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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __BLENDMODE_H__ |
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30 | #define __BLENDMODE_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreColourValue.h" |
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34 | |
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35 | namespace Ogre { |
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36 | |
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37 | /** Type of texture blend mode. |
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38 | */ |
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39 | enum LayerBlendType |
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40 | { |
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41 | LBT_COLOUR, |
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42 | LBT_ALPHA |
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43 | }; |
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44 | |
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45 | /** List of valid texture blending operations, for use with TextureUnitState::setColourOperation. |
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46 | @remarks |
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47 | This list is a more limited list than LayerBlendOperationEx because it only |
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48 | includes operations that are supportable in both multipass and multitexture |
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49 | rendering and thus provides automatic fallback if multitexture hardware |
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50 | is lacking or insufficient. |
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51 | */ |
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52 | enum LayerBlendOperation { |
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53 | /// Replace all colour with texture with no adjustment |
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54 | LBO_REPLACE, |
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55 | /// Add colour components together. |
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56 | LBO_ADD, |
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57 | /// Multiply colour components together. |
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58 | LBO_MODULATE, |
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59 | /// Blend based on texture alpha |
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60 | LBO_ALPHA_BLEND |
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61 | |
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62 | }; |
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63 | |
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64 | /** Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx |
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65 | and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. It's worth |
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66 | noting that these operations are for blending <i>between texture layers</i> and not between rendered objects |
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67 | and the existing scene. Because all of these modes are only supported in multitexture hardware it may be |
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68 | required to set up a fallback operation where this hardware is not available. |
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69 | */ |
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70 | enum LayerBlendOperationEx { |
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71 | /// use source1 without modification |
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72 | LBX_SOURCE1, |
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73 | /// use source2 without modification |
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74 | LBX_SOURCE2, |
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75 | /// multiply source1 and source2 together |
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76 | LBX_MODULATE, |
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77 | /// as LBX_MODULATE but brighten afterwards (x2) |
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78 | LBX_MODULATE_X2, |
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79 | /// as LBX_MODULATE but brighten more afterwards (x4) |
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80 | LBX_MODULATE_X4, |
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81 | /// add source1 and source2 together |
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82 | LBX_ADD, |
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83 | /// as LBX_ADD, but subtract 0.5 from the result |
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84 | LBX_ADD_SIGNED, |
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85 | /// as LBX_ADD, but subtract product from the sum |
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86 | LBX_ADD_SMOOTH, |
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87 | /// subtract source2 from source1 |
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88 | LBX_SUBTRACT, |
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89 | /// use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha) |
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90 | LBX_BLEND_DIFFUSE_ALPHA, |
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91 | /// as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture |
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92 | LBX_BLEND_TEXTURE_ALPHA, |
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93 | /// as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages |
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94 | LBX_BLEND_CURRENT_ALPHA, |
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95 | /// as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0) |
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96 | LBX_BLEND_MANUAL, |
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97 | /// dotproduct of color1 and color2 |
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98 | LBX_DOTPRODUCT, |
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99 | /// use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color) |
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100 | LBX_BLEND_DIFFUSE_COLOUR |
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101 | }; |
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102 | |
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103 | /** List of valid sources of values for blending operations used |
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104 | in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation, |
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105 | and internally in the LayerBlendModeEx class. |
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106 | */ |
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107 | enum LayerBlendSource |
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108 | { |
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109 | /// the colour as built up from previous stages |
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110 | LBS_CURRENT, |
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111 | /// the colour derived from the texture assigned to this layer |
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112 | LBS_TEXTURE, |
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113 | /// the interpolated diffuse colour from the vertices |
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114 | LBS_DIFFUSE, |
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115 | /// the interpolated specular colour from the vertices |
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116 | LBS_SPECULAR, |
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117 | /// a colour supplied manually as a separate argument |
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118 | LBS_MANUAL |
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119 | }; |
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120 | /** Class which manages blending of both colour and alpha components. |
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121 | @remarks |
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122 | This class is a utility class used by both TextureUnitState and |
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123 | RenderSystem to wrap up the details of a blending operation. This blending |
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124 | operation could be used for blending colour or alpha in a texture layer. |
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125 | This class is really only for use by OGRE, since apps can deal with |
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126 | blending modes through the TextureUnitState class methods |
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127 | setColourOperation and setAlphaOperation. |
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128 | @par |
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129 | It's worth noting that these operations are for blending <i>between texture |
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130 | layers</i> and not between rendered objects and the existing scene. If |
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131 | you wish to make an object blend with others in the scene, e.g. to make |
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132 | transparent objects etc, use the Material::setSceneBlending method. |
