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https://github.com/ZDoom/gzdoom-gles.git
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Toying with stencils
This commit is contained in:
parent
204d09efde
commit
049ceecca5
4 changed files with 262 additions and 48 deletions
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@ -51,7 +51,6 @@ void RenderPolyBsp::Render()
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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PvsSectors.clear();
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SectorSpriteRanges.clear();
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ScreenSprites.clear();
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PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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@ -76,10 +75,8 @@ void RenderPolyBsp::Render()
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else
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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skydome.Render(worldToClip);
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// Render back to front (we don't have a zbuffer at the moment, sniff!):
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if (!r_debug_cull)
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// Render front to back using the stencil buffer
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if (r_debug_cull)
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{
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for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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@ -90,6 +87,8 @@ void RenderPolyBsp::Render()
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RenderSubsector(*it);
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}
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skydome.Render(worldToClip);
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RenderPlayerSprites();
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DrawerCommandQueue::WaitForWorkers();
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RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
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@ -138,7 +137,7 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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FTextureID floorpicnum = frontsector->GetTexture(sector_t::floor);
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FTexture *floortex = TexMan(floorpicnum);
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if (floortex->UseType != FTexture::TEX_Null && floorpicnum != skyflatnum)
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if (floortex->UseType != FTexture::TEX_Null)
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{
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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@ -158,12 +157,16 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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else if (fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, floortex);
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bool isSky = floorpicnum == skyflatnum;
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if (!isSky)
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, floortex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, isSky ? 255 : 254);
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}
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FTextureID ceilpicnum = frontsector->GetTexture(sector_t::ceiling);
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FTexture *ceiltex = TexMan(ceilpicnum);
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if (ceiltex->UseType != FTexture::TEX_Null && ceilpicnum != skyflatnum)
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if (ceiltex->UseType != FTexture::TEX_Null)
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{
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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@ -183,7 +186,11 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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else if (fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, ceiltex);
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bool isSky = ceilpicnum == skyflatnum;
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if (!isSky)
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, ceiltex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, isSky ? 255 : 254);
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}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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@ -272,23 +279,25 @@ void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && !bothSkyCeiling && line->sidedef)
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
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wall.TopZ = topceilz1;
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wall.BottomZ = topfloorz1;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::top;
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wall.IsSky = bothSkyCeiling;
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wall.Render(worldToClip);
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}
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && !bothSkyFloor && line->sidedef)
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
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wall.TopZ = bottomceilz1;
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wall.BottomZ = bottomfloorz2;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::bottom;
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wall.IsSky = bothSkyFloor;
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wall.Render(worldToClip);
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}
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@ -419,7 +428,7 @@ void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub)
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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uniforms.flags = 0;
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex);
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 254);
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}
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void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub)
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@ -1067,7 +1076,10 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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uniforms.flags = 0;
