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Diffstat (limited to 'sword2/driver/sprite.cpp')
-rw-r--r--sword2/driver/sprite.cpp196
1 files changed, 81 insertions, 115 deletions
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp
index 324f7981bf..023b61f35c 100644
--- a/sword2/driver/sprite.cpp
+++ b/sword2/driver/sprite.cpp
@@ -1298,9 +1298,9 @@ int32 DrawSurface(_spriteInfo *s, uint8 *surface) {
return RDERR_OUTOFMEMORY;
if (scale < 256) {
- SquashImage(sprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, surface, s->w, s->w, s->h);
+ SquashImage(sprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, surface, s->w, s->w, s->h, NULL);
} else {
- StretchImage(sprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, surface, s->w, s->w, s->h);
+ StretchImage(sprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, surface, s->w, s->w, s->h, NULL);
}
freeSprite = true;
@@ -1348,20 +1348,19 @@ uint16 yScale[SCALE_MAXHEIGHT];
int32 DrawSprite(_spriteInfo *s) {
uint8 *src, *dst;
uint8 *sprite, *newSprite;
+ uint8 *backbuf = NULL;
uint8 red, green, blue;
uint16 scale;
int16 i, j;
uint16 srcPitch;
bool freeSprite = false;
+ bool clipped = false;
ScummVM::Rect rd, rs;
// FIXME: There are still a few minor details that I think the
- // original did:
- //
- // * Anti-aliasing sprites when upscaling them.
- // * We don't implement the various graphics quality settings at all.
- //
- // But it should be good enough for now.
+ // original did. Off-hand, I know that at the highest graphics
+ // quality setting sprites should be anti-aliased when they are
+ // upscaled.
// -----------------------------------------------------------------
// Decompression and mirroring
@@ -1445,18 +1444,22 @@ int32 DrawSprite(_spriteInfo *s) {
if (rd.top < 40) {
rs.top = (40 - rd.top) * 256 / scale;
rd.top = 40;
+ clipped = true;
}
if (rd.bottom > 440) {
rs.bottom -= ((rd.bottom - 440) * 256 / scale);
rd.bottom = 440;
+ clipped = true;
}
if (rd.left < 0) {
rs.left = (0 - rd.left) * 256 / scale;
rd.left = 0;
+ clipped = true;
}
if (rd.right > 640) {
rs.right -= ((rd.right - 640) * 256 / scale);
rd.right = 640;
+ clipped = true;
}
// -----------------------------------------------------------------
@@ -1464,6 +1467,10 @@ int32 DrawSprite(_spriteInfo *s) {
// -----------------------------------------------------------------
if (scale != 256) {
+ if ((renderCaps & RDBLTFX_ARITHMETICSTRETCH) && !clipped)
+ backbuf = lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
+
+
if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) {
if (freeSprite)
free(sprite);
@@ -1478,14 +1485,14 @@ int32 DrawSprite(_spriteInfo *s) {
}
if (scale < 256) {
- SquashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h);
+ SquashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
} else {
if (s->scale > 512) {
if (freeSprite)
free(sprite);
return RDERR_INVALIDSCALING;
}
- StretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h);
+ StretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
}
if (freeSprite)
@@ -1501,7 +1508,7 @@ int32 DrawSprite(_spriteInfo *s) {
// 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))) {
+ if ((renderCaps & RDBLTFX_SHADOWBLEND) && lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
uint8 *lightMap;
if (!freeSprite) {
@@ -1536,51 +1543,65 @@ int32 DrawSprite(_spriteInfo *s) {
dst = lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
if (s->type & RDSPR_BLEND) {
- if (s->blend & 0x01) {
- red = s->blend >> 8;
+ if (renderCaps & RDBLTFX_ALLHARDWARE) {
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
- if (src[j]) {
- 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);
- }
+ if (src[j] && ((i & 1) == (j & 1)))
+ dst[j] = src[j];
}
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]) {
- 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);
+ } else {
+ if (s->blend & 0x01) {
+ red = s->blend >> 8;
+ for (i = 0; i < rs.bottom - rs.top; i++) {
+ for (j = 0; j < rs.right - rs.left; j++) {
+ if (src[j]) {
+ 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;
}
- 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]) {
+ 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;
+ dst += lpBackBuffer->_width;
+ }
+ } else {
+ warning("DrawSprite: Invalid blended sprite");
+ if (freeSprite)
+ free(sprite);
+ return RDERR_UNKNOWNTYPE;
}
- } else {
- warning("DrawSprite: Invalid blended sprite");
- if (freeSprite)
- free(sprite);
- return RDERR_UNKNOWNTYPE;
}
} else {
if (s->type & RDSPR_TRANS) {
@@ -3266,85 +3287,30 @@ int32 DrawSprite(_spriteInfo *s) {
-int32 OpenLightMask(_spriteInfo *s)
-
-{
+int32 OpenLightMask(_spriteInfo *s) {
+ // FIXME: The light mask is only needed on higher graphics detail
+ // settings, so to save memory we could simply ignore it on lower
+ // settings. But then we need to figure out how to ensure that it
+ // is properly loaded if the user changes the settings in mid-game.
if (lightMask)
- return(RDERR_NOTCLOSED);
+ return RDERR_NOTCLOSED;
lightMask = (uint8 *) malloc(s->w * s->h);
-
- if (lightMask == NULL)
- return(RDERR_OUTOFMEMORY);
+ if (!lightMask)
+ return RDERR_OUTOFMEMORY;
if (DecompressRLE256(lightMask, s->data, s->w * s->h))
- return(RDERR_DECOMPRESSION);
-
- return(RD_OK);
+ return RDERR_DECOMPRESSION;
+ return RD_OK;
}
-int32 CloseLightMask(void)
-{
-
+int32 CloseLightMask(void) {
if (!lightMask)
- return(RDERR_NOTOPEN);
+ return RDERR_NOTOPEN;
free(lightMask);
-
lightMask = 0;
-
- return(RD_OK);
-
+ return RD_OK;
}
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