSystem/OgreShaderHLSLProgramWriter.i +0 -8
  305. data/bindings/ogre/interface/RTShaderSystem/OgreShaderMaterialSerializerListener.i +0 -8
  306. data/bindings/ogre/interface/RTShaderSystem/OgreShaderParameter.i +0 -8
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  1607. data/deps/share/OGRE/media/thumbnails/thumb_water.png +0 -0
  1608. data/lib/ogre.so +0 -0
  1609. data/lib/ogre_config.rb +0 -37
  1610. data/lib/ogrebites.so +0 -0
  1611. data/lib/ois.so +0 -0
  1612. data/lib/procedural.so +0 -0
  1613. data/sample/charactor/camera_mover.rb +0 -184
  1614. data/sample/charactor/plugins.cfg +0 -17
  1615. data/sample/charactor/resources.cfg +0 -22
  1616. data/sample/charactor/sinbad +0 -5
  1617. data/sample/charactor/sinbad.rb +0 -250
  1618. data/sample/charactor/sinbad.win +0 -5
  1619. data/sample/charactor/sinbad_character.rb +0 -379
  1620. data/sample/charactor/ui_listener.rb +0 -65
@@ -1,1775 +0,0 @@
1
- /*
2
- -----------------------------------------------------------------------------
3
- This source file is part of OGRE
4
- (Object-oriented Graphics Rendering Engine)
5
- For the latest info, see http://www.ogre3d.org
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-
7
- Copyright (c) 2000-2012 Torus Knot Software Ltd
8
-
9
- Permission is hereby granted, free of charge, to any person obtaining a copy
10
- of this software and associated documentation files (the "Software"), to deal
11
- in the Software without restriction, including without limitation the rights
12
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13
- copies of the Software, and to permit persons to whom the Software is
14
- furnished to do so, subject to the following conditions:
15
-
16
- The above copyright notice and this permission notice shall be included in
17
- all copies or substantial portions of the Software.
18
-
19
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25
- THE SOFTWARE.
26
- -----------------------------------------------------------------------------
27
- */
28
- #ifndef __Pass_H__
29
- #define __Pass_H__
30
-
31
- #include "OgrePrerequisites.h"
32
- #include "OgreGpuProgram.h"
33
- #include "OgreColourValue.h"
34
- #include "OgreBlendMode.h"
35
- #include "OgreCommon.h"
36
- #include "OgreLight.h"
37
- #include "OgreTextureUnitState.h"
38
- #include "OgreUserObjectBindings.h"
39
-
40
- namespace Ogre {
41
-
42
- /** \addtogroup Core
43
- * @{
44
- */
45
- /** \addtogroup Materials
46
- * @{
47
- */
48
- /// Categorisation of passes for the purpose of additive lighting
49
- enum IlluminationStage
50
- {
51
- /// Part of the rendering which occurs without any kind of direct lighting
52
- IS_AMBIENT,
53
- /// Part of the rendering which occurs per light
54
- IS_PER_LIGHT,
55
- /// Post-lighting rendering
56
- IS_DECAL,
57
- /// Not determined
58
- IS_UNKNOWN
59
- };
60
-
61
- /** Class defining a single pass of a Technique (of a Material), i.e.
62
- a single rendering call.
63
- @remarks
64
- Rendering can be repeated with many passes for more complex effects.
65
- Each pass is either a fixed-function pass (meaning it does not use
66
- a vertex or fragment program) or a programmable pass (meaning it does
67
- use either a vertex and fragment program, or both).
68
- @par
69
- Programmable passes are complex to define, because they require custom
70
- programs and you have to set all constant inputs to the programs (like
71
- the position of lights, any base material colours you wish to use etc), but
72
- they do give you much total flexibility over the algorithms used to render your
73
- pass, and you can create some effects which are impossible with a fixed-function pass.
74
- On the other hand, you can define a fixed-function pass in very little time, and
75
- you can use a range of fixed-function effects like environment mapping very
76
- easily, plus your pass will be more likely to be compatible with older hardware.
77
- There are pros and cons to both, just remember that if you use a programmable
78
- pass to create some great effects, allow more time for definition and testing.
79
- */
80
- class _OgreExport Pass : public PassAlloc
81
- {
82
- public:
83
- /** Definition of a functor for calculating the hashcode of a Pass.
84
- @remarks
85
- The hashcode of a Pass is used to sort Passes for rendering, in order
86
- to reduce the number of render state changes. Each Pass represents a
87
- single unique set of states, but by ordering them, state changes can
88
- be minimised between passes. An implementation of this functor should
89
- order passes so that the elements that you want to keep constant are
90
- sorted next to each other.
91
- @see Pass::setHashFunc
92
- */
93
- struct HashFunc
94
- {
95
- virtual uint32 operator()(const Pass* p) const = 0;
96
- /// Need virtual destructor in case subclasses use it
97
- virtual ~HashFunc() {}
98
- };
99
- protected:
100
- Technique* mParent;
101
- unsigned short mIndex; // pass index
102
- String mName; // optional name for the pass
103
- uint32 mHash; // pass hash
104
- bool mHashDirtyQueued; // needs to be dirtied when next loaded
105
- //-------------------------------------------------------------------------
106
- // Colour properties, only applicable in fixed-function passes
107
- ColourValue mAmbient;
108
- ColourValue mDiffuse;
109
- ColourValue mSpecular;
110
- ColourValue mEmissive;
111
- Real mShininess;
112
- TrackVertexColourType mTracking;
113
- //-------------------------------------------------------------------------
114
-
115
- //-------------------------------------------------------------------------
116
- // Blending factors
117
- SceneBlendFactor mSourceBlendFactor;
118
- SceneBlendFactor mDestBlendFactor;
119
- SceneBlendFactor mSourceBlendFactorAlpha;
120
- SceneBlendFactor mDestBlendFactorAlpha;
121
-
122
- // Used to determine if separate alpha blending should be used for color and alpha channels
123
- bool mSeparateBlend;
124
-
125
- //-------------------------------------------------------------------------
126
- // Blending operations
127
- SceneBlendOperation mBlendOperation;
128
- SceneBlendOperation mAlphaBlendOperation;
129
-
130
- // Determines if we should use separate blending operations for color and alpha channels
131
- bool mSeparateBlendOperation;
132
-
133
- //-------------------------------------------------------------------------
134
-
135
- //-------------------------------------------------------------------------
136
- // Depth buffer settings
137
- bool mDepthCheck;
138
- bool mDepthWrite;
139
- CompareFunction mDepthFunc;
140
- float mDepthBiasConstant;
141
- float mDepthBiasSlopeScale;
142
- float mDepthBiasPerIteration;
143
-
144
- // Colour buffer settings
145
- bool mColourWrite;
146
-
147
- // Alpha reject settings
148
- CompareFunction mAlphaRejectFunc;
149
- unsigned char mAlphaRejectVal;
150
- bool mAlphaToCoverageEnabled;
151
-
152
- // Transparent depth sorting
153
- bool mTransparentSorting;
154
- // Transparent depth sorting forced
155
- bool mTransparentSortingForced;
156
- //-------------------------------------------------------------------------
157
-
158
- //-------------------------------------------------------------------------
159
- // Culling mode
160
- CullingMode mCullMode;
161
- ManualCullingMode mManualCullMode;
162
- //-------------------------------------------------------------------------
163
-
164
- /// Lighting enabled?
165
- bool mLightingEnabled;
166
- /// Max simultaneous lights
167
- unsigned short mMaxSimultaneousLights;
168
- /// Starting light index
169
- unsigned short mStartLight;
170
- /// Run this pass once per light?
171
- bool mIteratePerLight;
172
- /// Iterate per how many lights?
173
- unsigned short mLightsPerIteration;
174
- // Should it only be run for a certain light type?
175
- bool mRunOnlyForOneLightType;
176
- Light::LightTypes mOnlyLightType;
177
- // With a specific light mask?
178
- uint32 mLightMask;
179
-
180
- /// Shading options
181
- ShadeOptions mShadeOptions;
182
- /// Polygon mode
183
- PolygonMode mPolygonMode;
184
- /// Normalisation
185
- bool mNormaliseNormals;
186
- bool mPolygonModeOverrideable;
187
- //-------------------------------------------------------------------------
188
- // Fog
189
- bool mFogOverride;
190
- FogMode mFogMode;
191
- ColourValue mFogColour;
192
- Real mFogStart;
193
- Real mFogEnd;
194
- Real mFogDensity;
195
- //-------------------------------------------------------------------------
196
-
197
- /// Storage of texture unit states
198
- typedef vector<TextureUnitState*>::type TextureUnitStates;
199
- TextureUnitStates mTextureUnitStates;
200
-
201
- // Vertex program details
202
- GpuProgramUsage *mVertexProgramUsage;
203
- // Vertex program details
204
- GpuProgramUsage *mShadowCasterVertexProgramUsage;
205
- // Fragment program details
206
- GpuProgramUsage *mShadowCasterFragmentProgramUsage;
207
- // Vertex program details
208
- GpuProgramUsage *mShadowReceiverVertexProgramUsage;
209
- // Fragment program details
210
- GpuProgramUsage *mFragmentProgramUsage;
211
- // Fragment program details
212
- GpuProgramUsage *mShadowReceiverFragmentProgramUsage;
213
- // Geometry program details
214
- GpuProgramUsage *mGeometryProgramUsage;
215
- // Is this pass queued for deletion?
216
- bool mQueuedForDeletion;
217
- // number of pass iterations to perform
218
- size_t mPassIterationCount;
219
- // point size, applies when not using per-vertex point size
220
- Real mPointSize;
221
- Real mPointMinSize;
222
- Real mPointMaxSize;
223
- bool mPointSpritesEnabled;
224
- bool mPointAttenuationEnabled;
225
- // constant, linear, quadratic coeffs
226
- Real mPointAttenuationCoeffs[3];
227
- // TU Content type lookups
228
- typedef vector<unsigned short>::type ContentTypeLookup;
229
- mutable ContentTypeLookup mShadowContentTypeLookup;
230
- mutable bool mContentTypeLookupBuilt;
231
- /// Scissoring for the light?
