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| 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...
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| ~Material () |
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void | _notifyNeedsRecompile (void) |
| Tells the material that it needs recompilation. More...
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MaterialPtr | clone (const String &newName, bool changeGroup, const String &newGroup=BLANKSTRING) const |
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MaterialPtr | clone (const String &newName, const char *newGroup) const |
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MaterialPtr | clone (const String &newName, const String &newGroup=BLANKSTRING) const |
| Creates a new copy of this material with the same settings but a new name. More...
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void | compile (bool autoManageTextureUnits=true) |
| 'Compiles' this Material. More...
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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...
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bool | getCompilationRequired () const |
| Gets the compilation status of the material. More...
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bool | getReceiveShadows (void) const |
| Returns whether or not objects using this material will receive shadows. More...
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bool | getTransparencyCastsShadows (void) const |
| Returns whether or not objects using this material be classified as opaque to the shadow caster system. More...
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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...
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Material & | operator= (const Material &rhs) |
| Assignment operator to allow easy copying between materials. More...
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void | setReceiveShadows (bool enabled) |
| Sets whether objects using this material will receive shadows. More...
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void | setTransparencyCastsShadows (bool enabled) |
| Sets whether objects using this material be classified as opaque to the shadow caster system. More...
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void | touch (void) override |
| 'Touches' the resource to indicate it has been used. More...
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Technique * | createTechnique (void) |
| Creates a new Technique for this Material. More...
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Technique * | getTechnique (size_t index) const |
| Gets the indexed technique. More...
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Technique * | getTechnique (const String &name) const |
| searches for the named technique. More...
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size_t | getNumTechniques (void) const |
| Retrieves the number of techniques. More...
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void | removeTechnique (unsigned short index) |
| Removes the technique at the given index. More...
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void | removeAllTechniques (void) |
| Removes all the techniques in this Material. More...
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TechniqueIterator | getTechniqueIterator (void) |
| Get an iterator over the Techniques in this Material. More...
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const Techniques & | getTechniques (void) const |
| Get the Techniques in this Material. More...
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const Techniques & | getSupportedTechniques (void) const |
| Gets all the Techniques which are supported by the current card. More...
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TechniqueIterator | getSupportedTechniqueIterator (void) |
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Technique * | getSupportedTechnique (size_t index) const |
| Gets the indexed supported technique. More...
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size_t | getNumSupportedTechniques (void) const |
| Retrieves the number of supported techniques. More...
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const String & | getUnsupportedTechniquesExplanation () const |
| Gets a string explaining why any techniques are not supported. More...
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Technique * | getBestTechnique (unsigned short lodIndex=0, const Renderable *rend=0) |
| Gets the best supported technique. More...
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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
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void | setPointSize (Real ps) |
| Sets the point size properties for every Pass in every Technique. More...
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void | setAmbient (float red, float green, float blue) |
| Sets the ambient colour reflectance properties for every Pass in every Technique. More...
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void | 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. More...
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void | setDiffuse (float red, float green, float blue, float alpha) |
| Sets the diffuse colour reflectance properties of every Pass in every Technique. More...
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void | 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. More...
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void | setSpecular (float red, float green, float blue, float alpha) |
| Sets the specular colour reflectance properties of every Pass in every Technique. More...
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void | 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. More...
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void | setShininess (Real val) |
| Sets the shininess properties of every Pass in every Technique. More...
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void | setSelfIllumination (float red, float green, float blue) |
| Sets the amount of self-illumination of every Pass in every Technique. More...
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void | 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. More...
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void | setDepthCheckEnabled (bool enabled) |
| Sets whether or not each Pass renders with depth-buffer checking on or not. More...
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void | setDepthWriteEnabled (bool enabled) |
| Sets whether or not each Pass renders with depth-buffer writing on or not. More...
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void | setDepthFunction (CompareFunction func) |
| Sets the function used to compare depth values when depth checking is on. More...
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void | setColourWriteEnabled (bool enabled) |
| Sets whether or not colour buffer writing is enabled for each Pass. More...
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void | setColourWriteEnabled (bool red, bool green, bool blue, bool alpha) |
| Sets which colour buffer channels are enabled for writing for each Pass. More...
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void | setCullingMode (CullingMode mode) |
| Sets the culling mode for each pass based on the 'vertex winding'. More...
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void | setManualCullingMode (ManualCullingMode mode) |
| Sets the manual culling mode, performed by CPU rather than hardware. More...
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void | setLightingEnabled (bool enabled) |
| Sets whether or not dynamic lighting is enabled for every Pass. More...
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void | setShadingMode (ShadeOptions mode) |
| Sets the type of light shading required. More...
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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...
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void | setDepthBias (float constantBias, float slopeScaleBias) |
| Sets the depth bias to be used for each Pass. More...
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void | setTextureFiltering (TextureFilterOptions filterType) |
| Set texture filtering for every texture unit in every Technique and Pass. More...
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void | setTextureAnisotropy (int maxAniso) |
| Sets the anisotropy level to be used for all textures. More...
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void | setSceneBlending (const SceneBlendType sbt) |
| Sets the kind of blending every pass has with the existing contents of the scene. More...
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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...
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void | setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor) |
| Allows very fine control of blending every Pass with the existing contents of the scene. More...
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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...
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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...
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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...
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void | setLodLevels (const LodValueList &lodValues) |
| Sets the distance at which level-of-detail (LOD) levels come into effect. More...
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const LodValueList & | getLodValues (void) const |
| Gets the list of values transformed by the LodStrategy at which each LOD comes into effect. More...
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LodValueIterator | getLodValueIterator (void) const |
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const LodValueList & | getUserLodValues (void) const |
| Gets the user-defined list of values which are internally transformed by the LodStrategy. More...
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LodValueIterator | getUserLodValueIterator (void) const |
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ushort | getLodIndex (Real value) const |
| Gets the LOD index to use at the given value. More...
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const LodStrategy * | getLodStrategy () const |
| Get LOD strategy used by this material. More...
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void | setLodStrategy (LodStrategy *lodStrategy) |
| Set the LOD strategy used by this material. More...
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| Resource (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0) |
| Standard constructor. More...
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virtual | ~Resource () |
| Virtual destructor. More...
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virtual void | _dirtyState () |
| Manually mark the state of this resource as having been changed. More...
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void | _fireLoadingComplete (bool unused=false) |
| Firing of loading complete event. More...
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void | _firePreparingComplete (bool unused=false) |
| Firing of preparing complete event. More...
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void | _fireUnloadingComplete (void) |
| Firing of unloading complete event. More...
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void | _notifyOrigin (const String &origin) |
| Notify this resource of it's origin. More...
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virtual void | addListener (Listener *lis) |
| Register a listener on this resource. More...
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virtual void | changeGroupOwnership (const String &newGroup) |
| Change the resource group ownership of a Resource. More...
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virtual void | escalateLoading () |
| Escalates the loading of a background loaded resource. More...
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ResourceManager * | getCreator (void) |
| Gets the manager which created this resource. More...
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const String & | getGroup (void) const |
| Gets the group which this resource is a member of. More...
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ResourceHandle | getHandle (void) const |
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LoadingState | getLoadingState () const |
| Returns the current loading state. More...
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const String & | getName (void) const |
| Gets resource name. More...
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const String & | getOrigin (void) const |
| Get the origin of this resource, e.g. More...
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size_t | getSize (void) const |
| Retrieves info about the size of the resource. More...
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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...
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bool | isBackgroundLoaded (void) const |
| Returns whether this Resource has been earmarked for background loading. More...
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bool | isLoaded (void) const |
| Returns true if the Resource has been loaded, false otherwise. More...
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bool | isLoading () const |
| Returns whether the resource is currently in the process of background loading. More...
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bool | isManuallyLoaded (void) const |
| Is this resource manually loaded? More...
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bool | isPrepared (void) const |
| Returns true if the Resource has been prepared, false otherwise. More...
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bool | isReloadable (void) const |
| Returns true if the Resource is reloadable, false otherwise. More...
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virtual void | load (bool backgroundThread=false) |
| Loads the resource, if it is not already. More...
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virtual void | prepare (bool backgroundThread=false) |
| Prepares the resource for load, if it is not already. More...
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virtual void | reload (LoadingFlags flags=LF_DEFAULT) |
| Reloads the resource, if it is already loaded. More...
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virtual void | removeListener (Listener *lis) |
| Remove a listener on this resource. More...
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void | setBackgroundLoaded (bool bl) |
| Tells the resource whether it is background loaded or not. More...
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virtual void | unload (void) |
| Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
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| StringInterface () |
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virtual | ~StringInterface () |
| Virtual destructor, see Effective C++. More...
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void | copyParametersTo (StringInterface *dest) const |
| Method for copying this object's parameters to another object. More...
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ParamDictionary * | getParamDictionary (void) |
| Retrieves the parameter dictionary for this class. More...
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const ParamDictionary * | getParamDictionary (void) const |
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String | getParameter (const String &name) const |
| Generic parameter retrieval method. More...
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const ParameterList & | getParameters (void) const |
| Retrieves a list of parameters valid for this object. More...
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bool | setParameter (const String &name, const String &value) |
| Generic parameter setting method. More...
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void | setParameterList (const NameValuePairList ¶mList) |
| Generic multiple parameter setting method. More...
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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.