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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 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 __TextureUnitState_H__
- #define __TextureUnitState_H__
- #include "OgrePrerequisites.h"
- #include "OgreCommon.h"
- #include "OgreBlendMode.h"
- #include "OgreMatrix4.h"
- #include "OgreString.h"
- #include "OgrePixelFormat.h"
- #include "OgreTexture.h"
- namespace Ogre {
- /** \addtogroup Core
- * @{
- */
- /** \addtogroup Materials
- * @{
- */
- /** Class representing the state of a single texture unit during a Pass of a
- Technique, of a Material.
- @remarks
- Texture units are pipelines for retrieving texture data for rendering onto
- your objects in the world. Using them is common to both the fixed-function and
- the programmable (vertex and fragment program) pipeline, but some of the
- settings will only have an effect in the fixed-function pipeline (for example,
- setting a texture rotation will have no effect if you use the programmable
- pipeline, because this is overridden by the fragment program). The effect
- of each setting as regards the 2 pipelines is commented in each setting.
- @par
- When I use the term 'fixed-function pipeline' I mean traditional rendering
- where you do not use vertex or fragment programs (shaders). Programmable
- pipeline means that for this pass you are using vertex or fragment programs.
- */
- class _OgreExport TextureUnitState
- {
- friend class RenderSystem;
- public:
- /** Definition of the broad types of texture effect you can apply to a texture unit.
- @note
- Note that these have no effect when using the programmable pipeline, since their
- effect is overridden by the vertex / fragment programs.
- */
- enum TextureEffectType
- {
- /// Generate all texture coords based on angle between camera and vertex
- ET_ENVIRONMENT_MAP,
- /// Generate texture coords based on a frustum
- ET_PROJECTIVE_TEXTURE,
- /// Constant u/v scrolling effect
- ET_UVSCROLL,
- /// Constant u scrolling effect
- ET_USCROLL,
- /// Constant u/v scrolling effect
- ET_VSCROLL,
- /// Constant rotation
- ET_ROTATE,
- /// More complex transform
- ET_TRANSFORM
- };
- /** Enumeration to specify type of envmap.
- @note
- Note that these have no effect when using the programmable pipeline, since their
- effect is overridden by the vertex / fragment programs.
- */
- enum EnvMapType
- {
- /// Envmap based on vector from camera to vertex position, good for planar geometry
- ENV_PLANAR,
- /// Envmap based on dot of vector from camera to vertex and vertex normal, good for curves
- ENV_CURVED,
- /// Envmap intended to supply reflection vectors for cube mapping
- ENV_REFLECTION,
- /// Envmap intended to supply normal vectors for cube mapping
- ENV_NORMAL
- };
- /** Useful enumeration when dealing with procedural transforms.
- @note
- Note that these have no effect when using the programmable pipeline, since their
- effect is overridden by the vertex / fragment programs.
- */
- enum TextureTransformType
- {
- TT_TRANSLATE_U,
- TT_TRANSLATE_V,
- TT_SCALE_U,
- TT_SCALE_V,
- TT_ROTATE
- };
- /** Texture addressing modes - default is TAM_WRAP.
- @note
- These settings are relevant in both the fixed-function and the
- programmable pipeline.
- */
- enum TextureAddressingMode
- {
- /// Texture wraps at values over 1.0
- TAM_WRAP,
- /// Texture mirrors (flips) at joins over 1.0
- TAM_MIRROR,
- /// Texture clamps at 1.0
- TAM_CLAMP,
- /// Texture coordinates outside the range [0.0, 1.0] are set to the border colour
- TAM_BORDER
- };
- /** Texture addressing mode for each texture coordinate. */
- struct UVWAddressingMode
- {
- TextureAddressingMode u, v, w;
- };
- /** Enum identifying the frame indexes for faces of a cube map (not the composite 3D type.
- */
- enum TextureCubeFace
- {
- CUBE_FRONT = 0,
- CUBE_BACK = 1,
- CUBE_LEFT = 2,
- CUBE_RIGHT = 3,
- CUBE_UP = 4,
- CUBE_DOWN = 5
- };
- /** Internal structure defining a texture effect.
- */
- struct TextureEffect {
- TextureEffectType type;
- int subtype;
- Real arg1, arg2;
- WaveformType waveType;
- Real base;
- Real frequency;
- Real phase;
- Real amplitude;
- Controller<Real>* controller;
- const Frustum* frustum;
- };
- /** Texture effects in a multimap paired array
- */
- typedef multimap<TextureEffectType, TextureEffect>::type EffectMap;
- /** Default constructor.
