[1] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __Technique_H__ |
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| 30 | #define __Technique_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreIteratorWrappers.h" |
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| 34 | #include "OgreBlendMode.h" |
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| 35 | #include "OgreCommon.h" |
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| 36 | #include "OgrePass.h" |
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| 37 | |
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| 38 | namespace Ogre { |
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| 39 | /** Class representing an approach to rendering this particular Material. |
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| 40 | @remarks |
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| 41 | Ogre will attempt to use the best technique supported by the active hardware, |
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| 42 | unless you specifically request a lower detail technique (say for distant |
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| 43 | rendering). |
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| 44 | */ |
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| 45 | class _OgreExport Technique |
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| 46 | { |
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| 47 | protected: |
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| 48 | // illumination pass state type |
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| 49 | enum IlluminationPassesState |
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| 50 | { |
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| 51 | IPS_COMPILE_DISABLED = -1, |
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| 52 | IPS_NOT_COMPILED = 0, |
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| 53 | IPS_COMPILED = 1 |
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| 54 | }; |
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| 55 | |
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| 56 | typedef std::vector<Pass*> Passes; |
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| 57 | /// List of primary passes |
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| 58 | Passes mPasses; |
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| 59 | /// List of derived passes, categorised into IlluminationStage (ordered) |
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| 60 | IlluminationPassList mIlluminationPasses; |
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| 61 | Material* mParent; // raw pointer since we don't want child to stop parent's destruction |
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| 62 | bool mIsSupported; |
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| 63 | IlluminationPassesState mIlluminationPassesCompilationPhase; |
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| 64 | /// LOD level |
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| 65 | unsigned short mLodIndex; |
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| 66 | /** Scheme index, derived from scheme name but the names are held on |
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| 67 | MaterialManager, for speed an index is used here. |
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| 68 | */ |
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| 69 | unsigned short mSchemeIndex; |
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| 70 | String mName; // optional name for the technique |
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| 71 | |
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| 72 | /// Internal method for clearing illumination pass list |
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| 73 | void clearIlluminationPasses(void); |
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| 74 | public: |
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| 75 | /// Constructor |
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| 76 | Technique(Material* parent); |
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| 77 | /// Copy constructor |
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| 78 | Technique(Material* parent, const Technique& oth); |
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| 79 | ~Technique(); |
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| 80 | /** Indicates if this technique is supported by the current graphics card. |
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| 81 | @remarks |
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| 82 | This will only be correct after the Technique has been compiled, which is |
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| 83 | usually done from Material::compile. |
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| 84 | */ |
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| 85 | bool isSupported(void) const; |
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| 86 | /** Internal compilation method; see Material::compile. |
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| 87 | @returns Any information explaining problems with the compile. |
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| 88 | */ |
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| 89 | String _compile(bool autoManageTextureUnits); |
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| 90 | /** Internal method for splitting the passes into illumination passes. */ |
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| 91 | void _compileIlluminationPasses(void); |
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| 92 | |
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| 93 | |
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| 94 | /** Creates a new Pass for this Technique. |
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| 95 | @remarks |
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| 96 | A Pass is a single rendering pass, ie a single draw of the given material. |
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| 97 | Note that if you create a pass without a fragment program, during compilation of the |
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| 98 | material the pass may be split into multiple passes if the graphics card cannot |
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| 99 | handle the number of texture units requested. For passes with fragment programs, however, |
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| 100 | the number of passes you create will never be altered, so you have to make sure |
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| 101 | that you create an alternative fallback Technique for if a card does not have |
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| 102 | enough facilities for what you're asking for. |
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| 103 | */ |
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| 104 | Pass* createPass(void); |
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| 105 | /** Retrieves the Pass with the given index. */ |
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| 106 | Pass* getPass(unsigned short index); |
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| 107 | /** Retrieves the Pass matching name. |
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| 108 | Returns 0 if name match is not found. |
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| 109 | */ |
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| 110 | Pass* getPass(const String& name); |
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| 111 | /** Retrieves the number of passes. */ |
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| 112 | unsigned short getNumPasses(void) const; |
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| 113 | /** Removes the Pass with the given index. */ |
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| 114 | void removePass(unsigned short index); |
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| 115 | /** Removes all Passes from this Technique. */ |
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| 116 | void removeAllPasses(void); |
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| 117 | /** Move a pass from source index to destination index. |
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| 118 | If successful then returns true. |
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| 119 | */ |
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| 120 | bool movePass(const unsigned short sourceIndex, const unsigned short destinationIndex); |
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| 121 | typedef VectorIterator<Passes> PassIterator; |
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| 122 | /** Gets an iterator over the passes in this Technique. */ |
