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Aquaria/BBGE/DarkLayer.cpp

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/*
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
{
#ifdef BBGE_BUILD_OPENGL
if (texture)
glDeleteTextures(1, &texture);
#endif
}
}
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()
{
#ifdef BBGE_BUILD_OPENGL
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);
}
#endif
}
void DarkLayer::render()
{
#ifdef BBGE_BUILD_OPENGL
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);
}
#endif
}