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370 lines
16 KiB
370 lines
16 KiB
//-----------------------------------------------------------------------------
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//
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// This file contains texture blending functions.
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//
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// Copyright (C) Microsoft Corporation, 1997.
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//
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//-----------------------------------------------------------------------------
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include(`m4hdr.mh')dnl
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#include "pch.cpp"
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#pragma hdrstop
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#include "mtxbd_mh.h"
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//-----------------------------------------------------------------------------
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//
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// TexBlend_Tex1_None
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//
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// cPix = cSrc
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// aPix = aSrc
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//
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//-----------------------------------------------------------------------------
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void CMMX_TexBlend_Tex1_None(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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PD3DI_RASTSPAN pS)
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{
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pCtx->SI.uBB = pS->uB;
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pCtx->SI.uBG = pS->uG;
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pCtx->SI.uBR = pS->uR;
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pCtx->SI.uBA = pS->uA;
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pCtx->pfnTexBlendEnd(pCtx, pP, pS);
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}
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//-----------------------------------------------------------------------------
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//
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// TexBlend_Tex1_Decal
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//
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// cPix = cTex
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// aPix = aTex
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//
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//-----------------------------------------------------------------------------
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void CMMX_TexBlend_Tex1_Decal(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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PD3DI_RASTSPAN pS)
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{
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pCtx->SI.uBB = (UINT16)(RGBA_GETBLUE(pCtx->SI.TexCol[0]) << COLOR_SHIFT);
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pCtx->SI.uBG = (UINT16)(RGBA_GETGREEN(pCtx->SI.TexCol[0])<< COLOR_SHIFT);
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pCtx->SI.uBR = (UINT16)(RGBA_GETRED(pCtx->SI.TexCol[0]) << COLOR_SHIFT);
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pCtx->SI.uBA = (UINT16)(RGBA_GETALPHA(pCtx->SI.TexCol[0])<< COLOR_SHIFT);
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pCtx->pfnTexBlendEnd(pCtx, pP, pS);
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}
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//-----------------------------------------------------------------------------
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//
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// TexBlend_Tex1_Modulate
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//
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// cPix = cSrc * cTex
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// aPix = aTex
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//
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//-----------------------------------------------------------------------------
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void CMMX_TexBlend_Tex1_Modulate(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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PD3DI_RASTSPAN pS)
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{
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UINT16 uB = pS->uB>>COLOR_SHIFT;
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UINT16 uG = pS->uG>>COLOR_SHIFT;
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UINT16 uR = pS->uR>>COLOR_SHIFT;
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UINT16 uTB = (UINT16)(RGBA_GETBLUE(pCtx->SI.TexCol[0]));
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UINT16 uTG = (UINT16)(RGBA_GETGREEN(pCtx->SI.TexCol[0]));
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UINT16 uTR = (UINT16)(RGBA_GETRED(pCtx->SI.TexCol[0]));
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UINT16 uTA = (UINT16)(RGBA_GETALPHA(pCtx->SI.TexCol[0]));
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// this is a PMULLW, which works on unsigned 16 bit quantities
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pCtx->SI.uBB = uB*uTB;
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pCtx->SI.uBG = uG*uTG;
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pCtx->SI.uBR = uR*uTR;
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pCtx->SI.uBA = uTA<<COLOR_SHIFT;
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pCtx->pfnTexBlendEnd(pCtx, pP, pS);
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}
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//-----------------------------------------------------------------------------
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//
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// TexBlend_Tex1_ModulateAlphaOVR
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//
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// cPix = cSrc * cTex
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// aPix = aSrc
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//
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//-----------------------------------------------------------------------------
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void CMMX_TexBlend_Tex1_ModulateAlphaOVR(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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PD3DI_RASTSPAN pS)
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{
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UINT16 uB = pS->uB>>COLOR_SHIFT;
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UINT16 uG = pS->uG>>COLOR_SHIFT;
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UINT16 uR = pS->uR>>COLOR_SHIFT;
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UINT16 uTB = (UINT16)(RGBA_GETBLUE(pCtx->SI.TexCol[0]));
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UINT16 uTG = (UINT16)(RGBA_GETGREEN(pCtx->SI.TexCol[0]));
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UINT16 uTR = (UINT16)(RGBA_GETRED(pCtx->SI.TexCol[0]));
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// this is a PMULLW, which works on unsigned 16 bit quantities
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pCtx->SI.uBB = uB*uTB;
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pCtx->SI.uBG = uG*uTG;
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pCtx->SI.uBR = uR*uTR;
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pCtx->SI.uBA = pS->uA;
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pCtx->pfnTexBlendEnd(pCtx, pP, pS);
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}
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//-----------------------------------------------------------------------------
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//
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// TexBlend_Tex1_Gen
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//
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// Calls first set of function pointers to do general texture blending.