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| 123 | const PassIterator getPassIterator(void); |
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| 124 | typedef VectorIterator<IlluminationPassList> IlluminationPassIterator; |
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| 125 | /** Gets an iterator over the illumination-stage categorised passes. */ |
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| 126 | const IlluminationPassIterator getIlluminationPassIterator(void); |
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| 127 | /// Gets the parent Material |
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| 128 | Material* getParent(void) const { return mParent; } |
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| 129 | |
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| 130 | /** Overloaded operator to copy on Technique to another. */ |
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| 131 | Technique& operator=(const Technique& rhs); |
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| 132 | |
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| 133 | /// Gets the resource group of the ultimate parent Material |
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| 134 | const String& getResourceGroup(void) const; |
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| 135 | |
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| 136 | /** Returns true if this Technique involves transparency. |
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| 137 | @remarks |
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| 138 | This basically boils down to whether the first pass |
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| 139 | has a scene blending factor. Even if the other passes |
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| 140 | do not, the base colour, including parts of the original |
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| 141 | scene, may be used for blending, therefore we have to treat |
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| 142 | the whole Technique as transparent. |
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| 143 | */ |
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| 144 | bool isTransparent(void) const; |
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| 145 | |
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| 146 | /** Internal load method, derived from call to Material::load. */ |
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| 147 | void _load(void); |
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| 148 | /** Internal unload method, derived from call to Material::unload. */ |
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| 149 | void _unload(void); |
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| 150 | |
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| 151 | // Is this loaded? |
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| 152 | bool isLoaded(void) const; |
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| 153 | |
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| 154 | /** Tells the technique that it needs recompilation. */ |
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| 155 | void _notifyNeedsRecompile(void); |
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| 156 | |
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| 157 | |
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| 158 | // ------------------------------------------------------------------------------- |
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| 159 | // The following methods are to make migration from previous versions simpler |
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| 160 | // and to make code easier to write when dealing with simple materials |
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| 161 | // They set the properties which have been moved to Pass for all Techniques and all Passes |
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| 162 | |
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| 163 | /** Sets the point size properties for every Pass in this Technique. |
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| 164 | @note |
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| 165 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 166 | you to set these properties for every current Pass within this Technique. If |
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| 167 | you need more precision, retrieve the Pass instance and set the |
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| 168 | property there. |
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| 169 | @see Pass::setPointSize |
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| 170 | */ |
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| 171 | void setPointSize(Real ps); |
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| 172 | |
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| 173 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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| 174 | @note |
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| 175 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 176 | you to set these properties for every current Pass within this Technique. If |
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| 177 | you need more precision, retrieve the Pass instance and set the |
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| 178 | property there. |
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| 179 | @see Pass::setAmbient |
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| 180 | */ |
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| 181 | void setAmbient(Real red, Real green, Real blue); |
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| 182 | |
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| 183 | /** Sets the ambient colour reflectance properties for every Pass in every Technique. |
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| 184 | @note |
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| 185 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 186 | you to set these properties for every current Pass within this Technique. If |
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| 187 | you need more precision, retrieve the Pass instance and set the |
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| 188 | property there. |
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| 189 | @see Pass::setAmbient |
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| 190 | */ |
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| 191 | void setAmbient(const ColourValue& ambient); |
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| 192 | |
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| 193 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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| 194 | @note |
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| 195 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 196 | you to set these properties for every current Pass within this Technique. If |
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| 197 | you need more precision, retrieve the Pass instance and set the |
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| 198 | property there. |
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| 199 | @see Pass::setDiffuse |
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| 200 | */ |
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| 201 | void setDiffuse(Real red, Real green, Real blue, Real alpha); |
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| 202 | |
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| 203 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique. |
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| 204 | @note |
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| 205 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 206 | you to set these properties for every current Pass within this Technique. If |
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| 207 | you need more precision, retrieve the Pass instance and set the |
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| 208 | property there. |
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| 209 | @see Pass::setDiffuse |
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| 210 | */ |
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| 211 | void setDiffuse(const ColourValue& diffuse); |
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| 212 | |
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| 213 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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| 214 | @note |
