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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __Pass_H__
#define __Pass_H__
#include "OgrePrerequisites.h"
#include "OgreGpuProgram.h"
#include "OgreColourValue.h"
#include "OgreBlendMode.h"
#include "OgreCommon.h"
#include "OgreLight.h"
#include "OgreTextureUnitState.h"
#include "OgreUserObjectBindings.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Materials
* @{
*/
/// Categorisation of passes for the purpose of additive lighting
enum IlluminationStage
{
/// Part of the rendering which occurs without any kind of direct lighting
IS_AMBIENT,
/// Part of the rendering which occurs per light
IS_PER_LIGHT,
/// Post-lighting rendering
IS_DECAL,
/// Not determined
IS_UNKNOWN
};
/** Class defining a single pass of a Technique (of a Material), i.e.
a single rendering call.
@remarks
Rendering can be repeated with many passes for more complex effects.
Each pass is either a fixed-function pass (meaning it does not use
a vertex or fragment program) or a programmable pass (meaning it does
use either a vertex and fragment program, or both).
@par
Programmable passes are complex to define, because they require custom
programs and you have to set all constant inputs to the programs (like
the position of lights, any base material colours you wish to use etc), but
they do give you much total flexibility over the algorithms used to render your
pass, and you can create some effects which are impossible with a fixed-function pass.
On the other hand, you can define a fixed-function pass in very little time, and
you can use a range of fixed-function effects like environment mapping very
easily, plus your pass will be more likely to be compatible with older hardware.
There are pros and cons to both, just remember that if you use a programmable
pass to create some great effects, allow more time for definition and testing.
*/
class _OgreExport Pass : public PassAlloc
{
public:
/** Definition of a functor for calculating the hashcode of a Pass.
@remarks
The hashcode of a Pass is used to sort Passes for rendering, in order
to reduce the number of render state changes. Each Pass represents a
single unique set of states, but by ordering them, state changes can
be minimised between passes. An implementation of this functor should
order passes so that the elements that you want to keep constant are
sorted next to each other.
@see Pass::setHashFunc
*/
struct HashFunc
{
virtual uint32 operator()(const Pass* p) const = 0;
/// Need virtual destructor in case subclasses use it
virtual ~HashFunc() {}
};
protected:
Technique* mParent;
unsigned short mIndex; // pass index
String mName; // optional name for the pass
uint32 mHash; // pass hash
bool mHashDirtyQueued; // needs to be dirtied when next loaded
//-------------------------------------------------------------------------
// Colour properties, only applicable in fixed-function passes
ColourValue mAmbient;
ColourValue mDiffuse;
ColourValue mSpecular;
ColourValue mEmissive;
Real mShininess;
TrackVertexColourType mTracking;
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// Blending factors
SceneBlendFactor mSourceBlendFactor;
SceneBlendFactor mDestBlendFactor;
SceneBlendFactor mSourceBlendFactorAlpha;
SceneBlendFactor mDestBlendFactorAlpha;
// Used to determine if separate alpha blending should be used for color and alpha channels
bool mSeparateBlend;
//-------------------------------------------------------------------------
// Blending operations
SceneBlendOperation mBlendOperation;
SceneBlendOperation mAlphaBlendOperation;
// Determines if we should use separate blending operations for color and alpha channels
bool mSeparateBlendOperation;
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// Depth buffer settings
bool mDepthCheck;
bool mDepthWrite;
CompareFunction mDepthFunc;
float mDepthBiasConstant;
float mDepthBiasSlopeScale;
float mDepthBiasPerIteration;
// Colour buffer settings
bool mColourWrite;
// Alpha reject settings
CompareFunction mAlphaRejectFunc;
unsigned char mAlphaRejectVal;
bool mAlphaToCoverageEnabled;
// Transparent depth sorting
bool mTransparentSorting;
// Transparent depth sorting forced
bool mTransparentSortingForced;
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// Culling mode
CullingMode mCullMode;
ManualCullingMode mManualCullMode;
//-------------------------------------------------------------------------
/// Lighting enabled?
bool mLightingEnabled;
/// Max simultaneous lights
unsigned short mMaxSimultaneousLights;
/// Starting light index
unsigned short mStartLight;
/// Run this pass once per light?
bool mIteratePerLight;
/// Iterate per how many lights?
unsigned short mLightsPerIteration;
// Should it only be run for a certain light type?
bool mRunOnlyForOneLightType;
Light::LightTypes mOnlyLightType;
// With a specific light mask?
uint32 mLightMask;
/// Shading options
ShadeOptions mShadeOptions;
/// Polygon mode
PolygonMode mPolygonMode;
/// Normalisation
bool mNormaliseNormals;
bool mPolygonModeOverrideable;
//-------------------------------------------------------------------------
// Fog
bool mFogOverride;
FogMode mFogMode;
ColourValue mFogColour;
Real mFogStart;
Real mFogEnd;
Real mFogDensity;
//-------------------------------------------------------------------------
/// Storage of texture unit states
typedef vector<TextureUnitState*>::type TextureUnitStates;
TextureUnitStates mTextureUnitStates;
// Vertex program details
GpuProgramUsage *mVertexProgramUsage;
// Vertex program details
GpuProgramUsage *mShadowCasterVertexProgramUsage;
// Fragment program details
GpuProgramUsage *mShadowCasterFragmentProgramUsage;
// Vertex program details
GpuProgramUsage *mShadowReceiverVertexProgramUsage;
// Fragment program details
GpuProgramUsage *mFragmentProgramUsage;
// Fragment program details
GpuProgramUsage *mShadowReceiverFragmentProgramUsage;
// Geometry program details
GpuProgramUsage *mGeometryProgramUsage;
// Is this pass queued for deletion?
bool mQueuedForDeletion;
// number of pass iterations to perform
size_t mPassIterationCount;
// point size, applies when not using per-vertex point size
Real mPointSize;
Real mPointMinSize;
Real mPointMaxSize;
bool mPointSpritesEnabled;
bool mPointAttenuationEnabled;
// constant, linear, quadratic coeffs
Real mPointAttenuationCoeffs[3];
// TU Content type lookups
typedef vector<unsigned short>::type ContentTypeLookup;
mutable ContentTypeLookup mShadowContentTypeLookup;
mutable bool mContentTypeLookupBuilt;
/// Scissoring for the light?
bool mLightScissoring;
/// User clip planes for light?
bool mLightClipPlanes;
/// Illumination stage?
IlluminationStage mIlluminationStage;
// User objects binding.
UserObjectBindings mUserObjectBindings;
// Used to get scene blending flags from a blending type
void _getBlendFlags(SceneBlendType type, SceneBlendFactor& source, SceneBlendFactor& dest);
public:
typedef set<Pass*>::type PassSet;
protected:
/// List of Passes whose hashes need recalculating
static PassSet msDirtyHashList;
/// The place where passes go to die
static PassSet msPassGraveyard;
/// The Pass hash functor
static HashFunc* msHashFunc;
public:
OGRE_STATIC_MUTEX(msDirtyHashListMutex)
OGRE_STATIC_MUTEX(msPassGraveyardMutex)
OGRE_MUTEX(mTexUnitChangeMutex)
OGRE_MUTEX(mGpuProgramChangeMutex)
/// Default constructor
Pass(Technique* parent, unsigned short index);
/// Copy constructor
Pass(Technique* parent, unsigned short index, const Pass& oth );
/// Operator = overload
Pass& operator=(const Pass& oth);
virtual ~Pass();
/// Returns true if this pass is programmable i.e. includes either a vertex or fragment program.
