shattered_ogrerb 0.5.0.1

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  1. data/lib/shattered_ogrerb.rb +17 -0
  2. data/lib/shattered_ogrerb/base.rb +28 -0
  3. data/lib/shattered_ogrerb/camera.rb +6 -0
  4. data/lib/shattered_ogrerb/key_manager.rb +54 -0
  5. data/lib/shattered_ogrerb/light.rb +5 -0
  6. data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
  7. data/lib/shattered_ogrerb/rmaterial.rb +86 -0
  8. data/lib/shattered_ogrerb/vector.rb +211 -0
  9. data/vendor/Ogre/OIS.dll +0 -0
  10. data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
  11. data/vendor/Ogre/OgreMain.dll +0 -0
  12. data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
  13. data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
  14. data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
  15. data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
  16. data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
  17. data/vendor/Ogre/RenderSystem_GL.dll +0 -0
  18. data/vendor/Ogre/cg.dll +0 -0
  19. data/vendor/Ogre/plugins.cfg +9 -0
  20. data/vendor/ogrerb/MIT_LICENCE +19 -0
  21. data/vendor/ogrerb/README +79 -0
  22. data/vendor/ogrerb/Rakefile +220 -0
  23. data/vendor/ogrerb/build/navi/extconf.rb +53 -0
  24. data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
  25. data/vendor/ogrerb/build/ois/extconf.rb +48 -0
  26. data/vendor/ogrerb/doc_src/ogre.rb +152 -0
  27. data/vendor/ogrerb/doc_src/ois.rb +67 -0
  28. data/vendor/ogrerb/lib/constants.rb +35 -0
  29. data/vendor/ogrerb/lib/ogre.dll +0 -0
  30. data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
  31. data/vendor/ogrerb/navi/Navi.i +5 -0
  32. data/vendor/ogrerb/navi/NaviData.i +18 -0
  33. data/vendor/ogrerb/navi/NaviManager.i +5 -0
  34. data/vendor/ogrerb/navi/NaviProxies.i +7 -0
  35. data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
  36. data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
  37. data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
  38. data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
  39. data/vendor/ogrerb/navi/navi_rb.i +53 -0
  40. data/vendor/ogrerb/navi/std_multimap.i +581 -0
  41. data/vendor/ogrerb/ogre.rb +23 -0
  42. data/vendor/ogrerb/ogre/Application.i +59 -0
  43. data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
  44. data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
  45. data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
  46. data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
  47. data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
  48. data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
  49. data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
  50. data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
  51. data/vendor/ogrerb/ogre/OgreAny.i +5 -0
  52. data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
  53. data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
  54. data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
  55. data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
  56. data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
  57. data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
  58. data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
  59. data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
  60. data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
  61. data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
  62. data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
  63. data/vendor/ogrerb/ogre/OgreBone.i +5 -0
  64. data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
  65. data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
  66. data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
  67. data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
  68. data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
  69. data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
  70. data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
  71. data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
  72. data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
  73. data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
  74. data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
  75. data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
  76. data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
  77. data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
  78. data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
  79. data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
  80. data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
  81. data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
  82. data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
  83. data/vendor/ogrerb/ogre/OgreController.i +5 -0
  84. data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
  85. data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
  86. data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
  87. data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
  88. data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
  89. data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
  90. data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
  91. data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
  92. data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
  93. data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
  94. data/vendor/ogrerb/ogre/OgreException.i +5 -0
  95. data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
  96. data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
  97. data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
  98. data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
  99. data/vendor/ogrerb/ogre/OgreFont.i +5 -0
  100. data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
  101. data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
  102. data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
  103. data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
  104. data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
  105. data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
  106. data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
  107. data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
  108. data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
  109. data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
  110. data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
  111. data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
  112. data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
  113. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
  114. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
  115. data/vendor/ogrerb/ogre/OgreImage.i +5 -0
  116. data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
  117. data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
  118. data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
  119. data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
  120. data/vendor/ogrerb/ogre/OgreLight.i +5 -0
  121. data/vendor/ogrerb/ogre/OgreLog.i +5 -0
  122. data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
  123. data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
  124. data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
  125. data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
  126. data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
  127. data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
  128. data/vendor/ogrerb/ogre/OgreMath.i +48 -0
  129. data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
  130. data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
  131. data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
  132. data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
  133. data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
  134. data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
  135. data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
  136. data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
  137. data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
  138. data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
  139. data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
  140. data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
  141. data/vendor/ogrerb/ogre/OgreNode.i +11 -0
  142. data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
  143. data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
  144. data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
  145. data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
  146. data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
  147. data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
  148. data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
  149. data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
  150. data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
  151. data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
  152. data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
  153. data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
  154. data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
  155. data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
  156. data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
  157. data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
  158. data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
  159. data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