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| 215 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 216 | you to set these properties for every current Pass within this Technique. If |
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| 217 | you need more precision, retrieve the Pass instance and set the |
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| 218 | property there. |
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| 219 | @see Pass::setSpecular |
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| 220 | */ |
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| 221 | void setSpecular(Real red, Real green, Real blue, Real alpha); |
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| 222 | |
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| 223 | /** Sets the specular colour reflectance properties of every Pass in every Technique. |
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| 224 | @note |
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| 225 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 226 | you to set these properties for every current Pass within this Technique. If |
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| 227 | you need more precision, retrieve the Pass instance and set the |
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| 228 | property there. |
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| 229 | @see Pass::setSpecular |
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| 230 | */ |
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| 231 | void setSpecular(const ColourValue& specular); |
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| 232 | |
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| 233 | /** Sets the shininess properties of every Pass in every Technique. |
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| 234 | @note |
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| 235 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 236 | you to set these properties for every current Pass within this Technique. If |
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| 237 | you need more precision, retrieve the Pass instance and set the |
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| 238 | property there. |
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| 239 | @see Pass::setShininess |
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| 240 | */ |
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| 241 | void setShininess(Real val); |
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| 242 | |
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| 243 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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| 244 | @note |
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| 245 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 246 | you to set these properties for every current Pass within this Technique. If |
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| 247 | you need more precision, retrieve the Pass instance and set the |
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| 248 | property there. |
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| 249 | @see Pass::setSelfIllumination |
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| 250 | */ |
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| 251 | void setSelfIllumination(Real red, Real green, Real blue); |
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| 252 | |
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| 253 | /** Sets the amount of self-illumination of every Pass in every Technique. |
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| 254 | @note |
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| 255 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 256 | you to set these properties for every current Pass within this Technique. If |
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| 257 | you need more precision, retrieve the Pass instance and set the |
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| 258 | property there. |
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| 259 | @see Pass::setSelfIllumination |
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| 260 | */ |
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| 261 | void setSelfIllumination(const ColourValue& selfIllum); |
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| 262 | |
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| 263 | /** Sets whether or not each Pass renders with depth-buffer checking on or not. |
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| 264 | @note |
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| 265 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 266 | you to set these properties for every current Pass within this Technique. If |
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| 267 | you need more precision, retrieve the Pass instance and set the |
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| 268 | property there. |
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| 269 | @see Pass::setDepthCheckEnabled |
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| 270 | */ |
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| 271 | void setDepthCheckEnabled(bool enabled); |
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| 272 | |
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| 273 | /** Sets whether or not each Pass renders with depth-buffer writing on or not. |
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| 274 | @note |
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| 275 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 276 | you to set these properties for every current Pass within this Technique. If |
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| 277 | you need more precision, retrieve the Pass instance and set the |
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| 278 | property there. |
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| 279 | @see Pass::setDepthWriteEnabled |
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| 280 | */ |
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| 281 | void setDepthWriteEnabled(bool enabled); |
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| 282 | |
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| 283 | /** Sets the function used to compare depth values when depth checking is on. |
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| 284 | @note |
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| 285 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 286 | you to set these properties for every current Pass within this Technique. If |
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| 287 | you need more precision, retrieve the Pass instance and set the |
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| 288 | property there. |
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| 289 | @see Pass::setDepthFunction |
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| 290 | */ |
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| 291 | void setDepthFunction( CompareFunction func ); |
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| 292 | |
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| 293 | /** Sets whether or not colour buffer writing is enabled for each Pass. |
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| 294 | @note |
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| 295 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 296 | you to set these properties for every current Pass within this Technique. If |
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| 297 | you need more precision, retrieve the Pass instance and set the |
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| 298 | property there. |
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| 299 | @see Pass::setColourWriteEnabled |
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| 300 | */ |
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| 301 | void setColourWriteEnabled(bool enabled); |
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| 302 | |
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| 303 | /** Sets the culling mode for each pass based on the 'vertex winding'. |
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| 304 | @note |
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| 305 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 306 | you to set these properties for every current Pass within this Technique. If |
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| 307 | you need more precision, retrieve the Pass instance and set the |
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| 308 | property there. |
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| 309 | @see Pass::setCullingMode |
