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Add php script for sprite drawers
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3 changed files with 5879 additions and 0 deletions
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@ -41,6 +41,7 @@
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "r_draw_wall32.h"
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#include "r_draw_sprite32.h"
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#include "gi.h"
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#include "stats.h"
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src/swrenderer/drawers/r_draw_sprite32.h
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src/swrenderer/drawers/r_draw_sprite32.h
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src/swrenderer/drawers/r_draw_sprite32.php
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src/swrenderer/drawers/r_draw_sprite32.php
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#!/usr/bin/php
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/*
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** Drawer commands for sprites
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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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/*
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Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
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*/
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#pragma once
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/viewport/r_walldrawer.h"
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namespace swrenderer
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{
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<?
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GenerateDrawerCommand("DrawSpriteCopy32Command", "copy", "texture");
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GenerateDrawerCommand("DrawSprite32Command", "opaque", "texture");
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GenerateDrawerCommand("DrawSpriteAddClamp32Command", "addclamp", "texture");
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GenerateDrawerCommand("DrawSpriteSubClamp32Command", "subclamp", "texture");
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GenerateDrawerCommand("DrawSpriteRevSubClamp32Command", "revsubclamp", "texture");
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GenerateDrawerCommand("FillSprite32Command", "opaque", "fill");
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GenerateDrawerCommand("FillSpriteAddClamp32Command", "addclamp", "fill");
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GenerateDrawerCommand("FillSpriteSubClamp32Command", "subclamp", "fill");
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GenerateDrawerCommand("FillSpriteRevSubClamp32Command", "revsubclamp", "fill");
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GenerateDrawerCommand("DrawSpriteShaded32Command", "shaded", "shaded");
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GenerateDrawerCommand("DrawSpriteTranslated32Command", "opaque", "translated");
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GenerateDrawerCommand("DrawSpriteTranslatedAddClamp32Command", "addclamp", "translated");
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GenerateDrawerCommand("DrawSpriteTranslatedSubClamp32Command", "subclamp", "translated");
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GenerateDrawerCommand("DrawSpriteTranslatedRevSubClamp32Command", "revsubclamp", "translated");
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function GenerateDrawerCommand($className, $blendVariant, $sampleVariant)
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{
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?>
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class <?=$className?> : public DrawerCommand
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{
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protected:
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SpriteDrawerArgs args;
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public:
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<?=$className?>(const SpriteDrawerArgs &drawerargs) : args(drawerargs) { }
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void Execute(DrawerThread *thread) override
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{
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auto shade_constants = args.ColormapConstants();
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if (shade_constants.simple_shade)
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{
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<? LoopShade($blendVariant, $sampleVariant, true);?>
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}
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else
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{
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<? LoopShade($blendVariant, $sampleVariant, false);?>
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}
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}
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FString DebugInfo() override { return "<?=$className?>"; }
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};
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<?
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}
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function LoopShade($blendVariant, $sampleVariant, $isSimpleShade)
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{ ?>
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const uint32_t *source = (const uint32_t*)args.TexturePixels();
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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const uint8_t *colormap = args.Colormap();
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const uint32_t *translation = (const uint32_t*)args.TranslationMap();
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<? if ($sampleVariant == "texture")
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{ ?>
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bool is_nearest_filter = (source2 == nullptr);
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if (is_nearest_filter)
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{
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<? Loop($blendVariant, $sampleVariant, $isSimpleShade, true);?>
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}
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else
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{
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<? Loop($blendVariant, $sampleVariant, $isSimpleShade, false);?>
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}
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<? }
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else // no linear filtering for translated, shaded or fill
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{
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Loop($blendVariant, $sampleVariant, $isSimpleShade, true);
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}
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}
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function Loop($blendVariant, $sampleVariant, $isSimpleShade, $isNearestFilter)
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{ ?>
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int textureheight = args.TextureHeight();
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uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
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// Shade constants
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int light = 256 - (args.Light() >> (FRACBITS - 8));
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__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
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__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
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<? if ($isSimpleShade == false)
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{ ?>
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__m128i inv_desaturate = _mm_setr_epi16(256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate);
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__m128i shade_fade = _mm_set_epi16(shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue);
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shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
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__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
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int desaturate = shade_constants.desaturate;
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<? } ?>
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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uint32_t fracstep = args.TextureVStep();
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uint32_t frac = args.TextureVPos();
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uint32_t texturefracx = args.TextureUPos();
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uint32_t *dest = (uint32_t*)args.Dest();
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int dest_y = args.DestY();
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count = thread->count_for_thread(dest_y, count);
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if (count <= 0) return;
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frac += thread->skipped_by_thread(dest_y) * fracstep;
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dest = thread->dest_for_thread(dest_y, pitch, dest);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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<? if ($isNearestFilter == false)
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{ ?>
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frac -= one / 2;
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<? } ?>
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__m128i srcalpha = _mm_set1_epi16(args.SrcAlpha());
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__m128i destalpha = _mm_set1_epi16(args.DestAlpha());
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uint32_t srccolor = args.SrcColorBgra();
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uint32_t color = args.SolidColor();
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int ssecount = count / 2;
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for (int index = 0; index < ssecount; index++)
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{
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int offset = index * pitch * 2;
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uint32_t desttmp[2];
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desttmp[0] = dest[offset];
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desttmp[1] = dest[offset + pitch];
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<? if ($blendVariant != "opaque" && $blendVariant != "copy") { ?>
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__m128i bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
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<? } ?>
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// Sample
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unsigned int ifgcolor[2];
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{
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<? Sample($sampleVariant, $isNearestFilter);?>
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ifgcolor[0] = sampleout;
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frac += fracstep;
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}
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{
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<? Sample($sampleVariant, $isNearestFilter);?>
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ifgcolor[1] = sampleout;
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frac += fracstep;
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}
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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// Shade
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<? if ($blendVariant != "copy") Shade($blendVariant, $isSimpleShade);?>
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// Blend
