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authorJeroen van Rijn <Kelimion@users.noreply.github.com>2024-08-03 12:58:43 +0200
committerJeroen van Rijn <Kelimion@users.noreply.github.com>2024-08-03 12:58:43 +0200
commit90e573c54a76d3b1292cbe99102731abd6937305 (patch)
tree39d88d3fc49eca55ce1d41ce650b38f00777bdd7 /core/image
parentac483f72ebcec12548cbfd95f8296807e0851492 (diff)
Add image.premultiply_alpha helper.
Diffstat (limited to 'core/image')
-rw-r--r--core/image/common.odin36
1 files changed, 36 insertions, 0 deletions
diff --git a/core/image/common.odin b/core/image/common.odin
index 94321f644..6ae9850da 100644
--- a/core/image/common.odin
+++ b/core/image/common.odin
@@ -1320,6 +1320,42 @@ blend_pixel :: #force_inline proc(fg: [$N]$T, alpha: T, bg: [N]T) -> (res: [N]T)
}
blend :: proc{blend_single_channel, blend_pixel}
+// For all pixels of the image, multiplies R, G and B by Alpha. This is useful mainly for games rendering anti-aliased transparent sprites.
+// Grayscale with alpha images are supported as well.
+// Note that some image formats like QOI explicitly do NOT support premultiplied alpha, so you will end up with a non-standard file.
+premultiply_alpha :: proc(img: ^Image) -> (ok: bool) {
+ switch {
+ case img.channels == 2 && img.depth == 8:
+ pixels := mem.slice_data_cast([]GA_Pixel, img.pixels.buf[:])
+ for &pixel in pixels {
+ pixel.r = u8(u32(pixel.r) * u32(pixel.g) / 0xFF)
+ }
+ return true
+ case img.channels == 2 && img.depth == 16:
+ pixels := mem.slice_data_cast([]GA_Pixel_16, img.pixels.buf[:])
+ for &pixel in pixels {
+ pixel.r = u16(u32(pixel.r) * u32(pixel.g) / 0xFFFF)
+ }
+ return true
+ case img.channels == 4 && img.depth == 8:
+ pixels := mem.slice_data_cast([]RGBA_Pixel, img.pixels.buf[:])
+ for &pixel in pixels {
+ pixel.r = u8(u32(pixel.r) * u32(pixel.a) / 0xFF)
+ pixel.g = u8(u32(pixel.g) * u32(pixel.a) / 0xFF)
+ pixel.b = u8(u32(pixel.b) * u32(pixel.a) / 0xFF)
+ }
+ return true
+ case img.channels == 4 && img.depth == 16:
+ pixels := mem.slice_data_cast([]RGBA_Pixel_16, img.pixels.buf[:])
+ for &pixel in pixels {
+ pixel.r = u16(u32(pixel.r) * u32(pixel.a) / 0xFFFF)
+ pixel.g = u16(u32(pixel.g) * u32(pixel.a) / 0xFFFF)
+ pixel.b = u16(u32(pixel.b) * u32(pixel.a) / 0xFFFF)
+ }
+ return true
+ case: return false
+ }
+}
// Replicates grayscale values into RGB(A) 8- or 16-bit images as appropriate.
// Returns early with `false` if already an RGB(A) image.