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.
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2 changed files with 29 additions and 31 deletions
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@ -809,7 +809,8 @@ typedef enum {
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BLEND_ADDITIVE, // Blend textures adding colors
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BLEND_MULTIPLIED, // Blend textures multiplying colors
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BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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BLEND_SUBTRACT_COLORS // Blend textures subtracting colors (alternative)
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BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
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} BlendMode;
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// Gestures type
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@ -1391,10 +1392,8 @@ RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Gen
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void BeginBlendModeEx(int sFactor, int dFactor, int equation); // Begin blending mode (full options)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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// VR control functions
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RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
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RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
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51
src/rlgl.h
51
src/rlgl.h
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@ -524,6 +524,7 @@ RLAPI void rlCheckErrors(void); // Check and log OpenGL er
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RLAPI int rlGetVersion(void); // Returns current OpenGL version
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RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
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RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors)
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RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
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RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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@ -589,7 +590,6 @@ RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Gen
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void BeginBlendModeEx(int sFactor, int dFactor, int equation); // Begin blending mode (full options)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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// VR control functions
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@ -853,6 +853,11 @@ typedef struct rlglData {
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Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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int currentBlendMode; // Blending mode active
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int glBlendSrcFactor; // Blending source factor
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int glBlendDstFactor; // Blending destination factor
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int glBlendEquation; // Blending equation
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int framebufferWidth; // Default framebuffer width
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int framebufferHeight; // Default framebuffer height
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@ -1871,6 +1876,14 @@ void rlSetDebugMarker(const char *text)
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#endif
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}
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// Set blending mode factor and equation
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void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
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{
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RLGL.State.glBlendSrcFactor = glSrcFactor;
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RLGL.State.glBlendDstFactor = glDstFactor;
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RLGL.State.glBlendEquation = glEquation;
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}
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// Load OpenGL extensions
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// NOTE: External loader function could be passed as a pointer
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void rlLoadExtensions(void *loader)
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@ -3609,40 +3622,26 @@ Texture2D GenTextureBRDF(Shader shader, int size)
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return brdf;
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}
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void BeginBlendModeEx(int sFactor, int dFactor, int equation)
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{
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static int glSFactor = 0; // Track current blending mode
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static int glDFactor = 0; // Track current blending mode
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static int glEquation = 0; // Track current blending mode
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if (glSFactor != sFactor || glDFactor != dFactor || glEquation != equation) {
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rlglDraw();
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glBlendFunc(sFactor, dFactor);
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glBlendEquation(equation);
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glSFactor = sFactor;
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glDFactor = dFactor;
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glEquation = equation;
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}
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}
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// Begin blending mode (alpha, additive, multiplied)
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// NOTE: Only 3 blending modes supported, default blend mode is alpha
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void BeginBlendMode(int mode)
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{
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if (mode < 5)
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if (RLGL.State.currentBlendMode != mode)
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{
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rlglDraw();
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switch (mode)
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{
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case BLEND_ALPHA: BeginBlendModeEx(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD); break;
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case BLEND_ADDITIVE: BeginBlendModeEx(GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD); break;
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case BLEND_MULTIPLIED: BeginBlendModeEx(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD); break;
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case BLEND_ADD_COLORS: BeginBlendModeEx(GL_ONE, GL_ONE, GL_FUNC_ADD); break;
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case BLEND_SUBTRACT_COLORS: BeginBlendModeEx(GL_ONE, GL_ONE, GL_FUNC_SUBTRACT); break;
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case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
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case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
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case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
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case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
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case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
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case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
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default: break;
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}
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RLGL.State.currentBlendMode = mode;
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}
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}
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