28 #ifndef __Technique_H__
29 #define __Technique_H__
59 IPS_COMPILE_DISABLED = -1,
129 : vendor(
GPU_UNKNOWN), includeOrExclude(EXCLUDE) {}
131 : vendor(v), includeOrExclude(ie) {}
140 : includeOrExclude(EXCLUDE), caseSensitive(false) {}
142 : devicePattern(pattern), includeOrExclude(ie), caseSensitive(caseSen) {}
199 bool movePass(
const unsigned short sourceIndex,
const unsigned short destinationIndex);
470 Real expDensity = 0.001,
Real linearStart = 0.0,
Real linearEnd = 1.0 );
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Class representing colour.
static const ColourValue White
Concrete IteratorWrapper for const access to the underlying container.
Class encapsulates rendering properties of an object.
Class defining a single pass of a Technique (of a Material), i.e.
StringStream StrStreamType
Class representing an approach to rendering this particular Material.
void setShadowReceiverMaterial(const Ogre::String &name)
set this material specific shadow receiving specific material
unsigned short mSchemeIndex
Scheme index, derived from scheme name but the names are held on MaterialManager, for speed an index ...
void setSpecular(const ColourValue &specular)
Sets the specular colour reflectance properties of every Pass in every Technique.
Technique(Material *parent, const Technique &oth)
Copy constructor.
bool isTransparentSortingEnabled(void) const
Returns true if this Technique has transparent sorting enabled.
void setShadowReceiverMaterial(Ogre::MaterialPtr val)
set this material specific shadow receiving specific material
void setColourWriteEnabled(bool enabled)
Sets whether or not colour buffer writing is enabled for each Pass.
void setDiffuse(Real red, Real green, Real blue, Real alpha)
Sets the diffuse colour reflectance properties of every Pass in every Technique.
void setDepthWriteEnabled(bool enabled)
Sets whether or not each Pass renders with depth-buffer writing on or not.
unsigned short getLodIndex(void) const
Gets the level-of-detail index assigned to this Technique.
IncludeOrExclude
Directive used to manually control technique support based on the inclusion or exclusion of some fact...
void setPointSize(Real ps)
Sets the point size properties for every Pass in this Technique.
void removeAllPasses(void)
Removes all Passes from this Technique.
void setDepthFunction(CompareFunction func)
Sets the function used to compare depth values when depth checking is on.
IlluminationPassesState mIlluminationPassesCompilationPhase
ConstVectorIterator< GPUVendorRuleList > GPUVendorRuleIterator
Ogre::MaterialPtr getShadowCasterMaterial() const
return this material specific shadow casting specific material
vector< Pass * >::type Passes
void setAmbient(Real red, Real green, Real blue)
Sets the ambient colour reflectance properties for every Pass in every Technique.
void clearIlluminationPasses(void)
Internal method for clearing illumination pass list.
void setName(const String &name)
Set the name of the technique.
bool isTransparentSortingForced(void) const
Returns true if this Technique has transparent sorting forced.
String mName
Optional name for the technique.
VectorIterator< Passes > PassIterator
Pass * getPass(unsigned short index)
Retrieves the Pass with the given index.
Material * getParent(void) const
Gets the parent Material.
bool isSupported(void) const
Indicates if this technique is supported by the current graphics card.
unsigned short getNumPasses(void) const
Retrieves the number of passes.
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)
Sets the fogging mode applied to each pass.
void setSchemeName(const String &schemeName)
Set the 'scheme name' for this technique.
Passes mPasses
List of primary passes.
Technique(Material *parent)
Constructor.
void setShadingMode(ShadeOptions mode)
Sets the type of light shading required.
MaterialPtr mShadowReceiverMaterial
When receiving shadow, if not using default Ogre shadow receiving material, or nor using fixed functi...
void setSceneBlending(const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
Allows very fine control of blending every Pass with the existing contents of the scene.
Pass * createPass(void)
Creates a new Pass for this Technique.
const String & getSchemeName(void) const
Returns the scheme to which this technique is assigned.
bool checkHardwareSupport(bool autoManageTextureUnits, StringUtil::StrStreamType &compileErrors)
Internal method for checking hardware support.
