shattered_ogrerb 0.5.0.1
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- data/lib/shattered_ogrerb.rb +17 -0
- data/lib/shattered_ogrerb/base.rb +28 -0
- data/lib/shattered_ogrerb/camera.rb +6 -0
- data/lib/shattered_ogrerb/key_manager.rb +54 -0
- data/lib/shattered_ogrerb/light.rb +5 -0
- data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
- data/lib/shattered_ogrerb/rmaterial.rb +86 -0
- data/lib/shattered_ogrerb/vector.rb +211 -0
- data/vendor/Ogre/OIS.dll +0 -0
- data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
- data/vendor/Ogre/OgreMain.dll +0 -0
- data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
- data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
- data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
- data/vendor/Ogre/RenderSystem_GL.dll +0 -0
- data/vendor/Ogre/cg.dll +0 -0
- data/vendor/Ogre/plugins.cfg +9 -0
- data/vendor/ogrerb/MIT_LICENCE +19 -0
- data/vendor/ogrerb/README +79 -0
- data/vendor/ogrerb/Rakefile +220 -0
- data/vendor/ogrerb/build/navi/extconf.rb +53 -0
- data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
- data/vendor/ogrerb/build/ois/extconf.rb +48 -0
- data/vendor/ogrerb/doc_src/ogre.rb +152 -0
- data/vendor/ogrerb/doc_src/ois.rb +67 -0
- data/vendor/ogrerb/lib/constants.rb +35 -0
- data/vendor/ogrerb/lib/ogre.dll +0 -0
- data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
- data/vendor/ogrerb/navi/Navi.i +5 -0
- data/vendor/ogrerb/navi/NaviData.i +18 -0
- data/vendor/ogrerb/navi/NaviManager.i +5 -0
- data/vendor/ogrerb/navi/NaviProxies.i +7 -0
- data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
- data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
- data/vendor/ogrerb/navi/navi_rb.i +53 -0
- data/vendor/ogrerb/navi/std_multimap.i +581 -0
- data/vendor/ogrerb/ogre.rb +23 -0
- data/vendor/ogrerb/ogre/Application.i +59 -0
- data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
- data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
- data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
- data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
- data/vendor/ogrerb/ogre/OgreAny.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
- data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
- data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
- data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
- data/vendor/ogrerb/ogre/OgreBone.i +5 -0
- data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
- data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
- data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
- data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
- data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
- data/vendor/ogrerb/ogre/OgreController.i +5 -0
- data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
- data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
- data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
- data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreException.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
- data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
- data/vendor/ogrerb/ogre/OgreFont.i +5 -0
- data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
- data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreImage.i +5 -0
- data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
- data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
- data/vendor/ogrerb/ogre/OgreLight.i +5 -0
- data/vendor/ogrerb/ogre/OgreLog.i +5 -0
- data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
- data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
- data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMath.i +48 -0
- data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
- data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
- data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
- data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreNode.i +11 -0
- data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
- data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
- data/vendor/ogrerb/ogre/OgrePass.i +10 -0
- data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
- data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
- data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
- data/vendor/ogrerb/ogre/OgrePose.i +5 -0
- data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
- data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
- data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
- data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
- data/vendor/ogrerb/ogre/OgreRay.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
- data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
- data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
- data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreResource.i +68 -0
- data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
- data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
- data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
- data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
- data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
- data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
- data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
- data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
- data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
- data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
- data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
- data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreString.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
- data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
- data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
- data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
- data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
- data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
- data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
- data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
- data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
- data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreZip.i +5 -0
- data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
- data/vendor/ogrerb/ogre/std_multimap.i +581 -0
- data/vendor/ogrerb/ois/OISProxies.i +9 -0
- data/vendor/ogrerb/ois/OISRenames.i +11 -0
- data/vendor/ogrerb/ois/ois.i +135 -0
- data/vendor/ogrerb/ois/std_multimap.i +581 -0
- data/vendor/ogrerb/platform.rb +23 -0
- data/vendor/ogrerb/samples/application.rb +146 -0
- data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
- data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
- data/vendor/ogrerb/samples/bsp.rb +74 -0
- data/vendor/ogrerb/samples/cg.dll +0 -0
- data/vendor/ogrerb/samples/js3250.dll +0 -0
- data/vendor/ogrerb/samples/lighting.rb +136 -0
- data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
- data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
- data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
- data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
- data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
- data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
- data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
- data/vendor/ogrerb/samples/media/packs/cubemap.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/cubemapsJS.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/dragon.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/skybox.zip +0 -0
- data/vendor/ogrerb/samples/media/particles/smoke.particle +43 -0
- data/vendor/ogrerb/samples/navi/Media/NaviDemo.material +60 -0
- data/vendor/ogrerb/samples/navi/Media/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/navi/Media/cerulean.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/controlsNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/Media/grass.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/knot.mesh +0 -0
- data/vendor/ogrerb/samples/navi/Media/testNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/Navi.js +136 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/buttonBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/controls.html +303 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/knobBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/moo.dropdownmenu.js +87 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/mootools.v1.1.js +6964 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/naviLogo.html +32 -0
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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) 2000-2006 Torus Knot Software Ltd
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Also see acknowledgements in Readme.html
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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You may alternatively use this source under the terms of a specific version of
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the OGRE Unrestricted License provided you have obtained such a license from
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Torus Knot Software Ltd.
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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 "OgrePrerequisites.h"
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#include "OgreGpuProgram.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 "OgreLight.h"
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#include "OgreTextureUnitState.h"
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namespace Ogre {
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/** Class defining a single pass of a Technique (of a Material), ie
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a single rendering call.
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@remarks
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Rendering can be repeated with many passes for more complex effects.
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Each pass is either a fixed-function pass (meaning it does not use
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a vertex or fragment program) or a programmable pass (meaning it does
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use either a vertex and fragment program, or both).
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@par
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Programmable passes are complex to define, because they require custom
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programs and you have to set all constant inputs to the programs (like
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the position of lights, any base material colours you wish to use etc), but
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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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On the other hand, you can define a fixed-function pass in very little time, and
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you can use a range of fixed-function effects like environment mapping very
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easily, plus your pass will be more likely to be compatible with older hardware.
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There are pros and cons to both, just remember that if you use a programmable
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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
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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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The hashcode of a Pass is used to sort Passes for rendering, in order
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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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@see Pass::setHashFunc
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*/
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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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/// Need virtual destructor in case subclasses use it
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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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//-------------------------------------------------------------------------
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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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//-------------------------------------------------------------------------
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// Blending factors
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SceneBlendFactor mSourceBlendFactor;
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SceneBlendFactor mDestBlendFactor;
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//-------------------------------------------------------------------------
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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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// Colour buffer settings
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bool mColourWrite;
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// Alpha reject settings
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CompareFunction mAlphaRejectFunc;
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unsigned char mAlphaRejectVal;
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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// Culling mode
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CullingMode mCullMode;
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ManualCullingMode mManualCullMode;
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//-------------------------------------------------------------------------
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/// Lighting enabled?
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bool mLightingEnabled;
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/// Max simultaneous lights
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unsigned short mMaxSimultaneousLights;
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/// Starting light index
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unsigned short mStartLight;
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/// Run this pass once per light?
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bool mIteratePerLight;
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/// Iterate per how many lights?
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unsigned short mLightsPerIteration;
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// Should it only be run for a certain light type?
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bool mRunOnlyForOneLightType;
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Light::LightTypes mOnlyLightType;
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/// Shading options
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ShadeOptions mShadeOptions;
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/// Polygon mode
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PolygonMode mPolygonMode;
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//-------------------------------------------------------------------------
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// Fog
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bool mFogOverride;
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FogMode mFogMode;
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ColourValue mFogColour;
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Real mFogStart;
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Real mFogEnd;
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Real mFogDensity;
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//-------------------------------------------------------------------------
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/// Storage of texture unit states
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typedef std::vector<TextureUnitState*> TextureUnitStates;
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TextureUnitStates mTextureUnitStates;
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// Vertex program details
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GpuProgramUsage *mVertexProgramUsage;
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// Vertex program details
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GpuProgramUsage *mShadowCasterVertexProgramUsage;
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// Vertex program details
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GpuProgramUsage *mShadowReceiverVertexProgramUsage;
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// Fragment program details
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GpuProgramUsage *mFragmentProgramUsage;
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// Fragment program details
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GpuProgramUsage *mShadowReceiverFragmentProgramUsage;
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// Is this pass queued for deletion?
