shattered_ogrerb 0.5.0.1

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  1. data/lib/shattered_ogrerb.rb +17 -0
  2. data/lib/shattered_ogrerb/base.rb +28 -0
  3. data/lib/shattered_ogrerb/camera.rb +6 -0
  4. data/lib/shattered_ogrerb/key_manager.rb +54 -0
  5. data/lib/shattered_ogrerb/light.rb +5 -0
  6. data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
  7. data/lib/shattered_ogrerb/rmaterial.rb +86 -0
  8. data/lib/shattered_ogrerb/vector.rb +211 -0
  9. data/vendor/Ogre/OIS.dll +0 -0
  10. data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
  11. data/vendor/Ogre/OgreMain.dll +0 -0
  12. data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
  13. data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
  14. data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
  15. data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
  16. data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
  17. data/vendor/Ogre/RenderSystem_GL.dll +0 -0
  18. data/vendor/Ogre/cg.dll +0 -0
  19. data/vendor/Ogre/plugins.cfg +9 -0
  20. data/vendor/ogrerb/MIT_LICENCE +19 -0
  21. data/vendor/ogrerb/README +79 -0
  22. data/vendor/ogrerb/Rakefile +220 -0
  23. data/vendor/ogrerb/build/navi/extconf.rb +53 -0
  24. data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
  25. data/vendor/ogrerb/build/ois/extconf.rb +48 -0
  26. data/vendor/ogrerb/doc_src/ogre.rb +152 -0
  27. data/vendor/ogrerb/doc_src/ois.rb +67 -0
  28. data/vendor/ogrerb/lib/constants.rb +35 -0
  29. data/vendor/ogrerb/lib/ogre.dll +0 -0
  30. data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
  31. data/vendor/ogrerb/navi/Navi.i +5 -0
  32. data/vendor/ogrerb/navi/NaviData.i +18 -0
  33. data/vendor/ogrerb/navi/NaviManager.i +5 -0
  34. data/vendor/ogrerb/navi/NaviProxies.i +7 -0
  35. data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
  36. data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
  37. data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
  38. data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
  39. data/vendor/ogrerb/navi/navi_rb.i +53 -0
  40. data/vendor/ogrerb/navi/std_multimap.i +581 -0
  41. data/vendor/ogrerb/ogre.rb +23 -0
  42. data/vendor/ogrerb/ogre/Application.i +59 -0
  43. data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
  44. data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
  45. data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
  46. data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
  47. data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
  48. data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
  49. data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
  50. data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
  51. data/vendor/ogrerb/ogre/OgreAny.i +5 -0
  52. data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
  53. data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
  54. data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
  55. data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
  56. data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
  57. data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
  58. data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
  59. data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
  60. data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
  61. data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
  62. data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
  63. data/vendor/ogrerb/ogre/OgreBone.i +5 -0
  64. data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
  65. data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
  66. data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
  67. data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
  68. data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
  69. data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
  70. data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
  71. data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
  72. data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
  73. data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
  74. data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
  75. data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
  76. data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
  77. data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
  78. data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
  79. data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
  80. data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
  81. data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
  82. data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
  83. data/vendor/ogrerb/ogre/OgreController.i +5 -0
  84. data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
  85. data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
  86. data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
  87. data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
  88. data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
  89. data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
  90. data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
  91. data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
  92. data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
  93. data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
  94. data/vendor/ogrerb/ogre/OgreException.i +5 -0
  95. data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
  96. data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
  97. data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
  98. data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
  99. data/vendor/ogrerb/ogre/OgreFont.i +5 -0
  100. data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
  101. data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
  102. data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
  103. data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
  104. data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
  105. data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
  106. data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
  107. data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
  108. data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
  109. data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
  110. data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
  111. data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
  112. data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
  113. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
  114. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
  115. data/vendor/ogrerb/ogre/OgreImage.i +5 -0
  116. data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
  117. data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
  118. data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
  119. data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
  120. data/vendor/ogrerb/ogre/OgreLight.i +5 -0
  121. data/vendor/ogrerb/ogre/OgreLog.i +5 -0
  122. data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
  123. data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
  124. data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
  125. data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
  126. data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
  127. data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
  128. data/vendor/ogrerb/ogre/OgreMath.i +48 -0
  129. data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
  130. data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
  131. data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
  132. data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
  133. data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
  134. data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
  135. data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
  136. data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
  137. data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
  138. data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
  139. data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
  140. data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
  141. data/vendor/ogrerb/ogre/OgreNode.i +11 -0
  142. data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
  143. data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
  144. data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
  145. data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
  146. data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
  147. data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
  148. data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
  149. data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
  150. data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
  151. data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
  152. data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
  153. data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
  154. data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
  155. data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
  156. data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
  157. data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
  158. data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
  159. data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
  160. data/vendor/ogrerb/ogre/OgrePass.i +10 -0
  161. data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
  162. data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
  163. data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
  164. data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
  165. data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
  166. data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
  167. data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
  168. data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
  169. data/vendor/ogrerb/ogre/OgrePose.i +5 -0
  170. data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
  171. data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
  172. data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
  173. data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
  174. data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
  175. data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
  176. data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