  160. data/vendor/ogrerb/ogre/OgrePass.i +10 -0
  161. data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
  162. data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
  163. data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
  164. data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
  165. data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
  166. data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
  167. data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
  168. data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
  169. data/vendor/ogrerb/ogre/OgrePose.i +5 -0
  170. data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
  171. data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
  172. data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
  173. data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
  174. data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
  175. data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
  176. data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
  177. data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
  178. data/vendor/ogrerb/ogre/OgreRay.i +5 -0
  179. data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
  180. data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
  181. data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
  182. data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
  183. data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
  184. data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
  185. data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
  186. data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
  187. data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
  188. data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
  189. data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
  190. data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
  191. data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
  192. data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
  193. data/vendor/ogrerb/ogre/OgreResource.i +68 -0
  194. data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
  195. data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
  196. data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
  197. data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
  198. data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
  199. data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
  200. data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
  201. data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
  202. data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
  203. data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
  204. data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
  205. data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
  206. data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
  207. data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
  208. data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
  209. data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
  210. data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
  211. data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
  212. data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
  213. data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
  214. data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
  215. data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
  216. data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
  217. data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
  218. data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
  219. data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
  220. data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
  221. data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
  222. data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
  223. data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
  224. data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
  225. data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
  226. data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
  227. data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
  228. data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
  229. data/vendor/ogrerb/ogre/OgreString.i +5 -0
  230. data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
  231. data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
  232. data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
  233. data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
  234. data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
  235. data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
  236. data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
  237. data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
  238. data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
  239. data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
  240. data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
  241. data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
  242. data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
  243. data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
  244. data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
  245. data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
  246. data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
  247. data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
  248. data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
  249. data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
  250. data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
  251. data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
  252. data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
  253. data/vendor/ogrerb/ogre/OgreZip.i +5 -0
  254. data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
  255. data/vendor/ogrerb/ogre/std_multimap.i +581 -0
  256. data/vendor/ogrerb/ois/OISProxies.i +9 -0
  257. data/vendor/ogrerb/ois/OISRenames.i +11 -0
  258. data/vendor/ogrerb/ois/ois.i +135 -0
  259. data/vendor/ogrerb/ois/std_multimap.i +581 -0
  260. data/vendor/ogrerb/platform.rb +23 -0
  261. data/vendor/ogrerb/samples/application.rb +146 -0
  262. data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
  263. data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
  264. data/vendor/ogrerb/samples/bsp.rb +74 -0
  265. data/vendor/ogrerb/samples/cg.dll +0 -0
  266. data/vendor/ogrerb/samples/js3250.dll +0 -0
  267. data/vendor/ogrerb/samples/lighting.rb +136 -0
  268. data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
  269. data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
  270. data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
  271. data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
  272. data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
  273. data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
  274. data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
  275. data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
  276. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
  277. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
  278. data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
  279. data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
  280. data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
  281. data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
  282. data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
  283. data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
  284. data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
  285. data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
  286. data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
  287. data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
  288. data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
  289. data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
  290. data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
  291. data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
  292. data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
  293. data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
  294. data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
  295. data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
  296. data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
  297. data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
  298. data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
  299. data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
  300. data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
  301. data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
  302. data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
  303. data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
  304. data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
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@@ -0,0 +1,1321 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org
6
+
7
+ Copyright (c) 2000-2006 Torus Knot Software Ltd
8
+ Also see acknowledgements in Readme.html
9
+
10
+ This program is free software; you can redistribute it and/or modify it under
11
+ the terms of the GNU Lesser General Public License as published by the Free Software
12
+ Foundation; either version 2 of the License, or (at your option) any later
13
+ version.
