Add php script for sprite drawers

This commit is contained in:
Magnus Norddahl 2017-02-19 00:49:46 +01:00
parent 4fc352a50d
commit 2bedfca071
3 changed files with 5879 additions and 0 deletions

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#include "swrenderer/viewport/r_viewport.h" #include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/scene/r_light.h" #include "swrenderer/scene/r_light.h"
#include "r_draw_wall32.h" #include "r_draw_wall32.h"
#include "r_draw_sprite32.h"
#include "gi.h" #include "gi.h"
#include "stats.h" #include "stats.h"

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#!/usr/bin/php
/*
** Drawer commands for sprites
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
/*
Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
*/
#pragma once
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_walldrawer.h"
namespace swrenderer
{
<?
GenerateDrawerCommand("DrawSpriteCopy32Command", "copy", "texture");
GenerateDrawerCommand("DrawSprite32Command", "opaque", "texture");
GenerateDrawerCommand("DrawSpriteAddClamp32Command", "addclamp", "texture");
GenerateDrawerCommand("DrawSpriteSubClamp32Command", "subclamp", "texture");
GenerateDrawerCommand("DrawSpriteRevSubClamp32Command", "revsubclamp", "texture");
GenerateDrawerCommand("FillSprite32Command", "opaque", "fill");
GenerateDrawerCommand("FillSpriteAddClamp32Command", "addclamp", "fill");
GenerateDrawerCommand("FillSpriteSubClamp32Command", "subclamp", "fill");
GenerateDrawerCommand("FillSpriteRevSubClamp32Command", "revsubclamp", "fill");
GenerateDrawerCommand("DrawSpriteShaded32Command", "shaded", "shaded");
GenerateDrawerCommand("DrawSpriteTranslated32Command", "opaque", "translated");
GenerateDrawerCommand("DrawSpriteTranslatedAddClamp32Command", "addclamp", "translated");
GenerateDrawerCommand("DrawSpriteTranslatedSubClamp32Command", "subclamp", "translated");
GenerateDrawerCommand("DrawSpriteTranslatedRevSubClamp32Command", "revsubclamp", "translated");
function GenerateDrawerCommand($className, $blendVariant, $sampleVariant)
{
?>
class <?=$className?> : public DrawerCommand
{
protected:
SpriteDrawerArgs args;
public:
<?=$className?>(const SpriteDrawerArgs &drawerargs) : args(drawerargs) { }
void Execute(DrawerThread *thread) override
{
auto shade_constants = args.ColormapConstants();
if (shade_constants.simple_shade)
{
<? LoopShade($blendVariant, $sampleVariant, true);?>
}
else
{
<? LoopShade($blendVariant, $sampleVariant, false);?>
}
}
FString DebugInfo() override { return "<?=$className?>"; }
};
<?
}
function LoopShade($blendVariant, $sampleVariant, $isSimpleShade)
{ ?>
const uint32_t *source = (const uint32_t*)args.TexturePixels();
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
const uint8_t *colormap = args.Colormap();
const uint32_t *translation = (const uint32_t*)args.TranslationMap();
<? if ($sampleVariant == "texture")
{ ?>
bool is_nearest_filter = (source2 == nullptr);
if (is_nearest_filter)
{
<? Loop($blendVariant, $sampleVariant, $isSimpleShade, true);?>
}
else
{
<? Loop($blendVariant, $sampleVariant, $isSimpleShade, false);?>
}
<? }
else // no linear filtering for translated, shaded or fill
{
Loop($blendVariant, $sampleVariant, $isSimpleShade, true);
}
}
function Loop($blendVariant, $sampleVariant, $isSimpleShade, $isNearestFilter)
{ ?>
int textureheight = args.TextureHeight();
uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
// Shade constants
int light = 256 - (args.Light() >> (FRACBITS - 8));
__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
<? if ($isSimpleShade == false)
{ ?>
__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);
__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);
shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
__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);
int desaturate = shade_constants.desaturate;
<? } ?>
int count = args.Count();
int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
uint32_t fracstep = args.TextureVStep();
uint32_t frac = args.TextureVPos();
uint32_t texturefracx = args.TextureUPos();
uint32_t *dest = (uint32_t*)args.Dest();
int dest_y = args.DestY();
count = thread->count_for_thread(dest_y, count);
if (count <= 0) return;
frac += thread->skipped_by_thread(dest_y) * fracstep;
dest = thread->dest_for_thread(dest_y, pitch, dest);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
<? if ($isNearestFilter == false)
{ ?>
frac -= one / 2;
<? } ?>
__m128i srcalpha = _mm_set1_epi16(args.SrcAlpha());
__m128i destalpha = _mm_set1_epi16(args.DestAlpha());
uint32_t srccolor = args.SrcColorBgra();
uint32_t color = args.SolidColor();
int ssecount = count / 2;
for (int index = 0; index < ssecount; index++)