  177. data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
  178. data/vendor/ogrerb/ogre/OgreRay.i +5 -0
  179. data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
  180. data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
  181. data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
  182. data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
  183. data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
  184. data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
  185. data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
  186. data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
  187. data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
  188. data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
  189. data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
  190. data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
  191. data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
  192. data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
  193. data/vendor/ogrerb/ogre/OgreResource.i +68 -0
  194. data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
  195. data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
  196. data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
  197. data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
  198. data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
  199. data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
  200. data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
  201. data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
  202. data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
  203. data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
  204. data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
  205. data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
  206. data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
  207. data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
  208. data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
  209. data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
  210. data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
  211. data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
  212. data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
  213. data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
  214. data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
  215. data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
  216. data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
  217. data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
  218. data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
  219. data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
  220. data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
  221. data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
  222. data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
  223. data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
  224. data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
  225. data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
  226. data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
  227. data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
  228. data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
  229. data/vendor/ogrerb/ogre/OgreString.i +5 -0
  230. data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
  231. data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
  232. data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
  233. data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
  234. data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
  235. data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
  236. data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
  237. data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
  238. data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
  239. data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
  240. data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
  241. data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
  242. data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
  243. data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
  244. data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
  245. data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
  246. data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
  247. data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
  248. data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
  249. data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
  250. data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
  251. data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
  252. data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
  253. data/vendor/ogrerb/ogre/OgreZip.i +5 -0
  254. data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
  255. data/vendor/ogrerb/ogre/std_multimap.i +581 -0
  256. data/vendor/ogrerb/ois/OISProxies.i +9 -0
  257. data/vendor/ogrerb/ois/OISRenames.i +11 -0
  258. data/vendor/ogrerb/ois/ois.i +135 -0
  259. data/vendor/ogrerb/ois/std_multimap.i +581 -0
  260. data/vendor/ogrerb/platform.rb +23 -0
  261. data/vendor/ogrerb/samples/application.rb +146 -0
  262. data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
  263. data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
  264. data/vendor/ogrerb/samples/bsp.rb +74 -0
  265. data/vendor/ogrerb/samples/cg.dll +0 -0
  266. data/vendor/ogrerb/samples/js3250.dll +0 -0
  267. data/vendor/ogrerb/samples/lighting.rb +136 -0
  268. data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
  269. data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
  270. data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
  271. data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
  272. data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
  273. data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
  274. data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
  275. data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
  276. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
  277. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
  278. data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
  279. data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
  280. data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
  281. data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
  282. data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
  283. data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
  284. data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
  285. data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
  286. data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
  287. data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
  288. data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
  289. data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
  290. data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
  291. data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
  292. data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
  293. data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
  294. data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
  295. data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
  296. data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
  297. data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
  298. data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
  299. data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
  300. data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
  301. data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
  302. data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
  303. data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
  304. data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
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@@ -0,0 +1,680 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org/
6
+
7
+ Copyright (c) 2000-2006 Torus Knot Software Ltd
8
+ Also see acknowledgements in Readme.html
9
+
10
+ This program is free software; you can redistribute it and/or modify it under
11
+ the terms of the GNU Lesser General Public License as published by the Free Software
12
+ Foundation; either version 2 of the License, or (at your option) any later
13
+ version.
14
+
15
+ This program is distributed in the hope that it will be useful, but WITHOUT
16
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17
+ FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
+
19
+ You should have received a copy of the GNU Lesser General Public License along with
20
+ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21
+ Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22
+ http://www.gnu.org/copyleft/lesser.txt.
23
+
24
+ You may alternatively use this source under the terms of a specific version of
25
+ the OGRE Unrestricted License provided you have obtained such a license from
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+ Torus Knot Software Ltd.
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+ -----------------------------------------------------------------------------
28
+ */
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+ #ifndef _Material_H__
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+ #define _Material_H__
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+
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+ #include "OgrePrerequisites.h"
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+
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+ #include "OgreResource.h"
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+ #include "OgreIteratorWrappers.h"
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+ #include "OgreCommon.h"
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+ #include "OgreColourValue.h"
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+ #include "OgreBlendMode.h"
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+
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+
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+ namespace Ogre {
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+
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+ // Forward declaration
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+ class MaterialPtr;
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+
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+ /** Class encapsulates rendering properties of an object.
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+ @remarks
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+ Ogre's material class encapsulates ALL aspects of the visual appearance,
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+ of an object. It also includes other flags which
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+ might not be traditionally thought of as material properties such as
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+ culling modes and depth buffer settings, but these affect the
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+ appearance of the rendered object and are convenient to attach to the
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+ material since it keeps all the settings in one place. This is
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+ different to Direct3D which treats a material as just the colour
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+ components (diffuse, specular) and not texture maps etc. An Ogre
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+ Material can be thought of as equivalent to a 'Shader'.
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+ @par
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+ A Material can be rendered in multiple different ways depending on the
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+ hardware available. You may configure a Material to use high-complexity
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+ fragment shaders, but these won't work on every card; therefore a Technique
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+ is an approach to creating the visual effect you are looking for. You are advised
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+ to create fallback techniques with lower hardware requirements if you decide to
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+ use advanced features. In addition, you also might want lower-detail techniques
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+ for distant geometry.
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+ @par
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+ Each technique can be made up of multiple passes. A fixed-function pass
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+ may combine multiple texture layers using multitexrtuing, but Ogre can
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+ break that into multiple passes automatically if the active card cannot
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+ handle that many simultaneous textures. Programmable passes, however, cannot
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+ be split down automatically, so if the active graphics card cannot handle the
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+ technique which contains these passes, OGRE will try to find another technique
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+ which the card can do. If, at the end of the day, the card cannot handle any of the
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+ techniques which are listed for the material, the engine will render the
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+ geometry plain white, which should alert you to the problem.
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+ @par
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+ Ogre comes configured with a number of default settings for a newly
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+ created material. These can be changed if you wish by retrieving the
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+ default material settings through
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+ SceneManager::getDefaultMaterialSettings. Any changes you make to the
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+ Material returned from this method will apply to any materials created
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+ from this point onward.
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+ */
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+ class _OgreExport Material : public Resource
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+ {
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+ friend class SceneManager;
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+ friend class MaterialManager;
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+
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+ public:
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+ /// distance list used to specify LOD
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+ typedef std::vector<Real> LodDistanceList;
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+ typedef ConstVectorIterator<LodDistanceList> LodDistanceIterator;
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+ protected:
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+
94
+
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+ /** Internal method which sets the material up from the default settings.
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+ */
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+ void applyDefaults(void);
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+
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+ typedef std::vector<Technique*> Techniques;
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+ /// All techniques, supported and unsupported
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+ Techniques mTechniques;
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+ /// Supported techniques of any sort
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+ Techniques mSupportedTechniques;
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+ typedef std::map<unsigned short, Technique*> LodTechniques;
105
+ typedef std::map<unsigned short, LodTechniques*> BestTechniquesBySchemeList;
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+ /** Map of scheme -> list of LOD techniques.
107
+ Current scheme is set on MaterialManager,
108
+ and can be set per Viewport for auto activation.
109
+ */
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+ BestTechniquesBySchemeList mBestTechniquesBySchemeList;
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+
112
+ LodDistanceList mLodDistances;
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+ bool mReceiveShadows;
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+ bool mTransparencyCastsShadows;
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+ /// Does this material require compilation?
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+ bool mCompilationRequired;
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+ /// Text description of why any techniques are not supported
118
+ String mUnsupportedReasons;
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+
120
+ /** Insert a supported technique into the local collections. */
121
+ void insertSupportedTechnique(Technique* t);
122
+
123
+ /** Clear the best technique list.
124
+ */
125
+ void clearBestTechniqueList(void);
126
+
127
+ /** Overridden from Resource.
128
+ */
129
+ void loadImpl(void);
130
+
131
+ /** Unloads the material, frees resources etc.
132
+ @see
133
+ Resource
134
+ */
135
+ void unloadImpl(void);
136
+ /// @copydoc Resource::calculateSize
137
+ size_t calculateSize(void) const { return 0; } // TODO
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+ public:
139
+
140
+ /** Constructor - use resource manager's create method rather than this.
141
+ */
142
+ Material(ResourceManager* creator, const String& name, ResourceHandle handle,
143
+ const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
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+
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+ ~Material();
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+ /** Assignment operator to allow easy copying between materials.
147
+ */
148
+ Material& operator=( const Material& rhs );
149
+
150
+ /** Determines if the material has any transparency with the rest of the scene (derived from
151
+ whether any Techniques say they involve transparency).
152
+ */
153
+ bool isTransparent(void) const;
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+
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+ /** Sets whether objects using this material will receive shadows.