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| 310 | */ |
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| 311 | void setCullingMode( CullingMode mode ); |
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| 312 | |
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| 313 | /** Sets the manual culling mode, performed by CPU rather than hardware. |
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| 314 | @note |
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| 315 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 316 | you to set these properties for every current Pass within this Technique. If |
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| 317 | you need more precision, retrieve the Pass instance and set the |
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| 318 | property there. |
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| 319 | @see Pass::setManualCullingMode |
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| 320 | */ |
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| 321 | void setManualCullingMode( ManualCullingMode mode ); |
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| 322 | |
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| 323 | /** Sets whether or not dynamic lighting is enabled for every Pass. |
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| 324 | @note |
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| 325 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 326 | you to set these properties for every current Pass within this Technique. If |
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| 327 | you need more precision, retrieve the Pass instance and set the |
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| 328 | property there. |
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| 329 | @see Pass::setLightingEnabled |
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| 330 | */ |
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| 331 | void setLightingEnabled(bool enabled); |
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| 332 | |
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| 333 | /** Sets the type of light shading required |
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| 334 | @note |
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| 335 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 336 | you to set these properties for every current Pass within this Technique. If |
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| 337 | you need more precision, retrieve the Pass instance and set the |
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| 338 | property there. |
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| 339 | @see Pass::setShadingMode |
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| 340 | */ |
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| 341 | void setShadingMode( ShadeOptions mode ); |
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| 342 | |
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| 343 | /** Sets the fogging mode applied to each pass. |
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| 344 | @note |
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| 345 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 346 | you to set these properties for every current Pass within this Technique. If |
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| 347 | you need more precision, retrieve the Pass instance and set the |
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| 348 | property there. |
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| 349 | @see Pass::setFog |
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| 350 | */ |
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| 351 | void setFog( |
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| 352 | bool overrideScene, |
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| 353 | FogMode mode = FOG_NONE, |
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| 354 | const ColourValue& colour = ColourValue::White, |
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| 355 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 ); |
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| 356 | |
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| 357 | /** Sets the depth bias to be used for each Pass. |
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| 358 | @note |
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| 359 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 360 | you to set these properties for every current Pass within this Technique. If |
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| 361 | you need more precision, retrieve the Pass instance and set the |
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| 362 | property there. |
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| 363 | @see Pass::setDepthBias |
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| 364 | */ |
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| 365 | void setDepthBias(float constantBias, float slopeScaleBias); |
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| 366 | |
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| 367 | /** Set texture filtering for every texture unit in every Pass |
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| 368 | @note |
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| 369 | This property actually exists on the TextureUnitState class |
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| 370 | For simplicity, this method allows you to set these properties for |
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| 371 | every current TeextureUnitState, If you need more precision, retrieve the |
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| 372 | Pass and TextureUnitState instances and set the property there. |
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| 373 | @see TextureUnitState::setTextureFiltering |
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| 374 | */ |
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| 375 | void setTextureFiltering(TextureFilterOptions filterType); |
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| 376 | /** Sets the anisotropy level to be used for all textures. |
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| 377 | @note |
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| 378 | This property has been moved to the TextureUnitState class, which is accessible via the |
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| 379 | Technique and Pass. For simplicity, this method allows you to set these properties for |
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| 380 | every current TeextureUnitState, If you need more precision, retrieve the Technique, |
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| 381 | Pass and TextureUnitState instances and set the property there. |
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| 382 | @see TextureUnitState::setTextureAnisotropy |
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| 383 | */ |
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| 384 | void setTextureAnisotropy(unsigned int maxAniso); |
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| 385 | |
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| 386 | /** Sets the kind of blending every pass has with the existing contents of the scene. |
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| 387 | @note |
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| 388 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 389 | you to set these properties for every current Pass within this Technique. If |
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| 390 | you need more precision, retrieve the Pass instance and set the |
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| 391 | property there. |
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| 392 | @see Pass::setSceneBlending |
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| 393 | */ |
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| 394 | void setSceneBlending( const SceneBlendType sbt ); |
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| 395 | |
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| 396 | /** Allows very fine control of blending every Pass with the existing contents of the scene. |
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| 397 | @note |
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| 398 | This property actually exists on the Pass class. For simplicity, this method allows |
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| 399 | you to set these properties for every current Pass within this Technique. If |
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| 400 | you need more precision, retrieve the Pass instance and set the |