bool isProgrammable(void) const { return mVertexProgramUsage || mFragmentProgramUsage || mGeometryProgramUsage; }
/// Returns true if this pass uses a programmable vertex pipeline
bool hasVertexProgram(void) const { return mVertexProgramUsage != NULL; }
/// Returns true if this pass uses a programmable fragment pipeline
bool hasFragmentProgram(void) const { return mFragmentProgramUsage != NULL; }
/// Returns true if this pass uses a programmable geometry pipeline
bool hasGeometryProgram(void) const { return mGeometryProgramUsage != NULL; }
/// Returns true if this pass uses a shadow caster vertex program
bool hasShadowCasterVertexProgram(void) const { return mShadowCasterVertexProgramUsage != NULL; }
/// Returns true if this pass uses a shadow caster fragment program
bool hasShadowCasterFragmentProgram(void) const { return mShadowCasterFragmentProgramUsage != NULL; }
/// Returns true if this pass uses a shadow receiver vertex program
bool hasShadowReceiverVertexProgram(void) const { return mShadowReceiverVertexProgramUsage != NULL; }
/// Returns true if this pass uses a shadow receiver fragment program
bool hasShadowReceiverFragmentProgram(void) const { return mShadowReceiverFragmentProgramUsage != NULL; }
/// Gets the index of this Pass in the parent Technique
unsigned short getIndex(void) const { return mIndex; }
/* Set the name of the pass
@remarks
The name of the pass is optional. Its useful in material scripts where a material could inherit
from another material and only want to modify a particular pass.
*/
void setName(const String& name);
/// get the name of the pass
const String& getName(void) const { return mName; }
/** Sets the ambient colour reflectance properties of this pass.
@remarks
The base colour of a pass is determined by how much red, green and blue light is reflects
(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
much ambient light (directionless global light) is reflected. The default is full white, meaning
objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
effects, or change the blend of colours to make the object have a base colour other than white.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setAmbient(Real red, Real green, Real blue);
/** Sets the ambient colour reflectance properties of this pass.
@remarks
The base colour of a pass is determined by how much red, green and blue light is reflects
(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
much ambient light (directionless global light) is reflected. The default is full white, meaning
objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light
effects, or change the blend of colours to make the object have a base colour other than white.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setAmbient(const ColourValue& ambient);
/** Sets the diffuse colour reflectance properties of this pass.
@remarks
The base colour of a pass is determined by how much red, green and blue light is reflects
(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
much diffuse light (light from instances of the Light class in the scene) is reflected. The default
is full white, meaning objects reflect the maximum white light they can from Light objects.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setDiffuse(Real red, Real green, Real blue, Real alpha);
/** Sets the diffuse colour reflectance properties of this pass.
@remarks
The base colour of a pass is determined by how much red, green and blue light is reflects
(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
much diffuse light (light from instances of the Light class in the scene) is reflected. The default
is full white, meaning objects reflect the maximum white light they can from Light objects.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setDiffuse(const ColourValue& diffuse);
/** Sets the specular colour reflectance properties of this pass.
@remarks
The base colour of a pass is determined by how much red, green and blue light is reflects
(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
much specular light (highlights from instances of the Light class in the scene) is reflected.
The default is to reflect no specular light.
@note
The size of the specular highlights is determined by the separate 'shininess' property.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setSpecular(Real red, Real green, Real blue, Real alpha);
/** Sets the specular colour reflectance properties of this pass.
@remarks
The base colour of a pass is determined by how much red, green and blue light is reflects
(provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how
much specular light (highlights from instances of the Light class in the scene) is reflected.
The default is to reflect no specular light.
@note
The size of the specular highlights is determined by the separate 'shininess' property.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setSpecular(const ColourValue& specular);
/** Sets the shininess of the pass, affecting the size of specular highlights.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setShininess(Real val);
/** Sets the amount of self-illumination an object has.
@remarks
If an object is self-illuminating, it does not need external sources to light it, ambient or
otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
you can already specify per-pass ambient light, but is here for completeness.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setSelfIllumination(Real red, Real green, Real blue);
/** Sets the amount of self-illumination an object has.
@see
setSelfIllumination
*/
void setEmissive(Real red, Real green, Real blue)
{
setSelfIllumination(red, green, blue);
}
/** Sets the amount of self-illumination an object has.
@remarks
If an object is self-illuminating, it does not need external sources to light it, ambient or
otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since
you can already specify per-pass ambient light, but is here for completeness.
@note
This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled),
or if this is a programmable pass.
*/
void setSelfIllumination(const ColourValue& selfIllum);
/** Sets the amount of self-illumination an object has.
@see
setSelfIllumination
*/
void setEmissive(const ColourValue& emissive)
{
setSelfIllumination(emissive);
}
/** Sets which material properties follow the vertex colour
*/
void setVertexColourTracking(TrackVertexColourType tracking);
/** Gets the point size of the pass.
@remarks
This property determines what point size is used to render a point
list.
*/
Real getPointSize(void) const;
/** Sets the point size of this pass.
@remarks
This setting allows you to change the size of points when rendering
a point list, or a list of point sprites. The interpretation of this
command depends on the Pass::setPointSizeAttenuation option - if it
is off (the default), the point size is in screen pixels, if it is on,
it expressed as normalised screen coordinates (1.0 is the height of
the screen) when the point is at the origin.
@note
Some drivers have an upper limit on the size of points they support
- this can even vary between APIs on the same card! Don't rely on
point sizes that cause the point sprites to get very large on screen,
since they may get clamped on some cards. Upper sizes can range from
64 to 256 pixels.
*/
void setPointSize(Real ps);
/** Sets whether or not rendering points using OT_POINT_LIST will
render point sprites (textured quads) or plain points (dots).
@param enabled True enables point sprites, false returns to normal
point rendering.
*/
void setPointSpritesEnabled(bool enabled);
/** Returns whether point sprites are enabled when rendering a
point list.
*/
bool getPointSpritesEnabled(void) const;
/** Sets how points are attenuated with distance.
@remarks
When performing point rendering or point sprite rendering,
point size can be attenuated with distance. The equation for
doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2).
@par
For example, to disable distance attenuation (constant screensize)
you would set constant to 1, and linear and quadratic to 0. A
standard perspective attenuation would be 0, 1, 0 respectively.
@note
The resulting size is clamped to the minimum and maximum point
size.
@param enabled Whether point attenuation is enabled
@param constant, linear, quadratic Parameters to the attenuation
function defined above
*/
void setPointAttenuation(bool enabled,
Real constant = 0.0f, Real linear = 1.0f, Real quadratic = 0.0f);
/** Returns whether points are attenuated with distance. */
bool isPointAttenuationEnabled(void) const;
/** Returns the constant coefficient of point attenuation. */
Real getPointAttenuationConstant(void) const;
/** Returns the linear coefficient of point attenuation. */
Real getPointAttenuationLinear(void) const;
/** Returns the quadratic coefficient of point attenuation. */
Real getPointAttenuationQuadratic(void) const;
/** Set the minimum point size, when point attenuation is in use. */
void setPointMinSize(Real min);
/** Get the minimum point size, when point attenuation is in use. */
Real getPointMinSize(void) const;
/** Set the maximum point size, when point attenuation is in use.
@remarks Setting this to 0 indicates the max size supported by the card.
*/
void setPointMaxSize(Real max);
/** Get the maximum point size, when point attenuation is in use.
@remarks 0 indicates the max size supported by the card.
*/
Real getPointMaxSize(void) const;
/** Gets the ambient colour reflectance of the pass.
*/
const ColourValue& getAmbient(void) const;
/** Gets the diffuse colour reflectance of the pass.
*/
const ColourValue& getDiffuse(void) const;
/** Gets the specular colour reflectance of the pass.