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+ @remarks
157
+ This method allows a material to opt out of receiving shadows, if
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+ it would otherwise do so. Shadows will not be cast on any objects
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+ unless the scene is set up to support shadows
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+ (@see SceneManager::setShadowTechnique), and not all techniques cast
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+ shadows on all objects. In any case, if you have a need to prevent
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+ shadows being received by material, this is the method you call to
163
+ do it.
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+ @note
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+ Transparent materials never receive shadows despite this setting.
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+ The default is to receive shadows.
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+ */
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+ void setReceiveShadows(bool enabled) { mReceiveShadows = enabled; }
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+ /** Returns whether or not objects using this material will receive shadows. */
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+ bool getReceiveShadows(void) const { return mReceiveShadows; }
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+
172
+ /** Sets whether objects using this material be classified as opaque to the shadow caster system.
173
+ @remarks
174
+ This method allows a material to cast a shadow, even if it is transparent.
175
+ By default, transparent materials neither cast nor receive shadows. Shadows
176
+ will not be cast on any objects unless the scene is set up to support shadows
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+ (@see SceneManager::setShadowTechnique), and not all techniques cast
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+ shadows on all objects.
179
+ */
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+ void setTransparencyCastsShadows(bool enabled) { mTransparencyCastsShadows = enabled; }
181
+ /** Returns whether or not objects using this material be classified as opaque to the shadow caster system. */
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+ bool getTransparencyCastsShadows(void) const { return mTransparencyCastsShadows; }
183
+
184
+ /** Creates a new Technique for this Material.
185
+ @remarks
186
+ A Technique is a single way of rendering geometry in order to achieve the effect
187
+ you are intending in a material. There are many reason why you would want more than
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+ one - the main one being to handle variable graphics card abilities; you might have
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+ one technique which is impressive but only runs on 4th-generation graphics cards,
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+ for example. In this case you will want to create at least one fallback Technique.
191
+ OGRE will work out which Techniques a card can support and pick the best one.
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+ @par
193
+ If multiple Techniques are available, the order in which they are created is
194
+ important - the engine will consider lower-indexed Techniques to be preferable
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+ to higher-indexed Techniques, ie when asked for the 'best' technique it will
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+ return the first one in the technique list which is supported by the hardware.
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+ */
198
+ Technique* createTechnique(void);
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+ /** Gets the indexed technique. */
200
+ Technique* getTechnique(unsigned short index);
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+ /** searches for the named technique.
202
+ Return 0 if technique with name is not found
203
+ */
204
+ Technique* getTechnique(const String& name);
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+ /** Retrieves the number of techniques. */
206
+ unsigned short getNumTechniques(void) const;
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+ /** Removes the technique at the given index. */
208
+ void removeTechnique(unsigned short index);
209
+ /** Removes all the techniques in this Material. */
210
+ void removeAllTechniques(void);
211
+ typedef VectorIterator<Techniques> TechniqueIterator;
212
+ /** Get an iterator over the Techniques in this Material. */
213
+ TechniqueIterator getTechniqueIterator(void);
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+ /** Gets an iterator over all the Techniques which are supported by the current card.
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+ @remarks
216
+ The supported technique list is only available after this material has been compiled,
217
+ which typically happens on loading the material. Therefore, if this method returns
218
+ an empty list, try calling Material::load.
219
+ */
220
+ TechniqueIterator getSupportedTechniqueIterator(void);
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+
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+ /** Gets the indexed supported technique. */
223
+ Technique* getSupportedTechnique(unsigned short index);
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+ /** Retrieves the number of supported techniques. */
225
+ unsigned short getNumSupportedTechniques(void) const;
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+ /** Gets a string explaining why any techniques are not supported. */
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+ const String& getUnsupportedTechniquesExplanation() const { return mUnsupportedReasons; }
228
+
229
+ /** Gets the number of levels-of-detail this material has in the
230
+ given scheme, based on Technique::setLodIndex.
231
+ @remarks
232
+ Note that this will not be up to date until the material has been compiled.
233
+ */
234
+ unsigned short getNumLodLevels(unsigned short schemeIndex) const;
235
+ /** Gets the number of levels-of-detail this material has in the
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+ given scheme, based on Technique::setLodIndex.
237
+ @remarks
238
+ Note that this will not be up to date until the material has been compiled.
239
+ */
240
+ unsigned short getNumLodLevels(const String& schemeName) const;
241
+
242
+ /** Gets the best supported technique.
243
+ @remarks
244
+ This method returns the lowest-index supported Technique in this material
245
+ (since lower-indexed Techniques are considered to be better than higher-indexed
246
+ ones).
247
+ @par
248
+ The best supported technique is only available after this material has been compiled,
249
+ which typically happens on loading the material. Therefore, if this method returns
250
+ NULL, try calling Material::load.
