Review custom blend modes mechanism

rlBlendMode() has been added to rlgl to be used on BLEND_CUSTOM. This functionality is exposed to advance users.

In any case, new blending modes could be added if required.
This commit is contained in:
raysan5 2020-09-01 21:02:19 +02:00
parent bfafb80cde
commit a1422ba1c1
2 changed files with 29 additions and 31 deletions

View file

@ -808,8 +808,9 @@ typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default) BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS // Blend textures subtracting colors (alternative) BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
} BlendMode; } BlendMode;
// Gestures type // Gestures type
@ -1391,10 +1392,8 @@ RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Gen
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void BeginBlendModeEx(int sFactor, int dFactor, int equation); // Begin blending mode (full options)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions // VR control functions
RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void CloseVrSimulator(void); // Close VR simulator for current device

View file

@ -524,6 +524,7 @@ RLAPI void rlCheckErrors(void); // Check and log OpenGL er
RLAPI int rlGetVersion(void); // Returns current OpenGL version RLAPI int rlGetVersion(void); // Returns current OpenGL version
RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
@ -589,7 +590,6 @@ RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Gen
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void BeginBlendModeEx(int sFactor, int dFactor, int equation); // Begin blending mode (full options)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions // VR control functions
@ -853,6 +853,11 @@ typedef struct rlglData {
Shader defaultShader; // Basic shader, support vertex color and diffuse texture Shader defaultShader; // Basic shader, support vertex color and diffuse texture
Shader currentShader; // Shader to be used on rendering (by default, defaultShader) Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
int currentBlendMode; // Blending mode active
int glBlendSrcFactor; // Blending source factor
int glBlendDstFactor; // Blending destination factor
int glBlendEquation; // Blending equation
int framebufferWidth; // Default framebuffer width int framebufferWidth; // Default framebuffer width
int framebufferHeight; // Default framebuffer height int framebufferHeight; // Default framebuffer height
@ -1871,6 +1876,14 @@ void rlSetDebugMarker(const char *text)
#endif #endif
} }
// Set blending mode factor and equation
void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
{
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
}
// Load OpenGL extensions // Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer // NOTE: External loader function could be passed as a pointer
void rlLoadExtensions(void *loader) void rlLoadExtensions(void *loader)
@ -3609,40 +3622,26 @@ Texture2D GenTextureBRDF(Shader shader, int size)
return brdf; return brdf;
} }
void BeginBlendModeEx(int sFactor, int dFactor, int equation)
{
static int glSFactor = 0; // Track current blending mode
static int glDFactor = 0; // Track current blending mode
static int glEquation = 0; // Track current blending mode
if (glSFactor != sFactor || glDFactor != dFactor || glEquation != equation) {
rlglDraw();
glBlendFunc(sFactor, dFactor);
glBlendEquation(equation);
glSFactor = sFactor;
glDFactor = dFactor;
glEquation = equation;
}
}
// Begin blending mode (alpha, additive, multiplied) // Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha // NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode) void BeginBlendMode(int mode)
{ {
if (mode < 5) if (RLGL.State.currentBlendMode != mode)
{ {
rlglDraw();
switch (mode) switch (mode)
{ {
case BLEND_ALPHA: BeginBlendModeEx(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD); break; case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADDITIVE: BeginBlendModeEx(GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD); break; case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_MULTIPLIED: BeginBlendModeEx(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD); break; case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADD_COLORS: BeginBlendModeEx(GL_ONE, GL_ONE, GL_FUNC_ADD); break; case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_SUBTRACT_COLORS: BeginBlendModeEx(GL_ONE, GL_ONE, GL_FUNC_SUBTRACT); break; case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
default: break; case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
} }
RLGL.State.currentBlendMode = mode;
} }
} }