Blending should now work correctly in SPP.
This commit is contained in:
parent
a0c3c02ea9
commit
9f6ed6db93
|
@ -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)
|
||||
{
|
||||
/* We must blend if the 3D layer has the highest prio */
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -1244,10 +1280,6 @@ static BOOL setFinal3DColorSpecialBlend(GPU *gpu, u32 passing, u8 *dst, u16 colo
|
|||
{
|
||||
final = color;
|
||||
}
|
||||
else if(alpha == 0)
|
||||
{
|
||||
final = T2ReadWord(dst, passing);
|
||||
}
|
||||
else
|
||||
{
|
||||
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)
|
||||
{
|
||||
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->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;
|
||||
}
|
||||
else
|
||||
{
|
||||
T2WriteWord(dst, passing, (color | 0x8000));
|
||||
T2WriteWord(dst, passing, (final | 0x8000));
|
||||
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)
|
||||
{
|
||||
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->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;
|
||||
}
|
||||
else
|
||||
{
|
||||
T2WriteWord(dst, passing, (color | 0x8000));
|
||||
T2WriteWord(dst, passing, (final | 0x8000));
|
||||
gpu->bgPixels[x] = 0;
|
||||
}
|
||||
|
||||
|
@ -1324,10 +1422,45 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co
|
|||
renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect);
|
||||
|
||||
if(windowDraw)
|
||||
{
|
||||
/* We must blend if the 3D layer has the highest prio */
|
||||
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;
|
||||
}
|
||||
|
@ -1355,10 +1488,6 @@ static BOOL setFinal3DColorSpecialBlendWnd(GPU *gpu, u32 passing, u8 *dst, u16 c
|
|||
{
|
||||
final = color;
|
||||
}
|
||||
else if(alpha == 0)
|
||||
{
|
||||
final = T2ReadWord(dst, passing);
|
||||
}
|
||||
else
|
||||
{
|
||||
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)
|
||||
{
|
||||
BOOL windowDraw = TRUE, windowEffect = TRUE;
|
||||
u16 final = color;
|
||||
|
||||
renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect);
|
||||
|
||||
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->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;
|
||||
}
|
||||
else
|
||||
{
|
||||
T2WriteWord(dst, passing, (color | 0x8000));
|
||||
T2WriteWord(dst, passing, (final | 0x8000));
|
||||
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)
|
||||
{
|
||||
BOOL windowDraw = TRUE, windowEffect = TRUE;
|
||||
u16 final = color;
|
||||
|
||||
renderline_checkWindows(gpu, 0, x, &windowDraw, &windowEffect);
|
||||
|
||||
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->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;
|
||||
}
|
||||
else
|
||||
{
|
||||
T2WriteWord(dst, passing, (color | 0x8000));
|
||||
T2WriteWord(dst, passing, (final | 0x8000));
|
||||
gpu->bgPixels[x] = 0;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue