mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 09:44:02 +00:00
225 lines
4.9 KiB
C++
225 lines
4.9 KiB
C++
|
/*
|
||
|
Copyright (C) 2007, 2010 - Bit-Blot
|
||
|
|
||
|
This file is part of Aquaria.
|
||
|
|
||
|
Aquaria is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU General Public License
|
||
|
as published by the Free Software Foundation; either version 2
|
||
|
of the License, or (at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||
|
|
||
|
See the GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
*/
|
||
|
#include "DarkLayer.h"
|
||
|
#include "Core.h"
|
||
|
|
||
|
DarkLayer::DarkLayer()
|
||
|
{
|
||
|
quality = 0;
|
||
|
active = false;
|
||
|
layer = -1;
|
||
|
renderLayer = -1;
|
||
|
texture = 0;
|
||
|
|
||
|
stretch = 4;
|
||
|
format = GL_RGB; //FIXED?: used to be GL_LUMINANCE, that might have been causing problems
|
||
|
useFrameBuffer = true; //BUG?: will do this even if frame buffer is off in usersettings...
|
||
|
}
|
||
|
|
||
|
void DarkLayer::unloadDevice()
|
||
|
{
|
||
|
if (useFrameBuffer)
|
||
|
frameBuffer.unloadDevice();
|
||
|
else
|
||
|
{
|
||
|
if (texture)
|
||
|
glDeleteTextures(1, &texture);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DarkLayer::reloadDevice()
|
||
|
{
|
||
|
if (useFrameBuffer)
|
||
|
frameBuffer.reloadDevice();
|
||
|
else
|
||
|
texture = generateEmptyTexture(quality);
|
||
|
}
|
||
|
|
||
|
int DarkLayer::getRenderLayer()
|
||
|
{
|
||
|
return renderLayer;
|
||
|
}
|
||
|
|
||
|
bool DarkLayer::isUsed()
|
||
|
{
|
||
|
//HACK: disabling dark layer for temporary testing build
|
||
|
// MAKE SURE TO RESTORE THIS CODE TO THE WAY IT WAS
|
||
|
return layer > -1 && active;
|
||
|
//return false;
|
||
|
}
|
||
|
|
||
|
void DarkLayer::setLayers(int layer, int rl)
|
||
|
{
|
||
|
this->layer = layer;
|
||
|
this->renderLayer = rl;
|
||
|
}
|
||
|
|
||
|
void DarkLayer::init(int quality, bool useFrameBufferParam)
|
||
|
{
|
||
|
useFrameBuffer = useFrameBufferParam;
|
||
|
|
||
|
this->quality = quality;
|
||
|
|
||
|
if (useFrameBuffer)
|
||
|
{
|
||
|
if (!frameBuffer.init(quality, quality))
|
||
|
useFrameBuffer = false;
|
||
|
else
|
||
|
debugLog("Dark Layer: using framebuffer");
|
||
|
}
|
||
|
if (!useFrameBuffer)
|
||
|
{
|
||
|
debugLog("Dark Layer: using generated texture");
|
||
|
texture = generateEmptyTexture(quality);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int DarkLayer::getLayer()
|
||
|
{
|
||
|
return layer;
|
||
|
}
|
||
|
|
||
|
void DarkLayer::toggle(bool on)
|
||
|
{
|
||
|
this->active = on;
|
||
|
}
|
||
|
|
||
|
void DarkLayer::preRender()
|
||
|
{
|
||
|
bool verbose = core->coreVerboseDebug;
|
||
|
if (layer != -1)
|
||
|
{
|
||
|
if (verbose) debugLog("viewport");
|
||
|
|
||
|
glViewport(0,0,quality,quality);
|
||
|
//core->clearBuffers();
|
||
|
|
||
|
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
if (verbose) debugLog("startCapture");
|
||
|
|
||
|
if (useFrameBuffer)
|
||
|
frameBuffer.startCapture();
|
||
|
|
||
|
if (verbose) debugLog("clearColor");
|
||
|
|
||
|
glClearColor(1,1,1,1);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
|
||
|
if (verbose) debugLog("render");
|
||
|
|
||
|
core->render(layer, layer, false);
|
||
|
|
||
|
if (verbose) debugLog("endCapture");
|
||
|
|
||
|
if (useFrameBuffer)
|
||
|
frameBuffer.endCapture();
|
||
|
else
|
||
|
{
|
||
|
glBindTexture(GL_TEXTURE_2D,texture); // Bind To The Blur Texture
|
||
|
// Copy Our ViewPort To The Blur Texture (From 0,0 To q,q... No Border)
|
||
|
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, quality, quality, 0);
|
||
|
}
|
||
|
|
||
|
if (verbose) debugLog("viewport");
|
||
|
|
||
|
glViewport(0, 0, core->width, core->height);
|
||
|
glClearColor(0,0,0,0);
|
||
|
|
||
|
if (verbose) debugLog("done");
|
||
|
/*
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
*/
|
||
|
//glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, quality, quality, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DarkLayer::render()
|
||
|
{
|
||
|
if (renderLayer != -1)
|
||
|
{
|
||
|
glPushMatrix();
|
||
|
glLoadIdentity();
|
||
|
//float percentX = (float)core->width/(float)quality;
|
||
|
//float percentY = (float)core->height/(float)quality;
|
||
|
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
if (useFrameBuffer)
|
||
|
frameBuffer.bindTexture();
|
||
|
else
|
||
|
glBindTexture(GL_TEXTURE_2D,texture);
|
||
|
|
||
|
//glDisable(GL_BLEND);
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
//glBlendFunc(GL_ZERO, GL_SRC_COLOR);
|
||
|
|
||
|
//glBlendEquation(GL_FUNC_SUBTRACT);
|
||
|
|
||
|
// subtractive blend! (using color)
|
||
|
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
|
||
|
|
||
|
GLenum error = glGetError();
|
||
|
if (error == GL_INVALID_ENUM)
|
||
|
{
|
||
|
debugLog("darkLayer: invalid enum");
|
||
|
}
|
||
|
else if (error == GL_INVALID_OPERATION)
|
||
|
{
|
||
|
debugLog("darkLayer: invalid operation");
|
||
|
}
|
||
|
|
||
|
//glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
|
||
|
//glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glColor4f(1,1,1,1);
|
||
|
|
||
|
float width = core->getWindowWidth();
|
||
|
float height = core->getWindowHeight();
|
||
|
float offX = -(core->getVirtualOffX() * width / core->getVirtualWidth());
|
||
|
float offY = -(core->getVirtualOffY() * height / core->getVirtualHeight());
|
||
|
|
||
|
glBegin(GL_QUADS);
|
||
|
|
||
|
glTexCoord2f(0,1);
|
||
|
glVertex2f(offX-stretch, offY-stretch);
|
||
|
|
||
|
glTexCoord2f(0,0);
|
||
|
glVertex2f(offX-stretch, height+offY+stretch);
|
||
|
|
||
|
glTexCoord2f(1,0);
|
||
|
glVertex2f(width+offX+stretch, height+offY+stretch);
|
||
|
|
||
|
glTexCoord2f(1,1);
|
||
|
glVertex2f(width+offX+stretch, offY-stretch);
|
||
|
|
||
|
glEnd();
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
RenderObject::lastTextureApplied = 0;
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
|
||
|
}
|
||
|
}
|