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bool mQueuedForDeletion;
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// number of pass iterations to perform
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size_t mPassIterationCount;
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// point size, applies when not using per-vertex point size
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Real mPointSize;
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Real mPointMinSize;
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Real mPointMaxSize;
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bool mPointSpritesEnabled;
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bool mPointAttenuationEnabled;
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// constant, linear, quadratic coeffs
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Real mPointAttenuationCoeffs[3];
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// TU Content type lookups
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typedef std::vector<unsigned short> ContentTypeLookup;
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mutable ContentTypeLookup mShadowContentTypeLookup;
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mutable bool mContentTypeLookupBuilt;
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public:
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typedef std::set<Pass*> PassSet;
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protected:
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/// List of Passes whose hashes need recalculating
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static PassSet msDirtyHashList;
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/// The place where passes go to die
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static PassSet msPassGraveyard;
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/// The Pass hash functor
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static HashFunc* msHashFunc;
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public:
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OGRE_STATIC_MUTEX(msDirtyHashListMutex);
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OGRE_STATIC_MUTEX(msPassGraveyardMutex);
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/// Default constructor
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Pass(Technique* parent, unsigned short index);
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/// Copy constructor
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Pass(Technique* parent, unsigned short index, const Pass& oth );
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/// Operator = overload
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Pass& operator=(const Pass& oth);
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~Pass();
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/// Returns true if this pass is programmable ie includes either a vertex or fragment program.
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bool isProgrammable(void) const { return mVertexProgramUsage || mFragmentProgramUsage; }
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/// Returns true if this pass uses a programmable vertex pipeline
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bool hasVertexProgram(void) const { return mVertexProgramUsage != NULL; }
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/// Returns true if this pass uses a programmable fragment pipeline
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bool hasFragmentProgram(void) const { return mFragmentProgramUsage != NULL; }
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/// Returns true if this pass uses a shadow caster vertex program
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bool hasShadowCasterVertexProgram(void) const { return mShadowCasterVertexProgramUsage != NULL; }
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/// Returns true if this pass uses a shadow receiver vertex program
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bool hasShadowReceiverVertexProgram(void) const { return mShadowReceiverVertexProgramUsage != NULL; }
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/// Returns true if this pass uses a shadow receiver fragment program
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bool hasShadowReceiverFragmentProgram(void) const { return mShadowReceiverFragmentProgramUsage != NULL; }
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/// Gets the index of this Pass in the parent Technique
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unsigned short getIndex(void) const { return mIndex; }
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/* Set the name of the pass
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@remarks
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The name of the pass is optional. Its usefull in material scripts where a material could inherit
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from another material and only want to modify a particalar pass.
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*/
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void setName(const String& name);
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/// get the name of the pass
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const String& getName(void) const { return mName; }
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/** Sets the ambient colour reflectance properties of this pass.
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@remarks
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The base colour of a pass is determined by how much red, green and blue light is reflects
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(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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much ambient light (directionless global light) is reflected. The default is full white, meaning
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objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
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effects, or change the blend of colours to make the object have a base colour other than white.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setAmbient(Real red, Real green, Real blue);
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/** Sets the ambient colour reflectance properties of this pass.
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@remarks
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The base colour of a pass is determined by how much red, green and blue light is reflects
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(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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much ambient light (directionless global light) is reflected. The default is full white, meaning
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objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
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effects, or change the blend of colours to make the object have a base colour other than white.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setAmbient(const ColourValue& ambient);
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/** Sets the diffuse colour reflectance properties of this pass.
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@remarks
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The base colour of a pass is determined by how much red, green and blue light is reflects
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(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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much diffuse light (light from instances of the Light class in the scene) is reflected. The default
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is full white, meaning objects reflect the maximum white light they can from Light objects.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setDiffuse(Real red, Real green, Real blue, Real alpha);
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/** Sets the diffuse colour reflectance properties of this pass.
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@remarks
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The base colour of a pass is determined by how much red, green and blue light is reflects
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(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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much diffuse light (light from instances of the Light class in the scene) is reflected. The default
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is full white, meaning objects reflect the maximum white light they can from Light objects.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setDiffuse(const ColourValue& diffuse);
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/** Sets the specular colour reflectance properties of this pass.
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@remarks
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The base colour of a pass is determined by how much red, green and blue light is reflects
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(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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much specular light (highlights from instances of the Light class in the scene) is reflected.
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The default is to reflect no specular light.
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@note
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The size of the specular highlights is determined by the separate 'shininess' property.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setSpecular(Real red, Real green, Real blue, Real alpha);
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/** Sets the specular colour reflectance properties of this pass.
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@remarks
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The base colour of a pass is determined by how much red, green and blue light is reflects
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(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
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much specular light (highlights from instances of the Light class in the scene) is reflected.
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The default is to reflect no specular light.
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@note
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The size of the specular highlights is determined by the separate 'shininess' property.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setSpecular(const ColourValue& specular);
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/** Sets the shininess of the pass, affecting the size of specular highlights.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setShininess(Real val);
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/** Sets the amount of self-illumination an object has.
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@remarks
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If an object is self-illuminating, it does not need external sources to light it, ambient or
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otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
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you can already specify per-pass ambient light, but is here for completeness.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setSelfIllumination(Real red, Real green, Real blue);
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/** Sets the amount of self-illumination an object has.
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@remarks
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If an object is self-illuminating, it does not need external sources to light it, ambient or
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otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
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you can already specify per-pass ambient light, but is here for completeness.
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@note
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This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
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or if this is a programmable pass.
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*/
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void setSelfIllumination(const ColourValue& selfIllum);
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/** Sets which material properties follow the vertex colour
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*/
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void setVertexColourTracking(TrackVertexColourType tracking);
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/** Gets the point size of the pass.
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@remarks
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This property determines what point size is used to render a point
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list.
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*/
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Real getPointSize(void) const;
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+
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/** Sets the point size of this pass.
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@remarks
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+
This setting allows you to change the size of points when rendering
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a point list, or a list of point sprites. The interpretation of this
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|
+
command depends on the Pass::setPointSizeAttenuation option - if it
|
351
|
+
is off (the default), the point size is in screen pixels, if it is on,
|
352
|
+
it expressed as normalised screen coordinates (1.0 is the height of
|
353
|
+
the screen) when the point is at the origin.
|
354
|
+
@note
|
355
|
+
Some drivers have an upper limit on the size of points they support
|
356
|
+
- this can even vary between APIs on the same card! Don't rely on
|
357
|
+
point sizes that cause the point sprites to get very large on screen,
|
358
|
+
since they may get clamped on some cards. Upper sizes can range from
|
359
|
+
64 to 256 pixels.
|
360
|
+
*/
|
361
|
+
void setPointSize(Real ps);
|
362
|
+
|
363
|
+
/** Sets whether or not rendering points using OT_POINT_LIST will
|
364
|
+
render point sprites (textured quads) or plain points (dots).
|
365
|
+
@param enabled True enables point sprites, false returns to normal
|
366
|
+
point rendering.
|
367
|
+
*/
|
368
|
+
void setPointSpritesEnabled(bool enabled);
|
369
|
+
|
370
|
+
/** Returns whether point sprites are enabled when rendering a
|
371
|
+
point list.
|
372
|
+
*/
|
373
|
+
bool getPointSpritesEnabled(void) const;
|
374
|
+
|
375
|
+
/** Sets how points are attenuated with distance.
|
376
|
+
@remarks
|
377
|
+
When performing point rendering or point sprite rendering,
|
378
|
+
point size can be attenuated with distance. The equation for
|
379
|
+
doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2).
|
380
|
+
@par
|
381
|
+
For example, to disable distance attenuation (constant screensize)
|
382
|
+
you would set constant to 1, and linear and quadratic to 0. A
|
383
|
+
standard perspective attenuation would be 0, 1, 0 respectively.
|
384
|
+
@note
|
385
|
+
The resulting size is clamped to the minimum and maximum point
|
386
|
+
size.
|
387
|
+
@param enabled Whether point attenuation is enabled
|
388
|
+
@param constant, linear, quadratic Parameters to the attentuation
|
389
|
+
function defined above
|
390
|
+
*/
|
391
|
+
void setPointAttenuation(bool enabled,
|
392
|
+
Real constant = 0.0f, Real linear = 1.0f, Real quadratic = 0.0f);
|
393
|
+
|
394
|
+
/** Returns whether points are attenuated with distance. */
|
395
|
+
bool isPointAttenuationEnabled(void) const;
|
396
|
+
|
397
|
+
/** Returns the constant coefficient of point attenuation. */
|
398
|
+
Real getPointAttenuationConstant(void) const;
|
399
|
+
/** Returns the linear coefficient of point attenuation. */
|
400
|
+
Real getPointAttenuationLinear(void) const;
|
401
|
+
/** Returns the quadratic coefficient of point attenuation. */
|
402
|
+
Real getPointAttenuationQuadratic(void) const;
|
403
|
+
|
404
|
+
/** Set the minimum point size, when point attenuation is in use. */
|
405
|
+
void setPointMinSize(Real min);
|
406
|
+
/** Get the minimum point size, when point attenuation is in use. */
|
407
|
+
Real getPointMinSize(void) const;
|
408
|
+
/** Set the maximum point size, when point attenuation is in use.