- */
- TextureUnitState(Pass* parent);
- TextureUnitState(Pass* parent, const TextureUnitState& oth );
- TextureUnitState & operator = ( const TextureUnitState& oth );
- /** Default destructor.
- */
- ~TextureUnitState();
- /** Name-based constructor.
- @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.
- */
- TextureUnitState( Pass* parent, const String& texName, unsigned int texCoordSet = 0);
- /** Get the name of current texture image for this layer.
- @remarks
- This will either always be a single name for this layer,
- or will be the name of the current frame for an animated
- or otherwise multi-frame texture.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- const String& getTextureName(void) const;
- /** Sets this texture layer to use a single texture, given the
- name of the texture to use on this layer.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- void setTextureName( const String& name, TextureType ttype = TEX_TYPE_2D);
- /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
- @remarks
- Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
- world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
- rendering a scene to a reflection map of a transparent cube and saving the output files.
- @par
- Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
- maps to simulate reflections. The system deals with these 2 scenarios in different ways:
- <ol>
- <li>
- <p>
- for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
- is then addressed using 3D texture coordinates. This is required because you don't know what
- face of the box you're going to need to address when you render an object, and typically you
- need to reflect more than one face on the one object, so all 6 textures are needed to be
- 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
- parameter set to true, and then calling setEnvironmentMap(true).
- </p>
- <p>
- Note that not all cards support cubic environment mapping.
- </p>
- </li>
- <li>
- <p>
- for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
- This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
- texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
- texture between faces.
- </p>
- <p>
- Skyboxes are created by calling SceneManager::setSkyBox.
- </p>
- </li>
- </ul>
- @note
- Applies to both fixed-function and programmable pipeline.
- @param
- name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
- of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
- make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
- If you can't make your texture names conform to this, use the alternative method of the same name which takes
- an array of texture names instead.
- @param
- forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
- 6 separate textures. Useful for cubic environment mapping.
- */
- void setCubicTextureName( const String& name, bool forUVW = false );
- /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
- @remarks
- Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
- world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
- rendering a scene to a reflection map of a transparent cube and saving the output files.
- @par
- Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
- maps to simulate reflections. The system deals with these 2 scenarios in different ways:
- <ol>
- <li>
- <p>
- for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
- is then addressed using 3D texture coordinates. This is required because you don't know what
- face of the box you're going to need to address when you render an object, and typically you
- need to reflect more than one face on the one object, so all 6 textures are needed to be
- 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
- parameter set to true, and then calling setEnvironmentMap(true).
- </p>
- <p>
- Note that not all cards support cubic environment mapping.
- </p>
- </li>
- <li>
- <p>
- for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
- This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
- texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
- texture between faces.
- </p>
- <p>
- Skyboxes are created by calling SceneManager::setSkyBox.
- </p>
- </li>
- </ul>
- @note
- Applies to both fixed-function and programmable pipeline.
- @param
- name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
- of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
- make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
- If you can't make your texture names conform to this, use the alternative method of the same name which takes
- an array of texture names instead.
- @param
- forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
- 6 separate textures. Useful for cubic environment mapping.
- */
- void setCubicTextureName( const String* const names, bool forUVW = false );
- /** Sets the names of the texture images for an animated texture.
- @remarks
- Animated textures are just a series of images making up the frames of the animation. All the images
- must be the same size, and their names must have a frame number appended before the extension, e.g.
- if you specify a name of "wall.jpg" with 3 frames, the image names must be "wall_0.jpg", "wall_1.jpg"
- and "wall_2.jpg".
- @par
- You can change the active frame on a texture layer by calling the setCurrentFrame method.
- @note
- If you can't make your texture images conform to the naming standard layed out here, you
- can call the alternative setAnimatedTextureName method which takes an array of names instead.
- @note
- Applies to both fixed-function and programmable pipeline.
- @param
- name The base name of the textures to use e.g. wall.jpg for frames wall_0.jpg, wall_1.jpg etc.
- @param
- numFrames The number of frames in the sequence.
- @param
- duration The length of time it takes to display the whole animation sequence, in seconds.
- If 0, no automatic transition occurs.
- */
- void setAnimatedTextureName( const String& name, unsigned int numFrames, Real duration = 0 );
- /** Sets the names of the texture images for an animated texture.
- @remarks
- This an alternative method to the one where you specify a single name and let the system derive
- the names of each frame, incase your images can't conform to this naming standard.
