OGRE  1.11.6
Object-Oriented Graphics Rendering Engine
Ogre::Material Class Reference

Class encapsulates rendering properties of an object. More...

#include <OgreMaterial.h>

+ Inheritance diagram for Ogre::Material:

Public Types

enum  LoadingFlags {
  LF_DEFAULT = 0, LF_INCLUDE_NON_RELOADABLE = 1, LF_ONLY_UNREFERENCED = 2, LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE = 3,
  LF_PRESERVE_STATE = 4
}
 Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior. More...
 
enum  LoadingState {
  LOADSTATE_UNLOADED, LOADSTATE_LOADING, LOADSTATE_LOADED, LOADSTATE_UNLOADING,
  LOADSTATE_PREPARED, LOADSTATE_PREPARING
}
 Enum identifying the loading state of the resource. More...
 
typedef ConstVectorIterator< LodValueListLodValueIterator
 
typedef std::vector< RealLodValueList
 distance list used to specify LOD More...
 
typedef VectorIterator< TechniquesTechniqueIterator
 
typedef std::vector< Technique * > Techniques
 

Public Member Functions

 Material (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
 Constructor - use resource manager's create method rather than this. More...
 
 ~Material ()
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed. More...
 
void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event. More...
 
void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event. More...
 
void _fireUnloadingComplete (void)
 Firing of unloading complete event. More...
 
void _notifyNeedsRecompile (void)
 Tells the material that it needs recompilation. More...
 
void _notifyOrigin (const String &origin)
 Notify this resource of it's origin. More...
 
virtual void addListener (Listener *lis)
 Register a listener on this resource. More...
 
bool applyTextureAliases (const AliasTextureNamePairList &aliasList, const bool apply=true) const
 Applies texture names to Texture Unit State with matching texture name aliases. More...
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource. More...
 
MaterialPtr clone (const String &newName, bool changeGroup=false, const String &newGroup=BLANKSTRING) const
 Creates a new copy of this material with the same settings but a new name. More...
 
void compile (bool autoManageTextureUnits=true)
 'Compiles' this Material. More...
 
void copyDetailsTo (MaterialPtr &mat) const
 Copies the details of this material into another, preserving the target's handle and name (unlike operator=) but copying everything else. More...
 
void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
TechniquecreateTechnique (void)
 Creates a new Technique for this Material. More...
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource. More...
 
TechniquegetBestTechnique (unsigned short lodIndex=0, const Renderable *rend=0)
 Gets the best supported technique. More...
 
bool getCompilationRequired () const
 Gets the compilation status of the material. More...
 
ResourceManagergetCreator (void)
 Gets the manager which created this resource. More...
 
virtual const StringgetGroup (void) const
 Gets the group which this resource is a member of. More...
 
virtual ResourceHandle getHandle (void) const
 
virtual LoadingState getLoadingState () const
 Returns the current loading state. More...
 
ushort getLodIndex (Real value) const
 Gets the LOD index to use at the given value. More...
 
const LodStrategygetLodStrategy () const
 Get LOD strategy used by this material. More...
 
LodValueIterator getLodValueIterator (void) const
 
const LodValueListgetLodValues (void) const
 Gets the list of values transformed by the LodStrategy at which each LOD comes into effect. More...
 
virtual const StringgetName (void) const
 Gets resource name. More...
 
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. More...
 
unsigned short getNumLodLevels (const String &schemeName) const
 Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex. More...
 
unsigned short getNumSupportedTechniques (void) const
 Retrieves the number of supported techniques. More...
 
unsigned short getNumTechniques (void) const
 Retrieves the number of techniques. More...
 
const StringgetOrigin (void) const
 Get the origin of this resource, e.g. More...
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary (void) const
 
String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object. More...
 
bool getReceiveShadows (void) const
 Returns whether or not objects using this material will receive shadows. More...
 
virtual size_t getSize (void) const
 Retrieves info about the size of the resource. More...
 
virtual size_t getStateCount () const
 Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
 
TechniquegetSupportedTechnique (unsigned short index)
 Gets the indexed supported technique. More...
 