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//
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//-----------------------------------------------------------------------------
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void CMMX_TexBlend_Tex1_Gen(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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PD3DI_RASTSPAN pS)
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{
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// Initialize input to diffuse color (the default)
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D3DI_RASTCOLOR Input = *(D3DI_RASTCOLOR*)&pS->uB;
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D3DI_RASTCOLOR Arg1;
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D3DI_RASTCOLOR Arg2;
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pCtx->pfnTexBlendGetAlpha[0](&Arg1, &Arg2, &Input, pCtx, pS, 0);
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pCtx->pfnTexBlendOpAlpha[0]((D3DI_RASTCOLOR*)&pCtx->SI.uBB, &Arg1, &Arg2, pCtx, pS, 0);
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pCtx->pfnTexBlendGetColor[0](&Arg1, &Arg2, &Input, pCtx, pS, 0);
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pCtx->pfnTexBlendOpColor[0]((D3DI_RASTCOLOR*)&pCtx->SI.uBB, &Arg1, &Arg2, pCtx, pS, 0);
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pCtx->pfnTexBlendEnd(pCtx, pP, pS);
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}
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//-----------------------------------------------------------------------------
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//
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// TexBlend_TexM_Gen
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//
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// Does general multi-texture blending.
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//
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//-----------------------------------------------------------------------------
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void CMMX_TexBlend_TexM_Gen(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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PD3DI_RASTSPAN pS)
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{
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// Initialize input to diffuse color (the default)
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D3DI_RASTCOLOR Input0 = *(D3DI_RASTCOLOR*)&pS->uB;
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D3DI_RASTCOLOR Input1;
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D3DI_RASTCOLOR Arg1;
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D3DI_RASTCOLOR Arg2;
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pCtx->pfnTexBlendGetAlpha[0](&Arg1, &Arg2, &Input0, pCtx, pS, 0);
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pCtx->pfnTexBlendOpAlpha[0](&Input1, &Arg1, &Arg2, pCtx, pS, 0);
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pCtx->pfnTexBlendGetColor[0](&Arg1, &Arg2, &Input0, pCtx, pS, 0);
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pCtx->pfnTexBlendOpColor[0](&Input1, &Arg1, &Arg2, pCtx, pS, 0);
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pCtx->pfnTexBlendGetAlpha[1](&Arg1, &Arg2, &Input1, pCtx, pS, 1);
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pCtx->pfnTexBlendOpAlpha[1]((D3DI_RASTCOLOR*)&pCtx->SI.uBB, &Arg1, &Arg2, pCtx, pS, 1);
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pCtx->pfnTexBlendGetColor[1](&Arg1, &Arg2, &Input1, pCtx, pS, 1);
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pCtx->pfnTexBlendOpColor[1]((D3DI_RASTCOLOR*)&pCtx->SI.uBB, &Arg1, &Arg2, pCtx, pS, 1);
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pCtx->pfnTexBlendEnd(pCtx, pP, pS);
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}
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dnl
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dnl d_TexBlendGetAlpha
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dnl
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dnl Generates all the differentiated texture alpha blend gets.