- @par
- Animated textures are just a series of images making up the frames of the animation. All the images
- must be the same size, and you must provide their names as an array in the first parameter.
- You can change the active frame on a texture layer by calling the setCurrentFrame method.
- @note
- If you can make your texture images conform to a naming standard of basicName_frame.ext, you
- can call the alternative setAnimatedTextureName method which just takes a base name instead.
- @note
- Applies to both fixed-function and programmable pipeline.
- @param
- names Pointer to array of names of the textures to use, in frame order.
- @param
- numFrames The number of frames in the sequence.
- @param
- duration The length of time it takes to display the whole animation sequence, in seconds.
- If 0, no automatic transition occurs.
- */
- void setAnimatedTextureName( const String* const names, unsigned int numFrames, Real duration = 0 );
- /** Returns the width and height of the texture in the given frame.
- */
- std::pair< size_t, size_t > getTextureDimensions( unsigned int frame = 0 ) const;
- /** Changes the active frame in an animated or multi-image texture.
- @remarks
- An animated texture (or a cubic texture where the images are not combined for 3D use) is made up of
- a number of frames. This method sets the active frame.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- void setCurrentFrame( unsigned int frameNumber );
- /** Gets the active frame in an animated or multi-image texture layer.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- unsigned int getCurrentFrame(void) const;
- /** Gets the name of the texture associated with a frame number.
- Throws an exception if frameNumber exceeds the number of stored frames.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- const String& getFrameTextureName(unsigned int frameNumber) const;
- /** Sets the name of the texture associated with a frame.
- @param name The name of the texture
- @param frameNumber The frame the texture name is to be placed in
- @note
- Throws an exception if frameNumber exceeds the number of stored frames.
- Applies to both fixed-function and programmable pipeline.
- */
- void setFrameTextureName(const String& name, unsigned int frameNumber);
- /** Add a Texture name to the end of the frame container.
- @param name The name of the texture
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- void addFrameTextureName(const String& name);
- /** deletes a specific texture frame. The texture used is not deleted but the
- texture will no longer be used by the Texture Unit. An exception is raised
- if the frame number exceeds the number of actual frames.
- @param frameNumber The frame number of the texture to be deleted.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- void deleteFrameTextureName(const size_t frameNumber);
- /** Gets the number of frames for a texture.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- unsigned int getNumFrames(void) const;
- /** The type of unit to bind the texture settings to. */
- enum BindingType
- {
- /** Regular fragment processing unit - the default. */
- BT_FRAGMENT = 0,
- /** Vertex processing unit - indicates this unit will be used for
- a vertex texture fetch.
- */
- BT_VERTEX = 1
- };
- /** Enum identifying the type of content this texture unit contains.
- */
- enum ContentType
- {
- /// Normal texture identified by name
- CONTENT_NAMED = 0,
- /// A shadow texture, automatically bound by engine
- CONTENT_SHADOW = 1,
- /// A compositor texture, automatically linked to active viewport's chain
- CONTENT_COMPOSITOR = 2
- };
- /** Sets the type of unit these texture settings should be bound to.
- @remarks
- Some render systems, when implementing vertex texture fetch, separate
- the binding of textures for use in the vertex program versus those
- used in fragment programs. This setting allows you to target the
- vertex processing unit with a texture binding, in those cases. For
- rendersystems which have a unified binding for the vertex and fragment
- units, this setting makes no difference.
- */
- void setBindingType(BindingType bt);
- /** Gets the type of unit these texture settings should be bound to.
- */
- BindingType getBindingType(void) const;
- /** Set the type of content this TextureUnitState references.
- @remarks
- The default is to reference a standard named texture, but this unit
- can also reference automated content like a shadow texture.
- */
- void setContentType(ContentType ct);
- /** Get the type of content this TextureUnitState references. */
- ContentType getContentType(void) const;
- /** Returns true if this texture unit is either a series of 6 2D textures, each
- in it's own frame, or is a full 3D cube map. You can tell which by checking
- getTextureType.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- bool isCubic(void) const;
- /** Returns true if this texture layer uses a composite 3D cubic texture.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- bool is3D(void) const;
- /** Returns the type of this texture.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- TextureType getTextureType(void) const;
- /** Sets the desired pixel format when load the texture.
- */
- void setDesiredFormat(PixelFormat desiredFormat);
- /** Gets the desired pixel format when load the texture.
- */
- PixelFormat getDesiredFormat(void) const;
- /** Sets how many mipmaps have been requested for the texture.
- */
- void setNumMipmaps(int numMipmaps);
- /** Gets how many mipmaps have been requested for the texture.
