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