My Project
Client
trunk
ParaEngineClient
3dengine
CustomCharRenderTarget.h
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#pragma once
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#include "CustomCharCommon.h"
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#include "CustomCharFace.h"
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#include "TextureComposer.h"
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namespace
ParaEngine
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{
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class
CSkinLayers
:
public
TextureComposeTask
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{
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public
:
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CSkinLayers
(
const
std::string& name,
const
std::vector <CharTextureComponent>& layers);
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virtual
~
CSkinLayers
();
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public
:
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virtual
bool
IsAssetAllLoaded();
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/* in most cases, we will unload all used textures here. */
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virtual
void
OnTaskCompleted();;
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virtual
void
DoPaint(
CPaintDevice
* pd);
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protected
:
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std::vector <CharTextureComponent>
m_layers
;
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};
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class
CFaceLayers
:
public
TextureComposeTask
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{
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public
:
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CFaceLayers
(
const
std::string& name,
CartoonFace
& faceTexture);
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virtual
~
CFaceLayers
(){};
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virtual
bool
IsAssetAllLoaded();
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/* in most cases, we will unload all used textures here. */
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virtual
void
OnTaskCompleted();;
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virtual
void
DoPaint(
CPaintDevice
* pd);
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public
:
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std::vector <FaceTextureComponent>
m_layers
;
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};
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}
ParaEngine
different physics engine has different winding order.
Definition:
EventBinding.h:32
ParaEngine::CSkinLayers
Definition:
CustomCharRenderTarget.h:9
ParaEngine::CartoonFace
data structure for a cartoon face
Definition:
CustomCharFace.h:75
ParaEngine::CSkinLayers::m_layers
std::vector< CharTextureComponent > m_layers
describing how to compose the texture.
Definition:
CustomCharRenderTarget.h:22
ParaEngine::CPaintDevice
base class for a surface to paint to.
Definition:
PaintDevice.h:10
ParaEngine::TextureComposeTask
base class for texture composer using using a render target.
Definition:
TextureComposer.h:8
ParaEngine::CFaceLayers
Definition:
CustomCharRenderTarget.h:25
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