2017-03-17 05:58:36 +00:00
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/*
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** Drawer commands for walls
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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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#pragma once
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/viewport/r_walldrawer.h"
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namespace swrenderer
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{
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namespace DrawWall32TModes
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{
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enum class WallBlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp };
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struct OpaqueWall { static const int Mode = (int)WallBlendModes::Opaque; };
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struct MaskedWall { static const int Mode = (int)WallBlendModes::Masked; };
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struct AddClampWall { static const int Mode = (int)WallBlendModes::AddClamp; };
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struct SubClampWall { static const int Mode = (int)WallBlendModes::SubClamp; };
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struct RevSubClampWall { static const int Mode = (int)WallBlendModes::RevSubClamp; };
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enum class FilterModes { Nearest, Linear };
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struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
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struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
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enum class ShadeMode { Simple, Advanced };
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struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
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struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
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}
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template<typename BlendT>
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class DrawWall32T : public DrawerCommand
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{
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protected:
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WallDrawerArgs args;
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public:
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DrawWall32T(const WallDrawerArgs &drawerargs) : args(drawerargs) { }
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void Execute(DrawerThread *thread) override
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{
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using namespace DrawWall32TModes;
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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bool is_nearest_filter = (source2 == nullptr);
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auto shade_constants = args.ColormapConstants();
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if (shade_constants.simple_shade)
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{
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if (is_nearest_filter)
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Loop<SimpleShade, NearestFilter>(thread, shade_constants);
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else
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Loop<SimpleShade, LinearFilter>(thread, shade_constants);
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}
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else
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{
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if (is_nearest_filter)
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Loop<AdvancedShade, NearestFilter>(thread, shade_constants);
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else
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Loop<AdvancedShade, LinearFilter>(thread, shade_constants);
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}
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}
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE void Loop(DrawerThread *thread, ShadeConstants shade_constants)
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{
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using namespace DrawWall32TModes;
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const uint32_t *source = (const uint32_t*)args.TexturePixels();
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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int textureheight = args.TextureHeight();
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uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
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// Shade constants
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uint32_t light = 256 - (args.Light() >> (FRACBITS - 8));
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2017-03-17 07:44:33 +00:00
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uint32_t inv_light = 256 - light;
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2017-03-17 05:58:36 +00:00
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int inv_desaturate;
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BgraColor shade_fade, shade_light;
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int desaturate;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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inv_desaturate = 256 - shade_constants.desaturate;
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shade_fade.r = shade_constants.fade_red * inv_light;
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shade_fade.g = shade_constants.fade_green * inv_light;
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shade_fade.b = shade_constants.fade_blue * inv_light;
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shade_light.r = shade_constants.light_red;
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shade_light.g = shade_constants.light_green;
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shade_light.b = shade_constants.light_blue;
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desaturate = shade_constants.desaturate;
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}
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else
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{
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inv_desaturate = 0;
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shade_fade.r = 0;
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shade_fade.g = 0;
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shade_fade.b = 0;
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shade_light.r = 0;
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shade_light.g = 0;
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shade_light.b = 0;
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desaturate = 0;
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}
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int count = args.Count();
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int pitch = args.Viewport()->RenderTarget->GetPitch();
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uint32_t fracstep = args.TextureVStep();
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uint32_t frac = args.TextureVPos();
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uint32_t texturefracx = args.TextureUPos();