TechniqueIterator getSupportedTechniqueIterator (void)
 
const TechniquesgetSupportedTechniques (void) const
 Gets all the Techniques which are supported by the current card. More...
 
TechniquegetTechnique (unsigned short index) const
 Gets the indexed technique. More...
 
TechniquegetTechnique (const String &name) const
 searches for the named technique. More...
 
TechniqueIterator getTechniqueIterator (void)
 Get an iterator over the Techniques in this Material. More...
 
const TechniquesgetTechniques (void) const
 Get the Techniques in this Material. More...
 
bool getTransparencyCastsShadows (void) const
 Returns whether or not objects using this material be classified as opaque to the shadow caster system. More...
 
const StringgetUnsupportedTechniquesExplanation () const
 Gets a string explaining why any techniques are not supported. More...
 
LodValueIterator getUserLodValueIterator (void) const
 
const LodValueListgetUserLodValues (void) const
 Gets the user-defined list of values which are internally transfomed by the LodStrategy. More...
 
virtual bool isBackgroundLoaded (void) const
 Returns whether this Resource has been earmarked for background loading. More...
 
virtual bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise. More...
 
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading. More...
 
virtual bool isManuallyLoaded (void) const
 Is this resource manually loaded? More...
 
virtual bool isPrepared (void) const
 Returns true if the Resource has been prepared, false otherwise. More...
 
virtual bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise. More...
 
bool isTransparent (void) const
 Determines if the material has any transparency with the rest of the scene (derived from whether any Techniques say they involve transparency). More...
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already. More...
 
Materialoperator= (const Material &rhs)
 Assignment operator to allow easy copying between materials. More...
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already. More...
 
virtual void reload (LoadingFlags flags=LF_DEFAULT)
 Reloads the resource, if it is already loaded. More...
 
void removeAllTechniques (void)
 Removes all the techniques in this Material. More...
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource. More...
 
void removeTechnique (unsigned short index)
 Removes the technique at the given index. More...
 
void setAmbient (float red, float green, float blue)
 Sets the ambient colour reflectance properties for every Pass in every Technique. More...
 
void setAmbient (const ColourValue &ambient)
 
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not. More...
 
void setColourWriteEnabled (bool enabled)
 Sets whether or not colour buffer writing is enabled for each Pass. More...
 
void setColourWriteEnabled (bool red, bool green, bool blue, bool alpha)
 Sets which colour buffer channels are enabled for writing for each Pass. More...
 
void setCullingMode (CullingMode mode)
 Sets the culling mode for each pass based on the 'vertex winding'. More...
 
void setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias to be used for each Pass. More...
 
void setDepthCheckEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer checking on or not. More...
 
void setDepthFunction (CompareFunction func)
 Sets the function used to compare depth values when depth checking is on. More...
 
void setDepthWriteEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer writing on or not. More...
 
void setDiffuse (float red, float green, float blue, float alpha)
 Sets the diffuse colour reflectance properties of every Pass in every Technique. More...
 
void setDiffuse (const ColourValue &diffuse)
 
void setFog (bool overrideScene, FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001f, Real linearStart=0.0f, Real linearEnd=1.0f)
 Sets the fogging mode applied to each pass. More...
 
void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled for every Pass. More...
 
void setLodLevels (const LodValueList &lodValues)
 Sets the distance at which level-of-detail (LOD) levels come into effect. More...
 
void setLodStrategy (LodStrategy *lodStrategy)
 Set the LOD strategy used by this material. More...
 
void setManualCullingMode (ManualCullingMode mode)
 Sets the manual culling mode, performed by CPU rather than hardware. More...
 
bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
void setPointSize (Real ps)
 Sets the point size properties for every Pass in every Technique. More...
 
void setReceiveShadows (bool enabled)
 Sets whether objects using this material will receive shadows. More...
 
void setSceneBlending (const SceneBlendType sbt)
 Sets the kind of blending every pass has with the existing contents of the scene. More...
 
void setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
 Allows very fine control of blending every Pass with the existing contents of the scene. More...
 
void setSelfIllumination (float red, float green, float blue)
 Sets the amount of self-illumination of every Pass in every Technique. More...
 
void setSelfIllumination (const ColourValue &selfIllum)
 
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 factors for color and alpha channels. More...
 