232
- bool mLightScissoring;
233
- /// User clip planes for light?
234
- bool mLightClipPlanes;
235
- /// Illumination stage?
236
- IlluminationStage mIlluminationStage;
237
- // User objects binding.
238
- UserObjectBindings mUserObjectBindings;
239
-
240
-
241
- // Used to get scene blending flags from a blending type
242
- void _getBlendFlags(SceneBlendType type, SceneBlendFactor& source, SceneBlendFactor& dest);
243
-
244
- public:
245
- typedef set<Pass*>::type PassSet;
246
- protected:
247
- /// List of Passes whose hashes need recalculating
248
- static PassSet msDirtyHashList;
249
- /// The place where passes go to die
250
- static PassSet msPassGraveyard;
251
- /// The Pass hash functor
252
- static HashFunc* msHashFunc;
253
- public:
254
- OGRE_STATIC_MUTEX(msDirtyHashListMutex)
255
- OGRE_STATIC_MUTEX(msPassGraveyardMutex)
256
- OGRE_MUTEX(mTexUnitChangeMutex)
257
- OGRE_MUTEX(mGpuProgramChangeMutex)
258
- /// Default constructor
259
- Pass(Technique* parent, unsigned short index);
260
- /// Copy constructor
261
- Pass(Technique* parent, unsigned short index, const Pass& oth );
262
- /// Operator = overload
263
- Pass& operator=(const Pass& oth);
264
- virtual ~Pass();
265
-
266
- /// Returns true if this pass is programmable i.e. includes either a vertex or fragment program.
267
- bool isProgrammable(void) const { return mVertexProgramUsage || mFragmentProgramUsage || mGeometryProgramUsage; }
268
- /// Returns true if this pass uses a programmable vertex pipeline
269
- bool hasVertexProgram(void) const { return mVertexProgramUsage != NULL; }
270
- /// Returns true if this pass uses a programmable fragment pipeline
271
- bool hasFragmentProgram(void) const { return mFragmentProgramUsage != NULL; }
272
- /// Returns true if this pass uses a programmable geometry pipeline
273
- bool hasGeometryProgram(void) const { return mGeometryProgramUsage != NULL; }
274
- /// Returns true if this pass uses a shadow caster vertex program
275
- bool hasShadowCasterVertexProgram(void) const { return mShadowCasterVertexProgramUsage != NULL; }
276
- /// Returns true if this pass uses a shadow caster fragment program
277
- bool hasShadowCasterFragmentProgram(void) const { return mShadowCasterFragmentProgramUsage != NULL; }
278
- /// Returns true if this pass uses a shadow receiver vertex program
279
- bool hasShadowReceiverVertexProgram(void) const { return mShadowReceiverVertexProgramUsage != NULL; }
280
- /// Returns true if this pass uses a shadow receiver fragment program
281
- bool hasShadowReceiverFragmentProgram(void) const { return mShadowReceiverFragmentProgramUsage != NULL; }
282
-
283
-
284
- /// Gets the index of this Pass in the parent Technique
285
- unsigned short getIndex(void) const { return mIndex; }
286
- /* Set the name of the pass
287
- @remarks
288
- The name of the pass is optional. Its useful in material scripts where a material could inherit
289
- from another material and only want to modify a particular pass.
290
- */
291
- void setName(const String& name);
292
- /// get the name of the pass
293
- const String& getName(void) const { return mName; }
294
-
295
- /** Sets the ambient colour reflectance properties of this pass.
296
- @remarks
297
- The base colour of a pass is determined by how much red, green and blue light is reflects
298
- (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
299
- much ambient light (directionless global light) is reflected. The default is full white, meaning
300
- objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
301
- effects, or change the blend of colours to make the object have a base colour other than white.
302
- @note
303
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
304
- or if this is a programmable pass.
305
- */
306
- void setAmbient(Real red, Real green, Real blue);
307
-
308
- /** Sets the ambient colour reflectance properties of this pass.
309
- @remarks
310
- The base colour of a pass is determined by how much red, green and blue light is reflects
311
- (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
312
- much ambient light (directionless global light) is reflected. The default is full white, meaning
313
- objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
314
- effects, or change the blend of colours to make the object have a base colour other than white.
315
- @note
316
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
317
- or if this is a programmable pass.
318
- */
319
-
320
- void setAmbient(const ColourValue& ambient);
321
-
322
- /** Sets the diffuse colour reflectance properties of this pass.
323
- @remarks
324
- The base colour of a pass is determined by how much red, green and blue light is reflects
325
- (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
326
- much diffuse light (light from instances of the Light class in the scene) is reflected. The default
327
- is full white, meaning objects reflect the maximum white light they can from Light objects.
328
- @note
329
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
330
- or if this is a programmable pass.
331
- */
332
- void setDiffuse(Real red, Real green, Real blue, Real alpha);
333
-
334
- /** Sets the diffuse colour reflectance properties of this pass.
335
- @remarks
336
- The base colour of a pass is determined by how much red, green and blue light is reflects
337
- (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
338
- much diffuse light (light from instances of the Light class in the scene) is reflected. The default
339
- is full white, meaning objects reflect the maximum white light they can from Light objects.
340
- @note
341
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
342
- or if this is a programmable pass.
343
- */
344
- void setDiffuse(const ColourValue& diffuse);
345
-
346
- /** Sets the specular colour reflectance properties of this pass.
347
- @remarks
348
- The base colour of a pass is determined by how much red, green and blue light is reflects
349
- (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
350
- much specular light (highlights from instances of the Light class in the scene) is reflected.
351
- The default is to reflect no specular light.
352
- @note
353
- The size of the specular highlights is determined by the separate 'shininess' property.
354
- @note
355
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
356
- or if this is a programmable pass.
357
- */
358
- void setSpecular(Real red, Real green, Real blue, Real alpha);
359
-
360
- /** Sets the specular colour reflectance properties of this pass.
361
- @remarks
362
- The base colour of a pass is determined by how much red, green and blue light is reflects
363
- (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
364
- much specular light (highlights from instances of the Light class in the scene) is reflected.
365
- The default is to reflect no specular light.
366
- @note
367
- The size of the specular highlights is determined by the separate 'shininess' property.
368
- @note
369
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
370
- or if this is a programmable pass.
371
- */
372
- void setSpecular(const ColourValue& specular);
373
-
374
- /** Sets the shininess of the pass, affecting the size of specular highlights.
375
- @note
376
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
377
- or if this is a programmable pass.
378
- */
379
- void setShininess(Real val);
380
-
381
- /** Sets the amount of self-illumination an object has.
382
- @remarks
383
- If an object is self-illuminating, it does not need external sources to light it, ambient or
384
- otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
385
- you can already specify per-pass ambient light, but is here for completeness.
386
- @note
387
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
388
- or if this is a programmable pass.
389
- */
390
- void setSelfIllumination(Real red, Real green, Real blue);
391
-
392
- /** Sets the amount of self-illumination an object has.
393
- @see
394
- setSelfIllumination
395
- */
396
- void setEmissive(Real red, Real green, Real blue)
397
- {
398
- setSelfIllumination(red, green, blue);
399
- }
400
-
401
- /** Sets the amount of self-illumination an object has.
402
- @remarks
403
- If an object is self-illuminating, it does not need external sources to light it, ambient or
404
- otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
405
- you can already specify per-pass ambient light, but is here for completeness.
406
- @note
407
- This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
408
- or if this is a programmable pass.
409
- */
410
- void setSelfIllumination(const ColourValue& selfIllum);
411
-
412
- /** Sets the amount of self-illumination an object has.
413
- @see
414
- setSelfIllumination
415
- */
416
- void setEmissive(const ColourValue& emissive)
417
- {
418
- setSelfIllumination(emissive);
419
- }
420
-
421
- /** Sets which material properties follow the vertex colour
422
- */
423
- void setVertexColourTracking(TrackVertexColourType tracking);
424
-
425
- /** Gets the point size of the pass.
426
- @remarks
427
- This property determines what point size is used to render a point
428
- list.
429
- */
430
- Real getPointSize(void) const;
431
-
432
- /** Sets the point size of this pass.
433
- @remarks
434
- This setting allows you to change the size of points when rendering
435
- a point list, or a list of point sprites. The interpretation of this
436
- command depends on the Pass::setPointSizeAttenuation option - if it
437
- is off (the default), the point size is in screen pixels, if it is on,
438
- it expressed as normalised screen coordinates (1.0 is the height of
439
- the screen) when the point is at the origin.
440
- @note
441
- Some drivers have an upper limit on the size of points they support
442
- - this can even vary between APIs on the same card! Don't rely on
443
- point sizes that cause the point sprites to get very large on screen,
444
- since they may get clamped on some cards. Upper sizes can range from
445
- 64 to 256 pixels.
446
- */
447
- void setPointSize(Real ps);
448
-
449
- /** Sets whether or not rendering points using OT_POINT_LIST will
450
- render point sprites (textured quads) or plain points (dots).
451
- @param enabled True enables point sprites, false returns to normal
452
- point rendering.
453
- */
454
- void setPointSpritesEnabled(bool enabled);
455
-
456
- /** Returns whether point sprites are enabled when rendering a
457
- point list.
458
- */
459
- bool getPointSpritesEnabled(void) const;
460
-
461
- /** Sets how points are attenuated with distance.
462
- @remarks
463
- When performing point rendering or point sprite rendering,
464
- point size can be attenuated with distance. The equation for
465
- doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2).
