Merge branch 'blendmodes'
Introduces the sf::BlendMode class that supports separate blend functions and equations. Replaces the old sf::BlendMode enum. Further changes: * Fixed merge conflicts resulting from GLExtensions in mobile branch * GLExtensions: Added GLEXT_blend_equation_separate * Added file BlendMode.cpp * Replaced occurrences of sf::BlendMode value parameters with const-references * Adapted rendering code in sf::RenderTarget
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commit
cdf32a7881
8 changed files with 348 additions and 54 deletions
103
src/SFML/Graphics/BlendMode.cpp
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103
src/SFML/Graphics/BlendMode.cpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/BlendMode.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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// Commonly used blending modes
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////////////////////////////////////////////////////////////
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const BlendMode BlendAlpha(BlendMode::SrcAlpha, BlendMode::OneMinusSrcAlpha, BlendMode::Add,
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BlendMode::One, BlendMode::OneMinusSrcAlpha, BlendMode::Add);
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const BlendMode BlendAdd(BlendMode::SrcAlpha, BlendMode::One, BlendMode::Add,
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BlendMode::One, BlendMode::One, BlendMode::Add);
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const BlendMode BlendMultiply(BlendMode::DstColor, BlendMode::Zero);
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const BlendMode BlendNone(BlendMode::One, BlendMode::Zero);
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////////////////////////////////////////////////////////////
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BlendMode::BlendMode() :
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colorSrcFactor(BlendMode::SrcAlpha),
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colorDstFactor(BlendMode::OneMinusSrcAlpha),
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colorEquation (BlendMode::Add),
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alphaSrcFactor(BlendMode::One),
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alphaDstFactor(BlendMode::OneMinusSrcAlpha),
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alphaEquation (BlendMode::Add)
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{
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}
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////////////////////////////////////////////////////////////
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BlendMode::BlendMode(Factor sourceFactor, Factor destinationFactor, Equation blendEquation) :
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colorSrcFactor(sourceFactor),
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colorDstFactor(destinationFactor),
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colorEquation (blendEquation),
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alphaSrcFactor(sourceFactor),
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alphaDstFactor(destinationFactor),
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alphaEquation (blendEquation)
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{
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}
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////////////////////////////////////////////////////////////
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BlendMode::BlendMode(Factor colorSourceFactor, Factor colorDestinationFactor,
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Equation colorBlendEquation, Factor alphaSourceFactor,
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Factor alphaDestinationFactor, Equation alphaBlendEquation) :
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colorSrcFactor(colorSourceFactor),
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colorDstFactor(colorDestinationFactor),
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colorEquation (colorBlendEquation),
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alphaSrcFactor(alphaSourceFactor),
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alphaDstFactor(alphaDestinationFactor),
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alphaEquation (alphaBlendEquation)
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{
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}
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////////////////////////////////////////////////////////////
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bool operator ==(const BlendMode& left, const BlendMode& right)
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{
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return (left.colorSrcFactor == right.colorSrcFactor) &&
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(left.colorDstFactor == right.colorDstFactor) &&
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(left.colorEquation == right.colorEquation) &&
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(left.alphaSrcFactor == right.alphaSrcFactor) &&
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(left.alphaDstFactor == right.alphaDstFactor) &&
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(left.alphaEquation == right.alphaEquation);
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}
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////////////////////////////////////////////////////////////
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bool operator !=(const BlendMode& left, const BlendMode& right)
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{
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return !(left == right);
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}
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} // namespace sf
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@ -4,6 +4,7 @@ set(SRCROOT ${PROJECT_SOURCE_DIR}/src/SFML/Graphics)
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# all source files
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set(SRC
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${SRCROOT}/BlendMode.cpp
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${INCROOT}/BlendMode.hpp
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${SRCROOT}/Color.cpp
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${INCROOT}/Color.hpp
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@ -35,7 +35,9 @@
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#include <SFML/OpenGL.hpp>
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#define GLEXT_blend_func_separate GL_OES_blend_func_separate
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#define GLEXT_blend_equation_separate GL_OES_blend_equation_separate
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#define GLEXT_glBlendFuncSeparate glBlendFuncSeparateOES
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#define GLEXT_glBlendEquationSeparate glBlendEquationSeparateOES
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#define GLEXT_framebuffer_object GL_OES_framebuffer_object
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#define GLEXT_glGenFramebuffers glGenFramebuffersOES
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#define GLEXT_glGenRenderbuffers glGenRenderbuffersOES
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@ -63,7 +65,9 @@
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#include <SFML/OpenGL.hpp>
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#define GLEXT_blend_func_separate GLEW_EXT_blend_func_separate
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#define GLEXT_blend_equation_separate GLEW_EXT_blend_equation_separate
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#define GLEXT_glBlendFuncSeparate glBlendFuncSeparateEXT
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#define GLEXT_glBlendEquationSeparate glBlendEquationSeparateEXT
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#define GLEXT_framebuffer_object GLEW_EXT_framebuffer_object
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#define GLEXT_glGenFramebuffers glGenFramebuffersEXT
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#define GLEXT_glGenRenderbuffers glGenRenderbuffersEXT
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@ -56,7 +56,7 @@ shader (NULL)
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////////////////////////////////////////////////////////////
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RenderStates::RenderStates(BlendMode theBlendMode) :
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RenderStates::RenderStates(const BlendMode& theBlendMode) :
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blendMode(theBlendMode),
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transform(),
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texture (NULL),
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@ -86,7 +86,7 @@ shader (theShader)
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////////////////////////////////////////////////////////////
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RenderStates::RenderStates(BlendMode theBlendMode, const Transform& theTransform,
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RenderStates::RenderStates(const BlendMode& theBlendMode, const Transform& theTransform,
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const Texture* theTexture, const Shader* theShader) :
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blendMode(theBlendMode),
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transform(theTransform),
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@ -35,6 +35,41 @@
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#include <iostream>
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namespace
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{
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// Convert an sf::BlendMode::Factor constant to the corresponding OpenGL constant.
