#ifndef __R_BLEND_H #define __R_BLEND_H /* ** r_blend.h ** Constants and types for specifying texture blending. ** **--------------------------------------------------------------------------- ** Copyright 2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // Legacy render styles enum ERenderStyle { STYLE_None, // Do not draw STYLE_Normal, // Normal; just copy the image to the screen STYLE_Fuzzy, // Draw silhouette using "fuzz" effect STYLE_SoulTrans, // Draw translucent with amount in r_transsouls STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference STYLE_Stencil, // Fill image interior with alphacolor STYLE_Translucent, // Draw translucent STYLE_Add, // Draw additive STYLE_Shaded, // Treat patch data as alpha values for alphacolor STYLE_TranslucentStencil, STYLE_Count }; // Flexible render styles (most possible combinations are supported in software) enum ERenderOp { STYLEOP_None, // Do not draw STYLEOP_Add, // Add source to destination STYLEOP_Sub, // Subtract source from destination STYLEOP_RevSub, // Subtract destination from source STYLEOP_Fuzz, // Draw fuzzy on top of destination - ignores alpha and color STYLEOP_FuzzOrAdd, // Draw fuzzy or add, based on user preference STYLEOP_FuzzOrSub, // Draw fuzzy or subtract, based on user preference STYLEOP_FuzzOrRevSub, // Draw fuzzy or reverse subtract, based on user preference }; enum ERenderAlpha { STYLEALPHA_Zero, // Blend factor is 0.0 STYLEALPHA_One, // Blend factor is 1.0 STYLEALPHA_Src, // Blend factor is alpha STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha }; enum ERenderFlags { // Use value of transsouls as alpha. STYLEF_TransSoulsAlpha = 1, // Force alpha to 1. Not the same as STYLEALPHA_One, since that also // ignores alpha from the texture. STYLEF_Alpha1 = 2, // Use red component from grayscale/RGB texture as alpha. If the texture // is paletted, the palette is ignored and it is treated as grayscale. // This should generally be combined with STYLEF_ColorIsFixed, since that's // all the software renderer supports, but hardware acceleration can do // them separately should you want to do that for some reason. STYLEF_RedIsAlpha = 4, // Ignore texture for RGB output. Color comes from fillcolor for actors // or DTA_FillColor for DrawTexture(). STYLEF_ColorIsFixed = 8, // Invert source color, either the texture color or the fixed color. STYLEF_InvertSource = 16, // Invert overlay color. This is the fade for actors and DTA_ColorOverlay // for DrawTexture(). STYLEF_InvertOverlay = 32, // Actors only: Ignore sector fade and fade to black. To fade to white, // combine this with STYLEF_InvertOverlay. STYLEF_FadeToBlack = 64, }; union FRenderStyle { struct { BYTE BlendOp; // Of ERenderOp type BYTE SrcAlpha; // Of ERenderAlpha type BYTE DestAlpha; // Of ERenderAlpha type BYTE Flags; }; DWORD AsDWORD; inline FRenderStyle &operator= (ERenderStyle legacy); operator DWORD() const { return AsDWORD; } bool operator==(const FRenderStyle &o) const { return AsDWORD == o.AsDWORD; } void CheckFuzz(); bool IsVisible(fixed_t alpha) const throw(); private: // Code that compares an actor's render style with a legacy render // style value should be updated. Making these conversion operators // private will catch those cases. operator ERenderStyle() const { return STYLE_Normal; } operator int() const { return STYLE_Normal; } }; extern FRenderStyle LegacyRenderStyles[STYLE_Count]; inline FRenderStyle &FRenderStyle::operator= (ERenderStyle legacy) { if (legacy < STYLE_None || legacy >= STYLE_Count) { legacy = STYLE_None; } *this = LegacyRenderStyles[legacy]; return *this; } class FArchive; FArchive &operator<< (FArchive &arc, FRenderStyle &style); #endif