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.
This lets us change things like this...
if (Failed) {
SDL_SetError("We failed");
return -1;
}
...into this...
if (Failed) {
return SDL_SetError("We failed");
}
Fixes Bugzilla #1778.
The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.
Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.
Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.