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, using individual factors for color and alpha channels. More...
 
void setShadingMode (ShadeOptions mode)
 Sets the type of light shading required. More...
 
void setShininess (Real val)
 Sets the shininess properties of every Pass in every Technique. More...
 
void setSpecular (float red, float green, float blue, float alpha)
 Sets the specular colour reflectance properties of every Pass in every Technique. More...
 
void setSpecular (const ColourValue &specular)
 
void setTextureAnisotropy (int maxAniso)
 Sets the anisotropy level to be used for all textures. More...
 
void setTextureFiltering (TextureFilterOptions filterType)
 Set texture filtering for every texture unit in every Technique and Pass. More...
 
void setTransparencyCastsShadows (bool enabled)
 Sets whether objects using this material be classified as opaque to the shadow caster system. More...
 
void touch (void)
 'Touches' the resource to indicate it has been used. More...
 
virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
 

Static Public Member Functions

static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 

Public Attributes

 OGRE_AUTO_MUTEX
 

Friends

class MaterialManager
 
class SceneManager
 

Detailed Description

Class encapsulates rendering properties of an object.

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'.

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.

Each Technique can be made up of multiple passes. A fixed-function Pass may combine multiple texture layers using multitexturing, 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.

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 MaterialManager::getDefaultSettings. Any changes you make to the Material returned from this method will apply to any materials created from this point onward.

Member Typedef Documentation

◆ LodValueList

typedef std::vector<Real> Ogre::Material::LodValueList

distance list used to specify LOD

◆ LodValueIterator

◆ Techniques

typedef std::vector<Technique*> Ogre::Material::Techniques

◆ TechniqueIterator

Member Enumeration Documentation

◆ LoadingState

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

◆ LoadingFlags

Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.

Enumerator
LF_DEFAULT 

Only reloadable resources are processed, reload restores initial state.

LF_INCLUDE_NON_RELOADABLE 

Process non-reloadable resources too.

LF_ONLY_UNREFERENCED 

Process only resources which are not referenced by any other object. Usefull to reduce resource consumption.

LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE 

Combination of LF_ONLY_UNREFERENCED and LF_INCLUDE_NON_RELOADABLE.

LF_PRESERVE_STATE 

Preserve some states during reloading, for example stencil shadows prepareness for Meshes.

Constructor & Destructor Documentation

◆ Material()

Ogre::Material::Material ( ResourceManager creator,
const String name,
ResourceHandle  handle,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0 
)

Constructor - use resource manager's create method rather than this.

◆ ~Material()

Ogre::Material::~Material ( )

Member Function Documentation

◆ operator=()

Material& Ogre::Material::operator= ( const Material rhs)

Assignment operator to allow easy copying between materials.

◆ isTransparent()

bool Ogre::Material::isTransparent ( void  ) const

Determines if the material has any transparency with the rest of the scene (derived from whether any Techniques say they involve transparency).

◆ setReceiveShadows()

void Ogre::Material::setReceiveShadows ( bool  enabled)
inline

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 also
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.

◆ getReceiveShadows()

bool Ogre::Material::getReceiveShadows ( void  ) const
inline

Returns whether or not objects using this material will receive shadows.

◆ setTransparencyCastsShadows()

void Ogre::Material::setTransparencyCastsShadows ( bool  enabled)
inline

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 also
SceneManager::setShadowTechnique), and not all techniques cast shadows on all objects.

◆ getTransparencyCastsShadows()

bool Ogre::Material::getTransparencyCastsShadows ( void  ) const
inline

Returns whether or not objects using this material be classified as opaque to the shadow caster system.

◆ createTechnique()

Technique* Ogre::Material::createTechnique ( void  )

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.
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.

◆ getTechnique() [1/2]

Technique* Ogre::Material::getTechnique ( unsigned short  index) const

Gets the indexed technique.

