Fixed issue#26 blend factor logic.
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bcd1dee746
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a26e06929e
@ -35,22 +35,29 @@ namespace bgfx
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{ D3DMULTISAMPLE_16_SAMPLES, 0 },
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};
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static const D3DBLEND s_blendFactor[][2] =
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struct Blend
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{
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{ (D3DBLEND)0, (D3DBLEND)0 }, // ignored
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{ D3DBLEND_ZERO, D3DBLEND_ZERO },
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{ D3DBLEND_ONE, D3DBLEND_ONE },
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{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR },
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{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR },
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{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA },
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{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA },
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{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA },
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA },
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{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR },
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{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR },
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{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE },
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{ D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR },
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{ D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR },
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D3DBLEND m_src;
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D3DBLEND m_dst;
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bool m_factor;
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};
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static const Blend s_blendFactor[] =
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{
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{ (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
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{ D3DBLEND_ZERO, D3DBLEND_ZERO, false },
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{ D3DBLEND_ONE, D3DBLEND_ONE, false },
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{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false },
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{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false },
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{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false },
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{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false },
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{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false },
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false },
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{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false },
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{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false },
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{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false },
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{ D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true },
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{ D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true },
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};
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static const D3DCMPFUNC s_depthFunc[] =
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@ -2394,16 +2401,17 @@ namespace bgfx
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uint32_t src = blend&0xf;
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uint32_t dst = (blend>>4)&0xf;
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DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src][0]) );
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DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst][1]) );
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DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src].m_src) );
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DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst].m_dst) );
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// DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
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// DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
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if (0 != (blend&(BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR) ) )
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if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
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&& blendFactor != state.m_rgba)
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{
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blendFactor = state.m_rgba;
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DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, blendFactor) );
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D3DCOLOR color = D3DCOLOR_RGBA(blendFactor>>24, (blendFactor>>16)&0xff, (blendFactor>>8)&0xff, blendFactor&0xff);
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DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
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}
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}
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}
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@ -556,22 +556,29 @@ namespace bgfx
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GL_FLOAT,
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};
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static const GLenum s_blendFactor[][2] =
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struct Blend
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{
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{ 0, 0 }, // ignored
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{ GL_ZERO, GL_ZERO },
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{ GL_ONE, GL_ONE },
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{ GL_SRC_COLOR, GL_SRC_COLOR },
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{ GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR },
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{ GL_SRC_ALPHA, GL_SRC_ALPHA },
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{ GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
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{ GL_DST_ALPHA, GL_DST_ALPHA },
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{ GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA },
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{ GL_DST_COLOR, GL_DST_COLOR },
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{ GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR },
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{ GL_SRC_ALPHA_SATURATE, GL_ONE },
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{ GL_CONSTANT_COLOR, GL_CONSTANT_COLOR },
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{ GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR },
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GLenum m_src;
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GLenum m_dst;
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bool m_factor;
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};
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static const Blend s_blendFactor[] =
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{
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{ 0, 0, false }, // ignored
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{ GL_ZERO, GL_ZERO, false },
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{ GL_ONE, GL_ONE, false },
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{ GL_SRC_COLOR, GL_SRC_COLOR, false },
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{ GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false },
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{ GL_SRC_ALPHA, GL_SRC_ALPHA, false },
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{ GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false },
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{ GL_DST_ALPHA, GL_DST_ALPHA, false },
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{ GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false },
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{ GL_DST_COLOR, GL_DST_COLOR, false },
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{ GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false },
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{ GL_SRC_ALPHA_SATURATE, GL_ONE, false },
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{ GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true },
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{ GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true },
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};
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static const GLenum s_depthFunc[] =
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@ -2651,9 +2658,9 @@ namespace bgfx
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uint32_t src = blend&0xf;
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uint32_t dst = (blend>>4)&0xf;
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GL_CHECK(glEnable(GL_BLEND) );
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GL_CHECK(glBlendFunc(s_blendFactor[src][0], s_blendFactor[dst][1]) );
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GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
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if (0 != (blend&(BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR) ) )
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if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
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&& blendFactor != state.m_rgba)
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{
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blendFactor = state.m_rgba;
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