ruby-ogre 0.0.5-x86-linux → 0.1.0-x86-linux
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- data/README.md +27 -17
- data/Rakefile +80 -248
- data/lib/{version.rb → ruby-ogre/version.rb} +1 -1
- data/ruby-ogre-push.gemspec +30 -0
- metadata +23 -1623
- data/INSTALL.md +0 -24
- data/bindings/ogre/interface/AnyVALUE.h +0 -21
- data/bindings/ogre/interface/GLX/OgreConfigDialogImp.i +0 -8
- data/bindings/ogre/interface/GLX/OgreErrorDialogImp.i +0 -8
- data/bindings/ogre/interface/GLX/OgreTimerImp.i +0 -8
- data/bindings/ogre/interface/Ogre.i +0 -8
- data/bindings/ogre/interface/OgreAlignedAllocator.i +0 -10
- data/bindings/ogre/interface/OgreAnimable.i +0 -6
- data/bindings/ogre/interface/OgreAnimation.i +0 -8
- data/bindings/ogre/interface/OgreAnimationBlender.i +0 -8
- data/bindings/ogre/interface/OgreAnimationState.i +0 -31
- data/bindings/ogre/interface/OgreAnimationTrack.i +0 -6
- data/bindings/ogre/interface/OgreAny.i +0 -381
- data/bindings/ogre/interface/OgreArchive.i +0 -6
- data/bindings/ogre/interface/OgreArchiveFactory.i +0 -10
- data/bindings/ogre/interface/OgreArchiveManager.i +0 -8
- data/bindings/ogre/interface/OgreAtomicWrappers.i +0 -8
- data/bindings/ogre/interface/OgreAutoParamDataSource.i +0 -8
- data/bindings/ogre/interface/OgreAxisAlignedBox.i +0 -6
- data/bindings/ogre/interface/OgreBillboard.i +0 -8
- data/bindings/ogre/interface/OgreBillboardChain.i +0 -8
- data/bindings/ogre/interface/OgreBillboardParticleRenderer.i +0 -8
- data/bindings/ogre/interface/OgreBillboardSet.i +0 -8
- data/bindings/ogre/interface/OgreBitwise.i +0 -10
- data/bindings/ogre/interface/OgreBlendMode.i +0 -6
- data/bindings/ogre/interface/OgreBone.i +0 -8
- data/bindings/ogre/interface/OgreBorderPanelOverlayElement.i +0 -14
- data/bindings/ogre/interface/OgreBuildSettings.i +0 -8
- data/bindings/ogre/interface/OgreCamera.i +0 -6
- data/bindings/ogre/interface/OgreCodec.i +0 -8
- data/bindings/ogre/interface/OgreColourValue.i +0 -6
- data/bindings/ogre/interface/OgreCommon.i +0 -12
- data/bindings/ogre/interface/OgreCompositionPass.i +0 -8
- data/bindings/ogre/interface/OgreCompositionTargetPass.i +0 -8
- data/bindings/ogre/interface/OgreCompositionTechnique.i +0 -13
- data/bindings/ogre/interface/OgreCompositor.i +0 -8
- data/bindings/ogre/interface/OgreCompositorChain.i +0 -8
- data/bindings/ogre/interface/OgreCompositorInstance.i +0 -8
- data/bindings/ogre/interface/OgreCompositorLogic.i +0 -8
- data/bindings/ogre/interface/OgreCompositorManager.i +0 -8
- data/bindings/ogre/interface/OgreConfig.i +0 -8
- data/bindings/ogre/interface/OgreConfigDialog.i +0 -8
- data/bindings/ogre/interface/OgreConfigFile.i +0 -88
- data/bindings/ogre/interface/OgreConfigOptionMap.i +0 -6
- data/bindings/ogre/interface/OgreController.i +0 -8
- data/bindings/ogre/interface/OgreControllerManager.i +0 -8
- data/bindings/ogre/interface/OgreConvexBody.i +0 -8
- data/bindings/ogre/interface/OgreCustomCompositionPass.i +0 -8
- data/bindings/ogre/interface/OgreDDSCodec.i +0 -8
- data/bindings/ogre/interface/OgreDataStream.i +0 -6
- data/bindings/ogre/interface/OgreDefaultHardwareBufferManager.i +0 -8
- data/bindings/ogre/interface/OgreDeflate.i +0 -8
- data/bindings/ogre/interface/OgreDepthBuffer.i +0 -8
- data/bindings/ogre/interface/OgreDistanceLodStrategy.i +0 -8
- data/bindings/ogre/interface/OgreDualQuaternion.i +0 -8
- data/bindings/ogre/interface/OgreDynLib.i +0 -8
- data/bindings/ogre/interface/OgreDynLibManager.i +0 -8
- data/bindings/ogre/interface/OgreEdgeListBuilder.i +0 -8
- data/bindings/ogre/interface/OgreEntity.i +0 -6
- data/bindings/ogre/interface/OgreErrorDialog.i +0 -8
- data/bindings/ogre/interface/OgreException.i +0 -8
- data/bindings/ogre/interface/OgreExternalTextureSource.i +0 -8
- data/bindings/ogre/interface/OgreExternalTextureSourceManager.i +0 -8
- data/bindings/ogre/interface/OgreFactoryObj.i +0 -8
- data/bindings/ogre/interface/OgreFileSystem.i +0 -8
- data/bindings/ogre/interface/OgreFont.i +0 -8
- data/bindings/ogre/interface/OgreFontManager.i +0 -8
- data/bindings/ogre/interface/OgreFrameListener.i +0 -9
- data/bindings/ogre/interface/OgreFreeImageCodec.i +0 -8
- data/bindings/ogre/interface/OgreFrustum.i +0 -6
- data/bindings/ogre/interface/OgreGpuProgram.i +0 -6
- data/bindings/ogre/interface/OgreGpuProgramManager.i +0 -8
- data/bindings/ogre/interface/OgreGpuProgramParams.i +0 -13
