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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
love.graphics.getBlendMode no longer does several glGetInteger function calls
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@@ -169,9 +169,6 @@ bool Graphics::setMode(int width, int height)
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// Enable blending
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glEnable(GL_BLEND);
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// "Normal" blending
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Enable all color component writes.
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setColorMask(true, true, true, true);
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@@ -576,22 +573,16 @@ const bool *Graphics::getColorMask() const
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void Graphics::setBlendMode(Graphics::BlendMode mode)
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{
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const int gl_1_4 = GLEE_VERSION_1_4;
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GLenum func = GL_FUNC_ADD;
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GLenum src_rgb = GL_ONE;
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GLenum src_a = GL_ONE;
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GLenum dst_rgb = GL_ZERO;
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GLenum dst_a = GL_ZERO;
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OpenGL::BlendState state = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD};
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switch (mode)
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{
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case BLEND_ALPHA:
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if (gl_1_4 || GLEE_EXT_blend_func_separate)
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if (GLEE_VERSION_1_4 || GLEE_EXT_blend_func_separate)
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{
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src_rgb = GL_SRC_ALPHA;
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src_a = GL_ONE;
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dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
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state.srcRGB = GL_SRC_ALPHA;
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state.srcA = GL_ONE;
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state.dstRGB = state.dstA = GL_ONE_MINUS_SRC_ALPHA;
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}
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else
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{
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@@ -599,98 +590,56 @@ void Graphics::setBlendMode(Graphics::BlendMode mode)
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// This will most likely only be used for the Microsoft software renderer and
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// since it's still stuck with OpenGL 1.1, the only expected difference is a
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// different alpha value when reading back the default framebuffer (newScreenshot).
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src_rgb = src_a = GL_SRC_ALPHA;
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dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
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state.srcRGB = state.srcA = GL_SRC_ALPHA;
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state.dstRGB = state.dstA = GL_ONE_MINUS_SRC_ALPHA;
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}
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break;
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case BLEND_MULTIPLICATIVE:
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src_rgb = src_a = GL_DST_COLOR;
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dst_rgb = dst_a = GL_ZERO;
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state.srcRGB = state.srcA = GL_DST_COLOR;
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state.dstRGB = state.dstA = GL_ZERO;
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break;
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case BLEND_PREMULTIPLIED:
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src_rgb = src_a = GL_ONE;
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dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
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state.srcRGB = state.srcA = GL_ONE;
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state.dstRGB = state.dstA = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case BLEND_SUBTRACTIVE:
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func = GL_FUNC_REVERSE_SUBTRACT;
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state.func = GL_FUNC_REVERSE_SUBTRACT;
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case BLEND_ADDITIVE:
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src_rgb = src_a = GL_SRC_ALPHA;
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dst_rgb = dst_a = GL_ONE;
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state.srcRGB = state.srcA = GL_SRC_ALPHA;
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state.dstRGB = state.dstA = GL_ONE;
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break;
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case BLEND_REPLACE:
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default:
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src_rgb = src_a = GL_ONE;
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dst_rgb = dst_a = GL_ZERO;
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state.srcRGB = state.srcA = GL_ONE;
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state.dstRGB = state.dstA = GL_ZERO;
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break;
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}
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if (gl_1_4 || GLEE_ARB_imaging)
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glBlendEquation(func);
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else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
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glBlendEquationEXT(func);
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else
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{
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if (func == GL_FUNC_REVERSE_SUBTRACT)
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throw Exception("This graphics card does not support the subtractive blend mode!");
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// GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work.
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}
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if (src_rgb == src_a && dst_rgb == dst_a)
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glBlendFunc(src_rgb, dst_rgb);
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else
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{
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if (gl_1_4)
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glBlendFuncSeparate(src_rgb, dst_rgb, src_a, dst_a);
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else if (GLEE_EXT_blend_func_separate)
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glBlendFuncSeparateEXT(src_rgb, dst_rgb, src_a, dst_a);
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else
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throw Exception("This graphics card does not support separated rgb and alpha blend functions!");
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}
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gl.setBlendState(state);
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}
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Graphics::BlendMode Graphics::getBlendMode() const
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{
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const int gl_1_4 = GLEE_VERSION_1_4;
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OpenGL::BlendState state = gl.getBlendState();
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GLint src_rgb, src_a, dst_rgb, dst_a;
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GLint equation = GL_FUNC_ADD;
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if (gl_1_4 || GLEE_EXT_blend_func_separate)
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{
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glGetIntegerv(GL_BLEND_SRC_RGB, &src_rgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &src_a);
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glGetIntegerv(GL_BLEND_DST_RGB, &dst_rgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &dst_a);
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}
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else
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{
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glGetIntegerv(GL_BLEND_SRC, &src_rgb);
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glGetIntegerv(GL_BLEND_DST, &dst_rgb);
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src_a = src_rgb;
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dst_a = dst_rgb;
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}
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if (gl_1_4 || GLEE_ARB_imaging || (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract))
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glGetIntegerv(GL_BLEND_EQUATION, &equation);
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if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
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if (state.func == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
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return BLEND_SUBTRACTIVE;
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// Everything else has equation == GL_FUNC_ADD.