466
- @par
467
- For example, to disable distance attenuation (constant screensize)
468
- you would set constant to 1, and linear and quadratic to 0. A
469
- standard perspective attenuation would be 0, 1, 0 respectively.
470
- @note
471
- The resulting size is clamped to the minimum and maximum point
472
- size.
473
- @param enabled Whether point attenuation is enabled
474
- @param constant, linear, quadratic Parameters to the attenuation
475
- function defined above
476
- */
477
- void setPointAttenuation(bool enabled,
478
- Real constant = 0.0f, Real linear = 1.0f, Real quadratic = 0.0f);
479
-
480
- /** Returns whether points are attenuated with distance. */
481
- bool isPointAttenuationEnabled(void) const;
482
-
483
- /** Returns the constant coefficient of point attenuation. */
484
- Real getPointAttenuationConstant(void) const;
485
- /** Returns the linear coefficient of point attenuation. */
486
- Real getPointAttenuationLinear(void) const;
487
- /** Returns the quadratic coefficient of point attenuation. */
488
- Real getPointAttenuationQuadratic(void) const;
489
-
490
- /** Set the minimum point size, when point attenuation is in use. */
491
- void setPointMinSize(Real min);
492
- /** Get the minimum point size, when point attenuation is in use. */
493
- Real getPointMinSize(void) const;
494
- /** Set the maximum point size, when point attenuation is in use.
495
- @remarks Setting this to 0 indicates the max size supported by the card.
496
- */
497
- void setPointMaxSize(Real max);
498
- /** Get the maximum point size, when point attenuation is in use.
499
- @remarks 0 indicates the max size supported by the card.
500
- */
501
- Real getPointMaxSize(void) const;
502
-
503
- /** Gets the ambient colour reflectance of the pass.
504
- */
505
- const ColourValue& getAmbient(void) const;
506
-
507
- /** Gets the diffuse colour reflectance of the pass.
508
- */
509
- const ColourValue& getDiffuse(void) const;
510
-
511
- /** Gets the specular colour reflectance of the pass.
512
- */
513
- const ColourValue& getSpecular(void) const;
514
-
515
- /** Gets the self illumination colour of the pass.
516
- */
517
- const ColourValue& getSelfIllumination(void) const;
518
-
519
- /** Gets the self illumination colour of the pass.
520
- @see
521
- getSelfIllumination
522
- */
523
- const ColourValue& getEmissive(void) const
524
- {
525
- return getSelfIllumination();
526
- }
527
-
528
- /** Gets the 'shininess' property of the pass (affects specular highlights).
529
- */
530
- Real getShininess(void) const;
531
-
532
- /** Gets which material properties follow the vertex colour
533
- */
534
- TrackVertexColourType getVertexColourTracking(void) const;
535
-
536
- /** Inserts a new TextureUnitState object into the Pass.
537
- @remarks
538
- This unit is is added on top of all previous units.
539
- */
540
- TextureUnitState* createTextureUnitState(void);
541
- /** Inserts a new TextureUnitState object into the Pass.
542
- @remarks
543
- This unit is is added on top of all previous units.
544
- @param
545
- name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
546
- @param
547
- texCoordSet The index of the texture coordinate set to use.
548
- @note
549
- Applies to both fixed-function and programmable passes.
550
- */
551
- TextureUnitState* createTextureUnitState( const String& textureName, unsigned short texCoordSet = 0);
552
- /** Adds the passed in TextureUnitState, to the existing Pass.
553
- @param
554
- state The Texture Unit State to be attached to this pass. It must not be attached to another pass.
555
- @note
556
- Throws an exception if the TextureUnitState is attached to another Pass.*/
557
- void addTextureUnitState(TextureUnitState* state);
558
- /** Retrieves a pointer to a texture unit state so it may be modified.
559
- */
560
- TextureUnitState* getTextureUnitState(unsigned short index);
561
- /** Retrieves the Texture Unit State matching name.
562
- Returns 0 if name match is not found.
563
- */
564
- TextureUnitState* getTextureUnitState(const String& name);
565
- /** Retrieves a const pointer to a texture unit state.
566
- */
567
- const TextureUnitState* getTextureUnitState(unsigned short index) const;
568
- /** Retrieves the Texture Unit State matching name.
569
- Returns 0 if name match is not found.
570
- */
571
- const TextureUnitState* getTextureUnitState(const String& name) const;
572
-
573
- /** Retrieve the index of the Texture Unit State in the pass.
574
- @param
575
- state The Texture Unit State this is attached to this pass.
576
- @note
577
- Throws an exception if the state is not attached to the pass.
578
- */
579
- unsigned short getTextureUnitStateIndex(const TextureUnitState* state) const;
580
-
581
- typedef VectorIterator<TextureUnitStates> TextureUnitStateIterator;
582
- /** Get an iterator over the TextureUnitStates contained in this Pass. */
583
- TextureUnitStateIterator getTextureUnitStateIterator(void);
584
-
585
- typedef ConstVectorIterator<TextureUnitStates> ConstTextureUnitStateIterator;
586
- /** Get an iterator over the TextureUnitStates contained in this Pass. */
587
- ConstTextureUnitStateIterator getTextureUnitStateIterator(void) const;
588
-
589
- /** Removes the indexed texture unit state from this pass.
590
- @remarks
591
- Note that removing a texture which is not the topmost will have a larger performance impact.
592
- */
593
- void removeTextureUnitState(unsigned short index);
594
-
595
- /** Removes all texture unit settings.
596
- */
597
- void removeAllTextureUnitStates(void);
598
-
599
- /** Returns the number of texture unit settings.
600
- */
601
- unsigned short getNumTextureUnitStates(void) const
602
- {
603
- return static_cast<unsigned short>(mTextureUnitStates.size());
604
- }
605
-
606
- /** Sets the kind of blending this pass has with the existing contents of the scene.
607
- @remarks
608
- Whereas the texture blending operations seen in the TextureUnitState class are concerned with
609
- blending between texture layers, this blending is about combining the output of the Pass
610
- as a whole with the existing contents of the rendering target. This blending therefore allows
611
- object transparency and other special effects. If all passes in a technique have a scene
612
- blend, then the whole technique is considered to be transparent.
613
- @par
614
- This method allows you to select one of a number of predefined blending types. If you require more
615
- control than this, use the alternative version of this method which allows you to specify source and
616
- destination blend factors.
617
- @note
618
- This method is applicable for both the fixed-function and programmable pipelines.
619
- @param
620
- sbt One of the predefined SceneBlendType blending types
621
- */
622
- void setSceneBlending( const SceneBlendType sbt );
623
-
624
- /** Sets the kind of blending this pass has with the existing contents of the scene, separately for color and alpha channels
625
- @remarks
626
- Whereas the texture blending operations seen in the TextureUnitState class are concerned with
627
- blending between texture layers, this blending is about combining the output of the Pass
628
- as a whole with the existing contents of the rendering target. This blending therefore allows
629
- object transparency and other special effects. If all passes in a technique have a scene
630
- blend, then the whole technique is considered to be transparent.
631
- @par
632
- This method allows you to select one of a number of predefined blending types. If you require more
633
- control than this, use the alternative version of this method which allows you to specify source and
634
- destination blend factors.
635
- @note
636
- This method is applicable for both the fixed-function and programmable pipelines.
637
- @param
638
- sbt One of the predefined SceneBlendType blending types for the color channel
639
- @param
640
- sbta One of the predefined SceneBlendType blending types for the alpha channel
641
- */
642
- void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta );
643
-
644
- /** Allows very fine control of blending this Pass with the existing contents of the scene.
645
- @remarks
646
- Whereas the texture blending operations seen in the TextureUnitState class are concerned with
647
- blending between texture layers, this blending is about combining the output of the material
648
- as a whole with the existing contents of the rendering target. This blending therefore allows
649
- object transparency and other special effects.
650
- @par
651
- This version of the method allows complete control over the blending operation, by specifying the
652
- source and destination blending factors. The result of the blending operation is:
653
- <span align="center">
654
- final = (texture * sourceFactor) + (pixel * destFactor)
655
- </span>
656
- @par
657
- Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
658
- enumerated type.
659
- @param
660
- sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
661
- @param
662
- destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
663
- @note
664
- This method is applicable for both the fixed-function and programmable pipelines.
665
- */
666
- void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
667
-
668
- /** Allows very fine control of blending this Pass with the existing contents of the scene.
669
- @remarks
670
- Whereas the texture blending operations seen in the TextureUnitState class are concerned with
671
- blending between texture layers, this blending is about combining the output of the material
672
- as a whole with the existing contents of the rendering target. This blending therefore allows
673
- object transparency and other special effects.
674
- @par
675
- This version of the method allows complete control over the blending operation, by specifying the
676
- source and destination blending factors. The result of the blending operation is:
677
- <span align="center">
678
- final = (texture * sourceFactor) + (pixel * destFactor)
679
- </span>
680
- @par
681
- Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
682
- enumerated type.
683
- @param
684
- sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
685
- @param
686
- destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
687
- @param
688
- sourceFactorAlpha The alpha source factor in the above calculation, i.e. multiplied by the texture alpha component.
689
- @param
690
- destFactorAlpha The alpha destination factor in the above calculation, i.e. multiplied by the pixel alpha component.
691
- @note
692
- This method is applicable for both the fixed-function and programmable pipelines.
693
- */
694
- void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha );
695
-
696
- /** Return true if this pass uses separate scene blending */
697
- bool hasSeparateSceneBlending() const;
698
-
699
- /** Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).
700
- */
701
- SceneBlendFactor getSourceBlendFactor() const;
702
-
703
- /** Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).
704
- */
705
- SceneBlendFactor getDestBlendFactor() const;
706
-
707
- /** Retrieves the alpha source blending factor for the material (as set using Materiall::setSeparateSceneBlending).