- data/bindings/ogre/interface/OgreGpuProgramUsage.i +0 -8
- data/bindings/ogre/interface/OgreHardwareBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHardwareBufferManager.i +0 -8
- data/bindings/ogre/interface/OgreHardwareIndexBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHardwareOcclusionQuery.i +0 -8
- data/bindings/ogre/interface/OgreHardwarePixelBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHardwareVertexBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHeaderPrefix.i +0 -8
- data/bindings/ogre/interface/OgreHeaderSuffix.i +0 -8
- data/bindings/ogre/interface/OgreHighLevelGpuProgram.i +0 -8
- data/bindings/ogre/interface/OgreHighLevelGpuProgramManager.i +0 -8
- data/bindings/ogre/interface/OgreImage.i +0 -6
- data/bindings/ogre/interface/OgreImageCodec.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatch.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchHW.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchHW_VTF.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchShader.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchVTF.i +0 -8
- data/bindings/ogre/interface/OgreInstanceManager.i +0 -8
- data/bindings/ogre/interface/OgreInstancedEntity.i +0 -8
- data/bindings/ogre/interface/OgreInstancedGeometry.i +0 -9
- data/bindings/ogre/interface/OgreIteratorRange.i +0 -8
- data/bindings/ogre/interface/OgreIteratorWrapper.i +0 -6
- data/bindings/ogre/interface/OgreIteratorWrappers.i +0 -8
- data/bindings/ogre/interface/OgreKeyFrame.i +0 -13
- data/bindings/ogre/interface/OgreLight.i +0 -6
- data/bindings/ogre/interface/OgreLodListener.i +0 -8
- data/bindings/ogre/interface/OgreLodStrategy.i +0 -8
- data/bindings/ogre/interface/OgreLodStrategyManager.i +0 -10
- data/bindings/ogre/interface/OgreLog.i +0 -11
- data/bindings/ogre/interface/OgreLogManager.i +0 -8
- data/bindings/ogre/interface/OgreManualObject.i +0 -8
- data/bindings/ogre/interface/OgreMaterial.i +0 -17
- data/bindings/ogre/interface/OgreMaterialManager.i +0 -6
- data/bindings/ogre/interface/OgreMaterialSerializer.i +0 -8
- data/bindings/ogre/interface/OgreMath.i +0 -5
- data/bindings/ogre/interface/OgreMatrix3.i +0 -8
- data/bindings/ogre/interface/OgreMatrix4.i +0 -6
- data/bindings/ogre/interface/OgreMemoryAllocatedObject.i +0 -8
- data/bindings/ogre/interface/OgreMemoryAllocatorConfig.i +0 -7
- data/bindings/ogre/interface/OgreMemoryNedAlloc.i +0 -8
- data/bindings/ogre/interface/OgreMemoryNedPooling.i +0 -6
- data/bindings/ogre/interface/OgreMemorySTLAllocator.i +0 -5
- data/bindings/ogre/interface/OgreMemoryStdAlloc.i +0 -8
- data/bindings/ogre/interface/OgreMemoryTracker.i +0 -8
- data/bindings/ogre/interface/OgreMesh.i +0 -11
- data/bindings/ogre/interface/OgreMeshFileFormat.i +0 -8
- data/bindings/ogre/interface/OgreMeshManager.i +0 -6
- data/bindings/ogre/interface/OgreMeshSerializer.i +0 -8
- data/bindings/ogre/interface/OgreMeshSerializerImpl.i +0 -8
- data/bindings/ogre/interface/OgreMovableObject.i +0 -12
- data/bindings/ogre/interface/OgreMovablePlane.i +0 -8
- data/bindings/ogre/interface/OgreNode.i +0 -8
- data/bindings/ogre/interface/OgreNumerics.i +0 -8
- data/bindings/ogre/interface/OgreOptimisedUtil.i +0 -8
- data/bindings/ogre/interface/OgreOverlay.i +0 -6
- data/bindings/ogre/interface/OgreOverlayContainer.i +0 -37
- data/bindings/ogre/interface/OgreOverlayElement.i +0 -6
- data/bindings/ogre/interface/OgreOverlayElementCommands.i +0 -8
- data/bindings/ogre/interface/OgreOverlayElementFactory.i +0 -8
- data/bindings/ogre/interface/OgreOverlayManager.i +0 -20
- data/bindings/ogre/interface/OgrePanelOverlayElement.i +0 -14
- data/bindings/ogre/interface/OgreParticle.i +0 -8
- data/bindings/ogre/interface/OgreParticleAffector.i +0 -8
- data/bindings/ogre/interface/OgreParticleAffectorFactory.i +0 -8
- data/bindings/ogre/interface/OgreParticleEmitter.i +0 -8
- data/bindings/ogre/interface/OgreParticleEmitterCommands.i +0 -8
- data/bindings/ogre/interface/OgreParticleEmitterFactory.i +0 -8
- data/bindings/ogre/interface/OgreParticleIterator.i +0 -8
- data/bindings/ogre/interface/OgreParticleScriptCompiler.i +0 -8
- data/bindings/ogre/interface/OgreParticleSystem.i +0 -8
- data/bindings/ogre/interface/OgreParticleSystemManager.i +0 -8
- data/bindings/ogre/interface/OgreParticleSystemRenderer.i +0 -10
- data/bindings/ogre/interface/OgrePass.i +0 -6
- data/bindings/ogre/interface/OgrePatchMesh.i +0 -6
