make blending/fade accurate too (not quite sure about the 3D one)
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1dfcf2010a
commit
879695070a
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@ -38,9 +38,9 @@ SoftRenderer::SoftRenderer()
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u32 SoftRenderer::ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb)
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{
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u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 4;
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u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 4) & 0x007F00;
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u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 4) & 0x7F0000;
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u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb) + 0x000008) >> 4;
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u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb) + 0x000800) >> 4) & 0x007F00;
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u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb) + 0x080000) >> 4) & 0x7F0000;
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if (r > 0x00003F) r = 0x00003F;
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if (g > 0x003F00) g = 0x003F00;
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@ -56,16 +56,16 @@ u32 SoftRenderer::ColorBlend5(u32 val1, u32 val2)
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if (eva == 32) return val1;
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u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 5;
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u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 5) & 0x007F00;
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u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 5) & 0x7F0000;
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u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb) + 0x000010) >> 5;
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u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb) + 0x001000) >> 5) & 0x007F00;
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u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb) + 0x100000) >> 5) & 0x7F0000;
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if (eva <= 16)
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/*if (eva <= 16)
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{
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r += 0x000001;
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g += 0x000100;
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b += 0x010000;
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}
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}*/
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if (r > 0x00003F) r = 0x00003F;
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if (g > 0x003F00) g = 0x003F00;
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@ -79,8 +79,8 @@ u32 SoftRenderer::ColorBrightnessUp(u32 val, u32 factor)
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u32 rb = val & 0x3F003F;
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u32 g = val & 0x003F00;
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rb += ((((0x3F003F - rb) * factor) >> 4) & 0x3F003F);
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g += ((((0x003F00 - g) * factor) >> 4) & 0x003F00);
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rb += (((((0x3F003F - rb) * factor) + 0x080008) >> 4) & 0x3F003F);
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g += (((((0x003F00 - g ) * factor) + 0x000800) >> 4) & 0x003F00);
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return rb | g | 0xFF000000;
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}
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@ -90,8 +90,8 @@ u32 SoftRenderer::ColorBrightnessDown(u32 val, u32 factor)
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u32 rb = val & 0x3F003F;
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u32 g = val & 0x003F00;
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rb -= (((rb * factor) >> 4) & 0x3F003F);
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g -= (((g * factor) >> 4) & 0x003F00);
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rb -= ((((rb * factor) + 0x070007) >> 4) & 0x3F003F);
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g -= ((((g * factor) + 0x000700) >> 4) & 0x003F00);
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return rb | g | 0xFF000000;
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}
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