Ogre::Technique Class Reference

Class representing an approach to rendering this particular Material. More...

#include <OgreTechnique.h>

List of all members.

Public Types

typedef
VectorIterator
< Passes
PassIterator
typedef
VectorIterator
< IlluminationPassList
IlluminationPassIterator

Public Member Functions

 Technique (Material *parent)
 Constructor.
 Technique (Material *parent, const Technique &oth)
 Copy constructor.
 ~Technique ()
bool isSupported (void) const
 Indicates if this technique is supported by the current graphics card.
String _compile (bool autoManageTextureUnits)
 Internal compilation method; see Material::compile.
void _compileIlluminationPasses (void)
 Internal method for splitting the passes into illumination passes.
PasscreatePass (void)
 Creates a new Pass for this Technique.
PassgetPass (unsigned short index)
 Retrieves the Pass with the given index.
PassgetPass (const String &name)
 Retrieves the Pass matching name.
unsigned short getNumPasses (void) const
 Retrieves the number of passes.
void removePass (unsigned short index)
 Removes the Pass with the given index.
void removeAllPasses (void)
 Removes all Passes from this Technique.
bool movePass (const unsigned short sourceIndex, const unsigned short destinationIndex)
 Move a pass from source index to destination index.
const PassIterator getPassIterator (void)
 Gets an iterator over the passes in this Technique.
const
IlluminationPassIterator 
getIlluminationPassIterator (void)
 Gets an iterator over the illumination-stage categorised passes.
MaterialgetParent (void) const
 Gets the parent Material.
Techniqueoperator= (const Technique &rhs)
 Overloaded operator to copy on Technique to another.
const StringgetResourceGroup (void) const
 Gets the resource group of the ultimate parent Material.
bool isTransparent (void) const
 Returns true if this Technique involves transparency.
void _load (void)
 Internal load method, derived from call to Material::load.
void _unload (void)
 Internal unload method, derived from call to Material::unload.
bool isLoaded (void) const
void _notifyNeedsRecompile (void)
 Tells the technique that it needs recompilation.
void setPointSize (Real ps)
 Sets the point size properties for every Pass in this Technique.
void setAmbient (Real red, Real green, Real blue)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
void setAmbient (const ColourValue &ambient)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
void setDiffuse (Real red, Real green, Real blue, Real alpha)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
void setDiffuse (const ColourValue &diffuse)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
void setSpecular (Real red, Real green, Real blue, Real alpha)
 Sets the specular colour reflectance properties of every Pass in every Technique.
void setSpecular (const ColourValue &specular)
 Sets the specular colour reflectance properties of every Pass in every Technique.
void setShininess (Real val)
 Sets the shininess properties of every Pass in every Technique.
void setSelfIllumination (Real red, Real green, Real blue)
 Sets the amount of self-illumination of every Pass in every Technique.
void setSelfIllumination (const ColourValue &selfIllum)
 Sets the amount of self-illumination of every Pass in every Technique.
void setDepthCheckEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer checking on or not.
void setDepthWriteEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer writing on or not.
void setDepthFunction (CompareFunction func)
 Sets the function used to compare depth values when depth checking is on.
void setColourWriteEnabled (bool enabled)
 Sets whether or not colour buffer writing is enabled for each Pass.
void setCullingMode (CullingMode mode)
 Sets the culling mode for each pass based on the 'vertex winding'.
void setManualCullingMode (ManualCullingMode mode)
 Sets the manual culling mode, performed by CPU rather than hardware.
void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled for every Pass.
void setShadingMode (ShadeOptions mode)
 Sets the type of light shading required.
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)
 Sets the fogging mode applied to each pass.
void setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias to be used for each Pass.
void setTextureFiltering (TextureFilterOptions filterType)
 Set texture filtering for every texture unit in every Pass.
void setTextureAnisotropy (unsigned int maxAniso)
 Sets the anisotropy level to be used for all textures.
void setSceneBlending (const SceneBlendType sbt)
 Sets the kind of blending every pass has with the existing contents of the scene.
void setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
 Allows very fine control of blending every Pass with the existing contents of the scene.
void setLodIndex (unsigned short index)
 Assigns a level-of-detail (LOD) index to this Technique.
unsigned short getLodIndex (void) const
 Gets the level-of-detail index assigned to this Technique.
void setSchemeName (const String &schemeName)
 Set the 'scheme name' for this technique.
const StringgetSchemeName (void) const
 Returns the scheme to which this technique is assigned.
unsigned short _getSchemeIndex (void) const
 Internal method for getting the scheme index.
bool isDepthWriteEnabled (void) const
 Is depth writing going to occur on this technique?
bool isDepthCheckEnabled (void) const
 Is depth checking going to occur on this technique?
bool hasColourWriteDisabled (void) const
 Exists colour writing disabled pass on this technique?
void setName (const String &name)
 Set the name of the technique.
const StringgetName (void) const
 Gets the name of the technique.
bool applyTextureAliases (const AliasTextureNamePairList &aliasList, const bool apply=true) const
 Applies texture names to Texture Unit State with matching texture name aliases.

