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authorNarek Mailian2013-08-06 00:36:15 +0200
committerNarek Mailian2013-08-16 20:54:09 +0200
commit52ee92625f0e3af8b0839fe3609a53afb37cbcd1 (patch)
tree9024d1c761df193b9901392498b12da89c764690
parentb91e10f931d481510d7d19c1e9d9169a7bf3b5c7 (diff)
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GRAPHICS: Change soft-shadow calculation to not use doubles
-rw-r--r--graphics/VectorRendererSpec.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/graphics/VectorRendererSpec.cpp b/graphics/VectorRendererSpec.cpp
index e65d9d8831..04859245b9 100644
--- a/graphics/VectorRendererSpec.cpp
+++ b/graphics/VectorRendererSpec.cpp
@@ -1110,8 +1110,8 @@ drawTabShadow(int x1, int y1, int w, int h, int r) {
int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel;
// "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme)
- double expFactor = (_activeSurface->format.bytesPerPixel > 2) ? 1.60 : 1.25;
- double alpha = (_activeSurface->format.bytesPerPixel > 2) ? 1 : 8;
+ uint8 expFactor = 3;
+ uint16 alpha = (_activeSurface->format.bytesPerPixel > 2) ? 4 : 8;
int xstart = x1;
int ystart = y1;
@@ -1141,26 +1141,26 @@ drawTabShadow(int x1, int y1, int w, int h, int r) {
BE_ALGORITHM();
if (((1 << x) & hb) == 0) {
- blendFill(ptr_tl - y - px, ptr_tr + y - px, color, alpha);
+ blendFill(ptr_tl - y - px, ptr_tr + y - px, color, (uint8)alpha);
hb |= (1 << x);
}
if (((1 << y) & hb) == 0) {
- blendFill(ptr_tl - x - py, ptr_tr + x - py, color, alpha);
+ blendFill(ptr_tl - x - py, ptr_tr + x - py, color, (uint8)alpha);
hb |= (1 << y);
}
}
ptr_fill += pitch * r;
while (short_h--) {
- blendFill(ptr_fill, ptr_fill + width + 1, color, alpha);
+ blendFill(ptr_fill, ptr_fill + width + 1, color, (uint8)alpha);
ptr_fill += pitch;
}
// Move shadow one pixel upward each iteration
xstart += 1;
-
- alpha = alpha * expFactor;
+ // Multiply with expfactor
+ alpha = (alpha * (expFactor << 8)) >> 9;
}
}
@@ -1807,8 +1807,8 @@ drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) {
int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel;
// "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme)
- double expFactor = (_activeSurface->format.bytesPerPixel > 2) ? 1.60 : 1.25;
- double alpha = (_activeSurface->format.bytesPerPixel > 2) ? 1 : 8;
+ uint8 expFactor = 3;
+ uint16 alpha = (_activeSurface->format.bytesPerPixel > 2) ? 4 : 8;
// These constants ensure a border of 2px on the left and of each rounded square
int xstart = (x1 > 2) ? x1 - 2 : x1;
@@ -1872,7 +1872,7 @@ drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) {
if (_shadowFillMode == kShadowExponential)
// Multiply with expfactor
- alpha = alpha * expFactor;
+ alpha = (alpha * (expFactor << 8)) >> 9;
}
}