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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19 changed files with 819 additions and 159 deletions
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@ -42,6 +42,9 @@ SDL_BlendPoint_RGB555(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode,
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY_MOD_RGB555(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY_MUL_RGB555(x, y);
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break;
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default:
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DRAW_SETPIXELXY_RGB555(x, y);
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break;
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@ -65,6 +68,9 @@ SDL_BlendPoint_RGB565(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode,
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY_MOD_RGB565(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY_MUL_RGB565(x, y);
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break;
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default:
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DRAW_SETPIXELXY_RGB565(x, y);
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break;
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@ -88,6 +94,9 @@ SDL_BlendPoint_RGB888(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode,
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY_MOD_RGB888(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY_MUL_RGB888(x, y);
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break;
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default:
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DRAW_SETPIXELXY_RGB888(x, y);
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break;
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@ -111,6 +120,9 @@ SDL_BlendPoint_ARGB8888(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY_MOD_ARGB8888(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY_MUL_ARGB8888(x, y);
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break;
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default:
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DRAW_SETPIXELXY_ARGB8888(x, y);
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break;
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@ -137,6 +149,9 @@ SDL_BlendPoint_RGB(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uin
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY2_MOD_RGB(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY2_MUL_RGB(x, y);
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break;
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default:
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DRAW_SETPIXELXY2_RGB(x, y);
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break;
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@ -153,6 +168,9 @@ SDL_BlendPoint_RGB(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uin
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY4_MOD_RGB(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY4_MUL_RGB(x, y);
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break;
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default:
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DRAW_SETPIXELXY4_RGB(x, y);
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break;
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@ -182,6 +200,9 @@ SDL_BlendPoint_RGBA(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Ui
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case SDL_BLENDMODE_MOD:
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DRAW_SETPIXELXY4_MOD_RGBA(x, y);
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break;
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case SDL_BLENDMODE_MUL:
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DRAW_SETPIXELXY4_MUL_RGBA(x, y);
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break;
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default:
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DRAW_SETPIXELXY4_RGBA(x, y);
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break;
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