Protected Types

enum  IlluminationPassesState { IPS_COMPILE_DISABLED = -1, IPS_NOT_COMPILED = 0, IPS_COMPILED = 1 }
typedef std::vector
< Pass * > 
Passes

Protected Member Functions

void clearIlluminationPasses (void)
 Internal method for clearing illumination pass list.

Protected Attributes

Passes mPasses
 List of primary passes.
IlluminationPassList mIlluminationPasses
 List of derived passes, categorised into IlluminationStage (ordered).
MaterialmParent
bool mIsSupported
IlluminationPassesState mIlluminationPassesCompilationPhase
unsigned short mLodIndex
 LOD level.
unsigned short mSchemeIndex
 Scheme index, derived from scheme name but the names are held on MaterialManager, for speed an index is used here.
String mName


Detailed Description

Class representing an approach to rendering this particular Material.

Remarks:
Ogre will attempt to use the best technique supported by the active hardware, unless you specifically request a lower detail technique (say for distant rendering).

Definition at line 45 of file OgreTechnique.h.


Member Typedef Documentation

typedef std::vector<Pass*> Ogre::Technique::Passes [protected]

Definition at line 56 of file OgreTechnique.h.

typedef VectorIterator<Passes> Ogre::Technique::PassIterator

Definition at line 121 of file OgreTechnique.h.

typedef VectorIterator<IlluminationPassList> Ogre::Technique::IlluminationPassIterator

Definition at line 124 of file OgreTechnique.h.


Member Enumeration Documentation

enum Ogre::Technique::IlluminationPassesState [protected]

Enumerator:
IPS_COMPILE_DISABLED 
IPS_NOT_COMPILED 
IPS_COMPILED 

Definition at line 49 of file OgreTechnique.h.


Constructor & Destructor Documentation

Ogre::Technique::Technique ( Material parent  ) 

Constructor.

Ogre::Technique::Technique ( Material parent,
const Technique oth 
)

Copy constructor.

Ogre::Technique::~Technique (  ) 


Member Function Documentation

void Ogre::Technique::clearIlluminationPasses ( void   )  [protected]

Internal method for clearing illumination pass list.

bool Ogre::Technique::isSupported ( void   )  const

Indicates if this technique is supported by the current graphics card.

Remarks:
This will only be correct after the Technique has been compiled, which is usually done from Material::compile.

String Ogre::Technique::_compile ( bool  autoManageTextureUnits  ) 

Internal compilation method; see Material::compile.

Returns:
Any information explaining problems with the compile.

void Ogre::Technique::_compileIlluminationPasses ( void   ) 

Internal method for splitting the passes into illumination passes.

Pass* Ogre::Technique::createPass ( void   ) 

Creates a new Pass for this Technique.

Remarks:
A Pass is a single rendering pass, ie a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.

Pass* Ogre::Technique::getPass ( unsigned short  index  ) 

Retrieves the Pass with the given index.

Pass* Ogre::Technique::getPass ( const String name  ) 

Retrieves the Pass matching name.

Returns 0 if name match is not found.

unsigned short Ogre::Technique::getNumPasses ( void   )  const

Retrieves the number of passes.

void Ogre::Technique::removePass ( unsigned short  index  ) 

Removes the Pass with the given index.

void Ogre::Technique::removeAllPasses ( void   ) 

Removes all Passes from this Technique.

bool Ogre::Technique::movePass ( const unsigned short  sourceIndex,
const unsigned short  destinationIndex 
)

Move a pass from source index to destination index.

If successful then returns true.

const PassIterator Ogre::Technique::getPassIterator ( void   ) 

Gets an iterator over the passes in this Technique.

const IlluminationPassIterator Ogre::Technique::getIlluminationPassIterator ( void   ) 

Gets an iterator over the illumination-stage categorised passes.

Material* Ogre::Technique::getParent ( void   )  const

Gets the parent Material.