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex);
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if (!IsSky)
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, IsSky ? 255 : 254);
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}
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FTexture *RenderPolyWall::GetTexture()
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@ -1395,7 +1407,7 @@ void PolySkyDome::CreateDome()
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void PolySkyDome::RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row)
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{
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PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex);
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PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex, 255);
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}
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void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap)
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@ -1403,7 +1415,7 @@ void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skyte
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uint32_t solid = skytex->GetSkyCapColor(bottomCap);
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if (!r_swtruecolor)
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solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
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PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid);
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PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid, 255);
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}
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void PolySkyDome::Render(const TriMatrix &worldToClip)
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@ -175,6 +175,7 @@ public:
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double UnpeggedCeil = 0.0;
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FSWColormap *Colormap = nullptr;
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bool Masked = false;
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bool IsSky = false;
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private:
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FTexture *GetTexture();
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@ -40,31 +40,39 @@
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#include <immintrin.h>
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#endif
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void PolyTriangleDrawer::draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture)
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void PolyTriangleDrawer::draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture, int stenciltestvalue)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, (const uint8_t*)texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight(), 0);
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, (const uint8_t*)texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight(), 0, stenciltestvalue, stenciltestvalue);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture->GetPixels(), texture->GetWidth(), texture->GetHeight(), 0, nullptr, &ScreenPolyTriangleDrawer::draw);
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture->GetPixels(), texture->GetWidth(), texture->GetHeight(), 0, stenciltestvalue, stenciltestvalue, nullptr, &ScreenPolyTriangleDrawer::draw);
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}
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void PolyTriangleDrawer::fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor)
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void PolyTriangleDrawer::fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor, int stenciltestvalue)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor);
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, stenciltestvalue, stenciltestvalue);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, nullptr, &ScreenPolyTriangleDrawer::fill);
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, stenciltestvalue, stenciltestvalue, nullptr, &ScreenPolyTriangleDrawer::fill);
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}
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void PolyTriangleDrawer::queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor)
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void PolyTriangleDrawer::stencil(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int stenciltestvalue, int stencilwritevalue)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, 0xbeef, stenciltestvalue, stencilwritevalue);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, 0, stenciltestvalue, stencilwritevalue, nullptr, &ScreenPolyTriangleDrawer::stencil);
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}
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void PolyTriangleDrawer::queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue)
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{
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if (clipright < clipleft || clipleft < 0 || clipright > MAXWIDTH || clipbottom < cliptop || cliptop < 0 || clipbottom > MAXHEIGHT)
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return;
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DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texturePixels, textureWidth, textureHeight, solidcolor);
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DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texturePixels, textureWidth, textureHeight, solidcolor, stenciltestvalue, stencilwritevalue);
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}
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void PolyTriangleDrawer::draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *))
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void PolyTriangleDrawer::draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *))
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{
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if (vcount < 3)
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return;
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@ -81,6 +89,11 @@ void PolyTriangleDrawer::draw_arrays(const TriUniforms &uniforms, const TriVerte
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args.textureHeight = textureHeight;
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args.solidcolor = solidcolor;
