My Project
CustomCharRenderTarget.h
1 #pragma once
2 
3 #include "CustomCharCommon.h"
4 #include "CustomCharFace.h"
5 #include "TextureComposer.h"
6 
7 namespace ParaEngine
8 {
10  {
11  public:
12  CSkinLayers(const std::string& name, const std::vector <CharTextureComponent>& layers);
13  virtual ~CSkinLayers();
14  public:
15  virtual bool IsAssetAllLoaded();
16  /* in most cases, we will unload all used textures here. */
17  virtual void OnTaskCompleted();;
18  virtual void DoPaint(CPaintDevice* pd);
19 
20  protected:
22  std::vector <CharTextureComponent> m_layers;
23  };
24 
26  {
27  public:
28  CFaceLayers(const std::string& name, CartoonFace& faceTexture);
29  virtual ~CFaceLayers(){};
30  virtual bool IsAssetAllLoaded();
31  /* in most cases, we will unload all used textures here. */
32  virtual void OnTaskCompleted();;
33  virtual void DoPaint(CPaintDevice* pd);
34  public:
35  std::vector <FaceTextureComponent> m_layers;
36  };
37 }
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: CustomCharRenderTarget.h:9
data structure for a cartoon face
Definition: CustomCharFace.h:75
std::vector< CharTextureComponent > m_layers
describing how to compose the texture.
Definition: CustomCharRenderTarget.h:22
base class for a surface to paint to.
Definition: PaintDevice.h:10
base class for texture composer using using a render target.
Definition: TextureComposer.h:8
Definition: CustomCharRenderTarget.h:25