Found a way to implement mask semantics in OpenGL
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404198
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1 changed files with 9 additions and 13 deletions
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@ -1055,7 +1055,7 @@ GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
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}
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static void
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GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive)
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GL_SetBlendMode(GL_RenderData * data, int blendMode)
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{
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if (blendMode != data->blendMode) {
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switch (blendMode) {
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@ -1064,14 +1064,10 @@ GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive)
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data->glDisable(GL_BLEND);
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break;
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case SDL_BLENDMODE_MASK:
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if (isprimitive) {
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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data->glDisable(GL_BLEND);
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/* The same as SDL_BLENDMODE_NONE */
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blendMode = SDL_BLENDMODE_NONE;
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break;
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}
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/* fall through */
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case SDL_BLENDMODE_BLEND:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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@ -1097,7 +1093,7 @@ GL_RenderPoint(SDL_Renderer * renderer, int x, int y)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_SetBlendMode(data, renderer->blendMode, 1);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -1116,7 +1112,7 @@ GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_SetBlendMode(data, renderer->blendMode, 1);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -1141,7 +1137,7 @@ GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_SetBlendMode(data, renderer->blendMode, 1);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -1210,7 +1206,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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GL_SetBlendMode(data, texture->blendMode, 0);
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GL_SetBlendMode(data, texture->blendMode);
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if (texture->scaleMode != data->scaleMode) {
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switch (texture->scaleMode) {
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