/* 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 }