| 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 __TextureUnitState_H__ |
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| 30 | #define __TextureUnitState_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreCommon.h" |
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| 34 | #include "OgreBlendMode.h" |
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| 35 | #include "OgreMatrix4.h" |
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| 36 | #include "OgreIteratorWrappers.h" |
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| 37 | #include "OgreString.h" |
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| 38 | #include "OgreTexture.h" |
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| 39 | |
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| 40 | namespace Ogre { |
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| 41 | /** Class representing the state of a single texture unit during a Pass of a |
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| 42 | Technique, of a Material. |
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| 43 | @remarks |
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| 44 | Texture units are pipelines for retrieving texture data for rendering onto |
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| 45 | your objects in the world. Using them is common to both the fixed-function and |
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| 46 | the programmable (vertex and fragment program) pipeline, but some of the |
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| 47 | settings will only have an effect in the fixed-function pipeline (for example, |
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| 48 | setting a texture rotation will have no effect if you use the programmable |
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| 49 | pipeline, because this is overridden by the fragment program). The effect |
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| 50 | of each setting as regards the 2 pipelines is commented in each setting. |
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| 51 | @par |
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| 52 | When I use the term 'fixed-function pipeline' I mean traditional rendering |
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| 53 | where you do not use vertex or fragment programs (shaders). Programmable |
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| 54 | pipeline means that for this pass you are using vertex or fragment programs. |
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| 55 | */ |
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| 56 | class _OgreExport TextureUnitState |
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| 57 | { |
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| 58 | friend class RenderSystem; |
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| 59 | public: |
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| 60 | /** Definition of the broad types of texture effect you can apply to a texture unit. |
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| 61 | @note |
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| 62 | Note that these have no effect when using the programmable pipeline, since their |
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| 63 | effect is overridden by the vertex / fragment programs. |
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| 64 | */ |
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| 65 | enum TextureEffectType |
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| 66 | { |
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| 67 | /// Generate all texture coords based on angle between camera and vertex |
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| 68 | ET_ENVIRONMENT_MAP, |
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| 69 | /// Generate texture coords based on a frustum |
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| 70 | ET_PROJECTIVE_TEXTURE, |
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| 71 | /// Constant u/v scrolling effect |
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| 72 | ET_UVSCROLL, |
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| 73 | /// Constant u scrolling effect |
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| 74 | ET_USCROLL, |
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| 75 | /// Constant u/v scrolling effect |
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| 76 | ET_VSCROLL, |
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| 77 | /// Constant rotation |
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| 78 | ET_ROTATE, |
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| 79 | /// More complex transform |
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| 80 | ET_TRANSFORM |
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| 81 | |
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| 82 | }; |
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| 83 | |
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| 84 | /** Enumeration to specify type of envmap. |
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| 85 | @note |
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| 86 | Note that these have no effect when using the programmable pipeline, since their |
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| 87 | effect is overridden by the vertex / fragment programs. |
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| 88 | */ |
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| 89 | enum EnvMapType |
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| 90 | { |
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| 91 | /// Envmap based on vector from camera to vertex position, good for planar geometry |
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| 92 | ENV_PLANAR, |
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| 93 | /// Envmap based on dot of vector from camera to vertex and vertex normal, good for curves |
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| 94 | ENV_CURVED, |
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| 95 | /// Envmap entended to supply reflection vectors for cube mapping |
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| 96 | ENV_REFLECTION, |
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| 97 | /// Envmap entended to supply normal vectors for cube mapping |
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| 98 | ENV_NORMAL |
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| 99 | }; |
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| 100 | |
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| 101 | /** Useful enumeration when dealing with procedural transforms. |
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| 102 | @note |
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| 103 | Note that these have no effect when using the programmable pipeline, since their |
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| 104 | effect is overridden by the vertex / fragment programs. |
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| 105 | */ |
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| 106 | enum TextureTransformType |
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| 107 | { |
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| 108 | TT_TRANSLATE_U, |
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| 109 | TT_TRANSLATE_V, |
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| 110 | TT_SCALE_U, |
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| 111 | TT_SCALE_V, |
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| 112 | TT_ROTATE |
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| 113 | }; |
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| 114 | |
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| 115 | /** Texture addressing modes - default is TAM_WRAP. |
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| 116 | @note |
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| 117 | These settings are relevant in both the fixed-function and the |
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| 118 | programmable pipeline. |
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| 119 | */ |
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| 120 | enum TextureAddressingMode |
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| 121 | { |
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| 122 | /// Texture wraps at values over 1.0 |
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| 123 | TAM_WRAP, |
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| 124 | /// Texture mirrors (flips) at joins over 1.0 |
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| 125 | TAM_MIRROR, |
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| 126 | /// Texture clamps at 1.0 |
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| 127 | TAM_CLAMP, |
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| 128 | /// Texture coordinates outside the range [0.0, 1.0] are set to the border colour |
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| 129 | TAM_BORDER |
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| 130 | }; |
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| 131 | |
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| 132 | /** Texture addressing mode for each texture coordinate. */ |
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| 133 | struct UVWAddressingMode |
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| 134 | { |
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| 135 | TextureAddressingMode u, v, w; |
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| 136 | }; |
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| 137 | |
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| 138 | /** Enum identifying the frame indexes for faces of a cube map (not the composite 3D type. |
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| 139 | */ |
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| 140 | enum TextureCubeFace |
