fixed the blend equations to match the GL/D3D specs

This commit is contained in:
myT 2025-02-12 03:25:43 +01:00
parent 0684780348
commit 3aef00f466
2 changed files with 22 additions and 22 deletions

View file

@ -26,56 +26,56 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
#endif
float4 BlendSource(float4 src, float4 dst, uint stateBits)
float4 BlendFactorSource(float4 src, float4 dst, uint stateBits)
{
if(stateBits == GLS_SRCBLEND_ZERO)
return float4(0.0, 0.0, 0.0, 0.0);
else if(stateBits == GLS_SRCBLEND_ONE)
return src;
return float4(1.0, 1.0, 1.0, 1.0);
else if(stateBits == GLS_SRCBLEND_DST_COLOR)
return src * dst;
return dst;
else if(stateBits == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
return src * (float4(1.0, 1.0, 1.0, 1.0) - dst);
return float4(1.0, 1.0, 1.0, 1.0) - dst;
else if(stateBits == GLS_SRCBLEND_SRC_ALPHA)
return src * float4(src.a, src.a, src.a, 1.0);
return src.aaaa;
else if(stateBits == GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA)
return src * float4(1.0 - src.a, 1.0 - src.a, 1.0 - src.a, 1.0);
return (1.0 - src.a).xxxx;
else if(stateBits == GLS_SRCBLEND_DST_ALPHA)
return src * float4(dst.a, dst.a, dst.a, 1.0);
return dst.aaaa;
else if(stateBits == GLS_SRCBLEND_ONE_MINUS_DST_ALPHA)
return src * float4(1.0 - dst.a, 1.0 - dst.a, 1.0 - dst.a, 1.0);
return (1.0 - dst.a).xxxx;
else if(stateBits == GLS_SRCBLEND_ALPHA_SATURATE)
return src * float4(src.a, src.a, src.a, 1.0);
return float4(min(src.a, 1.0 - dst.a).xxx, 1.0);
else
return src;
return float4(1.0, 1.0, 1.0, 1.0); // 0 => replace mode
}
float4 BlendDest(float4 src, float4 dst, uint stateBits)
float4 BlendFactorDest(float4 src, float4 dst, uint stateBits)
{
if(stateBits == GLS_DSTBLEND_ZERO)
return float4(0.0, 0.0, 0.0, 0.0);
else if(stateBits == GLS_DSTBLEND_ONE)
return dst;
return float4(1.0, 1.0, 1.0, 1.0);
else if(stateBits == GLS_DSTBLEND_SRC_COLOR)
return dst * src;
return src;
else if(stateBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR)
return dst * float4(1.0 - src.r, 1.0 - src.g, 1.0 - src.b, 1.0 - src.a);
return float4(1.0, 1.0, 1.0, 1.0) - src;
else if(stateBits == GLS_DSTBLEND_SRC_ALPHA)
return dst * float4(src.a, src.a, src.a, 1.0);
return src.aaaa;
else if(stateBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
return dst * float4(1.0 - src.a, 1.0 - src.a, 1.0 - src.a, 0.0);
return (1.0 - src.a).xxxx;
else if(stateBits == GLS_DSTBLEND_DST_ALPHA)
return dst * float4(dst.a, dst.a, dst.a, 1.0);
return dst.aaaa;
else if(stateBits == GLS_DSTBLEND_ONE_MINUS_DST_ALPHA)
return dst * float4(1.0 - dst.a, 1.0 - dst.a, 1.0 - dst.a, 1.0);
return (1.0 - dst.a).xxxx;
else
return float4(0.0, 0.0, 0.0, 0.0);
return float4(0.0, 0.0, 0.0, 0.0); // 0 => replace mode
}
float4 Blend(float4 src, float4 dst, uint stateBits)
{
float4 srcOut = BlendSource(src, dst, stateBits & GLS_SRCBLEND_BITS);
float4 dstOut = BlendDest(src, dst, stateBits & GLS_DSTBLEND_BITS);
float4 srcOut = src * BlendFactorSource(src, dst, stateBits & GLS_SRCBLEND_BITS);
float4 dstOut = dst * BlendFactorDest(src, dst, stateBits & GLS_DSTBLEND_BITS);
return srcOut + dstOut;
}

View file

@ -162,7 +162,7 @@ float3 BlendInScatteredLight(float4 srcColor, float3 dstColor, uint blendBits)
}
uint dstBlend = blendBits & GLS_DSTBLEND_BITS;
float3 dstContrib = BlendDest(srcColor, float4(dstColor, 1), dstBlend).rgb;
float3 dstContrib = dstColor * BlendFactorDest(srcColor, float4(dstColor, 1), dstBlend).rgb;
float3 result = srcContrib + dstContrib;
return result;