antoniou79 fd45d6cca7 BLADERUNNER: Fix map from 5bit color to 8bit
This fixes a bug with Izo's flash not entirely hiding McCoy, Izo and NPCs

White value was previously calculated as r,g,b (248,248,248) instead of (255,255,255)
2021-07-03 19:31:48 +03:00

42 lines
1.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
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* This program is free software; you can redistribute it and/or
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#include "bladerunner/color.h"
namespace BladeRunner {
// This array essentially stores the conversion from unsigned 5bit values to 8bit
// ie. ((int)i * 255) / 31 (integer division), for i values 0 to 31
// Note that just using a multiplier 256/16 (= 8) will not properly
// map the color, since eg. value 31 would be mapped to 248 instead of 255.
const uint8 Color::map5BitsTo8Bits[] = {0, 8, 16, 24, 32, 41, 49, 57, 65, 74, 82, 90, 98, 106, 115, 123, 131, 139, 148, 156, 164, 172, 180, 189, 197, 205, 213, 222, 230, 238, 246, 255};
uint8 Color::get8BitColorFrom5Bit(uint8 col5b) {
if (col5b > 31) {
// A value larger than 31 is invalid (never going to happen for 5bits)
// but still catch the case, since the parameter is 8bits
return 255;
}
return map5BitsTo8Bits[col5b];
}
} // End of namespace BladeRunner