*/
const ColourValue& getSpecular(void) const;
/** Gets the self illumination colour of the pass.
*/
const ColourValue& getSelfIllumination(void) const;
/** Gets the self illumination colour of the pass.
@see
getSelfIllumination
*/
const ColourValue& getEmissive(void) const
{
return getSelfIllumination();
}
/** Gets the 'shininess' property of the pass (affects specular highlights).
*/
Real getShininess(void) const;
/** Gets which material properties follow the vertex colour
*/
TrackVertexColourType getVertexColourTracking(void) const;
/** Inserts a new TextureUnitState object into the Pass.
@remarks
This unit is is added on top of all previous units.
*/
TextureUnitState* createTextureUnitState(void);
/** Inserts a new TextureUnitState object into the Pass.
@remarks
This unit is is added on top of all previous units.
@param
name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
@param
texCoordSet The index of the texture coordinate set to use.
@note
Applies to both fixed-function and programmable passes.
*/
TextureUnitState* createTextureUnitState( const String& textureName, unsigned short texCoordSet = 0);
/** Adds the passed in TextureUnitState, to the existing Pass.
@param
state The Texture Unit State to be attached to this pass. It must not be attached to another pass.
@note
Throws an exception if the TextureUnitState is attached to another Pass.*/
void addTextureUnitState(TextureUnitState* state);
/** Retrieves a pointer to a texture unit state so it may be modified.
*/
TextureUnitState* getTextureUnitState(unsigned short index);
/** Retrieves the Texture Unit State matching name.
Returns 0 if name match is not found.
*/
TextureUnitState* getTextureUnitState(const String& name);
/** Retrieves a const pointer to a texture unit state.
*/
const TextureUnitState* getTextureUnitState(unsigned short index) const;
/** Retrieves the Texture Unit State matching name.
Returns 0 if name match is not found.
*/
const TextureUnitState* getTextureUnitState(const String& name) const;
/** Retrieve the index of the Texture Unit State in the pass.
@param
state The Texture Unit State this is attached to this pass.
@note
Throws an exception if the state is not attached to the pass.
*/
unsigned short getTextureUnitStateIndex(const TextureUnitState* state) const;
typedef VectorIterator<TextureUnitStates> TextureUnitStateIterator;
/** Get an iterator over the TextureUnitStates contained in this Pass. */
TextureUnitStateIterator getTextureUnitStateIterator(void);
typedef ConstVectorIterator<TextureUnitStates> ConstTextureUnitStateIterator;
/** Get an iterator over the TextureUnitStates contained in this Pass. */
ConstTextureUnitStateIterator getTextureUnitStateIterator(void) const;
/** Removes the indexed texture unit state from this pass.
@remarks
Note that removing a texture which is not the topmost will have a larger performance impact.
*/
void removeTextureUnitState(unsigned short index);
/** Removes all texture unit settings.
*/
void removeAllTextureUnitStates(void);
/** Returns the number of texture unit settings.
*/
unsigned short getNumTextureUnitStates(void) const
{
return static_cast<unsigned short>(mTextureUnitStates.size());
}
/** Sets the kind of blending this pass has with the existing contents of the scene.
@remarks
Whereas the texture blending operations seen in the TextureUnitState class are concerned with
blending between texture layers, this blending is about combining the output of the Pass
as a whole with the existing contents of the rendering target. This blending therefore allows
object transparency and other special effects. If all passes in a technique have a scene
blend, then the whole technique is considered to be transparent.
@par
This method allows you to select one of a number of predefined blending types. If you require more
control than this, use the alternative version of this method which allows you to specify source and
destination blend factors.
@note
This method is applicable for both the fixed-function and programmable pipelines.
@param
sbt One of the predefined SceneBlendType blending types
*/
void setSceneBlending( const SceneBlendType sbt );
/** Sets the kind of blending this pass has with the existing contents of the scene, separately for color and alpha channels
@remarks
Whereas the texture blending operations seen in the TextureUnitState class are concerned with
blending between texture layers, this blending is about combining the output of the Pass
as a whole with the existing contents of the rendering target. This blending therefore allows
object transparency and other special effects. If all passes in a technique have a scene
blend, then the whole technique is considered to be transparent.
@par
This method allows you to select one of a number of predefined blending types. If you require more
control than this, use the alternative version of this method which allows you to specify source and
destination blend factors.
@note
This method is applicable for both the fixed-function and programmable pipelines.
@param
sbt One of the predefined SceneBlendType blending types for the color channel
@param
sbta One of the predefined SceneBlendType blending types for the alpha channel
*/
void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta );
/** Allows very fine control of blending this Pass with the existing contents of the scene.
@remarks
Whereas the texture blending operations seen in the TextureUnitState class are concerned with
blending between texture layers, this blending is about combining the output of the material
as a whole with the existing contents of the rendering target. This blending therefore allows
object transparency and other special effects.
@par
This version of the method allows complete control over the blending operation, by specifying the
source and destination blending factors. The result of the blending operation is:
<span align="center">
final = (texture * sourceFactor) + (pixel * destFactor)
</span>
@par
Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
enumerated type.
@param
sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
@param
destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
@note
This method is applicable for both the fixed-function and programmable pipelines.
*/
void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
/** Allows very fine control of blending this Pass with the existing contents of the scene.
@remarks
Whereas the texture blending operations seen in the TextureUnitState class are concerned with
blending between texture layers, this blending is about combining the output of the material
as a whole with the existing contents of the rendering target. This blending therefore allows
object transparency and other special effects.
@par
This version of the method allows complete control over the blending operation, by specifying the
source and destination blending factors. The result of the blending operation is:
<span align="center">
final = (texture * sourceFactor) + (pixel * destFactor)
</span>
@par
Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
enumerated type.
@param
sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
@param
destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
@param
sourceFactorAlpha The alpha source factor in the above calculation, i.e. multiplied by the texture alpha component.
@param
destFactorAlpha The alpha destination factor in the above calculation, i.e. multiplied by the pixel alpha component.
@note
This method is applicable for both the fixed-function and programmable pipelines.
*/
void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha );
/** Return true if this pass uses separate scene blending */
bool hasSeparateSceneBlending() const;
/** Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).
*/
SceneBlendFactor getSourceBlendFactor() const;
/** Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).
*/
SceneBlendFactor getDestBlendFactor() const;
/** Retrieves the alpha source blending factor for the material (as set using Materiall::setSeparateSceneBlending).
*/
SceneBlendFactor getSourceBlendFactorAlpha() const;
/** Retrieves the alpha destination blending factor for the material (as set using Materiall::setSeparateSceneBlending).
*/
SceneBlendFactor getDestBlendFactorAlpha() const;
/** Sets the specific operation used to blend source and destination pixels together.
@remarks
By default this operation is +, which creates this equation
<span align="center">
final = (texture * sourceFactor) + (pixel * destFactor)
</span>
By setting this to something other than SBO_ADD you can change the operation to achieve
a different effect.
@param op The blending operation mode to use for this pass
*/
void setSceneBlendingOperation(SceneBlendOperation op);
/** Sets the specific operation used to blend source and destination pixels together.
@remarks
By default this operation is +, which creates this equation
<span align="center">
final = (texture * sourceFactor) + (pixel * destFactor)
</span>
By setting this to something other than SBO_ADD you can change the operation to achieve
a different effect.
