Exemplo n.º 1
0
	bool needsEffectRender(bool flashing)
	{
		bool rectEffective = !rect->isEmpty();
		bool colorToneEffective = color->hasEffect() || tone->hasEffect() || flashing;

		return (rectEffective && colorToneEffective && isOnScreen);
	}
Exemplo n.º 2
0
	void redrawBaseTex()
	{
		if (nullOrDisposed(windowskin))
			return;

		if (base.tex.tex == TEX::ID(0))
			return;

		FBO::bind(base.tex.fbo);

		/* Clear texture */
		glState.clearColor.pushSet(Vec4());
		FBO::clear();
		glState.clearColor.pop();

		glState.viewport.pushSet(IntRect(0, 0, base.tex.width, base.tex.height));
		glState.blend.pushSet(false);

		ShaderBase *shader;

		if (backOpacity < 255 || tone->hasEffect())
		{
			PlaneShader &planeShader = shState->shaders().plane;
			planeShader.bind();

			planeShader.setColor(Vec4());
			planeShader.setFlash(Vec4());
			planeShader.setTone(tone->norm);
			planeShader.setOpacity(backOpacity.norm);

			shader = &planeShader;
		}
		else
		{
			shader = &shState->shaders().simple;
			shader->bind();
		}

		windowskin->bindTex(*shader);
		TEX::setSmooth(true);

		shader->setTranslation(Vec2i());
		shader->applyViewportProj();

		/* Draw stretched layer */
		base.vert.draw(0, 1);

		glState.blend.set(true);
		glState.blendMode.pushSet(BlendKeepDestAlpha);

		/* Draw tiled layer */
		base.vert.draw(1, base.bgTileQuads);

		glState.blendMode.set(BlendNormal);

		/* If we used plane shader before, switch to simple */
		if (shader != &shState->shaders().simple)
		{
			shader = &shState->shaders().simple;
			shader->bind();
			shader->setTranslation(Vec2i());
			shader->applyViewportProj();
			windowskin->bindTex(*shader);
		}

		base.vert.draw(1+base.bgTileQuads, base.borderQuads);

		TEX::setSmooth(false);

		glState.blendMode.pop();
		glState.blend.pop();
		glState.viewport.pop();
	}