708
- */
709
- SceneBlendFactor getSourceBlendFactorAlpha() const;
710
-
711
- /** Retrieves the alpha destination blending factor for the material (as set using Materiall::setSeparateSceneBlending).
712
- */
713
- SceneBlendFactor getDestBlendFactorAlpha() const;
714
-
715
- /** Sets the specific operation used to blend source and destination pixels together.
716
- @remarks
717
- By default this operation is +, which creates this equation
718
- <span align="center">
719
- final = (texture * sourceFactor) + (pixel * destFactor)
720
- </span>
721
- By setting this to something other than SBO_ADD you can change the operation to achieve
722
- a different effect.
723
- @param op The blending operation mode to use for this pass
724
- */
725
- void setSceneBlendingOperation(SceneBlendOperation op);
726
-
727
- /** Sets the specific operation used to blend source and destination pixels together.
728
- @remarks
729
- By default this operation is +, which creates this equation
730
- <span align="center">
731
- final = (texture * sourceFactor) + (pixel * destFactor)
732
- </span>
733
- By setting this to something other than SBO_ADD you can change the operation to achieve
734
- a different effect.
735
- This function allows more control over blending since it allows you to select different blending
736
- modes for the color and alpha channels
737
- @param op The blending operation mode to use for color channels in this pass
738
- @param op The blending operation mode to use for alpha channels in this pass
739
- */
740
- void setSeparateSceneBlendingOperation(SceneBlendOperation op, SceneBlendOperation alphaOp);
741
-
742
- /** Returns true if this pass uses separate scene blending operations. */
743
- bool hasSeparateSceneBlendingOperations() const;
744
-
745
- /** Returns the current blending operation */
746
- SceneBlendOperation getSceneBlendingOperation() const;
747
-
748
- /** Returns the current alpha blending operation */
749
- SceneBlendOperation getSceneBlendingOperationAlpha() const;
750
-
751
- /** Returns true if this pass has some element of transparency. */
752
- bool isTransparent(void) const;
753
-
754
- /** Sets whether or not this pass renders with depth-buffer checking on or not.
755
- @remarks
756
- If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer
757
- the depth buffer is checked to see if the pixel is in front of all other pixels written at that
758
- point. If not, the pixel is not written.
759
- @par
760
- If depth checking is off, pixels are written no matter what has been rendered before.
761
- Also see setDepthFunction for more advanced depth check configuration.
762
- @see
763
- setDepthFunction
764
- */
765
- void setDepthCheckEnabled(bool enabled);
766
-
767
- /** Returns whether or not this pass renders with depth-buffer checking on or not.
768
- @see
769
- setDepthCheckEnabled
770
- */
771
- bool getDepthCheckEnabled(void) const;
772
-
773
- /** Sets whether or not this pass renders with depth-buffer writing on or not.
774
- @remarks
775
- If depth-buffer writing is on, whenever a pixel is written to the frame buffer
776
- the depth buffer is updated with the depth value of that new pixel, thus affecting future
777
- rendering operations if future pixels are behind this one.
778
- @par
779
- If depth writing is off, pixels are written without updating the depth buffer Depth writing should
780
- normally be on but can be turned off when rendering static backgrounds or when rendering a collection
781
- of transparent objects at the end of a scene so that they overlap each other correctly.
782
- */
783
- void setDepthWriteEnabled(bool enabled);
784
-
785
- /** Returns whether or not this pass renders with depth-buffer writing on or not.
786
- @see
787
- setDepthWriteEnabled
788
- */
789
- bool getDepthWriteEnabled(void) const;
790
-
791
- /** Sets the function used to compare depth values when depth checking is on.
792
- @remarks
793
- If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth
794
- value of the pixel to be written and the current contents of the buffer. This comparison is
795
- normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance)
796
- than the current contents. If you wish you can change this comparison using this method.
797
- */
798
- void setDepthFunction( CompareFunction func );
799
- /** Returns the function used to compare depth values when depth checking is on.
800
- @see
801
- setDepthFunction
802
- */
803
- CompareFunction getDepthFunction(void) const;
804
-
805
- /** Sets whether or not colour buffer writing is enabled for this Pass.
806
- @remarks
807
- For some effects, you might wish to turn off the colour write operation
808
- when rendering geometry; this means that only the depth buffer will be
809
- updated (provided you have depth buffer writing enabled, which you
810
- probably will do, although you may wish to only update the stencil
811
- buffer for example - stencil buffer state is managed at the RenderSystem
812
- level only, not the Material since you are likely to want to manage it
813
- at a higher level).
814
- */
815
- void setColourWriteEnabled(bool enabled);
816
- /** Determines if colour buffer writing is enabled for this pass. */
817
- bool getColourWriteEnabled(void) const;
818
-
819
- /** Sets the culling mode for this pass based on the 'vertex winding'.
820
- @remarks
821
- A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of
822
- triangles. Vertex winding refers to the direction in which the vertices are passed or indexed
823
- to in the rendering operation as viewed from the camera, and will wither be clockwise or
824
- anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is
825
- CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order
826
- are rendered - this is a common approach and is used in 3D studio models for example. You can
827
- alter this culling mode if you wish but it is not advised unless you know what you are doing.
828
- @par
829
- You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
830
- winding is uncertain.
831
- */
832
- void setCullingMode( CullingMode mode );
833
-
834
- /** Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information.
835
- */
836
- CullingMode getCullingMode(void) const;
837
-
838
- /** Sets the manual culling mode, performed by CPU rather than hardware.
839
- @remarks
840
- In some situations you want to use manual culling of triangles rather than sending the
841
- triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's
842
- that use it (since it is best used on large groups of planar world geometry rather than on movable
843
- geometry since this would be expensive), but if used can cull geometry before it is sent to the
844
- hardware.
845
- @note
846
- The default for this setting is MANUAL_CULL_BACK.
847
- @param
848
- mode The mode to use - see enum ManualCullingMode for details
849
-
850
- */
851
- void setManualCullingMode( ManualCullingMode mode );
852
-
853
- /** Retrieves the manual culling mode for this pass
854
- @see
855
- setManualCullingMode
856
- */
857
- ManualCullingMode getManualCullingMode(void) const;
858
-
859
- /** Sets whether or not dynamic lighting is enabled.
860
- @param
861
- enabled
862
- If true, dynamic lighting is performed on geometry with normals supplied, geometry without
863
- normals will not be displayed.
864
- @par
865
- If false, no lighting is applied and all geometry will be full brightness.
866
- */
867
- void setLightingEnabled(bool enabled);
868
-
869
- /** Returns whether or not dynamic lighting is enabled.
870
- */
871
- bool getLightingEnabled(void) const;
872
-
873
- /** Sets the maximum number of lights to be used by this pass.
874
- @remarks
875
- During rendering, if lighting is enabled (or if the pass uses an automatic
876
- program parameter based on a light) the engine will request the nearest lights
877
- to the object being rendered in order to work out which ones to use. This
878
- parameter sets the limit on the number of lights which should apply to objects
879
- rendered with this pass.
880
- */
881
- void setMaxSimultaneousLights(unsigned short maxLights);
882
- /** Gets the maximum number of lights to be used by this pass. */
883
- unsigned short getMaxSimultaneousLights(void) const;
884
-
885
- /** Sets the light index that this pass will start at in the light list.
886
- @remarks
887
- Normally the lights passed to a pass will start from the beginning
888
- of the light list for this object. This option allows you to make this
889
- pass start from a higher light index, for example if one of your earlier
890
- passes could deal with lights 0-3, and this pass dealt with lights 4+.
891
- This option also has an interaction with pass iteration, in that
892
- if you choose to iterate this pass per light too, the iteration will
893
- only begin from light 4.
894
- */
895
- void setStartLight(unsigned short startLight);
896
- /** Gets the light index that this pass will start at in the light list. */
897
- unsigned short getStartLight(void) const;
898
-
899
- /** Sets the light mask which can be matched to specific light flags to be handled by this pass */
900
- void setLightMask(uint32 mask);
901
- /** Gets the light mask controlling which lights are used for this pass */
902
- uint32 getLightMask() const;
903
-
904
- /** Sets the type of light shading required
905
- @note
906
- The default shading method is Gouraud shading.
907
- */
908
- void setShadingMode( ShadeOptions mode );
909
-
910
- /** Returns the type of light shading to be used.
911
- */
912
- ShadeOptions getShadingMode(void) const;
913
-
914
- /** Sets the type of polygon rendering required
915
- @note
916
- The default shading method is Solid
917
- */
918
- void setPolygonMode( PolygonMode mode );
919
-
920
- /** Returns the type of light shading to be used.
921
- */
922
- PolygonMode getPolygonMode(void) const;
923
-
924
- /** Sets whether this pass's chosen detail level can be
925
- overridden (downgraded) by the camera setting.
926
- @param override true means that a lower camera detail will override this
927
- pass's detail level, false means it won't (default true).
928
- */
929
- virtual void setPolygonModeOverrideable(bool override)
930
- {
931
- mPolygonModeOverrideable = override;
932
- }
933
-
934
- /** Gets whether this renderable's chosen detail level can be
935
- overridden (downgraded) by the camera setting.
936
- */
937
- virtual bool getPolygonModeOverrideable(void) const
938
- {
939
- return mPolygonModeOverrideable;
940
- }
941
- /** Sets the fogging mode applied to this pass.
942
- @remarks
943
- Fogging is an effect that is applied as polys are rendered. Sometimes, you want
944
- fog to be applied to an entire scene. Other times, you want it to be applied to a few
945
- polygons only. This pass-level specification of fog parameters lets you easily manage
946
- both.
947
- @par
948
- The SceneManager class also has a setFog method which applies scene-level fog. This method
949
- lets you change the fog behaviour for this pass compared to the standard scene-level fog.
950
- @param
951
- overrideScene If true, you authorise this pass to override the scene's fog params with it's own settings.
