Files
UnrealEngineUWP/Engine/Plugins/Experimental/Mutable/Source/MutableTools/Public/MuT/NodeImageLayerColour.h
T
jordi rovira cca6a36b3f [mutable] Optimize mesh clip versus switching of clipping mesh.
Cleanup usage of most of STL from mutable runtime. Exception is string for now.
Cleanup a lot of unused code like reference implementations, node cloning boilerplate, etc.
#preflight 63441fcf7045f13c96b43bcf
[REVIEW] [at]max.garcia
[FYI] [at]alexei.lebedev
[FYI] genis.sole

[CL 22454093 by jordi rovira in ue5-main branch]
2022-10-11 05:14:05 -04:00

99 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MuR/Image.h"
#include "MuR/Ptr.h"
#include "MuR/RefCounted.h"
#include "MuT/Node.h"
#include "MuT/NodeImage.h"
namespace mu
{
// Forward definitions
class NodeColour;
typedef Ptr<NodeColour> NodeColourPtr;
typedef Ptr<const NodeColour> NodeColourPtrConst;
class NodeImageLayerColour;
typedef Ptr<NodeImageLayerColour> NodeImageLayerColourPtr;
typedef Ptr<const NodeImageLayerColour> NodeImageLayerColourPtrConst;
class InputArchive;
class OutputArchive;
//! This node applies a layer blending effect on a base image using a mask and a colour.
//! \ingroup model
class MUTABLETOOLS_API NodeImageLayerColour : public NodeImage
{
public:
//-----------------------------------------------------------------------------------------
// Life cycle
//-----------------------------------------------------------------------------------------
NodeImageLayerColour();
void SerialiseWrapper(OutputArchive& arch) const override;
static void Serialise( const NodeImageLayerColour* pNode, OutputArchive& arch );
static NodeImageLayerColourPtr StaticUnserialise( InputArchive& arch );
//-----------------------------------------------------------------------------------------
// Node Interface
//-----------------------------------------------------------------------------------------
const NODE_TYPE* GetType() const override;
static const NODE_TYPE* GetStaticType();
virtual int GetInputCount() const override;
virtual Node* GetInputNode( int i ) const override;
void SetInputNode( int i, NodePtr pNode ) override;
//-----------------------------------------------------------------------------------------
// Own Interface
//-----------------------------------------------------------------------------------------
//! Get the node generating the base image that will have the blending effect applied.
NodeImagePtr GetBase() const;
void SetBase( NodeImagePtr );
//! Get the node generating the mask image controlling the weight of the effect.
NodeImagePtr GetMask() const;
void SetMask( NodeImagePtr );
//! Get the node generating the color to blend on the base.
NodeColourPtr GetColour() const;
void SetColour( NodeColourPtr );
//!
EBlendType GetBlendType() const;
//!
void SetBlendType(EBlendType);
//-----------------------------------------------------------------------------------------
// Interface pattern
//-----------------------------------------------------------------------------------------
class Private;
Private* GetPrivate() const;
Node::Private* GetBasePrivate() const override;
protected:
//! Forbidden. Manage with the Ptr<> template.
~NodeImageLayerColour();
private:
Private* m_pD;
};
}