Deprecated:
use getTechniques()

◆ getTechnique() [2/2]

Technique* Ogre::Material::getTechnique ( const String name) const

searches for the named technique.

Return 0 if technique with name is not found

◆ getNumTechniques()

unsigned short Ogre::Material::getNumTechniques ( void  ) const

Retrieves the number of techniques.

Deprecated:
use getTechniques()

◆ removeTechnique()

void Ogre::Material::removeTechnique ( unsigned short  index)

Removes the technique at the given index.

◆ removeAllTechniques()

void Ogre::Material::removeAllTechniques ( void  )

Removes all the techniques in this Material.

◆ getTechniqueIterator()

TechniqueIterator Ogre::Material::getTechniqueIterator ( void  )

Get an iterator over the Techniques in this Material.

Deprecated:
use getTechniques()

◆ getTechniques()

const Techniques& Ogre::Material::getTechniques ( void  ) const
inline

Get the Techniques in this Material.

◆ getSupportedTechniques()

const Techniques& Ogre::Material::getSupportedTechniques ( void  ) const
inline

Gets 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.

◆ getSupportedTechniqueIterator()

TechniqueIterator Ogre::Material::getSupportedTechniqueIterator ( void  )

◆ getSupportedTechnique()

Technique* Ogre::Material::getSupportedTechnique ( unsigned short  index)

Gets the indexed supported technique.

Deprecated:
use getSupportedTechniques()

◆ getNumSupportedTechniques()

unsigned short Ogre::Material::getNumSupportedTechniques ( void  ) const

Retrieves the number of supported techniques.

Deprecated:
use getSupportedTechniques()

◆ getUnsupportedTechniquesExplanation()

const String& Ogre::Material::getUnsupportedTechniquesExplanation ( ) const
inline

Gets a string explaining why any techniques are not supported.

References Ogre::BLANKSTRING, Ogre::FOG_NONE, and Ogre::ColourValue::White.

◆ getNumLodLevels() [1/2]

unsigned short Ogre::Material::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.

◆ getNumLodLevels() [2/2]

unsigned short Ogre::Material::getNumLodLevels ( const String schemeName) 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.

◆ getBestTechnique()

Technique* Ogre::Material::getBestTechnique ( unsigned short  lodIndex = 0,
const Renderable rend = 0 
)

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).
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.
Parameters
lodIndexThe material LOD index to use
rendOptional parameter specifying the Renderable that is requesting this technique. Only used if no valid technique for the active material scheme is found, at which point it is passed to MaterialManager::Listener::handleSchemeNotFound as information.

◆ clone()

MaterialPtr Ogre::Material::clone ( const String newName,
bool  changeGroup = false,
const String newGroup = BLANKSTRING 
) const

Creates a new copy of this material with the same settings but a new name.

Parameters
newNameThe name for the cloned material
changeGroupIf true, the resource group of the clone is changed
newGroupOnly required if changeGroup is true; the new group to assign

◆ copyDetailsTo()

void Ogre::Material::copyDetailsTo ( MaterialPtr mat) const

Copies the details of this material into another, preserving the target's handle and name (unlike operator=) but copying everything else.

Parameters
matWeak reference to material which will receive this material's settings.

◆ compile()

void Ogre::Material::compile ( bool  autoManageTextureUnits = true)

'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.
This process is automatically done when the Material is loaded, but may be repeated if you make some procedural changes.
Parameters
autoManageTextureUnitsIf 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.

◆ setPointSize()

void Ogre::Material::setPointSize ( Real  ps)

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 also
Pass::setPointSize

◆ setAmbient() [1/2]

void Ogre::Material::setAmbient ( float  red,
float  green,
float  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 also
Pass::setAmbient

◆ setAmbient() [2/2]

void Ogre::Material::setAmbient ( const ColourValue ambient)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setDiffuse() [1/2]

void Ogre::Material::setDiffuse ( float  red,
float  green,
float  blue,
float  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 also
Pass::setDiffuse

◆ setDiffuse() [2/2]

void Ogre::Material::setDiffuse ( const ColourValue diffuse)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setSpecular() [1/2]

void Ogre::Material::setSpecular ( float  red,
float  green,
float  blue,
float  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 also
Pass::setSpecular

