mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
- add dynlights to softpoly pal mode
This commit is contained in:
parent
ac207cce85
commit
4e6226fc2d
12 changed files with 626 additions and 1383 deletions
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@ -52,7 +52,7 @@ void PolyDrawArgs::SetTexture(FTexture *texture, FRenderStyle style)
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mTexture = texture;
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mTextureWidth = texture->GetWidth();
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mTextureHeight = texture->GetHeight();
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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if (PolyTriangleDrawer::IsBgra())
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mTexturePixels = (const uint8_t *)texture->GetPixelsBgra();
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else
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mTexturePixels = texture->GetPixels(style);
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@ -67,7 +67,7 @@ void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, FRender
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FRemapTable *table = TranslationToTable(translationID);
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if (table != nullptr && !table->Inactive)
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{
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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if (PolyTriangleDrawer::IsBgra())
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mTranslation = (uint8_t*)table->Palette;
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else
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mTranslation = table->Remap;
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@ -121,7 +121,7 @@ void PolyDrawArgs::SetLight(FSWColormap *base_colormap, uint32_t lightlevel, dou
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void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
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{
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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if (PolyTriangleDrawer::IsBgra())
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{
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mColor = bgra;
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}
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@ -217,7 +217,7 @@ void RectDrawArgs::SetTexture(FTexture *texture, FRenderStyle style)
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mTexture = texture;
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mTextureWidth = texture->GetWidth();
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mTextureHeight = texture->GetHeight();
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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if (PolyTriangleDrawer::IsBgra())
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mTexturePixels = (const uint8_t *)texture->GetPixelsBgra();
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else
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mTexturePixels = texture->GetPixels(style);
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@ -231,7 +231,7 @@ void RectDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, FRender
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FRemapTable *table = TranslationToTable(translationID);
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if (table != nullptr && !table->Inactive)
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{
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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if (PolyTriangleDrawer::IsBgra())
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mTranslation = (uint8_t*)table->Palette;
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else
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mTranslation = table->Remap;
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@ -275,7 +275,7 @@ void RectDrawArgs::SetLight(FSWColormap *base_colormap, uint32_t lightlevel)
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void RectDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
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{
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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if (PolyTriangleDrawer::IsBgra())
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{
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mColor = bgra;
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}
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@ -75,7 +75,7 @@ public:
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void SetWriteColor(bool enable) { mWriteColor = enable; }
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void SetWriteStencil(bool enable, uint8_t stencilWriteValue = 0) { mWriteStencil = enable; mStencilWriteValue = stencilWriteValue; }
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void SetWriteDepth(bool enable) { mWriteDepth = enable; }
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void SetStyle(TriBlendMode blendmode, double alpha = 1.0) { mBlendMode = blendmode; mSrcAlpha = (uint32_t)(alpha * 256.0 + 0.5); }
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void SetStyle(TriBlendMode blendmode, double alpha = 1.0) { mBlendMode = blendmode; mAlpha = (uint32_t)(alpha * 256.0 + 0.5); }
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void SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *texture, bool fullbright);
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void SetColor(uint32_t bgra, uint8_t palindex);
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void SetLights(PolyLight *lights, int numLights) { mLights = lights; mNumLights = numLights; }
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@ -107,8 +107,7 @@ public:
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TriBlendMode BlendMode() const { return mBlendMode; }
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uint32_t Color() const { return mColor; }
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uint32_t SrcAlpha() const { return mSrcAlpha; }
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uint32_t DestAlpha() const { return 256 - mSrcAlpha; }
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uint32_t Alpha() const { return mAlpha; }
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float GlobVis() const { return mGlobVis; }
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uint32_t Light() const { return mLight; }
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@ -155,7 +154,7 @@ private:
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TriBlendMode mBlendMode = TriBlendMode::Fill;
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uint32_t mLight = 0;
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uint32_t mColor = 0;
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uint32_t mSrcAlpha = 0;
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uint32_t mAlpha = 0;
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uint16_t mLightAlpha = 0;
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uint16_t mLightRed = 0;
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uint16_t mLightGreen = 0;
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@ -328,453 +328,6 @@ namespace TriScreenDrawerModes
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}
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}
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template<typename BlendT, typename SamplerT>
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class TriScreenDrawer32
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{
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public:
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static void Execute(int x, int y, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
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{
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using namespace TriScreenDrawerModes;
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bool is_simple_shade = args->uniforms->SimpleShade();
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if (SamplerT::Mode == (int)Samplers::Texture)
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{
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bool is_nearest_filter = args->uniforms->NearestFilter();
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if (is_simple_shade)
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{
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if (is_nearest_filter)
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DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
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else
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DrawBlock<SimpleShade, LinearFilter>(x, y, mask0, mask1, args);
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}
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else
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{
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if (is_nearest_filter)
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DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
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else
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DrawBlock<AdvancedShade, LinearFilter>(x, y, mask0, mask1, args);
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}
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}
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else if (SamplerT::Mode == (int)Samplers::Fuzz)
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{
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DrawBlock<NoShade, NearestFilter>(x, y, mask0, mask1, args);
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}