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| 141 | { |
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| 142 | CUBE_FRONT = 0, |
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| 143 | CUBE_BACK = 1, |
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| 144 | CUBE_LEFT = 2, |
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| 145 | CUBE_RIGHT = 3, |
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| 146 | CUBE_UP = 4, |
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| 147 | CUBE_DOWN = 5 |
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| 148 | }; |
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| 149 | |
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| 150 | /** Internal structure defining a texture effect. |
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| 151 | */ |
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| 152 | struct TextureEffect { |
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| 153 | TextureEffectType type; |
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| 154 | int subtype; |
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| 155 | Real arg1, arg2; |
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| 156 | WaveformType waveType; |
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| 157 | Real base; |
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| 158 | Real frequency; |
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| 159 | Real phase; |
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| 160 | Real amplitude; |
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| 161 | Controller<Real>* controller; |
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| 162 | const Frustum* frustum; |
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| 163 | }; |
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| 164 | |
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| 165 | /** Texture effects in a multimap paired array |
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| 166 | */ |
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| 167 | typedef std::multimap<TextureEffectType, TextureEffect> EffectMap; |
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| 168 | |
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| 169 | /** Default constructor. |
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| 170 | */ |
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| 171 | TextureUnitState(Pass* parent); |
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| 172 | |
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| 173 | TextureUnitState(Pass* parent, const TextureUnitState& oth ); |
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| 174 | |
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| 175 | TextureUnitState & operator = ( const TextureUnitState& oth ); |
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| 176 | |
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| 177 | /** Default destructor. |
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| 178 | */ |
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| 179 | ~TextureUnitState(); |
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| 180 | |
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| 181 | /** Name-based constructor. |
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| 182 | @param |
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| 183 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png |
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| 184 | @param |
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| 185 | texCoordSet The index of the texture coordinate set to use. |
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| 186 | */ |
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| 187 | TextureUnitState( Pass* parent, const String& texName, unsigned int texCoordSet = 0); |
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| 188 | |
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| 189 | /** Get the name of current texture image for this layer. |
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| 190 | @remarks |
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| 191 | This will either always be a single name for this layer, |
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| 192 | or will be the name of the current frame for an animated |
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| 193 | or otherwise multi-frame texture. |
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| 194 | @note |
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| 195 | Applies to both fixed-function and programmable pipeline. |
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| 196 | */ |
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| 197 | const String& getTextureName(void) const; |
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| 198 | |
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| 199 | /** Sets this texture layer to use a single texture, given the |
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| 200 | name of the texture to use on this layer. |
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| 201 | @note |
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| 202 | Applies to both fixed-function and programmable pipeline. |
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| 203 | */ |
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| 204 | void setTextureName( const String& name, TextureType ttype = TEX_TYPE_2D); |
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| 205 | |
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| 206 | /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube. |
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| 207 | @remarks |
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| 208 | Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the |
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| 209 | world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by |
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| 210 | rendering a scene to a reflection map of a transparent cube and saving the output files. |
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| 211 | @par |
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| 212 | Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment |
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| 213 | maps to simulate reflections. The system deals with these 2 scenarios in different ways: |
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| 214 | <ol> |
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| 215 | <li> |
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| 216 | <p> |
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| 217 | for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which |
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| 218 | is then addressed using 3D texture coordinates. This is required because you don't know what |
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| 219 | face of the box you're going to need to address when you render an object, and typically you |
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| 220 | need to reflect more than one face on the one object, so all 6 textures are needed to be |
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| 221 | 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW |
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| 222 | parameter set to true, and then calling setEnvironmentMap(true). |
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| 223 | </p> |
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| 224 | <p> |
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| 225 | Note that not all cards support cubic environment mapping. |
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| 226 | </p> |
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| 227 | </li> |
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| 228 | <li> |
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| 229 | <p> |
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| 230 | for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox. |
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| 231 | This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D |
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| 232 | texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing |
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| 233 | texture between faces. |
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| 234 | </p> |
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| 235 | <p> |
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| 236 | Skyboxes are created by calling SceneManager::setSkyBox. |
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| 237 | </p> |
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| 238 | </li> |
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| 239 | </ul> |
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| 240 | @note |
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| 241 | Applies to both fixed-function and programmable pipeline. |
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| 242 | @param |
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| 243 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions |
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| 244 | of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which |
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| 245 | make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height. |
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| 246 | If you can't make your texture names conform to this, use the alternative method of the same name which takes |
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| 247 | an array of texture names instead. |
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| 248 | @param |
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| 249 | forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than |
