mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 13:21:39 +00:00
b7c7328cdd
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
637 lines
20 KiB
C++
637 lines
20 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "poly_thread.h"
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#include "screen_scanline_setup.h"
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#include <cmath>
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static uint32_t SampleTexture(uint32_t u, uint32_t v, const void* texPixels, int texWidth, int texHeight, bool texBgra)
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{
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int texelX = (u * texWidth) >> 16;
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int texelY = (v * texHeight) >> 16;
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int texelOffset = texelX + texelY * texWidth;
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if (texBgra)
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{
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return static_cast<const uint32_t*>(texPixels)[texelOffset];
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}
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else
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{
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uint32_t c = static_cast<const uint8_t*>(texPixels)[texelOffset];
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return (c << 16) | 0xff000000;
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}
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}
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static void EffectFogBoundary(int x0, int x1, PolyTriangleThreadData* thread)
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{
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float uFogDensity = thread->PushConstants->uFogDensity;
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uint32_t fogcolor = MAKEARGB(
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0,
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static_cast<int>(clamp(thread->mainVertexShader.Data.uFogColor.r, 0.0f, 1.0f) * 255.0f),
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static_cast<int>(clamp(thread->mainVertexShader.Data.uFogColor.g, 0.0f, 1.0f) * 255.0f),
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static_cast<int>(clamp(thread->mainVertexShader.Data.uFogColor.b, 0.0f, 1.0f) * 255.0f));
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uint32_t* fragcolor = thread->scanline.FragColor;
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for (int x = x0; x < x1; x++)
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{
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float fogdist = thread->scanline.W[x];
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float fogfactor = std::exp2(uFogDensity * fogdist);
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// FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor):
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uint32_t alpha = static_cast<int>(clamp(1.0f - (1.0f / 255.0f), 0.0f, 1.0f) * 255.0f);
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fragcolor[x] = fogcolor | alpha;
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}
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}
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static void EffectBurn(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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int tex2Width = thread->textures[1].width;
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int tex2Height = thread->textures[1].height;
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const void* tex2Pixels = thread->textures[1].pixels;
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bool tex2Bgra = thread->textures[1].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t frag_r = thread->scanline.vColorR[x];
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uint32_t frag_g = thread->scanline.vColorG[x];
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uint32_t frag_b = thread->scanline.vColorB[x];
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uint32_t frag_a = thread->scanline.vColorA[x];
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frag_r += frag_r >> 7; // 255 -> 256
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frag_g += frag_g >> 7; // 255 -> 256
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frag_b += frag_b >> 7; // 255 -> 256
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frag_a += frag_a >> 7; // 255 -> 256
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uint32_t t1 = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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uint32_t t2 = SampleTexture(u[x], 0xffff - v[x], tex2Pixels, tex2Width, tex2Height, tex2Bgra);
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uint32_t r = (frag_r * RPART(t1)) >> 8;
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uint32_t g = (frag_g * GPART(t1)) >> 8;
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uint32_t b = (frag_b * BPART(t1)) >> 8;
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uint32_t a = (frag_a * APART(t2)) >> 8;
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fragcolor[x] = MAKEARGB(a, r, g, b);
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}
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}
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static void EffectStencil(int x0, int x1, PolyTriangleThreadData* thread)
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{
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/*for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = 0x00ffffff;
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}*/
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}
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static void FuncPaletted(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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const uint32_t* lut = (const uint32_t*)thread->textures[1].pixels;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = lut[RPART(SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra))] | 0xff000000;
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}
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}
