OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Ogre::Material Class Referencefinal

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

#include <OgreMaterial.h>

+ Inheritance diagram for Ogre::Material:

Public Types

typedef ConstVectorIterator< LodValueListLodValueIterator
 
typedef std::vector< RealLodValueList
 distance list used to specify LOD
 
typedef VectorIterator< TechniquesTechniqueIterator
 
typedef std::vector< Technique * > Techniques
 
- Public Types inherited from Ogre::Resource
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...
 

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.
 
 ~Material ()
 
void _notifyNeedsRecompile (void)
 Tells the material that it needs recompilation.
 
MaterialPtr clone (const String &newName, bool changeGroup, const String &newGroup=BLANKSTRING) const
 
MaterialPtr clone (const String &newName, const char *newGroup) const
 
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.
 
void compile (bool autoManageTextureUnits=true)
 'Compiles' this Material.
 
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.
 
bool getCompilationRequired () const
 Gets the compilation status of the material.
 
bool getReceiveShadows (void) const
 Returns whether or not objects using this material will receive shadows.
 
bool getTransparencyCastsShadows (void) const
 Returns whether or not objects using this material be classified as opaque to the shadow caster system.
 
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).
 
Materialoperator= (const Material &rhs)
 Assignment operator to allow easy copying between materials.
 
void setReceiveShadows (bool enabled)
 Sets whether objects using this material will receive shadows.
 
void setTransparencyCastsShadows (bool enabled)
 Sets whether objects using this material be classified as opaque to the shadow caster system.
 
void touch (void) override
 'Touches' the resource to indicate it has been used.
 
Techniques
TechniquecreateTechnique (void)
 Creates a new Technique for this Material.
 
TechniquegetTechnique (size_t index) const
 Gets the indexed technique.
 
TechniquegetTechnique (const String &name) const
 searches for the named technique.
 
size_t getNumTechniques (void) const
 Retrieves the number of techniques.
 
void removeTechnique (unsigned short index)
 Removes the technique at the given index.
 
void removeAllTechniques (void)
 Removes all the techniques in this Material.
 
TechniqueIterator getTechniqueIterator (void)
 Get an iterator over the Techniques in this Material.
 
const TechniquesgetTechniques (void) const
 Get the Techniques in this Material.
 
const TechniquesgetSupportedTechniques (void) const
 Gets all the Techniques which are supported by the current card.
 
TechniqueIterator getSupportedTechniqueIterator (void)
 
TechniquegetSupportedTechnique (size_t index) const
 Gets the indexed supported technique.
 
size_t getNumSupportedTechniques (void) const
 Retrieves the number of supported techniques.
 
const StringgetUnsupportedTechniquesExplanation () const
 Gets a string explaining why any techniques are not supported.
 
TechniquegetBestTechnique (unsigned short lodIndex=0, const Renderable *rend=0)
 Gets the best supported technique.
 
Forwarded Pass Properties

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

void setPointSize (Real ps)
 Sets the point size properties for every Pass in every Technique.
 
void setAmbient (float red, float green, float blue)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
 
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.
 
void setDiffuse (float red, float green, float blue, float alpha)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
 
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.
 
void setSpecular (float red, float green, float blue, float alpha)
 Sets the specular colour reflectance properties of every Pass in every Technique.
 
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.
 
void setShininess (Real val)
 Sets the shininess properties of every Pass in every Technique.
 
void setSelfIllumination (float red, float green, float blue)
 Sets the amount of self-illumination of every Pass in every Technique.
 
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.
 
void setDepthCheckEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer checking on or not.
 
void setDepthWriteEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer writing on or not.
 
void setDepthFunction (CompareFunction func)
 Sets the function used to compare depth values when depth checking is on.
 
void setColourWriteEnabled (bool enabled)
 Sets whether or not colour buffer writing is enabled for each Pass.
 
void setColourWriteEnabled (bool red, bool green, bool blue, bool alpha)
 Sets which colour buffer channels are enabled for writing for each Pass.
 
void setCullingMode (CullingMode mode)
 Sets the culling mode for each pass based on the 'vertex winding'.
 
void setManualCullingMode (ManualCullingMode mode)
 Sets the manual culling mode, performed by CPU rather than hardware.
 
void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled for every Pass.
 
void setShadingMode (ShadeOptions mode)
 Sets the type of light shading required.
 
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.
 
void setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias to be used for each Pass.
 
void setTextureFiltering (TextureFilterOptions filterType)
 Set texture filtering for every texture unit in every Technique and Pass.
 
void setTextureAnisotropy (int maxAniso)
 Sets the anisotropy level to be used for all textures.
 
void setSceneBlending (const SceneBlendType sbt)
 Sets the kind of blending every pass has with the existing contents of the scene.
 
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.
 
void setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
 Allows very fine control of blending every Pass with the existing contents of the scene.
 
