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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
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99
Sources/Plasma/PubUtilLib/plSurface/plLayer.h
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99
Sources/Plasma/PubUtilLib/plSurface/plLayer.h
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plLayer_inc
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#define plLayer_inc
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#include "hsTemplates.h"
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#include "plLayerInterface.h"
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class plLayer : public plLayerInterface
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{
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protected:
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public:
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plLayer();
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virtual ~plLayer();
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CLASSNAME_REGISTER( plLayer );
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GETINTERFACE_ANY( plLayer, plLayerInterface );
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virtual UInt32 Eval(double secs, UInt32 frame, UInt32 ignore);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual hsBool MsgReceive(plMessage* msg);
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// Flat layer specifics
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plLayer& InitToDefault();
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void SetBlendFlags(UInt32 f) { fState->fBlendFlags = f; }
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void SetClampFlags(UInt32 f) { fState->fClampFlags = f; }
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void SetShadeFlags(UInt32 f) { fState->fShadeFlags = f; }
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void SetZFlags(UInt32 f) { fState->fZFlags = f; }
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void SetMiscFlags(UInt32 f) { fState->fMiscFlags = f; }
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void SetState(const hsGMatState& state);
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void SetTexture(plBitmap* t) { *fTexture = t; }
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void SetPreshadeColor(const hsColorRGBA& col) { *fPreshadeColor = col; }
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void SetRuntimeColor( const hsColorRGBA& col ) { *fRuntimeColor = col; }
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void SetAmbientColor(const hsColorRGBA& col) { *fAmbientColor = col; }
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void SetSpecularColor(const hsColorRGBA& col) { *fSpecularColor = col; }
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void SetOpacity(hsScalar a) { *fOpacity = a; }
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void SetTransform(const hsMatrix44& xfm);
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void SetUVWSrc(UInt32 chan) { *fUVWSrc = chan; }
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void SetLODBias(hsScalar f) { *fLODBias = f; }
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void SetSpecularPower(hsScalar f) { *fSpecularPower = f; }
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void SetVertexShader(plShader* shader) { *fVertexShader = shader; }
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void SetPixelShader(plShader* shader) { *fPixelShader = shader; }
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void SetBumpEnvMatrix(const hsMatrix44& xfm);
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static plLayerInterface* DefaultLayer();
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// Copies all the fields from the original layer given, not including the texture
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void CloneNoTexture( plLayerInterface *original );
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};
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#endif // plLayerInterfaceStack_inc
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