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static void FuncNoTexture(int x0, int x1, PolyTriangleThreadData* thread)
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{
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auto& streamdata = thread->mainVertexShader.Data;
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uint32_t a = (int)(streamdata.uObjectColor.a * 255.0f);
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uint32_t r = (int)(streamdata.uObjectColor.r * 255.0f);
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uint32_t g = (int)(streamdata.uObjectColor.g * 255.0f);
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uint32_t b = (int)(streamdata.uObjectColor.b * 255.0f);
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uint32_t texel = MAKEARGB(a, r, g, b);
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if (streamdata.uDesaturationFactor > 0.0f)
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{
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uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
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uint32_t inv_t = 256 - t;
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uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
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texel = MAKEARGB(
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APART(texel),
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(RPART(texel) * inv_t + gray * t + 127) >> 8,
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(GPART(texel) * inv_t + gray * t + 127) >> 8,
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(BPART(texel) * inv_t + gray * t + 127) >> 8);
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}
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uint32_t* fragcolor = thread->scanline.FragColor;
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for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = texel;
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}
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}
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static void FuncNormal(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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fragcolor[x] = texel;
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}
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}
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static void FuncNormal_Stencil(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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fragcolor[x] = texel | 0x00ffffff;
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}
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}
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static void FuncNormal_Opaque(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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fragcolor[x] = texel | 0xff000000;
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}
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}
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static void FuncNormal_Inverse(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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fragcolor[x] = MAKEARGB(APART(texel), 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
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}
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}
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static void FuncNormal_AlphaTexture(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
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uint32_t alpha = APART(texel);
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alpha += alpha >> 7;
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alpha = (alpha * gray + 127) >> 8;
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texel = (alpha << 24) | 0x00ffffff;
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fragcolor[x] = texel;
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}
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}
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static void FuncNormal_ClampY(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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if (v[x] < 0.0 || v[x] > 1.0)
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fragcolor[x] &= 0x00ffffff;
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}
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}
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static void FuncNormal_InvertOpaque(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const void* texPixels = thread->textures[0].pixels;
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bool texBgra = thread->textures[0].bgra;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint16_t* u = thread->scanline.U;
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uint16_t* v = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = SampleTexture(u[x], v[x], texPixels, texWidth, texHeight, texBgra);
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fragcolor[x] = MAKEARGB(0xff, 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
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}
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}
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static void FuncNormal_AddColor(int x0, int x1, PolyTriangleThreadData* thread)
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{
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auto& streamdata = thread->mainVertexShader.Data;
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uint32_t r = (int)(streamdata.uAddColor.r * 255.0f);
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uint32_t g = (int)(streamdata.uAddColor.g * 255.0f);
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uint32_t b = (int)(streamdata.uAddColor.b * 255.0f);
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uint32_t* fragcolor = thread->scanline.FragColor;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = fragcolor[x];
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fragcolor[x] = MAKEARGB(
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APART(texel),
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min(r + RPART(texel), (uint32_t)255),