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<? Blend($blendVariant);?>
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_mm_storel_epi64((__m128i*)desttmp, outcolor);
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dest[offset] = desttmp[0];
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dest[offset + pitch] = desttmp[1];
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}
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if (ssecount * 2 != count)
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{
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int index = ssecount * 2;
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int offset = index * pitch;
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<? if ($blendVariant != "opaque" && $blendVariant != "copy") { ?>
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__m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
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<? } ?>
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// Sample
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unsigned int ifgcolor[2];
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<? Sample($sampleVariant, $isNearestFilter);?>
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ifgcolor[0] = sampleout;
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ifgcolor[1] = 0;
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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// Shade
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<? if ($blendVariant != "copy") Shade($blendVariant, $isSimpleShade);?>
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// Blend
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<? Blend($blendVariant);?>
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dest[offset] = _mm_cvtsi128_si32(outcolor);
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}
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<? }
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function Sample($sampleVariant, $isNearestFilter)
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{
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if ($sampleVariant == "shaded")
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{ ?>
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unsigned int sampleout = color;
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unsigned int samplealphaout = colormap[source[frac >> FRACBITS]];
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samplealphaout = clamp<unsigned int>(samplealphaout, 0, 64) * 4;
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<? }
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else if ($sampleVariant == "translated")
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{ ?>
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unsigned int sampleout = translation[source[frac >> FRACBITS]];
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<? }
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else if ($sampleVariant == "fill")
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{ ?>
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unsigned int sampleout = srccolor;
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<? }
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else if ($isNearestFilter == true)
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{ ?>
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int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
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unsigned int sampleout = source[sample_index];
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<? }
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else
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{ ?>
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unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
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unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
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unsigned int y0 = frac_y0 >> FRACBITS;
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unsigned int y1 = frac_y1 >> FRACBITS;
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unsigned int p00 = source[y0];
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unsigned int p01 = source[y1];
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unsigned int p10 = source2[y0];
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unsigned int p11 = source2[y1];
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unsigned int inv_b = texturefracx;
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unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
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unsigned int a = 16 - inv_a;
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unsigned int b = 16 - inv_b;
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unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int sampleout = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
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<? }
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}
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function Shade($isSimpleShade)
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{
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if ($isSimpleShade == true)
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{ ?>
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
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<? }
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else
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{ ?>
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int blue0 = BPART(ifgcolor[0]);
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int green0 = GPART(ifgcolor[0]);
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int red0 = RPART(ifgcolor[0]);
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int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
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int blue1 = BPART(ifgcolor[1]);
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int green1 = GPART(ifgcolor[1]);
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int red1 = RPART(ifgcolor[1]);
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int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
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__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
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fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
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fgcolor = _mm_mullo_epi16(fgcolor, mlight);
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fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
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<? }
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}
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function Blend($blendVariant)
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{
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if ($blendVariant == "opaque" || $blendVariant == "copy")
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{ ?>
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__m128i outcolor = fgcolor;
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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<? }
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else if ($blendVariant == "shaded")
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{ ?>
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int shadealpha = 256; // To do: this comes from a sampled source (samplealphaout)
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__m128i alpha = _mm_set1_epi16(shadealpha);
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__m128i inv_alpha = _mm_set1_epi16(256 - shadealpha);
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fgcolor = _mm_mullo_epi16(fgcolor, alpha);
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bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
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__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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<? }
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else if ($blendVariant == "add" || $blendVariant == "addclamp")
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{
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CalcBlendColor(); ?>
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__m128i out_lo = _mm_srai_epi16(_mm_add_epi32(fg_lo, bg_lo), 8);
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__m128i out_hi = _mm_srai_epi16(_mm_add_epi32(fg_hi, bg_hi), 8);
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__m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi);
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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<? }
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else if ($blendVariant == "subclamp")
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{
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CalcBlendColor(); ?>
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__m128i out_lo = _mm_srai_epi16(_mm_sub_epi32(fg_lo, bg_lo), 8);
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__m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(fg_hi, bg_hi), 8);
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__m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi);
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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<? }
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else if ($blendVariant == "revsubclamp")
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{
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CalcBlendColor(); ?>
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__m128i out_lo = _mm_srai_epi16(_mm_sub_epi32(bg_lo, fg_lo), 8);
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__m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(bg_hi, fg_hi), 8);
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__m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi);
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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<? }
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}
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function CalcAlpha()
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{ ?>
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__m128i alpha = _mm_shufflelo_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
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alpha = _mm_shufflehi_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
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alpha = _mm_add_epi16(alpha, _mm_srli_epi16(alpha, 7)); // 255 -> 256
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__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
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<? }
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function CalcBlendColor()
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{
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CalcAlpha();?>
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__m128i bgalpha = _mm_mullo_epi16(destalpha, alpha);
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bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8);
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__m128i fgalpha = _mm_mullo_epi16(srcalpha, alpha);
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fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8);
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fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
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bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
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__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
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__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
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__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
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__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
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<? }
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?>
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}
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