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| author | raysan5 <[email protected]> | 2020-09-01 21:02:19 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-09-01 21:02:19 +0200 |
| commit | a1422ba1c16c74a39793f95f73f1228eeca71f38 (patch) | |
| tree | edd87194119a7fadb039518e6d0fdeb38d956145 /src/rlgl.h | |
| parent | bfafb80cdeed9703a2e13479a39a42ba7efb1328 (diff) | |
| download | raylib-a1422ba1c16c74a39793f95f73f1228eeca71f38.tar.gz raylib-a1422ba1c16c74a39793f95f73f1228eeca71f38.zip | |
Review custom blend modes mechanism
rlBlendMode() has been added to rlgl to be used on BLEND_CUSTOM. This functionality is exposed to advance users.
In any case, new blending modes could be added if required.
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 53 |
1 files changed, 26 insertions, 27 deletions
@@ -524,6 +524,7 @@ RLAPI void rlCheckErrors(void); // Check and log OpenGL er RLAPI int rlGetVersion(void); // Returns current OpenGL version RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis +RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors) RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates @@ -589,7 +590,6 @@ RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Gen RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void BeginBlendModeEx(int sFactor, int dFactor, int equation); // Begin blending mode (full options) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) // VR control functions @@ -852,6 +852,11 @@ typedef struct rlglData { unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) Shader defaultShader; // Basic shader, support vertex color and diffuse texture Shader currentShader; // Shader to be used on rendering (by default, defaultShader) + + int currentBlendMode; // Blending mode active + int glBlendSrcFactor; // Blending source factor + int glBlendDstFactor; // Blending destination factor + int glBlendEquation; // Blending equation int framebufferWidth; // Default framebuffer width int framebufferHeight; // Default framebuffer height @@ -1871,6 +1876,14 @@ void rlSetDebugMarker(const char *text) #endif } +// Set blending mode factor and equation +void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation) +{ + RLGL.State.glBlendSrcFactor = glSrcFactor; + RLGL.State.glBlendDstFactor = glDstFactor; + RLGL.State.glBlendEquation = glEquation; +} + // Load OpenGL extensions // NOTE: External loader function could be passed as a pointer void rlLoadExtensions(void *loader) @@ -3609,40 +3622,26 @@ Texture2D GenTextureBRDF(Shader shader, int size) return brdf; } - -void BeginBlendModeEx(int sFactor, int dFactor, int equation) -{ - static int glSFactor = 0; // Track current blending mode - static int glDFactor = 0; // Track current blending mode - static int glEquation = 0; // Track current blending mode - - if (glSFactor != sFactor || glDFactor != dFactor || glEquation != equation) { - - rlglDraw(); - glBlendFunc(sFactor, dFactor); - glBlendEquation(equation); - - glSFactor = sFactor; - glDFactor = dFactor; - glEquation = equation; - } -} - // Begin blending mode (alpha, additive, multiplied) // NOTE: Only 3 blending modes supported, default blend mode is alpha void BeginBlendMode(int mode) { - if (mode < 5) + if (RLGL.State.currentBlendMode != mode) { + rlglDraw(); + switch (mode) { - case BLEND_ALPHA: BeginBlendModeEx(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD); break; - case BLEND_ADDITIVE: BeginBlendModeEx(GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD); break; - case BLEND_MULTIPLIED: BeginBlendModeEx(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD); break; - case BLEND_ADD_COLORS: BeginBlendModeEx(GL_ONE, GL_ONE, GL_FUNC_ADD); break; - case BLEND_SUBTRACT_COLORS: BeginBlendModeEx(GL_ONE, GL_ONE, GL_FUNC_SUBTRACT); break; - default: break; + case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; + case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break; + default: break; } + + RLGL.State.currentBlendMode = mode; } } |