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min(g + GPART(texel), (uint32_t)255),
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min(b + BPART(texel), (uint32_t)255));
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}
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}
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static void FuncNormal_AddObjectColor(int x0, int x1, PolyTriangleThreadData* thread)
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{
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auto& streamdata = thread->mainVertexShader.Data;
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uint32_t r = (int)(streamdata.uObjectColor.r * 256.0f);
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uint32_t g = (int)(streamdata.uObjectColor.g * 256.0f);
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uint32_t b = (int)(streamdata.uObjectColor.b * 256.0f);
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uint32_t* fragcolor = thread->scanline.FragColor;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = fragcolor[x];
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fragcolor[x] = MAKEARGB(
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APART(texel),
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min((r * RPART(texel)) >> 8, (uint32_t)255),
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min((g * GPART(texel)) >> 8, (uint32_t)255),
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min((b * BPART(texel)) >> 8, (uint32_t)255));
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}
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}
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static void FuncNormal_AddObjectColor2(int x0, int x1, PolyTriangleThreadData* thread)
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{
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auto& streamdata = thread->mainVertexShader.Data;
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float* gradientdistZ = thread->scanline.GradientdistZ;
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uint32_t* fragcolor = thread->scanline.FragColor;
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for (int x = x0; x < x1; x++)
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{
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float t = gradientdistZ[x];
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float inv_t = 1.0f - t;
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uint32_t r = (int)((streamdata.uObjectColor.r * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
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uint32_t g = (int)((streamdata.uObjectColor.g * inv_t + streamdata.uObjectColor2.g * t) * 256.0f);
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uint32_t b = (int)((streamdata.uObjectColor.b * inv_t + streamdata.uObjectColor2.b * t) * 256.0f);
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uint32_t texel = fragcolor[x];
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fragcolor[x] = MAKEARGB(
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APART(texel),
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min((r * RPART(texel)) >> 8, (uint32_t)255),
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min((g * GPART(texel)) >> 8, (uint32_t)255),
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min((b * BPART(texel)) >> 8, (uint32_t)255));
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}
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}
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static void FuncNormal_DesaturationFactor(int x0, int x1, PolyTriangleThreadData* thread)
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{
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auto& streamdata = thread->mainVertexShader.Data;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
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uint32_t inv_t = 256 - t;
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for (int x = x0; x < x1; x++)
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{
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uint32_t texel = fragcolor[x];
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uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
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fragcolor[x] = MAKEARGB(
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APART(texel),
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(RPART(texel) * inv_t + gray * t + 127) >> 8,
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(GPART(texel) * inv_t + gray * t + 127) >> 8,
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(BPART(texel) * inv_t + gray * t + 127) >> 8);
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}
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}
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static void RunAlphaTest(int x0, int x1, PolyTriangleThreadData* thread)
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{
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uint32_t alphaThreshold = thread->AlphaThreshold;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint8_t* discard = thread->scanline.discard;
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for (int x = x0; x < x1; x++)
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{
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discard[x] = fragcolor[x] <= alphaThreshold;
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}
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}
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static void ProcessMaterial(int x0, int x1, PolyTriangleThreadData* thread)
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{
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if (thread->EffectState == SHADER_Paletted) // func_paletted
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{
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FuncPaletted(x0, x1, thread);
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}
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else if (thread->EffectState == SHADER_NoTexture) // func_notexture
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{
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FuncNoTexture(x0, x1, thread);
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}
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else // func_normal
