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