{
int offset = index * pitch * 2;
uint32_t desttmp[2];
desttmp[0] = dest[offset];
desttmp[1] = dest[offset + pitch];
<? if ($blendVariant != "opaque" && $blendVariant != "copy") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2];
{
<? Sample($sampleVariant, $isNearestFilter);?>
ifgcolor[0] = sampleout;
frac += fracstep;
}
{
<? Sample($sampleVariant, $isNearestFilter);?>
ifgcolor[1] = sampleout;
frac += fracstep;
}
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? if ($blendVariant != "copy") Shade($blendVariant, $isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
_mm_storel_epi64((__m128i*)desttmp, outcolor);
dest[offset] = desttmp[0];
dest[offset + pitch] = desttmp[1];
}
if (ssecount * 2 != count)
{
int index = ssecount * 2;
int offset = index * pitch;
<? if ($blendVariant != "opaque" && $blendVariant != "copy") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2];
<? Sample($sampleVariant, $isNearestFilter);?>
ifgcolor[0] = sampleout;
ifgcolor[1] = 0;
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? if ($blendVariant != "copy") Shade($blendVariant, $isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
dest[offset] = _mm_cvtsi128_si32(outcolor);
}
<? }
function Sample($sampleVariant, $isNearestFilter)
{
if ($sampleVariant == "shaded")
{ ?>
unsigned int sampleout = color;
unsigned int samplealphaout = colormap[source[frac >> FRACBITS]];
samplealphaout = clamp<unsigned int>(samplealphaout, 0, 64) * 4;
<? }
else if ($sampleVariant == "translated")
{ ?>
unsigned int sampleout = translation[source[frac >> FRACBITS]];
<? }
else if ($sampleVariant == "fill")
{ ?>
unsigned int sampleout = srccolor;
<? }
else if ($isNearestFilter == true)
{ ?>
int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
unsigned int sampleout = source[sample_index];
<? }
else
{ ?>
unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
unsigned int y0 = frac_y0 >> FRACBITS;
unsigned int y1 = frac_y1 >> FRACBITS;
unsigned int p00 = source[y0];
unsigned int p01 = source[y1];
unsigned int p10 = source2[y0];
unsigned int p11 = source2[y1];
unsigned int inv_b = texturefracx;
unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
unsigned int a = 16 - inv_a;
unsigned int b = 16 - inv_b;
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sampleout = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
<? }
}
function Shade($isSimpleShade)
{
if ($isSimpleShade == true)
{ ?>
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
<? }
else
{ ?>
int blue0 = BPART(ifgcolor[0]);
int green0 = GPART(ifgcolor[0]);
int red0 = RPART(ifgcolor[0]);
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
int blue1 = BPART(ifgcolor[1]);
int green1 = GPART(ifgcolor[1]);
int red1 = RPART(ifgcolor[1]);
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
<? }
}
function Blend($blendVariant)
{
if ($blendVariant == "opaque" || $blendVariant == "copy")
{ ?>
__m128i outcolor = fgcolor;
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
<? }
else if ($blendVariant == "shaded")
{ ?>
int shadealpha = 256; // To do: this comes from a sampled source (samplealphaout)
__m128i alpha = _mm_set1_epi16(shadealpha);
__m128i inv_alpha = _mm_set1_epi16(256 - shadealpha);
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else if ($blendVariant == "add" || $blendVariant == "addclamp")
{
CalcBlendColor(); ?>
__m128i out_lo = _mm_srai_epi16(_mm_add_epi32(fg_lo, bg_lo), 8);
__m128i out_hi = _mm_srai_epi16(_mm_add_epi32(fg_hi, bg_hi), 8);
__m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else if ($blendVariant == "subclamp")
{
CalcBlendColor(); ?>
__m128i out_lo = _mm_srai_epi16(_mm_sub_epi32(fg_lo, bg_lo), 8);
__m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(fg_hi, bg_hi), 8);
__m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else if ($blendVariant == "revsubclamp")
{
CalcBlendColor(); ?>
__m128i out_lo = _mm_srai_epi16(_mm_sub_epi32(bg_lo, fg_lo), 8);
__m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(bg_hi, fg_hi), 8);
__m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
}
function CalcAlpha()
{ ?>
__m128i alpha = _mm_shufflelo_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
alpha = _mm_shufflehi_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
alpha = _mm_add_epi16(alpha, _mm_srli_epi16(alpha, 7)); // 255 -> 256
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
<? }
function CalcBlendColor()
{
CalcAlpha();?>
__m128i bgalpha = _mm_mullo_epi16(destalpha, alpha);
bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8);
__m128i fgalpha = _mm_mullo_epi16(srcalpha, alpha);
fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8);
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
<? }
?>
}