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133 | */ |
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134 | class _OgreExport LayerBlendModeEx |
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135 | { |
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136 | public: |
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137 | /// The type of blending (colour or alpha) |
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138 | LayerBlendType blendType; |
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139 | /// The operation to be applied |
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140 | LayerBlendOperationEx operation; |
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141 | /// The first source of colour/alpha |
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142 | LayerBlendSource source1; |
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143 | /// The second source of colour/alpha |
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144 | LayerBlendSource source2; |
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145 | |
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146 | /// Manual colour value for manual source1 |
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147 | ColourValue colourArg1; |
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148 | /// Manual colour value for manual source2 |
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149 | ColourValue colourArg2; |
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150 | /// Manual alpha value for manual source1 |
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151 | Real alphaArg1; |
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152 | /// Manual alpha value for manual source2 |
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153 | Real alphaArg2; |
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154 | /// Manual blending factor |
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155 | Real factor; |
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156 | |
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157 | bool operator==(const LayerBlendModeEx& rhs) const |
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158 | { |
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159 | if (blendType != rhs.blendType) return false; |
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160 | |
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161 | if (blendType == LBT_COLOUR) |
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162 | { |
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163 | |
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164 | if (operation == rhs.operation && |
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165 | source1 == rhs.source1 && |
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166 | source2 == rhs.source2 && |
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167 | colourArg1 == rhs.colourArg1 && |
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168 | colourArg2 == rhs.colourArg2 && |
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169 | factor == rhs.factor) |
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170 | { |
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171 | return true; |
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172 | } |
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173 | } |
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174 | else // if (blendType == LBT_ALPHA) |
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175 | { |
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176 | if (operation == rhs.operation && |
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177 | source1 == rhs.source1 && |
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178 | source2 == rhs.source2 && |
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179 | alphaArg1 == rhs.alphaArg1 && |
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180 | alphaArg2 == rhs.alphaArg2 && |
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181 | factor == rhs.factor) |
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182 | { |
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183 | return true; |
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184 | } |
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185 | } |
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186 | return false; |
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187 | } |
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188 | |
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189 | bool operator!=(const LayerBlendModeEx& rhs) const |
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190 | { |
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191 | return !(*this == rhs); |
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192 | } |
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193 | |
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194 | |
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195 | |
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196 | }; |
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197 | |
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198 | /** Types of blending that you can specify between an object and the existing contents of the scene. |
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199 | @remarks |
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200 | As opposed to the LayerBlendType, which classifies blends between texture layers, these blending |
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201 | types blend between the output of the texture units and the pixels already in the viewport, |
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202 | allowing for object transparency, glows, etc. |
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203 | @par |
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204 | These types are provided to give quick and easy access to common effects. You can also use |
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205 | the more manual method of supplying source and destination blending factors. |
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206 | See Material::setSceneBlending for more details. |
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207 | @see |
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208 | Material::setSceneBlending |
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209 | */ |
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210 | enum SceneBlendType |
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211 | { |
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212 | /// Make the object transparent based on the final alpha values in the texture |
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213 | SBT_TRANSPARENT_ALPHA, |
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214 | /// Make the object transparent based on the colour values in the texture (brighter = more opaque) |
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215 | SBT_TRANSPARENT_COLOUR, |
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216 | /// Add the texture values to the existing scene content |
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217 | SBT_ADD, |
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218 | /// Multiply the 2 colours together |
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219 | SBT_MODULATE, |
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220 | /// The default blend mode where source replaces destination |
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221 | SBT_REPLACE |
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222 | // TODO : more |
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223 | }; |
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224 | |
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225 | /** Blending factors for manually blending objects with the scene. If there isn't a predefined |
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226 | SceneBlendType that you like, then you can specify the blending factors directly to affect the |
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227 | combination of object and the existing scene. See Material::setSceneBlending for more details. |
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228 | */ |
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229 | enum SceneBlendFactor |
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230 | { |
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231 | SBF_ONE, |
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232 | SBF_ZERO, |
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233 | SBF_DEST_COLOUR, |
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234 | SBF_SOURCE_COLOUR, |
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235 | SBF_ONE_MINUS_DEST_COLOUR, |
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236 | SBF_ONE_MINUS_SOURCE_COLOUR, |
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237 | SBF_DEST_ALPHA, |
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238 | SBF_SOURCE_ALPHA, |
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239 | SBF_ONE_MINUS_DEST_ALPHA, |
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240 | SBF_ONE_MINUS_SOURCE_ALPHA |
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241 | |
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242 | }; |
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243 | } |
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244 | |
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245 | #endif |
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