/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2012 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __Pass_H__ #define __Pass_H__ #include "OgrePrerequisites.h" #include "OgreGpuProgram.h" #include "OgreColourValue.h" #include "OgreBlendMode.h" #include "OgreCommon.h" #include "OgreLight.h" #include "OgreTextureUnitState.h" #include "OgreUserObjectBindings.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Materials * @{ */ /// Categorisation of passes for the purpose of additive lighting enum IlluminationStage { /// Part of the rendering which occurs without any kind of direct lighting IS_AMBIENT, /// Part of the rendering which occurs per light IS_PER_LIGHT, /// Post-lighting rendering IS_DECAL, /// Not determined IS_UNKNOWN }; /** Class defining a single pass of a Technique (of a Material), i.e. a single rendering call. @remarks Rendering can be repeated with many passes for more complex effects. Each pass is either a fixed-function pass (meaning it does not use a vertex or fragment program) or a programmable pass (meaning it does use either a vertex and fragment program, or both). @par Programmable passes are complex to define, because they require custom programs and you have to set all constant inputs to the programs (like the position of lights, any base material colours you wish to use etc), but they do give you much total flexibility over the algorithms used to render your pass, and you can create some effects which are impossible with a fixed-function pass. On the other hand, you can define a fixed-function pass in very little time, and you can use a range of fixed-function effects like environment mapping very easily, plus your pass will be more likely to be compatible with older hardware. There are pros and cons to both, just remember that if you use a programmable pass to create some great effects, allow more time for definition and testing. */ class _OgreExport Pass : public PassAlloc { public: /** Definition of a functor for calculating the hashcode of a Pass. @remarks The hashcode of a Pass is used to sort Passes for rendering, in order to reduce the number of render state changes. Each Pass represents a single unique set of states, but by ordering them, state changes can be minimised between passes. An implementation of this functor should order passes so that the elements that you want to keep constant are sorted next to each other. @see Pass::setHashFunc */ struct HashFunc { virtual uint32 operator()(const Pass* p) const = 0; /// Need virtual destructor in case subclasses use it virtual ~HashFunc() {} }; protected: Technique* mParent; unsigned short mIndex; // pass index String mName; // optional name for the pass uint32 mHash; // pass hash bool mHashDirtyQueued; // needs to be dirtied when next loaded //------------------------------------------------------------------------- // Colour properties, only applicable in fixed-function passes ColourValue mAmbient; ColourValue mDiffuse; ColourValue mSpecular; ColourValue mEmissive; Real mShininess; TrackVertexColourType mTracking; //------------------------------------------------------------------------- //------------------------------------------------------------------------- // Blending factors SceneBlendFactor mSourceBlendFactor; SceneBlendFactor mDestBlendFactor; SceneBlendFactor mSourceBlendFactorAlpha; SceneBlendFactor mDestBlendFactorAlpha; // Used to determine if separate alpha blending should be used for color and alpha channels bool mSeparateBlend; //------------------------------------------------------------------------- // Blending operations SceneBlendOperation mBlendOperation; SceneBlendOperation mAlphaBlendOperation; // Determines if we should use separate blending operations for color and alpha channels bool mSeparateBlendOperation; //------------------------------------------------------------------------- //------------------------------------------------------------------------- // Depth buffer settings bool mDepthCheck; bool mDepthWrite; CompareFunction mDepthFunc; float mDepthBiasConstant; float mDepthBiasSlopeScale; float mDepthBiasPerIteration; // Colour buffer settings bool mColourWrite; // Alpha reject settings CompareFunction mAlphaRejectFunc; unsigned char mAlphaRejectVal; bool mAlphaToCoverageEnabled; // Transparent depth sorting bool mTransparentSorting; // Transparent depth sorting forced bool mTransparentSortingForced; //------------------------------------------------------------------------- //------------------------------------------------------------------------- // Culling mode CullingMode mCullMode; ManualCullingMode mManualCullMode; //------------------------------------------------------------------------- /// Lighting enabled? bool mLightingEnabled; /// Max simultaneous lights unsigned short mMaxSimultaneousLights; /// Starting light index unsigned short mStartLight; /// Run this pass once per light? bool mIteratePerLight; /// Iterate per how many lights? unsigned short mLightsPerIteration; // Should it only be run for a certain light type? bool mRunOnlyForOneLightType; Light::LightTypes mOnlyLightType; // With a specific light mask? uint32 mLightMask; /// Shading options ShadeOptions mShadeOptions; /// Polygon mode PolygonMode mPolygonMode; /// Normalisation bool mNormaliseNormals; bool mPolygonModeOverrideable; //------------------------------------------------------------------------- // Fog bool mFogOverride; FogMode mFogMode; ColourValue mFogColour; Real mFogStart; Real mFogEnd; Real mFogDensity; //------------------------------------------------------------------------- /// Storage of texture unit states typedef vector::type TextureUnitStates; TextureUnitStates mTextureUnitStates; // Vertex program details GpuProgramUsage *mVertexProgramUsage; // Vertex program details GpuProgramUsage *mShadowCasterVertexProgramUsage; // Fragment program details GpuProgramUsage *mShadowCasterFragmentProgramUsage; // Vertex program details GpuProgramUsage *mShadowReceiverVertexProgramUsage; // Fragment program details GpuProgramUsage *mFragmentProgramUsage; // Fragment program details GpuProgramUsage *mShadowReceiverFragmentProgramUsage; // Geometry program details GpuProgramUsage *mGeometryProgramUsage; // Is this pass queued for deletion? bool mQueuedForDeletion; // number of pass iterations to perform size_t mPassIterationCount; // point size, applies when not using per-vertex point size Real mPointSize; Real mPointMinSize; Real mPointMaxSize; bool mPointSpritesEnabled; bool mPointAttenuationEnabled; // constant, linear, quadratic coeffs Real mPointAttenuationCoeffs[3]; // TU Content type lookups typedef vector::type ContentTypeLookup; mutable ContentTypeLookup mShadowContentTypeLookup; mutable bool mContentTypeLookupBuilt; /// Scissoring for the light? bool mLightScissoring; /// User clip planes for light? bool mLightClipPlanes; /// Illumination stage? IlluminationStage mIlluminationStage; // User objects binding. UserObjectBindings mUserObjectBindings; // Used to get scene blending flags from a blending type void _getBlendFlags(SceneBlendType type, SceneBlendFactor& source, SceneBlendFactor& dest); public: typedef set::type PassSet; protected: /// List of Passes whose hashes need recalculating static PassSet msDirtyHashList; /// The place where passes go to die static PassSet msPassGraveyard; /// The Pass hash functor static HashFunc* msHashFunc; public: OGRE_STATIC_MUTEX(msDirtyHashListMutex) OGRE_STATIC_MUTEX(msPassGraveyardMutex) OGRE_MUTEX(mTexUnitChangeMutex) OGRE_MUTEX(mGpuProgramChangeMutex) /// Default constructor Pass(Technique* parent, unsigned short index); /// Copy constructor Pass(Technique* parent, unsigned short index, const Pass& oth ); /// Operator = overload Pass& operator=(const Pass& oth); virtual ~Pass(); /// Returns true if this pass is programmable i.e. includes either a vertex or fragment program. bool isProgrammable(void) const { return mVertexProgramUsage || mFragmentProgramUsage || mGeometryProgramUsage; } /// Returns true if this pass uses a programmable vertex pipeline bool hasVertexProgram(void) const { return mVertexProgramUsage != NULL; } /// Returns true if this pass uses a programmable fragment pipeline bool hasFragmentProgram(void) const { return mFragmentProgramUsage != NULL; } /// Returns true if this pass uses a programmable geometry pipeline bool hasGeometryProgram(void) const { return mGeometryProgramUsage != NULL; } /// Returns true if this pass uses a shadow caster vertex program bool hasShadowCasterVertexProgram(void) const { return mShadowCasterVertexProgramUsage != NULL; } /// Returns true if this pass uses a shadow caster fragment program bool hasShadowCasterFragmentProgram(void) const { return mShadowCasterFragmentProgramUsage != NULL; } /// Returns true if this pass uses a shadow receiver vertex program bool hasShadowReceiverVertexProgram(void) const { return mShadowReceiverVertexProgramUsage != NULL; } /// Returns true if this pass uses a shadow receiver fragment program bool hasShadowReceiverFragmentProgram(void) const { return mShadowReceiverFragmentProgramUsage != NULL; } /// Gets the index of this Pass in the parent Technique unsigned short getIndex(void) const { return mIndex; } /* Set the name of the pass @remarks The name of the pass is optional. Its useful in material scripts where a material could inherit from another material and only want to modify a particular pass. */ void setName(const String& name); /// get the name of the pass const String& getName(void) const { return mName; } /** Sets the ambient colour reflectance properties of this pass. @remarks The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much ambient light (directionless global light) is reflected. The default is full white, meaning objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light effects, or change the blend of colours to make the object have a base colour other than white. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setAmbient(Real red, Real green, Real blue); /** Sets the ambient colour reflectance properties of this pass. @remarks The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much ambient light (directionless global light) is reflected. The default is full white, meaning objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light effects, or change the blend of colours to make the object have a base colour other than white. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setAmbient(const ColourValue& ambient); /** Sets the diffuse colour reflectance properties of this pass. @remarks The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much diffuse light (light from instances of the Light class in the scene) is reflected. The default is full white, meaning objects reflect the maximum white light they can from Light objects. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setDiffuse(Real red, Real green, Real blue, Real alpha); /** Sets the diffuse colour reflectance properties of this pass. @remarks The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much diffuse light (light from instances of the Light class in the scene) is reflected. The default is full white, meaning objects reflect the maximum white light they can from Light objects. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setDiffuse(const ColourValue& diffuse); /** Sets the specular colour reflectance properties of this pass. @remarks The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much specular light (highlights from instances of the Light class in the scene) is reflected. The default is to reflect no specular light. @note The size of the specular highlights is determined by the separate 'shininess' property. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setSpecular(Real red, Real green, Real blue, Real alpha); /** Sets the specular colour reflectance properties of this pass. @remarks The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much specular light (highlights from instances of the Light class in the scene) is reflected. The default is to reflect no specular light. @note The size of the specular highlights is determined by the separate 'shininess' property. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setSpecular(const ColourValue& specular); /** Sets the shininess of the pass, affecting the size of specular highlights. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setShininess(Real val); /** Sets the amount of self-illumination an object has. @remarks If an object is self-illuminating, it does not need external sources to light it, ambient or otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since you can already specify per-pass ambient light, but is here for completeness. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setSelfIllumination(Real red, Real green, Real blue); /** Sets the amount of self-illumination an object has. @see setSelfIllumination */ void setEmissive(Real red, Real green, Real blue) { setSelfIllumination(red, green, blue); } /** Sets the amount of self-illumination an object has. @remarks If an object is self-illuminating, it does not need external sources to light it, ambient or otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since you can already specify per-pass ambient light, but is here for completeness. @note This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass. */ void setSelfIllumination(const ColourValue& selfIllum); /** Sets the amount of self-illumination an object has. @see setSelfIllumination */ void setEmissive(const ColourValue& emissive) { setSelfIllumination(emissive); } /** Sets which material properties follow the vertex colour */ void setVertexColourTracking(TrackVertexColourType tracking); /** Gets the point size of the pass. @remarks This property determines what point size is used to render a point list. */ Real getPointSize(void) const; /** Sets the point size of this pass. @remarks This setting allows you to change the size of points when rendering a point list, or a list of point sprites. The interpretation of this command depends on the Pass::setPointSizeAttenuation option - if it is off (the default), the point size is in screen pixels, if it is on, it expressed as normalised screen coordinates (1.0 is the height of the screen) when the point is at the origin. @note Some drivers have an upper limit on the size of points they support - this can even vary between APIs on the same card! Don't rely on point sizes that cause the point sprites to get very large on screen, since they may get clamped on some cards. Upper sizes can range from 64 to 256 pixels. */ void setPointSize(Real ps); /** Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points (dots). @param enabled True enables point sprites, false returns to normal point rendering. */ void setPointSpritesEnabled(bool enabled); /** Returns whether point sprites are enabled when rendering a point list. */ bool getPointSpritesEnabled(void) const; /** Sets how points are attenuated with distance. @remarks When performing point rendering or point sprite rendering, point size can be attenuated with distance. The equation for doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2). @par For example, to disable distance attenuation (constant screensize) you would set constant to 1, and linear and quadratic to 0. A standard perspective attenuation would be 0, 1, 0 respectively. @note The resulting size is clamped to the minimum and maximum point size. @param enabled Whether point attenuation is enabled @param constant, linear, quadratic Parameters to the attenuation function defined above */ void setPointAttenuation(bool enabled, Real constant = 0.0f, Real linear = 1.0f, Real quadratic = 0.0f); /** Returns whether points are attenuated with distance. */ bool isPointAttenuationEnabled(void) const; /** Returns the constant coefficient of point attenuation. */ Real getPointAttenuationConstant(void) const; /** Returns the linear coefficient of point attenuation. */ Real getPointAttenuationLinear(void) const; /** Returns the quadratic coefficient of point attenuation. */ Real getPointAttenuationQuadratic(void) const; /** Set the minimum point size, when point attenuation is in use. */ void setPointMinSize(Real min); /** Get the minimum point size, when point attenuation is in use. */ Real getPointMinSize(void) const; /** Set the maximum point size, when point attenuation is in use. @remarks Setting this to 0 indicates the max size supported by the card. */ void setPointMaxSize(Real max); /** Get the maximum point size, when point attenuation is in use. @remarks 0 indicates the max size supported by the card. */ Real getPointMaxSize(void) const; /** Gets the ambient colour reflectance of the pass. */ const ColourValue& getAmbient(void) const; /** Gets the diffuse colour reflectance of the