14
+
15
+ This program is distributed in the hope that it will be useful, but WITHOUT
16
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17
+ FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
+
19
+ You should have received a copy of the GNU Lesser General Public License along with
20
+ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21
+ Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22
+ http://www.gnu.org/copyleft/lesser.txt.
23
+
24
+ You may alternatively use this source under the terms of a specific version of
25
+ the OGRE Unrestricted License provided you have obtained such a license from
26
+ Torus Knot Software Ltd.
27
+ -----------------------------------------------------------------------------
28
+ */
29
+ #ifndef __Pass_H__
30
+ #define __Pass_H__
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+
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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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+
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+ namespace Ogre {
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+ /** Class defining a single pass of a Technique (of a Material), ie
42
+ a single rendering call.
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+ @remarks
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+ Rendering can be repeated with many passes for more complex effects.
45
+ Each pass is either a fixed-function pass (meaning it does not use
46
+ a vertex or fragment program) or a programmable pass (meaning it does
47
+ use either a vertex and fragment program, or both).
48
+ @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
53
+ 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
55
+ you can use a range of fixed-function effects like environment mapping very
56
+ 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.
59
+ */
60
+ class _OgreExport Pass
61
+ {
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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
66
+ to reduce the number of render state changes. Each Pass represents a
67
+ single unique set of states, but by ordering them, state changes can
68
+ 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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+ //-------------------------------------------------------------------------
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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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+ //-------------------------------------------------------------------------
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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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+
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+ // Colour buffer settings
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+ bool mColourWrite;
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+
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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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+
116
+ //-------------------------------------------------------------------------
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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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+
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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;
135
+
136
+ /// Shading options
137
+ ShadeOptions mShadeOptions;
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+ /// Polygon mode
139
+ PolygonMode mPolygonMode;
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+
141
+ //-------------------------------------------------------------------------
142
+ // Fog
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+ bool mFogOverride;
144
+ FogMode mFogMode;
145
+ ColourValue mFogColour;
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+ Real mFogStart;
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+ Real mFogEnd;
148
+ Real mFogDensity;
149
+ //-------------------------------------------------------------------------
150
+
151
+ /// Storage of texture unit states
152
+ typedef std::vector<TextureUnitState*> TextureUnitStates;
153
+ TextureUnitStates mTextureUnitStates;
154
+
155
+ // 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;
181
+
182
+ public:
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+ typedef std::set<Pass*> PassSet;
184
+ protected:
185
+ /// List of Passes whose hashes need recalculating
186
+ 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;
191
+ public:
192
+ OGRE_STATIC_MUTEX(msDirtyHashListMutex);
193
+ OGRE_STATIC_MUTEX(msPassGraveyardMutex);
194
+ /// 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
199
+ Pass& operator=(const Pass& oth);
200
+ ~Pass();
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+
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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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+
215
+
216
+ /// Gets the index of this Pass in the parent Technique
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+ unsigned short getIndex(void) const { return mIndex; }
218
+ /* Set the name of the pass
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+ @remarks
220
+ The name of the pass is optional. Its usefull in material scripts where a material could inherit
221
+ from another material and only want to modify a particalar pass.
222
+ */
223
+ 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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+
227
+ /** Sets the ambient colour reflectance properties of this pass.
228
+ @remarks
229
+ The base colour of a pass is determined by how much red, green and blue light is reflects
230
+ (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
231
+ much ambient light (directionless global light) is reflected. The default is full white, meaning
232
+ objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
233
+ effects, or change the blend of colours to make the object have a base colour other than white.
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+ @note
235
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
236
+ or if this is a programmable pass.
237
+ */
238
+ void setAmbient(Real red, Real green, Real blue);
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+
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+ /** Sets the ambient colour reflectance properties of this pass.