Ogre::MaterialPtr getShadowReceiverMaterial() const
return this material specific shadow receiving specific material
void _prepare(void)
Internal prepare method, derived from call to Material::prepare.
void setDepthBias(float constantBias, float slopeScaleBias)
Sets the depth bias to be used for each Pass.
void removeGPUDeviceNameRule(const String &devicePattern)
Removes a matching device name rule.
bool isDepthCheckEnabled(void) const
Is depth checking going to occur on this technique?
void setSeparateSceneBlending(const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha)
Allows very fine control of blending every Pass with the existing contents of the scene,...
void setTextureAnisotropy(unsigned int maxAniso)
Sets the anisotropy level to be used for all textures.
MaterialPtr mShadowCasterMaterial
When casting shadow, if not using default Ogre shadow casting material, or nor using fixed function c...
IlluminationPassList mIlluminationPasses
List of derived passes, categorised into IlluminationStage (ordered)
bool isTransparent(void) const
Returns true if this Technique involves transparency.
ConstVectorIterator< GPUDeviceNameRuleList > GPUDeviceNameRuleIterator
unsigned short mLodIndex
LOD level.
void setTextureFiltering(TextureFilterOptions filterType)
Set texture filtering for every texture unit in every Pass.
String mShadowReceiverMaterialName
When receiving shadow, if not using default Ogre shadow receiving material, or nor using fixed functi...
bool movePass(const unsigned short sourceIndex, const unsigned short destinationIndex)
Move a pass from source index to destination index.
Pass * getPass(const String &name)
Retrieves the Pass matching name.
void _unload(void)
Internal unload method, derived from call to Material::unload.
GPUDeviceNameRuleList mGPUDeviceNameRules
const String & getName(void) const
Gets the name of the technique.
VectorIterator< IlluminationPassList > IlluminationPassIterator
void setShadowCasterMaterial(const Ogre::String &name)
set this material specific shadow casting specific material
String mShadowCasterMaterialName
When casting shadow, if not using default Ogre shadow casting material, or nor using fixed function c...
void setSpecular(Real red, Real green, Real blue, Real alpha)
Sets the specular colour reflectance properties of every Pass in every Technique.
void _compileIlluminationPasses(void)
Internal method for splitting the passes into illumination passes.
GPUDeviceNameRuleIterator getGPUDeviceNameRuleIterator() const
Get an iterator over the currently registered device name rules.
const PassIterator getPassIterator(void)
Gets an iterator over the passes in this Technique.
GPUVendorRuleList mGPUVendorRules
GPUVendorRuleIterator getGPUVendorRuleIterator() const
Get an iterator over the currently registered vendor rules.
void setDepthCheckEnabled(bool enabled)
Sets whether or not each Pass renders with depth-buffer checking on or not.
unsigned short _getSchemeIndex(void) const
Internal method for getting the scheme index.
void setSceneBlending(const SceneBlendType sbt)
Sets the kind of blending every pass has with the existing contents of the scene.
IlluminationPassesState
Illumination pass state type.
void _load(void)
Internal load method, derived from call to Material::load.
bool isDepthWriteEnabled(void) const
Is depth writing going to occur on this technique?
UserObjectBindings & getUserObjectBindings()
Return an instance of user objects binding associated with this class.
vector< GPUDeviceNameRule >::type GPUDeviceNameRuleList
bool checkManuallyOrganisedIlluminationPasses()
Internal method - check for manually assigned illumination passes.
size_t calculateSize(void) const
const String & getResourceGroup(void) const
Gets the resource group of the ultimate parent Material.
void setManualCullingMode(ManualCullingMode mode)
Sets the manual culling mode, performed by CPU rather than hardware.
void setSelfIllumination(const ColourValue &selfIllum)
Sets the amount of self-illumination of every Pass in every Technique.
const UserObjectBindings & getUserObjectBindings() const
Return an instance of user objects binding associated with this class.
