| 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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