- */
- int getNumMipmaps(void) const;
- /** Sets whether this texture is requested to be loaded as alpha if single channel
- */
- void setIsAlpha(bool isAlpha);
- /** Gets whether this texture is requested to be loaded as alpha if single channel
- */
- bool getIsAlpha(void) const;
- /// @copydoc Texture::setHardwareGammaEnabled
- void setHardwareGammaEnabled(bool enabled);
- /// @copydoc Texture::isHardwareGammaEnabled
- bool isHardwareGammaEnabled() const;
- /** Gets the index of the set of texture co-ords this layer uses.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- unsigned int getTextureCoordSet(void) const;
- /** Sets the index of the set of texture co-ords this layer uses.
- @note
- Default is 0 for all layers. Only change this if you have provided multiple texture co-ords per
- vertex.
- @note
- Applies to both fixed-function and programmable pipeline.
- */
- void setTextureCoordSet(unsigned int set);
- /** Sets a matrix used to transform any texture coordinates on this layer.
- @remarks
- Texture coordinates can be modified on a texture layer to create effects like scrolling
- textures. A texture transform can either be applied to a layer which takes the source coordinates
- from a fixed set in the geometry, or to one which generates them dynamically (e.g. environment mapping).
- @par
- It's obviously a bit impractical to create scrolling effects by calling this method manually since you
- would have to call it every framw with a slight alteration each time, which is tedious. Instead
- you can use the ControllerManager class to create a Controller object which will manage the
- effect over time for you. See the ControllerManager::createTextureScroller and it's sibling methods for details.<BR>
- In addition, if you want to set the individual texture transformations rather than concatenating them
- yourself, use setTextureScroll, setTextureScale and setTextureRotate.
- @note
- Has no effect in the programmable pipeline.
- */
- void setTextureTransform(const Matrix4& xform);
- /** Gets the current texture transformation matrix.
- @remarks
- Causes a reclaculation of the matrix if any parameters have been changed via
- setTextureScroll, setTextureScale and setTextureRotate.
- @note
- Has no effect in the programmable pipeline.
- */
- const Matrix4& getTextureTransform(void) const;
- /** Sets the translation offset of the texture, ie scrolls the texture.
- @remarks
- This method sets the translation element of the texture transformation, and is easier to use than setTextureTransform if
- you are combining translation, scaling and rotation in your texture transformation. Again if you want
- to animate these values you need to use a Controller
- @note
- Has no effect in the programmable pipeline.
- @param u The amount the texture should be moved horizontally (u direction).
- @param v The amount the texture should be moved vertically (v direction).
- @see
- ControllerManager, Controller
- */
- void setTextureScroll(Real u, Real v);
- /** As setTextureScroll, but sets only U value.
- @note
- Has no effect in the programmable pipeline.
- */
- void setTextureUScroll(Real value);
- // get texture uscroll value
- Real getTextureUScroll(void) const;
- /** As setTextureScroll, but sets only V value.
- @note
- Has no effect in the programmable pipeline.
- */
- void setTextureVScroll(Real value);
- // get texture vscroll value
- Real getTextureVScroll(void) const;
- /** As setTextureScale, but sets only U value.
- @note
- Has no effect in the programmable pipeline.
- */
- void setTextureUScale(Real value);
- // get texture uscale value
- Real getTextureUScale(void) const;
- /** As setTextureScale, but sets only V value.
- @note
- Has no effect in the programmable pipeline.
- */
- void setTextureVScale(Real value);
- // get texture vscale value
- Real getTextureVScale(void) const;
- /** Sets the scaling factor applied to texture coordinates.
- @remarks
- This method sets the scale element of the texture transformation, and is easier to use than
- setTextureTransform if you are combining translation, scaling and rotation in your texture transformation. Again if you want
- to animate these values you need to use a Controller (see ControllerManager and it's methods for
- more information).
- @note
- Has no effect in the programmable pipeline.
- @param
- uScale The value by which the texture is to be scaled horizontally.
- @param
- vScale The value by which the texture is to be scaled vertically.
- */
- void setTextureScale(Real uScale, Real vScale);
- /** Sets the anticlockwise rotation factor applied to texture coordinates.
- @remarks
- This sets a fixed rotation angle - if you wish to animate this, see the
- ControllerManager::createTextureRotater method.
- @note
- Has no effect in the programmable pipeline.
- @param
- angle The angle of rotation (anticlockwise).
