osgMyGUI: implement AdditiveLayer
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#include "additivelayer.hpp"
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#include <osg/BlendFunc>
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#include <osg/StateSet>
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#include "myguirendermanager.hpp"
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namespace osgMyGUI
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{
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AdditiveLayer::AdditiveLayer()
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{
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mStateSet = new osg::StateSet;
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mStateSet->setAttributeAndModes(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE));
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}
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AdditiveLayer::~AdditiveLayer()
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{
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// defined in .cpp file since we can't delete incomplete types
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}
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void AdditiveLayer::renderToTarget(MyGUI::IRenderTarget *_target, bool _update)
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{
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RenderManager& renderManager = static_cast<RenderManager&>(MyGUI::RenderManager::getInstance());
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renderManager.setInjectState(mStateSet.get());
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MyGUI::OverlappedLayer::renderToTarget(_target, _update);
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renderManager.setInjectState(NULL);
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}
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}
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#ifndef OPENMW_COMPONENTS_MYGUIPLATFORM_ADDITIVELAYER
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#define OPENMW_COMPONENTS_MYGUIPLATFORM_ADDITIVELAYER
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#include <MyGUI_OverlappedLayer.h>
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#include <osg/ref_ptr>
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namespace osg
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{
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class StateSet;
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}
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namespace osgMyGUI
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{
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/// @brief A Layer rendering with additive blend mode.
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class AdditiveLayer : public MyGUI::OverlappedLayer
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{
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public:
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MYGUI_RTTI_DERIVED( AdditiveLayer )
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AdditiveLayer();
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~AdditiveLayer();
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virtual void renderToTarget(MyGUI::IRenderTarget* _target, bool _update);
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private:
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osg::ref_ptr<osg::StateSet> mStateSet;
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};
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}
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#endif
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