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28 #ifndef __BLENDMODE_H__
29 #define __BLENDMODE_H__
164 if (blendType != rhs.
blendType)
return false;
196 return !(*
this == rhs);
@ LBX_BLEND_DIFFUSE_ALPHA
use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha)
@ LBO_REPLACE
Replace all colour with texture with no adjustment.
bool operator!=(const LayerBlendModeEx &rhs) const
Real factor
Manual blending factor.
@ SBT_MODULATE
Multiply the 2 colours together.
@ LBS_MANUAL
a colour supplied manually as a separate argument
bool operator==(const LayerBlendModeEx &rhs) const
@ LBX_DOTPRODUCT
dot product of color1 and color2
LayerBlendSource
List of valid sources of values for blending operations used in TextureUnitState::setColourOperation ...
@ SBF_ONE_MINUS_DEST_ALPHA
@ LBX_ADD
add source1 and source2 together
@ SBT_TRANSPARENT_COLOUR
Make the object transparent based on the colour values in the texture (brighter = more opaque)
ColourValue colourArg1
Manual colour value for manual source1.
LayerBlendSource source1
The first source of colour/alpha.
@ LBX_SOURCE2
use source2 without modification
@ SBT_TRANSPARENT_ALPHA
Make the object transparent based on the final alpha values in the texture.
@ LBS_TEXTURE
the colour derived from the texture assigned to this layer
@ LBO_MODULATE
Multiply colour components together.
@ LBS_DIFFUSE
the interpolated diffuse colour from the vertices
@ SBT_ADD
Add the texture values to the existing scene content.
Class which manages blending of both colour and alpha components.
@ SBT_REPLACE
The default blend mode where source replaces destination.
LayerBlendType
Type of texture blend mode.
@ SBF_ONE_MINUS_SOURCE_ALPHA
@ LBX_SUBTRACT
subtract source2 from source1
@ LBX_BLEND_MANUAL
as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0)
LayerBlendOperationEx operation
The operation to be applied.
@ LBS_SPECULAR
the interpolated specular colour from the vertices
SceneBlendFactor
Blending factors for manually blending objects with the scene.
@ SBF_ONE_MINUS_SOURCE_COLOUR
ColourValue colourArg2
Manual colour value for manual source2.
LayerBlendSource source2
The second source of colour/alpha.
@ LBX_ADD_SMOOTH
as LBX_ADD, but subtract product from the sum
LayerBlendType blendType
The type of blending (colour or alpha)
Real alphaArg2
Manual alpha value for manual source2.
@ LBX_MODULATE_X2
as LBX_MODULATE but brighten afterwards (x2)
@ LBX_BLEND_CURRENT_ALPHA
as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages
@ LBX_BLEND_TEXTURE_ALPHA
as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture
LayerBlendOperation
List of valid texture blending operations, for use with TextureUnitState::setColourOperation.
@ LBX_ADD_SIGNED
as LBX_ADD, but subtract 0.5 from the result
@ LBO_ALPHA_BLEND
Blend based on texture alpha.
@ LBX_BLEND_DIFFUSE_COLOUR
use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color)
Class representing colour.
@ LBO_ADD
Add colour components together.
@ LBS_CURRENT
the colour as built up from previous stages
@ LBX_MODULATE_X4
as LBX_MODULATE but brighten more afterwards (x4)
float Real
Software floating point type.
LayerBlendOperationEx
Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx...
@ SBF_ONE_MINUS_DEST_COLOUR
@ LBX_MODULATE
multiply source1 and source2 together
@ LBX_SOURCE1
use source1 without modification
Real alphaArg1
Manual alpha value for manual source1.
SceneBlendType
Types of blending that you can specify between an object and the existing contents of the scene.
SceneBlendOperation
Blending operations controls how objects are blended into the scene.
Copyright © 2012 Torus Knot Software Ltd

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