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@@ -493,11 +493,11 @@ namespace CamelotEngine
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only sets those settings which are different from the current settings for this
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unit, thus minimising render state changes.
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*/
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- virtual void _setTextureUnitSettings(size_t texUnit, const TexturePtr& texture, const SamplerState& tl);
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+ virtual void setTextureUnitSettings(size_t texUnit, const TexturePtr& texture, const SamplerState& tl);
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/** Turns off a texture unit. */
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- virtual void _disableTextureUnit(size_t texUnit);
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+ virtual void disableTextureUnit(size_t texUnit);
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/** Disables all texture units from the given unit upwards */
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- virtual void _disableTextureUnitsFrom(size_t texUnit);
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+ virtual void disableTextureUnitsFrom(size_t texUnit);
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/** Sets the size of points and how they are attenuated with distance.
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@remarks
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@@ -509,7 +509,7 @@ namespace CamelotEngine
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you would set constant to 1, and linear and quadratic to 0. A
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standard perspective attenuation would be 0, 1, 0 respectively.
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*/
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- virtual void _setPointParameters(float size, bool attenuationEnabled,
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+ virtual void setPointParameters(float size, bool attenuationEnabled,
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float constant, float linear, float quadratic, float minSize, float maxSize) = 0;
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@@ -525,7 +525,7 @@ namespace CamelotEngine
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@param enabled Boolean to turn the unit on/off
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@param texPtr Pointer to the texture to use.
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*/
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- virtual void _setTexture(size_t unit, bool enabled,
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+ virtual void setTexture(size_t unit, bool enabled,
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const TexturePtr &texPtr) = 0;
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/** Binds a texture to a vertex sampler.
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@@ -537,7 +537,7 @@ namespace CamelotEngine
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fragment units; calling this method will throw an exception.
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@see RenderSystemCapabilites::getVertexTextureUnitsShared
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*/
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- virtual void _setVertexTexture(size_t unit, const TexturePtr& tex);
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+ virtual void setVertexTexture(size_t unit, const TexturePtr& tex);
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/** Sets the filtering options for a given texture unit.
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@param unit The texture unit to set the filtering options for
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@@ -545,7 +545,7 @@ namespace CamelotEngine
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@param magFilter The filter used when a texture is magnified
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@param mipFilter The filter used between mipmap levels, FO_NONE disables mipmapping
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*/
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- virtual void _setTextureUnitFiltering(size_t unit, FilterOptions minFilter,
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+ virtual void setTextureUnitFiltering(size_t unit, FilterOptions minFilter,
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FilterOptions magFilter, FilterOptions mipFilter);
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/** Sets a single filter for a given texture unit.
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@@ -553,16 +553,16 @@ namespace CamelotEngine
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@param ftype The filter type
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@param filter The filter to be used
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*/
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- virtual void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter) = 0;
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+ virtual void setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter) = 0;
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/** Sets the maximal anisotropy for the specified texture unit.*/
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- virtual void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) = 0;
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+ virtual void setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) = 0;
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/** Sets the texture addressing mode for a texture unit.*/
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- virtual void _setTextureAddressingMode(size_t unit, const SamplerState::UVWAddressingMode& uvw) = 0;
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+ virtual void setTextureAddressingMode(size_t unit, const SamplerState::UVWAddressingMode& uvw) = 0;
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/** Sets the texture border colour for a texture unit.*/
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- virtual void _setTextureBorderColour(size_t unit, const Color& colour) = 0;
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+ virtual void setTextureBorderColour(size_t unit, const Color& colour) = 0;
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/** Sets the mipmap bias value for a given texture unit.
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@remarks
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@@ -572,7 +572,7 @@ namespace CamelotEngine
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of levels, so +1 forces the mipmaps to one smaller level.
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@note Only does something if render system has capability RSC_MIPMAP_LOD_BIAS.
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*/
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- virtual void _setTextureMipmapBias(size_t unit, float bias) = 0;
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+ virtual void setTextureMipmapBias(size_t unit, float bias) = 0;
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/** Sets the global blending factors for combining subsequent renders with the existing frame contents.
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The result of the blending operation is:</p>
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@@ -584,7 +584,7 @@ namespace CamelotEngine
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@param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
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@param op The blend operation mode for combining pixels
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*/
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- virtual void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op = SBO_ADD) = 0;
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+ virtual void setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op = SBO_ADD) = 0;
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/** Sets the global blending factors for combining subsequent renders with the existing frame contents.
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The result of the blending operation is:</p>
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@@ -598,7 +598,7 @@ namespace CamelotEngine
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@param op The blend operation mode for combining pixels
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@param alphaOp The blend operation mode for combining pixel alpha values
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*/
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- virtual void _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
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+ virtual void setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
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SceneBlendFactor destFactorAlpha, SceneBlendOperation op = SBO_ADD, SceneBlendOperation alphaOp = SBO_ADD) = 0;
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/** Sets the global alpha rejection approach for future renders.
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@@ -607,18 +607,18 @@ namespace CamelotEngine
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@param val The value to compare each pixels alpha value to (0-255)
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@param alphaToCoverage Whether to enable alpha to coverage, if supported
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*/
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- virtual void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) = 0;
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+ virtual void setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) = 0;
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/**
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* Signifies the beginning of a frame, i.e. the start of rendering on a single viewport. Will occur
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* several times per complete frame if multiple viewports exist.
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*/
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- virtual void _beginFrame(void) = 0;
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+ virtual void beginFrame(void) = 0;
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/**
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* Ends rendering of a frame to the current viewport.
