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