OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Class representing an approach to rendering this particular Material. More...
#include <OgreTechnique.h>
Classes | |
struct | GPUDeviceNameRule |
Rule controlling whether technique is deemed supported based on GPU device name. More... | |
struct | GPUVendorRule |
Rule controlling whether technique is deemed supported based on GPU vendor. More... | |
Public Types | |
typedef ConstVectorIterator< GPUDeviceNameRuleList > | GPUDeviceNameRuleIterator |
typedef std::vector< GPUDeviceNameRule > | GPUDeviceNameRuleList |
typedef ConstVectorIterator< GPUVendorRuleList > | GPUVendorRuleIterator |
typedef std::vector< GPUVendorRule > | GPUVendorRuleList |
typedef VectorIterator< IlluminationPassList > | IlluminationPassIterator |
enum | IncludeOrExclude { INCLUDE = 0 , EXCLUDE = 1 } |
Directive used to manually control technique support based on the inclusion or exclusion of some factor. More... | |
typedef std::vector< Pass * > | Passes |
typedef VectorIterator< Passes > | PassIterator |
Public Member Functions | |
Technique (Material *parent) | |
Constructor. | |
Technique (Material *parent, const Technique &oth) | |
Copy constructor. | |
~Technique () | |
String | _compile (bool autoManageTextureUnits) |
Internal compilation method; see Material::compile. | |
unsigned short | _getSchemeIndex (void) const |
Internal method for getting the scheme index. | |
void | _load (void) |
Internal load method, derived from call to Material::load. | |
void | _notifyNeedsRecompile (void) |
Tells the technique that it needs recompilation. | |
void | _prepare (void) |
Internal prepare method, derived from call to Material::prepare. | |
void | _unload (void) |
Internal unload method, derived from call to Material::unload. | |
void | _unprepare (void) |
Internal unprepare method, derived from call to Material::unprepare. | |
size_t | calculateSize (void) const |
bool | checkHardwareSupport (bool autoManageTextureUnits, StringStream &compileErrors) |
Internal method for checking hardware support. | |
unsigned short | getLodIndex (void) const |
Gets the level-of-detail index assigned to this Technique. | |
const String & | getName (void) const |
Gets the name of the technique. | |
Material * | getParent (void) const |
Gets the parent Material. | |
const String & | getResourceGroup (void) const |
Gets the resource group of the ultimate parent Material. | |
const String & | getSchemeName (void) const |
Returns the scheme to which this technique is assigned. | |
UserObjectBindings & | getUserObjectBindings () |
Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. | |
const UserObjectBindings & | getUserObjectBindings () const |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. | |
bool | hasColourWriteDisabled (void) const |
Exists colour writing disabled pass on this technique? | |
bool | isDepthCheckEnabled (void) const |
Is depth checking going to occur on this technique? | |
bool | isDepthWriteEnabled (void) const |
Is depth writing going to occur on this technique? | |
bool | isLoaded (void) const |
Is this loaded? | |
bool | isSupported (void) const |
Indicates if this technique is supported by the current graphics card. | |
bool | isTransparent (void) const |
Returns true if this Technique involves transparency. | |
bool | isTransparentSortingEnabled (void) const |
Returns true if this Technique has transparent sorting enabled. | |
bool | isTransparentSortingForced (void) const |
Returns true if this Technique has transparent sorting forced. | |
Technique & | operator= (const Technique &rhs) |
Overloaded operator to copy on Technique to another. | |
void | setLodIndex (unsigned short index) |
Assigns a level-of-detail (LOD) index to this Technique. | |
void | setName (const String &name) |
Set the name of the technique. | |
void | setSchemeName (const String &schemeName) |
Set the 'scheme name' for this technique. | |
Passes | |
Pass * | createPass (void) |
Creates a new Pass for this Technique. | |
Pass * | getPass (size_t index) const |
Retrieves the Pass with the given index. | |
Pass * | getPass (const String &name) const |
Retrieves the Pass matching name. | |
size_t | getNumPasses (void) const |
Retrieves the number of passes. | |
void | removePass (unsigned short index) |
Removes the Pass with the given index. | |
void | removeAllPasses (void) |
Removes all Passes from this Technique. | |
bool | movePass (const unsigned short sourceIndex, const unsigned short destinationIndex) |
Move a pass from source index to destination index. | |
const PassIterator | getPassIterator (void) |
Gets an iterator over the passes in this Technique. | |
const Passes & | getPasses (void) const |
Gets the passes in this Technique. | |
const IlluminationPassList & | getIlluminationPasses () |
Gets the illumination-stage categorised passes. | |
void | _compileIlluminationPasses (void) |
Internal method for splitting the passes into illumination passes. | |
Shadow Materials | |
MaterialPtr | getShadowCasterMaterial () const |
return this material specific shadow casting specific material | |
void | setShadowCasterMaterial (MaterialPtr val) |
Sets the details of the material to use when rendering as a shadow caster. | |
void | setShadowCasterMaterial (const String &name) |
set this material specific shadow casting specific material | |
MaterialPtr | getShadowReceiverMaterial () const |
return this material specific shadow receiving specific material | |
void | setShadowReceiverMaterial (MaterialPtr val) |
set this material specific shadow receiving specific material | |
void | setShadowReceiverMaterial (const String &name) |