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*/
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- virtual void _endFrame(void) = 0;
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+ virtual void endFrame(void) = 0;
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/**
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Sets the provided viewport as the active one for future
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rendering operations. This viewport is aware of it's own
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@@ -626,9 +626,9 @@ namespace CamelotEngine
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@param target Pointer to the appropriate viewport.
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*/
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- virtual void _setViewport(Viewport *vp) = 0;
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+ virtual void setViewport(Viewport *vp) = 0;
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/** Get the current active viewport for rendering. */
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- virtual Viewport* _getViewport(void);
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+ virtual Viewport* getViewport(void);
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/** Sets the culling mode for the render system based on the 'vertex winding'.
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A typical way for the rendering engine to cull triangles is based on the
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@@ -641,9 +641,9 @@ namespace CamelotEngine
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You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
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winding is uncertain.
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*/
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- virtual void _setCullingMode(CullingMode mode) = 0;
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+ virtual void setCullingMode(CullingMode mode) = 0;
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- virtual CullingMode _getCullingMode(void) const;
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+ virtual CullingMode getCullingMode(void) const;
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/** Sets the mode of operation for depth buffer tests from this point onwards.
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Sometimes you may wish to alter the behaviour of the depth buffer to achieve
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@@ -658,18 +658,18 @@ namespace CamelotEngine
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If false, the depth buffer is left unchanged even if a new pixel is written.
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@param depthFunction Sets the function required for the depth test.
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*/
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- virtual void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0;
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+ virtual void setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0;
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/** Sets whether or not the depth buffer check is performed before a pixel write.
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@param enabled If true, the depth buffer is tested for each pixel and the frame buffer is only updated
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if the depth function test succeeds. If false, no test is performed and pixels are always written.
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*/
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- virtual void _setDepthBufferCheckEnabled(bool enabled = true) = 0;
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+ virtual void setDepthBufferCheckEnabled(bool enabled = true) = 0;
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/** Sets whether or not the depth buffer is updated after a pixel write.
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@param enabled If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
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If false, the depth buffer is left unchanged even if a new pixel is written.
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*/
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- virtual void _setDepthBufferWriteEnabled(bool enabled = true) = 0;
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+ virtual void setDepthBufferWriteEnabled(bool enabled = true) = 0;
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/** Sets the comparison function for the depth buffer check.
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Advanced use only - allows you to choose the function applied to compare the depth values of
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new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled
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@@ -677,7 +677,7 @@ namespace CamelotEngine
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@param func The comparison between the new depth and the existing depth which must return true
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for the new pixel to be written.
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*/
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- virtual void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL) = 0;
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+ virtual void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL) = 0;
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/** Sets whether or not colour buffer writing is enabled, and for which channels.
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@remarks
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For some advanced effects, you may wish to turn off the writing of certain colour
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@@ -685,7 +685,7 @@ namespace CamelotEngine
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in a rendering pass. However, the chances are that you really want to use this option
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through the Material class.
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@param red, green, blue, alpha Whether writing is enabled for each of the 4 colour channels. */
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- virtual void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) = 0;
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+ virtual void setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) = 0;
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/** Sets the depth bias, NB you should use the Material version of this.
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@remarks
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When polygons are coplanar, you can get problems with 'depth fighting' where
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@@ -708,16 +708,16 @@ namespace CamelotEngine
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cards.
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*/
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- virtual void _setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0;
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+ virtual void setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0;
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/** The RenderSystem will keep a count of tris rendered, this resets the count. */
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- virtual void _beginGeometryCount(void);
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+ virtual void beginGeometryCount(void);
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/** Reports the number of tris rendered since the last _beginGeometryCount call. */
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- virtual unsigned int _getFaceCount(void) const;
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+ virtual unsigned int getFaceCount(void) const;
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/** Reports the number of batches rendered since the last _beginGeometryCount call. */
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- virtual unsigned int _getBatchCount(void) const;
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+ virtual unsigned int getBatchCount(void) const;
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/** Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. */
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- virtual unsigned int _getVertexCount(void) const;
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+ virtual unsigned int getVertexCount(void) const;
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/** Generates a packed data version of the passed in ColourValue suitable for
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use as with this RenderSystem.
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@@ -743,7 +743,7 @@ namespace CamelotEngine
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Matrix4& dest, bool forGpuProgram = false) = 0;
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/** Sets how to rasterise triangles, as points, wireframe or solid polys. */
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- virtual void _setPolygonMode(PolygonMode level) = 0;
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+ virtual void setPolygonMode(PolygonMode level) = 0;
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/** Turns stencil buffer checking on or off.
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@remarks
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@@ -830,7 +830,7 @@ namespace CamelotEngine
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@param op A rendering operation instance, which contains
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details of the operation to be performed.
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*/
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- virtual void _render(const RenderOperation& op);
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+ virtual void render(const RenderOperation& op);
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/** Gets the capabilities of the render system. */
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const RenderSystemCapabilities* getCapabilities(void) const { return mCurrentCapabilities; }
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@@ -878,7 +878,7 @@ namespace CamelotEngine
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/** Internal method for swapping all the buffers on all render targets,
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if _updateAllRenderTargets was called with a 'false' parameter. */
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- virtual void _swapAllRenderTargetBuffers(bool waitForVsync = true);
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+ virtual void swapAllRenderTargetBuffers(bool waitForVsync = true);
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/** Sets whether or not vertex windings set should be inverted; this can be important
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for rendering reflections. */
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@@ -956,7 +956,7 @@ namespace CamelotEngine
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/**
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* Set current render target to target, enabling its device context if needed
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*/
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- virtual void _setRenderTarget(RenderTarget *target) = 0;
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+ virtual void setRenderTarget(RenderTarget *target) = 0;
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/** Register the an additional thread which may make calls to rendersystem-related
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objects.
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