diff options
Diffstat (limited to 'src/blitter/32bpp_base.hpp')
-rw-r--r-- | src/blitter/32bpp_base.hpp | 30 |
1 files changed, 19 insertions, 11 deletions
diff --git a/src/blitter/32bpp_base.hpp b/src/blitter/32bpp_base.hpp index 3fce0951a..51afea336 100644 --- a/src/blitter/32bpp_base.hpp +++ b/src/blitter/32bpp_base.hpp @@ -48,15 +48,19 @@ public: */ static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current) { + if (a == 0) return current; + if (a >= 255) return ComposeColour(0xFF, r, g, b); + uint cr, cg, cb; cr = GB(current, 16, 8); cg = GB(current, 8, 8); cb = GB(current, 0, 8); + /* The 256 is wrong, it should be 255, but 256 is much faster... */ return ComposeColour(0xFF, - (r * a + cr * (255 - a)) / 255, - (g * a + cg * (255 - a)) / 255, - (b * a + cb * (255 - a)) / 255); + (r * a + cr * (256 - a)) / 256, + (g * a + cg * (256 - a)) / 256, + (b * a + cb * (256 - a)) / 256); } /** @@ -64,24 +68,28 @@ public: */ static inline uint ComposeColourPA(uint colour, uint a, uint current) { + if (a == 0) return current; + if (a >= 255) return (colour | 0xFF000000); + uint r, g, b, cr, cg, cb; - r = GB(colour, 16, 8); - g = GB(colour, 8, 8); - b = GB(colour, 0, 8); + r = GB(colour, 16, 8); + g = GB(colour, 8, 8); + b = GB(colour, 0, 8); cr = GB(current, 16, 8); cg = GB(current, 8, 8); cb = GB(current, 0, 8); + /* The 256 is wrong, it should be 255, but 256 is much faster... */ return ComposeColour(0xFF, - (r * a + cr * (255 - a)) / 255, - (g * a + cg * (255 - a)) / 255, - (b * a + cb * (255 - a)) / 255); + (r * a + cr * (256 - a)) / 256, + (g * a + cg * (256 - a)) / 256, + (b * a + cb * (256 - a)) / 256); } /** * Make a pixel looks like it is transparent. * @param colour the colour already on the screen. - * @param amount the amount of transparency, times 100. + * @param amount the amount of transparency, times 256. * @return the new colour for the screen. */ static inline uint MakeTransparent(uint colour, uint amount) @@ -91,7 +99,7 @@ public: g = GB(colour, 8, 8); b = GB(colour, 0, 8); - return ComposeColour(0xFF, r * amount / 100, g * amount / 100, b * amount / 100); + return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256); } /** |