include alpha component in triangle per-vertex-color blending modes
otherwise the blend is wrong (basically doesn't blend at all)
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@ -2,6 +2,7 @@ use crate::graphics::bitmap::rgb::RgbaBitmap;
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use crate::graphics::bitmap::triangles::{edge_function, per_pixel_triangle_2d};
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use crate::graphics::color::{from_rgb32_normalized, multiply_argb32, tint_argb32, to_rgb32_normalized, BlendFunction};
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use crate::math::vector2::Vector2;
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use crate::prelude::{from_argb32_normalized, to_argb32_normalized};
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#[derive(Debug, Clone, PartialEq)]
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pub enum RgbaTriangle2d<'a> {
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@ -110,19 +111,20 @@ impl RgbaBitmap {
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}
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SolidMultiColorBlended { position, color, blend } => {
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let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
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let (r1, g1, b1) = from_rgb32_normalized(color[0]);
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let (r2, g2, b2) = from_rgb32_normalized(color[1]);
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let (r3, g3, b3) = from_rgb32_normalized(color[2]);
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let (a1, r1, g1, b1) = from_argb32_normalized(color[0]);
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let (a2, r2, g2, b2) = from_argb32_normalized(color[1]);
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let (a3, r3, g3, b3) = from_argb32_normalized(color[2]);
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per_pixel_triangle_2d(
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self, //
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position[0],
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position[1],
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position[2],
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|dest_pixels, w0, w1, w2| {
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let a = (w0 * a1 + w1 * a2 + w2 * a3) * inverse_area;
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let r = (w0 * r1 + w1 * r2 + w2 * r3) * inverse_area;
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let g = (w0 * g1 + w1 * g2 + w2 * g3) * inverse_area;
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let b = (w0 * b1 + w1 * b2 + w2 * b3) * inverse_area;
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*dest_pixels = blend.blend(to_rgb32_normalized(r, g, b), *dest_pixels)
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*dest_pixels = blend.blend(to_argb32_normalized(a, r, g, b), *dest_pixels)
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},
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)
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}
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@ -191,21 +193,22 @@ impl RgbaBitmap {
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}
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SolidTexturedMultiColoredBlended { position, texcoord, color, bitmap, blend } => {
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let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
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let (r1, g1, b1) = from_rgb32_normalized(color[0]);
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let (r2, g2, b2) = from_rgb32_normalized(color[1]);
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let (r3, g3, b3) = from_rgb32_normalized(color[2]);
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let (a1, r1, g1, b1) = from_argb32_normalized(color[0]);
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let (a2, r2, g2, b2) = from_argb32_normalized(color[1]);
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let (a3, r3, g3, b3) = from_argb32_normalized(color[2]);
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per_pixel_triangle_2d(
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self, //
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position[0],
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position[1],
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position[2],
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|dest_pixels, w0, w1, w2| {
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let a = (w0 * a1 + w1 * a2 + w2 * a3) * inverse_area;
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let r = (w0 * r1 + w1 * r2 + w2 * r3) * inverse_area;
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let g = (w0 * g1 + w1 * g2 + w2 * g3) * inverse_area;
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let b = (w0 * b1 + w1 * b2 + w2 * b3) * inverse_area;
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let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
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let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
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let src = multiply_argb32(bitmap.sample_at(u, v), to_rgb32_normalized(r, g, b));
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let src = multiply_argb32(bitmap.sample_at(u, v), to_argb32_normalized(a, r, g, b));
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*dest_pixels = blend.blend(src, *dest_pixels)
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},
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)
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