Definition at line 128 of file OgreTechnique.h.

Technique& Ogre::Technique::operator= ( const Technique rhs  ) 

Overloaded operator to copy on Technique to another.

const String& Ogre::Technique::getResourceGroup ( void   )  const

Gets the resource group of the ultimate parent Material.

bool Ogre::Technique::isTransparent ( void   )  const

Returns true if this Technique involves transparency.

Remarks:
This basically boils down to whether the first pass has a scene blending factor. Even if the other passes do not, the base colour, including parts of the original scene, may be used for blending, therefore we have to treat the whole Technique as transparent.

void Ogre::Technique::_load ( void   ) 

Internal load method, derived from call to Material::load.

void Ogre::Technique::_unload ( void   ) 

Internal unload method, derived from call to Material::unload.

bool Ogre::Technique::isLoaded ( void   )  const

void Ogre::Technique::_notifyNeedsRecompile ( void   ) 

Tells the technique that it needs recompilation.

void Ogre::Technique::setPointSize ( Real  ps  ) 

Sets the point size properties for every Pass in this Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setPointSize

void Ogre::Technique::setAmbient ( Real  red,
Real  green,
Real  blue 
)

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setAmbient

void Ogre::Technique::setAmbient ( const ColourValue ambient  ) 

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setAmbient

void Ogre::Technique::setDiffuse ( Real  red,
Real  green,
Real  blue,
Real  alpha 
)

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDiffuse

void Ogre::Technique::setDiffuse ( const ColourValue diffuse  ) 

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDiffuse

void Ogre::Technique::setSpecular ( Real  red,
Real  green,
Real  blue,
Real  alpha 
)

Sets the specular colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSpecular

void Ogre::Technique::setSpecular ( const ColourValue specular  ) 

Sets the specular colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSpecular

void Ogre::Technique::setShininess ( Real  val  ) 

Sets the shininess properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setShininess

void Ogre::Technique::setSelfIllumination ( Real  red,
Real  green,
Real  blue 
)

Sets the amount of self-illumination of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSelfIllumination

void Ogre::Technique::setSelfIllumination ( const ColourValue selfIllum  ) 

Sets the amount of self-illumination of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSelfIllumination

void Ogre::Technique::setDepthCheckEnabled ( bool  enabled  ) 

Sets whether or not each Pass renders with depth-buffer checking on or not.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthCheckEnabled

void Ogre::Technique::setDepthWriteEnabled ( bool  enabled  ) 

Sets whether or not each Pass renders with depth-buffer writing on or not.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthWriteEnabled

void Ogre::Technique::setDepthFunction ( CompareFunction  func  ) 

Sets the function used to compare depth values when depth checking is on.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthFunction

void Ogre::Technique::setColourWriteEnabled ( bool  enabled  ) 

Sets whether or not colour buffer writing is enabled for each Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setColourWriteEnabled

void Ogre::Technique::setCullingMode ( CullingMode  mode  ) 

Sets the culling mode for each pass based on the 'vertex winding'.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setCullingMode

void Ogre::Technique::setManualCullingMode ( ManualCullingMode  mode  ) 

Sets the manual culling mode, performed by CPU rather than hardware.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setManualCullingMode

void Ogre::Technique::setLightingEnabled ( bool  enabled  ) 

Sets whether or not dynamic lighting is enabled for every Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setLightingEnabled

void Ogre::Technique::setShadingMode ( ShadeOptions  mode  ) 

Sets the type of light shading required.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setShadingMode

void Ogre::Technique::setFog ( bool  overrideScene,
FogMode  mode = FOG_NONE,
const ColourValue colour = ColourValue::White,
Real  expDensity = 0.001,
Real  linearStart = 0.0,
Real  linearEnd = 1.0 
)

Sets the fogging mode applied to each pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setFog

void Ogre::Technique::setDepthBias ( float  constantBias,
float  slopeScaleBias 
)

Sets the depth bias to be used for each Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthBias

void Ogre::Technique::setTextureFiltering ( TextureFilterOptions  filterType  ) 

Set texture filtering for every texture unit in every Pass.

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 Pass and TextureUnitState instances and set the property there.
See also:
TextureUnitState::setTextureFiltering

void Ogre::Technique::setTextureAnisotropy ( unsigned int  maxAniso  ) 

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 also:
TextureUnitState::setTextureAnisotropy

void Ogre::Technique::setSceneBlending ( const SceneBlendType  sbt  ) 

Sets the kind of blending every pass has with the existing contents of the scene.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSceneBlending

void Ogre::Technique::setSceneBlending ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor 
)

Allows very fine control of blending every Pass with the existing contents of the scene.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSceneBlending

void Ogre::Technique::setLodIndex ( unsigned short  index  ) 

Assigns a level-of-detail (LOD) index to this Technique.