This function allows more control over blending since it allows you to select different blending
modes for the color and alpha channels
@param op The blending operation mode to use for color channels in this pass
@param op The blending operation mode to use for alpha channels in this pass
*/
void setSeparateSceneBlendingOperation(SceneBlendOperation op, SceneBlendOperation alphaOp);
/** Returns true if this pass uses separate scene blending operations. */
bool hasSeparateSceneBlendingOperations() const;
/** Returns the current blending operation */
SceneBlendOperation getSceneBlendingOperation() const;
/** Returns the current alpha blending operation */
SceneBlendOperation getSceneBlendingOperationAlpha() const;
/** Returns true if this pass has some element of transparency. */
bool isTransparent(void) const;
/** Sets whether or not this pass renders with depth-buffer checking on or not.
@remarks
If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer
the depth buffer is checked to see if the pixel is in front of all other pixels written at that
point. If not, the pixel is not written.
@par
If depth checking is off, pixels are written no matter what has been rendered before.
Also see setDepthFunction for more advanced depth check configuration.
@see
setDepthFunction
*/
void setDepthCheckEnabled(bool enabled);
/** Returns whether or not this pass renders with depth-buffer checking on or not.
@see
setDepthCheckEnabled
*/
bool getDepthCheckEnabled(void) const;
/** Sets whether or not this pass renders with depth-buffer writing on or not.
@remarks
If depth-buffer writing is on, whenever a pixel is written to the frame buffer
the depth buffer is updated with the depth value of that new pixel, thus affecting future
rendering operations if future pixels are behind this one.
@par
If depth writing is off, pixels are written without updating the depth buffer Depth writing should
normally be on but can be turned off when rendering static backgrounds or when rendering a collection
of transparent objects at the end of a scene so that they overlap each other correctly.
*/
void setDepthWriteEnabled(bool enabled);
/** Returns whether or not this pass renders with depth-buffer writing on or not.
@see
setDepthWriteEnabled
*/
bool getDepthWriteEnabled(void) const;
/** Sets the function used to compare depth values when depth checking is on.
@remarks
If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth
value of the pixel to be written and the current contents of the buffer. This comparison is
normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance)
than the current contents. If you wish you can change this comparison using this method.
*/
void setDepthFunction( CompareFunction func );
/** Returns the function used to compare depth values when depth checking is on.
@see
setDepthFunction
*/
CompareFunction getDepthFunction(void) const;
/** Sets whether or not colour buffer writing is enabled for this Pass.
@remarks
For some effects, you might wish to turn off the colour write operation
when rendering geometry; this means that only the depth buffer will be
updated (provided you have depth buffer writing enabled, which you
probably will do, although you may wish to only update the stencil
buffer for example - stencil buffer state is managed at the RenderSystem
level only, not the Material since you are likely to want to manage it
at a higher level).
*/
void setColourWriteEnabled(bool enabled);
/** Determines if colour buffer writing is enabled for this pass. */
bool getColourWriteEnabled(void) const;
/** Sets the culling mode for this pass based on the 'vertex winding'.
@remarks
A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of
triangles. Vertex winding refers to the direction in which the vertices are passed or indexed
to in the rendering operation as viewed from the camera, and will wither be clockwise or
anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is
CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order
are rendered - this is a common approach and is used in 3D studio models for example. You can
alter this culling mode if you wish but it is not advised unless you know what you are doing.
@par
You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
winding is uncertain.
*/
void setCullingMode( CullingMode mode );
/** Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information.
*/
CullingMode getCullingMode(void) const;
/** Sets the manual culling mode, performed by CPU rather than hardware.
@remarks
In some situations you want to use manual culling of triangles rather than sending the
triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's
that use it (since it is best used on large groups of planar world geometry rather than on movable
geometry since this would be expensive), but if used can cull geometry before it is sent to the
hardware.
@note
The default for this setting is MANUAL_CULL_BACK.
@param
mode The mode to use - see enum ManualCullingMode for details
*/
void setManualCullingMode( ManualCullingMode mode );
/** Retrieves the manual culling mode for this pass
@see
setManualCullingMode
*/
ManualCullingMode getManualCullingMode(void) const;
/** Sets whether or not dynamic lighting is enabled.
@param
enabled
If true, dynamic lighting is performed on geometry with normals supplied, geometry without
normals will not be displayed.
@par
If false, no lighting is applied and all geometry will be full brightness.
*/
void setLightingEnabled(bool enabled);
/** Returns whether or not dynamic lighting is enabled.
*/
bool getLightingEnabled(void) const;
/** Sets the maximum number of lights to be used by this pass.
@remarks
During rendering, if lighting is enabled (or if the pass uses an automatic
program parameter based on a light) the engine will request the nearest lights
to the object being rendered in order to work out which ones to use. This
parameter sets the limit on the number of lights which should apply to objects
rendered with this pass.
*/
void setMaxSimultaneousLights(unsigned short maxLights);
/** Gets the maximum number of lights to be used by this pass. */
unsigned short getMaxSimultaneousLights(void) const;
/** Sets the light index that this pass will start at in the light list.
@remarks
Normally the lights passed to a pass will start from the beginning
of the light list for this object. This option allows you to make this
pass start from a higher light index, for example if one of your earlier
passes could deal with lights 0-3, and this pass dealt with lights 4+.
This option also has an interaction with pass iteration, in that
if you choose to iterate this pass per light too, the iteration will
only begin from light 4.
*/
void setStartLight(unsigned short startLight);
/** Gets the light index that this pass will start at in the light list. */
unsigned short getStartLight(void) const;
/** Sets the light mask which can be matched to specific light flags to be handled by this pass */
void setLightMask(uint32 mask);
/** Gets the light mask controlling which lights are used for this pass */
uint32 getLightMask() const;
/** Sets the type of light shading required
@note
The default shading method is Gouraud shading.
*/
void setShadingMode( ShadeOptions mode );
/** Returns the type of light shading to be used.
*/
ShadeOptions getShadingMode(void) const;
/** Sets the type of polygon rendering required
@note
The default shading method is Solid
*/
void setPolygonMode( PolygonMode mode );
/** Returns the type of light shading to be used.
*/
PolygonMode getPolygonMode(void) const;
/** Sets whether this pass's chosen detail level can be
overridden (downgraded) by the camera setting.
@param override true means that a lower camera detail will override this
pass's detail level, false means it won't (default true).
*/
virtual void setPolygonModeOverrideable(bool override)
{
mPolygonModeOverrideable = override;
}
/** Gets whether this renderable's chosen detail level can be
overridden (downgraded) by the camera setting.
*/
virtual bool getPolygonModeOverrideable(void) const
{
return mPolygonModeOverrideable;
}
/** Sets the fogging mode applied to this pass.
@remarks
Fogging is an effect that is applied as polys are rendered. Sometimes, you want
fog to be applied to an entire scene. Other times, you want it to be applied to a few
polygons only. This pass-level specification of fog parameters lets you easily manage
both.
@par
The SceneManager class also has a setFog method which applies scene-level fog. This method
lets you change the fog behaviour for this pass compared to the standard scene-level fog.
@param
overrideScene If true, you authorise this pass to override the scene's fog params with it's own settings.
If you specify false, so other parameters are necessary, and this is the default behaviour for passes.
@param
mode Only applicable if overrideScene is true. You can disable fog which is turned on for the
rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as
defined in the enum FogMode.
@param
colour The colour of the fog. Either set this to the same as your viewport background colour,
or to blend in with a skydome or skybox.
@param
expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1.
The default is 0.001.
@param
linearStart Distance in world units at which linear fog starts to encroach.
Only applicable if mode is FOG_LINEAR.
@param
linearEnd Distance in world units at which linear fog becomes completely opaque.
Only applicable if mode is FOG_LINEAR.
*/
void setFog(
bool overrideScene,
FogMode mode = FOG_NONE,
const ColourValue& colour = ColourValue::White,
Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
/** Returns true if this pass is to override the scene fog settings.
