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https://github.com/isledecomp/isle-portable.git
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Fix software renderer ignoring texture in transparent render path
The transparent code path skipped texture sampling entirely, producing a solid colored rectangle instead of the textured shape. Move texture sampling before the opaque/transparent branch so both paths get texel color modulation, and use texel alpha for per-pixel transparency. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -465,54 +465,62 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
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Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel;
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Uint32 finalColor;
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if (appearance.color.a == 255) {
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zref = z;
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Uint8 alpha = appearance.color.a;
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if (texels) {
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// Perspective correct interpolate texture coords
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float one_over_w = left.one_over_w + t * (right.one_over_w - left.one_over_w);
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float u_over_w = left.u_over_w + t * (right.u_over_w - left.u_over_w);
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float v_over_w = left.v_over_w + t * (right.v_over_w - left.v_over_w);
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if (texels) {
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// Perspective correct interpolate texture coords
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float one_over_w = left.one_over_w + t * (right.one_over_w - left.one_over_w);
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float u_over_w = left.u_over_w + t * (right.u_over_w - left.u_over_w);
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float v_over_w = left.v_over_w + t * (right.v_over_w - left.v_over_w);
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float inv_w = 1.0f / one_over_w;
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float u = u_over_w * inv_w;
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float v = v_over_w * inv_w;
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float inv_w = 1.0f / one_over_w;
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float u = u_over_w * inv_w;
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float v = v_over_w * inv_w;
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// Tile textures
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u -= std::floor(u);
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v -= std::floor(v);
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// Tile textures
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u -= std::floor(u);
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v -= std::floor(v);
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int texX = static_cast<int>(u * texWidthScale);
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int texY = static_cast<int>(v * texHeightScale);
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int texX = static_cast<int>(u * texWidthScale);
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int texY = static_cast<int>(v * texHeightScale);
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Uint8* texelAddr = texels + texY * texturePitch + texX * m_bytesPerPixel;
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Uint8* texelAddr = texels + texY * texturePitch + texX * m_bytesPerPixel;
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Uint32 texelColor;
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switch (m_bytesPerPixel) {
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case 1:
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texelColor = *texelAddr;
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break;
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case 2:
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texelColor = *(Uint16*) texelAddr;
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break;
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case 4:
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texelColor = *(Uint32*) texelAddr;
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break;
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}
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Uint8 tr, tg, tb, ta;
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SDL_GetRGBA(texelColor, m_format, m_palette, &tr, &tg, &tb, &ta);
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// Multiply vertex color by texel color
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r = (r * tr + 127) / 255;
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g = (g * tg + 127) / 255;
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b = (b * tb + 127) / 255;
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Uint32 texelColor;
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switch (m_bytesPerPixel) {
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case 1:
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texelColor = *texelAddr;
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break;
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case 2:
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texelColor = *(Uint16*) texelAddr;
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break;
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case 4:
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texelColor = *(Uint32*) texelAddr;
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break;
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}
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Uint8 tr, tg, tb, ta;
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SDL_GetRGBA(texelColor, m_format, m_palette, &tr, &tg, &tb, &ta);
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// Multiply vertex color by texel color
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r = (r * tr + 127) / 255;
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g = (g * tg + 127) / 255;
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b = (b * tb + 127) / 255;
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// Use texel alpha for per-pixel transparency
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alpha = ta;
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}
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if (alpha == 0) {
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continue;
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}
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if (alpha == 255) {
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zref = z;
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finalColor = SDL_MapRGBA(m_format, m_palette, r, g, b, 255);
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}
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else {
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finalColor = BlendPixel(pixelAddr, r, g, b, appearance.color.a);
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finalColor = BlendPixel(pixelAddr, r, g, b, alpha);
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}
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switch (m_bytesPerPixel) {
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