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| 250 | 6 separate textures. Useful for cubic environment mapping. |
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| 251 | */ |
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| 252 | void setCubicTextureName( const String& name, bool forUVW = false ); |
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| 253 | |
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| 254 | /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube. |
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| 255 | @remarks |
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| 256 | Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the |
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| 257 | world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by |
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| 258 | rendering a scene to a reflection map of a transparent cube and saving the output files. |
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| 259 | @par |
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| 260 | Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment |
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| 261 | maps to simulate reflections. The system deals with these 2 scenarios in different ways: |
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| 262 | <ol> |
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| 263 | <li> |
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| 264 | <p> |
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| 265 | for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which |
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| 266 | is then addressed using 3D texture coordinates. This is required because you don't know what |
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| 267 | face of the box you're going to need to address when you render an object, and typically you |
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| 268 | need to reflect more than one face on the one object, so all 6 textures are needed to be |
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| 269 | 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW |
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| 270 | parameter set to true, and then calling setEnvironmentMap(true). |
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| 271 | </p> |
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| 272 | <p> |
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| 273 | Note that not all cards support cubic environment mapping. |
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| 274 | </p> |
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| 275 | </li> |
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| 276 | <li> |
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| 277 | <p> |
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| 278 | for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox. |
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| 279 | This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D |
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| 280 | texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing |
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| 281 | texture between faces. |
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| 282 | </p> |
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| 283 | <p> |
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| 284 | Skyboxes are created by calling SceneManager::setSkyBox. |
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| 285 | </p> |
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| 286 | </li> |
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| 287 | </ul> |
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| 288 | @note |
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| 289 | Applies to both fixed-function and programmable pipeline. |
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| 290 | @param |
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| 291 | name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions |
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| 292 | of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which |
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| 293 | make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height. |
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| 294 | If you can't make your texture names conform to this, use the alternative method of the same name which takes |
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| 295 | an array of texture names instead. |
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| 296 | @param |
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| 297 | forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than |
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| 298 | 6 separate textures. Useful for cubic environment mapping. |
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| 299 | */ |
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| 300 | void setCubicTextureName( const String* const names, bool forUVW = false ); |
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| 301 | |
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| 302 | /** Sets the names of the texture images for an animated texture. |
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| 303 | @remarks |
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| 304 | Animated textures are just a series of images making up the frames of the animation. All the images |
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| 305 | must be the same size, and their names must have a frame number appended before the extension, e.g. |
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| 306 | if you specify a name of "wall.jpg" with 3 frames, the image names must be "wall_0.jpg", "wall_1.jpg" |
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| 307 | and "wall_2.jpg". |
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| 308 | @par |
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| 309 | You can change the active frame on a texture layer by calling the setCurrentFrame method. |
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| 310 | @note |
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| 311 | If you can't make your texture images conform to the naming standard layed out here, you |
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| 312 | can call the alternative setAnimatedTextureName method which takes an array of names instead. |
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| 313 | @note |
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| 314 | Applies to both fixed-function and programmable pipeline. |
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| 315 | @param |
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| 316 | name The base name of the textures to use e.g. wall.jpg for frames wall_0.jpg, wall_1.jpg etc. |
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| 317 | @param |
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| 318 | numFrames The number of frames in the sequence. |
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| 319 | @param |
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| 320 | duration The length of time it takes to display the whole animation sequence, in seconds. |
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| 321 | If 0, no automatic transition occurs. |
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| 322 | */ |
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| 323 | void setAnimatedTextureName( const String& name, unsigned int numFrames, Real duration = 0 ); |
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| 324 | |
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| 325 | /** Sets the names of the texture images for an animated texture. |
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| 326 | @remarks |
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| 327 | This an alternative method to the one where you specify a single name and let the system derive |
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| 328 | the names of each frame, incase your images can't conform to this naming standard. |
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| 329 | @par |
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| 330 | Animated textures are just a series of images making up the frames of the animation. All the images |
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| 331 | must be the same size, and you must provide their names as an array in the first parameter. |
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| 332 | You can change the active frame on a texture layer by calling the setCurrentFrame method. |
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| 333 | @note |
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| 334 | If you can make your texture images conform to a naming standard of basicName_frame.ext, you |
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| 335 | can call the alternative setAnimatedTextureName method which just takes a base name instead. |
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| 336 | @note |
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| 337 | Applies to both fixed-function and programmable pipeline. |
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| 338 | @param |
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| 339 | names Pointer to array of names of the textures to use, in frame order. |
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| 340 | @param |
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| 341 | numFrames The number of frames in the sequence. |
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| 342 | @param |
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| 343 | duration The length of time it takes to display the whole animation sequence, in seconds. |