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args.uniforms = &uniforms;
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args.stencilTestValue = stenciltestvalue;
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args.stencilWriteValue = stencilwritevalue;
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args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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TriVertex vert[3];
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if (mode == TriangleDrawMode::Normal)
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@ -677,6 +690,158 @@ void ScreenPolyTriangleDrawer::fill(const ScreenPolyTriangleDrawerArgs *args, Dr
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}
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}
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void ScreenPolyTriangleDrawer::stencil(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread)
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{
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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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int clipleft = args->clipleft;
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int clipright = args->clipright;
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int cliptop = args->cliptop;
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int clipbottom = args->clipbottom;
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int solidcolor = args->solidcolor;
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uint8_t *stencilValues = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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int stencilPitch = args->stencilPitch;
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uint8_t stencilTestValue = args->stencilTestValue;
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uint8_t stencilWriteValue = args->stencilWriteValue;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, cliptop);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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if (minx >= maxx || miny >= maxy)
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return;
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Loop through blocks
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for (int y = miny; y < maxy; y += q)
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{
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// Is this row of blocks done by this thread?
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if (thread && thread->skipped_by_thread(y / q)) continue;
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0) continue;
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// Check if block needs clipping
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bool clipneeded = clipleft > x || clipright < (x + q) || cliptop > y || clipbottom < (y + q);
|
||||
|
||||
PolyStencilBlock stencil(x / 8 + y / 8 * stencilPitch, stencilValues, stencilMasks);
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xF && b == 0xF && c == 0xF && !clipneeded && stencil.IsSingleValue())
|
||||
{
|
||||
// Reject whole block if the stencil test fails
|
||||
if (stencil.Get(0, 0) != stencilTestValue)
|
||||
continue;
|
||||
stencil.Clear(stencilWriteValue);
|
||||
}
|
||||
else // Partially covered block
|
||||
{
|
||||
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
||||
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
||||
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
||||
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool visible = (ix + x >= clipleft) && (ix + x < clipright) && (cliptop <= y + iy) && (clipbottom > y + iy);
|
||||
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible && stencil.Get(ix, iy) == stencilTestValue)
|
||||
{
|
||||
stencil.Set(ix, iy, stencilWriteValue);
|
||||
}
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread)
|
||||
{
|
||||
uint32_t *dest = (uint32_t *)args->dest;
|
||||
|
@ -692,6 +857,10 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
int textureWidth = args->textureWidth;
|
||||
int textureHeight = args->textureHeight;
|
||||
uint32_t light = args->uniforms->light;
|
||||
uint8_t *stencilValues = args->stencilValues;
|
||||
uint32_t *stencilMasks = args->stencilMasks;
|
||||
int stencilPitch = args->stencilPitch;
|
||||
uint8_t stencilTestValue = args->stencilTestValue;
|
||||
|
||||
// 28.4 fixed-point coordinates
|
||||
const int Y1 = (int)round(16.0f * v1.y);
|
||||
|
@ -831,9 +1000,15 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
|
||||
uint32_t *buffer = dest;
|
||||
|
||||
PolyStencilBlock stencil(x / 8 + y / 8 * stencilPitch, stencilValues, stencilMasks);
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xF && b == 0xF && c == 0xF && !clipneeded)
|
||||
if (a == 0xF && b == 0xF && c == 0xF && !clipneeded && stencil.IsSingleValue())
|
||||
{
|
||||
// Reject whole block if the stencil test fails
|
||||
if (stencil.Get(0, 0) != stencilTestValue)
|
||||
continue;
|
||||
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
uint32_t varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
||||
|
@ -922,11 +1097,11 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
varyingStep[i] = (uint32_t)(step * 0x100000000LL);
|
||||
}
|
||||
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool visible = ix >= clipleft && ix < clipright && (cliptop <= y + iy) && (clipbottom > y + iy);
|
||||
bool visible = (ix + x >= clipleft) && (ix + x < clipright) && (cliptop <= y + iy) && (clipbottom > y + iy);
|
||||
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible && stencil.Get(ix, iy) == stencilTestValue)
|
||||
{
|
||||
uint32_t ufrac = varying[0];
|
||||
uint32_t vfrac = varying[1];
|
||||
|
@ -942,7 +1117,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
uint32_t fg_alpha = APART(fg);
|
||||
|
||||
if (fg_alpha > 127)
|
||||
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
|
||||
buffer[ix + x] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
|
@ -976,6 +1151,10 @@ void ScreenPolyTriangleDrawer::fill32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
int cliptop = args->cliptop;
|
||||
int clipbottom = args->clipbottom;
|
||||
int solidcolor = args->solidcolor;
|
||||
uint8_t *stencilValues = args->stencilValues;
|
||||
uint32_t *stencilMasks = args->stencilMasks;
|
||||
int stencilPitch = args->stencilPitch;
|
||||
uint8_t stencilTestValue = args->stencilTestValue;
|
||||
|
||||
// 28.4 fixed-point coordinates
|
||||