|
409
|
+
@remarks Setting this to 0 indicates the max size supported by the card.
|
410
|
+
*/
|
411
|
+
void setPointMaxSize(Real max);
|
412
|
+
/** Get the maximum point size, when point attenuation is in use.
|
413
|
+
@remarks 0 indicates the max size supported by the card.
|
414
|
+
*/
|
415
|
+
Real getPointMaxSize(void) const;
|
416
|
+
|
417
|
+
/** Gets the ambient colour reflectance of the pass.
|
418
|
+
*/
|
419
|
+
const ColourValue& getAmbient(void) const;
|
420
|
+
|
421
|
+
/** Gets the diffuse colour reflectance of the pass.
|
422
|
+
*/
|
423
|
+
const ColourValue& getDiffuse(void) const;
|
424
|
+
|
425
|
+
/** Gets the specular colour reflectance of the pass.
|
426
|
+
*/
|
427
|
+
const ColourValue& getSpecular(void) const;
|
428
|
+
|
429
|
+
/** Gets the self illumination colour of the pass.
|
430
|
+
*/
|
431
|
+
const ColourValue& getSelfIllumination(void) const;
|
432
|
+
|
433
|
+
/** Gets the 'shininess' property of the pass (affects specular highlights).
|
434
|
+
*/
|
435
|
+
Real getShininess(void) const;
|
436
|
+
|
437
|
+
/** Gets which material properties follow the vertex colour
|
438
|
+
*/
|
439
|
+
TrackVertexColourType getVertexColourTracking(void) const;
|
440
|
+
|
441
|
+
/** Inserts a new TextureUnitState object into the Pass.
|
442
|
+
@remarks
|
443
|
+
This unit is is added on top of all previous units.
|
444
|
+
*/
|
445
|
+
TextureUnitState* createTextureUnitState(void);
|
446
|
+
/** Inserts a new TextureUnitState object into the Pass.
|
447
|
+
@remarks
|
448
|
+
This unit is is added on top of all previous units.
|
449
|
+
@param
|
450
|
+
name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
|
451
|
+
@param
|
452
|
+
texCoordSet The index of the texture coordinate set to use.
|
453
|
+
@note
|
454
|
+
Applies to both fixed-function and programmable passes.
|
455
|
+
*/
|
456
|
+
TextureUnitState* createTextureUnitState( const String& textureName, unsigned short texCoordSet = 0);
|
457
|
+
/** Adds the passed in TextureUnitState, to the existing Pass.
|
458
|
+
@param
|
459
|
+
state The Texture Unit State to be attached to this pass. It must not be attached to another pass.
|
460
|
+
@note
|
461
|
+
Throws an exception if the TextureUnitState is attached to another Pass.*/
|
462
|
+
void addTextureUnitState(TextureUnitState* state);
|
463
|
+
/** Retrieves a pointer to a texture unit state so it may be modified.
|
464
|
+
*/
|
465
|
+
TextureUnitState* getTextureUnitState(unsigned short index);
|
466
|
+
/** Retrieves the Texture Unit State matching name.
|
467
|
+
Returns 0 if name match is not found.
|
468
|
+
*/
|
469
|
+
TextureUnitState* getTextureUnitState(const String& name);
|
470
|
+
/** Retrieves a const pointer to a texture unit state.
|
471
|
+
*/
|
472
|
+
const TextureUnitState* getTextureUnitState(unsigned short index) const;
|
473
|
+
/** Retrieves the Texture Unit State matching name.
|
474
|
+
Returns 0 if name match is not found.
|
475
|
+
*/
|
476
|
+
const TextureUnitState* getTextureUnitState(const String& name) const;
|
477
|
+
|
478
|
+
/** Retrieve the index of the Texture Unit State in the pass.
|
479
|
+
@param
|
480
|
+
state The Texture Unit State this is attached to this pass.
|
481
|
+
@note
|
482
|
+
Throws an exception if the state is not attached to the pass.
|
483
|
+
*/
|
484
|
+
unsigned short getTextureUnitStateIndex(const TextureUnitState* state) const;
|
485
|
+
|
486
|
+
typedef VectorIterator<TextureUnitStates> TextureUnitStateIterator;
|
487
|
+
/** Get an iterator over the TextureUnitStates contained in this Pass. */
|
488
|
+
TextureUnitStateIterator getTextureUnitStateIterator(void);
|
489
|
+
|
490
|
+
typedef ConstVectorIterator<TextureUnitStates> ConstTextureUnitStateIterator;
|
491
|
+
/** Get an iterator over the TextureUnitStates contained in this Pass. */
|
492
|
+
ConstTextureUnitStateIterator getTextureUnitStateIterator(void) const;
|
493
|
+
|
494
|
+
/** Removes the indexed texture unit state from this pass.
|
495
|
+
@remarks
|
496
|
+
Note that removing a texture which is not the topmost will have a larger performance impact.
|
497
|
+
*/
|
498
|
+
void removeTextureUnitState(unsigned short index);
|
499
|
+
|
500
|
+
/** Removes all texture unit settings.
|
501
|
+
*/
|
502
|
+
void removeAllTextureUnitStates(void);
|
503
|
+
|
504
|
+
/** Returns the number of texture unit settings.
|
505
|
+
*/
|
506
|
+
unsigned short getNumTextureUnitStates(void) const
|
507
|
+
{
|
508
|
+
return static_cast<unsigned short>(mTextureUnitStates.size());
|
509
|
+
}
|
510
|
+
|
511
|
+
/** Sets the kind of blending this pass has with the existing contents of the scene.
|
512
|
+
@remarks
|
513
|
+
Wheras the texture blending operations seen in the TextureUnitState class are concerned with
|
514
|
+
blending between texture layers, this blending is about combining the output of the Pass
|
515
|
+
as a whole with the existing contents of the rendering target. This blending therefore allows
|
516
|
+
object transparency and other special effects. If all passes in a technique have a scene
|
517
|
+
blend, then the whole technique is considered to be transparent.
|
518
|
+
@par
|
519
|
+
This method allows you to select one of a number of predefined blending types. If you require more
|
520
|
+
control than this, use the alternative version of this method which allows you to specify source and
|
521
|
+
destination blend factors.
|
522
|
+
@note
|
523
|
+
This method is applicable for both the fixed-function and programmable pipelines.
|
524
|
+
@param
|
525
|
+
sbt One of the predefined SceneBlendType blending types
|
526
|
+
*/
|
527
|
+
void setSceneBlending( const SceneBlendType sbt );
|
528
|
+
|
529
|
+
/** Allows very fine control of blending this Pass with the existing contents of the scene.
|
530
|
+
@remarks
|
531
|
+
Wheras the texture blending operations seen in the TextureUnitState class are concerned with
|
532
|
+
blending between texture layers, this blending is about combining the output of the material
|
533
|
+
as a whole with the existing contents of the rendering target. This blending therefore allows
|
534
|
+
object transparency and other special effects.
|
535
|
+
@par
|
536
|
+
This version of the method allows complete control over the blending operation, by specifying the
|
537
|
+
source and destination blending factors. The result of the blending operation is:
|
538
|
+
<span align="center">
|
539
|
+
final = (texture * sourceFactor) + (pixel * destFactor)
|
540
|
+
</span>
|
541
|
+
@par
|
542
|
+
Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
|
543
|
+
enumerated type.
|
544
|
+
@param
|
545
|
+
sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
|
546
|
+
@param
|
547
|
+
destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
|
548
|
+
@note
|
549
|
+
This method is applicable for both the fixed-function and programmable pipelines.
|
550
|
+
*/
|
551
|
+
void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
552
|
+
|
553
|
+
/** Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).
|
554
|
+
*/
|
555
|
+
SceneBlendFactor getSourceBlendFactor() const;
|
556
|
+
|
557
|
+
/** Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).
|
558
|
+
*/
|
559
|
+
SceneBlendFactor getDestBlendFactor() const;
|
560
|
+
|
561
|
+
/** Returns true if this pass has some element of transparency. */
|
562
|
+
bool isTransparent(void) const;
|
563
|
+
|
564
|
+
/** Sets whether or not this pass renders with depth-buffer checking on or not.