- */
- void setTextureRotate(const Radian& angle);
- // get texture rotation effects angle value
- const Radian& getTextureRotate(void) const;
- /** Gets the texture addressing mode for a given coordinate,
- i.e. what happens at uv values above 1.0.
- @note
- The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
- */
- const UVWAddressingMode& getTextureAddressingMode(void) const;
- /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
- @note
- The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
- @note This is a shortcut method which sets the addressing mode for all
- coordinates at once; you can also call the more specific method
- to set the addressing mode per coordinate.
- @note
- This applies for both the fixed-function and programmable pipelines.
- */
- void setTextureAddressingMode( TextureAddressingMode tam);
- /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
- @note
- The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
- @note
- This applies for both the fixed-function and programmable pipelines.
- */
- void setTextureAddressingMode( TextureAddressingMode u,
- TextureAddressingMode v, TextureAddressingMode w);
- /** Sets the texture addressing mode, i.e. what happens at uv values above 1.0.
- @note
- The default is TAM_WRAP i.e. the texture repeats over values of 1.0.
- @note
- This applies for both the fixed-function and programmable pipelines.
- */
- void setTextureAddressingMode( const UVWAddressingMode& uvw);
- /** Sets the texture border colour.
- @note
- The default is ColourValue::Black, and this value only used when addressing mode
- is TAM_BORDER.
- @note
- This applies for both the fixed-function and programmable pipelines.
- */
- void setTextureBorderColour(const ColourValue& colour);
- /** Sets the texture border colour.
- @note
- The default is ColourValue::Black, and this value only used when addressing mode
- is TAM_BORDER.
- */
- const ColourValue& getTextureBorderColour(void) const;
- /** Setting advanced blending options.
- @remarks
- This is an extended version of the TextureUnitState::setColourOperation method which allows
- extremely detailed control over the blending applied between this and earlier layers.
- See the IMPORTANT note below about the issues between mulitpass and multitexturing that
- using this method can create.
- @par
- Texture colour operations determine how the final colour of the surface appears when
- rendered. Texture units are used to combine colour values from various sources (ie. the
- diffuse colour of the surface from lighting calculations, combined with the colour of
- the texture). This method allows you to specify the 'operation' to be used, ie. the
- calculation such as adds or multiplies, and which values to use as arguments, such as
- a fixed value or a value from a previous calculation.
- @par
- The defaults for each layer are:
- <ul>
- <li>op = LBX_MODULATE</li>
- <li>source1 = LBS_TEXTURE</li>
- <li>source2 = LBS_CURRENT</li>
- </ul>
- ie. each layer takes the colour results of the previous layer, and multiplies them
- with the new texture being applied. Bear in mind that colours are RGB values from
- 0.0 - 1.0 so multiplying them together will result in values in the same range,
- 'tinted' by the multiply. Note however that a straight multiply normally has the
- effect of darkening the textures - for this reason there are brightening operations
- like LBO_MODULATE_X2. See the LayerBlendOperation and LayerBlendSource enumerated
- types for full details.
- @note
- Because of the limitations on some underlying APIs (Direct3D included)
- the LBS_TEXTURE argument can only be used as the first argument, not the second.
- @par
- The final 3 parameters are only required if you decide to pass values manually
- into the operation, i.e. you want one or more of the inputs to the colour calculation
- to come from a fixed value that you supply. Hence you only need to fill these in if
- you supply LBS_MANUAL to the corresponding source, or use the LBX_BLEND_MANUAL
- operation.
- @warning
- Ogre tries to use multitexturing hardware to blend texture layers
- together. However, if it runs out of texturing units (e.g. 2 of a GeForce2, 4 on a
- GeForce3) it has to fall back on multipass rendering, i.e. rendering the same object
- multiple times with different textures. This is both less efficient and there is a smaller
- range of blending operations which can be performed. For this reason, if you use this method
- you MUST also call TextureUnitState::setColourOpMultipassFallback to specify which effect you
- want to fall back on if sufficient hardware is not available.
- @note
- This has no effect in the programmable pipeline.
- @param
- If you wish to avoid having to do this, use the simpler TextureUnitState::setColourOperation method
- which allows less flexible blending options but sets up the multipass fallback automatically,
- since it only allows operations which have direct multipass equivalents.
