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| Decal (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager) |
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| ~Decal () override |
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TextureGpu * | getDiffuseTexture () const |
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TextureGpu * | getEmissiveTexture () const |
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bool | getIgnoreAlphaDiffuse () const |
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float | getMetalness () const |
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const String & | getMovableType () const override |
| Returns the type name of this object. More...
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TextureGpu * | getNormalTexture () const |
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float | getRoughness () const |
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void | notifyTextureChanged (TextureGpu *texture, TextureGpuListener::Reason reason, void *extraData) override |
| Called when a TextureGpu changed in a way that affects how it is displayed: More...
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void | setDiffuseTexture (TextureGpu *diffuseTex) |
| Call this family of functions if the input texture is automatically batched We will listen for residency changes and change the internal slice accordingly. More...
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void | setDiffuseTextureRaw (TextureGpu *diffuseTex, uint32 sliceIdx) |
| Call this family of functions if the input texture is managed by hand by you. More...
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void | setEmissiveTexture (TextureGpu *emissiveTex) |
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void | setEmissiveTextureRaw (TextureGpu *emissiveTex, uint32 sliceIdx) |
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void | setIgnoreAlphaDiffuse (bool bIgnore) |
| When diffuse textures are used (globally), the alpha component of the diffuse texture will be used to mask all the other textures (e.g. More...
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void | setMetalness (float value) |
| Value for Metalness. Must be in range [0; 1]. More...
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void | setNormalTexture (TextureGpu *normalTex) |
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void | setNormalTextureRaw (TextureGpu *normalTex, uint32 sliceIdx) |
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void | setRectSize (Vector2 planeDimensions, Real depth) |
| Helper function to set width, height and depth of the decal. More...
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void | setRenderQueueGroup (uint8 queueID) override |
| Decals only allow ForwardPlusBase::MinDecalRq <= queueID < ForwardPlusBase::MaxDecalRq. More...
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void | setRoughness (float roughness) |
| Value for Roughness. Valid range depends on the BRDF used. More...
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| MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId) |
| Constructor. More...
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| MovableObject (ObjectData *objectDataPtrs) |
| Don't use this constructor unless you know what you're doing. More...
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virtual | ~MovableObject () |
| Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
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LightList * | _getLightList () |
| Returns a pointer to the current list of lights for this object. More...
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SceneManager * | _getManager () const |
| Get the manager of this object, if any (internal use only) More...
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ObjectData & | _getObjectData () |
| Returns a direct access to the ObjectData state. More...
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const Matrix4 & | _getParentNodeFullTransform () const |
| Returns the full transformation of the parent sceneNode or the attachingPoint node. More...
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virtual void | _notifyAttached (Node *parent) |
| Internal method called to notify the object that it has been attached to a node. More...
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void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
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virtual void | _notifyParentNodeMemoryChanged () |
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virtual void | _notifyStaticDirty () const |
| Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly. More...
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virtual void | _releaseManualHardwareResources () |
| Notifies the movable object that hardware resources were lost. More...
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virtual void | _restoreManualHardwareResources () |
| Notifies the movable object that hardware resources should be restored. More...
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virtual void | _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) |
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
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void | addQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | addVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | detachFromParent () |
| Detaches an object from a parent SceneNode if attached. More...
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RealAsUint | getCachedDistanceToCamera () const |
| Returns the distance to camera as calculated in cullFrustum() More...
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Real | getCachedDistanceToCameraAsReal () const |
| Returns the distance to camera as calculated in cullFrustum() More...
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bool | getCastShadows () const |
| Returns whether shadow casting is enabled for this object. More...
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unsigned char | getCurrentMeshLod () const |
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uint32 | getLightMask () const |
| Get a bitwise mask which will filter the lights affecting this object. More...
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Listener * | getListener () const |
| Gets the current listener for this object. More...
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Aabb | getLocalAabb () const |
| Retrieves the local axis-aligned bounding box for this object. More...
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float | getLocalRadius () const |
| See getLocalAabb and getWorldRadius. More...
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const String & | getName () const |
| Returns the name of this object. More...
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Node * | getParentNode () const |
| Returns the node to which this object is attached. More...
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SceneNode * | getParentSceneNode () const |
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uint32 | getQueryFlags () const |
| Returns the query flags relevant for this object. More...
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Real | getRenderingDistance () const |
| Gets the distance at which batches are no longer rendered. More...
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Real | getRenderingMinPixelSize () const |
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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uint8 | getRenderQueueGroup () const |
| Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
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Real | getShadowRenderingDistance () const |
| Gets the distance at which batches are no longer casting shadows. More...
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SkeletonInstance * | getSkeletonInstance () const |
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UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
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const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
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uint32 | getVisibilityFlags () const |
| Returns the visibility flags relevant for this object. More...
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bool | getVisible () const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
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Aabb | getWorldAabb () const |
| Gets the axis aligned box in world space. More...
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Aabb | getWorldAabbUpdated () |
| Gets the axis aligned box in world space. More...
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float | getWorldRadius () const |
| Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
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float | getWorldRadiusUpdated () |
| Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
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virtual void | instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags) |
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bool | isAttached () const |
| Returns true if this object is attached to a Node. More...
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bool | isStatic () const |
| Checks whether this MovableObject is static. More...
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bool | isVisible () const |
| Returns whether or not this object is supposed to be visible or not. More...
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const LightList & | queryLights () const |
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
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void | removeQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | removeVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
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void | setLightMask (uint32 lightMask) |
| Set a bitwise mask which will filter the lights affecting this object. More...
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void | setListener (Listener *listener) |
| Sets a listener for this object. More...
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void | setLocalAabb (const Aabb box) |
| Sets the local axis-aligned bounding box for this object. More...
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void | setName (const String &name) |
| Sets a custom name for this node. More...
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void | setQueryFlags (uint32 flags) |
| Sets the query flags for this object. More...
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void | setRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer rendered. More...
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void | setRenderingMinPixelSize (Real pixelSize) |
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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void | setShadowRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer casting shadows. More...
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bool | setStatic (bool bStatic) |
| Turns this Node into static or dynamic. More...
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void | setVisibilityFlags (uint32 flags) |
| Sets the visibility flags for this object. More...
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void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
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| AnimableObject () |
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virtual | ~AnimableObject () |
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virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. More...
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const StringVector & | getAnimableValueNames () const |
| Gets a list of animable value names for this object. More...
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| IdObject (IdType id) |
| We don't call generateNewId() here, to prevent objects in the stack (i.e. More...
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IdType | getId () const |
| Get the unique id of this object. More...
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bool | operator() (const IdObject &left, const IdObject &right) |
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bool | operator() (const IdObject *left, const IdObject *right) |
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virtual | ~TextureGpuListener () |
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virtual bool | shouldStayLoaded (TextureGpu *texture) |
| Return true if this TextureGpu should likely stay loaded or else graphical changes could occur. More...
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Decals can have diffuse, normal map, and emissive on top of regular objects.
You can GLOBALLY disable each of these (diffuse/normal/emissive) by setting a null texture in SceneManager::setDecalsDiffuse and co.
If a nullptr is set on e.g. Normal textures, and a Decal uses normal maps, they won't appear. You need to set a valid pointer to SceneManager::setDecalsNormals.
Likewise, if no Decal actually uses normal textures, but you still set one via SceneManager::setDecalsNormals, then you will be wasting GPU shader performance.
When diffuse is used, the fresnel and specular colours of the material are overwritten as well.
Q: How to disable diffuse/normal/emissive per Decal?
To disable diffuse just point to a diffuse texture slice (mDiffuseIdx) that is a black and call setIgnoreAlphaDiffuse( true )
To disable normals, just point to a normal map that has XY components set both to 0
To disable emissive, just point to a texture that is black.
Q: Why does it use Metalness? What happens when a non-metallic workflow is used?
Metalness is used for performance reasons, as it allows giving enough control over the specular by just using one parameter, rather than having 3 (one per specular channel)
On metallic & fresnel workflows, this "just works" because the metalness parameter will produce a new coloured F0 parameter, which will overwrite the one from the original material.
On specular workflows, if the fresnel is coloured, it will behave the same way as a metallic/fresnel workflow, because the original specular colour will be set to white, and F0 will be overwritten.
If the fresnel is monochrome (specular workflow), then the specular colour will be overwritten instead, and the metalness value of the decal will act as a fresnel value, overwriting the original fresnel.