241
+ @remarks
242
+ The base colour of a pass is determined by how much red, green and blue light is reflects
243
+ (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
244
+ much ambient light (directionless global light) is reflected. The default is full white, meaning
245
+ objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
246
+ effects, or change the blend of colours to make the object have a base colour other than white.
247
+ @note
248
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
249
+ or if this is a programmable pass.
250
+ */
251
+
252
+ void setAmbient(const ColourValue& ambient);
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+
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+ /** Sets the diffuse colour reflectance properties of this pass.
255
+ @remarks
256
+ The base colour of a pass is determined by how much red, green and blue light is reflects
257
+ (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
258
+ much diffuse light (light from instances of the Light class in the scene) is reflected. The default
259
+ is full white, meaning objects reflect the maximum white light they can from Light objects.
260
+ @note
261
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
262
+ or if this is a programmable pass.
263
+ */
264
+ void setDiffuse(Real red, Real green, Real blue, Real alpha);
265
+
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+ /** Sets the diffuse colour reflectance properties of this pass.
267
+ @remarks
268
+ The base colour of a pass is determined by how much red, green and blue light is reflects
269
+ (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
270
+ much diffuse light (light from instances of the Light class in the scene) is reflected. The default
271
+ is full white, meaning objects reflect the maximum white light they can from Light objects.
272
+ @note
273
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
274
+ or if this is a programmable pass.
275
+ */
276
+ void setDiffuse(const ColourValue& diffuse);
277
+
278
+ /** Sets the specular colour reflectance properties of this pass.
279
+ @remarks
280
+ The base colour of a pass is determined by how much red, green and blue light is reflects
281
+ (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
282
+ much specular light (highlights from instances of the Light class in the scene) is reflected.
283
+ The default is to reflect no specular light.
284
+ @note
285
+ The size of the specular highlights is determined by the separate 'shininess' property.
286
+ @note
287
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
288
+ or if this is a programmable pass.
289
+ */
290
+ void setSpecular(Real red, Real green, Real blue, Real alpha);
291
+
292
+ /** Sets the specular colour reflectance properties of this pass.
293
+ @remarks
294
+ The base colour of a pass is determined by how much red, green and blue light is reflects
295
+ (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
296
+ much specular light (highlights from instances of the Light class in the scene) is reflected.
297
+ The default is to reflect no specular light.
298
+ @note
299
+ The size of the specular highlights is determined by the separate 'shininess' property.
300
+ @note
301
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
302
+ or if this is a programmable pass.
303
+ */
304
+ void setSpecular(const ColourValue& specular);
305
+
306
+ /** Sets the shininess of the pass, affecting the size of specular highlights.
307
+ @note
308
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
309
+ or if this is a programmable pass.
310
+ */
311
+ void setShininess(Real val);
312
+
313
+ /** Sets the amount of self-illumination an object has.
314
+ @remarks
315
+ If an object is self-illuminating, it does not need external sources to light it, ambient or
316
+ otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
317
+ you can already specify per-pass ambient light, but is here for completeness.
318
+ @note
319
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
320
+ or if this is a programmable pass.
321
+ */
322
+ void setSelfIllumination(Real red, Real green, Real blue);
323
+
324
+ /** Sets the amount of self-illumination an object has.
325
+ @remarks
326
+ If an object is self-illuminating, it does not need external sources to light it, ambient or
327
+ otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
328
+ you can already specify per-pass ambient light, but is here for completeness.
329
+ @note
330
+ This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
331
+ or if this is a programmable pass.
332
+ */
333
+ void setSelfIllumination(const ColourValue& selfIllum);
334
+
335
+ /** Sets which material properties follow the vertex colour
336
+ */
337
+ void setVertexColourTracking(TrackVertexColourType tracking);
338
+
339
+ /** Gets the point size of the pass.
340
+ @remarks
341
+ This property determines what point size is used to render a point
342
+ list.
343
+ */
344
+ Real getPointSize(void) const;
345
+
346
+ /** Sets the point size of this pass.
347
+ @remarks
348
+ This setting allows you to change the size of points when rendering
349
+ a point list, or a list of point sprites. The interpretation of this
350
+ 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