Remarks:
As noted previously, as well as providing fallback support for various graphics cards, multiple Technique objects can also be used to implement material LOD, where the detail of the material diminishes with distance to save rendering power.
By default, all Techniques have a LOD index of 0, which means they are the highest level of detail. Increasing LOD indexes are lower levels of detail. You can assign more than one Technique to the same LOD index, meaning that the best Technique that is supported at that LOD index is used.
You should not leave gaps in the LOD sequence; Ogre will allow you to do this and will continue to function as if the LODs were sequential, but it will confuse matters.

unsigned short Ogre::Technique::getLodIndex ( void   )  const

Gets the level-of-detail index assigned to this Technique.

Definition at line 424 of file OgreTechnique.h.

void Ogre::Technique::setSchemeName ( const String schemeName  ) 

Set the 'scheme name' for this technique.

Remarks:
Material schemes are used to control top-level switching from one set of techniques to another. For example, you might use this to define 'high', 'medium' and 'low' complexity levels on materials to allow a user to pick a performance / quality ratio. Another possibility is that you have a fully HDR-enabled pipeline for top machines, rendering all objects using unclamped shaders, and a simpler pipeline for others; this can be implemented using schemes.
Every technique belongs to a scheme - if you don't specify one, the Technique belongs to the scheme called 'Default', which is also the scheme used to render by default. The active scheme is set one of two ways - either by calling Viewport::setMaterialScheme, or by manually calling MaterialManager::setActiveScheme.

const String& Ogre::Technique::getSchemeName ( void   )  const

Returns the scheme to which this technique is assigned.

See also:
Technique::setSchemeName

unsigned short Ogre::Technique::_getSchemeIndex ( void   )  const

Internal method for getting the scheme index.

bool Ogre::Technique::isDepthWriteEnabled ( void   )  const

Is depth writing going to occur on this technique?

bool Ogre::Technique::isDepthCheckEnabled ( void   )  const

Is depth checking going to occur on this technique?

bool Ogre::Technique::hasColourWriteDisabled ( void   )  const

Exists colour writing disabled pass on this technique?

void Ogre::Technique::setName ( const String name  ) 

Set the name of the technique.

Remarks:
The use of technique name is optional. Its usefull in material scripts where a material could inherit from another material and only want to modify a particalar technique.

const String& Ogre::Technique::getName ( void   )  const

Gets the name of the technique.

Definition at line 468 of file OgreTechnique.h.

bool Ogre::Technique::applyTextureAliases ( const AliasTextureNamePairList aliasList,
const bool  apply = true 
) const

Applies texture names to Texture Unit State with matching texture name aliases.

All passes, and Texture Unit States within the technique are checked. If matching texture aliases are found then true is returned.

Parameters:
aliasList is a map container of texture alias, texture name pairs
apply set true to apply the texture aliases else just test to see if texture alias matches are found.
Returns:
True if matching texture aliases were found in the Technique.


Member Data Documentation

Passes Ogre::Technique::mPasses [protected]

List of primary passes.

Definition at line 58 of file OgreTechnique.h.

IlluminationPassList Ogre::Technique::mIlluminationPasses [protected]

List of derived passes, categorised into IlluminationStage (ordered).

Definition at line 60 of file OgreTechnique.h.

Material* Ogre::Technique::mParent [protected]

Definition at line 61 of file OgreTechnique.h.

bool Ogre::Technique::mIsSupported [protected]

Definition at line 62 of file OgreTechnique.h.

IlluminationPassesState Ogre::Technique::mIlluminationPassesCompilationPhase [protected]

Definition at line 63 of file OgreTechnique.h.

unsigned short Ogre::Technique::mLodIndex [protected]

LOD level.

Definition at line 65 of file OgreTechnique.h.

unsigned short Ogre::Technique::mSchemeIndex [protected]

Scheme index, derived from scheme name but the names are held on MaterialManager, for speed an index is used here.

Definition at line 69 of file OgreTechnique.h.

String Ogre::Technique::mName [protected]

Definition at line 70 of file OgreTechnique.h.


The documentation for this class was generated from the following file:

Copyright © 2000-2005 by The OGRE Team
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sat May 10 16:30:41 2008