Commit 0f770140 authored by Sam Lantinga's avatar Sam Lantinga

Found a way to implement mask semantics in OpenGL

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404198
parent 92f13069
...@@ -1055,7 +1055,7 @@ GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, ...@@ -1055,7 +1055,7 @@ GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
} }
static void static void
GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive) GL_SetBlendMode(GL_RenderData * data, int blendMode)
{ {
if (blendMode != data->blendMode) { if (blendMode != data->blendMode) {
switch (blendMode) { switch (blendMode) {
...@@ -1064,14 +1064,10 @@ GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive) ...@@ -1064,14 +1064,10 @@ GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive)
data->glDisable(GL_BLEND); data->glDisable(GL_BLEND);
break; break;
case SDL_BLENDMODE_MASK: case SDL_BLENDMODE_MASK:
if (isprimitive) { data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); data->glEnable(GL_BLEND);
data->glDisable(GL_BLEND); data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* The same as SDL_BLENDMODE_NONE */ break;
blendMode = SDL_BLENDMODE_NONE;
break;
}
/* fall through */
case SDL_BLENDMODE_BLEND: case SDL_BLENDMODE_BLEND:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND); data->glEnable(GL_BLEND);
...@@ -1097,7 +1093,7 @@ GL_RenderPoint(SDL_Renderer * renderer, int x, int y) ...@@ -1097,7 +1093,7 @@ GL_RenderPoint(SDL_Renderer * renderer, int x, int y)
{ {
GL_RenderData *data = (GL_RenderData *) renderer->driverdata; GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_SetBlendMode(data, renderer->blendMode, 1); GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f, data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f, (GLfloat) renderer->g * inv255f,
...@@ -1116,7 +1112,7 @@ GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2) ...@@ -1116,7 +1112,7 @@ GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{ {
GL_RenderData *data = (GL_RenderData *) renderer->driverdata; GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_SetBlendMode(data, renderer->blendMode, 1); GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f, data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f, (GLfloat) renderer->g * inv255f,
...@@ -1141,7 +1137,7 @@ GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) ...@@ -1141,7 +1137,7 @@ GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{ {
GL_RenderData *data = (GL_RenderData *) renderer->driverdata; GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_SetBlendMode(data, renderer->blendMode, 1); GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f, data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f, (GLfloat) renderer->g * inv255f,
...@@ -1210,7 +1206,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, ...@@ -1210,7 +1206,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
} }
GL_SetBlendMode(data, texture->blendMode, 0); GL_SetBlendMode(data, texture->blendMode);
if (texture->scaleMode != data->scaleMode) { if (texture->scaleMode != data->scaleMode) {
switch (texture->scaleMode) { switch (texture->scaleMode) {
......
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