// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "std3d.h"
#include "nel/3d/mesh_blender.h"
#include "nel/3d/driver.h"
#include "nel/misc/fast_floor.h"
namespace NL3D {
// ***************************************************************************
void CMeshBlender::prepareRenderForGlobalAlpha(CMaterial &material, IDriver *drv, float globalAlpha, uint8 globalAlphaInt, bool gaDisableZWrite)
{
// Disable ZWrite??
if(gaDisableZWrite)
{
// Backup and set new the zwrite
_BkZWrite=material.getZWrite ();
material.setZWrite (false);
}
// Backup blend
_BkBlend=material.getBlend ();
material.setBlend (true);
// Backup opacity and blend
_BkOpacity= material.getOpacity ();
_BkSrcBlend= material.getSrcBlend();
_BkDstBlend= material.getDstBlend();
// 2 ways: if Blend Constant Color is supported or not.
if(drv->supportBlendConstantColor())
{
// Set opacity to 255 => If AlphaTest is used, AlphaTexture will be multiplied by 1.
material.setOpacity ( 255 );
// set the Blend constant Alpha.
drv->setBlendConstantColor( CRGBA(0,0,0, globalAlphaInt) );
// Active Blend with Blend Constant Alpha .
material.setSrcBlend(CMaterial::blendConstantAlpha);
// Don't set dest if we are in additive blend mode
if ((_BkBlend == false) || (_BkDstBlend != CMaterial::one))
material.setDstBlend(CMaterial::blendConstantInvAlpha);
// if material is Alpha Test, no-op. Keep same threshold, since Use Alpha of the BlendConstantColor
// to do the alpha-blending.
}
// not supported, ugly way: modify Opacity, and alpha threshold
else
{
// New opacity
material.setOpacity (globalAlphaInt);
// must ensure Std Blend.
material.setSrcBlend(CMaterial::srcalpha);
// Don't set dest if we are in additive blend mode
if ((_BkBlend == false) || (_BkDstBlend != CMaterial::one))
material.setDstBlend(CMaterial::invsrcalpha);
// if material is Alpha Test, must modulate AlphaTest limit to avoid Pop effects
if(material.getAlphaTest())
{
_BkAlphaTestThreshold= material.getAlphaTestThreshold();
material.setAlphaTestThreshold(_BkAlphaTestThreshold * globalAlpha);
}
}
}
// ***************************************************************************
void CMeshBlender::restoreRender(CMaterial &material, IDriver *drv, bool gaDisableZWrite)
{
// Resetup backuped zwrite
if(gaDisableZWrite)
{
material.setZWrite (_BkZWrite);
}
// Resetup backuped blend
material.setBlend (_BkBlend);
// Resetup backuped opacity and blend factors
material.setOpacity (_BkOpacity);
material.setSrcBlend(_BkSrcBlend);
material.setDstBlend(_BkDstBlend);
// 2 ways: if Blend Constant Color is supported or not.
if(drv->supportBlendConstantColor())
{
// nop
}
else
{
// Resetup backuped AlphaTest threshold
if(material.getAlphaTest())
{
material.setAlphaTestThreshold(_BkAlphaTestThreshold);
}
}
}
// ***************************************************************************
void CMeshBlender::prepareRenderForGlobalAlphaCoarseMesh(CMaterial &material, IDriver *drv, NLMISC::CRGBA color, float globalAlpha, bool gaDisableZWrite)
{
// Don't need to bkup some values, because CoarseMesh.
uint8 globalAlphaInt= (uint8)NLMISC::OptFastFloor(255 * globalAlpha);
// Disable ZWrite??
if(gaDisableZWrite)
material.setZWrite (false);
// Enable blend
material.setBlend (true);
// bkup color and blend factors.
_BkupColor= material.getColor();
_BkSrcBlend= material.getSrcBlend();
_BkDstBlend= material.getDstBlend();
// 2 ways: if Blend Constant Color is supported or not.
if(drv->supportBlendConstantColor())
{
// Set opacity to 255 => AlphaTexture will be multiplied by 1.
color.A= 255;
// change color
material.setColor ( color );
// set the Blend constant Alpha.
drv->setBlendConstantColor( CRGBA(0,0,0, globalAlphaInt) );
// Active Blend with Blend Constant Alpha .
material.setSrcBlend(CMaterial::blendConstantAlpha);
material.setDstBlend(CMaterial::blendConstantInvAlpha);
}
else
{
// Set current Alpha blend transparency (in color becausematerial is unlit)
color.A= globalAlphaInt;
// change color
material.setColor ( color );
// Active Blend with Blend Constant Alpha .
material.setSrcBlend(CMaterial::srcalpha);
material.setDstBlend(CMaterial::invsrcalpha);
// must modulate AlphaTest limit to avoid Pop effects
material.setAlphaTestThreshold(0.5f * globalAlpha);
}
}
// ***************************************************************************
void CMeshBlender::restoreRenderCoarseMesh(CMaterial &material, IDriver *drv, bool gaDisableZWrite)
{
// Resetup backuped color and blend factors
material.setColor ( _BkupColor );
material.setSrcBlend(_BkSrcBlend);
material.setDstBlend(_BkDstBlend);
// ReEnable ZWrite??
if(gaDisableZWrite)
material.setZWrite (true);
// Reset blend
material.setBlend (false);
// 2 ways: if Blend Constant Color is supported or not.
if(drv->supportBlendConstantColor())
{
// nop
}
else
{
// reset AlphaTest limit
material.setAlphaTestThreshold(0.5f);
}
}
} // NL3D