*/
bool getFogOverride(void) const;
/** Returns the fog mode for this pass.
@note
Only valid if getFogOverride is true.
*/
FogMode getFogMode(void) const;
/** Returns the fog colour for the scene.
*/
const ColourValue& getFogColour(void) const;
/** Returns the fog start distance for this pass.
@note
Only valid if getFogOverride is true.
*/
Real getFogStart(void) const;
/** Returns the fog end distance for this pass.
@note
Only valid if getFogOverride is true.
*/
Real getFogEnd(void) const;
/** Returns the fog density for this pass.
@note
Only valid if getFogOverride is true.
*/
Real getFogDensity(void) const;
/** Sets the depth bias to be used for this material.
@remarks
When polygons are coplanar, you can get problems with 'depth fighting' where
the pixels from the two polys compete for the same screen pixel. This is particularly
a problem for decals (polys attached to another surface to represent details such as
bulletholes etc.).
@par
A way to combat this problem is to use a depth bias to adjust the depth buffer value
used for the decal such that it is slightly higher than the true value, ensuring that
the decal appears on top. There are two aspects to the biasing, a constant
bias value and a slope-relative biasing value, which varies according to the
maximum depth slope relative to the camera, ie:
<pre>finalBias = maxSlope * slopeScaleBias + constantBias</pre>
Note that slope scale bias, whilst more accurate, may be ignored by old hardware.
@param constantBias The constant bias value, expressed as a factor of the
minimum observable depth
@param slopeScaleBias The slope-relative bias value, expressed as a factor
of the depth slope
*/
void setDepthBias(float constantBias, float slopeScaleBias = 0.0f);
/** Retrieves the const depth bias value as set by setDepthBias. */
float getDepthBiasConstant(void) const;
/** Retrieves the slope-scale depth bias value as set by setDepthBias. */
float getDepthBiasSlopeScale(void) const;
/** Sets a factor which derives an additional depth bias from the number
of times a pass is iterated.
@remarks
The Final depth bias will be the constant depth bias as set through
setDepthBias, plus this value times the iteration number.
*/
void setIterationDepthBias(float biasPerIteration);
/** Gets a factor which derives an additional depth bias from the number
of times a pass is iterated.
*/
float getIterationDepthBias() const;
/** Sets the way the pass will have use alpha to totally reject pixels from the pipeline.
@remarks
The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels.
@param func The comparison which must pass for the pixel to be written.
@param value 1 byte value against which alpha values will be tested(0-255)
@param alphaToCoverageEnabled Whether to enable alpha to coverage support
@note
This option applies in both the fixed function and the programmable pipeline.
*/
void setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverageEnabled = false);
/** Sets the alpha reject function. See setAlphaRejectSettings for more information.
*/
void setAlphaRejectFunction(CompareFunction func);
/** Gets the alpha reject value. See setAlphaRejectSettings for more information.
*/
void setAlphaRejectValue(unsigned char val);
/** Gets the alpha reject function. See setAlphaRejectSettings for more information.
*/
CompareFunction getAlphaRejectFunction(void) const { return mAlphaRejectFunc; }
/** Gets the alpha reject value. See setAlphaRejectSettings for more information.
*/
unsigned char getAlphaRejectValue(void) const { return mAlphaRejectVal; }
/** Sets whether to use alpha to coverage (A2C) when blending alpha rejected values.
@remarks
Alpha to coverage performs multisampling on the edges of alpha-rejected
textures to produce a smoother result. It is only supported when multisampling
is already enabled on the render target, and when the hardware supports
alpha to coverage (see RenderSystemCapabilities).
*/
void setAlphaToCoverageEnabled(bool enabled);
/** Gets whether to use alpha to coverage (A2C) when blending alpha rejected values.
*/
bool isAlphaToCoverageEnabled() const { return mAlphaToCoverageEnabled; }
/** Sets whether or not transparent sorting is enabled.
@param enabled
If false depth sorting of this material will be disabled.
@remarks
By default all transparent materials are sorted such that renderables furthest
away from the camera are rendered first. This is usually the desired behaviour
but in certain cases this depth sorting may be unnecessary and undesirable. If
for example it is necessary to ensure the rendering order does not change from
one frame to the next.
@note
This will have no effect on non-transparent materials.
*/
void setTransparentSortingEnabled(bool enabled);
/** Returns whether or not transparent sorting is enabled.
*/
bool getTransparentSortingEnabled(void) const;
/** Sets whether or not transparent sorting is forced.
@param enabled
If true depth sorting of this material will be depend only on the value of
getTransparentSortingEnabled().
@remarks
By default even if transparent sorting is enabled, depth sorting will only be
performed when the material is transparent and depth write/check are disabled.
This function disables these extra conditions.
*/
void setTransparentSortingForced(bool enabled);
/** Returns whether or not transparent sorting is forced.
*/
bool getTransparentSortingForced(void) const;
/** Sets whether or not this pass should iterate per light or number of
lights which can affect the object being rendered.
@remarks
The default behaviour for a pass (when this option is 'false'), is
for a pass to be rendered only once (or the number of times set in
setPassIterationCount), with all the lights which could
affect this object set at the same time (up to the maximum lights
allowed in the render system, which is typically 8).
@par
Setting this option to 'true' changes this behaviour, such that
instead of trying to issue render this pass once per object, it
is run <b>per light</b>, or for a group of 'n' lights each time
which can affect this object, the number of
times set in setPassIterationCount (default is once). In
this case, only light index 0 is ever used, and is a different light
every time the pass is issued, up to the total number of lights
which is affecting this object. This has 2 advantages:
<ul><li>There is no limit on the number of lights which can be
supported</li>
<li>It's easier to write vertex / fragment programs for this because
a single program can be used for any number of lights</li>
</ul>
However, this technique is more expensive, and typically you
will want an additional ambient pass, because if no lights are
affecting the object it will not be rendered at all, which will look
odd even if ambient light is zero (imagine if there are lit objects
behind it - the objects silhouette would not show up). Therefore,
use this option with care, and you would be well advised to provide
a less expensive fallback technique for use in the distance.
@note
The number of times this pass runs is still limited by the maximum
number of lights allowed as set in setMaxSimultaneousLights, so
you will never get more passes than this. Also, the iteration is
started from the 'start light' as set in Pass::setStartLight, and
the number of passes is the number of lights to iterate over divided
by the number of lights per iteration (default 1, set by
setLightCountPerIteration).
@param enabled Whether this feature is enabled
@param onlyForOneLightType If true, the pass will only be run for a single type
of light, other light types will be ignored.
@param lightType The single light type which will be considered for this pass
*/
void setIteratePerLight(bool enabled,
bool onlyForOneLightType = true, Light::LightTypes lightType = Light::LT_POINT);
/** Does this pass run once for every light in range? */
bool getIteratePerLight(void) const { return mIteratePerLight; }
/** Does this pass run only for a single light type (if getIteratePerLight is true). */
bool getRunOnlyForOneLightType(void) const { return mRunOnlyForOneLightType; }
/** Gets the single light type this pass runs for if getIteratePerLight and
getRunOnlyForOneLightType are both true. */
Light::LightTypes getOnlyLightType() const { return mOnlyLightType; }
/** If light iteration is enabled, determine the number of lights per
iteration.
@remarks
The default for this setting is 1, so if you enable light iteration
(Pass::setIteratePerLight), the pass is rendered once per light. If
you set this value higher, the passes will occur once per 'n' lights.
The start of the iteration is set by Pass::setStartLight and the end
by Pass::setMaxSimultaneousLights.
*/
void setLightCountPerIteration(unsigned short c);
/** If light iteration is enabled, determine the number of lights per
iteration.
