fix alpha blending issues
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6fce78d519
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ba01909088
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@ -17,7 +17,6 @@ Module
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dofile 'settings'
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dofile 'keyboard'
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dofile 'mouse'
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dofile 'string'
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dofiles 'ui'
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dofiles 'widgets'
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@ -21,3 +21,25 @@ end
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function string.trim(s)
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return string.match(s, '^%s*(.*%S)') or ''
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end
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function string.explode(str, sep, limit)
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if(type(sep) ~= 'string' or tostring(str):len() == 0 or sep:len() == 0) then
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return {}
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end
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local i, pos, tmp, t = 0, 1, "", {}
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for s, e in function() return string.find(str, sep, pos) end do
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tmp = str:sub(pos, s - 1):trim()
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table.insert(t, tmp)
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pos = e + 1
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i = i + 1
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if(limit ~= nil and i == limit) then
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break
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end
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end
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tmp = str:sub(pos):trim()
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table.insert(t, tmp)
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return t
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end
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@ -1,21 +0,0 @@
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string.explode = function (str, sep, limit)
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if(type(sep) ~= 'string' or tostring(str):len() == 0 or sep:len() == 0) then
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return {}
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end
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local i, pos, tmp, t = 0, 1, "", {}
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for s, e in function() return string.find(str, sep, pos) end do
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tmp = str:sub(pos, s - 1):trim()
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table.insert(t, tmp)
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pos = e + 1
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i = i + 1
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if(limit ~= nil and i == limit) then
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break
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end
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end
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tmp = str:sub(pos):trim()
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table.insert(t, tmp)
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return t
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end
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@ -157,6 +157,7 @@ void FrameBuffer::internalRelease()
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// restore screen original content
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g_painter->setCompositionMode(Painter::CompositionMode_Replace);
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g_painter->drawTexturedRect(screenRect, m_screenBackup, screenRect);
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g_painter->resetCompositionMode();
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}
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}
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@ -330,3 +330,14 @@ bool Graphics::canUseClampToEdge()
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return m_useClampToEdge;
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#endif
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}
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bool Graphics::canUseBlendFuncSeparate()
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{
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#ifdef OPENGL_ES
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return true;
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#else
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if(!GLEW_VERSION_1_4)
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return false;
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return true;
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#endif
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}
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@ -63,6 +63,7 @@ public:
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bool canUseMipmaps();
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bool canUseHardwareMipmaps();
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bool canUseClampToEdge();
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bool canUseBlendFuncSeparate();
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private:
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Size m_viewportSize;
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@ -132,7 +132,11 @@ void Painter::updateGlCompositionMode()
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{
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switch(m_compositionMode) {
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case CompositionMode_Normal:
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if(g_graphics.canUseBlendFuncSeparate())
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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break;
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case CompositionMode_Multiply:
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glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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@ -304,7 +304,7 @@ void WIN32Window::internalChooseGLVisual()
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PFD_TYPE_RGBA,
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32, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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1, // Alpha Buffer Bits
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8, // Alpha Buffer Bits
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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@ -77,13 +77,11 @@ void MapView::draw(const Rect& rect)
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Rect clearRect = Rect(0, 0, m_drawDimension * m_tileSize);
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// drawing a black rect is actually faster than FrameBuffer::clear()
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/*
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g_painter->setColor(Color::black);
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g_painter->drawFilledRect(clearRect);
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g_painter->setColor(Color::white);
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*/
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m_framebuffer->clear(Color::black);
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//m_framebuffer->clear(Color::black);
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}
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auto it = m_cachedVisibleTiles.begin();
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@ -148,8 +146,8 @@ void MapView::draw(const Rect& rect)
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#else
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m_framebuffer->draw(rect, srcRect);
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#endif
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g_painter->restoreSavedState();
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//g_painter->resetShaderProgram();
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// this could happen if the player position is not known yet
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