#include #include using namespace llmr; void Painter::drawComposite(GLuint texture, const CompositeProperties &properties) { // We're doing full-screen framebuffer blending, so no need to do stencil testing here. glDisable(GL_STENCIL_TEST); useProgram(compositeShader->program); compositeShader->setMatrix(nativeMatrix); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); compositeShader->setImage(0); // TODO: translate compositeShader->setOpacity(properties.opacity); // Draw the full screen texture. // TODO: Do more blend effects like multiply + blur compositeArray.bind(*compositeShader, tileStencilBuffer, BUFFER_OFFSET(0)); glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()); glBindTexture(GL_TEXTURE_2D, 0); // Reset back. glEnable(GL_STENCIL_TEST); }