|
| HardwareSkinningFactory () |
|
| ~HardwareSkinningFactory () |
|
SubRenderState * | createInstance (ScriptCompiler *compiler, PropertyAbstractNode *prop, Pass *pass, SGScriptTranslator *translator) override |
|
const String & | getType () const override |
|
void | writeInstance (MaterialSerializer *ser, SubRenderState *subRenderState, Pass *srcPass, Pass *dstPass) override |
|
| SubRenderStateFactory () |
|
virtual | ~SubRenderStateFactory () |
|
virtual SubRenderState * | createInstance () |
| Create an instance of the SubRenderState sub class it suppose to create.
|
|
virtual SubRenderState * | createInstance (ScriptCompiler *compiler, PropertyAbstractNode *prop, TextureUnitState *texState, SGScriptTranslator *translator) |
| Create an instance of the SubRenderState based on script properties.
|
|
virtual SubRenderState * | createOrRetrieveInstance (SGScriptTranslator *translator) |
| Retrieve the previous instance the SRS in the script translator or create a new instance if not found.
|
|
virtual void | destroyAllInstances () |
| Destroy all the instances that created by this factory.
|
|
virtual void | destroyInstance (SubRenderState *subRenderState) |
| Destroy the given instance.
|
|
virtual void | writeInstance (MaterialSerializer *ser, SubRenderState *subRenderState, const TextureUnitState *srcTextureUnit, const TextureUnitState *dstTextureUnit) |
| Write the given sub-render state instance using the material serializer.
|
|
| Singleton (void) |
|
| ~Singleton (void) |
|
|
static const MaterialPtr & | getCustomShadowCasterMaterial (const SkinningType skinningType, ushort index) |
| Returns the name of a custom shadow caster material for a given number of weights.
|
|
static const MaterialPtr & | getCustomShadowReceiverMaterial (const SkinningType skinningType, ushort index) |
| Returns the name of a custom shadow receiver material for a given number of weights.
|
|
static ushort | getMaxCalculableBoneCount () |
| The maximum number of bones for which hardware skinning is performed.
|
|
static HardwareSkinningFactory & | getSingleton (void) |
| Override standard Singleton retrieval.
|
|
static HardwareSkinningFactory * | getSingletonPtr (void) |
| Get the singleton instance.
|
|
static void | prepareEntityForSkinning (const Entity *pEntity, SkinningType skinningType=ST_LINEAR, bool correctAntidpodalityHandling=false, bool shearScale=false) |
| Prepares an entity's material for use in the hardware skinning (HS).
|
|
static void | setCustomShadowCasterMaterials (const SkinningType skinningType, const MaterialPtr &caster1Weight, const MaterialPtr &caster2Weight, const MaterialPtr &caster3Weight, const MaterialPtr &caster4Weight) |
| Sets the list of custom shadow caster materials.
|
|
static void | setCustomShadowReceiverMaterials (const SkinningType skinningType, const MaterialPtr &receiver1Weight, const MaterialPtr &receiver2Weight, const MaterialPtr &receiver3Weight, const MaterialPtr &receiver4Weight) |
| Sets the list of custom shadow receiver materials.
|
|
static void | setMaxCalculableBoneCount (ushort count) |
| Sets the maximum number of bones for which hardware skinning is performed.
|
|
static HardwareSkinningFactory & | getSingleton (void) |
| Get the singleton instance.
|
|
static HardwareSkinningFactory * | getSingletonPtr (void) |
| Get the singleton instance.
|
|
A factory that enables creation of HardwareSkinning instances.
static ushort Ogre::RTShader::HardwareSkinningFactory::getMaxCalculableBoneCount |
( |
| ) |
|
|
inlinestatic |
The maximum number of bones for which hardware skinning is performed.
This number should be limited to avoid problems of using to many parameters in a shader. For example, in pixel shader 3 this should be around 70-90 dependent on other sub-render states in the shader.
The default value for this property is 70 which correspond to pixel shader model 3 limitations