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dnl
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dnl It takes 2 parameters.
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dnl
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dnl $1 is one of TextureAlpha, InvTextureAlpha
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dnl $2 is one of DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha
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dnl
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dnl Assumes that the Arg1 and Arg2 are 8 bit colors, and that Input is a 8.8.
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dnl
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define(`d_TexBlendGetAlpha', `void CMMX_TexBlend_Get_Alpha_$1_$2(PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2, PD3DI_RASTCOLOR pInput,
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PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
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{
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ifelse(`$1', `TextureAlpha', `
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pArg1->uA = (UINT8)RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);', `$1', `InvTextureAlpha', `
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pArg1->uA = (UINT8)~(RGBA_GETALPHA(pCtx->SI.TexCol[iTex]));')
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dnl
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ifelse(`$2', `DiffuseAlpha', `
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pArg2->uA = (UINT8)(pS->uA>>COLOR_SHIFT);', `$2', `InputAlpha', `
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pArg2->uA = (UINT8)(pInput->uA>>COLOR_SHIFT);', `$2', `FactorAlpha', `
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pArg2->uA = (UINT8)RGBA_GETALPHA(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);', `$2', `InvDiffuseAlpha', `
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pArg2->uA = (UINT8)~((pS->uA>>COLOR_SHIFT));', `$2', `InvInputAlpha', `
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pArg2->uA = (UINT8)~((pInput->uA>>COLOR_SHIFT));', `$2', `InvFactorAlpha', `
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pArg2->uA = (UINT8)~(RGBA_GETALPHA(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]));')
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}
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')
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dnl
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d_RepStr(`d_RepStr(`d_TexBlendGetAlpha(AA, BB)',
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`AA', TextureAlpha, InvTextureAlpha)',
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`BB', DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha)
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dnl
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dnl
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dnl d_TexBlendOpAlpha
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dnl
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dnl Generates all the differentiated texture alpha operations.
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dnl
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dnl It takes 1 parameter.
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dnl
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dnl $1 is one of None, Copy, Modulate, Modulate2, Modulate4, Add, AddSigned, BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha
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dnl
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dnl Assumes that the Arg1 and Arg2 are 8 bit colors. Produces 8.8 output.
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dnl
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define(`d_TexBlendOpAlpha', `void CMMX_TexBlend_Op_Alpha_$1(PD3DI_RASTCOLOR pOut, PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2,
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PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
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{
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ifelse(`$1', `None', `
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pOut->uA = pS->uA;', `$1', `CopyArg1', `
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pOut->uA = pArg1->uA<<COLOR_SHIFT;', `$1', `CopyArg2', `
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pOut->uA = pArg2->uA<<COLOR_SHIFT;', `$1', `Modulate', `
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pOut->uA = pArg1->uA*pArg2->uA;', `$1', `Modulate2', `
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pOut->uA = min(((UINT32)pArg1->uA*pArg2->uA)<<1, 0xffff);', `$1', `Modulate4', `
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pOut->uA = min(((UINT32)pArg1->uA*pArg2->uA)<<2, 0xffff);', `$1', `Add', `
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pOut->uA = min(((UINT32)pArg1->uA+pArg2->uA)<<COLOR_SHIFT, 0xffff);', `$1', `AddSigned', `
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pOut->uA = (min(max((INT32)pArg1->uA+pArg2->uA-128, 0x0), 0xff))<<COLOR_SHIFT;', `$1', `BlendDiffuseAlpha', `
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INT32 iA = pS->uA>>COLOR_SHIFT;
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pOut->uA = (UINT16)(iA*(pArg1->uA - pArg2->uA) + (pArg2->uA<<COLOR_SHIFT));', `$1', `BlendTextureAlpha', `
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INT32 iA = RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
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pOut->uA = (UINT16)(iA*(pArg1->uA - pArg2->uA) + (pArg2->uA<<COLOR_SHIFT));', `$1', `BlendFactorAlpha', `
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INT32 iA = RGBA_GETALPHA(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);
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pOut->uA = (UINT16)(iA*(pArg1->uA - pArg2->uA) + (pArg2->uA<<COLOR_SHIFT));', `$1', `BlendTextureAlphaPM', `
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INT32 iA = 255 - RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
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pOut->uA = min((UINT32)((pArg1->uA<<COLOR_SHIFT) + iA*pArg2->uA), 0xffff);')
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}
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')
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dnl
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dnl
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d_RepStr(`d_TexBlendOpAlpha(AA)',
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`AA', None, CopyArg1, CopyArg2, Modulate, Modulate2, Modulate4, Add, AddSigned,
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BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha, BlendTextureAlphaPM)
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dnl
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dnl d_TexBlendGetColor
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dnl
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dnl Generates all the differentiated texture color blend gets.
