Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp49
1 files changed, 37 insertions, 12 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 5dae911aa82..40072159db8 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -39,6 +39,7 @@
#include "RAS_IRenderTools.h" // rendering text
#include "GPU_draw.h"
+#include "GPU_material.h"
/**
* 32x32 bit masks for vinterlace stereo mode
@@ -69,6 +70,7 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_motionblurvalue(-1.0),
m_texco_num(0),
m_attrib_num(0),
+ m_last_blendmode(GPU_BLEND_SOLID),
m_materialCachingInfo(0)
{
m_viewmatrix.Identity();
@@ -101,6 +103,8 @@ bool RAS_OpenGLRasterizer::Init()
m_ambg = 0.0f;
m_ambb = 0.0f;
+ SetBlendingMode(GPU_BLEND_SOLID);
+
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -119,18 +123,6 @@ void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
}
-void RAS_OpenGLRasterizer::SetAlphaTest(bool enable)
-{
- if (enable)
- {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.6f);
- }
- else glDisable(GL_ALPHA_TEST);
-}
-
-
-
void RAS_OpenGLRasterizer::SetAmbient(float factor)
{
float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
@@ -283,6 +275,8 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable (GL_CULL_FACE);
}
+ SetBlendingMode(GPU_BLEND_SOLID);
+
glShadeModel(GL_SMOOTH);
m_2DCanvas->BeginFrame();
@@ -1333,3 +1327,34 @@ void RAS_OpenGLRasterizer::DisableMotionBlur()
m_motionblur = 0;
m_motionblurvalue = -1.0;
}
+
+void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
+{
+ if(blendmode == m_last_blendmode)
+ return;
+
+ if(blendmode == GPU_BLEND_SOLID) {
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else if(blendmode == GPU_BLEND_ADD) {
+ glBlendFunc(GL_ONE, GL_ONE);
+ glEnable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ }
+ else if(blendmode == GPU_BLEND_ALPHA) {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.0f);
+ }
+ else if(blendmode == GPU_BLEND_CLIP) {
+ glDisable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.5f);
+ }
+
+ m_last_blendmode = blendmode;
+}
+