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