gzdoom-gles/src/swrenderer/drawers/r_draw_wall32.h

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/*
** Drawer commands for walls
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_walldrawer.h"
namespace swrenderer
{
namespace DrawWall32TModes
{
enum class WallBlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp };
struct OpaqueWall { static const int Mode = (int)WallBlendModes::Opaque; };
struct MaskedWall { static const int Mode = (int)WallBlendModes::Masked; };
struct AddClampWall { static const int Mode = (int)WallBlendModes::AddClamp; };
struct SubClampWall { static const int Mode = (int)WallBlendModes::SubClamp; };
struct RevSubClampWall { static const int Mode = (int)WallBlendModes::RevSubClamp; };
enum class FilterModes { Nearest, Linear };
struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
enum class ShadeMode { Simple, Advanced };
struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
}
template<typename BlendT>
class DrawWall32T : public DrawerCommand
{
protected:
WallDrawerArgs args;
public:
DrawWall32T(const WallDrawerArgs &drawerargs) : args(drawerargs) { }
void Execute(DrawerThread *thread) override
{
using namespace DrawWall32TModes;
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
bool is_nearest_filter = (source2 == nullptr);
auto shade_constants = args.ColormapConstants();
if (shade_constants.simple_shade)
{
if (is_nearest_filter)
Loop<SimpleShade, NearestFilter>(thread, shade_constants);
else
Loop<SimpleShade, LinearFilter>(thread, shade_constants);
}
else
{
if (is_nearest_filter)
Loop<AdvancedShade, NearestFilter>(thread, shade_constants);
else
Loop<AdvancedShade, LinearFilter>(thread, shade_constants);
}
}
template<typename ShadeModeT, typename FilterModeT>
FORCEINLINE void Loop(DrawerThread *thread, ShadeConstants shade_constants)
{
using namespace DrawWall32TModes;
const uint32_t *source = (const uint32_t*)args.TexturePixels();
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
int textureheight = args.TextureHeight();
uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
// Shade constants
uint32_t light = 256 - (args.Light() >> (FRACBITS - 8));
uint32_t inv_light = 256 - light;
int inv_desaturate;
BgraColor shade_fade, shade_light;
int desaturate;
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
{
inv_desaturate = 256 - shade_constants.desaturate;
shade_fade.r = shade_constants.fade_red * inv_light;
shade_fade.g = shade_constants.fade_green * inv_light;
shade_fade.b = shade_constants.fade_blue * inv_light;
shade_light.r = shade_constants.light_red;
shade_light.g = shade_constants.light_green;
shade_light.b = shade_constants.light_blue;
desaturate = shade_constants.desaturate;
}
else
{
inv_desaturate = 0;
shade_fade.r = 0;
shade_fade.g = 0;
shade_fade.b = 0;
shade_light.r = 0;
shade_light.g = 0;
shade_light.b = 0;
desaturate = 0;
}
int count = args.Count();
int pitch = args.Viewport()->RenderTarget->GetPitch();
uint32_t fracstep = args.TextureVStep();
uint32_t frac = args.TextureVPos();
uint32_t texturefracx = args.TextureUPos();
uint32_t *dest = (uint32_t*)args.Dest();
int dest_y = args.DestY();
auto lights = args.dc_lights;
auto num_lights = args.dc_num_lights;
float viewpos_z = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y);
float step_viewpos_z = args.dc_viewpos_step.Z * thread->num_cores;
count = thread->count_for_thread(dest_y, count);
if (count <= 0) return;
frac += thread->skipped_by_thread(dest_y) * fracstep;
dest = thread->dest_for_thread(dest_y, pitch, dest);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
if (FilterModeT::Mode == (int)FilterModes::Linear)
{
frac -= one / 2;
}
uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
for (int index = 0; index < count; index++)
{
BgraColor bgcolor;
if (BlendT::Mode != (int)WallBlendModes::Opaque)
{
bgcolor = *dest;
}
else
{
bgcolor = 0;
}
uint32_t ifgcolor = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
BgraColor fgcolor = Shade<ShadeModeT>(ifgcolor, light, desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
BgraColor outcolor = Blend(fgcolor, bgcolor, ifgcolor, srcalpha, destalpha);
*dest = outcolor;
dest += pitch;
frac += fracstep;
viewpos_z += step_viewpos_z;
}
}
template<typename FilterModeT>
FORCEINLINE BgraColor Sample(uint32_t frac, const uint32_t *source, const uint32_t *source2, int textureheight, uint32_t one, uint32_t texturefracx)
{
using namespace DrawWall32TModes;
if (FilterModeT::Mode == (int)FilterModes::Nearest)
{
int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
return source[sample_index];
}
else
{
unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
unsigned int y0 = frac_y0 >> FRACBITS;