pass. */ const ColourValue& getDiffuse(void) const; /** Gets the specular colour reflectance of the pass. */ const ColourValue& getSpecular(void) const; /** Gets the self illumination colour of the pass. */ const ColourValue& getSelfIllumination(void) const; /** Gets the self illumination colour of the pass. @see getSelfIllumination */ const ColourValue& getEmissive(void) const { return getSelfIllumination(); } /** Gets the 'shininess' property of the pass (affects specular highlights). */ Real getShininess(void) const; /** Gets which material properties follow the vertex colour */ TrackVertexColourType getVertexColourTracking(void) const; /** Inserts a new TextureUnitState object into the Pass. @remarks This unit is is added on top of all previous units. */ TextureUnitState* createTextureUnitState(void); /** Inserts a new TextureUnitState object into the Pass. @remarks This unit is is added on top of all previous units. @param name The basic name of the texture e.g. brickwall.jpg, stonefloor.png @param texCoordSet The index of the texture coordinate set to use. @note Applies to both fixed-function and programmable passes. */ TextureUnitState* createTextureUnitState( const String& textureName, unsigned short texCoordSet = 0); /** Adds the passed in TextureUnitState, to the existing Pass. @param state The Texture Unit State to be attached to this pass. It must not be attached to another pass. @note Throws an exception if the TextureUnitState is attached to another Pass.*/ void addTextureUnitState(TextureUnitState* state); /** Retrieves a pointer to a texture unit state so it may be modified. */ TextureUnitState* getTextureUnitState(unsigned short index); /** Retrieves the Texture Unit State matching name. Returns 0 if name match is not found. */ TextureUnitState* getTextureUnitState(const String& name); /** Retrieves a const pointer to a texture unit state. */ const TextureUnitState* getTextureUnitState(unsigned short index) const; /** Retrieves the Texture Unit State matching name. Returns 0 if name match is not found. */ const TextureUnitState* getTextureUnitState(const String& name) const; /** Retrieve the index of the Texture Unit State in the pass. @param state The Texture Unit State this is attached to this pass. @note Throws an exception if the state is not attached to the pass. */ unsigned short getTextureUnitStateIndex(const TextureUnitState* state) const; typedef VectorIterator TextureUnitStateIterator; /** Get an iterator over the TextureUnitStates contained in this Pass. */ TextureUnitStateIterator getTextureUnitStateIterator(void); typedef ConstVectorIterator ConstTextureUnitStateIterator; /** Get an iterator over the TextureUnitStates contained in this Pass. */ ConstTextureUnitStateIterator getTextureUnitStateIterator(void) const; /** Removes the indexed texture unit state from this pass. @remarks Note that removing a texture which is not the topmost will have a larger performance impact. */ void removeTextureUnitState(unsigned short index); /** Removes all texture unit settings. */ void removeAllTextureUnitStates(void); /** Returns the number of texture unit settings. */ unsigned short getNumTextureUnitStates(void) const { return static_cast(mTextureUnitStates.size()); } /** Sets the kind of blending this pass has with the existing contents of the scene. @remarks Whereas the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the Pass as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. If all passes in a technique have a scene blend, then the whole technique is considered to be transparent. @par This method allows you to select one of a number of predefined blending types. If you require more control than this, use the alternative version of this method which allows you to specify source and destination blend factors. @note This method is applicable for both the fixed-function and programmable pipelines. @param sbt One of the predefined SceneBlendType blending types */ void setSceneBlending( const SceneBlendType sbt ); /** Sets the kind of blending this pass has with the existing contents of the scene, separately for color and alpha channels @remarks Whereas the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the Pass as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. If all passes in a technique have a scene blend, then the whole technique is considered to be transparent. @par This method allows you to select one of a number of predefined blending types. If you require more control than this, use the alternative version of this method which allows you to specify source and destination blend factors. @note This method is applicable for both the fixed-function and programmable pipelines. @param sbt One of the predefined SceneBlendType blending types for the color channel @param sbta One of the predefined SceneBlendType blending types for the alpha channel */ void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta ); /** Allows very fine control of blending this Pass with the existing contents of the scene. @remarks Whereas the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the material as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. @par This version of the method allows complete control over the blending operation, by specifying the source and destination blending factors. The result of the blending operation is: final = (texture * sourceFactor) + (pixel * destFactor) @par Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type. @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components. @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components. @note This method is applicable for both the fixed-function and programmable pipelines. */ void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor); /** Allows very fine control of blending this Pass with the existing contents of the scene. @remarks Whereas the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the material as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. @par This version of the method allows complete control over the blending operation, by specifying the source and destination blending factors. The result of the blending operation is: final = (texture * sourceFactor) + (pixel * destFactor) @par Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type. @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components. @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components. @param sourceFactorAlpha The alpha source factor in the above calculation, i.e. multiplied by the texture alpha component. @param destFactorAlpha The alpha destination factor in the above calculation, i.e. multiplied by the pixel alpha component. @note This method is applicable for both the fixed-function and programmable pipelines. */ void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha ); /** Return true if this pass uses separate scene blending */ bool hasSeparateSceneBlending() const; /** Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending). */ SceneBlendFactor getSourceBlendFactor() const; /** Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending). */ SceneBlendFactor getDestBlendFactor() const; /** Retrieves the alpha source blending factor for the material (as set using Materiall::setSeparateSceneBlending). */ SceneBlendFactor getSourceBlendFactorAlpha() const; /** Retrieves the alpha destination blending factor for the material (as set using Materiall::setSeparateSceneBlending). */ SceneBlendFactor getDestBlendFactorAlpha() const; /** Sets the specific operation used to blend source and destination pixels together. @remarks By default this operation is +, which creates this equation final = (texture * sourceFactor) + (pixel * destFactor) By setting this to something other than SBO_ADD you can change the operation to achieve a different effect. @param op The blending operation mode to use for this pass */ void setSceneBlendingOperation(SceneBlendOperation op); /** Sets the specific operation used to blend source and destination pixels together. @remarks By default this operation is +, which creates this equation final = (texture * sourceFactor) + (pixel * destFactor) By setting this to something other than SBO_ADD you can change the operation to achieve a different effect. This function allows more control over blending since it allows you to select different blending modes for the color and alpha channels @param op The