vector< GPUVendorRule >::type GPUVendorRuleList
void _notifyNeedsRecompile(void)
Tells the technique that it needs recompilation.
const IlluminationPassIterator getIlluminationPassIterator(void)
Gets an iterator over the illumination-stage categorised passes.
void setSelfIllumination(Real red, Real green, Real blue)
Sets the amount of self-illumination of every Pass in every Technique.
bool checkGPURules(StringUtil::StrStreamType &errors)
Internal method for checking GPU vendor / device rules.
bool isLoaded(void) const
Is this loaded?
void addGPUDeviceNameRule(const String &devicePattern, IncludeOrExclude includeOrExclude, bool caseSensitive=false)
Add a rule which manually influences the support for this technique based on a pattern that matches a...
void setLightingEnabled(bool enabled)
Sets whether or not dynamic lighting is enabled for every Pass.
void setLodIndex(unsigned short index)
Assigns a level-of-detail (LOD) index to this Technique.
bool applyTextureAliases(const AliasTextureNamePairList &aliasList, const bool apply=true) const
Applies texture names to Texture Unit State with matching texture name aliases.
String _compile(bool autoManageTextureUnits)
Internal compilation method; see Material::compile.
void setShadowCasterMaterial(Ogre::MaterialPtr val)
set this material specific shadow casting specific material
Technique & operator=(const Technique &rhs)
Overloaded operator to copy on Technique to another.
void setAmbient(const ColourValue &ambient)
Sets the ambient colour reflectance properties for every Pass in every Technique.
void addGPUVendorRule(const GPUVendorRule &rule)
Add a rule which manually influences the support for this technique based on a GPU vendor.
void addGPUDeviceNameRule(const GPUDeviceNameRule &rule)
Add a rule which manually influences the support for this technique based on a pattern that matches a...
void _unprepare(void)
Internal unprepare method, derived from call to Material::unprepare.
void setSeparateSceneBlending(const SceneBlendType sbt, const SceneBlendType sbta)
Sets the kind of blending every pass has with the existing contents of the scene, using individual fa...
void setCullingMode(CullingMode mode)
Sets the culling mode for each pass based on the 'vertex winding'.
void removeGPUVendorRule(GPUVendor vendor)
Removes a matching vendor rule.
bool hasColourWriteDisabled(void) const
Exists colour writing disabled pass on this technique?
void setShininess(Real val)
Sets the shininess properties of every Pass in every Technique.
UserObjectBindings mUserObjectBindings
void setDiffuse(const ColourValue &diffuse)
Sets the diffuse colour reflectance properties of every Pass in every Technique.
void removePass(unsigned short index)
Removes the Pass with the given index.
void addGPUVendorRule(GPUVendor vendor, IncludeOrExclude includeOrExclude)
Add a rule which manually influences the support for this technique based on a GPU vendor.
Class that provides convenient interface to establish a linkage between custom user application objec...
Concrete IteratorWrapper for nonconst access to the underlying container.
CompareFunction
Comparison functions used for the depth/stencil buffer operations and others.
ManualCullingMode
Manual culling modes based on vertex normals.
map< String, String >::type AliasTextureNamePairList
Alias / Texture name pair (first = alias, second = texture name)
TextureFilterOptions
High-level filtering options providing shortcuts to settings the minification, magnification and mip ...
ShadeOptions
Light shading modes.
CullingMode
Hardware culling modes based on vertex winding.
SceneBlendFactor
Blending factors for manually blending objects with the scene.
vector< IlluminationPass * >::type IlluminationPassList
SceneBlendType
Types of blending that you can specify between an object and the existing contents of the scene.
GPUVendor
Enumeration of GPU vendors.
float Real
Software floating point type.
Rule controlling whether technique is deemed supported based on GPU device name.
GPUDeviceNameRule(const String &pattern, IncludeOrExclude ie, bool caseSen)
IncludeOrExclude includeOrExclude
Rule controlling whether technique is deemed supported based on GPU vendor.
IncludeOrExclude includeOrExclude
GPUVendorRule(GPUVendor v, IncludeOrExclude ie)