OPENGL: Use premultiplied alpha for color-keyed cursors

This fixes colour fringing on keyed cursors when using filtering.

Fixes Trac#10594.
This commit is contained in:
Bastien Bouclet 2018-08-23 07:19:12 +02:00
parent 81f78d4ddf
commit 3376597abd
4 changed files with 100 additions and 42 deletions

View file

@ -28,7 +28,7 @@ namespace OpenGL {
Framebuffer::Framebuffer()
: _viewport(), _projectionMatrix(), _isActive(false), _clearColor(),
_blendState(false), _scissorTestState(false), _scissorBox() {
_blendState(kBlendModeDisabled), _scissorTestState(false), _scissorBox() {
}
void Framebuffer::activate() {
@ -62,8 +62,8 @@ void Framebuffer::setClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
}
}
void Framebuffer::enableBlend(bool enable) {
_blendState = enable;
void Framebuffer::enableBlend(BlendMode mode) {
_blendState = mode;
// Directly apply changes when we are active.
if (isActive()) {
@ -105,10 +105,18 @@ void Framebuffer::applyClearColor() {
}
void Framebuffer::applyBlendState() {
if (_blendState) {
GL_CALL(glEnable(GL_BLEND));
} else {
GL_CALL(glDisable(GL_BLEND));
switch (_blendState) {
case kBlendModeDisabled:
GL_CALL(glDisable(GL_BLEND));
break;
case kBlendModeTraditionalTransparency:
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
break;
case kBlendModePremultipliedTransparency:
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
break;
}
}

View file

@ -37,6 +37,29 @@ public:
virtual ~Framebuffer() {};
public:
enum BlendMode {
/**
* Newly drawn pixels overwrite the existing contents of the framebuffer
* without mixing with them
*/
kBlendModeDisabled,
/**
* Newly drawn pixels mix with the framebuffer based on their alpha value
* for transparency.
*/
kBlendModeTraditionalTransparency,
/**
* Newly drawn pixels mix with the framebuffer based on their alpha value
* for transparency.
*
* Requires the image data being drawn to have its color values pre-multipled
* with the alpha value.
*/
kBlendModePremultipliedTransparency
};
/**
* Set the clear color of the framebuffer.
*/
@ -45,7 +68,7 @@ public:
/**
* Enable/disable GL_BLEND.
*/
void enableBlend(bool enable);
void enableBlend(BlendMode mode);
/**
* Enable/disable GL_SCISSOR_TEST.
@ -102,7 +125,7 @@ private:
GLfloat _clearColor[4];
void applyClearColor();
bool _blendState;
BlendMode _blendState;
void applyBlendState();
bool _scissorTestState;

View file

@ -420,16 +420,22 @@ void OpenGLGraphicsManager::updateScreen() {
const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_gameDrawRect.height() / _gameScreen->getHeight();
// Alpha blending is disabled when drawing the screen
_backBuffer.enableBlend(Framebuffer::kBlendModeDisabled);
// First step: Draw the (virtual) game screen.
g_context.getActivePipeline()->drawTexture(_gameScreen->getGLTexture(), _gameDrawRect.left, _gameDrawRect.top + shakeOffset, _gameDrawRect.width(), _gameDrawRect.height());
// Second step: Draw the overlay if visible.
if (_overlayVisible) {
_backBuffer.enableBlend(Framebuffer::kBlendModeTraditionalTransparency);
g_context.getActivePipeline()->drawTexture(_overlay->getGLTexture(), 0, 0, _overlayDrawRect.width(), _overlayDrawRect.height());
}
// Third step: Draw the cursor if visible.
if (_cursorVisible && _cursor) {
_backBuffer.enableBlend(Framebuffer::kBlendModePremultipliedTransparency);
// Adjust game screen shake position, but only when the overlay is not
// visible.
const GLfloat cursorOffset = _overlayVisible ? 0 : shakeOffset;
@ -446,6 +452,10 @@ void OpenGLGraphicsManager::updateScreen() {
#ifdef USE_OSD
// Fourth step: Draw the OSD.
if (_osdMessageSurface || _osdIconSurface) {
_backBuffer.enableBlend(Framebuffer::kBlendModeTraditionalTransparency);
}
if (_osdMessageSurface) {
// Update alpha value.
const int diff = g_system->getMillis(false) - _osdMessageFadeStartTime;
@ -549,20 +559,35 @@ void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) const {
}
namespace {
template<typename DstPixel, typename SrcPixel>
void applyColorKey(DstPixel *dst, const SrcPixel *src, uint w, uint h, uint dstPitch, uint srcPitch, SrcPixel keyColor, DstPixel alphaMask) {
const uint srcAdd = srcPitch - w * sizeof(SrcPixel);
const uint dstAdd = dstPitch - w * sizeof(DstPixel);
template<typename SrcColor, typename DstColor>
void multiplyColorWithAlpha(const byte *src, byte *dst, const uint w, const uint h,
const Graphics::PixelFormat &srcFmt, const Graphics::PixelFormat &dstFmt,
const uint srcPitch, const uint dstPitch, const SrcColor keyColor) {
for (uint y = 0; y < h; ++y) {
for (uint x = 0; x < w; ++x) {
const uint32 color = *(const SrcColor *)src;
while (h-- > 0) {
for (uint x = w; x > 0; --x, ++dst, ++src) {
if (*src == keyColor) {
*dst &= ~alphaMask;
if (color == keyColor) {
*(DstColor *)dst = 0;
} else {
byte a, r, g, b;
srcFmt.colorToARGB(color, a, r, g, b);
if (a != 0xFF) {
r = (int) r * a / 255;
g = (int) g * a / 255;
b = (int) b * a / 255;
}
*(DstColor *)dst = dstFmt.ARGBToColor(a, r, g, b);
}
src += sizeof(SrcColor);
dst += sizeof(DstColor);
}
dst = (DstPixel *)((byte *)dst + dstAdd);
src = (const SrcPixel *)((const byte *)src + srcAdd);
src += srcPitch - w * srcFmt.bytesPerPixel;
dst += dstPitch - w * dstFmt.bytesPerPixel;
}
}
} // End of anonymous namespace
@ -629,27 +654,26 @@ void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int
// Copy the cursor data to the actual texture surface. This will make
// sure that the data is also converted to the expected format.
Graphics::crossBlit((byte *)dst->getPixels(), (const byte *)buf, dst->pitch, srcPitch,
w, h, dst->format, inputFormat);
// We apply the color key by setting the alpha bits of the pixels to
// fully transparent.
const uint32 aMask = (0xFF >> dst->format.aLoss) << dst->format.aShift;
// Also multiply the color values with the alpha channel.
// The pre-multiplication allows using a blend mode that prevents
// color fringes due to filtering.
if (dst->format.bytesPerPixel == 2) {
if (inputFormat.bytesPerPixel == 2) {
applyColorKey<uint16, uint16>((uint16 *)dst->getPixels(), (const uint16 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
multiplyColorWithAlpha<uint16, uint16>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
} else if (inputFormat.bytesPerPixel == 4) {
applyColorKey<uint16, uint32>((uint16 *)dst->getPixels(), (const uint32 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
multiplyColorWithAlpha<uint32, uint16>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
}
} else {
if (inputFormat.bytesPerPixel == 2) {
applyColorKey<uint32, uint16>((uint32 *)dst->getPixels(), (const uint16 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
multiplyColorWithAlpha<uint16, uint32>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
} else if (inputFormat.bytesPerPixel == 4) {
applyColorKey<uint32, uint32>((uint32 *)dst->getPixels(), (const uint32 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
multiplyColorWithAlpha<uint32, uint32>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
}
}
@ -881,14 +905,10 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Setup backbuffer state.
// Default to black as clear color.
_backBuffer.setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Setup alpha blend (for overlay and cursor).
_backBuffer.enableBlend(true);
g_context.getActivePipeline()->setFramebuffer(&_backBuffer);

View file

@ -344,16 +344,16 @@ Graphics::PixelFormat TextureCLUT8::getFormat() const {
}
void TextureCLUT8::setColorKey(uint colorKey) {
// We remove all alpha bits from the palette entry of the color key.
// This makes sure its properly handled as color key.
const uint32 aMask = (0xFF >> _format.aLoss) << _format.aShift;
// The key color is set to black so the color value is pre-multiplied with the alpha value
// to avoid color fringes due to filtering.
// Erasing the color data is not a problem as the palette is always fully re-initialized
// before setting the key color.
if (_format.bytesPerPixel == 2) {
uint16 *palette = (uint16 *)_palette + colorKey;
*palette &= ~aMask;
*palette = 0;
} else if (_format.bytesPerPixel == 4) {
uint32 *palette = (uint32 *)_palette + colorKey;
*palette &= ~aMask;
*palette = 0;
} else {
warning("TextureCLUT8::setColorKey: Unsupported pixel depth %d", _format.bytesPerPixel);
}
@ -581,6 +581,13 @@ Graphics::PixelFormat TextureCLUT8GPU::getFormat() const {
}
void TextureCLUT8GPU::setColorKey(uint colorKey) {
// The key color is set to black so the color value is pre-multiplied with the alpha value
// to avoid color fringes due to filtering.
// Erasing the color data is not a problem as the palette is always fully re-initialized
// before setting the key color.
_palette[colorKey * 4 ] = 0x00;
_palette[colorKey * 4 + 1] = 0x00;
_palette[colorKey * 4 + 2] = 0x00;
_palette[colorKey * 4 + 3] = 0x00;
_paletteDirty = true;