const int Y1 = (int)round(16.0f * v1.y);
|
||||
|
@ -1072,9 +1251,15 @@ void ScreenPolyTriangleDrawer::fill32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
|
||||
uint32_t *buffer = dest;
|
||||
|
||||
PolyStencilBlock stencil(x / 8 + y / 8 * stencilPitch, stencilValues, stencilMasks);
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xF && b == 0xF && c == 0xF && !clipneeded)
|
||||
if (a == 0xF && b == 0xF && c == 0xF && !clipneeded && stencil.IsSingleValue())
|
||||
{
|
||||
// Reject whole block if the stencil test fails
|
||||
if (stencil.Get(0, 0) != stencilTestValue)
|
||||
continue;
|
||||
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
|
@ -1097,13 +1282,13 @@ void ScreenPolyTriangleDrawer::fill32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool visible = ix >= clipleft && ix < clipright && (cliptop <= y + iy) && (clipbottom > y + iy);
|
||||
bool visible = (ix + x >= clipleft) && (ix + x < clipright) && (cliptop <= y + iy) && (clipbottom > y + iy);
|
||||
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible && stencil.Get(ix, iy) == stencilTestValue)
|
||||
{
|
||||
buffer[ix] = solidcolor;
|
||||
buffer[ix + x] = solidcolor;
|
||||
}
|
||||
|
||||
CX1 -= FDY12;
|
||||
|
@ -1138,8 +1323,8 @@ float ScreenPolyTriangleDrawer::grady(float x0, float y0, float x1, float y1, fl
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor)
|
||||
: uniforms(uniforms), vinput(vinput), vcount(vcount), mode(mode), ccw(ccw), clipleft(clipleft), clipright(clipright), cliptop(cliptop), clipbottom(clipbottom), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight), solidcolor(solidcolor)
|
||||
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue)
|
||||
: uniforms(uniforms), vinput(vinput), vcount(vcount), mode(mode), ccw(ccw), clipleft(clipleft), clipright(clipright), cliptop(cliptop), clipbottom(clipbottom), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight), solidcolor(solidcolor), stenciltestvalue(stenciltestvalue), stencilwritevalue(stencilwritevalue)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -1149,7 +1334,8 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
|
|||
uniforms, vinput, vcount, mode, ccw,
|
||||
clipleft, clipright, cliptop, clipbottom,
|
||||
texturePixels, textureWidth, textureHeight, solidcolor,
|
||||
thread, texturePixels ? ScreenPolyTriangleDrawer::draw32 : ScreenPolyTriangleDrawer::fill32);
|
||||
stenciltestvalue, stencilwritevalue,
|
||||
thread, texturePixels ? ScreenPolyTriangleDrawer::draw32 : solidcolor != 0xbeef ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::stencil);
|
||||
}
|
||||
|
||||
FString DrawPolyTrianglesCommand::DebugInfo()
|
||||
|
|
|
@ -31,17 +31,18 @@ struct ScreenPolyTriangleDrawerArgs;
|
|||
class PolyTriangleDrawer
|
||||
{
|
||||
public:
|
||||
static void draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture);
|
||||
static void fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor);
|
||||
static void draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture, int stenciltestvalue);
|
||||
static void fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor, int stenciltestvalue);
|
||||
static void stencil(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int stenciltestvalue, int stencilwritevalue);
|
||||
|
||||
private:
|
||||
static TriVertex shade_vertex(const TriUniforms &uniforms, TriVertex v);
|
||||
static void draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
|
||||
static void draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
|
||||
static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
|
||||
static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
|
||||
static void clipedge(const TriVertex *verts, TriVertex *clippedvert, int &numclipvert);
|
||||
|
||||
static void queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor);
|
||||
static void queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue);
|
||||
|
||||
enum { max_additional_vertices = 16 };
|
||||
|
||||
|
@ -75,16 +76,14 @@ public:
|
|||
int leveloffset = 0;
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
int iy = i + 3;
|
||||
|
||||
x >>= 1;
|
||||
y >>= 1;
|
||||
|
||||
bool same =
|
||||
Values[(x << i) + (y << iy)] != value ||
|
||||
Values[((x + 1) << i) + (y << iy)] != value ||
|
||||
Values[(x << i) + ((y + 1) << iy)] != value ||
|
||||
Values[((x + 1) << i) + ((y + 1) << iy)] != value;
|
||||
Values[(x << i) + (y << i) * 8] != value ||
|
||||
Values[((x + 1) << i) + (y << i) * 8] != value ||
|
||||
Values[(x << i) + ((y + 1) << i) * 8] != value ||
|
||||
Values[((x + 1) << i) + ((y + 1) << i) * 8] != value;
|
||||
|
||||
int levelbit = 1 << (leveloffset + x + y * (8 >> i));
|
||||
|
||||
|
@ -92,6 +91,8 @@ public:
|
|||
ValueMask = ValueMask & ~levelbit;
|
||||
else
|
||||
ValueMask = ValueMask | levelbit;
|
||||
|
||||
leveloffset += (8 >> leveloffset) * (8 >> leveloffset);
|
||||
}
|
||||
|
||||
if (Values[0] != value || Values[4] != value || Values[4 * 8] != value || Values[4 * 8 + 4] != value)
|
||||
|
@ -114,6 +115,11 @@ public:
|
|||
ValueMask = 0xffffffff;
|
||||
}
|
||||
|
||||
bool IsSingleValue() const
|
||||
{
|
||||
return ValueMask == 0xffffffff;
|
||||
}
|
||||
|
||||
private:
|
||||
uint8_t *Values; // [8 * 8];
|
||||
uint32_t &ValueMask; // 4 * 4 + 2 * 2 + 1 bits indicating is Values are the same
|
||||
|
@ -175,6 +181,11 @@ struct ScreenPolyTriangleDrawerArgs
|
|||
int textureHeight;
|
||||
int solidcolor;
|
||||
const TriUniforms *uniforms;
|
||||
uint8_t *stencilValues;
|
||||
uint32_t *stencilMasks;
|
||||
int stencilPitch;
|
||||
uint8_t stencilTestValue;
|
||||
uint8_t stencilWriteValue;
|
||||
};
|
||||
|
||||
class ScreenPolyTriangleDrawer
|
||||
|
@ -183,6 +194,8 @@ public:
|
|||
static void draw(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
static void fill(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
|
||||
static void stencil(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
|
||||
static void draw32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
static void fill32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
|
||||
|
@ -194,7 +207,7 @@ private:
|
|||
class DrawPolyTrianglesCommand : public DrawerCommand
|
||||
{
|
||||
public:
|
||||
DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor);
|
||||
DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
FString DebugInfo() override;
|
||||
|
@ -213,6 +226,8 @@ private:
|
|||
int textureWidth;
|
||||
int textureHeight;
|
||||
int solidcolor;
|
||||
int stenciltestvalue;
|
||||
int stencilwritevalue;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue