Blending should now work correctly in SPP.

This commit is contained in:
luigi__ 2009-01-20 21:36:44 +00:00
parent a0c3c02ea9
commit 9f6ed6db93
1 changed files with 217 additions and 24 deletions

View File

@ -1222,8 +1222,44 @@ static BOOL setFinalOBJColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u
static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x) static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
{ {
T2WriteWord(dst, passing, (color | 0x8000)); /* We must blend if the 3D layer has the highest prio */
gpu->bgPixels[x] = 0; if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
u16 final = color;
/* If the layer we are drawing on is selected as 2nd source, we can blend */
if(gpu->BLDCNT & (0x100 << bg_under))
{
/* Test for easy cases like alpha = min or max */
if(alpha == 16)
{
final = color;
}
else
{
COLOR c1, c2, cfinal;
c1.val = color;
c2.val = T2ReadWord(dst, passing);
cfinal.bits.red = ((c1.bits.red * alpha / 16) + (c2.bits.red * (16 - alpha) / 16));
cfinal.bits.green = ((c1.bits.green * alpha / 16) + (c2.bits.green * (16 - alpha) / 16));
cfinal.bits.blue = ((c1.bits.blue * alpha / 16) + (c2.bits.blue * (16 - alpha) / 16));
final = cfinal.val;
}
}
T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0;
}
else
{
T2WriteWord(dst, passing, (color | 0x8000));
gpu->bgPixels[x] = 0;
}
return 1; return 1;
} }
@ -1244,10 +1280,6 @@ static BOOL setFinal3DColorSpecialBlend(GPU *gpu, u32 passing, u8 *dst, u16 colo
{ {
final = color; final = color;
} }
else if(alpha == 0)
{
final = T2ReadWord(dst, passing);
}
else else
{ {
COLOR c1, c2, cfinal; COLOR c1, c2, cfinal;
@ -1277,19 +1309,52 @@ static BOOL setFinal3DColorSpecialBlend(GPU *gpu, u32 passing, u8 *dst, u16 colo
static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x) static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
{ {
u16 final = color;
/* We must blend if the 3D layer has the highest prio */
/* But it doesn't seem to have priority over fading, */
/* unlike semi-transparent sprites */
if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
/* If the layer we are drawing on is selected as 2nd source, we can blend */
if(gpu->BLDCNT & (0x100 << bg_under))
{
/* Test for easy cases like alpha = min or max */
if(alpha == 16)
{
final = color;
}
else
{
COLOR c1, c2, cfinal;
c1.val = color;
c2.val = T2ReadWord(dst, passing);
cfinal.bits.red = ((c1.bits.red * alpha / 16) + (c2.bits.red * (16 - alpha) / 16));
cfinal.bits.green = ((c1.bits.green * alpha / 16) + (c2.bits.green * (16 - alpha) / 16));
cfinal.bits.blue = ((c1.bits.blue * alpha / 16) + (c2.bits.blue * (16 - alpha) / 16));
final = cfinal.val;
}
}
}
if(gpu->BLDCNT & 0x1) if(gpu->BLDCNT & 0x1)
{ {
if (gpu->BLDY_EVY != 0x0) if (gpu->BLDY_EVY != 0x0)
{ {
color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF]; final = fadeInColors[gpu->BLDY_EVY][final&0x7FFF];
} }
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
else else
{ {
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
@ -1298,19 +1363,52 @@ static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 c
static BOOL setFinal3DColorSpecialDecrease(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x) static BOOL setFinal3DColorSpecialDecrease(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
{ {
u16 final = color;
/* We must blend if the 3D layer has the highest prio */
/* But it doesn't seem to have priority over fading, */
/* unlike semi-transparent sprites */
if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
/* If the layer we are drawing on is selected as 2nd source, we can blend */
if(gpu->BLDCNT & (0x100 << bg_under))
{
/* Test for easy cases like alpha = min or max */
if(alpha == 16)
{
final = color;
}
else
{
COLOR c1, c2, cfinal;
c1.val = color;
c2.val = T2ReadWord(dst, passing);
cfinal.bits.red = ((c1.bits.red * alpha / 16) + (c2.bits.red * (16 - alpha) / 16));
cfinal.bits.green = ((c1.bits.green * alpha / 16) + (c2.bits.green * (16 - alpha) / 16));
cfinal.bits.blue = ((c1.bits.blue * alpha / 16) + (c2.bits.blue * (16 - alpha) / 16));
final = cfinal.val;
}
}
}
if(gpu->BLDCNT & 0x1) if(gpu->BLDCNT & 0x1)
{ {
if (gpu->BLDY_EVY != 0x0) if (gpu->BLDY_EVY != 0x0)
{ {
color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF]; final = fadeOutColors[gpu->BLDY_EVY][final&0x7FFF];
} }
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
else else
{ {
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
@ -1325,8 +1423,43 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co
if(windowDraw) if(windowDraw)
{ {
T2WriteWord(dst, passing, (color | 0x8000)); /* We must blend if the 3D layer has the highest prio */
gpu->bgPixels[x] = 0; if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
u16 final = color;
/* If the layer we are drawing on is selected as 2nd source, we can blend */
if(gpu->BLDCNT & (0x100 << bg_under))
{
/* Test for easy cases like alpha = min or max */
if(alpha == 16)
{
final = color;
}
else
{
COLOR c1, c2, cfinal;
c1.val = color;
c2.val = T2ReadWord(dst, passing);
cfinal.bits.red = ((c1.bits.red * alpha / 16) + (c2.bits.red * (16 - alpha) / 16));
cfinal.bits.green = ((c1.bits.green * alpha / 16) + (c2.bits.green * (16 - alpha) / 16));
cfinal.bits.blue = ((c1.bits.blue * alpha / 16) + (c2.bits.blue * (16 - alpha) / 16));
final = cfinal.val;
}
}
T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0;
}
else
{
T2WriteWord(dst, passing, (color | 0x8000));
gpu->bgPixels[x] = 0;
}
} }
return windowDraw; return windowDraw;
@ -1355,10 +1488,6 @@ static BOOL setFinal3DColorSpecialBlendWnd(GPU *gpu, u32 passing, u8 *dst, u16 c
{ {
final = color; final = color;
} }
else if(alpha == 0)
{
final = T2ReadWord(dst, passing);
}
else else
{ {
COLOR c1, c2, cfinal; COLOR c1, c2, cfinal;
@ -1390,24 +1519,56 @@ static BOOL setFinal3DColorSpecialBlendWnd(GPU *gpu, u32 passing, u8 *dst, u16 c
static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x) static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
{ {
BOOL windowDraw = TRUE, windowEffect = TRUE; BOOL windowDraw = TRUE, windowEffect = TRUE;
u16 final = color;
renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect); renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect);
if(windowDraw) if(windowDraw)
{ {
/* We must blend if the 3D layer has the highest prio */
/* But it doesn't seem to have priority over fading, */
/* unlike semi-transparent sprites */
if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
/* If the layer we are drawing on is selected as 2nd source, we can blend */
if(gpu->BLDCNT & (0x100 << bg_under))
{
/* Test for easy cases like alpha = min or max */
if(alpha == 16)
{
final = color;
}
else
{
COLOR c1, c2, cfinal;
c1.val = color;
c2.val = T2ReadWord(dst, passing);
cfinal.bits.red = ((c1.bits.red * alpha / 16) + (c2.bits.red * (16 - alpha) / 16));
cfinal.bits.green = ((c1.bits.green * alpha / 16) + (c2.bits.green * (16 - alpha) / 16));
cfinal.bits.blue = ((c1.bits.blue * alpha / 16) + (c2.bits.blue * (16 - alpha) / 16));
final = cfinal.val;
}
}
}
if((gpu->BLDCNT & 0x1) && windowEffect) if((gpu->BLDCNT & 0x1) && windowEffect)
{ {
if (gpu->BLDY_EVY != 0x0) if (gpu->BLDY_EVY != 0x0)
{ {
color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF]; final = fadeInColors[gpu->BLDY_EVY][final&0x7FFF];
} }
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
else else
{ {
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
} }
@ -1418,24 +1579,56 @@ static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
static BOOL setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x) static BOOL setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
{ {
BOOL windowDraw = TRUE, windowEffect = TRUE; BOOL windowDraw = TRUE, windowEffect = TRUE;
u16 final = color;
renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect); renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect);
if(windowDraw) if(windowDraw)
{ {
/* We must blend if the 3D layer has the highest prio */
/* But it doesn't seem to have priority over fading, */
/* unlike semi-transparent sprites */
if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
/* If the layer we are drawing on is selected as 2nd source, we can blend */
if(gpu->BLDCNT & (0x100 << bg_under))
{
/* Test for easy cases like alpha = min or max */
if(alpha == 16)
{
final = color;
}
else
{
COLOR c1, c2, cfinal;
c1.val = color;
c2.val = T2ReadWord(dst, passing);
cfinal.bits.red = ((c1.bits.red * alpha / 16) + (c2.bits.red * (16 - alpha) / 16));
cfinal.bits.green = ((c1.bits.green * alpha / 16) + (c2.bits.green * (16 - alpha) / 16));
cfinal.bits.blue = ((c1.bits.blue * alpha / 16) + (c2.bits.blue * (16 - alpha) / 16));
final = cfinal.val;
}
}
}
if((gpu->BLDCNT & 0x1) && windowEffect) if((gpu->BLDCNT & 0x1) && windowEffect)
{ {
if (gpu->BLDY_EVY != 0x0) if (gpu->BLDY_EVY != 0x0)
{ {
color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF]; final = fadeOutColors[gpu->BLDY_EVY][final&0x7FFF];
} }
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
else else
{ {
T2WriteWord(dst, passing, (color | 0x8000)); T2WriteWord(dst, passing, (final | 0x8000));
gpu->bgPixels[x] = 0; gpu->bgPixels[x] = 0;
} }
} }