- @param
- op The operation to be used, e.g. modulate (multiply), add, subtract
- @param
- source1 The source of the first colour to the operation e.g. texture colour
- @param
- source2 The source of the second colour to the operation e.g. current surface colour
- @param
- arg1 Manually supplied colour value (only required if source1 = LBS_MANUAL)
- @param
- arg2 Manually supplied colour value (only required if source2 = LBS_MANUAL)
- @param
- manualBlend Manually supplied 'blend' value - only required for operations
- which require manual blend e.g. LBX_BLEND_MANUAL
- */
- void setColourOperationEx(
- LayerBlendOperationEx op,
- LayerBlendSource source1 = LBS_TEXTURE,
- LayerBlendSource source2 = LBS_CURRENT,
- const ColourValue& arg1 = ColourValue::White,
- const ColourValue& arg2 = ColourValue::White,
- Real manualBlend = 0.0);
- /** Determines how this texture layer is combined with the one below it (or the diffuse colour of
- the geometry if this is layer 0).
- @remarks
- This method is the simplest way to blend tetxure layers, because it requires only one parameter,
- gives you the most common blending types, and automatically sets up 2 blending methods: one for
- if single-pass multitexturing hardware is available, and another for if it is not and the blending must
- be achieved through multiple rendering passes. It is, however, quite limited and does not expose
- the more flexible multitexturing operations, simply because these can't be automatically supported in
- multipass fallback mode. If want to use the fancier options, use TextureUnitState::setColourOperationEx,
- but you'll either have to be sure that enough multitexturing units will be available, or you should
- explicitly set a fallback using TextureUnitState::setColourOpMultipassFallback.
- @note
- The default method is LBO_MODULATE for all layers.
- @note
- This option has no effect in the programmable pipeline.
- @param
- op One of the LayerBlendOperation enumerated blending types.
- */
- void setColourOperation( const LayerBlendOperation op);
- /** Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx
- and not enough multitexturing hardware is available.
- @remarks
- Because some effects exposed using TextureUnitState::setColourOperationEx are only supported under
- multitexturing hardware, if the hardware is lacking the system must fallback on multipass rendering,
- which unfortunately doesn't support as many effects. This method is for you to specify the fallback
- operation which most suits you.
- @par
- You'll notice that the interface is the same as the Material::setSceneBlending method; this is
- because multipass rendering IS effectively scene blending, since each layer is rendered on top
- of the last using the same mechanism as making an object transparent, it's just being rendered
- in the same place repeatedly to get the multitexture effect.
- @par
- If you use the simpler (and hence less flexible) TextureUnitState::setColourOperation method you
- don't need to call this as the system sets up the fallback for you.
- @note
- This option has no effect in the programmable pipeline, because there is no multipass fallback
- and multitexture blending is handled by the fragment shader.
- */
- void setColourOpMultipassFallback( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
- /** Get multitexturing colour blending mode.
- */
- const LayerBlendModeEx& getColourBlendMode(void) const;
- /** Get multitexturing alpha blending mode.
- */
- const LayerBlendModeEx& getAlphaBlendMode(void) const;
- /** Get the multipass fallback for colour blending operation source factor.
- */
- SceneBlendFactor getColourBlendFallbackSrc(void) const;
- /** Get the multipass fallback for colour blending operation destination factor.
- */
- SceneBlendFactor getColourBlendFallbackDest(void) const;
- /** Sets the alpha operation to be applied to this texture.
- @remarks
- This works in exactly the same way as setColourOperation, except
- that the effect is applied to the level of alpha (i.e. transparency)
- of the texture rather than its colour. When the alpha of a texel (a pixel
- on a texture) is 1.0, it is opaque, wheras it is fully transparent if the
- alpha is 0.0. Please refer to the setColourOperation method for more info.
- @param
- op The operation to be used, e.g. modulate (multiply), add, subtract
- @param
- source1 The source of the first alpha value to the operation e.g. texture alpha
- @param
- source2 The source of the second alpha value to the operation e.g. current surface alpha
- @param
- arg1 Manually supplied alpha value (only required if source1 = LBS_MANUAL)
- @param
- arg2 Manually supplied alpha value (only required if source2 = LBS_MANUAL)
- @param
- manualBlend Manually supplied 'blend' value - only required for operations
- which require manual blend e.g. LBX_BLEND_MANUAL
- @see
- setColourOperation
- @note
- This option has no effect in the programmable pipeline.
- */
- void setAlphaOperation(LayerBlendOperationEx op,
- LayerBlendSource source1 = LBS_TEXTURE,
- LayerBlendSource source2 = LBS_CURRENT,
- Real arg1 = 1.0,
- Real arg2 = 1.0,
- Real manualBlend = 0.0);
- /** Determines if this texture layer is currently blank.
- @note
- This can happen if a texture fails to load or some other non-fatal error. Worth checking after
- setting texture name.