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uint32_t *dest = (uint32_t*)args.Dest();
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int dest_y = args.DestY();
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auto lights = args.dc_lights;
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auto num_lights = args.dc_num_lights;
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float viewpos_z = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y);
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float step_viewpos_z = args.dc_viewpos_step.Z * thread->num_cores;
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count = thread->count_for_thread(dest_y, count);
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if (count <= 0) return;
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frac += thread->skipped_by_thread(dest_y) * fracstep;
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dest = thread->dest_for_thread(dest_y, pitch, dest);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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if (FilterModeT::Mode == (int)FilterModes::Linear)
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{
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frac -= one / 2;
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}
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uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
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uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
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for (int index = 0; index < count; index++)
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{
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BgraColor bgcolor;
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if (BlendT::Mode != (int)WallBlendModes::Opaque)
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{
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bgcolor = *dest;
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}
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else
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{
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bgcolor = 0;
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}
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uint32_t ifgcolor = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
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BgraColor fgcolor = Shade<ShadeModeT>(ifgcolor, light, desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
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BgraColor outcolor = Blend(fgcolor, bgcolor, ifgcolor, srcalpha, destalpha);
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*dest = outcolor;
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dest += pitch;
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frac += fracstep;
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viewpos_z += step_viewpos_z;
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}
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}
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template<typename FilterModeT>
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FORCEINLINE BgraColor Sample(uint32_t frac, const uint32_t *source, const uint32_t *source2, int textureheight, uint32_t one, uint32_t texturefracx)
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{
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using namespace DrawWall32TModes;
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if (FilterModeT::Mode == (int)FilterModes::Nearest)
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{
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int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
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return source[sample_index];
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}
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else
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{
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unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
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unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
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unsigned int y0 = frac_y0 >> FRACBITS;
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unsigned int y1 = frac_y1 >> FRACBITS;
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unsigned int p00 = source[y0];
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unsigned int p01 = source[y1];
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unsigned int p10 = source2[y0];
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unsigned int p11 = source2[y1];
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unsigned int inv_b = texturefracx;
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unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
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unsigned int a = 16 - inv_a;
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unsigned int b = 16 - inv_b;
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BgraColor result;
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result.r = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
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result.g = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
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result.b = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
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result.a = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
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return result;
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}
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}
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template<typename ShadeModeT>
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FORCEINLINE BgraColor Shade(BgraColor fgcolor, uint32_t light, uint32_t desaturate, uint32_t inv_desaturate, BgraColor shade_fade, BgraColor shade_light, const DrawerLight *lights, int num_lights, float viewpos_z)
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{
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using namespace DrawWall32TModes;
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BgraColor material = fgcolor;
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if (ShadeModeT::Mode == (int)ShadeMode::Simple)
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{
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fgcolor.r = (fgcolor.r * light) >> 8;
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fgcolor.g = (fgcolor.g * light) >> 8;
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fgcolor.b = (fgcolor.b * light) >> 8;
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}
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else
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{
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uint32_t intensity = ((fgcolor.r * 77 + fgcolor.g * 143 + fgcolor.b * 37) >> 8) * desaturate;
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fgcolor.r = (((shade_fade.r + ((fgcolor.r * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.r) >> 8;
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fgcolor.g = (((shade_fade.g + ((fgcolor.g * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.g) >> 8;
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fgcolor.b = (((shade_fade.b + ((fgcolor.b * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.b) >> 8;
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}
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return AddLights(material, fgcolor, lights, num_lights, viewpos_z);
