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