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| 344 | If 0, no automatic transition occurs. |
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| 345 | */ |
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| 346 | void setAnimatedTextureName( const String* const names, unsigned int numFrames, Real duration = 0 ); |
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| 347 | |
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| 348 | /** Returns the width and height of the texture in the given frame. |
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| 349 | */ |
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| 350 | std::pair< size_t, size_t > getTextureDimensions( unsigned int frame = 0 ) const; |
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| 351 | |
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| 352 | /** Changes the active frame in an animated or multi-image texture. |
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| 353 | @remarks |
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| 354 | An animated texture (or a cubic texture where the images are not combined for 3D use) is made up of |
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| 355 | a number of frames. This method sets the active frame. |
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| 356 | @note |
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| 357 | Applies to both fixed-function and programmable pipeline. |
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| 358 | */ |
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| 359 | void setCurrentFrame( unsigned int frameNumber ); |
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| 360 | |
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| 361 | /** Gets the active frame in an animated or multi-image texture layer. |
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| 362 | @note |
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| 363 | Applies to both fixed-function and programmable pipeline. |
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| 364 | */ |
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| 365 | unsigned int getCurrentFrame(void) const; |
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| 366 | |
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| 367 | /** Gets the name of the texture associated with a frame number. |
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| 368 | Throws an exception if frameNumber exceeds the number of stored frames. |
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| 369 | @note |
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| 370 | Applies to both fixed-function and programmable pipeline. |
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| 371 | */ |
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| 372 | const String& getFrameTextureName(unsigned int frameNumber) const; |
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| 373 | |
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| 374 | /** Sets the name of the texture associated with a frame. |
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| 375 | @param name The name of the texture |
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| 376 | @param frameNumber The frame the texture name is to be placed in |
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| 377 | @note |
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| 378 | Throws an exception if frameNumber exceeds the number of stored frames. |
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| 379 | Applies to both fixed-function and programmable pipeline. |
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| 380 | */ |
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| 381 | void setFrameTextureName(const String& name, unsigned int frameNumber); |
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| 382 | |
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| 383 | /** Add a Texture name to the end of the frame container. |
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| 384 | @param name The name of the texture |
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| 385 | @note |
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| 386 | Applies to both fixed-function and programmable pipeline. |
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| 387 | */ |
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| 388 | void addFrameTextureName(const String& name); |
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| 389 | /** deletes a specific texture frame. The texture used is not deleted but the |
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| 390 | texture will no longer be used by the Texture Unit. An exception is raised |
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| 391 | if the frame number exceeds the number of actual frames. |
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| 392 | @param frameNumber The frame number of the texture to be deleted. |
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| 393 | @note |
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| 394 | Applies to both fixed-function and programmable pipeline. |
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| 395 | */ |
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| 396 | void deleteFrameTextureName(const size_t frameNumber); |
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| 397 | /** Gets the number of frames for a texture. |
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| 398 | @note |
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| 399 | Applies to both fixed-function and programmable pipeline. |
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| 400 | */ |
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| 401 | unsigned int getNumFrames(void) const; |
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| 402 | |
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| 403 | |
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| 404 | /** The type of unit to bind the texture settings to. */ |
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| 405 | enum BindingType |
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| 406 | { |
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| 407 | /** Regular fragment processing unit - the default. */ |
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| 408 | BT_FRAGMENT = 0, |
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| 409 | /** Vertex processing unit - indicates this unit will be used for |
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| 410 | a vertex texture fetch. |
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| 411 | */ |
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| 412 | BT_VERTEX = 1 |
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| 413 | }; |
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| 414 | /** Enum identifying the type of content this texture unit contains. |
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| 415 | */ |
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| 416 | enum ContentType |
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| 417 | { |
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| 418 | /// Normal texture identified by name |
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| 419 | CONTENT_NAMED = 0, |
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| 420 | /// A shadow texture, automatically bound by engine |
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| 421 | CONTENT_SHADOW = 1 |
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| 422 | }; |
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| 423 | |
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| 424 | /** Sets the type of unit these texture settings should be bound to. |
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| 425 | @remarks |
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| 426 | Some render systems, when implementing vertex texture fetch, separate |
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| 427 | the binding of textures for use in the vertex program versus those |
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| 428 | used in fragment programs. This setting allows you to target the |
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| 429 | vertex processing unit with a texture binding, in those cases. For |
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| 430 | rendersystems which have a unified binding for the vertex and fragment |
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| 431 | units, this setting makes no difference. |
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| 432 | */ |
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| 433 | void setBindingType(BindingType bt); |
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| 434 | |
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| 435 | /** Gets the type of unit these texture settings should be bound to. |
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| 436 | */ |
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| 437 | BindingType getBindingType(void) const; |
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| 438 | |
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| 439 | /** Set the type of content this TextureUnitState references. |
|---|
| 440 | @remarks |
|---|
| 441 | The default is to reference a standard named texture, but this unit |
|---|
| 442 | can also reference automated content like a shadow texture. |
|---|
| 443 | */ |
|---|
| 444 | void setContentType(ContentType ct); |
|---|
| 445 | /** Get the type of content this TextureUnitState references. */ |
|---|
| 446 | ContentType getContentType(void) const; |
|---|
| 447 | |
|---|
| 448 | /** Returns true if this texture unit is either a series of 6 2D textures, each |
|---|
| 449 | in it's own frame, or is a full 3D cube map. You can tell which by checking |
|---|
| 450 | getTextureType. |
|---|
| 451 | @note |
|---|
| 452 | Applies to both fixed-function and programmable pipeline. |