251
+ @param lodIndex The material lod index to use
252
+ */
253
+ Technique* getBestTechnique(unsigned short lodIndex = 0);
254
+
255
+
256
+ /** Creates a new copy of this material with the same settings but a new name.
257
+ @param newName The name for the cloned material
258
+ @param changeGroup If true, the resource group of the clone is changed
259
+ @param newGroup Only required if changeGroup is true; the new group to assign
260
+ */
261
+ MaterialPtr clone(const String& newName, bool changeGroup = false,
262
+ const String& newGroup = StringUtil::BLANK) const;
263
+
264
+ /** Copies the details of this material into another, preserving the target's handle and name
265
+ (unlike operator=) but copying everything else.
266
+ @param mat Weak reference to material which will receive this material's settings.
267
+ */
268
+ void copyDetailsTo(MaterialPtr& mat) const;
269
+
270
+ /** 'Compiles' this Material.
271
+ @remarks
272
+ Compiling a material involves determining which Techniques are supported on the
273
+ card on which OGRE is currently running, and for fixed-function Passes within those
274
+ Techniques, splitting the passes down where they contain more TextureUnitState
275
+ instances than the current card has texture units.
276
+ @par
277
+ This process is automatically done when the Material is loaded, but may be
278
+ repeated if you make some procedural changes.
279
+ @param
280
+ autoManageTextureUnits If true, when a fixed function pass has too many TextureUnitState
281
+ entries than the card has texture units, the Pass in question will be split into
282
+ more than one Pass in order to emulate the Pass. If you set this to false and
283
+ this situation arises, an Exception will be thrown.
284
+ */
285
+ void compile(bool autoManageTextureUnits = true);
286
+
287
+ // -------------------------------------------------------------------------------
288
+ // The following methods are to make migration from previous versions simpler
289
+ // and to make code easier to write when dealing with simple materials
290
+ // They set the properties which have been moved to Pass for all Techniques and all Passes
291
+
292
+ /** Sets the point size properties for every Pass in every Technique.
293
+ @note
294
+ This property has been moved to the Pass class, which is accessible via the
295
+ Technique. For simplicity, this method allows you to set these properties for
296
+ every current Technique, and for every current Pass within those Techniques. If
297
+ you need more precision, retrieve the Technique and Pass instances and set the
298
+ property there.
299
+ @see Pass::setPointSize
300
+ */
301
+ void setPointSize(Real ps);
302
+
303
+ /** Sets the ambient colour reflectance properties for every Pass in every Technique.
304
+ @note
305
+ This property has been moved to the Pass class, which is accessible via the
306
+ Technique. For simplicity, this method allows you to set these properties for
307
+ every current Technique, and for every current Pass within those Techniques. If
308
+ you need more precision, retrieve the Technique and Pass instances and set the
309
+ property there.
310
+ @see Pass::setAmbient
311
+ */
312
+ void setAmbient(Real red, Real green, Real blue);
313
+
314
+ /** Sets the ambient colour reflectance properties for every Pass in every Technique.
315
+ @note
316
+ This property has been moved to the Pass class, which is accessible via the
317
+ Technique. For simplicity, this method allows you to set these properties for
318
+ every current Technique, and for every current Pass within those Techniques. If
319
+ you need more precision, retrieve the Technique and Pass instances and set the
320
+ property there.
321
+ @see Pass::setAmbient
322
+ */
323
+ void setAmbient(const ColourValue& ambient);
324
+
325
+ /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
326
+ @note
327
+ This property has been moved to the Pass class, which is accessible via the
328
+ Technique. For simplicity, this method allows you to set these properties for
329
+ every current Technique, and for every current Pass within those Techniques. If
330
+ you need more precision, retrieve the Technique and Pass instances and set the
331
+ property there.
332
+ @see Pass::setDiffuse
333
+ */
334
+ void setDiffuse(Real red, Real green, Real blue, Real alpha);
335
+
336
+ /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
337
+ @note
338
+ This property has been moved to the Pass class, which is accessible via the
339
+ Technique. For simplicity, this method allows you to set these properties for
340
+ every current Technique, and for every current Pass within those Techniques. If
341
+ you need more precision, retrieve the Technique and Pass instances and set the
342
+ property there.
343
+ @see Pass::setDiffuse
344
+ */
345
+ void setDiffuse(const ColourValue& diffuse);
346
+
347
+ /** Sets the specular colour reflectance properties of every Pass in every Technique.
348
+ @note
349
+ This property has been moved to the Pass class, which is accessible via the
350
+ Technique. For simplicity, this method allows you to set these properties for
351
+ every current Technique, and for every current Pass within those Techniques. If
352
+ you need more precision, retrieve the Technique and Pass instances and set the
353
+ property there.