- data/bindings/ogre/interface/OgrePatchSurface.i +0 -6
- data/bindings/ogre/interface/OgrePixelCountLodStrategy.i +0 -8
- data/bindings/ogre/interface/OgrePixelFormat.i +0 -6
- data/bindings/ogre/interface/OgrePlane.i +0 -6
- data/bindings/ogre/interface/OgrePlaneBoundedVolume.i +0 -6
- data/bindings/ogre/interface/OgrePlatform.i +0 -6
- data/bindings/ogre/interface/OgrePlatformInformation.i +0 -8
- data/bindings/ogre/interface/OgrePlugin.i +0 -8
- data/bindings/ogre/interface/OgrePolygon.i +0 -8
- data/bindings/ogre/interface/OgrePose.i +0 -6
- data/bindings/ogre/interface/OgrePredefinedControllers.i +0 -8
- data/bindings/ogre/interface/OgrePrefabFactory.i +0 -8
- data/bindings/ogre/interface/OgrePrerequisites.i +0 -11
- data/bindings/ogre/interface/OgreProfiler.i +0 -8
- data/bindings/ogre/interface/OgreProgressiveMesh.i +0 -8
- data/bindings/ogre/interface/OgreQuaternion.i +0 -6
- data/bindings/ogre/interface/OgreRadixSort.i +0 -8
- data/bindings/ogre/interface/OgreRay.i +0 -8
- data/bindings/ogre/interface/OgreRectangle.i +0 -6
- data/bindings/ogre/interface/OgreRectangle2D.i +0 -6
- data/bindings/ogre/interface/OgreRenderObjectListener.i +0 -10
- data/bindings/ogre/interface/OgreRenderOperation.i +0 -8
- data/bindings/ogre/interface/OgreRenderQueue.i +0 -6
- data/bindings/ogre/interface/OgreRenderQueueInvocation.i +0 -8
- data/bindings/ogre/interface/OgreRenderQueueListener.i +0 -10
- data/bindings/ogre/interface/OgreRenderQueueSortingGrouping.i +0 -11
- data/bindings/ogre/interface/OgreRenderSystem.i +0 -23
- data/bindings/ogre/interface/OgreRenderSystemCapabilities.i +0 -6
- data/bindings/ogre/interface/OgreRenderSystemCapabilitiesManager.i +0 -8
- data/bindings/ogre/interface/OgreRenderSystemCapabilitiesSerializer.i +0 -8
- data/bindings/ogre/interface/OgreRenderTarget.i +0 -6
- data/bindings/ogre/interface/OgreRenderTargetListener.i +0 -10
- data/bindings/ogre/interface/OgreRenderTexture.i +0 -8
- data/bindings/ogre/interface/OgreRenderToVertexBuffer.i +0 -8
- data/bindings/ogre/interface/OgreRenderWindow.i +0 -6
- data/bindings/ogre/interface/OgreRenderable.i +0 -6
- data/bindings/ogre/interface/OgreResource.i +0 -9
- data/bindings/ogre/interface/OgreResourceBackgroundQueue.i +0 -8
- data/bindings/ogre/interface/OgreResourceGroupManager.i +0 -20
- data/bindings/ogre/interface/OgreResourceManager.i +0 -30
- data/bindings/ogre/interface/OgreRibbonTrail.i +0 -17
- data/bindings/ogre/interface/OgreRoot.i +0 -44
- data/bindings/ogre/interface/OgreRotationalSpline.i +0 -8
- data/bindings/ogre/interface/OgreSceneManager.i +0 -59
- data/bindings/ogre/interface/OgreSceneManagerEnumerator.i +0 -11
- data/bindings/ogre/interface/OgreSceneNode.i +0 -9
- data/bindings/ogre/interface/OgreSceneQuery.i +0 -6
- data/bindings/ogre/interface/OgreScriptCompiler.i +0 -11
- data/bindings/ogre/interface/OgreScriptLexer.i +0 -8
- data/bindings/ogre/interface/OgreScriptLoader.i +0 -8
- data/bindings/ogre/interface/OgreScriptParser.i +0 -8
- data/bindings/ogre/interface/OgreScriptTranslator.i +0 -8
- data/bindings/ogre/interface/OgreSearchOps.i +0 -8
- data/bindings/ogre/interface/OgreSerializer.i +0 -6
- data/bindings/ogre/interface/OgreShadowCameraSetup.i +0 -6
- data/bindings/ogre/interface/OgreShadowCameraSetupFocused.i +0 -8
- data/bindings/ogre/interface/OgreShadowCameraSetupLiSPSM.i +0 -8
- data/bindings/ogre/interface/OgreShadowCameraSetupPSSM.i +0 -8
- data/bindings/ogre/interface/OgreShadowCameraSetupPlaneOptimal.i +0 -8
- data/bindings/ogre/interface/OgreShadowCaster.i +0 -8
- data/bindings/ogre/interface/OgreShadowTextureManager.i +0 -6
- data/bindings/ogre/interface/OgreShadowVolumeExtrudeProgram.i +0 -8
- data/bindings/ogre/interface/OgreSharedPtr.i +0 -6
- data/bindings/ogre/interface/OgreSimpleRenderable.i +0 -6
- data/bindings/ogre/interface/OgreSimpleSpline.i +0 -8
- data/bindings/ogre/interface/OgreSingleton.i +0 -8
- data/bindings/ogre/interface/OgreSkeleton.i +0 -6
- data/bindings/ogre/interface/OgreSkeletonFileFormat.i +0 -8
- data/bindings/ogre/interface/OgreSkeletonInstance.i +0 -6
- data/bindings/ogre/interface/OgreSkeletonManager.i +0 -8
- data/bindings/ogre/interface/OgreSkeletonSerializer.i +0 -8
- data/bindings/ogre/interface/OgreSmallVector.i +0 -8
- data/bindings/ogre/interface/OgreSphere.i +0 -8
- data/bindings/ogre/interface/OgreSpotShadowFadePng.i +0 -8