blending operation mode to use for color channels in this pass @param op The blending operation mode to use for alpha channels in this pass */ void setSeparateSceneBlendingOperation(SceneBlendOperation op, SceneBlendOperation alphaOp); /** Returns true if this pass uses separate scene blending operations. */ bool hasSeparateSceneBlendingOperations() const; /** Returns the current blending operation */ SceneBlendOperation getSceneBlendingOperation() const; /** Returns the current alpha blending operation */ SceneBlendOperation getSceneBlendingOperationAlpha() const; /** Returns true if this pass has some element of transparency. */ bool isTransparent(void) const; /** Sets whether or not this pass renders with depth-buffer checking on or not. @remarks If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer the depth buffer is checked to see if the pixel is in front of all other pixels written at that point. If not, the pixel is not written. @par If depth checking is off, pixels are written no matter what has been rendered before. Also see setDepthFunction for more advanced depth check configuration. @see setDepthFunction */ void setDepthCheckEnabled(bool enabled); /** Returns whether or not this pass renders with depth-buffer checking on or not. @see setDepthCheckEnabled */ bool getDepthCheckEnabled(void) const; /** Sets whether or not this pass renders with depth-buffer writing on or not. @remarks If depth-buffer writing is on, whenever a pixel is written to the frame buffer the depth buffer is updated with the depth value of that new pixel, thus affecting future rendering operations if future pixels are behind this one. @par If depth writing is off, pixels are written without updating the depth buffer Depth writing should normally be on but can be turned off when rendering static backgrounds or when rendering a collection of transparent objects at the end of a scene so that they overlap each other correctly. */ void setDepthWriteEnabled(bool enabled); /** Returns whether or not this pass renders with depth-buffer writing on or not. @see setDepthWriteEnabled */ bool getDepthWriteEnabled(void) const; /** Sets the function used to compare depth values when depth checking is on. @remarks If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth value of the pixel to be written and the current contents of the buffer. This comparison is normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance) than the current contents. If you wish you can change this comparison using this method. */ void setDepthFunction( CompareFunction func ); /** Returns the function used to compare depth values when depth checking is on. @see setDepthFunction */ CompareFunction getDepthFunction(void) const; /** Sets whether or not colour buffer writing is enabled for this Pass. @remarks For some effects, you might wish to turn off the colour write operation when rendering geometry; this means that only the depth buffer will be updated (provided you have depth buffer writing enabled, which you probably will do, although you may wish to only update the stencil buffer for example - stencil buffer state is managed at the RenderSystem level only, not the Material since you are likely to want to manage it at a higher level). */ void setColourWriteEnabled(bool enabled); /** Determines if colour buffer writing is enabled for this pass. */ bool getColourWriteEnabled(void) const; /** Sets the culling mode for this pass based on the 'vertex winding'. @remarks A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing. @par You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain. */ void setCullingMode( CullingMode mode ); /** Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information. */ CullingMode getCullingMode(void) const; /** Sets the manual culling mode, performed by CPU rather than hardware. @remarks In some situations you want to use manual culling of triangles rather than sending the triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's that use it (since it is best used on large groups of planar world geometry rather than on movable geometry since this would be expensive), but if used can cull geometry before it is sent to the hardware. @note The default for this setting is MANUAL_CULL_BACK. @param mode The mode to use - see enum ManualCullingMode for details */ void setManualCullingMode( ManualCullingMode mode ); /** Retrieves the manual culling mode for this pass @see setManualCullingMode */ ManualCullingMode getManualCullingMode(void) const; /** Sets whether or not dynamic lighting is enabled. @param enabled If true, dynamic lighting is performed on geometry with normals supplied, geometry without normals will not be displayed. @par If false, no lighting is applied and all geometry will be full brightness. */ void setLightingEnabled(bool enabled); /** Returns whether or not dynamic lighting is enabled. */ bool getLightingEnabled(void) const; /** Sets the maximum number of lights to be used by this pass. @remarks During rendering, if lighting is enabled (or if the pass uses an automatic program parameter based on a light) the engine will request the nearest lights to the object being rendered in order to work out which ones to use. This parameter sets the limit on the number of lights which should apply to objects rendered with this pass. */ void setMaxSimultaneousLights(unsigned short maxLights); /** Gets the maximum number of lights to be used by this pass. */ unsigned short getMaxSimultaneousLights(void) const; /** Sets the light index that this pass will start at in the light list. @remarks Normally the lights passed to a pass will start from the beginning of the light list for this object. This option allows you to make this pass start from a higher light index, for example if one of your earlier passes could deal with lights 0-3, and this pass dealt with lights 4+. This option also has an interaction with pass iteration, in that if you choose to iterate this pass per light too, the iteration will only begin from light 4. */ void setStartLight(unsigned short startLight); /** Gets the light index that this pass will start at in the light list. */ unsigned short getStartLight(void) const; /** Sets the light mask which can be matched to specific light flags to be handled by this pass */ void setLightMask(uint32 mask); /** Gets the light mask controlling which lights are used for this pass */ uint32 getLightMask() const; /** Sets the type of light shading required @note The default shading method is Gouraud shading. */ void setShadingMode( ShadeOptions mode ); /** Returns the type of light shading to be used. */ ShadeOptions getShadingMode(void) const; /** Sets the type of polygon rendering required @note The default shading method is Solid */ void setPolygonMode( PolygonMode mode ); /** Returns the type of light shading to be used. */ PolygonMode getPolygonMode(void) const; /** Sets whether this pass's chosen detail level can be overridden (downgraded) by the camera setting. @param override true means that a lower camera detail will override this pass's detail level, false means it won't (default true). */ virtual void setPolygonModeOverrideable(bool override) { mPolygonModeOverrideable = override; } /** Gets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. */ virtual bool getPolygonModeOverrideable(void) const { return mPolygonModeOverrideable; } /** Sets the fogging mode applied to this pass. @remarks Fogging is an effect that is applied as polys are rendered. Sometimes, you want fog to be applied to an entire scene. Other times, you want it to be applied to a few polygons only. This pass-level specification of fog parameters lets you easily manage both. @par The SceneManager class also has a setFog method which applies scene-level fog. This method lets you change the fog behaviour for this pass compared to the standard scene-level fog. @param overrideScene If true, you authorise this pass to override the scene's fog params with it's own settings. If you specify false, so other parameters are necessary, and this is the default behaviour for passes. @param mode Only applicable if overrideScene is true. You can disable fog which is turned on for the rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as defined in the enum FogMode. @param colour The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox. @param expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 