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}
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FORCEINLINE BgraColor AddLights(BgraColor material, BgraColor fgcolor, const DrawerLight *lights, int num_lights, float viewpos_z)
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{
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using namespace DrawWall32TModes;
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BgraColor lit;
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lit.r = 0;
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lit.g = 0;
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lit.b = 0;
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for (int i = 0; i != num_lights; i++)
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{
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float light_x = lights[i].x;
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float light_y = lights[i].y;
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float light_z = lights[i].z;
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float light_radius = lights[i].radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lxy2 = light_x; // L.x*L.x + L.y*L.y
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float Lz = light_z - viewpos_z;
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float dist2 = Lxy2 + Lz * Lz;
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2017-03-21 21:51:09 +00:00
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float rcp_dist = 1.f/sqrt(dist2);
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2017-03-17 05:58:36 +00:00
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = dot(N,L) * attenuation
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float point_attenuation = light_y * rcp_dist * distance_attenuation;
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uint32_t attenuation = (int32_t)((light_y == 0.0f) ? simple_attenuation : point_attenuation);
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BgraColor light_color = lights[i].color;
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lit.r += (light_color.r * attenuation) >> 8;
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lit.g += (light_color.g * attenuation) >> 8;
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lit.b += (light_color.b * attenuation) >> 8;
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}
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fgcolor.r = MIN<uint32_t>(fgcolor.r + ((material.r * lit.r) >> 8), 255);
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fgcolor.g = MIN<uint32_t>(fgcolor.g + ((material.g * lit.g) >> 8), 255);
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fgcolor.b = MIN<uint32_t>(fgcolor.b + ((material.b * lit.b) >> 8), 255);
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return fgcolor;
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}
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FORCEINLINE BgraColor Blend(BgraColor fgcolor, BgraColor bgcolor, unsigned int ifgcolor, uint32_t srcalpha, uint32_t destalpha)
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{
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using namespace DrawWall32TModes;
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if (BlendT::Mode == (int)WallBlendModes::Opaque)
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{
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return fgcolor;
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}
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else if (BlendT::Mode == (int)WallBlendModes::Masked)
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{
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return (ifgcolor == 0) ? bgcolor : fgcolor;
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}
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else
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{
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uint32_t alpha = APART(ifgcolor);
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alpha += alpha >> 7; // 255->256
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uint32_t inv_alpha = 256 - alpha;
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uint32_t bgalpha = (destalpha * alpha + (inv_alpha << 8) + 128) >> 8;
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uint32_t fgalpha = (srcalpha * alpha + 128) >> 8;
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fgcolor.r *= fgalpha;
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fgcolor.g *= fgalpha;
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fgcolor.b *= fgalpha;
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bgcolor.r *= bgalpha;
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bgcolor.g *= bgalpha;
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bgcolor.b *= bgalpha;
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BgraColor outcolor;
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if (BlendT::Mode == (int)WallBlendModes::AddClamp)
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{
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outcolor.r = MIN<uint32_t>((fgcolor.r + bgcolor.r) >> 8, 255);
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outcolor.g = MIN<uint32_t>((fgcolor.g + bgcolor.g) >> 8, 255);
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outcolor.b = MIN<uint32_t>((fgcolor.b + bgcolor.b) >> 8, 255);
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}
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else if (BlendT::Mode == (int)WallBlendModes::SubClamp)
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{
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outcolor.r = MAX(int32_t(fgcolor.r - bgcolor.r) >> 8, 0);
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outcolor.g = MAX(int32_t(fgcolor.g - bgcolor.g) >> 8, 0);
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outcolor.b = MAX(int32_t(fgcolor.b - bgcolor.b) >> 8, 0);
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}
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else if (BlendT::Mode == (int)WallBlendModes::RevSubClamp)
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{
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outcolor.r = MAX(int32_t(bgcolor.r - fgcolor.r) >> 8, 0);
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outcolor.g = MAX(int32_t(bgcolor.g - fgcolor.g) >> 8, 0);
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outcolor.b = MAX(int32_t(bgcolor.b - fgcolor.b) >> 8, 0);
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}
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outcolor.a = 255;
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return outcolor;
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}
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}
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FString DebugInfo() override { return "DrawWall32T"; }
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};
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typedef DrawWall32T<DrawWall32TModes::OpaqueWall> DrawWall32Command;
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typedef DrawWall32T<DrawWall32TModes::MaskedWall> DrawWallMasked32Command;
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typedef DrawWall32T<DrawWall32TModes::AddClampWall> DrawWallAddClamp32Command;
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typedef DrawWall32T<DrawWall32TModes::SubClampWall> DrawWallSubClamp32Command;
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typedef DrawWall32T<DrawWall32TModes::RevSubClampWall> DrawWallRevSubClamp32Command;
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}
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