|
565
|
+
@remarks
|
566
|
+
If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer
|
567
|
+
the depth buffer is checked to see if the pixel is in front of all other pixels written at that
|
568
|
+
point. If not, the pixel is not written.
|
569
|
+
@par
|
570
|
+
If depth checking is off, pixels are written no matter what has been rendered before.
|
571
|
+
Also see setDepthFunction for more advanced depth check configuration.
|
572
|
+
@see
|
573
|
+
setDepthFunction
|
574
|
+
*/
|
575
|
+
void setDepthCheckEnabled(bool enabled);
|
576
|
+
|
577
|
+
/** Returns whether or not this pass renders with depth-buffer checking on or not.
|
578
|
+
@see
|
579
|
+
setDepthCheckEnabled
|
580
|
+
*/
|
581
|
+
bool getDepthCheckEnabled(void) const;
|
582
|
+
|
583
|
+
/** Sets whether or not this pass renders with depth-buffer writing on or not.
|
584
|
+
@remarks
|
585
|
+
If depth-buffer writing is on, whenever a pixel is written to the frame buffer
|
586
|
+
the depth buffer is updated with the depth value of that new pixel, thus affecting future
|
587
|
+
rendering operations if future pixels are behind this one.
|
588
|
+
@par
|
589
|
+
If depth writing is off, pixels are written without updating the depth buffer Depth writing should
|
590
|
+
normally be on but can be turned off when rendering static backgrounds or when rendering a collection
|
591
|
+
of transparent objects at the end of a scene so that they overlap each other correctly.
|
592
|
+
*/
|
593
|
+
void setDepthWriteEnabled(bool enabled);
|
594
|
+
|
595
|
+
/** Returns whether or not this pass renders with depth-buffer writing on or not.
|
596
|
+
@see
|
597
|
+
setDepthWriteEnabled
|
598
|
+
*/
|
599
|
+
bool getDepthWriteEnabled(void) const;
|
600
|
+
|
601
|
+
/** Sets the function used to compare depth values when depth checking is on.
|
602
|
+
@remarks
|
603
|
+
If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth
|
604
|
+
value of the pixel to be written and the current contents of the buffer. This comparison is
|
605
|
+
normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance)
|
606
|
+
than the current contents. If you wish you can change this comparison using this method.
|
607
|
+
*/
|
608
|
+
void setDepthFunction( CompareFunction func );
|
609
|
+
/** Returns the function used to compare depth values when depth checking is on.
|
610
|
+
@see
|
611
|
+
setDepthFunction
|
612
|
+
*/
|
613
|
+
CompareFunction getDepthFunction(void) const;
|
614
|
+
|
615
|
+
/** Sets whether or not colour buffer writing is enabled for this Pass.
|
616
|
+
@remarks
|
617
|
+
For some effects, you might wish to turn off the colour write operation
|
618
|
+
when rendering geometry; this means that only the depth buffer will be
|
619
|
+
updated (provided you have depth buffer writing enabled, which you
|
620
|
+
probably will do, although you may wish to only update the stencil
|
621
|
+
buffer for example - stencil buffer state is managed at the RenderSystem
|
622
|
+
level only, not the Material since you are likely to want to manage it
|
623
|
+
at a higher level).
|
624
|
+
*/
|
625
|
+
void setColourWriteEnabled(bool enabled);
|
626
|
+
/** Determines if colour buffer writing is enabled for this pass. */
|
627
|
+
bool getColourWriteEnabled(void) const;
|
628
|
+
|
629
|
+
/** Sets the culling mode for this pass based on the 'vertex winding'.
|
630
|
+
@remarks
|
631
|
+
A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of
|
632
|
+
triangles. Vertex winding refers to the direction in which the vertices are passed or indexed
|
633
|
+
to in the rendering operation as viewed from the camera, and will wither be clockwise or
|
634
|
+
anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is
|
635
|
+
CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order
|
636
|
+
are rendered - this is a common approach and is used in 3D studio models for example. You can
|
637
|
+
alter this culling mode if you wish but it is not advised unless you know what you are doing.
|
638
|
+
@par
|
639
|
+
You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
|
640
|
+
winding is uncertain.
|
641
|
+
*/
|
642
|
+
void setCullingMode( CullingMode mode );
|
643
|
+
|
644
|
+
/** Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information.
|
645
|
+
*/
|
646
|
+
CullingMode getCullingMode(void) const;
|
647
|
+
|
648
|
+
/** Sets the manual culling mode, performed by CPU rather than hardware.
|
649
|
+
@pemarks
|
650
|
+
In some situations you want to use manual culling of triangles rather than sending the
|
651
|
+
triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's
|
652
|
+
that use it (since it is best used on large groups of planar world geometry rather than on movable
|
653
|
+
geometry since this would be expensive), but if used can cull geometry before it is sent to the
|
654
|
+
hardware.
|
655
|
+
@note
|
656
|
+
The default for this setting is MANUAL_CULL_BACK.
|
657
|
+
@param
|
658
|
+
mode The mode to use - see enum ManualCullingMode for details
|
659
|
+
|
660
|
+
*/
|
661
|
+
void setManualCullingMode( ManualCullingMode mode );
|
662
|
+
|
663
|
+
/** Retrieves the manual culling mode for this pass
|
664
|
+
@see
|
665
|
+
setManualCullingMode
|
666
|
+
*/
|
667
|
+
ManualCullingMode getManualCullingMode(void) const;
|
668
|
+
|
669
|
+
/** Sets whether or not dynamic lighting is enabled.
|
670
|
+
@param
|
671
|
+
enabled
|
672
|
+
If true, dynamic lighting is performed on geometry with normals supplied, geometry without
|
673
|
+
normals will not be displayed.
|
674
|
+
@par
|
675
|
+
If false, no lighting is applied and all geometry will be full brightness.
|
676
|
+
*/
|
677
|
+
void setLightingEnabled(bool enabled);
|
678
|
+
|
679
|
+
/** Returns whether or not dynamic lighting is enabled.
|
680
|
+
*/
|
681
|
+
bool getLightingEnabled(void) const;
|
682
|
+
|
683
|
+
/** Sets the maximum number of lights to be used by this pass.
|
684
|
+
@remarks
|
685
|
+
During rendering, if lighting is enabled (or if the pass uses an automatic
|
686
|
+
program parameter based on a light) the engine will request the nearest lights
|
687
|
+
to the object being rendered in order to work out which ones to use. This
|
688
|
+
parameter sets the limit on the number of lights which should apply to objects
|
689
|
+
rendered with this pass.
|
690
|
+
*/
|
691
|
+
void setMaxSimultaneousLights(unsigned short maxLights);
|
692
|
+
/** Gets the maximum number of lights to be used by this pass. */
|
693
|
+
unsigned short getMaxSimultaneousLights(void) const;
|
694
|
+
|
695
|
+
/** Sets the light index that this pass will start at in the light list.
|
696
|
+
@remarks
|
697
|
+
Normally the lights passed to a pass will start from the beginning
|
698
|
+
of the light list for this object. This option allows you to make this
|
699
|
+
pass start from a higher light index, for example if one of your earlier
|
700
|
+
passes could deal with lights 0-3, and this pass dealt with lights 4+.
|
701
|
+
This option also has an interaction with pass iteration, in that
|
702
|
+
if you choose to iterate this pass per light too, the iteration will
|
703
|
+
only begin from light 4.
|
704
|
+
*/
|
705
|
+
void setStartLight(unsigned short startLight);
|
706
|
+
/** Gets the light index that this pass will start at in the light list. */
|
707
|
+
unsigned short getStartLight(void) const;
|
708
|
+
|
709
|
+
/** Sets the type of light shading required
|
710
|
+
@note
|
711
|
+
The default shading method is Gouraud shading.
|
712
|
+
*/
|
713
|
+
void setShadingMode( ShadeOptions mode );
|
714
|
+
|
715
|
+
/** Returns the type of light shading to be used.
|
716
|
+
*/
|
717
|
+
ShadeOptions getShadingMode(void) const;
|
718
|
+
|
719
|
+
/** Sets the type of polygon rendering required
|
720
|
+
@note
|
721
|
+
The default shading method is Solid
|
722
|
+
*/
|
723
|
+
void setPolygonMode( PolygonMode mode );
|
724
|
+
|
725
|
+
/** Returns the type of light shading to be used.
|
726
|
+
*/
|
727
|
+
PolygonMode getPolygonMode(void) const;
|
728
|
+
|
729
|
+
/** Sets the fogging mode applied to this pass.