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dnl
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dnl It takes 2 parameters.
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dnl
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dnl $1 is one of Texure, InvTexture, TextureAlpha, InvTextureAlpha
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dnl $2 is one of DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha
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dnl
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dnl Assumes that the Arg1 and Arg2 are 8 bit colors, and that Input is a 8.8.
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dnl
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define(`d_TexBlendGetColor', `void CMMX_TexBlend_Get_Color_$1_$2(PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2, PD3DI_RASTCOLOR pInput,
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PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
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{
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ifelse(`$1', `Texture', `
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pArg1->uB = (UINT8)RGBA_GETBLUE(pCtx->SI.TexCol[iTex]);
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pArg1->uG = (UINT8)RGBA_GETGREEN(pCtx->SI.TexCol[iTex]);
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pArg1->uR = (UINT8)RGBA_GETRED(pCtx->SI.TexCol[iTex]);', `$1', `InvTexture', `
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pArg1->uB = (UINT8)~(RGBA_GETBLUE(pCtx->SI.TexCol[iTex]));
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pArg1->uG = (UINT8)~(RGBA_GETGREEN(pCtx->SI.TexCol[iTex]));
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pArg1->uR = (UINT8)~(RGBA_GETRED(pCtx->SI.TexCol[iTex]));', `$1', `TextureAlpha', `
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pArg1->uB = (UINT8)RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
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pArg1->uG = pArg1->uB;
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pArg1->uR = pArg1->uB;', `$1', `InvTextureAlpha', `
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pArg1->uB = (UINT8)~(RGBA_GETALPHA(pCtx->SI.TexCol[iTex]));
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pArg1->uG = pArg1->uB;
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pArg1->uR = pArg1->uB;')
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dnl
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ifelse(`$2', `Diffuse', `
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pArg2->uB = (UINT8)(pS->uB>>COLOR_SHIFT);
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pArg2->uG = (UINT8)(pS->uG>>COLOR_SHIFT);
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pArg2->uR = (UINT8)(pS->uR>>COLOR_SHIFT);', `$2', `Input', `
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pArg2->uB = (UINT8)(pInput->uB>>COLOR_SHIFT);
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pArg2->uG = (UINT8)(pInput->uG>>COLOR_SHIFT);
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pArg2->uR = (UINT8)(pInput->uR>>COLOR_SHIFT);', `$2', `Factor', `
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pArg2->uB = (UINT8)RGBA_GETBLUE(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);
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pArg2->uG = (UINT8)RGBA_GETGREEN(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);
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pArg2->uR = (UINT8)RGBA_GETRED(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);', `$2', `InvDiffuse', `
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pArg2->uB = (UINT8)~((pS->uB>>COLOR_SHIFT));
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pArg2->uG = (UINT8)~((pS->uG>>COLOR_SHIFT));
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pArg2->uR = (UINT8)~((pS->uR>>COLOR_SHIFT));', `$2', `InvInput', `
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pArg2->uB = (UINT8)~((pInput->uB>>COLOR_SHIFT));
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pArg2->uG = (UINT8)~((pInput->uG>>COLOR_SHIFT));
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pArg2->uR = (UINT8)~((pInput->uR>>COLOR_SHIFT));', `$2', `InvFactor', `
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pArg2->uB = (UINT8)~(RGBA_GETBLUE(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]));
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pArg2->uG = (UINT8)~(RGBA_GETGREEN(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]));