|---|
| 453 | */ |
|---|
| 454 | bool isCubic(void) const; |
|---|
| 455 | |
|---|
| 456 | /** Returns true if this texture layer uses a composite 3D cubic texture. |
|---|
| 457 | @note |
|---|
| 458 | Applies to both fixed-function and programmable pipeline. |
|---|
| 459 | */ |
|---|
| 460 | bool is3D(void) const; |
|---|
| 461 | |
|---|
| 462 | /** Returns the type of this texture. |
|---|
| 463 | @note |
|---|
| 464 | Applies to both fixed-function and programmable pipeline. |
|---|
| 465 | */ |
|---|
| 466 | TextureType getTextureType(void) const; |
|---|
| 467 | |
|---|
| 468 | /** Sets the desired pixel format when load the texture. |
|---|
| 469 | */ |
|---|
| 470 | void setDesiredFormat(PixelFormat desiredFormat); |
|---|
| 471 | |
|---|
| 472 | /** Gets the desired pixel format when load the texture. |
|---|
| 473 | */ |
|---|
| 474 | PixelFormat getDesiredFormat(void) const; |
|---|
| 475 | |
|---|
| 476 | /** Sets how many mipmaps have been requested for the texture. |
|---|
| 477 | */ |
|---|
| 478 | void setNumMipmaps(int numMipmaps); |
|---|
| 479 | |
|---|
| 480 | /** Gets how many mipmaps have been requested for the texture. |
|---|
| 481 | */ |
|---|
| 482 | int getNumMipmaps(void) const; |
|---|
| 483 | |
|---|
| 484 | /** Sets whether this texture is requested to be loaded as alpha if single channel |
|---|
| 485 | */ |
|---|
| 486 | void setIsAlpha(bool isAlpha); |
|---|
| 487 | |
|---|
| 488 | /** Gets whether this texture is requested to be loaded as alpha if single channel |
|---|
| 489 | */ |
|---|
| 490 | bool getIsAlpha(void) const; |
|---|
| 491 | |
|---|
| 492 | /** Gets the index of the set of texture co-ords this layer uses. |
|---|
| 493 | @note |
|---|
| 494 | Applies to both fixed-function and programmable pipeline. |
|---|
| 495 | */ |
|---|
| 496 | unsigned int getTextureCoordSet(void) const; |
|---|
| 497 | |
|---|
| 498 | /** Sets the index of the set of texture co-ords this layer uses. |
|---|
| 499 | @note |
|---|
| 500 | Default is 0 for all layers. Only change this if you have provided multiple texture co-ords per |
|---|
| 501 | vertex. |
|---|
| 502 | @note |
|---|
| 503 | Applies to both fixed-function and programmable pipeline. |
|---|
| 504 | */ |
|---|
| 505 | void setTextureCoordSet(unsigned int set); |
|---|
| 506 | |
|---|
| 507 | /** Sets a matrix used to transform any texture coordinates on this layer. |
|---|
| 508 | @remarks |
|---|
| 509 | Texture coordinates can be modified on a texture layer to create effects like scrolling |
|---|
| 510 | textures. A texture transform can either be applied to a layer which takes the source coordinates |
|---|
| 511 | from a fixed set in the geometry, or to one which generates them dynamically (e.g. environment mapping). |
|---|
| 512 | @par |
|---|
| 513 | It's obviously a bit impractical to create scrolling effects by calling this method manually since you |
|---|
| 514 | would have to call it every framw with a slight alteration each time, which is tedious. Instead |
|---|
| 515 | you can use the ControllerManager class to create a Controller object which will manage the |
|---|
| 516 | effect over time for you. See the ControllerManager::createTextureScroller and it's sibling methods for details.<BR> |
|---|
| 517 | In addition, if you want to set the individual texture transformations rather than concatenating them |
|---|
| 518 | yourself, use setTextureScroll, setTextureScale and setTextureRotate. |
|---|
| 519 | @note |
|---|
| 520 | Has no effect in the programmable pipeline. |
|---|
| 521 | */ |
|---|
| 522 | void setTextureTransform(const Matrix4& xform); |
|---|
| 523 | |
|---|
| 524 | /** Gets the current texture transformation matrix. |
|---|
| 525 | @remarks |
|---|
| 526 | Causes a reclaculation of the matrix if any parameters have been changed via |
|---|
| 527 | setTextureScroll, setTextureScale and setTextureRotate. |
|---|
| 528 | @note |
|---|
| 529 | Has no effect in the programmable pipeline. |
|---|
| 530 | */ |
|---|
| 531 | const Matrix4& getTextureTransform(void) const; |
|---|
| 532 | |
|---|
| 533 | /** Sets the translation offset of the texture, ie scrolls the texture. |
|---|
| 534 | @remarks |
|---|
| 535 | This method sets the translation element of the texture transformation, and is easier to use than setTextureTransform if |
|---|
| 536 | you are combining translation, scaling and rotation in your texture transformation. Again if you want |
|---|
| 537 | to animate these values you need to use a Controller |
|---|
| 538 | @note |
|---|
| 539 | Has no effect in the programmable pipeline. |
|---|
| 540 | @param u The amount the texture should be moved horizontally (u direction). |
|---|
| 541 | @param v The amount the texture should be moved vertically (v direction). |
|---|
| 542 | @see |
|---|
| 543 | ControllerManager, Controller |
|---|
| 544 | */ |
|---|
| 545 | void setTextureScroll(Real u, Real v); |
|---|
| 546 | |
|---|
| 547 | /** As setTextureScroll, but sets only U value. |
|---|
| 548 | @note |
|---|
| 549 | Has no effect in the programmable pipeline. |
|---|
| 550 | */ |
|---|
| 551 | void setTextureUScroll(Real value); |
|---|
| 552 | // get texture uscroll value |
|---|
| 553 | Real getTextureUScroll(void) const; |
|---|
| 554 | |
|---|
| 555 | /** As setTextureScroll, but sets only V value. |
|---|
| 556 | @note |
|---|
| 557 | Has no effect in the programmable pipeline. |
|---|
| 558 | */ |
|---|
| 559 | void setTextureVScroll(Real value); |
|---|
| 560 | // get texture vscroll value |
|---|
| 561 | Real getTextureVScroll(void) const; |
|---|
| 562 | |
|---|
| 563 | /** As setTextureScale, but sets only U value. |
|---|
| 564 | @note |
|---|
| 565 | Has no effect in the programmable pipeline. |
|---|
| 566 | */ |
|---|
| 567 | void setTextureUScale(Real value); |
|---|
| 568 | // get texture uscale value |
|---|
| 569 | Real getTextureUScale(void) const; |
|---|
| 570 | |
|---|
| 571 | /** As setTextureScale, but sets only V value. |
|---|
| 572 | @note |
|---|
| 573 | Has no effect in the programmable pipeline. |
|---|
| 574 | */ |
|---|
| 575 | void setTextureVScale(Real value); |
|---|
| 576 | // get texture vscale value |
|---|
| 577 | Real getTextureVScale(void) const; |
|---|
| 578 | |
|---|
| 579 | /** Sets the scaling factor applied to texture coordinates. |
|---|
| 580 | @remarks |
|---|
| 581 | This method sets the scale element of the texture transformation, and is easier to use than |
|---|
| 582 | setTextureTransform if you are combining translation, scaling and rotation in your texture transformation. Again if you want |
|---|
| 583 | to animate these values you need to use a Controller (see ControllerManager and it's methods for |
|---|
| 584 | more information). |
|---|
| 585 | @note |
|---|
| 586 | Has no effect in the programmable pipeline. |
|---|
| 587 | @param |
|---|
| 588 | uScale The value by which the texture is to be scaled horizontally. |
|---|
| 589 | @param |
|---|
| 590 | vScale The value by which the texture is to be scaled vertically. |
|---|
| 591 | */ |
|---|
| 592 | void setTextureScale(Real uScale, Real vScale); |
|---|
| 593 | |
|---|
| 594 | /** Sets the anticlockwise rotation factor applied to texture coordinates. |
|---|
| 595 | @remarks |
|---|
| 596 | This sets a fixed rotation angle - if you wish to animate this, see the |
|---|
| 597 | ControllerManager::createTextureRotater method. |
|---|
| 598 | @note |
|---|
| 599 | Has no effect in the programmable pipeline. |
|---|
| 600 | @param |
|---|
| 601 | angle The angle of rotation (anticlockwise). |
|---|
| 602 | */ |
|---|
| 603 | void setTextureRotate(const Radian& angle); |
|---|
| 604 | #ifndef OGRE_FORCE_ANGLE_TYPES |
|---|
| 605 | inline void setTextureRotate(Real angle) { |
|---|
| 606 | setTextureRotate ( Degree(angle) ); |
|---|
| 607 | } |
|---|
| 608 | #endif//OGRE_FORCE_ANGLE_TYPES |
|---|
| 609 | // get texture rotation effects angle value |
|---|
| 610 | const Radian& getTextureRotate(void) const; |
|---|
| 611 | |
|---|
| 612 | /** Gets the texture addressing mode for a given coordinate, |
|---|
| 613 | i.e. what happens at uv values above 1.0. |
|---|
| 614 | @note |
|---|
| 615 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0. |
|---|
| 616 | */ |
|---|
| 617 | const UVWAddressingMode& getTextureAddressingMode(void) const; |
|---|
| 618 | |
|---|
| 619 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0. |
|---|
| 620 | @note |
|---|
| 621 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0. |
|---|
| 622 | @note This is a shortcut method which sets the addressing mode for all |
|---|
| 623 | coordinates at once; you can also call the more specific method |
|---|
| 624 | to set the addressing mode per coordinate. |
|---|
| 625 | @note |
|---|
| 626 | This applies for both the fixed-function and programmable pipelines. |
|---|
| 627 | */ |
|---|
| 628 | void setTextureAddressingMode( TextureAddressingMode tam); |
|---|
| 629 | |
|---|
| 630 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0. |
|---|
| 631 | @note |
|---|
| 632 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0. |
|---|
| 633 | @note |
|---|
| 634 | This applies for both the fixed-function and programmable pipelines. |
|---|
| 635 | */ |
|---|
| 636 | void setTextureAddressingMode( TextureAddressingMode u, |
|---|
| 637 | TextureAddressingMode v, TextureAddressingMode w); |
|---|
| 638 | |
|---|
| 639 | /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0. |
|---|
| 640 | @note |
|---|
| 641 | The default is TAM_WRAP i.e. the texture repeats over values of 1.0. |
|---|
| 642 | @note |
|---|
| 643 | This applies for both the fixed-function and programmable pipelines. |
|---|
| 644 | */ |
|---|
| 645 | void setTextureAddressingMode( const UVWAddressingMode& uvw); |
|---|
| 646 | |
|---|
| 647 | /** Sets the texture border colour. |
|---|
| 648 | @note |
|---|
| 649 | The default is ColourValue::Black, and this value only used when addressing mode |
|---|
| 650 | is TAM_BORDER. |
|---|
| 651 | @note |
|---|
| 652 | This applies for both the fixed-function and programmable pipelines. |
|---|
| 653 | */ |