|
730
|
+
@remarks
|
731
|
+
Fogging is an effect that is applied as polys are rendered. Sometimes, you want
|
732
|
+
fog to be applied to an entire scene. Other times, you want it to be applied to a few
|
733
|
+
polygons only. This pass-level specification of fog parameters lets you easily manage
|
734
|
+
both.
|
735
|
+
@par
|
736
|
+
The SceneManager class also has a setFog method which applies scene-level fog. This method
|
737
|
+
lets you change the fog behaviour for this pass compared to the standard scene-level fog.
|
738
|
+
@param
|
739
|
+
overrideScene If true, you authorise this pass to override the scene's fog params with it's own settings.
|
740
|
+
If you specify false, so other parameters are necessary, and this is the default behaviour for passs.
|
741
|
+
@param
|
742
|
+
mode Only applicable if overrideScene is true. You can disable fog which is turned on for the
|
743
|
+
rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as
|
744
|
+
defined in the enum FogMode.
|
745
|
+
@param
|
746
|
+
colour The colour of the fog. Either set this to the same as your viewport background colour,
|
747
|
+
or to blend in with a skydome or skybox.
|
748
|
+
@param
|
749
|
+
expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1.
|
750
|
+
The default is 0.001.
|
751
|
+
@param
|
752
|
+
linearStart Distance in world units at which linear fog starts to encroach.
|
753
|
+
Only applicable if mode is FOG_LINEAR.
|
754
|
+
@param
|
755
|
+
linearEnd Distance in world units at which linear fog becomes completely opaque.
|
756
|
+
Only applicable if mode is FOG_LINEAR.
|
757
|
+
*/
|
758
|
+
void setFog(
|
759
|
+
bool overrideScene,
|
760
|
+
FogMode mode = FOG_NONE,
|
761
|
+
const ColourValue& colour = ColourValue::White,
|
762
|
+
Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
|
763
|
+
|
764
|
+
/** Returns true if this pass is to override the scene fog settings.
|
765
|
+
*/
|
766
|
+
bool getFogOverride(void) const;
|
767
|
+
|
768
|
+
/** Returns the fog mode for this pass.
|
769
|
+
@note
|
770
|
+
Only valid if getFogOverride is true.
|
771
|
+
*/
|
772
|
+
FogMode getFogMode(void) const;
|
773
|
+
|
774
|
+
/** Returns the fog colour for the scene.
|
775
|
+
*/
|
776
|
+
const ColourValue& getFogColour(void) const;
|
777
|
+
|
778
|
+
/** Returns the fog start distance for this pass.
|
779
|
+
@note
|
780
|
+
Only valid if getFogOverride is true.
|
781
|
+
*/
|
782
|
+
Real getFogStart(void) const;
|
783
|
+
|
784
|
+
/** Returns the fog end distance for this pass.
|
785
|
+
@note
|
786
|
+
Only valid if getFogOverride is true.
|
787
|
+
*/
|
788
|
+
Real getFogEnd(void) const;
|
789
|
+
|
790
|
+
/** Returns the fog density for this pass.
|
791
|
+
@note
|
792
|
+
Only valid if getFogOverride is true.
|
793
|
+
*/
|
794
|
+
Real getFogDensity(void) const;
|
795
|
+
|
796
|
+
/** Sets the depth bias to be used for this material.
|
797
|
+
@remarks
|
798
|
+
When polygons are coplanar, you can get problems with 'depth fighting' where
|
799
|
+
the pixels from the two polys compete for the same screen pixel. This is particularly
|
800
|
+
a problem for decals (polys attached to another surface to represent details such as
|
801
|
+
bulletholes etc.).
|
802
|
+
@par
|
803
|
+
A way to combat this problem is to use a depth bias to adjust the depth buffer value
|
804
|
+
used for the decal such that it is slightly higher than the true value, ensuring that
|
805
|
+
the decal appears on top. There are two aspects to the biasing, a constant
|
806
|
+
bias value and a slope-relative biasing value, which varies according to the
|
807
|
+
maximum depth slope relative to the camera, ie:
|
808
|
+
<pre>finalBias = maxSlope * slopeScaleBias + constantBias</pre>
|
809
|
+
Note that slope scale bias, whilst more accurate, may be ignored by old hardware.
|
810
|
+
@param constantBias The constant bias value, expressed as a factor of the
|
811
|
+
minimum observable depth
|
812
|
+
@param slopeScaleBias The slope-relative bias value, expressed as a factor
|
813
|
+
of the depth slope
|
814
|
+
*/
|
815
|
+
void setDepthBias(float constantBias, float slopeScaleBias = 0.0f);
|
816
|
+
|
817
|
+
/** Retrieves the const depth bias value as set by setDepthBias. */
|
818
|
+
float getDepthBiasConstant(void) const;
|
819
|
+
/** Retrieves the slope-scale depth bias value as set by setDepthBias. */
|
820
|
+
float getDepthBiasSlopeScale(void) const;
|
821
|
+
|
822
|
+
/** Sets the way the pass will have use alpha to totally reject pixels from the pipeline.
|
823
|
+
@remarks
|
824
|
+
The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels.
|
825
|
+
@param func The comparison which must pass for the pixel to be written.
|
826
|
+
@param value 1 byte value against which alpha values will be tested(0-255)
|
827
|
+
@note
|
828
|
+
This option applies in both the fixed function and the programmable pipeline.
|
829
|
+
*/
|
830
|
+
void setAlphaRejectSettings(CompareFunction func, unsigned char value);
|
831
|
+
|
832
|
+
/** Sets the alpha reject function. See setAlphaRejectSettings for more information.
|
833
|
+
*/
|
834
|
+
void setAlphaRejectFunction(CompareFunction func);
|
835
|
+
|
836
|
+
/** Gets the alpha reject value. See setAlphaRejectSettings for more information.
|
837
|
+
*/
|
838
|
+
void setAlphaRejectValue(unsigned char val);
|
839
|
+
|
840
|
+
/** Gets the alpha reject function. See setAlphaRejectSettings for more information.
|
841
|
+
*/
|
842
|
+
CompareFunction getAlphaRejectFunction(void) const { return mAlphaRejectFunc; }
|
843
|
+
|
844
|
+
/** Gets the alpha reject value. See setAlphaRejectSettings for more information.
|
845
|
+
*/
|
846
|
+
unsigned char getAlphaRejectValue(void) const { return mAlphaRejectVal; }
|
847
|
+
/** Sets whether or not this pass should iterate per light or number of
|
848
|
+
lights which can affect the object being rendered.
|
849
|
+
@remarks
|
850
|
+
The default behaviour for a pass (when this option is 'false'), is
|
851
|
+
for a pass to be rendered only once (or the number of times set in
|
852
|
+
setPassIterationCount), with all the lights which could
|
853
|
+
affect this object set at the same time (up to the maximum lights
|
854
|
+
allowed in the render system, which is typically 8).
|
855
|
+
@par
|
856
|
+
Setting this option to 'true' changes this behaviour, such that
|
857
|
+
instead of trying to issue render this pass once per object, it
|
858
|
+
is run <b>per light</b>, or for a group of 'n' lights each time
|
859
|
+
which can affect this object, the number of
|
860
|
+
times set in setPassIterationCount (default is once). In
|
861
|
+
this case, only light index 0 is ever used, and is a different light
|
862
|
+
every time the pass is issued, up to the total number of lights
|
863
|
+
which is affecting this object. This has 2 advantages:
|
864
|
+
<ul><li>There is no limit on the number of lights which can be
|
865
|
+
supported</li>
|
866
|
+
<li>It's easier to write vertex / fragment programs for this because
|
867
|
+
a single program can be used for any number of lights</li>
|
868
|
+
</ul>
|
869
|
+
However, this technique is more expensive, and typically you
|
870
|
+
will want an additional ambient pass, because if no lights are
|
871
|
+
affecting the object it will not be rendered at all, which will look
|
872
|
+
odd even if ambient light is zero (imagine if there are lit objects
|
873
|
+
behind it - the objects silhouette would not show up). Therefore,
|
874
|
+
use this option with care, and you would be well advised to provide
|
875
|
+
a less expensive fallback technique for use in the distance.
|
876
|
+
@note
|
877
|
+
The number of times this pass runs is still limited by the maximum
|
878
|
+
number of lights allowed as set in setMaxSimultaneousLights, so
|
879
|
+
you will never get more passes than this. Also, the iteration is
|
880
|
+
started from the 'start light' as set in Pass::setStartLight, and
|
881
|
+
the number of passes is the number of lights to iterate over divided
|
882
|
+
by the number of lights per iteration (default 1, set by
|
883
|
+
setLightCountPerIteration).
