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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"
#include "RenderBase.h"
DarkLayer::DarkLayer()
{
quality = 0;
active = false;
texture = 0;
useFrameBuffer = false;
layer = -1;
beginLayer = -1;
lastLayer = -1;
}
void DarkLayer::unloadDevice()
{
if (useFrameBuffer)
frameBuffer.unloadDevice();
else
{
if (texture)
glDeleteTextures(1, &texture);
}
}
void DarkLayer::reloadDevice()
{
if (useFrameBuffer)
frameBuffer.reloadDevice();
else
texture = generateEmptyTexture(quality);
}
bool DarkLayer::isUsed() const
{
return active;
}
bool DarkLayer::shouldRenderLayer(int lr) const
{
if(!active)
return true;
return useFrameBuffer || (lr < beginLayer || lr > lastLayer);
}
void DarkLayer::init(int quality, bool useFrameBufferParam)
{
useFrameBuffer = useFrameBufferParam;
this->quality = quality;
if (useFrameBuffer)
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{
if (!frameBuffer.init(quality, quality, 1))
useFrameBuffer = false;
else
debugLog("Dark Layer: using framebuffer");
}
if (!useFrameBuffer)
{
debugLog("Dark Layer: using generated texture");
texture = generateEmptyTexture(quality);
}
}
void DarkLayer::toggle(bool on)
{
this->active = on;
}
void DarkLayer::preRender()
{
if(!useFrameBuffer)
{
glViewport(0, 0, quality, quality);
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT);
core->renderInternal(beginLayer, lastLayer, false);
glBindTexture(GL_TEXTURE_2D, texture);
glReadBuffer(GL_BACK);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, quality, quality, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
void DarkLayer::beginCapture()
{
if(useFrameBuffer)
{
frameBuffer.pushCapture(0);
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT);
}
}
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void DarkLayer::endCapture()
{
if(useFrameBuffer)
{
frameBuffer.popCapture();
}
}
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void DarkLayer::render(const RenderState& rs) const
{
glPushMatrix();
glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
if (useFrameBuffer)
frameBuffer.bindTexture(0);
else
glBindTexture(GL_TEXTURE_2D,texture);
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rs.gpu.setBlend(BLEND_MULT);
glColor4f(1,1,1,1);
const float width = core->getWindowWidth();
const float height = core->getWindowHeight();
const float offX = -(core->getVirtualOffX() * width / core->getVirtualWidth());
const float offY = -(core->getVirtualOffY() * height / core->getVirtualHeight());
const float stretch = 4;
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();
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glPopMatrix();
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);
}