more descriptive name for the blend-normal function because why there are two fucking standards for an alpha channel

This commit is contained in:
minjaesong
2022-10-31 01:52:40 +09:00
parent ccef7c32a0
commit 474279aefe
42 changed files with 122 additions and 108 deletions

View File

@@ -241,7 +241,7 @@ object IngameRenderer : Disposable {
// clear main or whatever super-FBO being used
//clearBuffer()
gdxClearAndSetBlend(.64f, .754f, .84f, 0f)
gdxClearAndEnableBlend(.64f, .754f, .84f, 0f)
///////////////////////////////////////////////////////////////////////
@@ -252,7 +252,7 @@ object IngameRenderer : Disposable {
aTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
fboMixedOut.inAction(camera, batch) {
gdxClearAndSetBlend(0f, 0f, 0f, 0f)
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
// draw sky
WeatherMixer.render(camera, batch, world)
@@ -269,7 +269,7 @@ object IngameRenderer : Disposable {
batch.inUse {
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.shader = shaderBlendGlow
shaderBlendGlow.setUniformi("tex1", 1)
batch.draw(rgbTex,
@@ -287,7 +287,7 @@ object IngameRenderer : Disposable {
) {
debugMode = 1
batch.inUse {
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.shader = null
batch.draw(rgbTex,
-0.5f * rgbTex.regionWidth * zoom + 0.5f * rgbTex.regionWidth,
@@ -314,7 +314,7 @@ object IngameRenderer : Disposable {
) {
debugMode = 2
batch.inUse {
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.shader = null
batch.draw(aTex,
-0.5f * aTex.regionWidth * zoom + 0.5f * aTex.regionWidth,
@@ -348,7 +348,7 @@ object IngameRenderer : Disposable {
}
}
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.inUse {
// it's no use applying dithering here: colours are no longer "floats" once they're written to the FBO
@@ -389,7 +389,7 @@ object IngameRenderer : Disposable {
}
// works but some UI elements have wrong transparency -> should be fixed with Terrarum.gdxCleanAndSetBlend -- Torvald 2019-01-12
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.color = Color.WHITE
@@ -409,7 +409,7 @@ object IngameRenderer : Disposable {
processKawaseBlur(lightmapFbo)
blendNormal(batch)
blendNormalStraightAlpha(batch)
}
/**
@@ -479,14 +479,14 @@ object IngameRenderer : Disposable {
setCameraPosition(0f, 0f)
val (xrem, yrem) = worldCamToRenderPos()
gdxSetBlend()
gdxEnableBlend()
// App.getCurrentDitherTex().bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.inUse {
blendNormal(batch)
blendNormalStraightAlpha(batch)
// draw world
batch.shader = shaderDemultiply
@@ -497,7 +497,7 @@ object IngameRenderer : Disposable {
lightTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
if (KeyToggler.isOn(Input.Keys.F8))
blendNormal(batch)
blendNormalStraightAlpha(batch)
else
blendMul(batch)
@@ -522,7 +522,7 @@ object IngameRenderer : Disposable {
}
blendNormal(batch)
blendNormalStraightAlpha(batch)
}
private fun drawToA(
@@ -536,7 +536,7 @@ object IngameRenderer : Disposable {
fboA.inAction(null, null) {
clearBuffer()
// paint black
gdxClearAndSetBlend(0f,0f,0f,1f) // solid black: so that unused area will be also black
gdxClearAndEnableBlend(0f,0f,0f,1f) // solid black: so that unused area will be also black
}
fboA_lightMixed.inAction(null, null) { clearBuffer() }
@@ -591,7 +591,7 @@ object IngameRenderer : Disposable {
lightTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
if (KeyToggler.isOn(Input.Keys.F8))
blendNormal(batch)
blendNormalStraightAlpha(batch)
else
blendMul(batch)
@@ -612,7 +612,7 @@ object IngameRenderer : Disposable {
}
blendNormal(batch)
blendNormalStraightAlpha(batch)
}
private fun drawOverlayActors(actors: List<ActorWithBody>?) {
@@ -652,7 +652,7 @@ object IngameRenderer : Disposable {
}
private fun clearBuffer() {
gdxClearAndSetBlend(0f,0f,0f,0f)
gdxClearAndEnableBlend(0f,0f,0f,0f)
}
private fun moveCameraToWorldCoord() {