- */
- bool isBlank(void) const;
- /** Sets this texture layer to be blank.
- */
- void setBlank(void);
- /** Tests if the texture associated with this unit has failed to load.
- */
- bool isTextureLoadFailing() const { return mTextureLoadFailed; }
- /** Tells the unit to retry loading the texture if it had failed to load.
- */
- void retryTextureLoad() { mTextureLoadFailed = false; }
- // get texture effects in a multimap paired array
- const EffectMap& getEffects(void) const;
- // get the animated-texture animation duration
- Real getAnimationDuration(void) const;
- /** Set the texture filtering for this unit, using the simplified interface.
- @remarks
- You also have the option of specifying the minification, magnification
- and mip filter individually if you want more control over filtering
- options. See the alternative setTextureFiltering methods for details.
- @note
- This option applies in both the fixed function and the programmable pipeline.
- @param filterType The high-level filter type to use.
- */
- void setTextureFiltering(TextureFilterOptions filterType);
- /** Set a single filtering option on this texture unit.
- @params ftype The filtering type to set
- @params opts The filtering option to set
- */
- void setTextureFiltering(FilterType ftype, FilterOptions opts);
- /** Set a the detailed filtering options on this texture unit.
- @params minFilter The filtering to use when reducing the size of the texture.
- Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC
- @params magFilter The filtering to use when increasing the size of the texture
- Can be FO_POINT, FO_LINEAR or FO_ANISOTROPIC
- @params mipFilter The filtering to use between mip levels
- Can be FO_NONE (turns off mipmapping), FO_POINT or FO_LINEAR (trilinear filtering)
- */
- void setTextureFiltering(FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter);
- // get the texture filtering for the given type
- FilterOptions getTextureFiltering(FilterType ftpye) const;
- /** Sets the anisotropy level to be used for this texture level.
- @par maxAniso The maximal anisotropy level, should be between 2 and the maximum supported by hardware (1 is the default, ie. no anisotrophy).
- @note
- This option applies in both the fixed function and the programmable pipeline.
- */
- void setTextureAnisotropy(unsigned int maxAniso);
- // get this layer texture anisotropy level
- unsigned int getTextureAnisotropy() const;
- /** Sets the bias value applied to the mipmap calculation.
- @remarks
- You can alter the mipmap calculation by biasing the result with a
- single floating point value. After the mip level has been calculated,
- this bias value is added to the result to give the final mip level.
- Lower mip levels are larger (higher detail), so a negative bias will
- force the larger mip levels to be used, and a positive bias
- will cause smaller mip levels to be used. The bias values are in
- mip levels, so a -1 bias will force mip levels one larger than by the
- default calculation.
- @param bias The bias value as described above, can be positive or negative.
- */
- void setTextureMipmapBias(float bias) { mMipmapBias = bias; }
- /** Gets the bias value applied to the mipmap calculation.
- @see TextureUnitState::setTextureMipmapBias
- */
- float getTextureMipmapBias(void) const { return mMipmapBias; }
- /** Set the compositor reference for this texture unit state.
- @remarks
- Only valid when content type is compositor.
- @param compositorName the name of the compositor to reference
- @param textureName the name of the texture to reference
- @param mrtIndex the index of the wanted texture, if referencing an MRT
- */
- void setCompositorReference(const String& compositorName, const String& textureName, size_t mrtIndex = 0);
- /** Gets the name of the compositor that this texture referneces */
- const String& getReferencedCompositorName() const { return mCompositorRefName; }
- /** Gets the name of the texture in the compositor that this texture references */
- const String& getReferencedTextureName() const { return mCompositorRefTexName; }
- /** Gets the MRT index of the texture in the compositor that this texture references */
- size_t getReferencedMRTIndex() const { return mCompositorRefMrtIndex; }
-
- /// Gets the parent Pass object
- Pass* getParent(void) const { return mParent; }
- /** Internal method for preparing this object for load, as part of Material::prepare*/
- void _prepare(void);
- /** Internal method for undoing the preparation this object as part of Material::unprepare*/
- void _unprepare(void);
- /** Internal method for loading this object as part of Material::load */
- void _load(void);
- /** Internal method for unloading this object as part of Material::unload */
- void _unload(void);
- /// Returns whether this unit has texture coordinate generation that depends on the camera
- bool hasViewRelativeTextureCoordinateGeneration(void) const;
- // Is this loaded?
