// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef NL_TEXTURE_BLEND_H
#define NL_TEXTURE_BLEND_H
#include "nel/misc/types_nl.h"
#include "nel/3d/texture.h"
namespace NL3D {
/**
* This is a helper texture that helps to blend between 2 others textures. It may help where sharing is needed.
* (for example, with a texture that blend between day / night, and that is shared by several object). The default is
* to have sharing enabled.
* NB : sharing is only supported if the 2 blending textures support sharing
* IMPORTANT: you should setup all your blend texture after changing the blend factor to avoid previous texture
* to be left in VRAM
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
class CTextureBlend : public ITexture
{
public:
NLMISC_DECLARE_CLASS(CTextureBlend);
/// ctor
CTextureBlend();
/// Set one of the textures between which to blend. If set to NULL, the result texture will be a dummy texture
void setBlendTexture(uint index, ITexture *tex);
/// Get a blend texture
ITexture *getBlendtexture(uint index) { nlassert(index < 2); return (ITexture *) _BlendTex[index]; }
const ITexture *getBlendtexture(uint index) const { nlassert(index < 2); return (ITexture *) _BlendTex[index]; }
/** Set the blend factor between textures. It must range from 0 to 256.
* \return true if the texture has been touched
*/
bool setBlendFactor(uint16 factor);
/// Get the blend factor between the textures (from 0 to 255)
uint16 getBlendFactor() const { return _BlendFactor; }
///\name Texture sharing
// @{
virtual bool supportSharing() const;
virtual std::string getShareName() const;
/// enable / disable sharing support
void enableSharing(bool enabled = false);
/// test whether texture sharing is enabled
bool isSharingEnabled() const { return _SharingEnabled; }
// @}
/// Generate this texture data's.
virtual void doGenerate(bool async);
/// release this texture datas
virtual void release();
// serial this texture datas
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
private:
uint16 _BlendFactor;
NLMISC::CSmartPtr _BlendTex[2];
bool _SharingEnabled;
};
} // NL3D
#endif // NL_TEXTURE_BLEND_H
/* End of texture_blend.h */