//-----------------------------------------------------------------------
	void PrimitiveShapeSet::rotateTexture(Ogre::Real speed)
	{
		// Get the material and rotate it, assume the material is loaded already, otherwise skip.
		Ogre::MaterialPtr material = getMaterial();
		if (material.isNull())
			return;

		Ogre::TextureUnitState::EffectMap::const_iterator it;
		unsigned short numberOfTechniques = material->getNumTechniques();
		for (unsigned short u = 0; u < numberOfTechniques; ++u)
		{
			Ogre::Technique* technique = material->getTechnique(u);
			unsigned short numberOfPasses = technique->getNumPasses();
			for (unsigned short v = 0; v < numberOfPasses; ++v)
			{
				Ogre::Pass* pass = technique->getPass(v);
				unsigned short numberOfTextureUnitStates = pass->getNumTextureUnitStates();
				for (unsigned short w = 0; w < numberOfTextureUnitStates; ++w)
				{
					// Set the rotation if not already available.
					// This can only be done once! Changing the rotationspeed or removing the rotation
					// and resetting it doesn´t seem to work.
					Ogre::TextureUnitState* textureUnitState = pass->getTextureUnitState(w);
					it = textureUnitState->getEffects().find(Ogre::TextureUnitState::ET_ROTATE);
					if (it == textureUnitState->getEffects().end())
					{
						textureUnitState->setRotateAnimation(speed);
					}
				}
			}
		}
	}
	//-----------------------------------------------------------------------
	void EntityRenderer::_rotateTexture(VisualParticle* particle, Ogre::Entity* entity)
	{
		Ogre::TextureUnitState::EffectMap::const_iterator it;
		// Get the material and rotate it
		unsigned int numberOfSubEntities = entity->getNumSubEntities();
		for (unsigned short u = 0; u < numberOfSubEntities; ++u)
		{
			Ogre::MaterialPtr material = entity->getSubEntity(u)->getMaterial();
			unsigned short numberOfTechniques = material->getNumTechniques();
			for (unsigned short v = 0; v < numberOfTechniques; ++v)
			{
				Ogre::Technique* technique = material->getTechnique(v);
				unsigned short numberOfPasses = technique->getNumPasses();
				for (unsigned short w = 0; w < numberOfPasses; ++w)
				{
					Ogre::Pass* pass = technique->getPass(w);
					unsigned short numberOfTextureUnitStates = pass->getNumTextureUnitStates();
					for (unsigned short x = 0; x < numberOfTextureUnitStates; ++x)
					{
						// Set the rotation if not already available.
						// This can only be done once! Changing the rotationspeed or removing the rotation
						// and resetting it doesn´t seem to work.
						Ogre::TextureUnitState* textureUnitState = pass->getTextureUnitState(x);
						it = textureUnitState->getEffects().find(Ogre::TextureUnitState::ET_ROTATE);
						if (it == textureUnitState->getEffects().end())
						{
							textureUnitState->setRotateAnimation((particle->zRotationSpeed.valueRadians()));
						}
					}
				}
			}
		}
	}
Пример #3
0
GBufferSchemeHandler::PassProperties GBufferSchemeHandler::inspectPass(
	Ogre::Pass* pass, unsigned short lodIndex, const Ogre::Renderable* rend)
{
	PassProperties props;
	
	//TODO : Use renderable to indicate whether this has skinning.
	//Probably use same const cast that renderSingleObject uses.
	if (pass->hasVertexProgram())
	{
		props.isSkinned = pass->getVertexProgram()->isSkeletalAnimationIncluded();
	}
	else 
	{
		props.isSkinned = false;
	}

	for (unsigned short i=0; i<pass->getNumTextureUnitStates(); i++) 
	{
		Ogre::TextureUnitState* tus = pass->getTextureUnitState(i);
		Ogre::String texName = tus->getTextureName();
		if (!checkNormalMap(tus, props))
		{
			props.regularTextures.push_back(tus);
		}
		if (tus->getEffects().size() > 0)
		{
			props.isDeferred = false;
		}
		
	}

    if (pass->getDiffuse() != Ogre::ColourValue::White)
    {
        props.hasDiffuseColour = true;
    }

    //Check transparency
    if (pass->getDestBlendFactor() != Ogre::SBF_ZERO)
    {
        //TODO : Better ways to do this
        props.isDeferred = false;
    }
	return props;
}