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authorMax Horn2002-12-31 20:52:11 +0000
committerMax Horn2002-12-31 20:52:11 +0000
commitd65915beff769104b5b38683937bc5a15827e9c1 (patch)
treebeb548b604a1da52ea26d90fb6669153db02f59d
parent1517ce3894a0e6441d339eeff9598a2d4b961ec9 (diff)
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added masking to nut charset renderer
svn-id: r6300
-rw-r--r--scumm/charset.cpp1
-rw-r--r--scumm/nut_renderer.cpp22
-rw-r--r--scumm/script_v8.cpp2
3 files changed, 21 insertions, 4 deletions
diff --git a/scumm/charset.cpp b/scumm/charset.cpp
index 143d313805..f1c87c8d48 100644
--- a/scumm/charset.cpp
+++ b/scumm/charset.cpp
@@ -450,6 +450,7 @@ void CharsetRendererNut::printChar(int chr)
int width = _current->getCharWidth(chr);
int height = _current->getCharHeight(chr);
+ _hasMask = true;
_current->drawChar((char)chr, _left, _top, _color);
_vm->updateDirtyRect(0, _left, _left + width, _top, _top + height, 0);
diff --git a/scumm/nut_renderer.cpp b/scumm/nut_renderer.cpp
index 298ca0c4c8..17c0385db7 100644
--- a/scumm/nut_renderer.cpp
+++ b/scumm/nut_renderer.cpp
@@ -199,6 +199,11 @@ void NutRenderer::drawChar(char c, int32 x, int32 y, byte color) {
byte * src = (byte*)(_dataSrc + _offsets[c] + 14);
byte * dst = _vm->virtscr[0].screenPtr + y * _vm->_realWidth + x + _vm->virtscr[0].xstart;
+ byte *mask = _vm->getResourceAddress(rtBuffer, 9)
+ + (y * _vm->_realWidth + x) / 8 + _vm->_screenStartStrip;
+ byte maskmask;
+ int maskpos;
+
uint32 length = READ_BE_UINT32(_dataSrc + _offsets[c] - 4) - 14;
decodeCodec44(_tmpCodecBuffer, src, length);
@@ -206,8 +211,10 @@ void NutRenderer::drawChar(char c, int32 x, int32 y, byte color) {
int32 width = READ_LE_UINT16(_dataSrc + _offsets[c] + 6);
int32 height = READ_LE_UINT16(_dataSrc + _offsets[c] + 8);
-
+
for (int32 ty = 0; ty < height; ty++) {
+ maskmask = revBitMask[x & 7];
+ maskpos = 0;
for (int32 tx = 0; tx < width; tx++) {
byte pixel = *src++;
#if 1
@@ -218,9 +225,12 @@ void NutRenderer::drawChar(char c, int32 x, int32 y, byte color) {
// in addition to the normal font. Or maybe the created the shadows dynamically
// on the fly: if we draw the character several times in black, moved a bit
// each time, that would mostly create the shadow effect. But why would they
- // do this, as it would increase the char drawing time by factor 5-6 ?
- if (pixel != 0)
+ // do this, as it would increase the char drawing time by factor 5-6 ? And in
+ // fact, even then the shadow would not be 100% right.
+ if (pixel != 0) {
+ mask[maskpos] |= maskmask;
dst[tx] = color;
+ }
#else
if (pixel != 0) {
if (pixel == 0x01)
@@ -230,7 +240,13 @@ void NutRenderer::drawChar(char c, int32 x, int32 y, byte color) {
dst[tx] = pixel;
}
#endif
+ maskmask >>= 1;
+ if (maskmask == 0) {
+ maskmask = 0x80;
+ maskpos++;
+ }
}
dst += _vm->_realWidth;
+ mask += _vm->gdi._numStrips;
}
}
diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp
index 353773e6bb..dd9b17df66 100644
--- a/scumm/script_v8.cpp
+++ b/scumm/script_v8.cpp
@@ -962,12 +962,12 @@ void Scumm_v8::o8_roomOps()
c = pop();
b = pop();
a = pop();
- warning("o8_roomOps: SO_ROOM_SATURATION(%d, %d, %d, %d, %d)", a, b, c, d, e);
// FIXME - this probably has the same format as for darkenPalette:
// thre values for R, G, B and a start/end palette range to modify.
// Now, how on earth does on modify the saturation of a single color channel?
// Change the hue/saturation of a color, no problem, I know how to do that,
// but for only a channel alone, I don't even know what that should mean... :-/
+// warning("o8_roomOps: SO_ROOM_SATURATION(%d, %d, %d, %d, %d)", a, b, c, d, e);
break;
default:
error("o8_roomOps: default case %d", subOp);