*/
unsigned short getLightCountPerIteration(void) const;
/// Gets the parent Technique
Technique* getParent(void) const { return mParent; }
/// Gets the resource group of the ultimate parent Material
const String& getResourceGroup(void) const;
/** Sets the details of the vertex program to use.
@remarks
Only applicable to programmable passes, this sets the details of
the vertex program to use in this pass. The program will not be
loaded until the parent Material is loaded.
@param name The name of the program - this must have been
created using GpuProgramManager by the time that this Pass
is loaded. If this parameter is blank, any vertex program in this pass is disabled.
@param resetParams
If true, this will create a fresh set of parameters from the
new program being linked, so if you had previously set parameters
you will have to set them again. If you set this to false, you must
be absolutely sure that the parameters match perfectly, and in the
case of named parameters refers to the indexes underlying them,
not just the names.
*/
void setVertexProgram(const String& name, bool resetParams = true);
/** Sets the vertex program parameters.
@remarks
Only applicable to programmable passes, and this particular call is
designed for low-level programs; use the named parameter methods
for setting high-level program parameters.
*/
void setVertexProgramParameters(GpuProgramParametersSharedPtr params);
/** Gets the name of the vertex program used by this pass. */
const String& getVertexProgramName(void) const;
/** Gets the vertex program parameters used by this pass. */
GpuProgramParametersSharedPtr getVertexProgramParameters(void) const;
/** Gets the vertex program used by this pass, only available after _load(). */
const GpuProgramPtr& getVertexProgram(void) const;
/** Sets the details of the vertex program to use when rendering as a
shadow caster.
@remarks
Texture-based shadows require that the caster is rendered to a texture
in a solid colour (the shadow colour in the case of modulative texture
shadows). Whilst Ogre can arrange this for the fixed function
pipeline, passes which use vertex programs might need the vertex
programs still to run in order to preserve any deformation etc
that it does. However, lighting calculations must be a lot simpler,
with only the ambient colour being used (which the engine will ensure
is bound to the shadow colour).
@par
Therefore, it is up to implementors of vertex programs to provide an
alternative vertex program which can be used to render the object
to a shadow texture. Do all the same vertex transforms, but set the
colour of the vertex to the ambient colour, as bound using the
standard auto parameter binding mechanism.
@note
Some vertex programs will work without doing this, because Ogre ensures
that all lights except for ambient are set black. However, the chances
are that your vertex program is doing a lot of unnecessary work in this
case, since the other lights are having no effect, and it is good practice
to supply an alternative.
@note
This is only applicable to programmable passes.
@par
The default behaviour is for Ogre to switch to fixed-function
rendering if an explicit vertex program alternative is not set.
*/
void setShadowCasterVertexProgram(const String& name);
/** Sets the vertex program parameters for rendering as a shadow caster.
@remarks
Only applicable to programmable passes, and this particular call is
designed for low-level programs; use the named parameter methods
for setting high-level program parameters.
*/
void setShadowCasterVertexProgramParameters(GpuProgramParametersSharedPtr params);
/** Gets the name of the vertex program used by this pass when rendering shadow casters. */
const String& getShadowCasterVertexProgramName(void) const;
/** Gets the vertex program parameters used by this pass when rendering shadow casters. */
GpuProgramParametersSharedPtr getShadowCasterVertexProgramParameters(void) const;
/** Gets the vertex program used by this pass when rendering shadow casters,
only available after _load(). */
const GpuProgramPtr& getShadowCasterVertexProgram(void) const;
/** Sets the details of the fragment program to use when rendering as a
shadow caster.
@remarks
Texture-based shadows require that the caster is rendered to a texture
in a solid colour (the shadow colour in the case of modulative texture
shadows). Whilst Ogre can arrange this for the fixed function
pipeline, passes which use vertex programs might need the vertex
programs still to run in order to preserve any deformation etc
that it does. However, lighting calculations must be a lot simpler,
with only the ambient colour being used (which the engine will ensure
is bound to the shadow colour).
@par
Therefore, it is up to implementors of vertex programs to provide an
alternative vertex program which can be used to render the object
to a shadow texture. Do all the same vertex transforms, but set the
colour of the vertex to the ambient colour, as bound using the
standard auto parameter binding mechanism.
@note
Some vertex programs will work without doing this, because Ogre ensures
that all lights except for ambient are set black. However, the chances
are that your vertex program is doing a lot of unnecessary work in this
case, since the other lights are having no effect, and it is good practice
to supply an alternative.
@note
This is only applicable to programmable passes.
@par
The default behaviour is for Ogre to switch to fixed-function
rendering if an explicit fragment program alternative is not set.
*/
void setShadowCasterFragmentProgram(const String& name);
/** Sets the fragment program parameters for rendering as a shadow caster.
@remarks
Only applicable to programmable passes, and this particular call is
designed for low-level programs; use the named parameter methods
for setting high-level program parameters.
*/
void setShadowCasterFragmentProgramParameters(GpuProgramParametersSharedPtr params);
/** Gets the name of the fragment program used by this pass when rendering shadow casters. */
const String& getShadowCasterFragmentProgramName(void) const;
/** Gets the fragment program parameters used by this pass when rendering shadow casters. */
GpuProgramParametersSharedPtr getShadowCasterFragmentProgramParameters(void) const;
/** Gets the fragment program used by this pass when rendering shadow casters,
only available after _load(). */
const GpuProgramPtr& getShadowCasterFragmentProgram(void) const;
/** Sets the details of the vertex program to use when rendering as a
shadow receiver.
@remarks
Texture-based shadows require that the shadow receiver is rendered using
a projective texture. Whilst Ogre can arrange this for the fixed function
pipeline, passes which use vertex programs might need the vertex
programs still to run in order to preserve any deformation etc
that it does. So in this case, we need a vertex program which does the
appropriate vertex transformation, but generates projective texture
coordinates.
@par
Therefore, it is up to implementors of vertex programs to provide an
alternative vertex program which can be used to render the object
as a shadow receiver. Do all the same vertex transforms, but generate
<strong>2 sets</strong> of texture coordinates using the auto parameter
ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name /
index you supply as the second parameter to this method. 2 texture
sets are needed because Ogre needs to use 2 texture units for some
shadow effects.
@note
This is only applicable to programmable passes.
@par
The default behaviour is for Ogre to switch to fixed-function
rendering if an explict vertex program alternative is not set.
*/
void setShadowReceiverVertexProgram(const String& name);
/** Sets the vertex program parameters for rendering as a shadow receiver.
@remarks
Only applicable to programmable passes, and this particular call is
designed for low-level programs; use the named parameter methods
for setting high-level program parameters.
*/
void setShadowReceiverVertexProgramParameters(GpuProgramParametersSharedPtr params);
/** This method allows you to specify a fragment program for use when
rendering a texture shadow receiver.
@remarks
Texture shadows are applied by rendering the receiver. Modulative texture
shadows are performed as a post-render darkening pass, and as such
fragment programs are generally not required per-object. Additive
texture shadows, however, are applied by accumulating light masked
out using a texture shadow (black & white by default, unless you
customise this using SceneManager::setCustomShadowCasterMaterial).
OGRE can do this for you for most materials, but if you use a custom
lighting program (e.g. per pixel lighting) then you'll need to provide
a custom version for receiving shadows. You don't need to provide
this for shadow casters if you don't use self-shadowing since they
will never be shadow receivers too.
@par
The shadow texture is always bound to texture unit 0 when rendering
texture shadow passes. Therefore your custom shadow receiver program
may well just need to shift it's texture unit usage up by one unit,
and take the shadow texture into account in its calculations.
