Implement blend modes

This commit is contained in:
Francisco Javier Trujillo Mata 2022-08-01 11:44:05 +02:00 committed by Sam Lantinga
parent 075f9016fa
commit fb1a205e70
1 changed files with 42 additions and 0 deletions

View File

@ -379,6 +379,42 @@ PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
return 0;
}
static void
PS2_SetBlendMode(PS2_RenderData *data, int blendMode)
{
#define A_COLOR_SOURCE 0
#define A_COLOR_DEST 1
#define A_COLOR_NULL 2
#define A_ALPHA_SOURCE 0
#define A_ALPHA_DEST 1
#define A_ALPHA_FIX 2
switch (blendMode)
{
case SDL_BLENDMODE_NONE: {
data->gsGlobal->PrimAlphaEnable = GS_SETTING_OFF;
break;
}
case SDL_BLENDMODE_BLEND:{
gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_SOURCE, A_COLOR_DEST, A_ALPHA_SOURCE, A_COLOR_DEST, 0), 0);
data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
break;
}
case SDL_BLENDMODE_ADD: {
gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_SOURCE, A_COLOR_NULL, A_ALPHA_FIX, A_COLOR_DEST, 0x80), 0);
data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
break;
}
case SDL_BLENDMODE_MUL:
case SDL_BLENDMODE_MOD: {
/* We don't fully support MOD and MUL, however this is the best we can do */
gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_DEST, A_COLOR_NULL, A_ALPHA_SOURCE, A_COLOR_SOURCE, 0x80), 0);
data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
break;
}
}
}
static int
PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
{
@ -391,6 +427,8 @@ PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cm
const size_t count = cmd->data.draw.count;
PS2_SetBlendMode(data, cmd->data.draw.blend);
if (cmd->data.draw.texture) {
const texture_vertex *verts = (texture_vertex *) (vertices + cmd->data.draw.first);
GSTEXTURE *ps2_tex = (GSTEXTURE *) cmd->data.draw.texture->driverdata;
@ -476,6 +514,8 @@ PS2_RenderLines(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd)
const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);
PS2_SetBlendMode(data, cmd->data.draw.blend);
for (i = 0; i < count-1; i++, verts++) {
x1 = verts[i*2].x;
y1 = verts[i*2].y;
@ -505,6 +545,8 @@ PS2_RenderPoints(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd
const uint8_t ColorB = cmd->data.draw.b >> 1;
const uint8_t ColorA = cmd->data.draw.a >> 1;
PS2_SetBlendMode(data, cmd->data.draw.blend);
color = GS_SETREG_RGBAQ(ColorR, ColorG, ColorB, ColorA, 0x00);
const clear_vertex *verts = (clear_vertex *) (vertices + cmd->data.draw.first);