|---|
| 654 | void setTextureBorderColour(const ColourValue& colour); |
|---|
| 655 | |
|---|
| 656 | /** Sets the texture border colour. |
|---|
| 657 | @note |
|---|
| 658 | The default is ColourValue::Black, and this value only used when addressing mode |
|---|
| 659 | is TAM_BORDER. |
|---|
| 660 | */ |
|---|
| 661 | const ColourValue& getTextureBorderColour(void) const; |
|---|
| 662 | |
|---|
| 663 | /** Setting advanced blending options. |
|---|
| 664 | @remarks |
|---|
| 665 | This is an extended version of the TextureUnitState::setColourOperation method which allows |
|---|
| 666 | extremely detailed control over the blending applied between this and earlier layers. |
|---|
| 667 | See the IMPORTANT note below about the issues between mulitpass and multitexturing that |
|---|
| 668 | using this method can create. |
|---|
| 669 | @par |
|---|
| 670 | Texture colour operations determine how the final colour of the surface appears when |
|---|
| 671 | rendered. Texture units are used to combine colour values from various sources (ie. the |
|---|
| 672 | diffuse colour of the surface from lighting calculations, combined with the colour of |
|---|
| 673 | the texture). This method allows you to specify the 'operation' to be used, ie. the |
|---|
| 674 | calculation such as adds or multiplies, and which values to use as arguments, such as |
|---|
| 675 | a fixed value or a value from a previous calculation. |
|---|
| 676 | @par |
|---|
| 677 | The defaults for each layer are: |
|---|
| 678 | <ul> |
|---|
| 679 | <li>op = LBX_MODULATE</li> |
|---|
| 680 | <li>source1 = LBS_TEXTURE</li> |
|---|
| 681 | <li>source2 = LBS_CURRENT</li> |
|---|
| 682 | </ul> |
|---|
| 683 | ie. each layer takes the colour results of the previous layer, and multiplies them |
|---|
| 684 | with the new texture being applied. Bear in mind that colours are RGB values from |
|---|
| 685 | 0.0 - 1.0 so multiplying them together will result in values in the same range, |
|---|
| 686 | 'tinted' by the multiply. Note however that a straight multiply normally has the |
|---|
| 687 | effect of darkening the textures - for this reason there are brightening operations |
|---|
| 688 | like LBO_MODULATE_X2. See the LayerBlendOperation and LayerBlendSource enumerated |
|---|
| 689 | types for full details. |
|---|
| 690 | @note |
|---|
| 691 | Because of the limitations on some underlying APIs (Direct3D included) |
|---|
| 692 | the LBS_TEXTURE argument can only be used as the first argument, not the second. |
|---|
| 693 | @par |
|---|
| 694 | The final 3 parameters are only required if you decide to pass values manually |
|---|
| 695 | into the operation, i.e. you want one or more of the inputs to the colour calculation |
|---|
| 696 | to come from a fixed value that you supply. Hence you only need to fill these in if |
|---|
| 697 | you supply LBS_MANUAL to the corresponding source, or use the LBX_BLEND_MANUAL |
|---|
| 698 | operation. |
|---|
| 699 | @warning |
|---|
| 700 | Ogre tries to use multitexturing hardware to blend texture layers |
|---|
| 701 | together. However, if it runs out of texturing units (e.g. 2 of a GeForce2, 4 on a |
|---|
| 702 | GeForce3) it has to fall back on multipass rendering, i.e. rendering the same object |
|---|
| 703 | multiple times with different textures. This is both less efficient and there is a smaller |
|---|
| 704 | range of blending operations which can be performed. For this reason, if you use this method |
|---|
| 705 | you MUST also call TextureUnitState::setColourOpMultipassFallback to specify which effect you |
|---|
| 706 | want to fall back on if sufficient hardware is not available. |
|---|
| 707 | @note |
|---|
| 708 | This has no effect in the programmable pipeline. |
|---|
| 709 | @param |
|---|
| 710 | If you wish to avoid having to do this, use the simpler TextureUnitState::setColourOperation method |
|---|
| 711 | which allows less flexible blending options but sets up the multipass fallback automatically, |
|---|
| 712 | since it only allows operations which have direct multipass equivalents. |
|---|
| 713 | @param |
|---|
| 714 | op The operation to be used, e.g. modulate (multiply), add, subtract |
|---|
| 715 | @param |
|---|
| 716 | source1 The source of the first colour to the operation e.g. texture colour |
|---|
| 717 | @param |
|---|
| 718 | source2 The source of the second colour to the operation e.g. current surface colour |
|---|
| 719 | @param |
|---|
| 720 | arg1 Manually supplied colour value (only required if source1 = LBS_MANUAL) |
|---|
| 721 | @param |
|---|
| 722 | arg2 Manually supplied colour value (only required if source2 = LBS_MANUAL) |
|---|
| 723 | @param |
|---|
| 724 | manualBlend Manually supplied 'blend' value - only required for operations |
|---|
| 725 | which require manual blend e.g. LBX_BLEND_MANUAL |
|---|
| 726 | */ |
|---|
| 727 | void setColourOperationEx( |
|---|
| 728 | LayerBlendOperationEx op, |
|---|
| 729 | LayerBlendSource source1 = LBS_TEXTURE, |
|---|
| 730 | LayerBlendSource source2 = LBS_CURRENT, |
|---|
| 731 | |
|---|
| 732 | const ColourValue& arg1 = ColourValue::White, |
|---|
| 733 | const ColourValue& arg2 = ColourValue::White, |
|---|
| 734 | |
|---|
| 735 | Real manualBlend = 0.0); |
|---|
| 736 | |
|---|
| 737 | /** Determines how this texture layer is combined with the one below it (or the diffuse colour of |
|---|
| 738 | the geometry if this is layer 0). |
|---|
| 739 | @remarks |
|---|
| 740 | This method is the simplest way to blend tetxure layers, because it requires only one parameter, |
|---|
| 741 | gives you the most common blending types, and automatically sets up 2 blending methods: one for |
|---|
| 742 | if single-pass multitexturing hardware is available, and another for if it is not and the blending must |
|---|
| 743 | be achieved through multiple rendering passes. It is, however, quite limited and does not expose |
|---|
| 744 | the more flexible multitexturing operations, simply because these can't be automatically supported in |
|---|
| 745 | multipass fallback mode. If want to use the fancier options, use TextureUnitState::setColourOperationEx, |
|---|
| 746 | but you'll either have to be sure that enough multitexturing units will be available, or you should |
|---|
| 747 | explicitly set a fallback using TextureUnitState::setColourOpMultipassFallback. |
|---|
| 748 | @note |
|---|
| 749 | The default method is LBO_MODULATE for all layers. |
|---|
| 750 | @note |
|---|
| 751 | This option has no effect in the programmable pipeline. |
|---|
| 752 | @param |
|---|
| 753 | op One of the LayerBlendOperation enumerated blending types. |
|---|
| 754 | */ |
|---|
| 755 | void setColourOperation( const LayerBlendOperation op); |
|---|
| 756 | |
|---|
| 757 | /** Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx |
|---|
| 758 | and not enough multitexturing hardware is available. |
|---|
| 759 | @remarks |
|---|
| 760 | Because some effects exposed using TextureUnitState::setColourOperationEx are only supported under |
|---|
| 761 | multitexturing hardware, if the hardware is lacking the system must fallback on multipass rendering, |
|---|
| 762 | which unfortunately doesn't support as many effects. This method is for you to specify the fallback |
|---|
| 763 | operation which most suits you. |
|---|
| 764 | @par |
|---|
| 765 | You'll notice that the interface is the same as the Material::setSceneBlending method; this is |
|---|
| 766 | because multipass rendering IS effectively scene blending, since each layer is rendered on top |
|---|
| 767 | of the last using the same mechanism as making an object transparent, it's just being rendered |
|---|
| 768 | in the same place repeatedly to get the multitexture effect. |
|---|
| 769 | @par |
|---|
| 770 | If you use the simpler (and hence less flexible) TextureUnitState::setColourOperation method you |
|---|
| 771 | don't need to call this as the system sets up the fallback for you. |
|---|
| 772 | @note |
|---|
| 773 | This option has no effect in the programmable pipeline, because there is no multipass fallback |
|---|
| 774 | and multitexture blending is handled by the fragment shader. |
|---|
| 775 | */ |
|---|
| 776 | void setColourOpMultipassFallback( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); |
|---|
| 777 | |
|---|
| 778 | /** Get multitexturing colour blending mode. |
|---|
| 779 | */ |
|---|
| 780 | const LayerBlendModeEx& getColourBlendMode(void) const; |
|---|
| 781 | |
|---|
| 782 | /** Get multitexturing alpha blending mode. |
|---|
| 783 | */ |
|---|
| 784 | const LayerBlendModeEx& getAlphaBlendMode(void) const; |
|---|
| 785 | |
|---|
| 786 | /** Get the multipass fallback for colour blending operation source factor. |
|---|
| 787 | */ |
|---|
| 788 | SceneBlendFactor getColourBlendFallbackSrc(void) const; |
|---|
| 789 | |
|---|
| 790 | /** Get the multipass fallback for colour blending operation destination factor. |
|---|
| 791 | */ |
|---|
| 792 | SceneBlendFactor getColourBlendFallbackDest(void) const; |
|---|
| 793 | |
|---|
| 794 | /** Sets the alpha operation to be applied to this texture. |
|---|
| 795 | @remarks |
|---|
| 796 | This works in exactly the same way as setColourOperation, except |
|---|
| 797 | that the effect is applied to the level of alpha (i.e. transparency) |
|---|
| 798 | of the texture rather than its colour. When the alpha of a texel (a pixel |
|---|
| 799 | on a texture) is 1.0, it is opaque, wheras it is fully transparent if the |
|---|
| 800 | alpha is 0.0. Please refer to the setColourOperation method for more info. |
|---|
| 801 | @param |
|---|
| 802 | op The operation to be used, e.g. modulate (multiply), add, subtract |
|---|
| 803 | @param |
|---|
| 804 | source1 The source of the first alpha value to the operation e.g. texture alpha |
|---|
| 805 | @param |
|---|
| 806 | source2 The source of the second alpha value to the operation e.g. current surface alpha |
|---|
| 807 | @param |
|---|
| 808 | arg1 Manually supplied alpha value (only required if source1 = LBS_MANUAL) |
|---|
| 809 | @param |
|---|
| 810 | arg2 Manually supplied alpha value (only required if source2 = LBS_MANUAL) |
|---|
| 811 | @param |
|---|
| 812 | manualBlend Manually supplied 'blend' value - only required for operations |
|---|
| 813 | which require manual blend e.g. LBX_BLEND_MANUAL |
|---|
| 814 | @see |
|---|
| 815 | setColourOperation |
|---|
| 816 | @note |
|---|
| 817 | This option has no effect in the programmable pipeline. |
|---|
| 818 | */ |
|---|
| 819 | void setAlphaOperation(LayerBlendOperationEx op, |
|---|
| 820 | LayerBlendSource source1 = LBS_TEXTURE, |
|---|
| 821 | LayerBlendSource source2 = LBS_CURRENT, |
|---|
| 822 | Real arg1 = 1.0, |
|---|
| 823 | Real arg2 = 1.0, |
|---|
| 824 | Real manualBlend = 0.0); |
|---|
| 825 | |
|---|
| 826 | /** Generic method for setting up texture effects. |
|---|
| 827 | @remarks |
|---|
| 828 | Allows you to specify effects directly by using the TextureEffectType enumeration. The |
|---|
| 829 | arguments that go with it depend on the effect type. Only one effect of |
|---|
| 830 | each type can be applied to a texture layer. |
|---|
| 831 | @par |
|---|
| 832 | This method is used internally by Ogre but it is better generally for applications to use the |
|---|
| 833 | more intuitive specialised methods such as setEnvironmentMap and setScroll. |
|---|
| 834 | @note |
|---|
| 835 | This option has no effect in the programmable pipeline. |
|---|
| 836 | */ |
|---|
| 837 | void addEffect(TextureEffect& effect); |
|---|
| 838 | |
|---|
| 839 | /** Turns on/off texture coordinate effect that makes this layer an environment map. |
|---|
| 840 | @remarks |
|---|
| 841 | Environment maps make an object look reflective by using the object's vertex normals relative |
|---|
| 842 | to the camera view to generate texture coordinates. |
|---|
| 843 | @par |
|---|
| 844 | The vectors generated can either be used to address a single 2D texture which |
|---|
| 845 | is a 'fish-eye' lens view of a scene, or a 3D cubic environment map which requires 6 textures |
|---|
| 846 | for each side of the inside of a cube. The type depends on what texture you set up - if you use the |
|---|
| 847 | setTextureName method then a 2D fisheye lens texture is required, whereas if you used setCubicTextureName |
|---|
| 848 | then a cubic environemnt map will be used. |
|---|
| 849 | @par |
|---|
| 850 | This effect works best if the object has lots of gradually changing normals. The texture also |
|---|
| 851 | has to be designed for this effect - see the example spheremap.png included with the sample |
|---|
| 852 | application for a 2D environment map; a cubic map can be generated by rendering 6 views of a |
|---|
| 853 | scene to each of the cube faces with orthoganal views. |
|---|
| 854 | @note |
|---|
| 855 | Enabling this disables any other texture coordinate generation effects. |
|---|
| 856 | However it can be combined with texture coordinate modification functions, which then operate on the |
|---|
| 857 | generated coordinates rather than static model texture coordinates. |
|---|
| 858 | @param |
|---|
| 859 | enable True to enable, false to disable |
|---|
| 860 | @param |
|---|
| 861 | planar If set to true, instead of being based on normals the environment effect is based on |
|---|
| 862 | vertex positions. This is good for planar surfaces. |
|---|
| 863 | @note |
|---|
| 864 | This option has no effect in the programmable pipeline. |
|---|
| 865 | */ |
|---|
| 866 | void setEnvironmentMap(bool enable, EnvMapType envMapType = ENV_CURVED); |
|---|
| 867 | |
|---|
| 868 | /** Sets up an animated scroll for the texture layer. |
|---|
| 869 | @note |
|---|
| 870 | Useful for creating constant scrolling effects on a texture layer (for varying scrolls, see setTransformAnimation). |
|---|
| 871 | @param |
|---|
| 872 | uSpeed The number of horizontal loops per second (+ve=moving right, -ve = moving left) |
|---|
| 873 | @param |
|---|
| 874 | vSpeed The number of vertical loops per second (+ve=moving up, -ve= moving down) |
|---|
| 875 | @note |
|---|
| 876 | This option has no effect in the programmable pipeline. |
|---|
| 877 | */ |
|---|
| 878 | void setScrollAnimation(Real uSpeed, Real vSpeed); |
|---|
| 879 | |
|---|
| 880 | /** Sets up an animated texture rotation for this layer. |
|---|
| 881 | @note |
|---|
| 882 | Useful for constant rotations (for varying rotations, see setTransformAnimation). |
|---|
| 883 | @param |
|---|
| 884 | speed The number of complete anticlockwise revolutions per second (use -ve for clockwise) |
|---|
| 885 | @note |
|---|
| 886 | This option has no effect in the programmable pipeline. |
|---|
| 887 | */ |
|---|
| 888 | void setRotateAnimation(Real speed); |
|---|
| 889 | |
|---|
| 890 | /** Sets up a general time-relative texture modification effect. |
|---|
| 891 | @note |
|---|
| 892 | This can be called multiple times for different values of ttype, but only the latest effect |
|---|
| 893 | applies if called multiple time for the same ttype. |
|---|
| 894 | @param |
|---|
| 895 | ttype The type of transform, either translate (scroll), scale (stretch) or rotate (spin) |
|---|
| 896 | @param |
|---|
| 897 | waveType The shape of the wave, see WaveformType enum for details |
|---|
| 898 | @param |
|---|
| 899 | base The base value for the function (range of output = {base, base + amplitude}) |
|---|
| 900 | @param |
|---|
| 901 | frequency The speed of the wave in cycles per second |
|---|
| 902 | @param |
|---|
| 903 | phase The offset of the start of the wave, e.g. 0.5 to start half-way through the wave |
|---|
| 904 | @param |
|---|
| 905 | amplitude Scales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects |
|---|
| 906 | @note |
|---|
| 907 | This option has no effect in the programmable pipeline. |
|---|
| 908 | */ |
|---|
| 909 | void setTransformAnimation( const TextureTransformType ttype, |
|---|
| 910 | const WaveformType waveType, Real base = 0, Real frequency = 1, Real phase = 0, Real amplitude = 1 ); |
|---|
| 911 | |
|---|
| 912 | |
|---|
| 913 | /** Enables or disables projective texturing on this texture unit. |
|---|
| 914 | @remarks |
|---|
| 915 | Projective texturing allows you to generate texture coordinates |
|---|
| 916 | based on a Frustum, which gives the impression that a texture is |
|---|
| 917 | being projected onto the surface. Note that once you have called |
|---|
| 918 | this method, the texture unit continues to monitor the Frustum you |
|---|
| 919 | passed in and the projection will change if you can alter it. It also |
|---|
| 920 | means that you must ensure that the Frustum object you pass a pointer |
|---|
| 921 | to remains in existence for as long as this TextureUnitState does. |
|---|
| 922 | @par |
|---|
| 923 | This effect cannot be combined with other texture generation effects, |
|---|
| 924 | such as environment mapping. It also has no effect on passes which |
|---|
| 925 | have a vertex program enabled - projective texturing has to be done |
|---|
| 926 | in the vertex program instead. |
|---|
| 927 | @param enabled Whether to enable / disable |
|---|
| 928 | @param projectionSettings The Frustum which will be used to derive the |
|---|
| 929 | projection parameters. |
|---|
| 930 | */ |
|---|
| 931 | void setProjectiveTexturing(bool enabled, const Frustum* projectionSettings = 0); |
|---|
| 932 | |
|---|
| 933 | /** Removes all effects applied to this texture layer. |
|---|
| 934 | */ |
|---|
| 935 | void removeAllEffects(void); |
|---|
| 936 | |
|---|
| 937 | /** Removes a single effect applied to this texture layer. |
|---|
| 938 | @note |
|---|
| 939 | Because you can only have 1 effect of each type (e.g. 1 texture coordinate generation) applied |
|---|
| 940 | to a layer, only the effect type is required. |
|---|
| 941 | */ |
|---|
| 942 | void removeEffect( const TextureEffectType type ); |
|---|
| 943 | |
|---|
| 944 | /** Determines if this texture layer is currently blank. |
|---|
| 945 | @note |
|---|
| 946 | This can happen if a texture fails to load or some other non-fatal error. Worth checking after |
|---|
| 947 | setting texture name. |
|---|
| 948 | */ |
|---|
| 949 | bool isBlank(void) const; |
|---|
| 950 | |
|---|
| 951 | /** Sets this texture layer to be blank. |
|---|
| 952 | */ |
|---|
| 953 | void setBlank(void); |
|---|
| 954 | |
|---|
| 955 | /** Tests if the texture associated with this unit has failed to load. |
|---|
| 956 | */ |
|---|
| 957 | bool isTextureLoadFailing() const { return mTextureLoadFailed; } |
|---|
| 958 | |
|---|
| 959 | /** Tells the unit to retry loading the texture if it had failed to load. |
|---|
| 960 | */ |
|---|
| 961 | void retryTextureLoad() { mTextureLoadFailed = false; } |
|---|
| 962 | |
|---|
| 963 | // get texture effects in a multimap paired array |
|---|
| 964 | const EffectMap& getEffects(void) const; |
|---|
| 965 | // get the animated-texture animation duration |
|---|
| 966 | Real getAnimationDuration(void) const; |
|---|
| 967 | |
|---|
| 968 | /** Set the texture filtering for this unit, using the simplified interface. |
|---|
| 969 | @remarks |
|---|
| 970 | You also have the option of specifying the minification, magnification |
|---|
| 971 | and mip filter individually if you want more control over filtering |
|---|
| 972 | options. See the alternative setTextureFiltering methods for details. |
|---|
| 973 | @note |
|---|
| 974 | This option applies in both the fixed function and the programmable pipeline. |
|---|
| 975 | @param filterType The high-level filter type to use. |
|---|
| 976 | */ |
|---|
| 977 | void setTextureFiltering(TextureFilterOptions filterType); |
|---|
| 978 | /** Set a single filtering option on this texture unit. |
|---|
| 979 | @params ftype The filtering type to set |
|---|
| 980 | @params opts The filtering option to set |
|---|
| 981 | */ |
|---|
| 982 | void setTextureFiltering(FilterType ftype, FilterOptions opts); |
|---|
| 983 | /** Set a the detailed filtering options on this texture unit. |
|---|
| 984 | @params minFilter The filtering to use when reducing the size of the texture. |
|---|
| 985 | Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC |
|---|
