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| | HardwareSkinningFactory () |
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| | ~HardwareSkinningFactory () |
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| SubRenderState * | createInstance (ScriptCompiler *compiler, PropertyAbstractNode *prop, Pass *pass, SGScriptTranslator *translator) override |
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| const String & | getType () const override |
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| void | writeInstance (MaterialSerializer *ser, SubRenderState *subRenderState, Pass *srcPass, Pass *dstPass) override |
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| | SubRenderStateFactory () |
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| virtual | ~SubRenderStateFactory () |
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| virtual SubRenderState * | createInstance () |
| | Create an instance of the SubRenderState sub class it suppose to create.
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| virtual SubRenderState * | createInstance (ScriptCompiler *compiler, PropertyAbstractNode *prop, TextureUnitState *texState, SGScriptTranslator *translator) |
| | Create an instance of the SubRenderState based on script properties.
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| virtual SubRenderState * | createOrRetrieveInstance (SGScriptTranslator *translator) |
| | Retrieve the previous instance the SRS in the script translator or create a new instance if not found.
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| virtual void | destroyAllInstances () |
| | Destroy all the instances that created by this factory.
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| virtual void | destroyInstance (SubRenderState *subRenderState) |
| | Destroy the given instance.
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| virtual void | writeInstance (MaterialSerializer *ser, SubRenderState *subRenderState, const TextureUnitState *srcTextureUnit, const TextureUnitState *dstTextureUnit) |
| | Write the given sub-render state instance using the material serializer.
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| | Singleton (void) |
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| | ~Singleton (void) |
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| static const MaterialPtr & | getCustomShadowCasterMaterial (const SkinningType skinningType, ushort index) |
| | Returns the name of a custom shadow caster material for a given number of weights.
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| static const MaterialPtr & | getCustomShadowReceiverMaterial (const SkinningType skinningType, ushort index) |
| | Returns the name of a custom shadow receiver material for a given number of weights.
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| static ushort | getMaxCalculableBoneCount () |
| | The maximum number of bones for which hardware skinning is performed.
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| static HardwareSkinningFactory & | getSingleton (void) |
| | Override standard Singleton retrieval.
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| static HardwareSkinningFactory * | getSingletonPtr (void) |
| | Get the singleton instance.
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| static void | prepareEntityForSkinning (const Entity *pEntity, SkinningType skinningType=ST_LINEAR, bool correctAntidpodalityHandling=false, bool shearScale=false) |
| | Prepares an entity's material for use in the hardware skinning (HS).
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| static void | setCustomShadowCasterMaterials (const SkinningType skinningType, const MaterialPtr &caster1Weight, const MaterialPtr &caster2Weight, const MaterialPtr &caster3Weight, const MaterialPtr &caster4Weight) |
| | Sets the list of custom shadow caster materials.
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| static void | setCustomShadowReceiverMaterials (const SkinningType skinningType, const MaterialPtr &receiver1Weight, const MaterialPtr &receiver2Weight, const MaterialPtr &receiver3Weight, const MaterialPtr &receiver4Weight) |
| | Sets the list of custom shadow receiver materials.
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| static void | setMaxCalculableBoneCount (ushort count) |
| | Sets the maximum number of bones for which hardware skinning is performed.
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| static HardwareSkinningFactory & | getSingleton (void) |
| | Get the singleton instance.
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| static HardwareSkinningFactory * | getSingletonPtr (void) |
| | Get the singleton instance.
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A factory that enables creation of HardwareSkinning instances.
| static ushort Ogre::RTShader::HardwareSkinningFactory::getMaxCalculableBoneCount |
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inlinestatic |
The maximum number of bones for which hardware skinning is performed.
This number should be limited to avoid problems of using to many parameters in a shader. For example, in pixel shader 3 this should be around 70-90 dependent on other sub-render states in the shader.
The default value for this property is 70 which correspond to pixel shader model 3 limitations