set this material specific shadow receiving specific material | |
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 this 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 Pass. | |
void | setTextureAnisotropy (unsigned 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 both 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 both color and alpha channels. | |
GPU Vendor Rules | |
bool | checkGPURules (StringStream &errors) |
Internal method for checking GPU vendor / device rules. | |
void | addGPUVendorRule (GPUVendor vendor, IncludeOrExclude includeOrExclude) |
Add a rule which manually influences the support for this technique based on a GPU vendor. | |
void | addGPUVendorRule (const GPUVendorRule &rule) |
Add a rule which manually influences the support for this technique based on a GPU vendor. | |
void | removeGPUVendorRule (GPUVendor vendor) |
Removes a matching vendor rule. | |
GPUVendorRuleIterator | getGPUVendorRuleIterator () const |
const GPUVendorRuleList & | getGPUVendorRules () const |
Get the currently registered vendor rules. | |
void | addGPUDeviceNameRule (const String &devicePattern, IncludeOrExclude includeOrExclude, bool caseSensitive=false) |
Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g. | |
void | addGPUDeviceNameRule (const GPUDeviceNameRule &rule) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. | |
void | removeGPUDeviceNameRule (const String &devicePattern) |
Removes a matching device name rule. | |
GPUDeviceNameRuleIterator | getGPUDeviceNameRuleIterator () const |
const GPUDeviceNameRuleList & | getGPUDeviceNameRules () const |
Get the currently registered device name rules. | |
Class representing an approach to rendering this particular Material.
Ogre will attempt to use the best technique supported by the active hardware, unless you specifically request a lower detail technique (say for distant rendering).
typedef std::vector<Pass*> Ogre::Technique::Passes |
typedef std::vector<GPUVendorRule> Ogre::Technique::GPUVendorRuleList |
Ogre::Technique::Technique | ( | Material * | parent | ) |
Constructor.
Ogre::Technique::~Technique | ( | ) |
Indicates if this technique is supported by the current graphics card.
This will only be correct after the Technique has been compiled, which is usually done from Material::compile.
Internal compilation method; see Material::compile.
bool Ogre::Technique::checkHardwareSupport | ( | bool | autoManageTextureUnits, |
StringStream & | compileErrors | ||
) |
Internal method for checking hardware support.
Creates a new Pass for this Technique.
A Pass is a single rendering pass, i.e. a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.
Retrieves the Pass with the given index.
Retrieves the Pass matching name.
Returns 0 if name match is not found.
bool Ogre::Technique::movePass | ( | const unsigned short | sourceIndex, |
const unsigned short | destinationIndex | ||
) |
Move a pass from source index to destination index.
If successful then returns true.
const PassIterator Ogre::Technique::getPassIterator | ( | void | ) |
Gets an iterator over the passes in this Technique.
const IlluminationPassList & Ogre::Technique::getIlluminationPasses | ( | ) |
Gets the illumination-stage categorised passes.
Internal method for splitting the passes into illumination passes.
Overloaded operator to copy on Technique to another.
Gets the resource group of the ultimate parent Material.
Returns true if this Technique involves transparency.
This basically boils down to whether the first pass has a scene blending factor. Even if the other passes do not, the base colour, including parts of the original scene, may be used for blending, therefore we have to treat the whole Technique as transparent.
Returns true if this Technique has transparent sorting enabled.
This basically boils down to whether the first pass has transparent sorting enabled or not
Returns true if this Technique has transparent sorting forced.
This basically boils down to whether the first pass has transparent sorting forced or not
Internal prepare method, derived from call to Material::prepare.
Internal unprepare method, derived from call to Material::unprepare.
Internal load method, derived from call to Material::load.
Internal unload method, derived from call to Material::unload.
Tells the technique that it needs recompilation.
MaterialPtr Ogre::Technique::getShadowCasterMaterial | ( | ) | const |
return this material specific shadow casting specific material
void Ogre::Technique::setShadowCasterMaterial | ( | MaterialPtr | val | ) |
Sets the details of the material to use when rendering as a shadow caster.
Texture-based shadows require that the caster is rendered to a texture in a solid colour (the shadow colour in the case of modulative texture shadows). Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. However, lighting calculations must be a lot simpler, with only the ambient colour being used (which the engine will ensure is bound to the shadow colour).
set this material specific shadow casting specific material
MaterialPtr Ogre::Technique::getShadowReceiverMaterial | ( | ) | const |
return this material specific shadow receiving specific material
void Ogre::Technique::setShadowReceiverMaterial | ( | MaterialPtr | val | ) |
set this material specific shadow receiving specific material
set this material specific shadow receiving specific material
Sets the point size properties for every Pass in this Technique.
Sets the ambient colour reflectance properties for every Pass in every Technique.
void Ogre::Technique::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.
