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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 15:32:57 +00:00
Change shaded blend mode use srcalpha and destalpha.
Fix blending error in add/sub/revsub
This commit is contained in:
parent
144c7f4139
commit
2ba2dc7611
6 changed files with 68 additions and 69 deletions
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@ -107,18 +107,27 @@ SSAVec4i DrawerCodegen::blend_copy(SSAVec4i fg)
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SSAVec4i DrawerCodegen::blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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SSAInt alpha = fg[3];
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alpha = alpha + (alpha >> 7); // 255 -> 256
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srcalpha = (alpha * srcalpha + 128) >> 8;
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SSAVec4i color = (fg * srcalpha + bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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SSAVec4i DrawerCodegen::blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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SSAInt alpha = fg[3];
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alpha = alpha + (alpha >> 7); // 255 -> 256
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srcalpha = (alpha * srcalpha + 128) >> 8;
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SSAVec4i color = (bg * destalpha - fg * srcalpha) / 256;
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return color.insert(3, 255);
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}
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SSAVec4i DrawerCodegen::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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SSAInt alpha = fg[3];
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alpha = alpha + (alpha >> 7); // 255 -> 256
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srcalpha = (alpha * srcalpha + 128) >> 8;
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SSAVec4i color = (fg * srcalpha - bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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@ -126,7 +135,7 @@ SSAVec4i DrawerCodegen::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha,
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SSAVec4i DrawerCodegen::blend_alpha_blend(SSAVec4i fg, SSAVec4i bg)
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{
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SSAInt alpha = fg[3];
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alpha = alpha + (alpha >> 7); // // 255 -> 256
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alpha = alpha + (alpha >> 7); // 255 -> 256
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SSAInt inv_alpha = 256 - alpha;
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SSAVec4i color = (fg * alpha + bg * inv_alpha) / 256;
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return color.insert(3, 255);
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@ -139,3 +148,15 @@ SSAInt DrawerCodegen::calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha)
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SSAInt inv_alpha = 256 - alpha;
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return (destalpha * alpha + 256 * inv_alpha + 128) >> 8;
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}
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SSAVec4i DrawerCodegen::blend_stencil(SSAVec4i stencilcolor, SSAInt fgalpha, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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fgalpha = fgalpha + (fgalpha >> 7); // 255 -> 256
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SSAInt inv_fgalpha = 256 - fgalpha;
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srcalpha = (fgalpha * srcalpha + 128) >> 8;
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destalpha = (destalpha * fgalpha + 256 * inv_fgalpha + 128) >> 8;
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SSAVec4i color = (stencilcolor * srcalpha + bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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@ -85,6 +85,7 @@ public:
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SSAVec4i blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_alpha_blend(SSAVec4i fg, SSAVec4i bg);
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SSAVec4i blend_stencil(SSAVec4i color, SSAInt fgalpha, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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// Calculates the final alpha values to be used when combined with the source texture alpha channel
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SSAInt calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha);
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@ -552,7 +552,6 @@ SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying)
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SSAInt uvoffset = upos * textureHeight + vpos;
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SSAVec4i fg;
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SSAInt alpha, inv_alpha;
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SSAVec4i output;
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switch (blendmode)
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@ -584,10 +583,7 @@ SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying)
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break;
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case TriBlendMode::Shaded:
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fg = Sample32(uvoffset);
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alpha = fg[0];
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alpha = alpha + (alpha >> 7); // 255 -> 256
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inv_alpha = 256 - alpha;
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output = blend_add(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), bg, alpha, inv_alpha);
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output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), fg[3], bg, srcalpha, destalpha);
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break;
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case TriBlendMode::TranslateCopy:
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fg = TranslateSample32(uvoffset);
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@ -667,10 +663,7 @@ SSAInt DrawTriangleCodegen::ProcessPixel8(SSAInt bg, SSAInt *varying)
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output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
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break;
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case TriBlendMode::Shaded:
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alpha = Sample8(uvoffset);
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alpha = alpha + (alpha >> 7); // 255 -> 256
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inv_alpha = 256 - alpha;
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output = ToPal8(blend_add(ToBgra(Shade8(color)), ToBgra(bg), alpha, inv_alpha));
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output = ToPal8(blend_stencil(ToBgra(Shade8(color)), Sample8(uvoffset), ToBgra(bg), srcalpha, destalpha));
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break;
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case TriBlendMode::TranslateCopy:
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output = Shade8(TranslateSample8(uvoffset));
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@ -281,7 +281,7 @@ enum class TriBlendMode
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Add, // blend_add(shade(fg), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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Sub, // blend_sub(shade(fg), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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RevSub, // blend_revsub(shade(fg), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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Shaded, // blend_add(color, bg, fg.a, 1 - fg.a)
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Shaded, // blend_stencil(shade(color), fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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TranslateCopy, // blend_copy(shade(translate(fg)))
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TranslateAlphaBlend, // blend_alpha_blend(shade(translate(fg)), bg)
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TranslateAdd, // blend_add(shade(translate(fg)), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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@ -128,30 +128,31 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, DBaseDecal *decal, co
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bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
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TriUniforms uniforms;
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PolyDrawArgs args;
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args.uniforms.flags = 0;
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if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
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{
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uniforms.light = 256;
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uniforms.flags = TriUniforms::fixed_light;
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args.uniforms.light = 256;
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args.uniforms.flags |= TriUniforms::fixed_light;
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}
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else
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{
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uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
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uniforms.flags = 0;
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args.uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
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}
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uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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if (r_swtruecolor)
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{
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uniforms.color = 0xff000000 | decal->AlphaColor;
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args.uniforms.color = 0xff000000 | decal->AlphaColor;
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}
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else
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{
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uniforms.color = ((uint32_t)decal->AlphaColor) >> 24;
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args.uniforms.color = ((uint32_t)decal->AlphaColor) >> 24;
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}
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args.uniforms.srcalpha = 256;
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args.uniforms.destalpha = 0;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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@ -116,21 +116,19 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, AActor *thing, subse
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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TriUniforms uniforms;
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PolyDrawArgs args;
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args.uniforms.flags = 0;
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if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
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{
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uniforms.light = 256;
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uniforms.flags = TriUniforms::fixed_light;
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args.uniforms.light = 256;
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args.uniforms.flags |= TriUniforms::fixed_light;
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}
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else
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{
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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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args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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}
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uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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@ -141,106 +139,91 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, AActor *thing, subse
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args.SetTexture(tex, thing->Translation);
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args.SetColormap(sub->sector->ColorMap);
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TriBlendMode blendmode;
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if (thing->RenderStyle == LegacyRenderStyles[STYLE_Normal] ||
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(r_drawfuzz == 0 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
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{
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args.uniforms.destalpha = 0;
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args.uniforms.srcalpha = 256;
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add])
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{
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args.uniforms.destalpha = (uint32_t)(1.0 * 256);
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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args.uniforms.destalpha = (uint32_t)(1.0 * 256);
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateSub) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Sub);
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blendmode = args.translation ? TriBlendMode::TranslateSub : TriBlendMode::Sub;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_SoulTrans])
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{
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args.uniforms.destalpha = (uint32_t)(256 - transsouls * 256);
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args.uniforms.srcalpha = (uint32_t)(transsouls * 256);
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
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(r_drawfuzz == 2 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
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{ // NYI - Fuzzy - for now, just a copy of "Shadow"
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args.uniforms.destalpha = 160;
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args.uniforms.srcalpha = 0;
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shadow] ||
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(r_drawfuzz == 1 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
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{
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args.uniforms.destalpha = 160;
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args.uniforms.srcalpha = 0;
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil])
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{
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// NYI
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args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256);
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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args.uniforms.color = 0xff000000 | thing->fillcolor;
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::Add);
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blendmode = TriBlendMode::Shaded;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddStencil])
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{
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// NYI
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args.uniforms.destalpha = 256;
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256) * 2; // Don't know this needs to be multiplied by two..
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args.uniforms.color = 0xff000000 | thing->fillcolor;
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::Add);
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blendmode = TriBlendMode::Shaded;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shaded])
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{
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args.uniforms.destalpha = 256;
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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args.SetTexture(tex, false);
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args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
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args.uniforms.color = 0;
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uniforms.flags |= TriUniforms::simple_shade;
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Shaded);
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blendmode = TriBlendMode::Shaded;
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}
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else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
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{ // NYI?
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{
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args.uniforms.destalpha = 256;
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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args.SetTexture(tex, false);
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args.uniforms.color = 0;
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uniforms.flags |= TriUniforms::simple_shade;
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Shaded);
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blendmode = TriBlendMode::Shaded;
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}
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else
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{
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args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256);
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args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
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(args.translation) ?
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) :
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
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}
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if (!r_swtruecolor)
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{
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uint32_t r = (args.uniforms.color >> 16) & 0xff;
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uint32_t g = (args.uniforms.color >> 8) & 0xff;
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uint32_t b = args.uniforms.color & 0xff;
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args.uniforms.color = RGB32k.RGB[r >> 3][g >> 3][b >> 3];
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}
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, blendmode);
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}
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bool RenderPolySprite::IsThingCulled(AActor *thing)
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