From b9844c4acd93411c2a7d21bd115cb4fee1791d76 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 25 Sep 2018 00:58:46 -0400 Subject: add support for semi-transparency when overlaying images --- src/SMAPI/Framework/Content/AssetDataForImage.cs | 39 ++++++++++++++++++++++-- 1 file changed, 36 insertions(+), 3 deletions(-) (limited to 'src/SMAPI/Framework/Content') diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs index 5c7b87de..cd372948 100644 --- a/src/SMAPI/Framework/Content/AssetDataForImage.cs +++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs @@ -7,6 +7,14 @@ namespace StardewModdingAPI.Framework.Content /// Encapsulates access and changes to image content being read from a data file. internal class AssetDataForImage : AssetData, IAssetDataForImage { + /********* + ** Properties + *********/ + /// The minimum value to consider non-transparent. + /// On Linux/Mac, fully transparent pixels may have an alpha up to 4 for some reason. + private const byte MinOpacity = 5; + + /********* ** Public methods *********/ @@ -53,13 +61,38 @@ namespace StardewModdingAPI.Framework.Content // merge data in overlay mode if (patchMode == PatchMode.Overlay) { + // get target data + Color[] targetData = new Color[pixelCount]; + target.GetData(0, targetArea, targetData, 0, pixelCount); + + // merge pixels Color[] newData = new Color[targetArea.Value.Width * targetArea.Value.Height]; target.GetData(0, targetArea, newData, 0, newData.Length); for (int i = 0; i < sourceData.Length; i++) { - Color pixel = sourceData[i]; - if (pixel.A > 4) // not transparent (note: on Linux/Mac, fully transparent pixels may have an alpha up to 4 for some reason) - newData[i] = pixel; + Color above = sourceData[i]; + Color below = targetData[i]; + + // shortcut transparency + if (above.A < AssetDataForImage.MinOpacity) + continue; + if (below.A < AssetDataForImage.MinOpacity) + { + newData[i] = above; + continue; + } + + // merge pixels + // This performs a conventional alpha blend for the pixels, which are already + // premultiplied by the content pipeline. + float alphaAbove = above.A / 255f; + float alphaBelow = (255 - above.A) / 255f; + newData[i] = new Color( + r: (int)((above.R * alphaAbove) + (below.R * alphaBelow)), + g: (int)((above.G * alphaAbove) + (below.G * alphaBelow)), + b: (int)((above.B * alphaAbove) + (below.B * alphaBelow)), + a: Math.Max(above.A, below.A) + ); } sourceData = newData; } -- cgit