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{
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auto constants = thread->PushConstants;
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switch (constants->uTextureMode)
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{
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default:
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case TM_NORMAL:
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case TM_FOGLAYER: FuncNormal(x0, x1, thread); break;
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case TM_STENCIL: FuncNormal_Stencil(x0, x1, thread); break;
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case TM_OPAQUE: FuncNormal_Opaque(x0, x1, thread); break;
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case TM_INVERSE: FuncNormal_Inverse(x0, x1, thread); break;
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case TM_ALPHATEXTURE: FuncNormal_AlphaTexture(x0, x1, thread); break;
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case TM_CLAMPY: FuncNormal_ClampY(x0, x1, thread); break;
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case TM_INVERTOPAQUE: FuncNormal_InvertOpaque(x0, x1, thread); break;
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}
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if (constants->uTextureMode != TM_FOGLAYER)
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{
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auto& streamdata = thread->mainVertexShader.Data;
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if (streamdata.uAddColor.r != 0.0f || streamdata.uAddColor.g != 0.0f || streamdata.uAddColor.b != 0.0f)
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{
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FuncNormal_AddColor(x0, x1, thread);
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}
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if (streamdata.uObjectColor2.a == 0.0f)
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{
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if (streamdata.uObjectColor.r != 1.0f || streamdata.uObjectColor.g != 1.0f || streamdata.uObjectColor.b != 1.0f)
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{
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FuncNormal_AddObjectColor(x0, x1, thread);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FuncNormal_AddObjectColor2(x0, x1, thread);
|
|
}
|
|
|
|
if (streamdata.uDesaturationFactor > 0.0f)
|
|
{
|
|
FuncNormal_DesaturationFactor(x0, x1, thread);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GetLightColor(int x0, int x1, PolyTriangleThreadData* thread)
|
|
{
|
|
uint32_t* fragcolor = thread->scanline.FragColor;
|
|
uint32_t* lightarray = thread->scanline.lightarray;
|
|
|
|
if (thread->PushConstants->uFogEnabled >= 0)
|
|
{
|
|
for (int x = x0; x < x1; x++)
|
|
{
|
|
uint32_t fg = fragcolor[x];
|
|
uint32_t lightshade = lightarray[x];
|
|
|
|
uint32_t mulA = APART(lightshade);
|
|
uint32_t mulR = RPART(lightshade);
|
|
uint32_t mulG = GPART(lightshade);
|
|
uint32_t mulB = BPART(lightshade);
|
|
mulA += mulA >> 7;
|
|
mulR += mulR >> 7;
|
|
mulG += mulG >> 7;
|
|
mulB += mulB >> 7;
|
|
|
|
uint32_t a = (APART(fg) * mulA + 127) >> 8;
|
|
uint32_t r = (RPART(fg) * mulR + 127) >> 8;
|
|
uint32_t g = (GPART(fg) * mulG + 127) >> 8;
|
|
uint32_t b = (BPART(fg) * mulB + 127) >> 8;
|
|
|
|
fragcolor[x] = MAKEARGB(a, r, g, b);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint32_t fogR = (int)((thread->mainVertexShader.Data.uFogColor.r) * 255.0f);
|
|
uint32_t fogG = (int)((thread->mainVertexShader.Data.uFogColor.g) * 255.0f);
|
|
uint32_t fogB = (int)((thread->mainVertexShader.Data.uFogColor.b) * 255.0f);
|
|
float uFogDensity = thread->PushConstants->uFogDensity;
|
|
|
|
float* w = thread->scanline.W;
|
|
for (int x = x0; x < x1; x++)
|
|
{
|
|
uint32_t fg = fragcolor[x];
|
|
uint32_t lightshade = lightarray[x];
|
|
|
|
uint32_t mulA = APART(lightshade);
|
|
uint32_t mulR = RPART(lightshade);
|
|
uint32_t mulG = GPART(lightshade);
|
|
uint32_t mulB = BPART(lightshade);
|
|
mulA += mulA >> 7;
|
|
mulR += mulR >> 7;
|
|
mulG += mulG >> 7;
|
|
mulB += mulB >> 7;
|
|
|
|
float fogdist = max(16.0f, w[x]);
|
|
float fogfactor = std::exp2(uFogDensity * fogdist);
|
|
|
|
uint32_t a = (APART(fg) * mulA + 127) >> 8;
|
|
uint32_t r = (RPART(fg) * mulR + 127) >> 8;
|
|
uint32_t g = (GPART(fg) * mulG + 127) >> 8;
|
|
uint32_t b = (BPART(fg) * mulB + 127) >> 8;
|
|
|
|
uint32_t t = (int)(fogfactor * 256.0f);
|
|
uint32_t inv_t = 256 - t;
|
|
r = (fogR * inv_t + r * t + 127) >> 8;
|
|
g = (fogG * inv_t + g * t + 127) >> 8;
|
|
b = (fogB * inv_t + b * t + 127) >> 8;
|
|
|
|
fragcolor[x] = MAKEARGB(a, r, g, b);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void MainFP(int x0, int x1, PolyTriangleThreadData* thread)
|
|
{
|
|
ProcessMaterial(x0, x1, thread);
|
|
|
|
if (thread->AlphaTest)
|
|
RunAlphaTest(x0, x1, thread);
|
|
|
|
auto constants = thread->PushConstants;
|
|
if (constants->uFogEnabled != -3)
|
|
{
|
|
if (constants->uTextureMode != TM_FOGLAYER)
|
|
{
|
|
GetLightColor(x0, x1, thread);
|
|
}
|
|
else
|
|
{
|
|
/*float fogdist = 0.0f;
|
|
float fogfactor = 0.0f;
|
|
if (constants->uFogEnabled != 0)
|
|
{
|
|
fogdist = max(16.0f, w[x]);
|
|
fogfactor = std::exp2(constants->uFogDensity * fogdist);
|
|
}
|
|
frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);*/
|
|
}
|
|
}
|
|
else // simple 2D (uses the fog color to add a color overlay)
|
|
{
|
|
uint32_t fogR = (int)((thread->mainVertexShader.Data.uFogColor.r) * 255.0f);
|
|
uint32_t fogG = (int)((thread->mainVertexShader.Data.uFogColor.g) * 255.0f);
|
|
uint32_t fogB = (int)((thread->mainVertexShader.Data.uFogColor.b) * 255.0f);
|
|
|
|
auto vColorR = thread->scanline.vColorR;
|
|
auto vColorG = thread->scanline.vColorG;
|
|
auto vColorB = thread->scanline.vColorB;
|
|
auto vColorA = thread->scanline.vColorA;
|
|
uint32_t* fragcolor = thread->scanline.FragColor;
|
|
|
|
if (constants->uTextureMode == TM_FIXEDCOLORMAP)
|
|
{
|
|
// float gray = grayscale(frag);
|
|
// vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
|
|
// frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
|
|
// frag = frag * vColor;
|
|
// frag.rgb = frag.rgb + uFogColor.rgb;
|
|
|
|
// [GEC] I leave the default floating values.