|
884
|
+
@param enabled Whether this feature is enabled
|
885
|
+
@param onlyForOneLightType If true, the pass will only be run for a single type
|
886
|
+
of light, other light types will be ignored.
|
887
|
+
@param lightType The single light type which will be considered for this pass
|
888
|
+
*/
|
889
|
+
void setIteratePerLight(bool enabled,
|
890
|
+
bool onlyForOneLightType = true, Light::LightTypes lightType = Light::LT_POINT);
|
891
|
+
|
892
|
+
/** Does this pass run once for every light in range? */
|
893
|
+
bool getIteratePerLight(void) const { return mIteratePerLight; }
|
894
|
+
/** Does this pass run only for a single light type (if getIteratePerLight is true). */
|
895
|
+
bool getRunOnlyForOneLightType(void) const { return mRunOnlyForOneLightType; }
|
896
|
+
/** Gets the single light type this pass runs for if getIteratePerLight and
|
897
|
+
getRunOnlyForOneLightType are both true. */
|
898
|
+
Light::LightTypes getOnlyLightType() const { return mOnlyLightType; }
|
899
|
+
|
900
|
+
/** If light iteration is enabled, determine the number of lights per
|
901
|
+
iteration.
|
902
|
+
@remarks
|
903
|
+
The default for this setting is 1, so if you enable light iteration
|
904
|
+
(Pass::setIteratePerLight), the pass is rendered once per light. If
|
905
|
+
you set this value higher, the passes will occur once per 'n' lights.
|
906
|
+
The start of the iteration is set by Pass::setStartLight and the end
|
907
|
+
by Pass::setMaxSimultaneousLights.
|
908
|
+
*/
|
909
|
+
void setLightCountPerIteration(unsigned short c);
|
910
|
+
/** If light iteration is enabled, determine the number of lights per
|
911
|
+
iteration.
|
912
|
+
*/
|
913
|
+
unsigned short getLightCountPerIteration(void) const;
|
914
|
+
|
915
|
+
/// Gets the parent Technique
|
916
|
+
Technique* getParent(void) const { return mParent; }
|
917
|
+
|
918
|
+
/// Gets the resource group of the ultimate parent Material
|
919
|
+
const String& getResourceGroup(void) const;
|
920
|
+
|
921
|
+
/** Sets the details of the vertex program to use.
|
922
|
+
@remarks
|
923
|
+
Only applicable to programmable passes, this sets the details of
|
924
|
+
the vertex program to use in this pass. The program will not be
|
925
|
+
loaded until the parent Material is loaded.
|
926
|
+
@param name The name of the program - this must have been
|
927
|
+
created using GpuProgramManager by the time that this Pass
|
928
|
+
is loaded. If this parameter is blank, any vertex program in this pass is disabled.
|
929
|
+
@param resetParams
|
930
|
+
If true, this will create a fresh set of parameters from the
|
931
|
+
new program being linked, so if you had previously set parameters
|
932
|
+
you will have to set them again. If you set this to false, you must
|
933
|
+
be absolutely sure that the parameters match perfectly, and in the
|
934
|
+
case of named parameters refers to the indexes underlying them,
|
935
|
+
not just the names.
|
936
|
+
*/
|
937
|
+
void setVertexProgram(const String& name, bool resetParams = true);
|
938
|
+
/** Sets the vertex program parameters.
|
939
|
+
@remarks
|
940
|
+
Only applicable to programmable passes, and this particular call is
|
941
|
+
designed for low-level programs; use the named parameter methods
|
942
|
+
for setting high-level program parameters.
|
943
|
+
*/
|
944
|
+
void setVertexProgramParameters(GpuProgramParametersSharedPtr params);
|
945
|
+
/** Gets the name of the vertex program used by this pass. */
|
946
|
+
const String& getVertexProgramName(void) const;
|
947
|
+
/** Gets the vertex program parameters used by this pass. */
|
948
|
+
GpuProgramParametersSharedPtr getVertexProgramParameters(void) const;
|
949
|
+
/** Gets the vertex program used by this pass, only available after _load(). */
|
950
|
+
const GpuProgramPtr& getVertexProgram(void) const;
|
951
|
+
|
952
|
+
|
953
|
+
/** Sets the details of the vertex program to use when rendering as a
|
954
|
+
shadow caster.
|
955
|
+
@remarks
|
956
|
+
Texture-based shadows require that the caster is rendered to a texture
|
957
|
+
in a solid colour (the shadow colour in the case of modulative texture
|
958
|
+
shadows). Whilst Ogre can arrange this for the fixed function
|
959
|
+
pipeline, passes which use vertex programs might need the vertex
|
960
|
+
programs still to run in order to preserve any deformation etc
|
961
|
+
that it does. However, lighting calculations must be a lot simpler,
|
962
|
+
with only the ambient colour being used (which the engine will ensure
|
963
|
+
is bound to the shadow colour).
|
964
|
+
@par
|
965
|
+
Therefore, it is up to implemetors of vertex programs to provide an
|
966
|
+
alternative vertex program which can be used to render the object
|
967
|
+
to a shadow texture. Do all the same vertex transforms, but set the
|
968
|
+
colour of the vertex to the ambient colour, as bound using the
|
969
|
+
standard auto parameter binding mechanism.
|
970
|
+
@note
|
971
|
+
Some vertex programs will work without doing this, because Ogre ensures
|
972
|
+
that all lights except for ambient are set black. However, the chances
|
973
|
+
are that your vertex program is doing a lot of unnecessary work in this
|
974
|
+
case, since the other lights are having no effect, and it is good practice
|
975
|
+
to supply an alternative.
|
976
|
+
@note
|
977
|
+
This is only applicable to programmable passes.
|
978
|
+
@par
|
979
|
+
The default behaviour is for Ogre to switch to fixed-function
|
980
|
+
rendering if an explict vertex program alternative is not set.
|
981
|
+
*/
|
982
|
+
void setShadowCasterVertexProgram(const String& name);
|
983
|
+
/** Sets the vertex program parameters for rendering as a shadow caster.
|
984
|
+
@remarks
|
985
|
+
Only applicable to programmable passes, and this particular call is
|
986
|
+
designed for low-level programs; use the named parameter methods
|
987
|
+
for setting high-level program parameters.
|
988
|
+
*/
|
989
|
+
void setShadowCasterVertexProgramParameters(GpuProgramParametersSharedPtr params);
|
990
|
+
/** Gets the name of the vertex program used by this pass when rendering shadow casters. */
|
991
|
+
const String& getShadowCasterVertexProgramName(void) const;
|
992
|
+
/** Gets the vertex program parameters used by this pass when rendering shadow casters. */
|
993
|
+
GpuProgramParametersSharedPtr getShadowCasterVertexProgramParameters(void) const;
|
994
|
+
/** Gets the vertex program used by this pass when rendering shadow casters,
|
995
|
+
only available after _load(). */
|
996
|
+
const GpuProgramPtr& getShadowCasterVertexProgram(void) const;
|
997
|
+
|
998
|
+
/** Sets the details of the vertex program to use when rendering as a
|
999
|
+
shadow receiver.
|
1000
|
+
@remarks
|
1001
|
+
Texture-based shadows require that the shadow receiver is rendered using
|
1002
|
+
a projective texture. Whilst Ogre can arrange this for the fixed function
|
1003
|
+
pipeline, passes which use vertex programs might need the vertex
|
1004
|
+
programs still to run in order to preserve any deformation etc
|
1005
|
+
that it does. So in this case, we need a vertex program which does the
|
1006
|
+
appropriate vertex transformation, but generates projective texture
|
1007
|
+
coordinates.
|
1008
|
+
@par
|
1009
|
+
Therefore, it is up to implemetors of vertex programs to provide an
|
1010
|
+
alternative vertex program which can be used to render the object
|
1011
|
+
as a shadow receiver. Do all the same vertex transforms, but generate
|
1012
|
+
<strong>2 sets</strong> of texture coordinates using the auto parameter
|
1013
|
+
ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name /
|
1014
|
+
index you supply as the second parameter to this method. 2 texture
|
1015
|
+
sets are needed because Ogre needs to use 2 texture units for some
|
1016
|
+
shadow effects.
|
1017
|
+
@note
|
1018
|
+
This is only applicable to programmable passes.
|
1019
|
+
@par
|
1020
|
+
The default behaviour is for Ogre to switch to fixed-function
|
1021
|
+
rendering if an explict vertex program alternative is not set.
|
1022
|
+
*/
|
1023
|
+
void setShadowReceiverVertexProgram(const String& name);
|
1024
|
+
/** Sets the vertex program parameters for rendering as a shadow receiver.