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.
 
Level of Detail
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.
 
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.
 
void setLodLevels (const LodValueList &lodValues)
 Sets the distance at which level-of-detail (LOD) levels come into effect.
 
const LodValueListgetLodValues (void) const
 Gets the list of values transformed by the LodStrategy at which each LOD comes into effect.
 
LodValueIterator getLodValueIterator (void) const
 
const LodValueListgetUserLodValues (void) const
 Gets the user-defined list of values which are internally transformed by the LodStrategy.
 
LodValueIterator getUserLodValueIterator (void) const
 
ushort getLodIndex (Real value) const
 Gets the LOD index to use at the given value.
 
const LodStrategygetLodStrategy () const
 Get LOD strategy used by this material.
 
void setLodStrategy (LodStrategy *lodStrategy)
 Set the LOD strategy used by this material.
 
- Public Member Functions inherited from Ogre::Resource
 Resource (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
 Standard constructor.
 
virtual ~Resource ()
 Virtual destructor.
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed.
 
void _fireLoadingComplete (bool unused=false)
 Firing of loading complete event.
 
void _firePreparingComplete (bool unused=false)
 Firing of preparing complete event.
 
void _fireUnloadingComplete (void)
 Firing of unloading complete event.
 
void _notifyOrigin (const String &origin)
 Notify this resource of it's origin.
 
virtual void addListener (Listener *lis)
 Register a listener on this resource.
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource.
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource.
 
ResourceManagergetCreator (void)
 Gets the manager which created this resource.
 
const StringgetGroup (void) const
 Gets the group which this resource is a member of.
 
ResourceHandle getHandle (void) const
 
LoadingState getLoadingState () const
 Returns the current loading state.
 
const StringgetName (void) const
 Gets resource name.
 
const StringgetOrigin (void) const
 Get the origin of this resource, e.g.
 
size_t getSize (void) const
 Retrieves info about the size of the resource.
 
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.
 
bool isBackgroundLoaded (void) const
 Returns whether this Resource has been earmarked for background loading.
 
bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise.
 
bool isLoading () const
 Returns whether the resource is currently in the process of background loading.
 
bool isManuallyLoaded (void) const
 Is this resource manually loaded?
 
bool isPrepared (void) const
 Returns true if the Resource has been prepared, false otherwise.
 
bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise.
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already.
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already.
 
virtual void reload (LoadingFlags flags=LF_DEFAULT)
 Reloads the resource, if it is already loaded.
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource.
 
void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not.
 
virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required.
 
- Public Member Functions inherited from Ogre::StringInterface
 StringInterface ()
 
virtual ~StringInterface ()
 Virtual destructor, see Effective C++.
 
void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object.
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class.
 
const ParamDictionarygetParamDictionary (void) const
 
String getParameter (const String &name) const
 Generic parameter retrieval method.
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object.
 
bool setParameter (const String &name, const String &value)
 Generic parameter setting method.
 
void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method.
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::StringInterface
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.
 

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

distance list used to specify LOD

◆ LodValueIterator

◆ Techniques

◆ TechniqueIterator

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.

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.

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.

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 ( size_t  index) const
inline

Gets the indexed technique.

◆ 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()

size_t Ogre::Material::getNumTechniques ( void  ) const
inline

Retrieves the number of techniques.


◆ 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.

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 ( size_t  index) const
inline

Gets the indexed supported technique.

◆ getNumSupportedTechniques()

size_t Ogre::Material::getNumSupportedTechniques ( void  ) const
inline

Retrieves the number of supported techniques.

◆ getUnsupportedTechniquesExplanation()

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

Gets a string explaining why any techniques are not supported.

◆ getBestTechnique()

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

Gets the best supported technique.

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() [1/3]

MaterialPtr Ogre::Material::clone ( const String newName,
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
newGroupOptional name of the new group to assign the clone to; if you leave this blank, the clone will be assigned to the same group as this Material.

◆ clone() [2/3]

MaterialPtr Ogre::Material::clone ( const String newName,
const char newGroup 
) const
inline

References clone().

Referenced by clone().

◆ clone() [3/3]

MaterialPtr Ogre::Material::clone ( const String newName,
bool  changeGroup,
const String newGroup = BLANKSTRING 
) const
inline
Deprecated:
use clone(const String&, const String&)

◆ 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.

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.

◆ 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.

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.

Note that this will not be up to date until the material has been compiled.

◆ setLodLevels()

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

Sets the distance at which level-of-detail (LOD) levels come into effect.

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.

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 transformed by the LodStrategy.

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  )
inlineoverridevirtual

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

Reimplemented from Ogre::Resource.

References Ogre::Resource::touch().

◆ getCompilationRequired()

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

Gets the compilation status of the material.

Returns
True if the material needs recompilation.

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