354
+ @see Pass::setSpecular
355
+ */
356
+ void setSpecular(Real red, Real green, Real blue, Real alpha);
357
+
358
+ /** Sets the specular colour reflectance properties of every Pass in every Technique.
359
+ @note
360
+ This property has been moved to the Pass class, which is accessible via the
361
+ Technique. For simplicity, this method allows you to set these properties for
362
+ every current Technique, and for every current Pass within those Techniques. If
363
+ you need more precision, retrieve the Technique and Pass instances and set the
364
+ property there.
365
+ @see Pass::setSpecular
366
+ */
367
+ void setSpecular(const ColourValue& specular);
368
+
369
+ /** Sets the shininess properties of every Pass in every Technique.
370
+ @note
371
+ This property has been moved to the Pass class, which is accessible via the
372
+ Technique. For simplicity, this method allows you to set these properties for
373
+ every current Technique, and for every current Pass within those Techniques. If
374
+ you need more precision, retrieve the Technique and Pass instances and set the
375
+ property there.
376
+ @see Pass::setShininess
377
+ */
378
+ void setShininess(Real val);
379
+
380
+ /** Sets the amount of self-illumination of every Pass in every Technique.
381
+ @note
382
+ This property has been moved to the Pass class, which is accessible via the
383
+ Technique. For simplicity, this method allows you to set these properties for
384
+ every current Technique, and for every current Pass within those Techniques. If
385
+ you need more precision, retrieve the Technique and Pass instances and set the
386
+ property there.
387
+ @see Pass::setSelfIllumination
388
+ */
389
+ void setSelfIllumination(Real red, Real green, Real blue);
390
+
391
+ /** Sets the amount of self-illumination of every Pass in every Technique.
392
+ @note
393
+ This property has been moved to the Pass class, which is accessible via the
394
+ Technique. For simplicity, this method allows you to set these properties for
395
+ every current Technique, and for every current Pass within those Techniques. If
396
+ you need more precision, retrieve the Technique and Pass instances and set the
397
+ property there.
398
+ @see Pass::setSelfIllumination
399
+ */
400
+ void setSelfIllumination(const ColourValue& selfIllum);
401
+
402
+ /** Sets whether or not each Pass renders with depth-buffer checking on or not.
403
+ @note
404
+ This property has been moved to the Pass class, which is accessible via the
405
+ Technique. For simplicity, this method allows you to set these properties for
406
+ every current Technique, and for every current Pass within those Techniques. If
407
+ you need more precision, retrieve the Technique and Pass instances and set the
408
+ property there.
409
+ @see Pass::setDepthCheckEnabled
410
+ */
411
+ void setDepthCheckEnabled(bool enabled);
412
+
413
+ /** Sets whether or not each Pass renders with depth-buffer writing on or not.
414
+ @note
415
+ This property has been moved to the Pass class, which is accessible via the
416
+ Technique. For simplicity, this method allows you to set these properties for
417
+ every current Technique, and for every current Pass within those Techniques. If
418
+ you need more precision, retrieve the Technique and Pass instances and set the
419
+ property there.
420
+ @see Pass::setDepthWriteEnabled
421
+ */
422
+ void setDepthWriteEnabled(bool enabled);
423
+
424
+ /** Sets the function used to compare depth values when depth checking is on.
425
+ @note
426
+ This property has been moved to the Pass class, which is accessible via the
427
+ Technique. For simplicity, this method allows you to set these properties for
428
+ every current Technique, and for every current Pass within those Techniques. If
429
+ you need more precision, retrieve the Technique and Pass instances and set the
430
+ property there.
431
+ @see Pass::setDepthFunction
432
+ */
433
+ void setDepthFunction( CompareFunction func );
434
+
435
+ /** Sets whether or not colour buffer writing is enabled for each Pass.
436
+ @note
437
+ This property has been moved to the Pass class, which is accessible via the
438
+ Technique. For simplicity, this method allows you to set these properties for
439
+ every current Technique, and for every current Pass within those Techniques. If
440
+ you need more precision, retrieve the Technique and Pass instances and set the
441
+ property there.
442
+ @see Pass::setColourWriteEnabled
443
+ */
444
+ void setColourWriteEnabled(bool enabled);
445
+
446
+ /** Sets the culling mode for each pass based on the 'vertex winding'.
447
+ @note
448
+ This property has been moved to the Pass class, which is accessible via the
449
+ Technique. For simplicity, this method allows you to set these properties for
450
+ every current Technique, and for every current Pass within those Techniques. If
451
+ you need more precision, retrieve the Technique and Pass instances and set the
452
+ property there.