*/
void setShadowReceiverFragmentProgram(const String& name);
/** Sets the fragment program parameters for rendering as a shadow receiver.
@remarks
Only applicable to programmable passes, and this particular call is
designed for low-level programs; use the named parameter methods
for setting high-level program parameters.
*/
void setShadowReceiverFragmentProgramParameters(GpuProgramParametersSharedPtr params);
/** Gets the name of the vertex program used by this pass when rendering shadow receivers. */
const String& getShadowReceiverVertexProgramName(void) const;
/** Gets the vertex program parameters used by this pass when rendering shadow receivers. */
GpuProgramParametersSharedPtr getShadowReceiverVertexProgramParameters(void) const;
/** Gets the vertex program used by this pass when rendering shadow receivers,
only available after _load(). */
const GpuProgramPtr& getShadowReceiverVertexProgram(void) const;
/** Gets the name of the fragment program used by this pass when rendering shadow receivers. */
const String& getShadowReceiverFragmentProgramName(void) const;
/** Gets the fragment program parameters used by this pass when rendering shadow receivers. */
GpuProgramParametersSharedPtr getShadowReceiverFragmentProgramParameters(void) const;
/** Gets the fragment program used by this pass when rendering shadow receivers,
only available after _load(). */
const GpuProgramPtr& getShadowReceiverFragmentProgram(void) const;
/** Sets the details of the fragment program to use.
@remarks
Only applicable to programmable passes, this sets the details of
the fragment program to use in this pass. The program will not be
loaded until the parent Material is loaded.
@param name The name of the program - this must have been
created using GpuProgramManager by the time that this Pass
is loaded. If this parameter is blank, any fragment program in this pass is disabled.
@param resetParams
If true, this will create a fresh set of parameters from the
new program being linked, so if you had previously set parameters
you will have to set them again. If you set this to false, you must
be absolutely sure that the parameters match perfectly, and in the
case of named parameters refers to the indexes underlying them,
not just the names.
*/
void setFragmentProgram(const String& name, bool resetParams = true);
/** Sets the fragment program parameters.
@remarks
Only applicable to programmable passes.
*/
void setFragmentProgramParameters(GpuProgramParametersSharedPtr params);
/** Gets the name of the fragment program used by this pass. */
const String& getFragmentProgramName(void) const;
/** Gets the fragment program parameters used by this pass. */
GpuProgramParametersSharedPtr getFragmentProgramParameters(void) const;
/** Gets the fragment program used by this pass, only available after _load(). */
const GpuProgramPtr& getFragmentProgram(void) const;
/** Sets the details of the geometry program to use.
@remarks
Only applicable to programmable passes, this sets the details of
the geometry program to use in this pass. The program will not be
loaded until the parent Material is loaded.
@param name The name of the program - this must have been
created using GpuProgramManager by the time that this Pass
is loaded. If this parameter is blank, any geometry program in this pass is disabled.
@param resetParams
If true, this will create a fresh set of parameters from the
new program being linked, so if you had previously set parameters
you will have to set them again. If you set this to false, you must
be absolutely sure that the parameters match perfectly, and in the
case of named parameters refers to the indexes underlying them,
not just the names.
*/
void setGeometryProgram(const String& name, bool resetParams = true);
/** Sets the geometry program parameters.
@remarks
Only applicable to programmable passes.
*/
void setGeometryProgramParameters(GpuProgramParametersSharedPtr params);
/** Gets the name of the geometry program used by this pass. */
const String& getGeometryProgramName(void) const;
/** Gets the geometry program parameters used by this pass. */
GpuProgramParametersSharedPtr getGeometryProgramParameters(void) const;
/** Gets the geometry program used by this pass, only available after _load(). */
const GpuProgramPtr& getGeometryProgram(void) const;
/** Splits this Pass to one which can be handled in the number of
texture units specified.
@remarks
Only works on non-programmable passes, programmable passes cannot be
split, it's up to the author to ensure that there is a fallback Technique
for less capable cards.
@param numUnits The target number of texture units
@return A new Pass which contains the remaining units, and a scene_blend
setting appropriate to approximate the multitexture. This Pass will be
attached to the parent Technique of this Pass.
*/
Pass* _split(unsigned short numUnits);
/** Internal method to adjust pass index. */
void _notifyIndex(unsigned short index);
/** Internal method for preparing to load this pass. */
void _prepare(void);
/** Internal method for undoing the load preparartion for this pass. */
void _unprepare(void);
/** Internal method for loading this pass. */
void _load(void);
/** Internal method for unloading this pass. */
void _unload(void);
// Is this loaded?
bool isLoaded(void) const;
/** Gets the 'hash' of this pass, ie a precomputed number to use for sorting
@remarks
This hash is used to sort passes, and for this reason the pass is hashed
using firstly its index (so that all passes are rendered in order), then
by the textures which it's TextureUnitState instances are using.
*/
uint32 getHash(void) const { return mHash; }
/// Mark the hash as dirty
void _dirtyHash(void);
/** Internal method for recalculating the hash.
@remarks
Do not call this unless you are sure the old hash is not still being
used by anything. If in doubt, call _dirtyHash if you want to force
recalculation of the has next time.
*/
void _recalculateHash(void);
/** Tells the pass that it needs recompilation. */
void _notifyNeedsRecompile(void);
/** Update automatic parameters.
@param source The source of the parameters
@param variabilityMask A mask of GpuParamVariability which identifies which autos will need updating
*/
void _updateAutoParams(const AutoParamDataSource* source, uint16 variabilityMask) const;
/** Gets the 'nth' texture which references the given content type.
@remarks
If the 'nth' texture unit which references the content type doesn't
exist, then this method returns an arbitrary high-value outside the
valid range to index texture units.
*/
unsigned short _getTextureUnitWithContentTypeIndex(
TextureUnitState::ContentType contentType, unsigned short index) const;
/** Set texture filtering for every texture unit
@note
This property actually exists on the TextureUnitState class
For simplicity, this method allows you to set these properties for
every current TeextureUnitState, If you need more precision, retrieve the
TextureUnitState instance and set the property there.
@see TextureUnitState::setTextureFiltering
*/
void setTextureFiltering(TextureFilterOptions filterType);
/** Sets the anisotropy level to be used for all textures.
@note
This property has been moved to the TextureUnitState class, which is accessible via the
Technique and Pass. For simplicity, this method allows you to set these properties for
every current TeextureUnitState, If you need more precision, retrieve the Technique,
Pass and TextureUnitState instances and set the property there.
@see TextureUnitState::setTextureAnisotropy
*/
void setTextureAnisotropy(unsigned int maxAniso);
/** If set to true, this forces normals to be normalised dynamically
by the hardware for this pass.
@remarks
This option can be used to prevent lighting variations when scaling an
object - normally because this scaling is hardware based, the normals
get scaled too which causes lighting to become inconsistent. By default the
SceneManager detects scaled objects and does this for you, but
this has an overhead so you might want to turn that off through
SceneManager::setNormaliseNormalsOnScale(false) and only do it per-Pass
when you need to.
*/
void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; }
/** Returns true if this pass has auto-normalisation of normals set. */
bool getNormaliseNormals(void) const {return mNormaliseNormals; }
/** Static method to retrieve all the Passes which need their
hash values recalculated.
*/
static const PassSet& getDirtyHashList(void)
{ return msDirtyHashList; }
/** Static method to retrieve all the Passes which are pending deletion.
*/
static const PassSet& getPassGraveyard(void)
{ return msPassGraveyard; }
/** Static method to reset the list of passes which need their hash
values recalculated.
@remarks
For performance, the dirty list is not updated progressively as
the hashes are recalculated, instead we expect the processor of the
dirty hash list to clear the list when they are done.
