Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether. SDL_BLENDMODE_MUL implements following equation: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA)) Background: https://i.imgur.com/UsYhydP.png Blended texture: https://i.imgur.com/0juXQcV.png Result for SDL_BLENDMODE_MOD: https://i.imgur.com/wgNSgUl.png Result for SDL_BLENDMODE_MUL: https://i.imgur.com/Veokzim.png I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
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@ -676,7 +676,12 @@ PSP_SetBlendMode(SDL_Renderer * renderer, int blendMode)
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case SDL_BLENDMODE_MOD:
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc( GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
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sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
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break;
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case SDL_BLENDMODE_MUL:
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
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break;
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}
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data->currentBlendMode = blendMode;
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