453
+ @see Pass::setCullingMode
454
+ */
455
+ void setCullingMode( CullingMode mode );
456
+
457
+ /** Sets the manual culling mode, performed by CPU rather than hardware.
458
+ @note
459
+ This property has been moved to the Pass class, which is accessible via the
460
+ Technique. For simplicity, this method allows you to set these properties for
461
+ every current Technique, and for every current Pass within those Techniques. If
462
+ you need more precision, retrieve the Technique and Pass instances and set the
463
+ property there.
464
+ @see Pass::setManualCullingMode
465
+ */
466
+ void setManualCullingMode( ManualCullingMode mode );
467
+
468
+ /** Sets whether or not dynamic lighting is enabled for every Pass.
469
+ @note
470
+ This property has been moved to the Pass class, which is accessible via the
471
+ Technique. For simplicity, this method allows you to set these properties for
472
+ every current Technique, and for every current Pass within those Techniques. If
473
+ you need more precision, retrieve the Technique and Pass instances and set the
474
+ property there.
475
+ @see Pass::setLightingEnabled
476
+ */
477
+ void setLightingEnabled(bool enabled);
478
+
479
+ /** Sets the type of light shading required
480
+ @note
481
+ This property has been moved to the Pass class, which is accessible via the
482
+ Technique. For simplicity, this method allows you to set these properties for
483
+ every current Technique, and for every current Pass within those Techniques. If
484
+ you need more precision, retrieve the Technique and Pass instances and set the
485
+ property there.
486
+ @see Pass::setShadingMode
487
+ */
488
+ void setShadingMode( ShadeOptions mode );
489
+
490
+ /** Sets the fogging mode applied to each pass.
491
+ @note
492
+ This property has been moved to the Pass class, which is accessible via the
493
+ Technique. For simplicity, this method allows you to set these properties for
494
+ every current Technique, and for every current Pass within those Techniques. If
495
+ you need more precision, retrieve the Technique and Pass instances and set the
496
+ property there.
497
+ @see Pass::setFog
498
+ */
499
+ void setFog(
500
+ bool overrideScene,
501
+ FogMode mode = FOG_NONE,
502
+ const ColourValue& colour = ColourValue::White,
503
+ Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
504
+
505
+ /** Sets the depth bias to be used for each Pass.
506
+ @note
507
+ This property has been moved to the Pass class, which is accessible via the
508
+ Technique. For simplicity, this method allows you to set these properties for
509
+ every current Technique, and for every current Pass within those Techniques. If
510
+ you need more precision, retrieve the Technique and Pass instances and set the
511
+ property there.
512
+ @see Pass::setDepthBias
513
+ */
514
+ void setDepthBias(float constantBias, float slopeScaleBias);
515
+
516
+ /** Set texture filtering for every texture unit in every Technique and Pass
517
+ @note
518
+ This property has been moved to the TextureUnitState class, which is accessible via the
519
+ Technique and Pass. For simplicity, this method allows you to set these properties for
520
+ every current TeextureUnitState, If you need more precision, retrieve the Technique,
521
+ Pass and TextureUnitState instances and set the property there.
522
+ @see TextureUnitState::setTextureFiltering
523
+ */
524
+ void setTextureFiltering(TextureFilterOptions filterType);
525
+ /** Sets the anisotropy level to be used for all textures.
526
+ @note
527
+ This property has been moved to the TextureUnitState class, which is accessible via the
528
+ Technique and Pass. For simplicity, this method allows you to set these properties for
529
+ every current TeextureUnitState, If you need more precision, retrieve the Technique,
530
+ Pass and TextureUnitState instances and set the property there.
531
+ @see TextureUnitState::setTextureAnisotropy
532
+ */
533
+ void setTextureAnisotropy(int maxAniso);
534
+
535
+ /** Sets the kind of blending every pass has with the existing contents of the scene.
536
+ @note
537
+ This property has been moved to the Pass class, which is accessible via the
538
+ Technique. For simplicity, this method allows you to set these properties for
539
+ every current Technique, and for every current Pass within those Techniques. If
540
+ you need more precision, retrieve the Technique and Pass instances and set the
541
+ property there.
542
+ @see Pass::setSceneBlending
543
+ */
544
+ void setSceneBlending( const SceneBlendType sbt );
545
+
546
+ /** Allows very fine control of blending every Pass with the existing contents of the scene.
547
+ @note
548
+ This property has been moved to the Pass class, which is accessible via the
549
+ Technique. For simplicity, this method allows you to set these properties for
550
+ every current Technique, and for every current Pass within those Techniques. If
551
+ you need more precision, retrieve the Technique and Pass instances and set the
552
+ property there.
