| /* |
| * Copyright 2013 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #include <GLES/gl.h> |
| |
| #include <cutils/compiler.h> |
| |
| #include "GLES10RenderEngine.h" |
| |
| // --------------------------------------------------------------------------- |
| namespace android { |
| // --------------------------------------------------------------------------- |
| |
| GLES10RenderEngine::~GLES10RenderEngine() { |
| } |
| |
| void GLES10RenderEngine::setupLayerBlending( |
| bool premultipliedAlpha, bool opaque, int alpha) { |
| // OpenGL ES 1.0 doesn't support texture combiners. |
| // This path doesn't properly handle opaque layers that have non-opaque |
| // alpha values. The alpha channel will be copied into the framebuffer or |
| // screenshot, so if the framebuffer or screenshot is blended on top of |
| // something else, whatever is below the window will incorrectly show |
| // through. |
| if (CC_UNLIKELY(alpha < 0xFF)) { |
| GLfloat floatAlpha = alpha * (1.0f / 255.0f); |
| if (premultipliedAlpha) { |
| glColor4f(floatAlpha, floatAlpha, floatAlpha, floatAlpha); |
| } else { |
| glColor4f(1.0f, 1.0f, 1.0f, floatAlpha); |
| } |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| } else { |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| } |
| |
| if (alpha < 0xFF || !opaque) { |
| glEnable(GL_BLEND); |
| glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, |
| GL_ONE_MINUS_SRC_ALPHA); |
| } else { |
| glDisable(GL_BLEND); |
| } |
| } |
| |
| // --------------------------------------------------------------------------- |
| }; // namespace android |
| // --------------------------------------------------------------------------- |