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Better fix for Canvas-in-PUI compositing

This seems to work everywhere, let’s try it.
This commit is contained in:
James Turner 2018-01-28 16:10:18 +00:00
parent f076fe1c1b
commit c035b3e9e3

View file

@ -16,9 +16,7 @@
// along with this program; if not, write to the Free Software // along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H #include <config.h>
# include <config.h>
#endif
#include "CanvasWidget.hxx" #include "CanvasWidget.hxx"
@ -26,9 +24,6 @@
#include <Main/fg_os.hxx> // fgGetKeyModifiers() #include <Main/fg_os.hxx> // fgGetKeyModifiers()
#include <Scripting/NasalSys.hxx> #include <Scripting/NasalSys.hxx>
#include <osg/GLExtensions>
#include <osg/Version>
#include <simgear/canvas/Canvas.hxx> #include <simgear/canvas/Canvas.hxx>
#include <simgear/canvas/events/MouseEvent.hxx> #include <simgear/canvas/events/MouseEvent.hxx>
@ -201,13 +196,11 @@ void CanvasWidget::draw(int dx, int dy)
{ {
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND); // prevent alpha values in the Canvas texture ending up in the PUI
// compositing FBO. While that would ideally be a feature, it didn't
// use to work, so Canvas users don't do a default opaque fill.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
#if OSG_VERSION_LESS_THAN(3,4,0)
#else
osg::GLExtensions* extensions = osg::GLExtensions::Get(0, true);
extensions->glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE);
#endif
glBindTexture(GL_TEXTURE_2D, _canvas_mgr->getCanvasTexId(_canvas)); glBindTexture(GL_TEXTURE_2D, _canvas_mgr->getCanvasTexId(_canvas));
glBegin( GL_QUADS ); glBegin( GL_QUADS );
glColor4f(1,1,1, 1.0f); glColor4f(1,1,1, 1.0f);
@ -216,6 +209,7 @@ void CanvasWidget::draw(int dx, int dy)
glTexCoord2f(1,1); glVertex2f(dx + abox.max[0], dy + abox.max[1]); glTexCoord2f(1,1); glVertex2f(dx + abox.max[0], dy + abox.max[1]);
glTexCoord2f(0,1); glVertex2f(dx + abox.min[0], dy + abox.max[1]); glTexCoord2f(0,1); glVertex2f(dx + abox.min[0], dy + abox.max[1]);
glEnd(); glEnd();
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} }