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pArg2->uR = (UINT8)~(RGBA_GETRED(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]));', `$2', `DiffuseAlpha', `
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pArg2->uB = (UINT8)(pS->uA>>COLOR_SHIFT);
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pArg2->uG = pArg2->uB;
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pArg2->uR = pArg2->uB;', `$2', `InputAlpha', `
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pArg2->uB = (UINT8)(pInput->uA>>COLOR_SHIFT);
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pArg2->uG = pArg2->uB;
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pArg2->uR = pArg2->uB;', `$2', `FactorAlpha', `
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pArg2->uB = (UINT8)RGBA_GETALPHA(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);
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pArg2->uG = pArg2->uB;
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pArg2->uR = pArg2->uB;', `$2', `InvDiffuseAlpha', `
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pArg2->uB = (UINT8)~((pS->uA>>COLOR_SHIFT));
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pArg2->uG = pArg2->uB;
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pArg2->uR = pArg2->uB;', `$2', `InvInputAlpha', `
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pArg2->uB = (UINT8)~((pInput->uA>>COLOR_SHIFT));
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pArg2->uG = pArg2->uB;
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pArg2->uR = pArg2->uB;', `$2', `InvFactorAlpha', `
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pArg2->uB = (UINT8)~(RGBA_GETALPHA(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]));
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pArg2->uG = pArg2->uB;
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pArg2->uR = pArg2->uB;')
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}
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')
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dnl
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d_RepStr(`d_RepStr(`d_TexBlendGetColor(AA, BB)',
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`AA', Texture, InvTexture, TextureAlpha, InvTextureAlpha)',
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`BB', Diffuse, Input, Factor, InvDiffuse, InvInput, InvFactor,
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DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha)
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dnl
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dnl
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dnl d_TexBlendOpColor
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dnl
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dnl Generates all the differentiated texture color operations.
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dnl
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dnl It takes 1 parameter.
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dnl
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dnl $1 is one of None, Copy, Modulate, Modulate2, Modulate4, Add, AddSigned, BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha
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dnl
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dnl Assumes that the inputs are 8 bit colors.
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dnl
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define(`d_TexBlendOpColor', `void CMMX_TexBlend_Op_Color_$1(PD3DI_RASTCOLOR pOut, PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2,
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PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
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{
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ifelse(`$1', `None', `
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pOut->uB = pS->uB;
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pOut->uG = pS->uG;
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pOut->uR = pS->uR;', `$1', `CopyArg1', `
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pOut->uB = pArg1->uB<<COLOR_SHIFT;
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pOut->uG = pArg1->uG<<COLOR_SHIFT;
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pOut->uR = pArg1->uR<<COLOR_SHIFT;', `$1', `CopyArg2', `
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pOut->uB = pArg2->uB<<COLOR_SHIFT;
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pOut->uG = pArg2->uG<<COLOR_SHIFT;