◆ setSpecular() [2/2]

void Ogre::Material::setSpecular ( const ColourValue specular)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setShininess()

void Ogre::Material::setShininess ( Real  val)

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 also
Pass::setShininess

◆ setSelfIllumination() [1/2]

void Ogre::Material::setSelfIllumination ( float  red,
float  green,
float  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 also
Pass::setSelfIllumination

◆ setSelfIllumination() [2/2]

void Ogre::Material::setSelfIllumination ( const ColourValue selfIllum)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setDepthCheckEnabled()

void Ogre::Material::setDepthCheckEnabled ( bool  enabled)

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 also
Pass::setDepthCheckEnabled

◆ setDepthWriteEnabled()

void Ogre::Material::setDepthWriteEnabled ( 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 also
Pass::setDepthWriteEnabled

◆ setDepthFunction()

void Ogre::Material::setDepthFunction ( CompareFunction  func)

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 also
Pass::setDepthFunction

◆ setColourWriteEnabled() [1/2]

void Ogre::Material::setColourWriteEnabled ( bool  enabled)

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 also
Pass::setColourWriteEnabled

◆ setColourWriteEnabled() [2/2]

void Ogre::Material::setColourWriteEnabled ( bool  red,
bool  green,
bool  blue,
bool  alpha 
)

Sets which colour buffer channels are enabled for writing for each Pass.

See also
Pass::setColourWriteEnabled

◆ setCullingMode()

void Ogre::Material::setCullingMode ( CullingMode  mode)

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 also
Pass::setCullingMode

◆ setManualCullingMode()

void Ogre::Material::setManualCullingMode ( ManualCullingMode  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 also
Pass::setManualCullingMode

◆ setLightingEnabled()

void Ogre::Material::setLightingEnabled ( bool  enabled)

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 also
Pass::setLightingEnabled

◆ setShadingMode()

void Ogre::Material::setShadingMode ( ShadeOptions  mode)

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 also
Pass::setShadingMode

◆ setFog()

void Ogre::Material::setFog ( bool  overrideScene,
FogMode  mode = FOG_NONE,
const ColourValue colour = ColourValue::White,
Real  expDensity = 0.001f,
Real  linearStart = 0.0f,
Real  linearEnd = 1.0f 
)

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 also
Pass::setFog

◆ setDepthBias()

void Ogre::Material::setDepthBias ( float  constantBias,
float  slopeScaleBias 
)

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 also
Pass::setDepthBias

◆ setTextureFiltering()

void Ogre::Material::setTextureFiltering ( TextureFilterOptions  filterType)

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 also
TextureUnitState::setTextureFiltering

◆ setTextureAnisotropy()

void Ogre::Material::setTextureAnisotropy ( int  maxAniso)

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 also
TextureUnitState::setTextureAnisotropy

◆ setSceneBlending() [1/2]

void Ogre::Material::setSceneBlending ( const SceneBlendType  sbt)

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 also
Pass::setSceneBlending

◆ setSeparateSceneBlending() [1/2]

void Ogre::Material::setSeparateSceneBlending ( const SceneBlendType  sbt,
const SceneBlendType  sbta 
)

Sets the kind of blending every pass has with the existing contents of the scene, using individual factors for color and alpha channels.

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 also
Pass::setSeparateSceneBlending

◆ setSceneBlending() [2/2]

void Ogre::Material::setSceneBlending ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor 
)

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 also
Pass::setSceneBlending

◆ setSeparateSceneBlending() [2/2]

void Ogre::Material::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, using individual factors for color and alpha channels.

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 also
Pass::setSeparateSceneBlending

◆ _notifyNeedsRecompile()

void Ogre::Material::_notifyNeedsRecompile ( void  )

Tells the material that it needs recompilation.

◆ setLodLevels()

void Ogre::Material::setLodLevels ( const LodValueList lodValues)

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.
Parameters
lodValuesA vector of Reals which indicate the LOD value 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 value of 0). These are 'user values', before being potentially transformed by the strategy, so for the distance strategy this is an unsquared distance for example.

