//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_BLENDMODE_HPP #define SFML_BLENDMODE_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Blending modes for drawing /// //////////////////////////////////////////////////////////// struct SFML_GRAPHICS_API BlendMode { //////////////////////////////////////////////////////// /// \brief Enumeration of the blending factors /// /// The factors are mapped directly to their OpenGL equivalents, /// specified by glBlendFunc() or glBlendFuncSeparate(). //////////////////////////////////////////////////////// enum Factor { Zero, ///< (0, 0, 0, 0) One, ///< (1, 1, 1, 1) SrcColor, ///< (src.r, src.g, src.b, src.a) OneMinusSrcColor, ///< (1, 1, 1, 1) - (src.r, src.g, src.b, src.a) DstColor, ///< (dst.r, dst.g, dst.b, dst.a) OneMinusDstColor, ///< (1, 1, 1, 1) - (dst.r, dst.g, dst.b, dst.a) SrcAlpha, ///< (src.a, src.a, src.a, src.a) OneMinusSrcAlpha, ///< (1, 1, 1, 1) - (src.a, src.a, src.a, src.a) DstAlpha, ///< (dst.a, dst.a, dst.a, dst.a) OneMinusDstAlpha ///< (1, 1, 1, 1) - (dst.a, dst.a, dst.a, dst.a) }; //////////////////////////////////////////////////////// /// \brief Enumeration of the blending equations /// /// The equations are mapped directly to their OpenGL equivalents, /// specified by glBlendEquation() or glBlendEquationSeparate(). //////////////////////////////////////////////////////// enum Equation { Add, ///< Pixel = Src * SrcFactor + Dst * DstFactor Subtract, ///< Pixel = Src * SrcFactor - Dst * DstFactor ReverseSubtract ///< Pixel = Dst * DstFactor - Src * SrcFactor }; //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// Constructs a blending mode that does alpha blending. /// //////////////////////////////////////////////////////////// BlendMode(); //////////////////////////////////////////////////////////// /// \brief Construct the blend mode given the factors and equation. /// /// This constructor uses the same factors and equation for both /// color and alpha components. It also defaults to the Add equation. /// /// \param sourceFactor Specifies how to compute the source factor for the color and alpha channels. /// \param destinationFactor Specifies how to compute the destination factor for the color and alpha channels. /// \param blendEquation Specifies how to combine the source and destination colors and alpha. /// //////////////////////////////////////////////////////////// BlendMode(Factor sourceFactor, Factor destinationFactor, Equation blendEquation = Add); //////////////////////////////////////////////////////////// /// \brief Construct the blend mode given the factors and equation. /// /// \param colorSourceFactor Specifies how to compute the source factor for the color channels. /// \param colorDestinationFactor Specifies how to compute the destination factor for the color channels. /// \param colorBlendEquation Specifies how to combine the source and destination colors. /// \param alphaSourceFactor Specifies how to compute the source factor. /// \param alphaDestinationFactor Specifies how to compute the destination factor. /// \param alphaBlendEquation Specifies how to combine the source and destination alphas. /// //////////////////////////////////////////////////////////// BlendMode(Factor colorSourceFactor, Factor colorDestinationFactor, Equation colorBlendEquation, Factor alphaSourceFactor, Factor alphaDestinationFactor, Equation alphaBlendEquation); //////////////////////////////////////////////////////////// // Member Data //////////////////////////////////////////////////////////// Factor colorSrcFactor; ///< Source blending factor for the color channels Factor colorDstFactor; ///< Destination blending factor for the color channels Equation colorEquation; ///< Blending equation for the color channels Factor alphaSrcFactor; ///< Source blending factor for the alpha channel Factor alphaDstFactor; ///< Destination blending factor for the alpha channel Equation alphaEquation; ///< Blending equation for the alpha channel }; //////////////////////////////////////////////////////////// /// \relates BlendMode /// \brief Overload of the == operator /// /// \param left Left operand /// \param right Right operand /// /// \return True if blending modes are equal, false if they are different /// //////////////////////////////////////////////////////////// SFML_GRAPHICS_API bool operator ==(const BlendMode& left, const BlendMode& right); //////////////////////////////////////////////////////////// /// \relates BlendMode /// \brief Overload of the != operator /// /// \param left Left operand /// \param right Right operand /// /// \return True if blending modes are different, false if they are equal /// //////////////////////////////////////////////////////////// SFML_GRAPHICS_API bool operator !=(const BlendMode& left, const BlendMode& right); //////////////////////////////////////////////////////////// // Commonly used blending modes //////////////////////////////////////////////////////////// SFML_GRAPHICS_API extern const BlendMode BlendAlpha; ///< Blend source and dest according to dest alpha SFML_GRAPHICS_API extern const BlendMode BlendAdd; ///< Add source to dest SFML_GRAPHICS_API extern const BlendMode BlendMultiply; ///< Multiply source and dest SFML_GRAPHICS_API extern const BlendMode BlendNone; ///< Overwrite dest with source } // namespace sf #endif // SFML_BLENDMODE_HPP //////////////////////////////////////////////////////////// /// \class sf::BlendMode /// \ingroup graphics /// /// sf::BlendMode is a class that represents a blend mode. A blend /// mode determines how the colors of an object you draw are /// mixed with the colors that are already in the buffer. /// /// The class is composed of 6 components, each of which has its /// own public member variable: /// \li %Color Source Factor (@ref colorSrcFactor) /// \li %Color Destination Factor (@ref colorDstFactor) /// \li %Color Blend Equation (@ref colorEquation) /// \li Alpha Source Factor (@ref alphaSrcFactor) /// \li Alpha Destination Factor (@ref alphaDstFactor) /// \li Alpha Blend Equation (@ref alphaEquation) /// /// The source factor specifies how the pixel you are drawing contributes /// to the final color. The destination factor specifies how the pixel /// already drawn in the buffer contributes to the final color. /// /// The color channels RGB (red, green, blue; simply referred to as /// color) and A (alpha; the transparency) can be treated separately. This /// separation can be useful for specific blend modes, but most often you /// won't need it and will simply treat the color as a single unit. /// /// The blend factors and equations correspond to their OpenGL equivalents. /// In general, the color of the resulting pixel is calculated according /// to the following formula (\a src is the color of the source pixel, \a dst /// the color of the destination pixel, the other variables correspond to the /// public members, with the equations being + or - operators): /// \code /// dst.rgb = colorSrcFactor * src.rgb (colorEquation) colorDstFactor * dst.rgb /// dst.a = alphaSrcFactor * src.a (alphaEquation) alphaDstFactor * dst.a /// \endcode /// All factors and colors are represented as floating point numbers between /// 0 and 1. Where necessary, the result is clamped to fit in that range. /// /// The most common blending modes are defined as constants /// in the sf namespace: /// /// \code /// sf::BlendMode alphaBlending = sf::BlendAlpha; /// sf::BlendMode additiveBlending = sf::BlendAdd; /// sf::BlendMode multiplicativeBlending = sf::BlendMultiply; /// sf::BlendMode noBlending = sf::BlendNone; /// \endcode /// /// In SFML, a blend mode can be specified every time you draw a sf::Drawable /// object to a render target. It is part of the sf::RenderStates compound /// that is passed to the member function sf::RenderTarget::draw(). /// /// \see sf::RenderStates, sf::RenderTarget /// ////////////////////////////////////////////////////////////