|
|
float startR = thread->mainVertexShader.Data.uObjectColor.r;
|
|
float startG = thread->mainVertexShader.Data.uObjectColor.g;
|
|
float startB = thread->mainVertexShader.Data.uObjectColor.b;
|
|
float rangeR = thread->mainVertexShader.Data.uAddColor.r - startR;
|
|
float rangeG = thread->mainVertexShader.Data.uAddColor.g - startG;
|
|
float rangeB = thread->mainVertexShader.Data.uAddColor.b - startB;
|
|
|
|
for (int x = x0; x < x1; x++)
|
|
{
|
|
uint32_t a = APART(fragcolor[x]);
|
|
uint32_t r = RPART(fragcolor[x]);
|
|
uint32_t g = GPART(fragcolor[x]);
|
|
uint32_t b = BPART(fragcolor[x]);
|
|
|
|
uint32_t gray = (r * 77 + g * 143 + b * 37) >> 8;
|
|
gray += (gray >> 7); // gray*=256/255
|
|
|
|
// [GEC] I use the same method as in shaders using floating values.
|
|
// This avoids errors in the invulneravility colormap in Doom and Heretic.
|
|
float fgray = (float)(gray / 255.f);
|
|
float fr = (startR + (fgray * rangeR)) * 2;
|
|
float fg = (startG + (fgray * rangeG)) * 2;
|
|
float fb = (startB + (fgray * rangeB)) * 2;
|
|
|
|
fr = clamp<float>(fr, 0.0f, 1.0f);
|
|
fg = clamp<float>(fg, 0.0f, 1.0f);
|
|
fb = clamp<float>(fb, 0.0f, 1.0f);
|
|
|
|
r = (uint32_t)(fr * 255.f);
|
|
g = (uint32_t)(fg * 255.f);
|
|
b = (uint32_t)(fb * 255.f);
|
|
|
|
fragcolor[x] = MAKEARGB(a, (uint8_t)r, (uint8_t)g, (uint8_t)b);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int x = x0; x < x1; x++)
|
|
{
|
|
uint32_t a = vColorA[x];
|
|
uint32_t r = vColorR[x];
|
|
uint32_t g = vColorG[x];
|
|
uint32_t b = vColorB[x];
|
|
a += a >> 7;
|
|
r += r >> 7;
|
|
g += g >> 7;
|
|
b += b >> 7;
|
|
|
|
// frag = frag * vColor;
|
|
a = (APART(fragcolor[x]) * a + 127) >> 8;
|
|
r = (RPART(fragcolor[x]) * r + 127) >> 8;
|
|
g = (GPART(fragcolor[x]) * g + 127) >> 8;
|
|
b = (BPART(fragcolor[x]) * b + 127) >> 8;
|
|
|
|
// frag.rgb = frag.rgb + uFogColor.rgb;
|
|
r = min(r + fogR, (uint32_t)255);
|
|
g = min(g + fogG, (uint32_t)255);
|
|
b = min(b + fogB, (uint32_t)255);
|
|
|
|
fragcolor[x] = MAKEARGB(a, r, g, b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ColormapFP(int x0, int x1, PolyTriangleThreadData* thread)
|
|
{
|
|
// This is implemented in BlendColorColormap.
|
|
}
|
|
|
|
void SelectFragmentShader(PolyTriangleThreadData* thread)
|
|
{
|
|
void (*fragshader)(int x0, int x1, PolyTriangleThreadData * thread);
|
|
|
|
if (thread->ColormapShader)
|
|
{
|
|
fragshader = &ColormapFP;
|
|
}
|
|
else if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
|
|
{
|
|
fragshader = &EffectFogBoundary;
|
|
}
|
|
else if (thread->SpecialEffect == EFF_BURN) // burn.fp
|
|
{
|
|
fragshader = &EffectBurn;
|
|
}
|
|
else if (thread->SpecialEffect == EFF_STENCIL) // stencil.fp
|
|
{
|
|
fragshader = &EffectStencil;
|
|
}
|
|
else
|
|
{
|
|
fragshader = &MainFP;
|
|
}
|
|
|
|
thread->FragmentShader = fragshader;
|
|
}
|