- bool isLoaded(void) const;
- /** Tells the class that it needs recompilation. */
- void _notifyNeedsRecompile(void);
- /** Set the name of the Texture Unit State
- @remarks
- The name of the Texture Unit State is optional. Its usefull in material scripts where a material could inherit
- from another material and only want to modify a particalar Texture Unit State.
- */
- void setName(const String& name);
- /// get the name of the Texture Unit State
- const String& getName(void) const { return mName; }
- /** Set the alias name used for texture frame names
- @param name can be any sequence of characters and does not have to be unique
- */
- void setTextureNameAlias(const String& name);
- /** gets the Texture Name Alias of the Texture Unit.
- */
- const String& getTextureNameAlias(void) const { return mTextureNameAlias;}
- /** Applies texture names to Texture Unit State with matching texture name aliases.
- If no matching aliases are found then the TUS state does not change.
- @remarks
- Cubic, 1d, 2d, and 3d textures are determined from current state of the Texture Unit.
- Assumes animated frames are sequentially numbered in the name.
- 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 Texture Unit State.
- */
- bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true);
- /** Notify this object that its parent has changed */
- void _notifyParent(Pass* parent);
- /** Get the texture pointer for the current frame. */
- const TexturePtr& _getTexturePtr(void) const;
- /** Get the texture pointer for a given frame. */
- const TexturePtr& _getTexturePtr(size_t frame) const;
-
- /** Set the texture pointer for the current frame (internal use only!). */
- void _setTexturePtr(const TexturePtr& texptr);
- /** Set the texture pointer for a given frame (internal use only!). */
- void _setTexturePtr(const TexturePtr& texptr, size_t frame);
- /** Gets the animation controller (as created because of setAnimatedTexture)
- if it exists.
- */
- Controller<Real>* _getAnimController() const { return mAnimController; }
- protected:
- // State
- /// The current animation frame.
- unsigned int mCurrentFrame;
- /// Duration of animation in seconds
- Real mAnimDuration;
- bool mCubic; // is this a series of 6 2D textures to make up a cube?
-
- TextureType mTextureType;
- PixelFormat mDesiredFormat;
- int mTextureSrcMipmaps; // Request number of mipmaps
- unsigned int mTextureCoordSetIndex;
- UVWAddressingMode mAddressMode;
- ColourValue mBorderColour;
- LayerBlendModeEx mColourBlendMode;
- SceneBlendFactor mColourBlendFallbackSrc;
- SceneBlendFactor mColourBlendFallbackDest;
- LayerBlendModeEx mAlphaBlendMode;
- mutable bool mTextureLoadFailed;
- bool mIsAlpha;
- bool mHwGamma;
- mutable bool mRecalcTexMatrix;
- Real mUMod, mVMod;
- Real mUScale, mVScale;
- Radian mRotate;
- mutable Matrix4 mTexModMatrix;
- /// Texture filtering - minification
- FilterOptions mMinFilter;
- /// Texture filtering - magnification
- FilterOptions mMagFilter;
- /// Texture filtering - mipmapping
- FilterOptions mMipFilter;
- ///Texture anisotropy
- unsigned int mMaxAniso;
- /// Mipmap bias (always float, not Real)
- float mMipmapBias;
- bool mIsDefaultAniso;
- bool mIsDefaultFiltering;
- /// Binding type (fragment or vertex pipeline)
- BindingType mBindingType;
- /// Content type of texture (normal loaded texture, auto-texture)
- ContentType mContentType;
- /// The index of the referenced texture if referencing an MRT in a compositor
- size_t mCompositorRefMrtIndex;
- //-----------------------------------------------------------------------------
- // Complex members (those that can't be copied using memcpy) are at the end to
- // allow for fast copying of the basic members.
- //
- vector<String>::type mFrames;
- mutable vector<TexturePtr>::type mFramePtrs;
- String mName; // optional name for the TUS
- String mTextureNameAlias; // optional alias for texture frames
- EffectMap mEffects;
- ///The data that references the compositor
- String mCompositorRefName;
- String mCompositorRefTexName;
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // Pointer members (those that can't be copied using memcpy), and MUST
- // preserving even if assign from others
- //
- Pass* mParent;
- Controller<Real>* mAnimController;
- //-----------------------------------------------------------------------------
- /** Internal method for calculating texture matrix.
- */
- void recalcTextureMatrix(void) const;
- /** Internal method for ensuring the texture for a given frame is prepared. */
- void ensurePrepared(size_t frame) const;
- /** Internal method for ensuring the texture for a given frame is loaded. */
- void ensureLoaded(size_t frame) const;
- };
- /** @} */
- /** @} */
- }
- #endif
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