|
1025
|
+
@remarks
|
1026
|
+
Only applicable to programmable passes, and this particular call is
|
1027
|
+
designed for low-level programs; use the named parameter methods
|
1028
|
+
for setting high-level program parameters.
|
1029
|
+
*/
|
1030
|
+
void setShadowReceiverVertexProgramParameters(GpuProgramParametersSharedPtr params);
|
1031
|
+
|
1032
|
+
/** This method allows you to specify a fragment program for use when
|
1033
|
+
rendering a texture shadow receiver.
|
1034
|
+
@remarks
|
1035
|
+
Texture shadows are applied by rendering the receiver. Modulative texture
|
1036
|
+
shadows are performed as a post-render darkening pass, and as such
|
1037
|
+
fragment programs are generally not required per-object. Additive
|
1038
|
+
texture shadows, however, are applied by accumulating light masked
|
1039
|
+
out using a texture shadow (black & white by default, unless you
|
1040
|
+
customise this using SceneManager::setCustomShadowCasterMaterial).
|
1041
|
+
OGRE can do this for you for most materials, but if you use a custom
|
1042
|
+
lighting program (e.g. per pixel lighting) then you'll need to provide
|
1043
|
+
a custom version for receiving shadows. You don't need to provide
|
1044
|
+
this for shadow casters if you don't use self-shadowing since they
|
1045
|
+
will never be shadow receivers too.
|
1046
|
+
@par
|
1047
|
+
The shadow texture is always bound to texture unit 0 when rendering
|
1048
|
+
texture shadow passes. Therefore your custom shadow receiver program
|
1049
|
+
may well just need to shift it's texture unit usage up by one unit,
|
1050
|
+
and take the shadow texture into account in its calculations.
|
1051
|
+
*/
|
1052
|
+
void setShadowReceiverFragmentProgram(const String& name);
|
1053
|
+
/** Sets the fragment program parameters for rendering as a shadow receiver.
|
1054
|
+
@remarks
|
1055
|
+
Only applicable to programmable passes, and this particular call is
|
1056
|
+
designed for low-level programs; use the named parameter methods
|
1057
|
+
for setting high-level program parameters.
|
1058
|
+
*/
|
1059
|
+
void setShadowReceiverFragmentProgramParameters(GpuProgramParametersSharedPtr params);
|
1060
|
+
|
1061
|
+
/** Gets the name of the vertex program used by this pass when rendering shadow receivers. */
|
1062
|
+
const String& getShadowReceiverVertexProgramName(void) const;
|
1063
|
+
/** Gets the vertex program parameters used by this pass when rendering shadow receivers. */
|
1064
|
+
GpuProgramParametersSharedPtr getShadowReceiverVertexProgramParameters(void) const;
|
1065
|
+
/** Gets the vertex program used by this pass when rendering shadow receivers,
|
1066
|
+
only available after _load(). */
|
1067
|
+
const GpuProgramPtr& getShadowReceiverVertexProgram(void) const;
|
1068
|
+
|
1069
|
+
/** Gets the name of the fragment program used by this pass when rendering shadow receivers. */
|
1070
|
+
const String& getShadowReceiverFragmentProgramName(void) const;
|
1071
|
+
/** Gets the fragment program parameters used by this pass when rendering shadow receivers. */
|
1072
|
+
GpuProgramParametersSharedPtr getShadowReceiverFragmentProgramParameters(void) const;
|
1073
|
+
/** Gets the fragment program used by this pass when rendering shadow receivers,
|
1074
|
+
only available after _load(). */
|
1075
|
+
const GpuProgramPtr& getShadowReceiverFragmentProgram(void) const;
|
1076
|
+
|
1077
|
+
/** Sets the details of the fragment program to use.
|
1078
|
+
@remarks
|
1079
|
+
Only applicable to programmable passes, this sets the details of
|
1080
|
+
the fragment program to use in this pass. The program will not be
|
1081
|
+
loaded until the parent Material is loaded.
|
1082
|
+
@param name The name of the program - this must have been
|
1083
|
+
created using GpuProgramManager by the time that this Pass
|
1084
|
+
is loaded. If this parameter is blank, any fragment program in this pass is disabled.
|
1085
|
+
@param resetParams
|
1086
|
+
If true, this will create a fresh set of parameters from the
|
1087
|
+
new program being linked, so if you had previously set parameters
|
1088
|
+
you will have to set them again. If you set this to false, you must
|
1089
|
+
be absolutely sure that the parameters match perfectly, and in the
|
1090
|
+
case of named parameters refers to the indexes underlying them,
|
1091
|
+
not just the names.
|
1092
|
+
*/
|
1093
|
+
void setFragmentProgram(const String& name, bool resetParams = true);
|
1094
|
+
/** Sets the fragment program parameters.
|
1095
|
+
@remarks
|
1096
|
+
Only applicable to programmable passes.
|
1097
|
+
*/
|
1098
|
+
void setFragmentProgramParameters(GpuProgramParametersSharedPtr params);
|
1099
|
+
/** Gets the name of the fragment program used by this pass. */
|
1100
|
+
const String& getFragmentProgramName(void) const;
|
1101
|
+
/** Gets the fragment program parameters used by this pass. */
|
1102
|
+
GpuProgramParametersSharedPtr getFragmentProgramParameters(void) const;
|
1103
|
+
/** Gets the fragment program used by this pass, only available after _load(). */
|
1104
|
+
const GpuProgramPtr& getFragmentProgram(void) const;
|
1105
|
+
|
1106
|
+
/** Splits this Pass to one which can be handled in the number of
|
1107
|
+
texture units specified.
|
1108
|
+
@remarks
|
1109
|
+
Only works on non-programmable passes, programmable passes cannot be
|
1110
|
+
split, it's up to the author to ensure that there is a fallback Technique
|
1111
|
+
for less capable cards.
|
1112
|
+
@param numUnits The target number of texture units
|
1113
|
+
@returns A new Pass which contains the remaining units, and a scene_blend
|
1114
|
+
setting appropriate to approximate the multitexture. This Pass will be
|
1115
|
+
attached to the parent Technique of this Pass.
|
1116
|
+
*/
|
1117
|
+
Pass* _split(unsigned short numUnits);
|
1118
|
+
|
1119
|
+
/** Internal method to adjust pass index. */
|
1120
|
+
void _notifyIndex(unsigned short index);
|
1121
|
+
|
1122
|
+
/** Internal method for loading this pass. */
|
1123
|
+
void _load(void);
|
1124
|
+
/** Internal method for unloading this pass. */
|
1125
|
+
void _unload(void);
|
1126
|
+
// Is this loaded?
|
1127
|
+
bool isLoaded(void) const;
|
1128
|
+
|
1129
|
+
/** Gets the 'hash' of this pass, ie a precomputed number to use for sorting
|
1130
|
+
@remarks
|
1131
|
+
This hash is used to sort passes, and for this reason the pass is hashed
|
1132
|
+
using firstly its index (so that all passes are rendered in order), then
|
1133
|
+
by the textures which it's TextureUnitState instances are using.
|
1134
|
+
*/
|
1135
|
+
uint32 getHash(void) const { return mHash; }
|
1136
|
+
/// Mark the hash as dirty
|
1137
|
+
void _dirtyHash(void);
|
1138
|
+
/** Internal method for recalculating the hash.
|
1139
|
+
@remarks
|
1140
|
+
Do not call this unless you are sure the old hash is not still being
|
1141
|
+
used by anything. If in doubt, call _dirtyHash if you want to force
|
1142
|
+
recalculation of the has next time.
|
1143
|
+
*/
|
1144
|
+
void _recalculateHash(void);
|
1145
|
+
/** Tells the pass that it needs recompilation. */
|
1146
|
+
void _notifyNeedsRecompile(void);
|
1147
|
+
|
1148
|
+
/** Update any automatic parameters (except lights) on this pass */
|
1149
|
+
void _updateAutoParamsNoLights(const AutoParamDataSource& source) const;
|
1150
|
+
/** Update any automatic light parameters on this pass */
|
1151
|
+
void _updateAutoParamsLightsOnly(const AutoParamDataSource& source) const;
|
1152
|
+
|
1153
|
+
/** Gets the 'nth' texture which references the given content type.
|
1154
|
+
@remarks
|
1155
|
+
If the 'nth' texture unit which references the content type doesn't
|
1156
|
+
exist, then this method returns an arbitrary high-value outside the
|
1157
|
+
valid range to index texture units.