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| 401 | property there. |
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| 402 | @see Pass::setSceneBlending |
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| 403 | */ |
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| 404 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
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| 405 | |
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| 406 | /** Assigns a level-of-detail (LOD) index to this Technique. |
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| 407 | @remarks |
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| 408 | As noted previously, as well as providing fallback support for various |
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| 409 | graphics cards, multiple Technique objects can also be used to implement |
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| 410 | material LOD, where the detail of the material diminishes with distance to |
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| 411 | save rendering power. |
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| 412 | @par |
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| 413 | By default, all Techniques have a LOD index of 0, which means they are the highest |
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| 414 | level of detail. Increasing LOD indexes are lower levels of detail. You can |
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| 415 | assign more than one Technique to the same LOD index, meaning that the best |
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| 416 | Technique that is supported at that LOD index is used. |
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| 417 | @par |
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| 418 | You should not leave gaps in the LOD sequence; Ogre will allow you to do this |
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| 419 | and will continue to function as if the LODs were sequential, but it will |
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| 420 | confuse matters. |
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| 421 | */ |
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| 422 | void setLodIndex(unsigned short index); |
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| 423 | /** Gets the level-of-detail index assigned to this Technique. */ |
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| 424 | unsigned short getLodIndex(void) const { return mLodIndex; } |
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| 425 | |
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| 426 | /** Set the 'scheme name' for this technique. |
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| 427 | @remarks |
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| 428 | Material schemes are used to control top-level switching from one |
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| 429 | set of techniques to another. For example, you might use this to |
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| 430 | define 'high', 'medium' and 'low' complexity levels on materials |
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| 431 | to allow a user to pick a performance / quality ratio. Another |
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| 432 | possibility is that you have a fully HDR-enabled pipeline for top |
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| 433 | machines, rendering all objects using unclamped shaders, and a |
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| 434 | simpler pipeline for others; this can be implemented using |
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| 435 | schemes. |
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| 436 | @par |
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| 437 | Every technique belongs to a scheme - if you don't specify one, the |
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| 438 | Technique belongs to the scheme called 'Default', which is also the |
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| 439 | scheme used to render by default. The active scheme is set one of |
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| 440 | two ways - either by calling Viewport::setMaterialScheme, or |
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| 441 | by manually calling MaterialManager::setActiveScheme. |
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| 442 | */ |
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| 443 | void setSchemeName(const String& schemeName); |
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| 444 | /** Returns the scheme to which this technique is assigned. |
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| 445 | @see Technique::setSchemeName |
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| 446 | */ |
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| 447 | const String& getSchemeName(void) const; |
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| 448 | |
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| 449 | /// Internal method for getting the scheme index |
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| 450 | unsigned short _getSchemeIndex(void) const; |
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| 451 | |
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| 452 | /** Is depth writing going to occur on this technique? */ |
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| 453 | bool isDepthWriteEnabled(void) const; |
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| 454 | |
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| 455 | /** Is depth checking going to occur on this technique? */ |
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| 456 | bool isDepthCheckEnabled(void) const; |
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| 457 | |
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| 458 | /** Exists colour writing disabled pass on this technique? */ |
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| 459 | bool hasColourWriteDisabled(void) const; |
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| 460 | |
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| 461 | /** Set the name of the technique. |
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| 462 | @remarks |
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| 463 | The use of technique name is optional. Its usefull in material scripts where a material could inherit |
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| 464 | from another material and only want to modify a particalar technique. |
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| 465 | */ |
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| 466 | void setName(const String& name); |
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| 467 | /// Gets the name of the technique |
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| 468 | const String& getName(void) const { return mName; } |
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| 469 | |
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| 470 | /** Applies texture names to Texture Unit State with matching texture name aliases. |
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| 471 | All passes, and Texture Unit States within the technique are checked. |
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| 472 | If matching texture aliases are found then true is returned. |
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| 473 | |
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| 474 | @param |
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| 475 | aliasList is a map container of texture alias, texture name pairs |
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| 476 | @param |
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| 477 | apply set true to apply the texture aliases else just test to see if texture alias matches are found. |
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| 478 | @return |
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| 479 | True if matching texture aliases were found in the Technique. |
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| 480 | */ |
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| 481 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; |
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| 482 | |
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| 483 | |
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| 484 | }; |
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| 485 | |
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| 486 | |
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| 487 | } |
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| 488 | #endif |
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