◆ getLodValues()

const LodValueList& Ogre::Material::getLodValues ( void  ) const
inline

Gets the list of values transformed by the LodStrategy at which each LOD comes into effect.

Remarks
Note that the iterator returned from this method is not totally analogous to the one passed in by calling setLodLevels - the list includes a zero entry at the start (since the highest LOD starts at value 0). Also, the values returned are after being transformed by LodStrategy::transformUserValue.

◆ getLodValueIterator()

LodValueIterator Ogre::Material::getLodValueIterator ( void  ) const

◆ getUserLodValues()

const LodValueList& Ogre::Material::getUserLodValues ( void  ) const
inline

Gets the user-defined list of values which are internally transfomed by the LodStrategy.

Remarks
Note that the iterator returned from this method is not totally analogous to the one passed in by calling setLodLevels - the list includes a zero entry at the start (since the highest LOD starts at value 0). Also, the values returned are after being transformed by LodStrategy::transformUserValue.

◆ getUserLodValueIterator()

LodValueIterator Ogre::Material::getUserLodValueIterator ( void  ) const

◆ getLodIndex()

ushort Ogre::Material::getLodIndex ( Real  value) const

Gets the LOD index to use at the given value.

Note
The value passed in is the 'transformed' value. If you are dealing with an original source value (e.g. distance), use LodStrategy::transformUserValue to turn this into a lookup value.

◆ getLodStrategy()

const LodStrategy* Ogre::Material::getLodStrategy ( ) const

Get LOD strategy used by this material.

◆ setLodStrategy()

void Ogre::Material::setLodStrategy ( LodStrategy lodStrategy)

Set the LOD strategy used by this material.

◆ touch()

void Ogre::Material::touch ( void  )
inlinevirtual

'Touches' the resource to indicate it has been used.

Reimplemented from Ogre::Resource.

References Ogre::Resource::touch().

◆ applyTextureAliases()

bool Ogre::Material::applyTextureAliases ( const AliasTextureNamePairList aliasList,
const bool  apply = true 
) const

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.

Parameters
aliasListis a map container of texture alias, texture name pairs
applyset true to apply the texture aliases else just test to see if texture alias matches are found.
Returns
True if matching texture aliases were found in the material.

◆ getCompilationRequired()

bool Ogre::Material::getCompilationRequired ( ) const
inline

Gets the compilation status of the material.

Returns
True if the material needs recompilation.

◆ prepare()

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false)
virtualinherited

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters
backgroundThreadWhether this is occurring in a background thread

◆ load()

virtual void Ogre::Resource::load ( bool  backgroundThread = false)
virtualinherited

Loads the resource, if it is not already.

Remarks
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters
backgroundThreadIndicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ reload()

virtual void Ogre::Resource::reload ( LoadingFlags  flags = LF_DEFAULT)
virtualinherited

Reloads the resource, if it is already loaded.

Remarks
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::Mesh, and Ogre::UnifiedHighLevelGpuProgram.

◆ isReloadable()

virtual bool Ogre::Resource::isReloadable ( void  ) const
inlinevirtualinherited

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isManuallyLoaded()

virtual bool Ogre::Resource::isManuallyLoaded ( void  ) const
inlinevirtualinherited

Is this resource manually loaded?

◆ unload()

virtual void Ogre::Resource::unload ( void  )
virtualinherited

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getSize()

virtual size_t Ogre::Resource::getSize ( void  ) const
inlinevirtualinherited

Retrieves info about the size of the resource.

Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

◆ getName()

virtual const String& Ogre::Resource::getName ( void  ) const
inlinevirtualinherited

◆ getHandle()

virtual ResourceHandle Ogre::Resource::getHandle ( void  ) const
inlinevirtualinherited

Reimplemented in Ogre::SkeletonInstance.

◆ isPrepared()

virtual bool Ogre::Resource::isPrepared ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been prepared, false otherwise.