- data/bindings/ogre/interface/OgreStableHeaders.i +0 -8
- data/bindings/ogre/interface/OgreStaticFaceGroup.i +0 -8
- data/bindings/ogre/interface/OgreStaticGeometry.i +0 -13
- data/bindings/ogre/interface/OgreStaticPluginLoader.i +0 -8
- data/bindings/ogre/interface/OgreStdHeaders.i +0 -8
- data/bindings/ogre/interface/OgreStreamSerialiser.i +0 -8
- data/bindings/ogre/interface/OgreString.i +0 -6
- data/bindings/ogre/interface/OgreStringConverter.i +0 -8
- data/bindings/ogre/interface/OgreStringInterface.i +0 -8
- data/bindings/ogre/interface/OgreStringVector.i +0 -22
- data/bindings/ogre/interface/OgreSubEntity.i +0 -8
- data/bindings/ogre/interface/OgreSubMesh.i +0 -8
- data/bindings/ogre/interface/OgreTagPoint.i +0 -8
- data/bindings/ogre/interface/OgreTangentSpaceCalc.i +0 -8
- data/bindings/ogre/interface/OgreTechnique.i +0 -18
- data/bindings/ogre/interface/OgreTextAreaOverlayElement.i +0 -8
- data/bindings/ogre/interface/OgreTexture.i +0 -6
- data/bindings/ogre/interface/OgreTextureManager.i +0 -6
- data/bindings/ogre/interface/OgreTextureUnitState.i +0 -6
- data/bindings/ogre/interface/OgreTimer.i +0 -8
- data/bindings/ogre/interface/OgreUTFString.i +0 -26
- data/bindings/ogre/interface/OgreUnifiedHighLevelGpuProgram.i +0 -10
- data/bindings/ogre/interface/OgreUserObjectBindings.i +0 -8
- data/bindings/ogre/interface/OgreVector2.i +0 -8
- data/bindings/ogre/interface/OgreVector3.i +0 -9
- data/bindings/ogre/interface/OgreVector4.i +0 -8
- data/bindings/ogre/interface/OgreVertexBoneAssignment.i +0 -6
- data/bindings/ogre/interface/OgreVertexIndexData.i +0 -8
- data/bindings/ogre/interface/OgreViewport.i +0 -6
- data/bindings/ogre/interface/OgreWindowEventUtilities.i +0 -6
- data/bindings/ogre/interface/OgreWireBoundingBox.i +0 -8
- data/bindings/ogre/interface/OgreWorkQueue.i +0 -8
- data/bindings/ogre/interface/OgreZip.i +0 -12
- data/bindings/ogre/interface/Paging/OgreGrid2DPageStrategy.i +0 -8
- data/bindings/ogre/interface/Paging/OgreGrid3DPageStrategy.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePage.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageConnection.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContent.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContentCollection.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContentCollectionFactory.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContentFactory.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageFileFormats.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageManager.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageStrategy.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePagedWorld.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePagedWorldSection.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePaging.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePagingPrerequisites.i +0 -8
- data/bindings/ogre/interface/Paging/OgreSimplePageContentCollection.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreRTShaderSystem.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderCGProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderCGProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExDualQuaternionSkinning.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExHardwareSkinning.i +0 -10
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExHardwareSkinningTechnique.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExIntegratedPSSM3.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExLayeredBlending.i +0 -11
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExLinearSkinning.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExNormalMapLighting.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExPerPixelLighting.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExTextureAtlasSampler.i +0 -10
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPColour.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPFog.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPLighting.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPRenderState.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPRenderStateBuilder.i +0 -11
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPTexturing.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPTransform.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFunction.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFunctionAtom.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLESProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLESProgramWriter.i +0 -11
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGenerator.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderHLSLProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderHLSLProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderMaterialSerializerListener.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderParameter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderPrerequisites.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgram.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramManager.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramSet.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramWriterManager.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderRenderState.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderScriptTranslator.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderSubRenderState.i +0 -8
- data/bindings/ogre/interface/Rakefile +0 -22
- data/bindings/ogre/interface/Terrain/OgreTerrain.i +0 -14
- data/bindings/ogre/interface/Terrain/OgreTerrainGroup.i +0 -79
- data/bindings/ogre/interface/Terrain/OgreTerrainLayerBlendMap.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainMaterialGenerator.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainMaterialGeneratorA.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainPagedWorldSection.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainPaging.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainPrerequisites.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainQuadTreeNode.i +0 -8
- data/bindings/ogre/interface/Threading/OgreDefaultWorkQueue.i +0 -8
- data/bindings/ogre/interface/Threading/OgreDefaultWorkQueueStandard.i +0 -8
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2012 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Pass_H__
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#define __Pass_H__
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#include "OgreColourValue.h"
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#include "OgreBlendMode.h"
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#include "OgreCommon.h"
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#include "OgreTextureUnitState.h"
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#include "OgreUserObjectBindings.h"
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namespace Ogre {
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/** \addtogroup Core
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*/
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/** \addtogroup Materials
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enum IlluminationStage
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{
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IS_AMBIENT,
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IS_PER_LIGHT,
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IS_DECAL,
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IS_UNKNOWN
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/** Class defining a single pass of a Technique (of a Material), i.e.
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@par
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programs and you have to set all constant inputs to the programs (like
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they do give you much total flexibility over the algorithms used to render your
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pass, and you can create some effects which are impossible with a fixed-function pass.
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pass to create some great effects, allow more time for definition and testing.
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*/
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class _OgreExport Pass : public PassAlloc
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{
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public:
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/** Definition of a functor for calculating the hashcode of a Pass.
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@remarks
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to reduce the number of render state changes. Each Pass represents a
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single unique set of states, but by ordering them, state changes can
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be minimised between passes. An implementation of this functor should
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order passes so that the elements that you want to keep constant are
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sorted next to each other.
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struct HashFunc
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{
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virtual uint32 operator()(const Pass* p) const = 0;
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virtual ~HashFunc() {}
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};
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protected:
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Technique* mParent;
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unsigned short mIndex; // pass index
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String mName; // optional name for the pass
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uint32 mHash; // pass hash
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bool mHashDirtyQueued; // needs to be dirtied when next loaded
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//-------------------------------------------------------------------------
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// Colour properties, only applicable in fixed-function passes
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ColourValue mAmbient;
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ColourValue mDiffuse;
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ColourValue mSpecular;
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ColourValue mEmissive;
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Real mShininess;
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TrackVertexColourType mTracking;
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//-------------------------------------------------------------------------
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// Blending factors
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SceneBlendFactor mSourceBlendFactor;
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SceneBlendFactor mDestBlendFactor;
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SceneBlendFactor mSourceBlendFactorAlpha;
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SceneBlendFactor mDestBlendFactorAlpha;
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// Blending operations
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SceneBlendOperation mBlendOperation;
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SceneBlendOperation mAlphaBlendOperation;
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bool mSeparateBlendOperation;
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//-------------------------------------------------------------------------
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// Depth buffer settings
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bool mDepthCheck;
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bool mDepthWrite;
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CompareFunction mDepthFunc;
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float mDepthBiasConstant;
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float mDepthBiasSlopeScale;
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float mDepthBiasPerIteration;
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bool mColourWrite;
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CompareFunction mAlphaRejectFunc;
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unsigned char mAlphaRejectVal;
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bool mAlphaToCoverageEnabled;
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bool mTransparentSorting;
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bool mTransparentSortingForced;
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//-------------------------------------------------------------------------
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|
-
|
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
|