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sf::Uint32 factorToGlConstant(sf::BlendMode::Factor blendFactor)
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{
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switch (blendFactor)
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{
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default:
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case sf::BlendMode::Zero: return GL_ZERO;
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case sf::BlendMode::One: return GL_ONE;
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case sf::BlendMode::SrcColor: return GL_SRC_COLOR;
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case sf::BlendMode::OneMinusSrcColor: return GL_ONE_MINUS_SRC_COLOR;
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case sf::BlendMode::DstColor: return GL_DST_COLOR;
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case sf::BlendMode::OneMinusDstColor: return GL_ONE_MINUS_DST_COLOR;
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case sf::BlendMode::SrcAlpha: return GL_SRC_ALPHA;
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case sf::BlendMode::OneMinusSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
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case sf::BlendMode::DstAlpha: return GL_DST_ALPHA;
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case sf::BlendMode::OneMinusDstAlpha: return GL_ONE_MINUS_DST_ALPHA;
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}
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}
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// Convert an sf::BlendMode::BlendEquation constant to the corresponding OpenGL constant.
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sf::Uint32 equationToGlConstant(sf::BlendMode::Equation blendEquation)
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{
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switch (blendEquation)
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{
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default:
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case sf::BlendMode::Add: return GL_FUNC_ADD;
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case sf::BlendMode::Subtract: return GL_FUNC_SUBTRACT;
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}
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}
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}
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namespace sf
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{
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////////////////////////////////////////////////////////////
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@ -369,49 +404,31 @@ void RenderTarget::applyCurrentView()
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////////////////////////////////////////////////////////////
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void RenderTarget::applyBlendMode(BlendMode mode)
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void RenderTarget::applyBlendMode(const BlendMode& mode)
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{
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switch (mode)
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// Apply the blend mode, falling back to the non-separate versions if necessary
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if (GLEXT_blend_func_separate)
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{
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// glBlendFuncSeparate is used when available to avoid an incorrect alpha value when the target
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// is a RenderTexture -- in this case the alpha value must be written directly to the target buffer
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glCheck(GLEXT_glBlendFuncSeparate(
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factorToGlConstant(mode.colorSrcFactor), factorToGlConstant(mode.colorDstFactor),
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factorToGlConstant(mode.alphaSrcFactor), factorToGlConstant(mode.alphaDstFactor)));
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}
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else
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{
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glCheck(glBlendFunc(
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factorToGlConstant(mode.colorSrcFactor),
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factorToGlConstant(mode.colorDstFactor)));
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}
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// Alpha blending
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default :
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case BlendAlpha :
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if (GLEXT_blend_func_separate)
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{
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glCheck(GLEXT_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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}
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else
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{
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glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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}
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break;
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// Additive blending
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case BlendAdd :
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if (GLEXT_blend_func_separate)
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{
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glCheck(GLEXT_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE));
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}
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else
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{
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glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE));
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}
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break;
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// Multiplicative blending
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case BlendMultiply :
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glCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO));
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break;
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// No blending
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case BlendNone :
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glCheck(glBlendFunc(GL_ONE, GL_ZERO));
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break;
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if (GLEXT_blend_equation_separate)
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{
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glCheck(GLEXT_glBlendEquationSeparate(
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equationToGlConstant(mode.colorEquation),
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equationToGlConstant(mode.alphaEquation)));
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}
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else
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{
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glCheck(glBlendEquation(equationToGlConstant(mode.colorEquation)));
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}
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m_cache.lastBlendMode = mode;
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// to render them.
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//
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// * Blending mode
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// It's a simple integral value, so we can easily check
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// whether the value to apply is the same as before or not.
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// Since it overloads the == operator, we can easily check
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// whether any of the 6 blending components changed and,
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// thus, whether we need to update the blend mode.
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//
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// * Texture
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// Storing the pointer or OpenGL ID of the last used texture
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