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else if (src_rgb == src_a && dst_rgb == dst_a)
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else if (state.srcRGB == state.srcA && state.dstRGB == state.dstA)
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{
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if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE)
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if (state.srcRGB == GL_SRC_ALPHA && state.dstRGB == GL_ONE)
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return BLEND_ADDITIVE;
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else if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE_MINUS_SRC_ALPHA)
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else if (state.srcRGB == GL_SRC_ALPHA && state.dstRGB == GL_ONE_MINUS_SRC_ALPHA)
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return BLEND_ALPHA; // alpha blend mode fallback for very old OpenGL versions.
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else if (src_rgb == GL_DST_COLOR && dst_rgb == GL_ZERO)
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else if (state.srcRGB == GL_DST_COLOR && state.dstRGB == GL_ZERO)
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return BLEND_MULTIPLICATIVE;
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else if (src_rgb == GL_ONE && dst_rgb == GL_ONE_MINUS_SRC_ALPHA)
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else if (state.srcRGB == GL_ONE && state.dstRGB == GL_ONE_MINUS_SRC_ALPHA)
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return BLEND_PREMULTIPLIED;
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else if (src_rgb == GL_ONE && dst_rgb == GL_ZERO)
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else if (state.srcRGB == GL_ONE && state.dstRGB == GL_ZERO)
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return BLEND_REPLACE;
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}
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else if (src_rgb == GL_SRC_ALPHA && src_a == GL_ONE &&
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dst_rgb == GL_ONE_MINUS_SRC_ALPHA && dst_a == GL_ONE_MINUS_SRC_ALPHA)
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else if (state.srcRGB == GL_SRC_ALPHA && state.srcA == GL_ONE &&
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state.dstRGB == GL_ONE_MINUS_SRC_ALPHA && state.dstA == GL_ONE_MINUS_SRC_ALPHA)
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return BLEND_ALPHA;
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throw Exception("Unknown blend mode");
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@@ -111,6 +111,9 @@ void OpenGL::initContext()
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[0]);
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}
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BlendState blend = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD};
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setBlendState(blend);
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initMaxValues();
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createDefaultTexture();
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@@ -364,6 +367,39 @@ OpenGL::Viewport OpenGL::getScissor() const
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return state.scissor;
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}
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void OpenGL::setBlendState(const BlendState &blend)
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{
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if (GLEE_VERSION_1_4 || GLEE_ARB_imaging)
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glBlendEquation(blend.func);
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else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
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glBlendEquationEXT(blend.func);
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else
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{
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if (blend.func == GL_FUNC_REVERSE_SUBTRACT)
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throw love::Exception("This graphics card does not support the subtractive blend mode!");
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// GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work.
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}
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if (blend.srcRGB == blend.srcA && blend.dstRGB == blend.dstA)
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glBlendFunc(blend.srcRGB, blend.dstRGB);
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else
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{
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if (GLEE_VERSION_1_4)
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glBlendFuncSeparate(blend.srcRGB, blend.dstRGB, blend.srcA, blend.dstA);
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else if (GLEE_EXT_blend_func_separate)
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glBlendFuncSeparateEXT(blend.srcRGB, blend.dstRGB, blend.srcA, blend.dstA);
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else
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throw love::Exception("This graphics card does not support separated rgb and alpha blend functions!");
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}
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state.blend = blend;
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}
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OpenGL::BlendState OpenGL::getBlendState() const
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{
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return state.blend;
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}
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void OpenGL::setTextureUnit(int textureunit)
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{
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if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
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@@ -94,6 +94,13 @@ public:
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}
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};
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struct BlendState
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{
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GLenum srcRGB, srcA;
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GLenum dstRGB, dstA;
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GLenum func;
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};
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OpenGL();
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/**
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@@ -167,6 +174,17 @@ public:
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**/
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Viewport getScissor() const;
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/**
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* Sets blending functionality.
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* Note: This does not globally enable or disable blending.
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**/
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void setBlendState(const BlendState &blend);
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/**
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* Gets the currently set blending functionality.
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**/
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BlendState getBlendState() const;
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/**
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* Helper for setting the active texture unit.
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*
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@@ -267,6 +285,8 @@ private:
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Viewport viewport;
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Viewport scissor;
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BlendState blend;
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// The last ID value used for pseudo-instancing.
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int lastPseudoInstanceID;
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