Mercurial > hg > openttd
changeset 6895:8d18a3132f0d draft
(svn r10142) -Fix r10132: do something useful with the alpha channel instead of ignoring it
author | truelight <truelight@openttd.org> |
---|---|
date | Wed, 13 Jun 2007 16:04:35 +0000 |
parents | 930f97993990 |
children | 547d97a47394 |
files | src/blitter/32bpp_simple.cpp src/fontcache.cpp |
diffstat | 2 files changed, 38 insertions(+), 4 deletions(-) [+] |
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--- a/src/blitter/32bpp_simple.cpp +++ b/src/blitter/32bpp_simple.cpp @@ -17,6 +17,39 @@ } /** + * Compose a color based on RGBA values and the current pixel value. + */ +static inline uint ComposeColorRGBA(uint r, uint g, uint b, uint a, uint current) +{ + uint cr, cg, cb; + cr = GB(current, 16, 8); + cg = GB(current, 8, 8); + cb = GB(current, 0, 8); + + return ComposeColor((r * a + cr * (255 - a)) / 255, + (g * a + cg * (255 - a)) / 255, + (b * a + cb * (255 - a)) / 255); +} + +/** + * Compose a color based on Pixel value, alpha value, and the current pixel value. + */ +static inline uint ComposeColorPA(uint color, uint a, uint current) +{ + uint r, g, b, cr, cg, cb; + r = GB(color, 16, 8); + g = GB(color, 8, 8); + b = GB(color, 0, 8); + cr = GB(current, 16, 8); + cg = GB(current, 8, 8); + cb = GB(current, 0, 8); + + return ComposeColor((r * a + cr * (255 - a)) / 255, + (g * a + cg * (255 - a)) / 255, + (b * a + cb * (255 - a)) / 255); +} + +/** * Make a pixel looks like it is transparent. * @param color the color already on the screen. * @param amount the amount of transparency, times 100. @@ -69,14 +102,13 @@ src_line += bp->sprite_width * ScaleByZoom(1, zoom); for (int x = 0; x < bp->width; x++) { - switch (mode) { case BM_COLOUR_REMAP: /* In case the m-channel is zero, do not remap this pixel in any way */ if (src->m == 0) { - if (src->a != 0) *dst = ComposeColor(src->r, src->g, src->b); + if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst); } else { - if (bp->remap[src->m] != 0) *dst = Renderer_32bpp::LookupColourInPalette(bp->remap[src->m]); + if (bp->remap[src->m] != 0) *dst = ComposeColorPA(Renderer_32bpp::LookupColourInPalette(bp->remap[src->m]), src->a, *dst); } break; @@ -90,7 +122,7 @@ break; default: - if (src->a != 0) *dst = ComposeColor(src->r, src->g, src->b); + if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst); break; } dst++;
--- a/src/fontcache.cpp +++ b/src/fontcache.cpp @@ -419,6 +419,7 @@ for (x = 0; x < slot->bitmap.width; x++) { if (HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR; + sprite.data[1 + x + (1 + y) * sprite.width].a = 0xFF; } } } @@ -428,6 +429,7 @@ for (x = 0; x < slot->bitmap.width; x++) { if (HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { sprite.data[x + y * sprite.width].m = FACE_COLOUR; + sprite.data[x + y * sprite.width].a = 0xFF; } } }