| 986 | @params magFilter The filtering to use when increasing the size of the texture |
|---|
| 987 | Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC |
|---|
| 988 | @params mipFilter The filtering to use between mip levels |
|---|
| 989 | Can be FO_NONE (turns off mipmapping), FO_POINT or FO_LINEAR (trilinear filtering) |
|---|
| 990 | */ |
|---|
| 991 | void setTextureFiltering(FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter); |
|---|
| 992 | // get the texture filtering for the given type |
|---|
| 993 | FilterOptions getTextureFiltering(FilterType ftpye) const; |
|---|
| 994 | |
|---|
| 995 | /** Sets the anisotropy level to be used for this texture level. |
|---|
| 996 | @par maxAniso The maximal anisotropy level, should be between 2 and the maximum supported by hardware (1 is the default, ie. no anisotrophy). |
|---|
| 997 | @note |
|---|
| 998 | This option applies in both the fixed function and the programmable pipeline. |
|---|
| 999 | */ |
|---|
| 1000 | void setTextureAnisotropy(unsigned int maxAniso); |
|---|
| 1001 | // get this layer texture anisotropy level |
|---|
| 1002 | unsigned int getTextureAnisotropy() const; |
|---|
| 1003 | |
|---|
| 1004 | /** Sets the bias value applied to the mipmap calculation. |
|---|
| 1005 | @remarks |
|---|
| 1006 | You can alter the mipmap calculation by biasing the result with a |
|---|
| 1007 | single floating point value. After the mip level has been calculated, |
|---|
| 1008 | this bias value is added to the result to give the final mip level. |
|---|
| 1009 | Lower mip levels are larger (higher detail), so a negative bias will |
|---|
| 1010 | force the larger mip levels to be used, and a positive bias |
|---|
| 1011 | will cause smaller mip levels to be used. The bias values are in |
|---|
| 1012 | mip levels, so a -1 bias will force mip levels one larger than by the |
|---|
| 1013 | default calculation. |
|---|
| 1014 | @param bias The bias value as described above, can be positive or negative. |
|---|
| 1015 | */ |
|---|
| 1016 | void setTextureMipmapBias(float bias) { mMipmapBias = bias; } |
|---|
| 1017 | /** Gets the bias value applied to the mipmap calculation. |
|---|
| 1018 | @see TextureUnitState::setTextureMipmapBias |
|---|
| 1019 | */ |
|---|
| 1020 | float getTextureMipmapBias(void) const { return mMipmapBias; } |
|---|
| 1021 | |
|---|
| 1022 | /// Gets the parent Pass object |
|---|
| 1023 | Pass* getParent(void) const { return mParent; } |
|---|
| 1024 | |
|---|
| 1025 | /** Internal method for loading this object as part of Material::load */ |
|---|
| 1026 | void _load(void); |
|---|
| 1027 | /** Internal method for unloading this object as part of Material::unload */ |
|---|
| 1028 | void _unload(void); |
|---|
| 1029 | /// Returns whether this unit has texture coordinate generation that depends on the camera |
|---|
| 1030 | bool hasViewRelativeTextureCoordinateGeneration(void) const; |
|---|
| 1031 | |
|---|
| 1032 | // Is this loaded? |
|---|
| 1033 | bool isLoaded(void) const; |
|---|
| 1034 | /** Tells the class that it needs recompilation. */ |
|---|
| 1035 | void _notifyNeedsRecompile(void); |
|---|
| 1036 | |
|---|
| 1037 | /** Set the name of the Texture Unit State |
|---|
| 1038 | @remarks |
|---|
| 1039 | The name of the Texture Unit State is optional. Its usefull in material scripts where a material could inherit |
|---|
| 1040 | from another material and only want to modify a particalar Texture Unit State. |
|---|
| 1041 | */ |
|---|
| 1042 | void setName(const String& name); |
|---|
| 1043 | /// get the name of the Texture Unit State |
|---|
| 1044 | const String& getName(void) const { return mName; } |
|---|
| 1045 | |
|---|
| 1046 | /** Set the alias name used for texture frame names |
|---|
| 1047 | @param name can be any sequence of characters and does not have to be unique |
|---|
| 1048 | */ |
|---|
| 1049 | void setTextureNameAlias(const String& name); |
|---|
| 1050 | /** gets the Texture Name Alias of the Texture Unit. |
|---|
| 1051 | */ |
|---|
| 1052 | const String& getTextureNameAlias(void) const { return mTextureNameAlias;} |
|---|
| 1053 | |
|---|
| 1054 | /** Applies texture names to Texture Unit State with matching texture name aliases. |
|---|
| 1055 | If no matching aliases are found then the TUS state does not change. |
|---|
| 1056 | @remarks |
|---|
| 1057 | Cubic, 1d, 2d, and 3d textures are determined from current state of the Texture Unit. |
|---|
| 1058 | Assumes animated frames are sequentially numbered in the name. |
|---|
| 1059 | If matching texture aliases are found then true is returned. |
|---|
| 1060 | |
|---|
| 1061 | @param |
|---|
| 1062 | aliasList is a map container of texture alias, texture name pairs |
|---|
| 1063 | @param |
|---|
| 1064 | apply set true to apply the texture aliases else just test to see if texture alias matches are found. |
|---|
| 1065 | @return |
|---|
| 1066 | True if matching texture aliases were found in the Texture Unit State. |
|---|
| 1067 | */ |
|---|
| 1068 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true); |
|---|
| 1069 | |
|---|
| 1070 | /** Notify this object that its parent has changed */ |
|---|
| 1071 | void _notifyParent(Pass* parent); |
|---|
| 1072 | |
|---|
| 1073 | /** Get the texture pointer for the current frame. */ |
|---|
| 1074 | const TexturePtr& _getTexturePtr(void) const; |
|---|
| 1075 | /** Get the texture pointer for a given frame. */ |
|---|
| 1076 | const TexturePtr& _getTexturePtr(size_t frame) const; |
|---|
| 1077 | |
|---|
| 1078 | /** Set the texture pointer for the current frame (internal use only!). */ |
|---|
| 1079 | void _setTexturePtr(const TexturePtr& texptr); |
|---|
| 1080 | /** Set the texture pointer for a given frame (internal use only!). */ |
|---|
| 1081 | void _setTexturePtr(const TexturePtr& texptr, size_t frame); |
|---|
| 1082 | |
|---|
| 1083 | /** Gets the animation controller (as created because of setAnimatedTexture) |
|---|
| 1084 | if it exists. |
|---|
| 1085 | */ |
|---|
| 1086 | Controller<Real>* _getAnimController() const { return mAnimController; } |
|---|
| 1087 | protected: |
|---|
| 1088 | // State |
|---|
| 1089 | /// The current animation frame. |
|---|
| 1090 | unsigned int mCurrentFrame; |
|---|
| 1091 | |
|---|
| 1092 | /// Duration of animation in seconds |
|---|
| 1093 | Real mAnimDuration; |
|---|
| 1094 | bool mCubic; // is this a series of 6 2D textures to make up a cube? |
|---|
| 1095 | |
|---|
| 1096 | TextureType mTextureType; |
|---|
| 1097 | PixelFormat mDesiredFormat; |
|---|
| 1098 | int mTextureSrcMipmaps; // Request number of mipmaps |
|---|
| 1099 | |
|---|
| 1100 | unsigned int mTextureCoordSetIndex; |
|---|
| 1101 | UVWAddressingMode mAddressMode; |
|---|
| 1102 | ColourValue mBorderColour; |
|---|
| 1103 | |
|---|
| 1104 | LayerBlendModeEx mColourBlendMode; |
|---|
| 1105 | SceneBlendFactor mColourBlendFallbackSrc; |
|---|
| 1106 | SceneBlendFactor mColourBlendFallbackDest; |
|---|
| 1107 | |
|---|
| 1108 | LayerBlendModeEx mAlphaBlendMode; |
|---|
| 1109 | mutable bool mTextureLoadFailed; |
|---|
| 1110 | bool mIsAlpha; |
|---|
| 1111 | |
|---|
| 1112 | mutable bool mRecalcTexMatrix; |
|---|
| 1113 | Real mUMod, mVMod; |
|---|
| 1114 | Real mUScale, mVScale; |
|---|
| 1115 | Radian mRotate; |
|---|
| 1116 | mutable Matrix4 mTexModMatrix; |
|---|
| 1117 | |
|---|
| 1118 | /// Texture filtering - minification |
|---|
| 1119 | FilterOptions mMinFilter; |
|---|
| 1120 | /// Texture filtering - magnification |
|---|
| 1121 | FilterOptions mMagFilter; |
|---|
| 1122 | /// Texture filtering - mipmapping |
|---|
| 1123 | FilterOptions mMipFilter; |
|---|
| 1124 | ///Texture anisotropy |
|---|
| 1125 | unsigned int mMaxAniso; |
|---|
| 1126 | /// Mipmap bias (always float, not Real) |
|---|
| 1127 | float mMipmapBias; |
|---|
| 1128 | |
|---|
| 1129 | bool mIsDefaultAniso; |
|---|
| 1130 | bool mIsDefaultFiltering; |
|---|
| 1131 | /// Binding type (fragment or vertex pipeline) |
|---|
| 1132 | BindingType mBindingType; |
|---|
| 1133 | /// Content type of texture (normal loaded texture, auto-texture) |
|---|
| 1134 | ContentType mContentType; |
|---|
| 1135 | |
|---|
| 1136 | //----------------------------------------------------------------------------- |
|---|
| 1137 | // Complex members (those that can't be copied using memcpy) are at the end to |
|---|
| 1138 | // allow for fast copying of the basic members. |
|---|
| 1139 | // |
|---|
| 1140 | std::vector<String> mFrames; |
|---|
| 1141 | mutable std::vector<TexturePtr> mFramePtrs; |
|---|
| 1142 | String mName; // optional name for the TUS |
|---|
| 1143 | String mTextureNameAlias; // optional alias for texture frames |
|---|
| 1144 | EffectMap mEffects; |
|---|
| 1145 | //----------------------------------------------------------------------------- |
|---|
| 1146 | |
|---|
| 1147 | //----------------------------------------------------------------------------- |
|---|
| 1148 | // Pointer members (those that can't be copied using memcpy), and MUST |
|---|
| 1149 | // preserving even if assign from others |
|---|
| 1150 | // |
|---|
| 1151 | Pass* mParent; |
|---|
| 1152 | Controller<Real>* mAnimController; |
|---|
| 1153 | //----------------------------------------------------------------------------- |
|---|
| 1154 | |
|---|
| 1155 | |
|---|
| 1156 | /** Internal method for calculating texture matrix. |
|---|
| 1157 | */ |
|---|
| 1158 | void recalcTextureMatrix(void) const; |
|---|
| 1159 | |
|---|
| 1160 | /** Internal method for creating animation controller. |
|---|
| 1161 | */ |
|---|
| 1162 | void createAnimController(void); |
|---|
| 1163 | |
|---|
| 1164 | /** Internal method for creating texture effect controller. |
|---|
| 1165 | */ |
|---|
| 1166 | void createEffectController(TextureEffect& effect); |
|---|
| 1167 | |
|---|
| 1168 | /** Internal method for ensuring the texture for a given frame is loaded. */ |
|---|
| 1169 | void ensureLoaded(size_t frame) const; |
|---|
| 1170 | |
|---|
| 1171 | |
|---|
| 1172 | }; |
|---|
| 1173 | |
|---|
| 1174 | |
|---|
| 1175 | } |
|---|
| 1176 | |
|---|
| 1177 | #endif |
|---|