2017-03-21 13:12:19 +00:00
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/*
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** Projected triangle drawer
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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 "screen_triangle.h"
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template<typename BlendT, typename SamplerT>
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class TriScreenDrawer8
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{
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public:
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static void Execute(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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int numSpans = thread->NumFullSpans;
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auto fullSpans = thread->FullSpans;
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int numBlocks = thread->NumPartialBlocks;
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auto partialBlocks = thread->PartialBlocks;
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int startX = thread->StartX;
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int startY = thread->StartY;
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auto flags = args->uniforms->flags;
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bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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auto colormaps = args->colormaps;
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uint32_t srcalpha = args->uniforms->srcalpha;
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uint32_t destalpha = args->uniforms->destalpha;
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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ScreenTriangleStepVariables start;
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
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}
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// Output
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uint8_t * RESTRICT destOrg = args->dest;
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int pitch = args->pitch;
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// Light
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uint32_t light = args->uniforms->light;
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float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
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float globVis = args->uniforms->globvis * (1.0f / 32.0f);
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// Sampling stuff
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uint32_t color = args->uniforms->color;
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const uint8_t * RESTRICT translation = args->translation;
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const uint8_t * RESTRICT texPixels = args->texturePixels;
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uint32_t texWidth = args->textureWidth;
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uint32_t texHeight = args->textureHeight;
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for (int i = 0; i < numSpans; i++)
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{
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const auto &span = fullSpans[i];
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uint8_t *dest = destOrg + span.X + span.Y * pitch;
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int width = span.Length;
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int height = 8;
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
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for (int y = 0; y < height; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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for (int x = 0; x < width; x++)
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{
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blockPosX.W += gradientX.W * 8;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] += gradientX.Varying[j] * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingStep[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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{
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int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
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varyingStep[j] = (nextPos - varyingPos[j]) / 8;
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}
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int ix = 0; ix < 8; ix++)
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{
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int lightshade = lightpos >> 8;
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uint8_t bgcolor = dest[x * 8 + ix];
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uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation);
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dest[x * 8 + ix] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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lightpos += lightstep;
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}
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}
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blockPosY.W += gradientY.W;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] += gradientY.Varying[j];
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dest += pitch;
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}
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}
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for (int i = 0; i < numBlocks; i++)
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{
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const auto &block = partialBlocks[i];
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
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uint8_t *dest = destOrg + block.X + block.Y * pitch;
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uint32_t mask0 = block.Mask0;
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uint32_t mask1 = block.Mask1;
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// mask0 loop:
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for (int y = 0; y < 4; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
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fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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blockPosX.W += gradientX.W * 8;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] += gradientX.Varying[j] * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingStep[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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{
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int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
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varyingStep[j] = (nextPos - varyingPos[j]) / 8;
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}
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int x = 0; x < 8; x++)
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{
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if (mask0 & (1 << 31))
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{
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int lightshade = lightpos >> 8;
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uint8_t bgcolor = dest[x];
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uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation);
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dest[x] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha);
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}
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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lightpos += lightstep;
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mask0 <<= 1;
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}
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blockPosY.W += gradientY.W;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] += gradientY.Varying[j];
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dest += pitch;
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}
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// mask1 loop:
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for (int y = 0; y < 4; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
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fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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blockPosX.W += gradientX.W * 8;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] += gradientX.Varying[j] * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingStep[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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{
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int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
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varyingStep[j] = (nextPos - varyingPos[j]) / 8;
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}
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int x = 0; x < 8; x++)
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{
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if (mask1 & (1 << 31))
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{
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int lightshade = lightpos >> 8;
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uint8_t bgcolor = dest[x];
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uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation);
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dest[x] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha);
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}
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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lightpos += lightstep;
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mask1 <<= 1;
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}
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blockPosY.W += gradientY.W;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] += gradientY.Varying[j];
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dest += pitch;
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}
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}
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}
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private:
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2017-03-21 13:28:31 +00:00
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FORCEINLINE static unsigned int Sample(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, uint32_t color, const uint8_t *translation)
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2017-03-21 13:12:19 +00:00
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{
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using namespace TriScreenDrawerModes;
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uint8_t texel;
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if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Fill)
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{
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return color;
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}
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else if (SamplerT::Mode == (int)Samplers::Translated)
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{
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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return translation[texPixels[texelX * texHeight + texelY]];
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}
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else
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{
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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texel = texPixels[texelX * texHeight + texelY];
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}
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if (SamplerT::Mode == (int)Samplers::Skycap)
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{
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/*
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int start_fade = 2; // How fast it should fade out
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int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
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int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
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int a = MIN(alpha_top, alpha_bottom);
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int inv_a = 256 - a;
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uint32_t r = RPART(texel);
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uint32_t g = GPART(texel);
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uint32_t b = BPART(texel);
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uint32_t fg_a = APART(texel);
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uint32_t bg_red = RPART(color);
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uint32_t bg_green = GPART(color);
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uint32_t bg_blue = BPART(color);
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r = (r * a + bg_red * inv_a + 127) >> 8;
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g = (g * a + bg_green * inv_a + 127) >> 8;
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b = (b * a + bg_blue * inv_a + 127) >> 8;
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return MAKEARGB(fg_a, r, g, b);
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|
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|
*/
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|
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|
return texel;
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|
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|
}
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|
|
|
else
|
|
|
|
{
|
|
|
|
return texel;
|
|
|
|
}
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|
|
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}
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|
|
|
|
|
|
|
FORCEINLINE static uint8_t ShadeAndBlend(uint8_t fgcolor, uint8_t bgcolor, uint32_t lightshade, const uint8_t *colormaps, uint32_t srcalpha, uint32_t destalpha)
|
|
|
|
{
|
|
|
|
using namespace TriScreenDrawerModes;
|
|
|
|
|
|
|
|
lightshade = ((256 - lightshade) * (NUMCOLORMAPS - 1) + (NUMCOLORMAPS - 1) / 2) / 256;
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|
|
|
uint8_t shadedfg = colormaps[lightshade * 256 + fgcolor];
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|
|
|
|
|
|
|
if (BlendT::Mode == (int)BlendModes::Opaque)
|
|
|
|
{
|
|
|
|
return shadedfg;
|
|
|
|
}
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|
|
|
else if (BlendT::Mode == (int)BlendModes::Masked)
|
|
|
|
{
|
|
|
|
return (fgcolor != 0) ? shadedfg : bgcolor;
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|
|
|
}
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|
|
|
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
|
|
|
{
|
|
|
|
return (fgcolor != 0) ? shadedfg : bgcolor;
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|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
return (fgcolor != 0) ? shadedfg : bgcolor;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
|
|
|
{
|
|
|
|
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
|
|
|
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
|
|
|
return top / bottom;
|
|
|
|
}
|
|
|
|
|
|
|
|
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
|
|
|
{
|
|
|
|
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
|
|
|
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
|
|
|
return top / bottom;
|
|
|
|
}
|
|
|
|
};
|