◆ isLoaded()

virtual bool Ogre::Resource::isLoaded ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isLoading()

virtual bool Ogre::Resource::isLoading ( ) const
inlinevirtualinherited

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getLoadingState()

virtual LoadingState Ogre::Resource::getLoadingState ( ) const
inlinevirtualinherited

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isBackgroundLoaded()

virtual bool Ogre::Resource::isBackgroundLoaded ( void  ) const
inlinevirtualinherited

Returns whether this Resource has been earmarked for background loading.

Remarks
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ setBackgroundLoaded()

virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl)
inlinevirtualinherited

Tells the resource whether it is background loaded or not.

See also
Resource::isBackgroundLoaded. Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ escalateLoading()

virtual void Ogre::Resource::escalateLoading ( )
virtualinherited

Escalates the loading of a background loaded resource.

Remarks
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ addListener()

virtual void Ogre::Resource::addListener ( Listener lis)
virtualinherited

Register a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ removeListener()

virtual void Ogre::Resource::removeListener ( Listener lis)
virtualinherited

Remove a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getGroup()

virtual const String& Ogre::Resource::getGroup ( void  ) const
inlinevirtualinherited

Gets the group which this resource is a member of.

Reimplemented in Ogre::SkeletonInstance.

◆ changeGroupOwnership()

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup)
virtualinherited

Change the resource group ownership of a Resource.

Remarks
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters
newGroupName of the new group

◆ getCreator()

ResourceManager* Ogre::Resource::getCreator ( void  )
inlineinherited

Gets the manager which created this resource.

◆ getOrigin()

const String& Ogre::Resource::getOrigin ( void  ) const
inlineinherited

Get the origin of this resource, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

◆ _notifyOrigin()

void Ogre::Resource::_notifyOrigin ( const String origin)
inlineinherited

Notify this resource of it's origin.

◆ getStateCount()

virtual size_t Ogre::Resource::getStateCount ( ) const
inlinevirtualinherited

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

◆ _dirtyState()

virtual void Ogre::Resource::_dirtyState ( )
virtualinherited

Manually mark the state of this resource as having been changed.

Remarks
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also
getStateCount.

◆ _fireLoadingComplete()

void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded)
inherited

Firing of loading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _firePreparingComplete()

void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded)
inherited

Firing of preparing complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _fireUnloadingComplete()

void Ogre::Resource::_fireUnloadingComplete ( void  )
inherited

Firing of unloading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

◆ getParamDictionary() [1/2]

ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  )
inlineinherited

Retrieves the parameter dictionary for this class.

Remarks
Only valid to call this after createParamDictionary.
Returns
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

◆ getParamDictionary() [2/2]

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  ) const
inlineinherited

◆ getParameters()

const ParameterList& Ogre::StringInterface::getParameters ( void  ) const
inherited

Retrieves a list of parameters valid for this object.

Returns
A reference to a static list of ParameterDef objects.

◆ setParameter()

bool Ogre::StringInterface::setParameter ( const String name,
const String value 
)
inherited

Generic parameter setting method.

Remarks
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
nameThe name of the parameter to set
valueString value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

◆ setParameterList()

void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList)
inherited

Generic multiple parameter setting method.

Remarks
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
paramListName/value pair list

◆ getParameter()

String Ogre::StringInterface::getParameter ( const String name) const
inlineinherited

Generic parameter retrieval method.

Remarks
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters
nameThe name of the parameter to get
Returns
String value of parameter, blank if not found

References Ogre::ParamCommand::doGet().

◆ copyParametersTo()

void Ogre::StringInterface::copyParametersTo ( StringInterface dest) const
inlineinherited

Method for copying this object's parameters to another object.

Remarks
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters
destPointer to object to have it's parameters set the same as this object.

References Ogre::StringInterface::setParameter().

◆ cleanupDictionary()

static void Ogre::StringInterface::cleanupDictionary ( )
staticinherited

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

Friends And Related Function Documentation

◆ SceneManager

friend class SceneManager
friend

◆ MaterialManager

friend class MaterialManager
friend

Member Data Documentation

◆ OGRE_AUTO_MUTEX

Ogre::Resource::OGRE_AUTO_MUTEX
inherited

The documentation for this class was generated from the following file: