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authorTorbjörn Andersson2003-08-22 07:04:50 +0000
committerTorbjörn Andersson2003-08-22 07:04:50 +0000
commit641d164e2148d067f538ed5790ac926913a31b72 (patch)
tree2ffccc5b69d4888c388edcdf9e84a2d3044b4f03
parent812f42ce8ecc985a1b4a97e267c3fa1117970f99 (diff)
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Added light mask support (in the demo this is most visible when walking
under the shack), plus some other cleanups. The s->blend & 0x02 case looks bogus to me, but I don't know where it's used and I can't see that the original did it differently. svn-id: r9819
-rw-r--r--sword2/driver/palette.cpp8
-rw-r--r--sword2/driver/sprite.cpp68
2 files changed, 59 insertions, 17 deletions
diff --git a/sword2/driver/palette.cpp b/sword2/driver/palette.cpp
index c9d6cf6cb2..31c26c6972 100644
--- a/sword2/driver/palette.cpp
+++ b/sword2/driver/palette.cpp
@@ -305,11 +305,11 @@ int32 UpdatePaletteMatchTable(uint8 *data)
}
+// FIXME: This used to be inlined - probably a good idea - but the
+// linker complained when I tried to use it in sprite.cpp.
-__inline uint8 QuickMatch(uint8 r, uint8 g, uint8 b)
-
-{
- return(paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)]);
+uint8 QuickMatch(uint8 r, uint8 g, uint8 b) {
+ return paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
}
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp
index 778e1154b5..b5d0336bfa 100644
--- a/sword2/driver/sprite.cpp
+++ b/sword2/driver/sprite.cpp
@@ -1466,7 +1466,7 @@ uint16 yScale[SCALE_MAXHEIGHT];
int32 DrawSprite(_spriteInfo *s) {
uint8 *src, *dst;
uint8 *sprite, *newSprite;
- uint8 pixel, red, green, blue;
+ uint8 red, green, blue;
uint16 scale;
int16 i, j;
uint16 srcPitch;
@@ -1477,8 +1477,6 @@ int32 DrawSprite(_spriteInfo *s) {
// original did:
//
// * Anti-aliasing sprites when upscaling them.
- // * The light mask. If a room has one the sprite should be colored
- // by it, simulating light sources in the room.
// * We don't implement the various graphics quality settings at all.
//
// But it should be good enough for now.
@@ -1615,11 +1613,45 @@ int32 DrawSprite(_spriteInfo *s) {
}
// -----------------------------------------------------------------
+ // Light masking
+ // -----------------------------------------------------------------
+
+ // The light mask is an optional layer that covers the entire room
+ // and which is used to simulate light and shadows.
+
+ if (lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
+ uint8 *lightMap;
+
+ if (!freeSprite) {
+ newSprite = (uint8 *) malloc(s->w * s->h);
+ memcpy(newSprite, sprite, s->w * s->h);
+ sprite = newSprite;
+ freeSprite = true;
+ }
+
+ src = sprite + rs.top * srcPitch + rs.left;
+ lightMap = lightMask + (rd.top + scrolly - 40) * locationWide + rd.left + scrollx;
+
+ for (i = 0; i < rs.bottom - rs.top; i++) {
+ for (j = 0; j < rs.right - rs.left; j++) {
+ if (src[j] && lightMap[j]) {
+ uint8 r = ((32 - lightMap[j]) * palCopy[src[j]][0]) >> 5;
+ uint8 g = ((32 - lightMap[j]) * palCopy[src[j]][1]) >> 5;
+ uint8 b = ((32 - lightMap[j]) * palCopy[src[j]][2]) >> 5;
+ src[j] = QuickMatch(r, g, b);
+ }
+ }
+ src += srcPitch;
+ lightMap += locationWide;
+ }
+ }
+
+ // -----------------------------------------------------------------
// Drawing
// -----------------------------------------------------------------
- src = sprite + rs.top * s->w + rs.left;
- dst = (uint8 *) lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
+ src = sprite + rs.top * srcPitch + rs.left;
+ dst = lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
if (s->type & RDSPR_BLEND) {
if (s->blend & 0x01) {
@@ -1627,26 +1659,36 @@ int32 DrawSprite(_spriteInfo *s) {
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j]) {
- pixel = dst[j];
- dst[j] = paletteMatch[(((palCopy[src[j]][0] * red + palCopy[pixel][0] * (8 - red)) >> 5) << 12) +
- (((palCopy[src[j]][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) +
- (((palCopy[src[j]][2] * red + palCopy[pixel][2] * (8 - red)) >> 5))];
+ uint8 r = (palCopy[src[j]][0] * red + palCopy[dst[j]][0] * (8 - red)) >> 3;
+ uint8 g = (palCopy[src[j]][1] * red + palCopy[dst[j]][1] * (8 - red)) >> 3;
+ uint8 b = (palCopy[src[j]][2] * red + palCopy[dst[j]][2] * (8 - red)) >> 3;
+ dst[j] = QuickMatch(r, g, b);
}
}
src += srcPitch;
dst += lpBackBuffer->_width;
}
} else if (s->blend & 0x02) {
+ // FIXME: This case looks bogus to me. The same value
+ // for the red, green and blue parameters, and we
+ // multiply with the source color's palette index
+ // rather than its color component.
+ //
+ // But as far as I can see, that's how the original
+ // code did it.
+ //
+ // Does anyone know where this case was used anyway?
+
red = palCopy[s->blend >> 8][0];
green = palCopy[s->blend >> 8][0];
blue = palCopy[s->blend >> 8][0];
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j]) {
- pixel = dst[j];
- dst[j] = paletteMatch[((((src[j] * red + (16 - src[j]) * palCopy[pixel][0]) >> 4) >> 2) << 12) +
- ((((src[j] * green + (16 - src[j]) * palCopy[pixel][1]) >> 4) >> 2) << 6) +
- (((src[j] * blue + (16 - src[j]) * palCopy[pixel][2]) >> 4) >> 2)];
+ uint8 r = (src[j] * red + (16 - src[j]) * palCopy[dst[j]][0]) >> 4;
+ uint8 g = (src[j] * green + (16 - src[j]) * palCopy[dst[j]][1]) >> 4;
+ uint8 b = (src[j] * blue + (16 - src[j]) * palCopy[dst[j]][2]) >> 4;
+ dst[j] = QuickMatch(r, g, b);
}
}
src += srcPitch;