Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers

Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
This commit is contained in:
Sam Lantinga committed 2020-01-16 08:52:59 -08:00
1 parent 669729a8a0
commit 981e0d367c
19 files changed
+819 -159

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+15 -1
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@@ -118,7 +118,7 @@ SDL_Blit_Slow(SDL_BlitInfo * info)
srcB = (srcB * srcA) / 255;
}
}
switch (flags & (SDL_COPY_BLEND | SDL_COPY_ADD | SDL_COPY_MOD)) {
switch (flags & (SDL_COPY_BLEND | SDL_COPY_ADD | SDL_COPY_MOD | SDL_COPY_MUL)) {
case 0:
dstR = srcR;
dstG = srcG;
@@ -147,6 +147,20 @@ SDL_Blit_Slow(SDL_BlitInfo * info)
dstG = (srcG * dstG) / 255;
dstB = (srcB * dstB) / 255;
break;
case SDL_COPY_MUL:
dstR = ((srcR * dstR) + (dstR * (255 - srcA))) / 255;
if (dstR > 255)
dstR = 255;
dstG = ((srcG * dstG) + (dstG * (255 - srcA))) / 255;
if (dstG > 255)
dstG = 255;
dstB = ((srcB * dstB) + (dstB * (255 - srcA))) / 255;
if (dstB > 255)
dstB = 255;
dstA = ((srcA * dstA) + (dstA * (255 - srcA))) / 255;
if (dstA > 255)
dstA = 255;
break;
}
if (dst_fmt->Amask) {
ASSEMBLE_RGBA(dst, dstbpp, dst_fmt, dstR, dstG, dstB, dstA);