Implement warp effect

This commit is contained in:
Magnus Norddahl 2020-03-24 17:49:21 +01:00
parent cb6514cc05
commit 175b697ba2
2 changed files with 47 additions and 2 deletions

View file

@ -280,6 +280,11 @@ void PolyRenderState::Apply()
mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, false); mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, false);
} }
if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
else
mStreamData.timer = 0.0f;
PolyPushConstants constants; PolyPushConstants constants;
constants.uFogEnabled = fogset; constants.uFogEnabled = fogset;
constants.uTextureMode = mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode; constants.uTextureMode = mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;

View file

@ -407,6 +407,33 @@ static void WriteVaryingWrap(float pos, float step, int x0, int x1, const float*
} }
#endif #endif
static void WriteVaryingWarp1(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread)
{
float pi2 = 3.14159265358979323846f * 2.0f;
float timer = thread->mainVertexShader.Data.timer * 0.125f;
const float* w = thread->scanline.W;
uint16_t* scanlineU = thread->scanline.U;
uint16_t* scanlineV = thread->scanline.V;
for (int x = x0; x < x1; x++)
{
float u = posU * w[x];
float v = posV * w[x];
v += sin(pi2 * (u + timer)) * 0.1f;
u += sin(pi2 * (v + timer)) * 0.1f;
u = u - std::floor(u);
v = v - std::floor(v);
scanlineU[x] = static_cast<uint32_t>(static_cast<int32_t>(u * static_cast<float>(0x1000'0000)) << 4) >> 16;
scanlineV[x] = static_cast<uint32_t>(static_cast<int32_t>(v * static_cast<float>(0x1000'0000)) << 4) >> 16;
posU += stepU;
posV += stepV;
}
}
#ifdef NO_SSE #ifdef NO_SSE
static void WriteVaryingColor(float pos, float step, int x0, int x1, const float* w, uint8_t* varying) static void WriteVaryingColor(float pos, float step, int x0, int x1, const float* w, uint8_t* varying)
{ {
@ -448,8 +475,21 @@ void WriteVaryings(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyT
float startX = x0 + (0.5f - args->v1->x); float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y); float startY = y + (0.5f - args->v1->y);
WriteVaryingWrap(args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY, args->gradientX.U, x0, x1, thread->scanline.W, thread->scanline.U); if (thread->EffectState == SHADER_Warp1 || thread->EffectState == SHADER_Warp2)
WriteVaryingWrap(args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY, args->gradientX.V, x0, x1, thread->scanline.W, thread->scanline.V); {
WriteVaryingWarp1(
args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY,
args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY,
args->gradientX.U,
args->gradientX.V,
x0, x1,
thread);
}
else
{
WriteVaryingWrap(args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY, args->gradientX.U, x0, x1, thread->scanline.W, thread->scanline.U);
WriteVaryingWrap(args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY, args->gradientX.V, x0, x1, thread->scanline.W, thread->scanline.V);
}
WriteVarying(args->v1->worldX * args->v1->w + args->gradientX.WorldX * startX + args->gradientY.WorldX * startY, args->gradientX.WorldX, x0, x1, thread->scanline.W, thread->scanline.WorldX); WriteVarying(args->v1->worldX * args->v1->w + args->gradientX.WorldX * startX + args->gradientY.WorldX * startY, args->gradientX.WorldX, x0, x1, thread->scanline.W, thread->scanline.WorldX);
WriteVarying(args->v1->worldY * args->v1->w + args->gradientX.WorldY * startX + args->gradientY.WorldY * startY, args->gradientX.WorldY, x0, x1, thread->scanline.W, thread->scanline.WorldY); WriteVarying(args->v1->worldY * args->v1->w + args->gradientX.WorldY * startX + args->gradientY.WorldY * startY, args->gradientX.WorldY, x0, x1, thread->scanline.W, thread->scanline.WorldY);
WriteVarying(args->v1->worldZ * args->v1->w + args->gradientX.WorldZ * startX + args->gradientY.WorldZ * startY, args->gradientX.WorldZ, x0, x1, thread->scanline.W, thread->scanline.WorldZ); WriteVarying(args->v1->worldZ * args->v1->w + args->gradientX.WorldZ * startX + args->gradientY.WorldZ * startY, args->gradientX.WorldZ, x0, x1, thread->scanline.W, thread->scanline.WorldZ);