/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __MATERIALMANAGER_H__ #define __MATERIALMANAGER_H__ #include "OgrePrerequisites.h" #include "OgreSingleton.h" #include "OgreResourceManager.h" #include "OgreMaterial.h" #include "OgreStringVector.h" #include "OgreMaterialSerializer.h" #if OGRE_THREAD_SUPPORT // boost::thread_specific_ptr has 'new' in header but delete in lib // so if we use our memory manager it reports leaks incorrectly # include "OgreNoMemoryMacros.h" # include # include "OgreMemoryMacros.h" #endif namespace Ogre { /** Class for managing Material settings for Ogre. @remarks Materials control the eventual surface rendering properties of geometry. This class manages the library of materials, dealing with programmatic registrations and lookups, as well as loading predefined Material settings from scripts. @par When loaded from a script, a Material is in an 'unloaded' state and only stores the settings required. It does not at that stage load any textures. This is because the material settings may be loaded 'en masse' from bulk material script files, but only a subset will actually be required. @par Because this is a subclass of ResourceManager, any files loaded will be searched for in any path or archive added to the resource paths/archives. See ResourceManager for details. @par For a definition of the material script format, see the Tutorials/MaterialScript.html file. */ class _OgreExport MaterialManager : public ResourceManager, public Singleton { protected: /// Default Texture filtering - minification FilterOptions mDefaultMinFilter; /// Default Texture filtering - magnification FilterOptions mDefaultMagFilter; /// Default Texture filtering - mipmapping FilterOptions mDefaultMipFilter; /// Default Texture anisotropy unsigned int mDefaultMaxAniso; /// New material compiler. Hold instance per thread if necessary OGRE_THREAD_POINTER(MaterialScriptCompiler, mScriptCompiler); /// Serializer - Hold instance per thread if necessary OGRE_THREAD_POINTER(MaterialSerializer, mSerializer); /// Default settings MaterialPtr mDefaultSettings; /// Overridden from ResourceManager Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* params); /// Scheme name -> index. Never shrinks! Should be pretty static anyway typedef std::map SchemeMap; /// List of material schemes SchemeMap mSchemes; /// Current material scheme String mActiveSchemeName; /// Current material scheme unsigned short mActiveSchemeIndex; public: /// Default material scheme static String DEFAULT_SCHEME_NAME; /** Default constructor. */ MaterialManager(); /** Default destructor. */ virtual ~MaterialManager(); /** Intialises the material manager, which also triggers it to * parse all available .program and .material scripts. */ void initialise(void); /** @see ScriptLoader::parseScript */ void parseScript(DataStreamPtr& stream, const String& groupName); /** Sets the default texture filtering to be used for loaded textures, for when textures are loaded automatically (e.g. by Material class) or when 'load' is called with the default parameters by the application. @note The default value is TFO_BILINEAR. */ virtual void setDefaultTextureFiltering(TextureFilterOptions fo); /** Sets the default texture filtering to be used for loaded textures, for when textures are loaded automatically (e.g. by Material class) or when 'load' is called with the default parameters by the application. */ virtual void setDefaultTextureFiltering(FilterType ftype, FilterOptions opts); /** Sets the default texture filtering to be used for loaded textures, for when textures are loaded automatically (e.g. by Material class) or when 'load' is called with the default parameters by the application. */ virtual void setDefaultTextureFiltering(FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter); /// get the default texture filtering virtual FilterOptions getDefaultTextureFiltering(FilterType ftype) const; /** Sets the default anisotropy level to be used for loaded textures, for when textures are loaded automatically (e.g. by Material class) or when 'load' is called with the default parameters by the application. @note The default value is 1 (no anisotropy). */ void setDefaultAnisotropy(unsigned int maxAniso); /// get the default maxAnisotropy unsigned int getDefaultAnisotropy() const; /** Returns a pointer to the default Material settings. @remarks Ogre comes configured with a set of defaults for newly created materials. If you wish to have a different set of defaults, simply call this method and change the returned Material's settings. All materials created from then on will be configured with the new defaults you have specified. @par The default settings begin as a single Technique with a single, non-programmable Pass:
  • ambient = ColourValue::White
  • diffuse = ColourValue::White
  • specular = ColourValue::Black
  • emmissive = ColourValue::Black
  • shininess = 0
  • No texture unit settings (& hence no textures)
  • SourceBlendFactor = SBF_ONE
  • DestBlendFactor = SBF_ZERO (no blend, replace with new colour)
  • Depth buffer checking on
  • Depth buffer writing on
  • Depth buffer comparison function = CMPF_LESS_EQUAL
  • Colour buffer writing on for all channels
  • Culling mode = CULL_CLOCKWISE
  • Ambient lighting = ColourValue(0.5, 0.5, 0.5) (mid-grey)
  • Dynamic lighting enabled
  • Gourad shading mode
  • Bilinear texture filtering
*/ virtual MaterialPtr getDefaultSettings(void) const { return mDefaultSettings; } /** Internal method - returns index for a given material scheme name. @see Technique::setSchemeName */ virtual unsigned short _getSchemeIndex(const String& name); /** Internal method - returns name for a given material scheme index. @see Technique::setSchemeName */ virtual const String& _getSchemeName(unsigned short index); /** Internal method - returns the active scheme index. @see Technique::setSchemeName */ virtual unsigned short _getActiveSchemeIndex(void) const; /** Returns the name of the active material scheme. @see Technique::setSchemeName */ virtual const String& getActiveScheme(void) const; /** Sets the name of the active material scheme. @see Technique::setSchemeName */ virtual void setActiveScheme(const String& schemeName); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static MaterialManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static MaterialManager* getSingletonPtr(void); }; } #endif