Use premultiplied alpha for all textures and blending.
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@@ -73,18 +73,37 @@ namespace OpenRA.Graphics
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try
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{
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var data = dest.Sheet.GetData();
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var dataStride = dest.Sheet.Size.Width * 4;
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var x = dest.Bounds.Left * 4;
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var width = dest.Bounds.Width * 4;
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var y = dest.Bounds.Top;
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var destData = dest.Sheet.GetData();
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var destStride = dest.Sheet.Size.Width;
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var width = dest.Bounds.Width;
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var height = dest.Bounds.Height;
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var bd = src.LockBits(src.Bounds(),
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ImageLockMode.ReadWrite, src.PixelFormat);
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for (var row = 0; row < height; row++)
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Marshal.Copy(IntPtr.Add(bd.Scan0, row * bd.Stride), data, (y + row) * dataStride + x, width);
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src.UnlockBits(bd);
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var srcData = src.LockBits(src.Bounds(),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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unsafe
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{
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var c = (int*)srcData.Scan0;
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// Cast the data to an int array so we can copy the src data directly
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fixed (byte* bd = &destData[0])
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{
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var data = (int*)bd;
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var x = dest.Bounds.Left;
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var y = dest.Bounds.Top;
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for (var j = 0; j < height; j++)
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{
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for (var i = 0; i < width; i++)
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{
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var cc = Color.FromArgb(*(c + (j * srcData.Stride >> 2) + i));
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data[(y + j) * destStride + x + i] = PremultiplyAlpha(cc).ToArgb();
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}
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}
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}
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}
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src.UnlockBits(srcData);
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}
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finally
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{
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@@ -93,6 +112,12 @@ namespace OpenRA.Graphics
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}
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}
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public static Color PremultiplyAlpha(Color c)
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{
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var a = c.A / 255f;
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return Color.FromArgb(c.A, (byte)(c.R * a + 0.5f), (byte)(c.G * a + 0.5f), (byte)(c.B * a + 0.5f));
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}
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public static float[] IdentityMatrix()
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{
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return Exts.MakeArray(16, j => (j % 5 == 0) ? 1.0f : 0);
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