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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreMaterial.h
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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) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _Material_H__ #define _Material_H__ #include "OgrePrerequisites.h" #include "OgreResource.h" #include "OgreIteratorWrappers.h" #include "OgreCommon.h" #include "OgreColourValue.h" #include "OgreBlendMode.h" namespace Ogre { // Forward declaration class MaterialPtr; /** Class encapsulates rendering properties of an object. @remarks Ogre's material class encapsulates ALL aspects of the visual appearance, of an object. It also includes other flags which might not be traditionally thought of as material properties such as culling modes and depth buffer settings, but these affect the appearance of the rendered object and are convenient to attach to the material since it keeps all the settings in one place. This is different to Direct3D which treats a material as just the colour components (diffuse, specular) and not texture maps etc. An Ogre Material can be thought of as equivalent to a 'Shader'. @par A Material can be rendered in multiple different ways depending on the hardware available. You may configure a Material to use high-complexity fragment shaders, but these won't work on every card; therefore a Technique is an approach to creating the visual effect you are looking for. You are advised to create fallback techniques with lower hardware requirements if you decide to use advanced features. In addition, you also might want lower-detail techniques for distant geometry. @par Each technique can be made up of multiple passes. A fixed-function pass may combine multiple texture layers using multitexrtuing, but Ogre can break that into multiple passes automatically if the active card cannot handle that many simultaneous textures. Programmable passes, however, cannot be split down automatically, so if the active graphics card cannot handle the technique which contains these passes, OGRE will try to find another technique which the card can do. If, at the end of the day, the card cannot handle any of the techniques which are listed for the material, the engine will render the geometry plain white, which should alert you to the problem. @par Ogre comes configured with a number of default settings for a newly created material. These can be changed if you wish by retrieving the default material settings through SceneManager::getDefaultMaterialSettings. Any changes you make to the Material returned from this method will apply to any materials created from this point onward. */ class _OgreExport Material : public Resource { friend class SceneManager; friend class MaterialManager; public: /// distance list used to specify LOD typedef std::vector
LodDistanceList; typedef ConstVectorIterator
LodDistanceIterator; protected: /** Internal method which sets the material up from the default settings. */ void applyDefaults(void); typedef std::vector
Techniques; /// All techniques, supported and unsupported Techniques mTechniques; /// Supported techniques of any sort Techniques mSupportedTechniques; typedef std::map
LodTechniques; typedef std::map
BestTechniquesBySchemeList; /** Map of scheme -> list of LOD techniques. Current scheme is set on MaterialManager, and can be set per Viewport for auto activation. */ BestTechniquesBySchemeList mBestTechniquesBySchemeList; LodDistanceList mLodDistances; bool mReceiveShadows; bool mTransparencyCastsShadows; /// Does this material require compilation? bool mCompilationRequired; /// Text description of why any techniques are not supported String mUnsupportedReasons; /** Insert a supported technique into the local collections. */ void insertSupportedTechnique(Technique* t); /** Clear the best technique list. */ void clearBestTechniqueList(void); /** Overridden from Resource. */ void loadImpl(void); /** Unloads the material, frees resources etc. @see Resource */ void unloadImpl(void); /// @copydoc Resource::calculateSize size_t calculateSize(void) const { return 0; } // TODO public: /** Constructor - use resource manager's create method rather than this. */ Material(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); ~Material(); /** Assignment operator to allow easy copying between materials. */ Material& operator=( const Material& rhs ); /** Determines if the material has any transparency with the rest of the scene (derived from whether any Techniques say they involve transparency). */ bool isTransparent(void) const; /** Sets whether objects using this material will receive shadows. @remarks This method allows a material to opt out of receiving shadows, if it would otherwise do so. Shadows will not be cast on any objects unless the scene is set up to support shadows (@see SceneManager::setShadowTechnique), and not all techniques cast shadows on all objects. In any case, if you have a need to prevent shadows being received by material, this is the method you call to do it. @note Transparent materials never receive shadows despite this setting. The default is to receive shadows. */ void setReceiveShadows(bool enabled) { mReceiveShadows = enabled; } /** Returns whether or not objects using this material will receive shadows. */ bool getReceiveShadows(void) const { return mReceiveShadows; } /** Sets whether objects using this material be classified as opaque to the shadow caster system. @remarks This method allows a material to cast a shadow, even if it is transparent. By default, transparent materials neither cast nor receive shadows. Shadows will not be cast on any objects unless the scene is set up to support shadows (@see SceneManager::setShadowTechnique), and not all techniques cast shadows on all objects. */ void setTransparencyCastsShadows(bool enabled) { mTransparencyCastsShadows = enabled; } /** Returns whether or not objects using this material be classified as opaque to the shadow caster system. */ bool getTransparencyCastsShadows(void) const { return mTransparencyCastsShadows; } /** Creates a new Technique for this Material. @remarks A Technique is a single way of rendering geometry in