gzdoom-gles/src/r_draw_rgba.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __R_DRAW_RGBA__
#define __R_DRAW_RGBA__
#include "r_draw.h"
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#include "v_palette.h"
#include "r_thread.h"
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#ifndef NO_SSE
#include <immintrin.h>
#endif
struct FSpecialColormap;
EXTERN_CVAR(Bool, r_mipmap)
EXTERN_CVAR(Float, r_lod_bias)
namespace swrenderer
{
/////////////////////////////////////////////////////////////////////////////
// Drawer commands:
class ApplySpecialColormapRGBACommand : public DrawerCommand
{
BYTE *buffer;
int pitch;
int width;
int height;
int start_red;
int start_green;
int start_blue;
int end_red;
int end_green;
int end_blue;
public:
ApplySpecialColormapRGBACommand(FSpecialColormap *colormap, DFrameBuffer *screen);
void Execute(DrawerThread *thread) override;
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FString DebugInfo() override { return "ApplySpecialColormapRGBACommand"; }
};
template<typename CommandType, typename BlendMode>
class DrawerBlendCommand : public CommandType
{
public:
void Execute(DrawerThread *thread) override
{
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typename CommandType::LoopIterator loop(this, thread);
if (!loop) return;
BlendMode blend(*this, loop);
do
{
blend.Blend(*this, loop);
} while (loop.next());
}
};
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/////////////////////////////////////////////////////////////////////////////
// Pixel shading inline functions:
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// Give the compiler a strong hint we want these functions inlined:
#ifndef FORCEINLINE
#if defined(_MSC_VER)
#define FORCEINLINE __forceinline
#elif defined(__GNUC__)
#define FORCEINLINE __attribute__((always_inline)) inline
#else
#define FORCEINLINE inline
#endif
#endif
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// Promise compiler we have no aliasing of this pointer
#ifndef RESTRICT
#if defined(_MSC_VER)
#define RESTRICT __restrict
#elif defined(__GNUC__)
#define RESTRICT __restrict__
#else
#define RESTRICT
#endif
#endif
class LightBgra
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{
public:
// calculates the light constant passed to the shade_pal_index function
FORCEINLINE static uint32_t calc_light_multiplier(dsfixed_t light)
{
return 256 - (light >> (FRACBITS - 8));
}
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// Calculates a ARGB8 color for the given palette index and light multiplier
FORCEINLINE static uint32_t shade_pal_index_simple(uint32_t index, uint32_t light)
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{
const PalEntry &color = GPalette.BaseColors[index];
uint32_t red = color.r;
uint32_t green = color.g;
uint32_t blue = color.b;
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red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
return 0xff000000 | (red << 16) | (green << 8) | blue;
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}
// Calculates a ARGB8 color for the given palette index, light multiplier and dynamic colormap
FORCEINLINE static uint32_t shade_pal_index(uint32_t index, uint32_t light, const ShadeConstants &constants)
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{
const PalEntry &color = GPalette.BaseColors[index];
uint32_t alpha = color.d & 0xff000000;
uint32_t red = color.r;
uint32_t green = color.g;
uint32_t blue = color.b;
if (constants.simple_shade)
{
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
}
else
{
uint32_t inv_light = 256 - light;
uint32_t inv_desaturate = 256 - constants.desaturate;
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uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
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red = (red * inv_desaturate + intensity) / 256;
green = (green * inv_desaturate + intensity) / 256;
blue = (blue * inv_desaturate + intensity) / 256;
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red = (constants.fade_red * inv_light + red * light) / 256;
green = (constants.fade_green * inv_light + green * light) / 256;
blue = (constants.fade_blue * inv_light + blue * light) / 256;
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red = (red * constants.light_red) / 256;
green = (green * constants.light_green) / 256;
blue = (blue * constants.light_blue) / 256;
}
return alpha | (red << 16) | (green << 8) | blue;
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}
FORCEINLINE static uint32_t shade_bgra_simple(uint32_t color, uint32_t light)
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{
uint32_t red = RPART(color) * light / 256;
uint32_t green = GPART(color) * light / 256;
uint32_t blue = BPART(color) * light / 256;
return 0xff000000 | (red << 16) | (green << 8) | blue;
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}
FORCEINLINE static uint32_t shade_bgra(uint32_t color, uint32_t light, const ShadeConstants &constants)
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{
uint32_t alpha = color & 0xff000000;
uint32_t red = (color >> 16) & 0xff;
uint32_t green = (color >> 8) & 0xff;
uint32_t blue = color & 0xff;
if (constants.simple_shade)
{
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
}
else
{
uint32_t inv_light = 256 - light;
uint32_t inv_desaturate = 256 - constants.desaturate;
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uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
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red = (red * inv_desaturate + intensity) / 256;
green = (green * inv_desaturate + intensity) / 256;
blue = (blue * inv_desaturate + intensity) / 256;
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red = (constants.fade_red * inv_light + red * light) / 256;
green = (constants.fade_green * inv_light + green * light) / 256;
blue = (constants.fade_blue * inv_light + blue * light) / 256;
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red = (red * constants.light_red) / 256;
green = (green * constants.light_green) / 256;
blue = (blue * constants.light_blue) / 256;
}
return alpha | (red << 16) | (green << 8) | blue;
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}
};
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}
#endif