553
+ @see Pass::setSceneBlending
554
+ */
555
+ void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
556
+
557
+
558
+ /** Tells the material that it needs recompilation. */
559
+ void _notifyNeedsRecompile(void);
560
+
561
+ /** Sets the distance at which level-of-detail (LOD) levels come into effect.
562
+ @remarks
563
+ You should only use this if you have assigned LOD indexes to the Technique
564
+ instances attached to this Material. If you have done so, you should call this
565
+ method to determine the distance at which the lowe levels of detail kick in.
566
+ The decision about what distance is actually used is a combination of this
567
+ and the LOD bias applied to both the current Camera and the current Entity.
568
+ @param lodDistances A vector of Reals which indicate the distance at which to
569
+ switch to lower details. They are listed in LOD index order, starting at index
570
+ 1 (ie the first level down from the highest level 0, which automatically applies
571
+ from a distance of 0).
572
+ */
573
+ void setLodLevels(const LodDistanceList& lodDistances);
574
+ /** Gets an iterator over the list of distances at which each LOD comes into effect.
575
+ @remarks
576
+ Note that the iterator returned from this method is not totally anagolous to
577
+ the one passed in by calling setLodLevels - the list includes a zero
578
+ entry at the start (since the highest LOD starts at distance 0), and
579
+ the other distances are held as their squared value for efficiency.
580
+ */
581
+ LodDistanceIterator getLodDistanceIterator(void) const;
582
+
583
+ /** Gets the LOD index to use at the given distance. */
584
+ unsigned short getLodIndex(Real d) const;
585
+ /** Gets the LOD index to use at the given squared distance. */
586
+ unsigned short getLodIndexSquaredDepth(Real squaredDepth) const;
587
+
588
+ /** @copydoc Resource::touch
589
+ */
590
+ void touch(void)
591
+ {
592
+ if (mCompilationRequired)
593
+ compile();
594
+ // call superclass
595
+ Resource::touch();
596
+ }
597
+
598
+ /** Applies texture names to Texture Unit State with matching texture name aliases.
599
+ All techniques, passes, and Texture Unit States within the material are checked.
600
+ If matching texture aliases are found then true is returned.
601
+
602
+ @param
603
+ aliasList is a map container of texture alias, texture name pairs
604
+ @param
605
+ apply set true to apply the texture aliases else just test to see if texture alias matches are found.
606
+ @return
607
+ True if matching texture aliases were found in the material.
608
+ */
609
+ bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
610
+
611
+ /** Gets the compilation status of the material.
612
+ @return True if the material needs recompilation.
613
+ */
614
+ bool getCompilationRequired() const
615
+ {
616
+ return mCompilationRequired;
617
+ }
618
+
619
+
620
+ };
621
+
622
+ /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MaterialPtr
623
+ @note Has to be a subclass since we need operator=.
624
+ We could templatise this instead of repeating per Resource subclass,
625
+ except to do so requires a form VC6 does not support i.e.
626
+ ResourceSubclassPtr<T> : public SharedPtr<T>
627
+ */
628
+ class _OgreExport MaterialPtr : public SharedPtr<Material>
629
+ {
630
+ public:
631
+ MaterialPtr() : SharedPtr<Material>() {}
632
+ explicit MaterialPtr(Material* rep) : SharedPtr<Material>(rep) {}
633
+ MaterialPtr(const MaterialPtr& r) : SharedPtr<Material>(r) {}
634
+ MaterialPtr(const ResourcePtr& r) : SharedPtr<Material>()
635
+ {
636
+ // lock & copy other mutex pointer
637
+ OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME)
638
+ {
639
+ OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
640
+ OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
641
+ pRep = static_cast<Material*>(r.getPointer());
642
+ pUseCount = r.useCountPointer();
643
+ if (pUseCount)
644
+ {
645
+ ++(*pUseCount);
646
+ }
647
+ }
648
+ }
649
+
650
+ /// Operator used to convert a ResourcePtr to a MaterialPtr
651
+ MaterialPtr& operator=(const ResourcePtr& r)
652
+ {
653
+ if (pRep == static_cast<Material*>(r.getPointer()))
654
+ return *this;
655
+ release();
656
+ // lock & copy other mutex pointer
657
+ OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME)
658
+ {
659
+ OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
660
+ OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
661
+ pRep = static_cast<Material*>(r.getPointer());
662
+ pUseCount = r.useCountPointer();
663
+ if (pUseCount)
664
+ {
665
+ ++(*pUseCount);
666
+ }
667
+ }
668
+ else
669
+ {
670
+ // RHS must be a null pointer
671
+ assert(r.isNull() && "RHS must be null if it has no mutex!");
672
+ setNull();
673
+ }
674
+ return *this;
675
+ }
676
+ };
677
+
678
+ } //namespace
679
+
680
+ #endif