0.001. @param linearStart Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR. @param linearEnd Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR. */ void setFog( bool overrideScene, FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 ); /** Returns true if this pass is to override the scene fog settings. */ bool getFogOverride(void) const; /** Returns the fog mode for this pass. @note Only valid if getFogOverride is true. */ FogMode getFogMode(void) const; /** Returns the fog colour for the scene. */ const ColourValue& getFogColour(void) const; /** Returns the fog start distance for this pass. @note Only valid if getFogOverride is true. */ Real getFogStart(void) const; /** Returns the fog end distance for this pass. @note Only valid if getFogOverride is true. */ Real getFogEnd(void) const; /** Returns the fog density for this pass. @note Only valid if getFogOverride is true. */ Real getFogDensity(void) const; /** Sets the depth bias to be used for this material. @remarks When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.). @par A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top. There are two aspects to the biasing, a constant bias value and a slope-relative biasing value, which varies according to the maximum depth slope relative to the camera, ie:
finalBias = maxSlope * slopeScaleBias + constantBias
Note that slope scale bias, whilst more accurate, may be ignored by old hardware. @param constantBias The constant bias value, expressed as a factor of the minimum observable depth @param slopeScaleBias The slope-relative bias value, expressed as a factor of the depth slope */ void setDepthBias(float constantBias, float slopeScaleBias = 0.0f); /** Retrieves the const depth bias value as set by setDepthBias. */ float getDepthBiasConstant(void) const; /** Retrieves the slope-scale depth bias value as set by setDepthBias. */ float getDepthBiasSlopeScale(void) const; /** Sets a factor which derives an additional depth bias from the number of times a pass is iterated. @remarks The Final depth bias will be the constant depth bias as set through setDepthBias, plus this value times the iteration number. */ void setIterationDepthBias(float biasPerIteration); /** Gets a factor which derives an additional depth bias from the number of times a pass is iterated. */ float getIterationDepthBias() const; /** Sets the way the pass will have use alpha to totally reject pixels from the pipeline. @remarks The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels. @param func The comparison which must pass for the pixel to be written. @param value 1 byte value against which alpha values will be tested(0-255) @param alphaToCoverageEnabled Whether to enable alpha to coverage support @note This option applies in both the fixed function and the programmable pipeline. */ void setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverageEnabled = false); /** Sets the alpha reject function. See setAlphaRejectSettings for more information. */ void setAlphaRejectFunction(CompareFunction func); /** Gets the alpha reject value. See setAlphaRejectSettings for more information. */ void setAlphaRejectValue(unsigned char val); /** Gets the alpha reject function. See setAlphaRejectSettings for more information. */ CompareFunction getAlphaRejectFunction(void) const { return mAlphaRejectFunc; } /** Gets the alpha reject value. See setAlphaRejectSettings for more information. */ unsigned char getAlphaRejectValue(void) const { return mAlphaRejectVal; } /** Sets whether to use alpha to coverage (A2C) when blending alpha rejected values. @remarks Alpha to coverage performs multisampling on the edges of alpha-rejected textures to produce a smoother result. It is only supported when multisampling is already enabled on the render target, and when the hardware supports alpha to coverage (see RenderSystemCapabilities). */ void setAlphaToCoverageEnabled(bool enabled); /** Gets whether to use alpha to coverage (A2C) when blending alpha rejected values. */ bool isAlphaToCoverageEnabled() const { return mAlphaToCoverageEnabled; } /** Sets whether or not transparent sorting is enabled. @param enabled If false depth sorting of this material will be disabled. @remarks By default all transparent materials are sorted such that renderables furthest away from the camera are rendered first. This is usually the desired behaviour but in certain cases this depth sorting may be unnecessary and undesirable. If for example it is necessary to ensure the rendering order does not change from one frame to the next. @note This will have no effect on non-transparent materials. */ void setTransparentSortingEnabled(bool enabled); /** Returns whether or not transparent sorting is enabled. */ bool getTransparentSortingEnabled(void) const; /** Sets whether or not transparent sorting is forced. @param enabled If true depth sorting of this material will be depend only on the value of getTransparentSortingEnabled(). @remarks By default even if transparent sorting is enabled, depth sorting will only be performed when the material is transparent and depth write/check are disabled. This function disables these extra conditions. */ void setTransparentSortingForced(bool enabled); /** Returns whether or not transparent sorting is forced. */ bool getTransparentSortingForced(void) const; /** Sets whether or not this pass should iterate per light or number of lights which can affect the object being rendered. @remarks The default behaviour for a pass (when this option is 'false'), is for a pass to be rendered only once (or the number of times set in setPassIterationCount), with all the lights which could affect this object set at the same time (up to the maximum lights allowed in the render system, which is typically 8). @par Setting this option to 'true' changes this behaviour, such that instead of trying to issue render this pass once per object, it is run per light, or for a group of 'n' lights each time which can affect this object, the number of times set in setPassIterationCount (default is once). In this case, only light index 0 is ever used, and is a different light every time the pass is issued, up to the total number of lights which is affecting this object. This has 2 advantages:
  • There is no limit on the number of lights which can be supported
  • It's easier to write vertex / fragment programs for this because a single program can be used for any number of lights
However, this technique is more expensive, and typically you will want an additional ambient pass, because if no lights are affecting the object it will not be rendered at all, which will look odd even if ambient light is zero (imagine if there are lit objects behind it - the objects silhouette would not show up). Therefore, use this option with care, and you would be well advised to provide a less expensive fallback technique for use in the distance. @note The number of times this pass runs is still limited by the maximum number of lights allowed as set in setMaxSimultaneousLights, so you will never get more passes than this. Also, the iteration is started from the 'start light' as set in Pass::setStartLight, and the number of passes is the number of lights to iterate over divided by the number of lights per iteration (default 1, set by setLightCountPerIteration). @param enabled Whether this feature is enabled @param onlyForOneLightType If true, the pass will only be run for a single type of light, other light types will be ignored. @param lightType The single light type which will be considered for this pass */ void setIteratePerLight(bool enabled, bool onlyForOneLightType = true, Light::LightTypes lightType = Light::LT_POINT); /** Does this pass run once for every light in range? */ bool getIteratePerLight(void) const { return mIteratePerLight; } /** Does this pass run only for a single light type (if getIteratePerLight is true). */ bool getRunOnlyForOneLightType(void) const { return mRunOnlyForOneLightType; } /** Gets the single light type this pass runs for if getIteratePerLight and getRunOnlyForOneLightType are both true. */ Light::LightTypes getOnlyLightType() const { return mOnlyLightType; } /** If light iteration is enabled, determine the number of lights per iteration. @remarks The default for this setting is 1, so if you enable light iteration (Pass::setIteratePerLight), the pass is rendered once per light. If you set this value