1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __BLENDMODE_H__
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26 | #define __BLENDMODE_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreColourValue.h"
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30 |
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31 | namespace Ogre {
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32 |
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33 | /** Type of texture blend mode.
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34 | */
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35 | enum LayerBlendType
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36 | {
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37 | LBT_COLOUR,
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38 | LBT_ALPHA
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39 | };
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40 |
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41 | /** List of valid texture blending operations, for use with TextureUnitState::setColourOperation.
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42 | @remarks
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43 | This list is a more limited list than LayerBlendOperationEx because it only
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44 | includes operations that are supportable in both multipass and multitexture
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45 | rendering and thus provides automatic fallback if multitexture hardware
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46 | is lacking or insufficient.
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47 | */
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48 | enum LayerBlendOperation {
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49 | /// Replace all colour with texture with no adjustment
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50 | LBO_REPLACE,
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51 | /// Add colour components together.
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52 | LBO_ADD,
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53 | /// Multiply colour components together.
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54 | LBO_MODULATE,
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55 | /// Blend based on texture alpha
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56 | LBO_ALPHA_BLEND
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57 |
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58 | };
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59 |
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60 | /** Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx
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61 | and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. It's worth
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62 | noting that these operations are for blending <i>between texture layers</i> and not between rendered objects
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63 | and the existing scene. Because all of these modes are only supported in multitexture hardware it may be
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64 | required to set up a fallback operation where this hardware is not available.
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65 | */
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66 | enum LayerBlendOperationEx {
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67 | /// use source1 without modification
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68 | LBX_SOURCE1,
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69 | /// use source2 without modification
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70 | LBX_SOURCE2,
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71 | /// multiply source1 and source2 together
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72 | LBX_MODULATE,
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73 | /// as LBX_MODULATE but brighten afterwards (x2)
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74 | LBX_MODULATE_X2,
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75 | /// as LBX_MODULATE but brighten more afterwards (x4)
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76 | LBX_MODULATE_X4,
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77 | /// add source1 and source2 together
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78 | LBX_ADD,
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79 | /// as LBX_ADD, but subtract 0.5 from the result
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80 | LBX_ADD_SIGNED,
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81 | /// as LBX_ADD, but subtract product from the sum
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82 | LBX_ADD_SMOOTH,
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83 | /// subtract source2 from source1
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84 | LBX_SUBTRACT,
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85 | /// use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha)
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86 | LBX_BLEND_DIFFUSE_ALPHA,
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87 | /// as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture
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88 | LBX_BLEND_TEXTURE_ALPHA,
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89 | /// as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages
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90 | LBX_BLEND_CURRENT_ALPHA,
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91 | /// as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0)
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92 | LBX_BLEND_MANUAL,
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93 | /// dotproduct of color1 and color2
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94 | LBX_DOTPRODUCT,
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95 | /// use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color)
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96 | LBX_BLEND_DIFFUSE_COLOUR
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97 | };
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98 |
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99 | /** List of valid sources of values for blending operations used
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100 | in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation,
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101 | and internally in the LayerBlendModeEx class.
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102 | */
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103 | enum LayerBlendSource
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104 | {
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105 | /// the colour as built up from previous stages
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106 | LBS_CURRENT,
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107 | /// the colour derived from the texture assigned to this layer
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108 | LBS_TEXTURE,
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109 | /// the interpolated diffuse colour from the vertices
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110 | LBS_DIFFUSE,
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111 | /// the interpolated specular colour from the vertices
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112 | LBS_SPECULAR,
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113 | /// a colour supplied manually as a separate argument
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114 | LBS_MANUAL
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115 | };
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116 | /** Class which manages blending of both colour and alpha components.
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117 | @remarks
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118 | This class is a utility class used by both TextureUnitState and
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119 | RenderSystem to wrap up the details of a blending operation. This blending
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120 | operation could be used for blending colour or alpha in a texture layer.
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121 | This class is really only for use by OGRE, since apps can deal with
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122 | blending modes through the TextureUnitState class methods
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123 | setColourOperation and setAlphaOperation.
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124 | @par
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125 | It's worth noting that these operations are for blending <i>between texture
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126 | layers</i> and not between rendered objects and the existing scene. If
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127 | you wish to make an object blend with others in the scene, e.g. to make
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128 | transparent objects etc, use the Material::setSceneBlending method.
