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Aquaria/BBGE/DarkLayer.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

199 lines
4 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"
#include "RenderBase.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;
}
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()
{
if (layer != -1)
{
glViewport(0,0,quality,quality);
if (useFrameBuffer)
frameBuffer.startCapture();
glClearColor(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
core->render(layer, layer, false);
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);
}
glViewport(0, 0, core->width, core->height);
glClearColor(0,0,0,0);
}
}
void DarkLayer::render()
{
if (renderLayer != -1)
{
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
if (useFrameBuffer)
frameBuffer.bindTexture();
else
glBindTexture(GL_TEXTURE_2D,texture);
glEnable(GL_BLEND);
// 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");
}
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);
}
}