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pOut->uR = pArg2->uR<<COLOR_SHIFT;', `$1', `Modulate', `
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pOut->uB = pArg1->uB*pArg2->uB;
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pOut->uG = pArg1->uG*pArg2->uG;
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pOut->uR = pArg1->uR*pArg2->uR;', `$1', `Modulate2', `
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pOut->uB = min(((UINT32)pArg1->uB*pArg2->uB)<<1, 0xffff);
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pOut->uG = min(((UINT32)pArg1->uG*pArg2->uG)<<1, 0xffff);
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pOut->uR = min(((UINT32)pArg1->uR*pArg2->uR)<<1, 0xffff);', `$1', `Modulate4', `
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pOut->uB = min(((UINT32)pArg1->uB*pArg2->uB)<<2, 0xffff);
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pOut->uG = min(((UINT32)pArg1->uG*pArg2->uG)<<2, 0xffff);
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pOut->uR = min(((UINT32)pArg1->uR*pArg2->uR)<<2, 0xffff);', `$1', `Add', `
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pOut->uB = min(((UINT32)pArg1->uB+pArg2->uB)<<COLOR_SHIFT, 0xffff);
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pOut->uG = min(((UINT32)pArg1->uG+pArg2->uG)<<COLOR_SHIFT, 0xffff);
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pOut->uR = min(((UINT32)pArg1->uR+pArg2->uR)<<COLOR_SHIFT, 0xffff);', `$1', `AddSigned', `
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pOut->uB = (min(max((INT32)pArg1->uB+pArg2->uB-128, 0x0), 0xff))<<COLOR_SHIFT;
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pOut->uG = (min(max((INT32)pArg1->uG+pArg2->uG-128, 0x0), 0xff))<<COLOR_SHIFT;
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pOut->uR = (min(max((INT32)pArg1->uR+pArg2->uR-128, 0x0), 0xff))<<COLOR_SHIFT;', `$1', `BlendDiffuseAlpha', `
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INT32 iA = pS->uA>>COLOR_SHIFT;
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pOut->uB = (UINT16)(iA*(pArg1->uB - pArg2->uB) + (pArg2->uB<<COLOR_SHIFT));
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pOut->uG = (UINT16)(iA*(pArg1->uG - pArg2->uG) + (pArg2->uG<<COLOR_SHIFT));
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pOut->uR = (UINT16)(iA*(pArg1->uR - pArg2->uR) + (pArg2->uR<<COLOR_SHIFT));', `$1', `BlendTextureAlpha', `
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INT32 iA = RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
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pOut->uB = (UINT16)(iA*(pArg1->uB - pArg2->uB) + (pArg2->uB<<COLOR_SHIFT));
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pOut->uG = (UINT16)(iA*(pArg1->uG - pArg2->uG) + (pArg2->uG<<COLOR_SHIFT));
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pOut->uR = (UINT16)(iA*(pArg1->uR - pArg2->uR) + (pArg2->uR<<COLOR_SHIFT));', `$1', `BlendFactorAlpha', `
|
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INT32 iA = RGBA_GETALPHA(pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREFACTOR]);
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pOut->uB = (UINT16)(iA*(pArg1->uB - pArg2->uB) + (pArg2->uB<<COLOR_SHIFT));
|
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pOut->uG = (UINT16)(iA*(pArg1->uG - pArg2->uG) + (pArg2->uG<<COLOR_SHIFT));
|
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pOut->uR = (UINT16)(iA*(pArg1->uR - pArg2->uR) + (pArg2->uR<<COLOR_SHIFT));', `$1', `BlendTextureAlphaPM', `
|
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INT32 iA = 255 - RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
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pOut->uB = min((UINT32)((pArg1->uB<<COLOR_SHIFT) + iA*pArg2->uB), 0xffff);
|
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pOut->uG = min((UINT32)((pArg1->uG<<COLOR_SHIFT) + iA*pArg2->uG), 0xffff);
|
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pOut->uR = min((UINT32)((pArg1->uR<<COLOR_SHIFT) + iA*pArg2->uR), 0xffff);')
|
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}
|
|
')
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dnl
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dnl
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d_RepStr(`d_TexBlendOpColor(AA)',
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`AA', None, CopyArg1, CopyArg2, Modulate, Modulate2, Modulate4, Add, AddSigned,
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BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha, BlendTextureAlphaPM)
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