Sets the diffuse colour reflectance properties of every Pass in every Technique.
void Ogre::Technique::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.
Sets the specular colour reflectance properties of every Pass in every Technique.
void Ogre::Technique::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.
Sets the shininess properties of every Pass in every Technique.
Sets the amount of self-illumination of every Pass in every Technique.
void Ogre::Technique::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.
Sets whether or not each Pass renders with depth-buffer checking on or not.
Sets whether or not each Pass renders with depth-buffer writing on or not.
void Ogre::Technique::setDepthFunction | ( | CompareFunction | func | ) |
Sets the function used to compare depth values when depth checking is on.
Sets whether or not colour buffer writing is enabled for each Pass.
Sets which colour buffer channels are enabled for writing for each Pass.
void Ogre::Technique::setCullingMode | ( | CullingMode | mode | ) |
Sets the culling mode for each pass based on the 'vertex winding'.
void Ogre::Technique::setManualCullingMode | ( | ManualCullingMode | mode | ) |
Sets the manual culling mode, performed by CPU rather than hardware.
Sets whether or not dynamic lighting is enabled for every Pass.
void Ogre::Technique::setShadingMode | ( | ShadeOptions | mode | ) |
Sets the type of light shading required.
void Ogre::Technique::setFog | ( | bool | overrideScene, |
FogMode | mode = FOG_NONE , |
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const ColourValue & | colour = ColourValue::White , |
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Real | expDensity = 0.001f , |
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Real | linearStart = 0.0f , |
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Real | linearEnd = 1.0f |
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) |
Sets the fogging mode applied to each pass.
Sets the depth bias to be used for each Pass.
void Ogre::Technique::setTextureFiltering | ( | TextureFilterOptions | filterType | ) |
Set texture filtering for every texture unit in every Pass.
Sets the anisotropy level to be used for all textures.
void Ogre::Technique::setSceneBlending | ( | const SceneBlendType | sbt | ) |
Sets the kind of blending every pass has with the existing contents of the scene.
void Ogre::Technique::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 both color and alpha channels.
void Ogre::Technique::setSceneBlending | ( | const SceneBlendFactor | sourceFactor, |
const SceneBlendFactor | destFactor | ||
) |
Allows very fine control of blending every Pass with the existing contents of the scene.
void Ogre::Technique::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 both color and alpha channels.
Assigns a level-of-detail (LOD) index to this Technique.
As noted previously, as well as providing fallback support for various graphics cards, multiple Technique objects can also be used to implement material LOD, where the detail of the material diminishes with distance to save rendering power.
Gets the level-of-detail index assigned to this Technique.
Set the 'scheme name' for this technique.
Material schemes are used to control top-level switching from one set of techniques to another. For example, you might use this to define 'high', 'medium' and 'low' complexity levels on materials to allow a user to pick a performance / quality ratio. Another possibility is that you have a fully HDR-enabled pipeline for top machines, rendering all objects using unclamped shaders, and a simpler pipeline for others; this can be implemented using schemes.
Returns the scheme to which this technique is assigned.
Internal method for getting the scheme index.
Is depth writing going to occur on this technique?
Is depth checking going to occur on this technique?
Exists colour writing disabled pass on this technique?
Set the name of the technique.
The use of technique name is optional. Its useful in material scripts where a material could inherit from another material and only want to modify a particular technique.
bool Ogre::Technique::checkGPURules | ( | StringStream & | errors | ) |
Internal method for checking GPU vendor / device rules.
void Ogre::Technique::addGPUVendorRule | ( | GPUVendor | vendor, |
IncludeOrExclude | includeOrExclude | ||
) |
Add a rule which manually influences the support for this technique based on a GPU vendor.
You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules.
vendor | The GPU vendor |
includeOrExclude | Whether this is an inclusive or exclusive rule |
void Ogre::Technique::addGPUVendorRule | ( | const GPUVendorRule & | rule | ) |
Add a rule which manually influences the support for this technique based on a GPU vendor.
You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules.
Removes a matching vendor rule.
GPUVendorRuleIterator Ogre::Technique::getGPUVendorRuleIterator | ( | ) | const |
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inline |
Get the currently registered vendor rules.
void Ogre::Technique::addGPUDeviceNameRule | ( | const String & | devicePattern, |
IncludeOrExclude | includeOrExclude, | ||
bool | caseSensitive = false |
||
) |
Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g.
'8800').
You can use this facility to manually control whether a technique is considered supported, based on a GPU device name pattern. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules. The pattern you supply can include wildcard characters ('*') if you only want to match part of the device name.
devicePattern | The GPU vendor |
includeOrExclude | Whether this is an inclusive or exclusive rule |
caseSensitive | Whether the match is case sensitive or not |
void Ogre::Technique::addGPUDeviceNameRule | ( | const GPUDeviceNameRule & | rule | ) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Removes a matching device name rule.
GPUDeviceNameRuleIterator Ogre::Technique::getGPUDeviceNameRuleIterator | ( | ) | const |
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inline |
Get the currently registered device name rules.
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inline |
Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes.
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inline |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.