952
- If you specify false, so other parameters are necessary, and this is the default behaviour for passes.
953
- @param
954
- mode Only applicable if overrideScene is true. You can disable fog which is turned on for the
955
- rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as
956
- defined in the enum FogMode.
957
- @param
958
- colour The colour of the fog. Either set this to the same as your viewport background colour,
959
- or to blend in with a skydome or skybox.
960
- @param
961
- expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1.
962
- The default is 0.001.
963
- @param
964
- linearStart Distance in world units at which linear fog starts to encroach.
965
- Only applicable if mode is FOG_LINEAR.
966
- @param
967
- linearEnd Distance in world units at which linear fog becomes completely opaque.
968
- Only applicable if mode is FOG_LINEAR.
969
- */
970
- void setFog(
971
- bool overrideScene,
972
- FogMode mode = FOG_NONE,
973
- const ColourValue& colour = ColourValue::White,
974
- Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
975
-
976
- /** Returns true if this pass is to override the scene fog settings.
977
- */
978
- bool getFogOverride(void) const;
979
-
980
- /** Returns the fog mode for this pass.
981
- @note
982
- Only valid if getFogOverride is true.
983
- */
984
- FogMode getFogMode(void) const;
985
-
986
- /** Returns the fog colour for the scene.
987
- */
988
- const ColourValue& getFogColour(void) const;
989
-
990
- /** Returns the fog start distance for this pass.
991
- @note
992
- Only valid if getFogOverride is true.
993
- */
994
- Real getFogStart(void) const;
995
-
996
- /** Returns the fog end distance for this pass.
997
- @note
998
- Only valid if getFogOverride is true.
999
- */
1000
- Real getFogEnd(void) const;
1001
-
1002
- /** Returns the fog density for this pass.
1003
- @note
1004
- Only valid if getFogOverride is true.
1005
- */
1006
- Real getFogDensity(void) const;
1007
-
1008
- /** Sets the depth bias to be used for this material.
1009
- @remarks
1010
- When polygons are coplanar, you can get problems with 'depth fighting' where
1011
- the pixels from the two polys compete for the same screen pixel. This is particularly
1012
- a problem for decals (polys attached to another surface to represent details such as
1013
- bulletholes etc.).
1014
- @par
1015
- A way to combat this problem is to use a depth bias to adjust the depth buffer value
1016
- used for the decal such that it is slightly higher than the true value, ensuring that
1017
- the decal appears on top. There are two aspects to the biasing, a constant
1018
- bias value and a slope-relative biasing value, which varies according to the
1019
- maximum depth slope relative to the camera, ie:
1020
- <pre>finalBias = maxSlope * slopeScaleBias + constantBias</pre>
1021
- Note that slope scale bias, whilst more accurate, may be ignored by old hardware.
1022
- @param constantBias The constant bias value, expressed as a factor of the
1023
- minimum observable depth
1024
- @param slopeScaleBias The slope-relative bias value, expressed as a factor
1025
- of the depth slope
1026
- */
1027
- void setDepthBias(float constantBias, float slopeScaleBias = 0.0f);
1028
-
1029
- /** Retrieves the const depth bias value as set by setDepthBias. */
1030
- float getDepthBiasConstant(void) const;
1031
- /** Retrieves the slope-scale depth bias value as set by setDepthBias. */
1032
- float getDepthBiasSlopeScale(void) const;
1033
- /** Sets a factor which derives an additional depth bias from the number
1034
- of times a pass is iterated.
1035
- @remarks
1036
- The Final depth bias will be the constant depth bias as set through
1037
- setDepthBias, plus this value times the iteration number.
1038
- */
1039
- void setIterationDepthBias(float biasPerIteration);
1040
- /** Gets a factor which derives an additional depth bias from the number
1041
- of times a pass is iterated.
1042
- */
1043
- float getIterationDepthBias() const;
1044
-
1045
- /** Sets the way the pass will have use alpha to totally reject pixels from the pipeline.
1046
- @remarks
1047
- The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels.
1048
- @param func The comparison which must pass for the pixel to be written.
1049
- @param value 1 byte value against which alpha values will be tested(0-255)
1050
- @param alphaToCoverageEnabled Whether to enable alpha to coverage support
1051
- @note
1052
- This option applies in both the fixed function and the programmable pipeline.
1053
- */
1054
- void setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverageEnabled = false);
1055
-
1056
- /** Sets the alpha reject function. See setAlphaRejectSettings for more information.
1057
- */
1058
- void setAlphaRejectFunction(CompareFunction func);
1059
-
1060
- /** Gets the alpha reject value. See setAlphaRejectSettings for more information.
1061
- */
1062
- void setAlphaRejectValue(unsigned char val);
1063
-
1064
- /** Gets the alpha reject function. See setAlphaRejectSettings for more information.
1065
- */
1066
- CompareFunction getAlphaRejectFunction(void) const { return mAlphaRejectFunc; }
1067
-
1068
- /** Gets the alpha reject value. See setAlphaRejectSettings for more information.
1069
- */
1070
- unsigned char getAlphaRejectValue(void) const { return mAlphaRejectVal; }
1071
-
1072
- /** Sets whether to use alpha to coverage (A2C) when blending alpha rejected values.
1073
- @remarks
1074
- Alpha to coverage performs multisampling on the edges of alpha-rejected
1075
- textures to produce a smoother result. It is only supported when multisampling
1076
- is already enabled on the render target, and when the hardware supports
1077
- alpha to coverage (see RenderSystemCapabilities).
1078
- */
1079
- void setAlphaToCoverageEnabled(bool enabled);
1080
-
1081
- /** Gets whether to use alpha to coverage (A2C) when blending alpha rejected values.
1082
- */
1083
- bool isAlphaToCoverageEnabled() const { return mAlphaToCoverageEnabled; }
1084
-
1085
- /** Sets whether or not transparent sorting is enabled.
1086
- @param enabled
1087
- If false depth sorting of this material will be disabled.
1088
- @remarks
1089
- By default all transparent materials are sorted such that renderables furthest
1090
- away from the camera are rendered first. This is usually the desired behaviour
1091
- but in certain cases this depth sorting may be unnecessary and undesirable. If
1092
- for example it is necessary to ensure the rendering order does not change from
1093
- one frame to the next.
1094
- @note
1095
- This will have no effect on non-transparent materials.
1096
- */
1097
- void setTransparentSortingEnabled(bool enabled);
1098
-
1099
- /** Returns whether or not transparent sorting is enabled.
1100
- */
1101
- bool getTransparentSortingEnabled(void) const;
1102
-
1103
- /** Sets whether or not transparent sorting is forced.
1104
- @param enabled
1105
- If true depth sorting of this material will be depend only on the value of
1106
- getTransparentSortingEnabled().
1107
- @remarks
1108
- By default even if transparent sorting is enabled, depth sorting will only be
1109
- performed when the material is transparent and depth write/check are disabled.
1110
- This function disables these extra conditions.
1111
- */
1112
- void setTransparentSortingForced(bool enabled);
1113
-
1114
- /** Returns whether or not transparent sorting is forced.
1115
- */
1116
- bool getTransparentSortingForced(void) const;
1117
-
1118
- /** Sets whether or not this pass should iterate per light or number of
1119
- lights which can affect the object being rendered.
1120
- @remarks
1121
- The default behaviour for a pass (when this option is 'false'), is
1122
- for a pass to be rendered only once (or the number of times set in
1123
- setPassIterationCount), with all the lights which could
1124
- affect this object set at the same time (up to the maximum lights
1125
- allowed in the render system, which is typically 8).
1126
- @par
1127
- Setting this option to 'true' changes this behaviour, such that
1128
- instead of trying to issue render this pass once per object, it
1129
- is run <b>per light</b>, or for a group of 'n' lights each time
1130
- which can affect this object, the number of
1131
- times set in setPassIterationCount (default is once). In
1132
- this case, only light index 0 is ever used, and is a different light
1133
- every time the pass is issued, up to the total number of lights
1134
- which is affecting this object. This has 2 advantages:
1135
- <ul><li>There is no limit on the number of lights which can be
1136
- supported</li>
1137
- <li>It's easier to write vertex / fragment programs for this because
1138
- a single program can be used for any number of lights</li>
1139
- </ul>
1140
- However, this technique is more expensive, and typically you
1141
- will want an additional ambient pass, because if no lights are
1142
- affecting the object it will not be rendered at all, which will look
1143
- odd even if ambient light is zero (imagine if there are lit objects
1144
- behind it - the objects silhouette would not show up). Therefore,
1145
- use this option with care, and you would be well advised to provide
1146
- a less expensive fallback technique for use in the distance.
1147
- @note
1148
- The number of times this pass runs is still limited by the maximum
1149
- number of lights allowed as set in setMaxSimultaneousLights, so
1150
- you will never get more passes than this. Also, the iteration is
1151
- started from the 'start light' as set in Pass::setStartLight, and
1152
- the number of passes is the number of lights to iterate over divided
1153
- by the number of lights per iteration (default 1, set by
1154
- setLightCountPerIteration).
1155
- @param enabled Whether this feature is enabled
1156
- @param onlyForOneLightType If true, the pass will only be run for a single type
1157
- of light, other light types will be ignored.
1158
- @param lightType The single light type which will be considered for this pass
1159
- */
1160
- void setIteratePerLight(bool enabled,
1161
- bool onlyForOneLightType = true, Light::LightTypes lightType = Light::LT_POINT);
1162
-
1163
- /** Does this pass run once for every light in range? */
1164
- bool getIteratePerLight(void) const { return mIteratePerLight; }
1165
- /** Does this pass run only for a single light type (if getIteratePerLight is true). */
1166
- bool getRunOnlyForOneLightType(void) const { return mRunOnlyForOneLightType; }
1167
- /** Gets the single light type this pass runs for if getIteratePerLight and
1168
- getRunOnlyForOneLightType are both true. */
1169
- Light::LightTypes getOnlyLightType() const { return mOnlyLightType; }
1170
-
1171
- /** If light iteration is enabled, determine the number of lights per
1172
- iteration.
1173
- @remarks
1174
- The default for this setting is 1, so if you enable light iteration
1175
- (Pass::setIteratePerLight), the pass is rendered once per light. If
1176
- you set this value higher, the passes will occur once per 'n' lights.
1177
- The start of the iteration is set by Pass::setStartLight and the end
1178
- by Pass::setMaxSimultaneousLights.
1179
- */
1180
- void setLightCountPerIteration(unsigned short c);
1181
- /** If light iteration is enabled, determine the number of lights per
1182
- iteration.
1183
- */
1184
- unsigned short getLightCountPerIteration(void) const;
1185
-
1186
- /// Gets the parent Technique
1187
- Technique* getParent(void) const { return mParent; }
1188
-
1189
- /// Gets the resource group of the ultimate parent Material
1190
- const String& getResourceGroup(void) const;
1191
-
1192
- /** Sets the details of the vertex program to use.
1193
- @remarks
1194
- Only applicable to programmable passes, this sets the details of
1195
- the vertex program to use in this pass. The program will not be
1196
- loaded until the parent Material is loaded.
1197
- @param name The name of the program - this must have been
1198
- created using GpuProgramManager by the time that this Pass
1199
- is loaded. If this parameter is blank, any vertex program in this pass is disabled.
1200
- @param resetParams
1201
- If true, this will create a fresh set of parameters from the
1202
- new program being linked, so if you had previously set parameters
1203
- you will have to set them again. If you set this to false, you must
1204
- be absolutely sure that the parameters match perfectly, and in the
1205
- case of named parameters refers to the indexes underlying them,
1206
- not just the names.
1207
- */
1208
- void setVertexProgram(const String& name, bool resetParams = true);
1209
- /** Sets the vertex program parameters.
1210
- @remarks
1211
- Only applicable to programmable passes, and this particular call is
1212
- designed for low-level programs; use the named parameter methods
1213
- for setting high-level program parameters.
1214
- */
1215
- void setVertexProgramParameters(GpuProgramParametersSharedPtr params);
1216
- /** Gets the name of the vertex program used by this pass. */
1217
- const String& getVertexProgramName(void) const;
1218
- /** Gets the vertex program parameters used by this pass. */
1219
- GpuProgramParametersSharedPtr getVertexProgramParameters(void) const;
1220
- /** Gets the vertex program used by this pass, only available after _load(). */
1221
- const GpuProgramPtr& getVertexProgram(void) const;
1222
-
1223
-
1224
- /** Sets the details of the vertex program to use when rendering as a
1225
- shadow caster.
1226
- @remarks
1227
- Texture-based shadows require that the caster is rendered to a texture
1228
- in a solid colour (the shadow colour in the case of modulative texture
1229
- shadows). Whilst Ogre can arrange this for the fixed function
1230
- pipeline, passes which use vertex programs might need the vertex
1231
- programs still to run in order to preserve any deformation etc
1232
- that it does. However, lighting calculations must be a lot simpler,
1233
- with only the ambient colour being used (which the engine will ensure
1234
- is bound to the shadow colour).
1235
- @par
1236
- Therefore, it is up to implementors of vertex programs to provide an
1237
- alternative vertex program which can be used to render the object
1238
- to a shadow texture. Do all the same vertex transforms, but set the
1239
- colour of the vertex to the ambient colour, as bound using the
1240
- standard auto parameter binding mechanism.
1241
- @note
1242
- Some vertex programs will work without doing this, because Ogre ensures
1243
- that all lights except for ambient are set black. However, the chances
1244
- are that your vertex program is doing a lot of unnecessary work in this
1245
- case, since the other lights are having no effect, and it is good practice
1246
- to supply an alternative.
1247
- @note
1248
- This is only applicable to programmable passes.
1249
- @par
1250
- The default behaviour is for Ogre to switch to fixed-function
1251
- rendering if an explicit vertex program alternative is not set.
1252
- */
1253
- void setShadowCasterVertexProgram(const String& name);
1254
- /** Sets the vertex program parameters for rendering as a shadow caster.
1255
- @remarks
1256
- Only applicable to programmable passes, and this particular call is
1257
- designed for low-level programs; use the named parameter methods
1258
- for setting high-level program parameters.
1259
- */
1260
- void setShadowCasterVertexProgramParameters(GpuProgramParametersSharedPtr params);
1261
- /** Gets the name of the vertex program used by this pass when rendering shadow casters. */
1262
- const String& getShadowCasterVertexProgramName(void) const;
1263
- /** Gets the vertex program parameters used by this pass when rendering shadow casters. */
1264
- GpuProgramParametersSharedPtr getShadowCasterVertexProgramParameters(void) const;
1265
- /** Gets the vertex program used by this pass when rendering shadow casters,
1266
- only available after _load(). */
1267
- const GpuProgramPtr& getShadowCasterVertexProgram(void) const;
1268
-
1269
- /** Sets the details of the fragment program to use when rendering as a
1270
- shadow caster.
1271
- @remarks
1272
- Texture-based shadows require that the caster is rendered to a texture
1273
- in a solid colour (the shadow colour in the case of modulative texture
1274
- shadows). Whilst Ogre can arrange this for the fixed function
1275
- pipeline, passes which use vertex programs might need the vertex
1276
- programs still to run in order to preserve any deformation etc
1277
- that it does. However, lighting calculations must be a lot simpler,
1278
- with only the ambient colour being used (which the engine will ensure
1279
- is bound to the shadow colour).
1280
- @par
1281
- Therefore, it is up to implementors of vertex programs to provide an
1282
- alternative vertex program which can be used to render the object
1283
- to a shadow texture. Do all the same vertex transforms, but set the
1284
- colour of the vertex to the ambient colour, as bound using the
1285
- standard auto parameter binding mechanism.
1286
- @note
1287
- Some vertex programs will work without doing this, because Ogre ensures
1288
- that all lights except for ambient are set black. However, the chances
1289
- are that your vertex program is doing a lot of unnecessary work in this
1290
- case, since the other lights are having no effect, and it is good practice
1291
- to supply an alternative.
1292
- @note
1293
- This is only applicable to programmable passes.
1294
- @par
1295
- The default behaviour is for Ogre to switch to fixed-function
1296
- rendering if an explicit fragment program alternative is not set.
1297
- */
1298
- void setShadowCasterFragmentProgram(const String& name);
1299
- /** Sets the fragment program parameters for rendering as a shadow caster.
1300
- @remarks
1301
- Only applicable to programmable passes, and this particular call is
1302
- designed for low-level programs; use the named parameter methods
1303
- for setting high-level program parameters.
1304
- */
1305
- void setShadowCasterFragmentProgramParameters(GpuProgramParametersSharedPtr params);
1306
- /** Gets the name of the fragment program used by this pass when rendering shadow casters. */
1307
- const String& getShadowCasterFragmentProgramName(void) const;
1308
- /** Gets the fragment program parameters used by this pass when rendering shadow casters. */
1309
- GpuProgramParametersSharedPtr getShadowCasterFragmentProgramParameters(void) const;
1310
- /** Gets the fragment program used by this pass when rendering shadow casters,
1311
- only available after _load(). */
1312
- const GpuProgramPtr& getShadowCasterFragmentProgram(void) const;
1313
-
1314
- /** Sets the details of the vertex program to use when rendering as a
1315
- shadow receiver.
1316
- @remarks
1317
- Texture-based shadows require that the shadow receiver is rendered using
1318
- a projective texture. Whilst Ogre can arrange this for the fixed function
1319
- pipeline, passes which use vertex programs might need the vertex
1320
- programs still to run in order to preserve any deformation etc
1321
- that it does. So in this case, we need a vertex program which does the
1322
- appropriate vertex transformation, but generates projective texture
1323
- coordinates.
1324
- @par
1325
- Therefore, it is up to implementors of vertex programs to provide an
1326
- alternative vertex program which can be used to render the object
1327
- as a shadow receiver. Do all the same vertex transforms, but generate
1328
- <strong>2 sets</strong> of texture coordinates using the auto parameter
1329
- ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name /
1330
- index you supply as the second parameter to this method. 2 texture
1331
- sets are needed because Ogre needs to use 2 texture units for some
1332
- shadow effects.
1333
- @note
1334
- This is only applicable to programmable passes.
1335
- @par
1336
- The default behaviour is for Ogre to switch to fixed-function
1337
- rendering if an explict vertex program alternative is not set.
1338
- */
1339
- void setShadowReceiverVertexProgram(const String& name);
1340
- /** Sets the vertex program parameters for rendering as a shadow receiver.
1341
- @remarks
1342
- Only applicable to programmable passes, and this particular call is
1343
- designed for low-level programs; use the named parameter methods
1344
- for setting high-level program parameters.
1345
- */
1346
- void setShadowReceiverVertexProgramParameters(GpuProgramParametersSharedPtr params);
1347
-
1348
- /** This method allows you to specify a fragment program for use when
1349
- rendering a texture shadow receiver.
1350
- @remarks
1351
- Texture shadows are applied by rendering the receiver. Modulative texture
1352
- shadows are performed as a post-render darkening pass, and as such
1353
- fragment programs are generally not required per-object. Additive
1354
- texture shadows, however, are applied by accumulating light masked
1355
- out using a texture shadow (black & white by default, unless you
1356
- customise this using SceneManager::setCustomShadowCasterMaterial).
1357
- OGRE can do this for you for most materials, but if you use a custom
1358
- lighting program (e.g. per pixel lighting) then you'll need to provide
1359
- a custom version for receiving shadows. You don't need to provide
1360
- this for shadow casters if you don't use self-shadowing since they
1361
- will never be shadow receivers too.
1362
- @par
1363
- The shadow texture is always bound to texture unit 0 when rendering
1364
- texture shadow passes. Therefore your custom shadow receiver program
1365
- may well just need to shift it's texture unit usage up by one unit,
1366
- and take the shadow texture into account in its calculations.
1367
- */
1368
- void setShadowReceiverFragmentProgram(const String& name);
1369
- /** Sets the fragment program parameters for rendering as a shadow receiver.
1370
- @remarks
1371
- Only applicable to programmable passes, and this particular call is
1372
- designed for low-level programs; use the named parameter methods
1373
- for setting high-level program parameters.
1374
- */
1375
- void setShadowReceiverFragmentProgramParameters(GpuProgramParametersSharedPtr params);
1376
-
1377
- /** Gets the name of the vertex program used by this pass when rendering shadow receivers. */
1378
- const String& getShadowReceiverVertexProgramName(void) const;
1379
- /** Gets the vertex program parameters used by this pass when rendering shadow receivers. */
1380
- GpuProgramParametersSharedPtr getShadowReceiverVertexProgramParameters(void) const;
1381
- /** Gets the vertex program used by this pass when rendering shadow receivers,
1382
- only available after _load(). */
1383
- const GpuProgramPtr& getShadowReceiverVertexProgram(void) const;
1384
-
1385
- /** Gets the name of the fragment program used by this pass when rendering shadow receivers. */
1386
- const String& getShadowReceiverFragmentProgramName(void) const;
1387
- /** Gets the fragment program parameters used by this pass when rendering shadow receivers. */
1388
- GpuProgramParametersSharedPtr getShadowReceiverFragmentProgramParameters(void) const;
1389
- /** Gets the fragment program used by this pass when rendering shadow receivers,
1390
- only available after _load(). */
1391
- const GpuProgramPtr& getShadowReceiverFragmentProgram(void) const;
1392
-
1393
- /** Sets the details of the fragment program to use.
1394
- @remarks
1395
- Only applicable to programmable passes, this sets the details of
1396
- the fragment program to use in this pass. The program will not be
1397
- loaded until the parent Material is loaded.
1398
- @param name The name of the program - this must have been
1399
- created using GpuProgramManager by the time that this Pass
1400
- is loaded. If this parameter is blank, any fragment program in this pass is disabled.
1401
- @param resetParams
1402
- If true, this will create a fresh set of parameters from the
1403
- new program being linked, so if you had previously set parameters
1404
- you will have to set them again. If you set this to false, you must
1405
- be absolutely sure that the parameters match perfectly, and in the
1406
- case of named parameters refers to the indexes underlying them,
1407
- not just the names.
1408
- */
1409
- void setFragmentProgram(const String& name, bool resetParams = true);
1410
- /** Sets the fragment program parameters.
1411
- @remarks
1412
- Only applicable to programmable passes.
1413
- */
1414
- void setFragmentProgramParameters(GpuProgramParametersSharedPtr params);
1415
- /** Gets the name of the fragment program used by this pass. */
1416
- const String& getFragmentProgramName(void) const;
1417
- /** Gets the fragment program parameters used by this pass. */
1418
- GpuProgramParametersSharedPtr getFragmentProgramParameters(void) const;
1419
- /** Gets the fragment program used by this pass, only available after _load(). */
1420
- const GpuProgramPtr& getFragmentProgram(void) const;
1421
-
1422
- /** Sets the details of the geometry program to use.
1423
- @remarks
1424
- Only applicable to programmable passes, this sets the details of
1425
- the geometry program to use in this pass. The program will not be
1426
- loaded until the parent Material is loaded.
1427
- @param name The name of the program - this must have been
1428
- created using GpuProgramManager by the time that this Pass
1429
- is loaded. If this parameter is blank, any geometry program in this pass is disabled.
1430
- @param resetParams
1431
- If true, this will create a fresh set of parameters from the
1432
- new program being linked, so if you had previously set parameters
1433
- you will have to set them again. If you set this to false, you must
1434
- be absolutely sure that the parameters match perfectly, and in the
1435
- case of named parameters refers to the indexes underlying them,
1436
- not just the names.
1437
- */
1438
- void setGeometryProgram(const String& name, bool resetParams = true);
1439
- /** Sets the geometry program parameters.
1440
- @remarks
1441
- Only applicable to programmable passes.
1442
- */
1443
- void setGeometryProgramParameters(GpuProgramParametersSharedPtr params);
1444
- /** Gets the name of the geometry program used by this pass. */
1445
- const String& getGeometryProgramName(void) const;
1446
- /** Gets the geometry program parameters used by this pass. */
1447
- GpuProgramParametersSharedPtr getGeometryProgramParameters(void) const;
1448
- /** Gets the geometry program used by this pass, only available after _load(). */
1449
- const GpuProgramPtr& getGeometryProgram(void) const;
1450
-
1451
- /** Splits this Pass to one which can be handled in the number of
1452
- texture units specified.
1453
- @remarks
1454
- Only works on non-programmable passes, programmable passes cannot be
1455
- split, it's up to the author to ensure that there is a fallback Technique
1456
- for less capable cards.
1457
- @param numUnits The target number of texture units
1458
- @return A new Pass which contains the remaining units, and a scene_blend
1459
- setting appropriate to approximate the multitexture. This Pass will be
1460
- attached to the parent Technique of this Pass.
1461
- */
1462
- Pass* _split(unsigned short numUnits);
1463
-
1464
- /** Internal method to adjust pass index. */
1465
- void _notifyIndex(unsigned short index);
1466
-
1467
- /** Internal method for preparing to load this pass. */
1468
- void _prepare(void);
1469
- /** Internal method for undoing the load preparartion for this pass. */
1470
- void _unprepare(void);
1471
- /** Internal method for loading this pass. */
1472
- void _load(void);
1473
- /** Internal method for unloading this pass. */
1474
- void _unload(void);
1475
- // Is this loaded?
1476
- bool isLoaded(void) const;
1477
-
1478
- /** Gets the 'hash' of this pass, ie a precomputed number to use for sorting
1479
- @remarks
1480
- This hash is used to sort passes, and for this reason the pass is hashed
1481
- using firstly its index (so that all passes are rendered in order), then
1482
- by the textures which it's TextureUnitState instances are using.
1483
- */
1484
- uint32 getHash(void) const { return mHash; }
1485
- /// Mark the hash as dirty
1486
- void _dirtyHash(void);
1487
- /** Internal method for recalculating the hash.
1488
- @remarks
1489
- Do not call this unless you are sure the old hash is not still being
1490
- used by anything. If in doubt, call _dirtyHash if you want to force
1491
- recalculation of the has next time.
1492
- */
1493
- void _recalculateHash(void);
1494
- /** Tells the pass that it needs recompilation. */
1495
- void _notifyNeedsRecompile(void);
1496
-
1497
- /** Update automatic parameters.
1498
- @param source The source of the parameters
1499
- @param variabilityMask A mask of GpuParamVariability which identifies which autos will need updating
1500
- */
1501
- void _updateAutoParams(const AutoParamDataSource* source, uint16 variabilityMask) const;
1502
-
1503
- /** Gets the 'nth' texture which references the given content type.
1504
- @remarks
1505
- If the 'nth' texture unit which references the content type doesn't
1506
- exist, then this method returns an arbitrary high-value outside the
1507
- valid range to index texture units.
1508
- */
1509
- unsigned short _getTextureUnitWithContentTypeIndex(
1510
- TextureUnitState::ContentType contentType, unsigned short index) const;
1511
-
1512
- /** Set texture filtering for every texture unit
1513
- @note
1514
- This property actually exists on the TextureUnitState class
1515
- For simplicity, this method allows you to set these properties for
1516
- every current TeextureUnitState, If you need more precision, retrieve the
1517
- TextureUnitState instance and set the property there.
1518
- @see TextureUnitState::setTextureFiltering
1519
- */
1520
- void setTextureFiltering(TextureFilterOptions filterType);
1521
- /** Sets the anisotropy level to be used for all textures.
1522
- @note
1523
- This property has been moved to the TextureUnitState class, which is accessible via the
1524
- Technique and Pass. For simplicity, this method allows you to set these properties for
1525
- every current TeextureUnitState, If you need more precision, retrieve the Technique,
1526
- Pass and TextureUnitState instances and set the property there.
1527
- @see TextureUnitState::setTextureAnisotropy
1528
- */
1529
- void setTextureAnisotropy(unsigned int maxAniso);
1530
- /** If set to true, this forces normals to be normalised dynamically
1531
- by the hardware for this pass.
1532
- @remarks
1533
- This option can be used to prevent lighting variations when scaling an
1534
- object - normally because this scaling is hardware based, the normals
1535
- get scaled too which causes lighting to become inconsistent. By default the
1536
- SceneManager detects scaled objects and does this for you, but
1537
- this has an overhead so you might want to turn that off through
1538
- SceneManager::setNormaliseNormalsOnScale(false) and only do it per-Pass
1539
- when you need to.
1540
- */
1541
- void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; }
1542
-
1543
- /** Returns true if this pass has auto-normalisation of normals set. */
1544
- bool getNormaliseNormals(void) const {return mNormaliseNormals; }
1545
-
1546
- /** Static method to retrieve all the Passes which need their
1547
- hash values recalculated.
1548
- */
1549
- static const PassSet& getDirtyHashList(void)
1550
- { return msDirtyHashList; }
1551
- /** Static method to retrieve all the Passes which are pending deletion.
1552
- */
1553
- static const PassSet& getPassGraveyard(void)
1554
- { return msPassGraveyard; }
1555
- /** Static method to reset the list of passes which need their hash
1556
- values recalculated.