*/
static void clearDirtyHashList(void);
/** Process all dirty and pending deletion passes. */
static void processPendingPassUpdates(void);
/** Queue this pass for deletion when appropriate. */
void queueForDeletion(void);
/** Returns whether this pass is ambient only.
*/
bool isAmbientOnly(void) const;
/** set the number of iterations that this pass
should perform when doing fast multi pass operation.
@remarks
Only applicable for programmable passes.
@param count number of iterations to perform fast multi pass operations.
A value greater than 1 will cause the pass to be executed count number of
times without changing the render state. This is very useful for passes
that use programmable shaders that have to iterate more than once but don't
need a render state change. Using multi pass can dramatically speed up rendering
for materials that do things like fur, blur.
A value of 1 turns off multi pass operation and the pass does
the normal pass operation.
*/
void setPassIterationCount(const size_t count) { mPassIterationCount = count; }
/** Gets the pass iteration count value.
*/
size_t getPassIterationCount(void) const { return mPassIterationCount; }
/** Applies texture names to Texture Unit State with matching texture name aliases.
All Texture Unit States within the pass are checked.
If matching texture aliases are found then true is returned.
@param
aliasList is a map container of texture alias, texture name pairs
@param
apply set true to apply the texture aliases else just test to see if texture alias matches are found.
@return
True if matching texture aliases were found in the pass.
*/
bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
/** Sets whether or not this pass will be clipped by a scissor rectangle
encompassing the lights that are being used in it.
@remarks
In order to cut down on fillrate when you have a number of fixed-range
lights in the scene, you can enable this option to request that
during rendering, only the region of the screen which is covered by
the lights is rendered. This region is the screen-space rectangle
covering the union of the spheres making up the light ranges. Directional
lights are ignored for this.
@par
This is only likely to be useful for multipass additive lighting
algorithms, where the scene has already been 'seeded' with an ambient
pass and this pass is just adding light in affected areas.
@note
When using SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE,
this option is implicitly used for all per-light passes and does
not need to be specified. If you are not using shadows or are using
a modulative or an integrated shadow technique then this could be useful.
*/
void setLightScissoringEnabled(bool enabled) { mLightScissoring = enabled; }
/** Gets whether or not this pass will be clipped by a scissor rectangle
encompassing the lights that are being used in it.
*/
bool getLightScissoringEnabled() const { return mLightScissoring; }
/** Gets whether or not this pass will be clipped by user clips planes
bounding the area covered by the light.
@remarks
In order to cut down on the geometry set up to render this pass
when you have a single fixed-range light being rendered through it,
you can enable this option to request that during triangle setup,
clip planes are defined to bound the range of the light. In the case
of a point light these planes form a cube, and in the case of
a spotlight they form a pyramid. Directional lights are never clipped.
@par
This option is only likely to be useful for multipass additive lighting
algorithms, where the scene has already been 'seeded' with an ambient
pass and this pass is just adding light in affected areas. In addition,
it will only be honoured if there is exactly one non-directional light
being used in this pass. Also, these clip planes override any user clip
planes set on Camera.
@note
When using SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE,
this option is automatically used for all per-light passes if you
enable SceneManager::setShadowUseLightClipPlanes and does
not need to be specified. It is disabled by default since clip planes have
a cost of their own which may not always exceed the benefits they give you.
*/
void setLightClipPlanesEnabled(bool enabled) { mLightClipPlanes = enabled; }
/** Gets whether or not this pass will be clipped by user clips planes
bounding the area covered by the light.
*/
bool getLightClipPlanesEnabled() const { return mLightClipPlanes; }
/** Manually set which illumination stage this pass is a member of.
@remarks
When using an additive lighting mode (SHADOWTYPE_STENCIL_ADDITIVE or
SHADOWTYPE_TEXTURE_ADDITIVE), the scene is rendered in 3 discrete
stages, ambient (or pre-lighting), per-light (once per light, with
shadowing) and decal (or post-lighting). Usually OGRE figures out how
to categorise your passes automatically, but there are some effects you
cannot achieve without manually controlling the illumination. For example
specular effects are muted by the typical sequence because all textures
are saved until the IS_DECAL stage which mutes the specular effect.
Instead, you could do texturing within the per-light stage if it's
possible for your material and thus add the specular on after the
decal texturing, and have no post-light rendering.
@par
If you assign an illumination stage to a pass you have to assign it
to all passes in the technique otherwise it will be ignored. Also note
that whilst you can have more than one pass in each group, they cannot
alternate, ie all ambient passes will be before all per-light passes,
which will also be before all decal passes. Within their categories
the passes will retain their ordering though.
*/
void setIlluminationStage(IlluminationStage is) { mIlluminationStage = is; }
/// Get the manually assigned illumination stage, if any
IlluminationStage getIlluminationStage() const { return mIlluminationStage; }
/** There are some default hash functions used to order passes so that
render state changes are minimised, this enumerates them.
*/
enum BuiltinHashFunction
{
/** Try to minimise the number of texture changes. */
MIN_TEXTURE_CHANGE,
/** Try to minimise the number of GPU program changes.
@note Only really useful if you use GPU programs for all of your
materials.
*/
MIN_GPU_PROGRAM_CHANGE
};
/** Sets one of the default hash functions to be used.
@remarks
You absolutely must not change the hash function whilst any Pass instances
exist in the render queue. The only time you can do this is either
before you render anything, or directly after you manuall call
RenderQueue::clear(true) to completely destroy the queue structures.
The default is MIN_TEXTURE_CHANGE.
@note
You can also implement your own hash function, see the alternate version
of this method.
@see HashFunc
*/
static void setHashFunction(BuiltinHashFunction builtin);
/** Set the hash function used for all passes.
@remarks
You absolutely must not change the hash function whilst any Pass instances
exist in the render queue. The only time you can do this is either
before you render anything, or directly after you manuall call
RenderQueue::clear(true) to completely destroy the queue structures.
@note
You can also use one of the built-in hash functions, see the alternate version
of this method. The default is MIN_TEXTURE_CHANGE.
@see HashFunc
*/
static void setHashFunction(HashFunc* hashFunc) { msHashFunc = hashFunc; }
/** Get the hash function used for all passes.
*/
static HashFunc* getHashFunction(void) { return msHashFunc; }
/** Get the builtin hash function.
*/
static HashFunc* getBuiltinHashFunction(BuiltinHashFunction builtin);
/** Return an instance of user objects binding associated with this class.
You can use it to associate one or more custom objects with this class instance.
@see UserObjectBindings::setUserAny.
*/
UserObjectBindings& getUserObjectBindings() { return mUserObjectBindings; }
/** Return an instance of user objects binding associated with this class.
You can use it to associate one or more custom objects with this class instance.
@see UserObjectBindings::setUserAny.
*/
const UserObjectBindings& getUserObjectBindings() const { return mUserObjectBindings; }
};
/** Struct recording a pass which can be used for a specific illumination stage.
@remarks
This structure is used to record categorised passes which fit into a
number of distinct illumination phases - ambient, diffuse / specular
(per-light) and decal (post-lighting texturing).
An original pass may fit into one of these categories already, or it
may require splitting into its component parts in order to be categorised
properly.
*/
struct IlluminationPass : public PassAlloc
{
IlluminationStage stage;
/// The pass to use in this stage
Pass* pass;
/// Whether this pass is one which should be deleted itself
bool destroyOnShutdown;
/// The original pass which spawned this one
Pass* originalPass;
IlluminationPass() {}
};
typedef vector<IlluminationPass*>::type IlluminationPassList;
/** @} */
/** @} */
}
#endif
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