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Extras/FCollada/FCDocument/FCDEffect.h
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179
Extras/FCollada/FCDocument/FCDEffect.h
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/*
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Copyright (C) 2005-2006 Feeling Software Inc.
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MIT License: http://www.opensource.org/licenses/mit-license.php
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*/
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/*
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Based on the FS Import classes:
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Copyright (C) 2005-2006 Feeling Software Inc
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Copyright (C) 2005-2006 Autodesk Media Entertainment
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MIT License: http://www.opensource.org/licenses/mit-license.php
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*/
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/**
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@file FCDEffect.h
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This file contains the FCDEffect class.
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*/
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#ifndef _FCD_EFFECT_H_
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#define _FCD_EFFECT_H_
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#include "FUtils/FUDaeEnum.h"
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#include "FCDocument/FCDEntity.h"
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class FCDocument;
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class FCDEffectStandard;
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class FCDEffectParameter;
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class FCDEffectProfile;
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class FCDEffectParameterList;
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/**
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@defgroup FCDEffect COLLADA Effect Classes [ColladaFX]
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*/
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class FCDEffectProfile;
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class FCDEffectParameterList;
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class FCDImage;
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/** A dynamically-sized array of effect profiles. */
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typedef vector<FCDEffectProfile*> FCDEffectProfileList;
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typedef vector<FCDImage*> FCDEffectImageList;
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/**
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A COLLADA effect.
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A COLLADA effect is one of many abstraction level that defines how
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to render mesh polygon sets. It contains one or more rendering profile
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that the application can choose to support. In theory, all the rendering
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profiles should reach the same render output, using different
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rendering technologies.
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An effect may also declare new general purpose parameters that are common
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to all the profiles.
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@ingroup FCDEffect
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*/
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class FCOLLADA_EXPORT FCDEffect : public FCDEntity
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{
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private:
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FCDEffectProfileList profiles;
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FCDEffectParameterList* parameters;
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FCDEffectImageList images;
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public:
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/** Constructor: do not use directly.
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Instead use the FCDMaterialLibrary::AddEffect function.
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@param document The COLLADA document that owns this effect. */
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FCDEffect(FCDocument* document);
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/** Destructor: do not use directly.
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Instead use the FCDMaterialLibrary::ReleaseEffect function. */
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virtual ~FCDEffect();
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/** Retrieves the type for this entity class.
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This function is a part of the FCDEntity interface.
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@return The entity type: EFFECT. */
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virtual Type GetType() const { return FCDEntity::EFFECT; }
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/** Retrieves the number of profiles contained within the effect.
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@return The number of profiles within the effect. */
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size_t GetProfileCount() const { return profiles.size(); }
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/** Retrieves a profile contained within the effect.
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@param index The index of the profile.
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@return The profile. This pointer will be NULL, if the given index is out-of-bounds. */
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FCDEffectProfile* GetProfile(size_t index) { FUAssert(index < GetProfileCount(), return NULL); return profiles.at(index); }
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const FCDEffectProfile* GetProfile(size_t index) const { FUAssert(index < GetProfileCount(), return NULL); return profiles.at(index); } /**< See above. */
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/** Retrieves the list of the profiles contained within the effect.
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@return The list of effect profiles. */
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FCDEffectProfileList& GetProfiles() { return profiles; }
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const FCDEffectProfileList& GetProfiles() const { return profiles; } /**< See above. */
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/** Retrieves the profile for a specific profile type.
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There should only be one profile of each type within an effect. This
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function allows you to retrieve the profile for a given type.
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@param type The profile type.
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@return The profile of this type. This pointer will be NULL if the effect
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does not have any profile of this type. */
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FCDEffectProfile* FindProfile(FUDaeProfileType::Type type);
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const FCDEffectProfile* FindProfile(FUDaeProfileType::Type type) const; /**< See above. */
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/** Retrieves whether the effect contains a profile of the given type.
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@param type The profile type.
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@return Whether the effect has a profile of this type. */
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inline bool HasProfile(FUDaeProfileType::Type type) const { return FindProfile(type) != NULL; }
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/** Creates a profile of the given type.
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If a profile of this type already exists, it will be released, as
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a COLLADA effect should only contain one profile of each type.
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@param type The profile type.
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@return The new effect profile. */
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FCDEffectProfile* AddProfile(FUDaeProfileType::Type type);
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/** Releases the given effect profile.
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@param profile The effect profile. */
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void ReleaseProfile(FCDEffectProfile* profile);
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/** Retrieves the list of common effect parameters declared at the effect level.
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According to the COLLADA 1.4 schema, you should expect only parameter generators
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at this abstraction level.
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@return The list of effect parameters. */
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FCDEffectParameterList* GetParameters() { return parameters; }
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const FCDEffectParameterList* GetParameters() const { return parameters; } /**< See above. */
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/** [INTERNAL] Inserts an existing parameter into the list of common effect parameters
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at this abstraction level. This function is used during the flattening of a material.
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@param parameter The effect parameter to insert. */
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void AddParameter(FCDEffectParameter* parameter);
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/** Retrieves a common effect parameter. Looks for the common effect parameter with the correct
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semantic, in order to bind or override its value.
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This function searches through the effect and the level of abstractions below.
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@param semantic The effect parameter semantic to match.
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@return The first effect parameter that matches the semantic.
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This pointer will be NULL if no effect parameter matches the given semantic. */
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FCDEffectParameter* FindParameterBySemantic(const string& semantic);
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/** Retrieves a subset of the common effect parameter list.
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Look for the effect parameter generators with the correct semantic.
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This function searches through the effect and the level of abstractions below.
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@param semantic The effect parameter semantic to match.
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@param parameters The list of parameters to fill in. This list is not cleared. */
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void FindParametersBySemantic(const string& semantic, FCDEffectParameterList& parameters);
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/** Retrieves a subset of the common effect parameter list.
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Look for the effect parameter generators with the correct reference.
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This function searches through the effect and the level of abstractions below.
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@param reference The effect parameter reference to match. In the case of effect
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parameter generators, the reference is replaced by the sub-id.
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@param parameters The list of parameters to fill in. This list is not cleared. */
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void FindParametersByReference(const string& reference, FCDEffectParameterList& parameters);
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/** Clones the effect object. Everything is cloned, including the effect parameter
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and their animations. You will need release the cloned effect directly, by deleting the pointer.
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@return The cloned effect object. You will must delete this pointer. */
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FCDEffect* Clone();
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/** [INTERNAL] Flattens the effect, pushing all the common effect parameters
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into to the effect technique level of abstraction. To correctly flatten a
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material, use the FCDMaterialInstance::FlattenMaterial function. */
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void Flatten();
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/** [INTERNAL] Reads in the \<effect\> element from a given COLLADA XML tree node.
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@param effectNode The COLLADA XML tree node.
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@return The status of the import. If the status is not successful,
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it may be dangerous to extract information from the effect.*/
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virtual FUStatus LoadFromXML(xmlNode* effectNode);
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/** [INTERNAL] Writes out the \<effect\> element to the given COLLADA XML tree node.
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@param parentNode The COLLADA XML parent node in which to insert the effect.
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@return The created element XML tree node. */
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virtual xmlNode* WriteToXML(xmlNode* parentNode) const;
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/** Retrieves the list of the images contained within the effect.
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@return The list of effect images. */
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FCDEffectImageList& GetImages() { return images; }
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const FCDEffectImageList& GetImages() const { return images; } /**< See above. */
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};
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#endif // _FCD_MATERIAL_H_
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