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Ax OverlaySurfaceKeyed(), set proper foregroundBuffer blend mode
So, earlier in the development of 2.0, Simon Roth (I presume) encountered a problem: Oh no, all my backgrounds aren't appearing! And this is because my foregroundBuffer, which contains all the drawn tiles, is drawing complete black over it! So he had a solution that seems ingenius, but is actually really really hacky and super 100% NOT the proper solution. Just, take the foregroundBuffer, iterate over each pixel, and DON'T draw any pixel that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw this pixel". It is called a 'key'. Unfortunately, this causes a bug where translucent pixels on tiles (pixels between 0% and 100% opacity) didn't get drawn correctly. They would be drawn against this weird blue color. Now, in #103, I came across this weird constant and decided "hey, this looks awfully like that weird blue color I came across, maybe if I set it to 0x00000000, i.e. complete and transparent black, the issue will be fixed". And it DID appear to be fixed. However, I didn't look too closely, nor did I test it that much, and all that ended up doing was drawing the pixels against black, which more subtly disguised the problem with translucent pixels. So, after some investigation, I noticed that BlitSurfaceColoured() was drawing translucent pixels just fine. And I thought at the time that there was something wrong with BlitSurfaceStandard(), or something. Further along later I realized that all drawn tiles were passing through this weird OverlaySurfaceKeyed() function. And removing it in favor of a straight SDL_BlitSurface() produced the bug I mentioned above: Oh no, all the backgrounds don't show up, because my foregroundBuffer is drawing pure black over them! Well... just... set the proper blend mode for foregroundBuffer. It should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE. Then you don't have to worry about your transparency at all. If you did it right, you won't have to resort this hacky color-keying business. *sigh*
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4 changed files with 3 additions and 23 deletions
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@ -2406,8 +2406,7 @@ void Graphics::drawmap()
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}
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foregrounddrawn = true;
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}
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OverlaySurfaceKeyed(foregroundBuffer, backBuffer, 0x00000000);
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//SDL_BlitSurface(foregroundBuffer, NULL, backBuffer, NULL);
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SDL_BlitSurface(foregroundBuffer, NULL, backBuffer, NULL);
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}
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@ -2433,7 +2432,7 @@ void Graphics::drawfinalmap()
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foregrounddrawn=true;
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}
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OverlaySurfaceKeyed(foregroundBuffer, backBuffer, 0x00000000);
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SDL_BlitSurface(foregroundBuffer, NULL, backBuffer, NULL);
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}
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void Graphics::drawtowermap()
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@ -501,23 +501,6 @@ void FillRect( SDL_Surface* _surface, SDL_Rect rect, int rgba )
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SDL_FillRect(_surface, &rect, rgba);
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}
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void OverlaySurfaceKeyed( SDL_Surface* _src, SDL_Surface* _dest, Uint32 _key )
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{
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// const SDL_PixelFormat& fmt = *(_src->format);
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for(int x = 0; x < _src->w; x++)
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{
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for(int y = 0; y < _src->h; y++)
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{
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Uint32 pixel = ReadPixel(_src, x,y);
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//endian_swap(pixel);
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if (( pixel != _key))
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{
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DrawPixel(_dest,x,y, pixel);
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}
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}
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}
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}
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void ScrollSurface( SDL_Surface* _src, int _pX, int _pY )
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{
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SDL_Surface* part1 = NULL;
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@ -39,8 +39,6 @@ void FillRect( SDL_Surface* surface, SDL_Rect& rect, const int r, int g, int b )
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void FillRect( SDL_Surface* surface, SDL_Rect rect, int rgba );
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void OverlaySurfaceKeyed(SDL_Surface* _src, SDL_Surface* _dest, Uint32 _key);
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void ScrollSurface(SDL_Surface* _src, int pX, int py);
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SDL_Surface * FlipSurfaceHorizontal(SDL_Surface* _src);
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@ -247,7 +247,7 @@ int main(int argc, char *argv[])
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graphics.Makebfont();
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graphics.foregroundBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_BLEND);
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graphics.menubuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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