higher, the passes will occur once per 'n' lights. The start of the iteration is set by Pass::setStartLight and the end by Pass::setMaxSimultaneousLights. */ void setLightCountPerIteration(unsigned short c); /** If light iteration is enabled, determine the number of lights per iteration. */ unsigned short getLightCountPerIteration(void) const; /// Gets the parent Technique Technique* getParent(void) const { return mParent; } /// Gets the resource group of the ultimate parent Material const String& getResourceGroup(void) const; /** Sets the details of the vertex program to use. @remarks Only applicable to programmable passes, this sets the details of the vertex program to use in this pass. The program will not be loaded until the parent Material is loaded. @param name The name of the program - this must have been created using GpuProgramManager by the time that this Pass is loaded. If this parameter is blank, any vertex program in this pass is disabled. @param resetParams If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names. */ void setVertexProgram(const String& name, bool resetParams = true); /** Sets the vertex program parameters. @remarks Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. */ void setVertexProgramParameters(GpuProgramParametersSharedPtr params); /** Gets the name of the vertex program used by this pass. */ const String& getVertexProgramName(void) const; /** Gets the vertex program parameters used by this pass. */ GpuProgramParametersSharedPtr getVertexProgramParameters(void) const; /** Gets the vertex program used by this pass, only available after _load(). */ const GpuProgramPtr& getVertexProgram(void) const; /** Sets the details of the vertex program to use when rendering as a shadow caster. @remarks Texture-based shadows require that the caster is rendered to a texture in a solid colour (the shadow colour in the case of modulative texture shadows). Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. However, lighting calculations must be a lot simpler, with only the ambient colour being used (which the engine will ensure is bound to the shadow colour). @par Therefore, it is up to implementors of vertex programs to provide an alternative vertex program which can be used to render the object to a shadow texture. Do all the same vertex transforms, but set the colour of the vertex to the ambient colour, as bound using the standard auto parameter binding mechanism. @note Some vertex programs will work without doing this, because Ogre ensures that all lights except for ambient are set black. However, the chances are that your vertex program is doing a lot of unnecessary work in this case, since the other lights are having no effect, and it is good practice to supply an alternative. @note This is only applicable to programmable passes. @par The default behaviour is for Ogre to switch to fixed-function rendering if an explicit vertex program alternative is not set. */ void setShadowCasterVertexProgram(const String& name); /** Sets the vertex program parameters for rendering as a shadow caster. @remarks Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. */ void setShadowCasterVertexProgramParameters(GpuProgramParametersSharedPtr params); /** Gets the name of the vertex program used by this pass when rendering shadow casters. */ const String& getShadowCasterVertexProgramName(void) const; /** Gets the vertex program parameters used by this pass when rendering shadow casters. */ GpuProgramParametersSharedPtr getShadowCasterVertexProgramParameters(void) const; /** Gets the vertex program used by this pass when rendering shadow casters, only available after _load(). */ const GpuProgramPtr& getShadowCasterVertexProgram(void) const; /** Sets the details of the fragment program to use when rendering as a shadow caster. @remarks Texture-based shadows require that the caster is rendered to a texture in a solid colour (the shadow colour in the case of modulative texture shadows). Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. However, lighting calculations must be a lot simpler, with only the ambient colour being used (which the engine will ensure is bound to the shadow colour). @par Therefore, it is up to implementors of vertex programs to provide an alternative vertex program which can be used to render the object to a shadow texture. Do all the same vertex transforms, but set the colour of the vertex to the ambient colour, as bound using the standard auto parameter binding mechanism. @note Some vertex programs will work without doing this, because Ogre ensures that all lights except for ambient are set black. However, the chances are that your vertex program is doing a lot of unnecessary work in this case, since the other lights are having no effect, and it is good practice to supply an alternative. @note This is only applicable to programmable passes. @par The default behaviour is for Ogre to switch to fixed-function rendering if an explicit fragment program alternative is not set. */ void setShadowCasterFragmentProgram(const String& name); /** Sets the fragment program parameters for rendering as a shadow caster. @remarks Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. */ void setShadowCasterFragmentProgramParameters(GpuProgramParametersSharedPtr params); /** Gets the name of the fragment program used by this pass when rendering shadow casters. */ const String& getShadowCasterFragmentProgramName(void) const; /** Gets the fragment program parameters used by this pass when rendering shadow casters. */ GpuProgramParametersSharedPtr getShadowCasterFragmentProgramParameters(void) const; /** Gets the fragment program used by this pass when rendering shadow casters, only available after _load(). */ const GpuProgramPtr& getShadowCasterFragmentProgram(void) const; /** Sets the details of the vertex program to use when rendering as a shadow receiver. @remarks Texture-based shadows require that the shadow receiver is rendered using a projective texture. Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. So in this case, we need a vertex program which does the appropriate vertex transformation, but generates projective texture coordinates. @par Therefore, it is up to implementors of vertex programs to provide an alternative vertex program which can be used to render the object as a shadow receiver. Do all the same vertex transforms, but generate 2 sets of texture coordinates using the auto parameter ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name / index you supply as the second parameter to this method. 2 texture sets are needed because Ogre needs to use 2 texture units for some shadow effects. @note This is only applicable to programmable passes. @par The default behaviour is for Ogre to switch to fixed-function rendering if an explict vertex program alternative is not set. */ void setShadowReceiverVertexProgram(const String& name); /** Sets the vertex program parameters for rendering as a shadow receiver. @remarks Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. */ void setShadowReceiverVertexProgramParameters(GpuProgramParametersSharedPtr params); /** This method allows you to specify a fragment program for use when rendering a texture shadow receiver. @remarks Texture shadows are applied by rendering the receiver. Modulative texture shadows are performed as a post-render darkening pass, and as such fragment programs are generally not required per-object. Additive texture shadows, however, are applied by accumulating light masked out using a texture shadow (black & white by default, unless you customise this using SceneManager::setCustomShadowCasterMaterial). OGRE can do this for you for most materials, but if you use a custom lighting program (e.g. per pixel lighting) then you'll need to provide a custom version for receiving shadows. You don't need to provide this for shadow casters if you don't use self-shadowing since they will never be shadow receivers too. @par The shadow texture is always bound to texture unit 0 when rendering texture shadow passes. Therefore your custom shadow receiver program may well just need to shift it's texture unit usage up by one unit, and take the shadow texture into account in its calculations. */ void setShadowReceiverFragmentProgram(const String& name); /** Sets the fragment program parameters for rendering as a shadow receiver. @remarks Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. */ void setShadowReceiverFragmentProgramParameters(GpuProgramParametersSharedPtr params); /** Gets the name of the vertex program used by this pass when rendering shadow receivers. */ const String& getShadowReceiverVertexProgramName(void) const; /** Gets the vertex program parameters used by this pass when rendering shadow receivers. */ GpuProgramParametersSharedPtr getShadowReceiverVertexProgramParameters(void) const; /** Gets the vertex program used by this pass when rendering shadow receivers, only available after _load(). */ const GpuProgramPtr& getShadowReceiverVertexProgram(void) const; /** Gets the name of the fragment program used by this pass when rendering shadow receivers. */ const String& getShadowReceiverFragmentProgramName(void) const; /** Gets the fragment program parameters used by this pass when rendering shadow receivers. */ GpuProgramParametersSharedPtr getShadowReceiverFragmentProgramParameters(void) const; /** Gets the fragment program used by this pass when rendering shadow receivers, only available after _load(). */ const GpuProgramPtr& getShadowReceiverFragmentProgram(void) const; /** Sets the details of the fragment program to use. @remarks Only applicable to programmable passes, this sets the details of the fragment program to use in this pass. The program will not be loaded until the parent Material is loaded. @param name The name of the program - this must have been created using GpuProgramManager by the time that this Pass is loaded. If this parameter is blank, any fragment program in this pass is disabled. @param resetParams If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names. */ void setFragmentProgram(const String& name, bool resetParams = true); /** Sets the fragment program parameters. @remarks Only applicable to programmable passes. */ void setFragmentProgramParameters(GpuProgramParametersSharedPtr params); /** Gets the name of the fragment program used by this pass. */ const String& getFragmentProgramName(void) const; /** Gets the fragment program parameters used by this pass. */ GpuProgramParametersSharedPtr getFragmentProgramParameters(void) const; /** Gets the fragment program used by this pass, only available after _load(). */ const GpuProgramPtr& getFragmentProgram(void) const; /** Sets the details of the geometry program to use. @remarks Only applicable to programmable passes, this sets the details of the geometry program to use in this pass. The program will not be loaded until the parent Material is loaded. @param name The name of the program - this must have been created using GpuProgramManager by the time that this Pass is loaded. If this parameter is blank, any geometry program in this pass is disabled. @param resetParams If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names. */ void setGeometryProgram(const String& name, bool resetParams = true); /** Sets the geometry program parameters. @remarks Only applicable to programmable passes. */ void setGeometryProgramParameters(GpuProgramParametersSharedPtr params); /** Gets the name of the geometry program used by this pass. */ const String& getGeometryProgramName(void) const; /** Gets the geometry program parameters used by this pass. */ GpuProgramParametersSharedPtr getGeometryProgramParameters(void) const; /** Gets the geometry program used by this pass, only available after _load(). */ const GpuProgramPtr& getGeometryProgram(void) const; /** Splits this Pass to one which can be handled in the number of texture units specified. @remarks Only works on non-programmable passes, programmable passes cannot be split, it's up to the author to ensure that there is a fallback Technique for less capable cards. @param numUnits The target number of texture units @return A new Pass which contains the remaining units, and a scene_blend setting appropriate to approximate the multitexture. This Pass will be attached to the parent Technique of this Pass. */ Pass* _split(unsigned short numUnits); /** Internal method to adjust pass index. */ void _notifyIndex(unsigned short index); /** Internal method for preparing to load this pass. */ void _prepare(void); /** Internal method for undoing the load preparartion for this pass. */ void _unprepare(void); /** Internal method for loading this pass. */ void _load(void); /** Internal method for unloading this pass. */ void _unload(void); // Is this loaded? bool isLoaded(void) const; /** Gets the 'hash' of this pass, ie a precomputed number to use for sorting @remarks This hash is used to sort passes, and for this reason the pass is hashed using firstly its index (so that all passes are rendered in order), then by the textures which it's TextureUnitState instances are using. */ uint32 getHash(void) const { return mHash; } /// Mark the hash as dirty void _dirtyHash(void); /** Internal method for recalculating the hash. @remarks Do not call this unless you are sure the old hash is not still being used by anything. If in doubt, call _dirtyHash if you want to force recalculation of the has next time. */ void _recalculateHash(void); /** Tells the pass that it needs recompilation. */ void _notifyNeedsRecompile(void); /** Update automatic parameters. @param source The source of the parameters @param variabilityMask A mask of GpuParamVariability which identifies which autos will need updating */ void _updateAutoParams(const AutoParamDataSource* source, uint16 variabilityMask) const; /** Gets the 'nth' texture which references the given content type. @remarks If the 'nth' texture unit which references the content type doesn't exist, then this method returns an arbitrary high-value outside the valid range to index texture units. */ unsigned short _getTextureUnitWithContentTypeIndex( TextureUnitState::ContentType contentType, unsigned short index) const; /** Set texture filtering for every texture unit @note This property actually exists on the TextureUnitState class For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the TextureUnitState instance and set the property there. @see TextureUnitState::setTextureFiltering */ void setTextureFiltering(TextureFilterOptions filterType); /** Sets the anisotropy level to be used for all textures. @note This property has been moved to the TextureUnitState class, which is accessible via the Technique and Pass. For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the Technique, Pass and TextureUnitState instances and set the property there. @see TextureUnitState::setTextureAnisotropy */ void setTextureAnisotropy(unsigned int maxAniso); /** If set to true, this forces normals to be normalised dynamically by the hardware for this pass. @remarks This option can be used to prevent lighting variations when scaling an object - normally because this scaling is hardware based, the normals get scaled too which causes lighting to become inconsistent. By default the SceneManager detects scaled objects and does this for you, but this has an overhead so you might want to turn that off through SceneManager::setNormaliseNormalsOnScale(false) and only do it per-Pass when you need to. */ void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; } /** Returns true if this pass has auto-normalisation of normals set. */ bool getNormaliseNormals(void) const {return mNormaliseNormals; } /** Static method to retrieve all the Passes which need their hash values recalculated. */ static const PassSet& getDirtyHashList(void) { return msDirtyHashList; } /** Static method to retrieve all the Passes which are pending deletion. */ static const PassSet& getPassGraveyard(void) { return msPassGraveyard; } /** Static method to reset the list of passes which need their hash values recalculated. @remarks For performance, the dirty list is not updated progressively as the hashes are recalculated, instead we expect the processor of the dirty hash list to clear the list when they are done. */ static void clearDirtyHashList(void); /** Process all dirty and pending deletion passes. */ static void processPendingPassUpdates(void); /** Queue this pass for deletion when appropriate. */ void queueForDeletion(void); /** Returns whether this pass is ambient only. */ bool isAmbientOnly(void) const; /** set the number of iterations that this pass should perform when doing fast multi pass operation. @remarks Only applicable for programmable passes. @param count number of iterations to perform fast multi pass operations. A