/* * 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 // ---------------------------------------------------------------------------