|
1158
|
+
*/
|
1159
|
+
unsigned short _getTextureUnitWithContentTypeIndex(
|
1160
|
+
TextureUnitState::ContentType contentType, unsigned short index) const;
|
1161
|
+
|
1162
|
+
/** Set texture filtering for every texture unit
|
1163
|
+
@note
|
1164
|
+
This property actually exists on the TextureUnitState class
|
1165
|
+
For simplicity, this method allows you to set these properties for
|
1166
|
+
every current TeextureUnitState, If you need more precision, retrieve the
|
1167
|
+
TextureUnitState instance and set the property there.
|
1168
|
+
@see TextureUnitState::setTextureFiltering
|
1169
|
+
*/
|
1170
|
+
void setTextureFiltering(TextureFilterOptions filterType);
|
1171
|
+
/** Sets the anisotropy level to be used for all textures.
|
1172
|
+
@note
|
1173
|
+
This property has been moved to the TextureUnitState class, which is accessible via the
|
1174
|
+
Technique and Pass. For simplicity, this method allows you to set these properties for
|
1175
|
+
every current TeextureUnitState, If you need more precision, retrieve the Technique,
|
1176
|
+
Pass and TextureUnitState instances and set the property there.
|
1177
|
+
@see TextureUnitState::setTextureAnisotropy
|
1178
|
+
*/
|
1179
|
+
void setTextureAnisotropy(unsigned int maxAniso);
|
1180
|
+
/** Static method to retrieve all the Passes which need their
|
1181
|
+
hash values recalculated.
|
1182
|
+
*/
|
1183
|
+
static const PassSet& getDirtyHashList(void)
|
1184
|
+
{ return msDirtyHashList; }
|
1185
|
+
/** Static method to retrieve all the Passes which are pending deletion.
|
1186
|
+
*/
|
1187
|
+
static const PassSet& getPassGraveyard(void)
|
1188
|
+
{ return msPassGraveyard; }
|
1189
|
+
/** Static method to reset the list of passes which need their hash
|
1190
|
+
values recalculated.
|
1191
|
+
@remarks
|
1192
|
+
For performance, the dirty list is not updated progressively as
|
1193
|
+
the hashes are recalculated, instead we expect the processor of the
|
1194
|
+
dirty hash list to clear the list when they are done.
|
1195
|
+
*/
|
1196
|
+
static void clearDirtyHashList(void);
|
1197
|
+
|
1198
|
+
/** Process all dirty and pending deletion passes. */
|
1199
|
+
static void processPendingPassUpdates(void);
|
1200
|
+
|
1201
|
+
/** Queue this pass for deletion when appropriate. */
|
1202
|
+
void queueForDeletion(void);
|
1203
|
+
|
1204
|
+
/** Returns whether this pass is ambient only.
|
1205
|
+
*/
|
1206
|
+
bool isAmbientOnly(void) const;
|
1207
|
+
|
1208
|
+
/** set the number of iterations that this pass
|
1209
|
+
should perform when doing fast multi pass operation.
|
1210
|
+
@remarks
|
1211
|
+
Only applicable for programmable passes.
|
1212
|
+
@param count number of iterations to perform fast multi pass operations.
|
1213
|
+
A value greater than 1 will cause the pass to be executed count number of
|
1214
|
+
times without changing the render state. This is very usefull for passes
|
1215
|
+
that use programmable shaders that have to iterate more than once but don't
|
1216
|
+
need a render state change. Using multi pass can dramatically speed up rendering
|
1217
|
+
for materials that do things like fur, blur.
|
1218
|
+
A value of 1 turns off multi pass operation and the pass does
|
1219
|
+
the normal pass operation.
|
1220
|
+
*/
|
1221
|
+
void setPassIterationCount(const size_t count) { mPassIterationCount = count; }
|
1222
|
+
|
1223
|
+
/** Gets the pass iteration count value.
|
1224
|
+
*/
|
1225
|
+
size_t getPassIterationCount(void) const { return mPassIterationCount; }
|
1226
|
+
|
1227
|
+
/** Applies texture names to Texture Unit State with matching texture name aliases.
|
1228
|
+
All Texture Unit States within the pass are checked.
|
1229
|
+
If matching texture aliases are found then true is returned.
|
1230
|
+
|
1231
|
+
@param
|
1232
|
+
aliasList is a map container of texture alias, texture name pairs
|
1233
|
+
@param
|
1234
|
+
apply set true to apply the texture aliases else just test to see if texture alias matches are found.
|
1235
|
+
@return
|
1236
|
+
True if matching texture aliases were found in the pass.
|
1237
|
+
*/
|
1238
|
+
bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
|
1239
|
+
|
1240
|
+
|
1241
|
+
/** There are some default hash functions used to order passes so that
|
1242
|
+
render state changes are minimised, this enumerates them.
|
1243
|
+
*/
|
1244
|
+
enum BuiltinHashFunction
|
1245
|
+
{
|
1246
|
+
/** Try to minimise the number of texture changes. */
|
1247
|
+
MIN_TEXTURE_CHANGE,
|
1248
|
+
/** Try to minimise the number of GPU program changes.
|
1249
|
+
@note Only really useful if you use GPU programs for all of your
|
1250
|
+
materials.
|
1251
|
+
*/
|
1252
|
+
MIN_GPU_PROGRAM_CHANGE
|
1253
|
+
};
|
1254
|
+
/** Sets one of the default hash functions to be used.
|
1255
|
+
@remarks
|
1256
|
+
You absolutely must not change the hash function whilst any Pass instances
|
1257
|
+
exist in the render queue. The only time you can do this is either
|
1258
|
+
before you render anything, or directly after you manuall call
|
1259
|
+
RenderQueue::clear(true) to completely destroy the queue structures.
|
1260
|
+
The default is MIN_TEXTURE_CHANGE.
|
1261
|
+
@note
|
1262
|
+
You can also implement your own hash function, see the alternate version
|
1263
|
+
of this method.
|
1264
|
+
@see HashFunc
|
1265
|
+
*/
|
1266
|
+
static void setHashFunction(BuiltinHashFunction builtin);
|
1267
|
+
|
1268
|
+
/** Set the hash function used for all passes.
|
1269
|
+
@remarks
|
1270
|
+
You absolutely must not change the hash function whilst any Pass instances
|
1271
|
+
exist in the render queue. The only time you can do this is either
|
1272
|
+
before you render anything, or directly after you manuall call
|
1273
|
+
RenderQueue::clear(true) to completely destroy the queue structures.
|
1274
|
+
@note
|
1275
|
+
You can also use one of the built-in hash functions, see the alternate version
|
1276
|
+
of this method. The default is MIN_TEXTURE_CHANGE.
|
1277
|
+
@see HashFunc
|
1278
|
+
*/
|
1279
|
+
static void setHashFunction(HashFunc* hashFunc) { msHashFunc = hashFunc; }
|
1280
|
+
|
1281
|
+
/** Get the hash function used for all passes.
|
1282
|
+
*/
|
1283
|
+
static HashFunc* getHashFunction(void) { return msHashFunc; }
|
1284
|
+
|
1285
|
+
};
|
1286
|
+
|
1287
|
+
enum IlluminationStage
|
1288
|
+
{
|
1289
|
+
/// Part of the rendering which occurs without any kind of direct lighting
|
1290
|
+
IS_AMBIENT,
|
1291
|
+
/// Part of the rendering which occurs per light
|
1292
|
+
IS_PER_LIGHT,
|
1293
|
+
/// Post-lighting rendering
|
1294
|
+
IS_DECAL
|
1295
|
+
};
|
1296
|
+
/** Struct recording a pass which can be used for a specific illumination stage.
|
1297
|
+
@remarks
|
1298
|
+
This structure is used to record categorised passes which fit into a
|
1299
|
+
number of distinct illumination phases - ambient, diffuse / specular
|
1300
|
+
(per-light) and decal (post-lighting texturing).
|
1301
|
+
An original pass may fit into one of these categories already, or it
|
1302
|
+
may require splitting into its component parts in order to be categorised
|
1303
|
+
properly.
|
1304
|
+
*/
|
1305
|
+
struct IlluminationPass
|
1306
|
+
{
|
1307
|
+
IlluminationStage stage;
|
1308
|
+
/// The pass to use in this stage
|
1309
|
+
Pass* pass;
|
1310
|
+
/// Whether this pass is one which should be deleted itself
|
1311
|
+
bool destroyOnShutdown;
|
1312
|
+
/// The original pass which spawned this one
|
1313
|
+
Pass* originalPass;
|
1314
|
+
};
|
1315
|
+
|
1316
|
+
typedef std::vector<IlluminationPass*> IlluminationPassList;
|
1317
|
+
|
1318
|
+
|
1319
|
+
}
|
1320
|
+
|
1321
|
+
#endif
|