order to achieve the effect you are intending in a material. There are many reason why you would want more than one - the main one being to handle variable graphics card abilities; you might have one technique which is impressive but only runs on 4th-generation graphics cards, for example. In this case you will want to create at least one fallback Technique. OGRE will work out which Techniques a card can support and pick the best one. @par If multiple Techniques are available, the order in which they are created is important - the engine will consider lower-indexed Techniques to be preferable to higher-indexed Techniques, ie when asked for the 'best' technique it will return the first one in the technique list which is supported by the hardware. */ Technique* createTechnique(void); /** Gets the indexed technique. */ Technique* getTechnique(unsigned short index); /** searches for the named technique. Return 0 if technique with name is not found */ Technique* getTechnique(const String& name); /** Retrieves the number of techniques. */ unsigned short getNumTechniques(void) const; /** Removes the technique at the given index. */ void removeTechnique(unsigned short index); /** Removes all the techniques in this Material. */ void removeAllTechniques(void); typedef VectorIterator
TechniqueIterator; /** Get an iterator over the Techniques in this Material. */ TechniqueIterator getTechniqueIterator(void); /** Gets an iterator over all the Techniques which are supported by the current card. @remarks The supported technique list is only available after this material has been compiled, which typically happens on loading the material. Therefore, if this method returns an empty list, try calling Material::load. */ TechniqueIterator getSupportedTechniqueIterator(void); /** Gets the indexed supported technique. */ Technique* getSupportedTechnique(unsigned short index); /** Retrieves the number of supported techniques. */ unsigned short getNumSupportedTechniques(void) const; /** Gets a string explaining why any techniques are not supported. */ const String& getUnsupportedTechniquesExplanation() const { return mUnsupportedReasons; } /** Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex. @remarks Note that this will not be up to date until the material has been compiled. */ unsigned short getNumLodLevels(unsigned short schemeIndex) const; /** Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex. @remarks Note that this will not be up to date until the material has been compiled. */ unsigned short getNumLodLevels(const String& schemeName) const; /** Gets the best supported technique. @remarks This method returns the lowest-index supported Technique in this material (since lower-indexed Techniques are considered to be better than higher-indexed ones). @par The best supported technique is only available after this material has been compiled, which typically happens on loading the material. Therefore, if this method returns NULL, try calling Material::load. @param lodIndex The material lod index to use */ Technique* getBestTechnique(unsigned short lodIndex = 0); /** Creates a new copy of this material with the same settings but a new name. @param newName The name for the cloned material @param changeGroup If true, the resource group of the clone is changed @param newGroup Only required if changeGroup is true; the new group to assign */ MaterialPtr clone(const String& newName, bool changeGroup = false, const String& newGroup = StringUtil::BLANK) const; /** Copies the details of this material into another, preserving the target's handle and name (unlike operator=) but copying everything else. @param mat Weak reference to material which will receive this material's settings. */ void copyDetailsTo(MaterialPtr& mat) const; /** 'Compiles' this Material. @remarks Compiling a material involves determining which Techniques are supported on the card on which OGRE is currently running, and for fixed-function Passes within those Techniques, splitting the passes down where they contain more TextureUnitState instances than the current card has texture units. @par This process is automatically done when the Material is loaded, but may be repeated if you make some procedural changes. @param autoManageTextureUnits If true, when a fixed function pass has too many TextureUnitState entries than the card has texture units, the Pass in question will be split into more than one Pass in order to emulate the Pass. If you set this to false and this situation arises, an Exception will be thrown. */ void compile(bool autoManageTextureUnits = true); // ------------------------------------------------------------------------------- // The following methods are to make migration from previous versions simpler // and to make code easier to write when dealing with simple materials // They set the properties which have been moved to Pass for all Techniques and all Passes /** Sets the point size properties for every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setPointSize */ void setPointSize(Real ps); /** Sets the ambient colour reflectance properties for every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setAmbient */ void setAmbient(Real red, Real green, Real blue); /** Sets the ambient colour reflectance properties for every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setAmbient */ void setAmbient(const ColourValue& ambient); /** Sets the diffuse colour reflectance properties of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setDiffuse */ void setDiffuse(Real red, Real green, Real blue, Real alpha); /** Sets the diffuse colour reflectance properties of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setDiffuse */ void setDiffuse(const ColourValue& diffuse); /** Sets the specular colour reflectance properties of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setSpecular */ void setSpecular(Real red, Real green, Real blue, Real alpha); /** Sets the specular colour reflectance properties of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setSpecular */ void setSpecular(const ColourValue& specular); /** Sets the shininess properties of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setShininess */ void setShininess(Real val); /** Sets the amount of self-illumination of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setSelfIllumination */ void setSelfIllumination(Real red, Real green, Real blue); /** Sets the amount of self-illumination of every Pass in every Technique. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setSelfIllumination */ void setSelfIllumination(const ColourValue& selfIllum); /** Sets whether or not each Pass renders with depth-buffer checking on or not. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setDepthCheckEnabled */ void setDepthCheckEnabled(bool enabled); /** Sets whether or not each Pass renders with depth-buffer writing on or not. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setDepthWriteEnabled */ void setDepthWriteEnabled(bool enabled); /** Sets the function used to compare depth values when depth checking is on. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setDepthFunction */ void setDepthFunction( CompareFunction func ); /** Sets whether or not colour buffer writing is enabled for each Pass. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setColourWriteEnabled */ void setColourWriteEnabled(bool enabled); /** Sets the culling mode for each pass based on the 'vertex winding'. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setCullingMode */ void setCullingMode( CullingMode mode ); /** Sets the manual culling mode, performed by CPU rather than hardware. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setManualCullingMode */ void setManualCullingMode( ManualCullingMode mode ); /** Sets whether or not dynamic lighting is enabled for every Pass. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setLightingEnabled */ void setLightingEnabled(bool enabled); /** Sets the type of light shading required @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setShadingMode */ void setShadingMode( ShadeOptions mode ); /** Sets the fogging mode applied to each pass. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setFog */ 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 depth bias to be used for each Pass. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setDepthBias */ void setDepthBias(float constantBias, float slopeScaleBias); /** Set texture filtering for every texture unit in every Technique and Pass @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::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(int maxAniso); /** Sets the kind of blending every pass has with the existing contents of the scene. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setSceneBlending */ void setSceneBlending( const SceneBlendType sbt ); /** Allows very fine control of blending every Pass with the existing contents of the scene. @note This property has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there. @see Pass::setSceneBlending */ void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); /** Tells the material that it needs recompilation. */ void _notifyNeedsRecompile(void); /** Sets the distance at which level-of-detail (LOD) levels come into effect. @remarks You should only use this if you have assigned LOD indexes to the Technique instances attached to this Material. If you have done so, you should call this method to determine the distance at which the lowe levels of detail kick in. The decision about what distance is actually used is a combination of this and the LOD bias applied to both the current Camera and the current Entity. @param lodDistances A vector of Reals which indicate the distance at which to switch to lower details. They are listed in LOD index order, starting at index 1 (ie the first level down from the highest level 0, which automatically applies from a distance of 0). */ void setLodLevels(const LodDistanceList& lodDistances); /** Gets an iterator over the list of distances at which each LOD comes into effect. @remarks Note that the iterator returned from this method is not totally anagolous to the one passed in by calling setLodLevels - the list includes a zero entry at the start (since the highest LOD starts at distance 0), and the other distances are held as their squared value for efficiency. */ LodDistanceIterator getLodDistanceIterator(void) const; /** Gets the LOD index to use at the given distance. */ unsigned short getLodIndex(Real d) const; /** Gets the LOD index to use at the given squared distance. */ unsigned short getLodIndexSquaredDepth(Real squaredDepth) const; /** @copydoc Resource::touch */ void touch(void) { if (mCompilationRequired) compile(); // call superclass Resource::touch(); } /** Applies texture names to Texture Unit State with matching texture name aliases. All techniques, passes, and Texture Unit States within the material 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 material. */ bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; /** Gets the compilation status of the material. @return True if the material needs recompilation. */ bool getCompilationRequired() const { return mCompilationRequired; } }; /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MaterialPtr @note Has to be a subclass since we need operator=. We could templatise this instead of repeating per Resource subclass, except to do so requires a form VC6 does not support i.e. ResourceSubclassPtr
: public SharedPtr
*/ class _OgreExport MaterialPtr : public SharedPtr
{ public: MaterialPtr() : SharedPtr
() {} explicit MaterialPtr(Material* rep) : SharedPtr
(rep) {} MaterialPtr(const MaterialPtr& r) : SharedPtr
(r) {} MaterialPtr(const ResourcePtr& r) : SharedPtr
() { // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast
(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } } /// Operator used to convert a ResourcePtr to a MaterialPtr MaterialPtr& operator=(const ResourcePtr& r) { if (pRep == static_cast
(r.getPointer())) return *this; release(); // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast
(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } else { // RHS must be a null pointer assert(r.isNull() && "RHS must be null if it has no mutex!"); setNull(); } return *this; } }; } //namespace #endif
OgreMaterial.h
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