value greater than 1 will cause the pass to be executed count number of times without changing the render state. This is very useful for passes that use programmable shaders that have to iterate more than once but don't need a render state change. Using multi pass can dramatically speed up rendering for materials that do things like fur, blur. A value of 1 turns off multi pass operation and the pass does the normal pass operation. */ void setPassIterationCount(const size_t count) { mPassIterationCount = count; } /** Gets the pass iteration count value. */ size_t getPassIterationCount(void) const { return mPassIterationCount; } /** Applies texture names to Texture Unit State with matching texture name aliases. All Texture Unit States within the pass are checked. If matching texture aliases are found then true is returned. @param aliasList is a map container of texture alias, texture name pairs @param apply set true to apply the texture aliases else just test to see if texture alias matches are found. @return True if matching texture aliases were found in the pass. */ bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const; /** Sets whether or not this pass will be clipped by a scissor rectangle encompassing the lights that are being used in it. @remarks In order to cut down on fillrate when you have a number of fixed-range lights in the scene, you can enable this option to request that during rendering, only the region of the screen which is covered by the lights is rendered. This region is the screen-space rectangle covering the union of the spheres making up the light ranges. Directional lights are ignored for this. @par This is only likely to be useful for multipass additive lighting algorithms, where the scene has already been 'seeded' with an ambient pass and this pass is just adding light in affected areas. @note When using SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE, this option is implicitly used for all per-light passes and does not need to be specified. If you are not using shadows or are using a modulative or an integrated shadow technique then this could be useful. */ void setLightScissoringEnabled(bool enabled) { mLightScissoring = enabled; } /** Gets whether or not this pass will be clipped by a scissor rectangle encompassing the lights that are being used in it. */ bool getLightScissoringEnabled() const { return mLightScissoring; } /** Gets whether or not this pass will be clipped by user clips planes bounding the area covered by the light. @remarks In order to cut down on the geometry set up to render this pass when you have a single fixed-range light being rendered through it, you can enable this option to request that during triangle setup, clip planes are defined to bound the range of the light. In the case of a point light these planes form a cube, and in the case of a spotlight they form a pyramid. Directional lights are never clipped. @par This option is only likely to be useful for multipass additive lighting algorithms, where the scene has already been 'seeded' with an ambient pass and this pass is just adding light in affected areas. In addition, it will only be honoured if there is exactly one non-directional light being used in this pass. Also, these clip planes override any user clip planes set on Camera. @note When using SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE, this option is automatically used for all per-light passes if you enable SceneManager::setShadowUseLightClipPlanes and does not need to be specified. It is disabled by default since clip planes have a cost of their own which may not always exceed the benefits they give you. */ void setLightClipPlanesEnabled(bool enabled) { mLightClipPlanes = enabled; } /** Gets whether or not this pass will be clipped by user clips planes bounding the area covered by the light. */ bool getLightClipPlanesEnabled() const { return mLightClipPlanes; } /** Manually set which illumination stage this pass is a member of. @remarks When using an additive lighting mode (SHADOWTYPE_STENCIL_ADDITIVE or SHADOWTYPE_TEXTURE_ADDITIVE), the scene is rendered in 3 discrete stages, ambient (or pre-lighting), per-light (once per light, with shadowing) and decal (or post-lighting). Usually OGRE figures out how to categorise your passes automatically, but there are some effects you cannot achieve without manually controlling the illumination. For example specular effects are muted by the typical sequence because all textures are saved until the IS_DECAL stage which mutes the specular effect. Instead, you could do texturing within the per-light stage if it's possible for your material and thus add the specular on after the decal texturing, and have no post-light rendering. @par If you assign an illumination stage to a pass you have to assign it to all passes in the technique otherwise it will be ignored. Also note that whilst you can have more than one pass in each group, they cannot alternate, ie all ambient passes will be before all per-light passes, which will also be before all decal passes. Within their categories the passes will retain their ordering though. */ void setIlluminationStage(IlluminationStage is) { mIlluminationStage = is; } /// Get the manually assigned illumination stage, if any IlluminationStage getIlluminationStage() const { return mIlluminationStage; } /** There are some default hash functions used to order passes so that render state changes are minimised, this enumerates them. */ enum BuiltinHashFunction { /** Try to minimise the number of texture changes. */ MIN_TEXTURE_CHANGE, /** Try to minimise the number of GPU program changes. @note Only really useful if you use GPU programs for all of your materials. */ MIN_GPU_PROGRAM_CHANGE }; /** Sets one of the default hash functions to be used. @remarks You absolutely must not change the hash function whilst any Pass instances exist in the render queue. The only time you can do this is either before you render anything, or directly after you manuall call RenderQueue::clear(true) to completely destroy the queue structures. The default is MIN_TEXTURE_CHANGE. @note You can also implement your own hash function, see the alternate version of this method. @see HashFunc */ static void setHashFunction(BuiltinHashFunction builtin); /** Set the hash function used for all passes. @remarks You absolutely must not change the hash function whilst any Pass instances exist in the render queue. The only time you can do this is either before you render anything, or directly after you manuall call RenderQueue::clear(true) to completely destroy the queue structures. @note You can also use one of the built-in hash functions, see the alternate version of this method. The default is MIN_TEXTURE_CHANGE. @see HashFunc */ static void setHashFunction(HashFunc* hashFunc) { msHashFunc = hashFunc; } /** Get the hash function used for all passes. */ static HashFunc* getHashFunction(void) { return msHashFunc; } /** Get the builtin hash function. */ static HashFunc* getBuiltinHashFunction(BuiltinHashFunction builtin); /** Return an instance of user objects binding associated with this class. You can use it to associate one or more custom objects with this class instance. @see UserObjectBindings::setUserAny. */ UserObjectBindings& getUserObjectBindings() { return mUserObjectBindings; } /** Return an instance of user objects binding associated with this class. You can use it to associate one or more custom objects with this class instance. @see UserObjectBindings::setUserAny. */ const UserObjectBindings& getUserObjectBindings() const { return mUserObjectBindings; } }; /** Struct recording a pass which can be used for a specific illumination stage. @remarks This structure is used to record categorised passes which fit into a number of distinct illumination phases - ambient, diffuse / specular (per-light) and decal (post-lighting texturing). An original pass may fit into one of these categories already, or it may require splitting into its component parts in order to be categorised properly. */ struct IlluminationPass : public PassAlloc { IlluminationStage stage; /// The pass to use in this stage Pass* pass; /// Whether this pass is one which should be deleted itself bool destroyOnShutdown; /// The original pass which spawned this one Pass* originalPass; IlluminationPass() {} }; typedef vector::type IlluminationPassList; /** @} */ /** @} */ } #endif