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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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@@ -852,6 +852,11 @@ typedef struct rlglData {
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unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
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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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+
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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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+
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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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-
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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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-
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- if (glSFactor != sFactor || glDFactor != dFactor || glEquation != equation) {
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-
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- rlglDraw();
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- glBlendFunc(sFactor, dFactor);
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- glBlendEquation(equation);
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-
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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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-
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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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+
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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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- default: 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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+
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+ RLGL.State.currentBlendMode = mode;
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}
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}
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