unsigned int y1 = frac_y1 >> FRACBITS;
unsigned int p00 = source[y0];
unsigned int p01 = source[y1];
unsigned int p10 = source2[y0];
unsigned int p11 = source2[y1];
unsigned int inv_b = texturefracx;
unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
unsigned int a = 16 - inv_a;
unsigned int b = 16 - inv_b;
BgraColor result;
result.r = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
result.g = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
result.b = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
result.a = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
return result;
}
}
template<typename ShadeModeT>
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)
{
using namespace DrawWall32TModes;
BgraColor material = fgcolor;
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
{
fgcolor.r = (fgcolor.r * light) >> 8;
fgcolor.g = (fgcolor.g * light) >> 8;
fgcolor.b = (fgcolor.b * light) >> 8;
}
else
{
uint32_t intensity = ((fgcolor.r * 77 + fgcolor.g * 143 + fgcolor.b * 37) >> 8) * desaturate;
fgcolor.r = (((shade_fade.r + ((fgcolor.r * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.r) >> 8;
fgcolor.g = (((shade_fade.g + ((fgcolor.g * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.g) >> 8;
fgcolor.b = (((shade_fade.b + ((fgcolor.b * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.b) >> 8;
}
return AddLights(material, fgcolor, lights, num_lights, viewpos_z);
}
FORCEINLINE BgraColor AddLights(BgraColor material, BgraColor fgcolor, const DrawerLight *lights, int num_lights, float viewpos_z)
{
using namespace DrawWall32TModes;
BgraColor lit;
lit.r = 0;
lit.g = 0;
lit.b = 0;
for (int i = 0; i != num_lights; i++)
{
float light_x = lights[i].x;
float light_y = lights[i].y;
float light_z = lights[i].z;
float light_radius = lights[i].radius;
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
float Lxy2 = light_x; // L.x*L.x + L.y*L.y
float Lz = light_z - viewpos_z;
float dist2 = Lxy2 + Lz * Lz;
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
float dist = dist2 * rcp_dist;
float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
// The simple light type
float simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
float point_attenuation = light_y * rcp_dist * distance_attenuation;
uint32_t attenuation = (int32_t)((light_y == 0.0f) ? simple_attenuation : point_attenuation);
BgraColor light_color = lights[i].color;
lit.r += (light_color.r * attenuation) >> 8;
lit.g += (light_color.g * attenuation) >> 8;
lit.b += (light_color.b * attenuation) >> 8;
}
fgcolor.r = MIN<uint32_t>(fgcolor.r + ((material.r * lit.r) >> 8), 255);
fgcolor.g = MIN<uint32_t>(fgcolor.g + ((material.g * lit.g) >> 8), 255);
fgcolor.b = MIN<uint32_t>(fgcolor.b + ((material.b * lit.b) >> 8), 255);
return fgcolor;
}
FORCEINLINE BgraColor Blend(BgraColor fgcolor, BgraColor bgcolor, unsigned int ifgcolor, uint32_t srcalpha, uint32_t destalpha)
{
using namespace DrawWall32TModes;
if (BlendT::Mode == (int)WallBlendModes::Opaque)
{
return fgcolor;
}
else if (BlendT::Mode == (int)WallBlendModes::Masked)
{
return (ifgcolor == 0) ? bgcolor : fgcolor;
}
else
{
uint32_t alpha = APART(ifgcolor);
alpha += alpha >> 7; // 255->256
uint32_t inv_alpha = 256 - alpha;
uint32_t bgalpha = (destalpha * alpha + (inv_alpha << 8) + 128) >> 8;
uint32_t fgalpha = (srcalpha * alpha + 128) >> 8;
fgcolor.r *= fgalpha;
fgcolor.g *= fgalpha;
fgcolor.b *= fgalpha;
bgcolor.r *= bgalpha;
bgcolor.g *= bgalpha;
bgcolor.b *= bgalpha;
BgraColor outcolor;
if (BlendT::Mode == (int)WallBlendModes::AddClamp)
{
outcolor.r = MIN<uint32_t>((fgcolor.r + bgcolor.r) >> 8, 255);
outcolor.g = MIN<uint32_t>((fgcolor.g + bgcolor.g) >> 8, 255);
outcolor.b = MIN<uint32_t>((fgcolor.b + bgcolor.b) >> 8, 255);
}
else if (BlendT::Mode == (int)WallBlendModes::SubClamp)
{
outcolor.r = MAX(int32_t(fgcolor.r - bgcolor.r) >> 8, 0);
outcolor.g = MAX(int32_t(fgcolor.g - bgcolor.g) >> 8, 0);
outcolor.b = MAX(int32_t(fgcolor.b - bgcolor.b) >> 8, 0);
}
else if (BlendT::Mode == (int)WallBlendModes::RevSubClamp)
{
outcolor.r = MAX(int32_t(bgcolor.r - fgcolor.r) >> 8, 0);
outcolor.g = MAX(int32_t(bgcolor.g - fgcolor.g) >> 8, 0);
outcolor.b = MAX(int32_t(bgcolor.b - fgcolor.b) >> 8, 0);
}
outcolor.a = 255;
return outcolor;
}
}
FString DebugInfo() override { return "DrawWall32T"; }
};
typedef DrawWall32T<DrawWall32TModes::OpaqueWall> DrawWall32Command;
typedef DrawWall32T<DrawWall32TModes::MaskedWall> DrawWallMasked32Command;
typedef DrawWall32T<DrawWall32TModes::AddClampWall> DrawWallAddClamp32Command;
typedef DrawWall32T<DrawWall32TModes::SubClampWall> DrawWallSubClamp32Command;
typedef DrawWall32T<DrawWall32TModes::RevSubClampWall> DrawWallRevSubClamp32Command;
}