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121 lines
3.2 KiB
121 lines
3.2 KiB
/****************************************************************************
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Copyright (c) 2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "base/RefCounted.h"
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namespace cc {
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namespace scene {
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class Skin;
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class SkinInfo : public RefCounted {
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public:
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SkinInfo() = default;
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~SkinInfo() override = default;
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/**
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* @en Enable skip.
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* @zh 是否开启皮肤后效。
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*/
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void setEnabled(bool val);
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inline bool isEnabled() const {
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return _enabled;
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}
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/**
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* @en Getter/Setter sampler width.
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* @zh 设置或者获取采样宽度。
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*/
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void setBlurRadius(float val);
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inline float getBlurRadius() const {
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return _blurRadius;
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}
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/**
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* @en Getter/Setter depth unit scale.
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* @zh 设置或者获取深度单位比例。
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*/
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void setSSSIntensity(float val);
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inline float getSSSIntensity() const {
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return _sssIntensity;
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}
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void activate(Skin *resource);
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bool _enabled{true};
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Skin *_resource{nullptr};
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float _blurRadius{0.01F};
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float _sssIntensity{3.F};
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};
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class Skin final {
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public:
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Skin() = default;
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~Skin() = default;
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void initialize(const SkinInfo &skinInfo);
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/**
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* @en Enable skip.
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* @zh 是否开启皮肤后效。
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*/
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inline bool isEnabled() const { return _enabled; }
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inline void setEnabled(bool val) {
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_enabled = val;
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}
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/**
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* @en Getter/Setter sampler width.
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* @zh 设置或者获取采样宽度。
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*/
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inline float getBlurRadius() const {
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return _blurRadius;
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}
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inline void setBlurRadius(float val) {
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_blurRadius = val;
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}
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/**
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* @en Getter/Setter depth unit scale.
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* @zh 设置或者获取深度单位比例。
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*/
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inline float getSSSIntensity() const {
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return _sssIntensity;
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}
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inline void setSSSIntensity(float val) {
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_sssIntensity = val;
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}
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private:
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bool _enabled{true};
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float _blurRadius{0.01F};
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float _sssIntensity{3.F};
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};
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} // namespace scene
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} // namespace cc
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