1557
- @remarks
1558
- For performance, the dirty list is not updated progressively as
1559
- the hashes are recalculated, instead we expect the processor of the
1560
- dirty hash list to clear the list when they are done.
1561
- */
1562
- static void clearDirtyHashList(void);
1563
-
1564
- /** Process all dirty and pending deletion passes. */
1565
- static void processPendingPassUpdates(void);
1566
-
1567
- /** Queue this pass for deletion when appropriate. */
1568
- void queueForDeletion(void);
1569
-
1570
- /** Returns whether this pass is ambient only.
1571
- */
1572
- bool isAmbientOnly(void) const;
1573
-
1574
- /** set the number of iterations that this pass
1575
- should perform when doing fast multi pass operation.
1576
- @remarks
1577
- Only applicable for programmable passes.
1578
- @param count number of iterations to perform fast multi pass operations.
1579
- A value greater than 1 will cause the pass to be executed count number of
1580
- times without changing the render state. This is very useful for passes
1581
- that use programmable shaders that have to iterate more than once but don't
1582
- need a render state change. Using multi pass can dramatically speed up rendering
1583
- for materials that do things like fur, blur.
1584
- A value of 1 turns off multi pass operation and the pass does
1585
- the normal pass operation.
1586
- */
1587
- void setPassIterationCount(const size_t count) { mPassIterationCount = count; }
1588
-
1589
- /** Gets the pass iteration count value.
1590
- */
1591
- size_t getPassIterationCount(void) const { return mPassIterationCount; }
1592
-
1593
- /** Applies texture names to Texture Unit State with matching texture name aliases.
1594
- All Texture Unit States within the pass are checked.
1595
- If matching texture aliases are found then true is returned.
1596
-
1597
- @param
1598
- aliasList is a map container of texture alias, texture name pairs
1599
- @param
1600
- apply set true to apply the texture aliases else just test to see if texture alias matches are found.
1601
- @return
1602
- True if matching texture aliases were found in the pass.
1603
- */
1604
- bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
1605
-
1606
- /** Sets whether or not this pass will be clipped by a scissor rectangle
1607
- encompassing the lights that are being used in it.
1608
- @remarks
1609
- In order to cut down on fillrate when you have a number of fixed-range
1610
- lights in the scene, you can enable this option to request that
1611
- during rendering, only the region of the screen which is covered by
1612
- the lights is rendered. This region is the screen-space rectangle
1613
- covering the union of the spheres making up the light ranges. Directional
1614
- lights are ignored for this.
1615
- @par
1616
- This is only likely to be useful for multipass additive lighting
1617
- algorithms, where the scene has already been 'seeded' with an ambient
1618
- pass and this pass is just adding light in affected areas.
1619
- @note
1620
- When using SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE,
1621
- this option is implicitly used for all per-light passes and does
1622
- not need to be specified. If you are not using shadows or are using
1623
- a modulative or an integrated shadow technique then this could be useful.
1624
-
1625
- */
1626
- void setLightScissoringEnabled(bool enabled) { mLightScissoring = enabled; }
1627
- /** Gets whether or not this pass will be clipped by a scissor rectangle
1628
- encompassing the lights that are being used in it.
1629
- */
1630
- bool getLightScissoringEnabled() const { return mLightScissoring; }
1631
-
1632
- /** Gets whether or not this pass will be clipped by user clips planes
1633
- bounding the area covered by the light.
1634
- @remarks
1635
- In order to cut down on the geometry set up to render this pass
1636
- when you have a single fixed-range light being rendered through it,
1637
- you can enable this option to request that during triangle setup,
1638
- clip planes are defined to bound the range of the light. In the case
1639
- of a point light these planes form a cube, and in the case of
1640
- a spotlight they form a pyramid. Directional lights are never clipped.
1641
- @par
1642
- This option is only likely to be useful for multipass additive lighting
1643
- algorithms, where the scene has already been 'seeded' with an ambient
1644
- pass and this pass is just adding light in affected areas. In addition,
1645
- it will only be honoured if there is exactly one non-directional light
1646
- being used in this pass. Also, these clip planes override any user clip
1647
- planes set on Camera.
1648
- @note
1649
- When using SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE,
1650
- this option is automatically used for all per-light passes if you
1651
- enable SceneManager::setShadowUseLightClipPlanes and does
1652
- not need to be specified. It is disabled by default since clip planes have
1653
- a cost of their own which may not always exceed the benefits they give you.
1654
- */
1655
- void setLightClipPlanesEnabled(bool enabled) { mLightClipPlanes = enabled; }
1656
- /** Gets whether or not this pass will be clipped by user clips planes
1657
- bounding the area covered by the light.
1658
- */
1659
- bool getLightClipPlanesEnabled() const { return mLightClipPlanes; }
1660
-
1661
- /** Manually set which illumination stage this pass is a member of.
1662
- @remarks
1663
- When using an additive lighting mode (SHADOWTYPE_STENCIL_ADDITIVE or
1664
- SHADOWTYPE_TEXTURE_ADDITIVE), the scene is rendered in 3 discrete
1665
- stages, ambient (or pre-lighting), per-light (once per light, with
1666
- shadowing) and decal (or post-lighting). Usually OGRE figures out how
1667
- to categorise your passes automatically, but there are some effects you
1668
- cannot achieve without manually controlling the illumination. For example
1669
- specular effects are muted by the typical sequence because all textures
1670
- are saved until the IS_DECAL stage which mutes the specular effect.
1671
- Instead, you could do texturing within the per-light stage if it's
1672
- possible for your material and thus add the specular on after the
1673
- decal texturing, and have no post-light rendering.
1674
- @par
1675
- If you assign an illumination stage to a pass you have to assign it
1676
- to all passes in the technique otherwise it will be ignored. Also note
1677
- that whilst you can have more than one pass in each group, they cannot
1678
- alternate, ie all ambient passes will be before all per-light passes,
1679
- which will also be before all decal passes. Within their categories
1680
- the passes will retain their ordering though.
1681
- */
1682
- void setIlluminationStage(IlluminationStage is) { mIlluminationStage = is; }
1683
- /// Get the manually assigned illumination stage, if any
1684
- IlluminationStage getIlluminationStage() const { return mIlluminationStage; }
1685
- /** There are some default hash functions used to order passes so that
1686
- render state changes are minimised, this enumerates them.
1687
- */
1688
- enum BuiltinHashFunction
1689
- {
1690
- /** Try to minimise the number of texture changes. */
1691
- MIN_TEXTURE_CHANGE,
1692
- /** Try to minimise the number of GPU program changes.
1693
- @note Only really useful if you use GPU programs for all of your
1694
- materials.
1695
- */
1696
- MIN_GPU_PROGRAM_CHANGE
1697
- };
1698
- /** Sets one of the default hash functions to be used.
1699
- @remarks
1700
- You absolutely must not change the hash function whilst any Pass instances
1701
- exist in the render queue. The only time you can do this is either
1702
- before you render anything, or directly after you manuall call
1703
- RenderQueue::clear(true) to completely destroy the queue structures.
1704
- The default is MIN_TEXTURE_CHANGE.
1705
- @note
1706
- You can also implement your own hash function, see the alternate version
1707
- of this method.
1708
- @see HashFunc
1709
- */
1710
- static void setHashFunction(BuiltinHashFunction builtin);
1711
-
1712
- /** Set the hash function used for all passes.
1713
- @remarks
1714
- You absolutely must not change the hash function whilst any Pass instances
1715
- exist in the render queue. The only time you can do this is either
1716
- before you render anything, or directly after you manuall call
1717
- RenderQueue::clear(true) to completely destroy the queue structures.
1718
- @note
1719
- You can also use one of the built-in hash functions, see the alternate version
1720
- of this method. The default is MIN_TEXTURE_CHANGE.
1721
- @see HashFunc
1722
- */
1723
- static void setHashFunction(HashFunc* hashFunc) { msHashFunc = hashFunc; }
1724
-
1725
- /** Get the hash function used for all passes.
1726
- */
1727
- static HashFunc* getHashFunction(void) { return msHashFunc; }
1728
-
1729
- /** Get the builtin hash function.
1730
- */
1731
- static HashFunc* getBuiltinHashFunction(BuiltinHashFunction builtin);
1732
-
1733
- /** Return an instance of user objects binding associated with this class.
1734
- You can use it to associate one or more custom objects with this class instance.
1735
- @see UserObjectBindings::setUserAny.
1736
- */
1737
- UserObjectBindings& getUserObjectBindings() { return mUserObjectBindings; }
1738
-
1739
- /** Return an instance of user objects binding associated with this class.
1740
- You can use it to associate one or more custom objects with this class instance.
1741
- @see UserObjectBindings::setUserAny.
1742
- */
1743
- const UserObjectBindings& getUserObjectBindings() const { return mUserObjectBindings; }
1744
- };
1745
-
1746
- /** Struct recording a pass which can be used for a specific illumination stage.
1747
- @remarks
1748
- This structure is used to record categorised passes which fit into a
1749
- number of distinct illumination phases - ambient, diffuse / specular
1750
- (per-light) and decal (post-lighting texturing).
1751
- An original pass may fit into one of these categories already, or it
1752
- may require splitting into its component parts in order to be categorised
1753
- properly.
1754
- */
1755
- struct IlluminationPass : public PassAlloc
1756
- {
1757
- IlluminationStage stage;
1758
- /// The pass to use in this stage
1759
- Pass* pass;
1760
- /// Whether this pass is one which should be deleted itself
1761
- bool destroyOnShutdown;
1762
- /// The original pass which spawned this one
1763
- Pass* originalPass;
1764
-
1765
- IlluminationPass() {}
1766
- };
1767
-
1768
- typedef vector<IlluminationPass*>::type IlluminationPassList;
1769
-
1770
- /** @} */
1771
- /** @} */
1772
-
1773
- }
1774
-
1775
- #endif