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129 | */
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130 | class _OgreExport LayerBlendModeEx
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131 | {
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132 | public:
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133 | /// The type of blending (colour or alpha)
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134 | LayerBlendType blendType;
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135 | /// The operation to be applied
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136 | LayerBlendOperationEx operation;
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137 | /// The first source of colour/alpha
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138 | LayerBlendSource source1;
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139 | /// The second source of colour/alpha
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140 | LayerBlendSource source2;
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141 |
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142 | /// Manual colour value for manual source1
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143 | ColourValue colourArg1;
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144 | /// Manual colour value for manual source2
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145 | ColourValue colourArg2;
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146 | /// Manual alpha value for manual source1
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147 | Real alphaArg1;
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148 | /// Manual alpha value for manual source2
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149 | Real alphaArg2;
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150 | /// Manual blending factor
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151 | Real factor;
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152 |
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153 | bool operator==(const LayerBlendModeEx& rhs) const
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154 | {
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155 | if (blendType != rhs.blendType) return false;
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156 |
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157 | if (blendType == LBT_COLOUR)
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158 | {
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159 |
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160 | if (operation == rhs.operation &&
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161 | source1 == rhs.source1 &&
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162 | source2 == rhs.source2 &&
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163 | colourArg1 == rhs.colourArg1 &&
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164 | colourArg2 == rhs.colourArg2 &&
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165 | factor == rhs.factor)
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166 | {
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167 | return true;
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168 | }
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169 | }
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170 | else // if (blendType == LBT_ALPHA)
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171 | {
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172 | if (operation == rhs.operation &&
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173 | source1 == rhs.source1 &&
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174 | source2 == rhs.source2 &&
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175 | alphaArg1 == rhs.alphaArg1 &&
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176 | alphaArg2 == rhs.alphaArg2 &&
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177 | factor == rhs.factor)
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178 | {
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179 | return true;
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180 | }
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181 | }
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182 | return false;
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183 | }
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184 |
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185 | bool operator!=(const LayerBlendModeEx& rhs) const
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186 | {
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187 | return !(*this == rhs);
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188 | }
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189 |
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190 |
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191 |
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192 | };
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193 |
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194 | /** Types of blending that you can specify between an object and the existing contents of the scene.
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195 | @remarks
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196 | As opposed to the LayerBlendType, which classifies blends between texture layers, these blending
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197 | types blend between the output of the texture units and the pixels already in the viewport,
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198 | allowing for object transparency, glows, etc.
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199 | @par
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200 | These types are provided to give quick and easy access to common effects. You can also use
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201 | the more manual method of supplying source and destination blending factors.
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202 | See Material::setSceneBlending for more details.
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203 | @see
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204 | Material::setSceneBlending
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205 | */
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206 | enum SceneBlendType
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207 | {
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208 | /// Make the object transparent based on the final alpha values in the texture
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209 | SBT_TRANSPARENT_ALPHA,
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210 | /// Make the object transparent based on the colour values in the texture (brighter = more opaque)
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211 | SBT_TRANSPARENT_COLOUR,
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212 | /// Add the texture values to the existing scene content
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213 | SBT_ADD,
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214 | /// Multiply the 2 colours together
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215 | SBT_MODULATE,
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216 | /// The default blend mode where source replaces destination
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217 | SBT_REPLACE
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218 | // TODO : more
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219 | };
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220 |
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221 | /** Blending factors for manually blending objects with the scene. If there isn't a predefined
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222 | SceneBlendType that you like, then you can specify the blending factors directly to affect the
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223 | combination of object and the existing scene. See Material::setSceneBlending for more details.
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224 | */
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225 | enum SceneBlendFactor
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226 | {
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227 | SBF_ONE,
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228 | SBF_ZERO,
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229 | SBF_DEST_COLOUR,
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230 | SBF_SOURCE_COLOUR,
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231 | SBF_ONE_MINUS_DEST_COLOUR,
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232 | SBF_ONE_MINUS_SOURCE_COLOUR,
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233 | SBF_DEST_ALPHA,
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234 | SBF_SOURCE_ALPHA,
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235 | SBF_ONE_MINUS_DEST_ALPHA,
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236 | SBF_ONE_MINUS_SOURCE_ALPHA
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237 |
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238 | };
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239 |
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240 | #ifdef GAMETOOLS_ILLUMINATION_MODULE
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241 | enum SceneBlendOperation
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242 | {
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243 | SBOP_ADD,
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244 | SBOP_SUBTRACT,
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245 | SBOP_REVSUBTRACT,
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246 | SBOP_MIN,
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247 | SBOP_MAX
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248 | };
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249 | #endif
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250 | }
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251 |
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252 | #endif
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