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else // no linear filtering for translated, shaded, stencil, fill or skycap
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{
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if (is_simple_shade)
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{
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DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
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}
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else
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{
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DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
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}
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}
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}
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private:
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE static void DrawBlock(int destX, int destY, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
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{
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using namespace TriScreenDrawerModes;
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bool is_fixed_light = args->uniforms->FixedLight();
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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uint32_t srcalpha = args->uniforms->SrcAlpha();
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uint32_t destalpha = args->uniforms->DestAlpha();
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auto lights = args->uniforms->Lights();
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auto num_lights = args->uniforms->NumLights();
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FVector3 worldnormal = args->uniforms->Normal();
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uint32_t dynlightcolor = args->uniforms->DynLightColor();
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// Calculate gradients
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const ShadedTriVertex &v1 = *args->v1;
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ScreenTriangleStepVariables gradientX = args->gradientX;
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ScreenTriangleStepVariables gradientY = args->gradientY;
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y);
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blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y);
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blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y);
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blockPosY.WorldX = v1.worldX * v1.w + gradientX.WorldX * (destX - v1.x) + gradientY.WorldX * (destY - v1.y);
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blockPosY.WorldY = v1.worldY * v1.w + gradientX.WorldY * (destX - v1.x) + gradientY.WorldY * (destY - v1.y);
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blockPosY.WorldZ = v1.worldZ * v1.w + gradientX.WorldZ * (destX - v1.x) + gradientY.WorldZ * (destY - v1.y);
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gradientX.W *= 8.0f;
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gradientX.U *= 8.0f;
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gradientX.V *= 8.0f;
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gradientX.WorldX *= 8.0f;
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gradientX.WorldY *= 8.0f;
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gradientX.WorldZ *= 8.0f;
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// Output
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uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
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int pitch = args->pitch;
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uint32_t *dest = destOrg + destX + destY * pitch;
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// Light
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uint32_t light = args->uniforms->Light();
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float shade = 2.0f - (light + 12.0f) / 128.0f;
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float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
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light += (light >> 7); // 255 -> 256
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// Sampling stuff
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uint32_t color = args->uniforms->Color();
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const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
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const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
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uint32_t texWidth = args->uniforms->TextureWidth();
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uint32_t texHeight = args->uniforms->TextureHeight();
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uint32_t oneU, oneV;
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if (SamplerT::Mode != (int)Samplers::Fill)
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{
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oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
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oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
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}
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else
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{
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oneU = 0;
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oneV = 0;
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}
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// Shade constants
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int inv_desaturate;
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BgraColor shade_fade, shade_light;
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int desaturate;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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shade_fade.r = args->uniforms->ShadeFadeRed();
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shade_fade.g = args->uniforms->ShadeFadeGreen();
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shade_fade.b = args->uniforms->ShadeFadeBlue();
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shade_light.r = args->uniforms->ShadeLightRed();
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shade_light.g = args->uniforms->ShadeLightGreen();
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shade_light.b = args->uniforms->ShadeLightBlue();
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desaturate = args->uniforms->ShadeDesaturate();
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inv_desaturate = 256 - desaturate;
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}
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else
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{
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inv_desaturate = 0;
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shade_fade.r = 0;
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shade_fade.g = 0;
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shade_fade.b = 0;
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shade_light.r = 0;
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shade_light.g = 0;
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shade_light.b = 0;
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desaturate = 0;
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}
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if (mask0 == 0xffffffff && mask1 == 0xffffffff)
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{
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for (int y = 0; y < 8; y++)
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{
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float rcpW = 0x01000000 / blockPosY.W;
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int32_t posU = (int32_t)(blockPosY.U * rcpW);
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int32_t posV = (int32_t)(blockPosY.V * rcpW);
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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FVector3 worldpos = FVector3(blockPosY.WorldX, blockPosY.WorldY, blockPosY.WorldZ) / blockPosY.W;
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BgraColor dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
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ScreenTriangleStepVariables blockPosX = blockPosY;
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blockPosX.W += gradientX.W;
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blockPosX.U += gradientX.U;
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blockPosX.V += gradientX.V;
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blockPosX.WorldX += gradientX.WorldX;
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blockPosX.WorldY += gradientX.WorldY;
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blockPosX.WorldZ += gradientX.WorldZ;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t nextU = (int32_t)(blockPosX.U * rcpW);
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int32_t nextV = (int32_t)(blockPosX.V * rcpW);
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int32_t stepU = (nextU - posU) / 8;
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int32_t stepV = (nextV - posV) / 8;
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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worldpos = FVector3(blockPosX.WorldX, blockPosX.WorldY, blockPosX.WorldZ) / blockPosX.W;
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BgraColor dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
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BgraColor dynlightstep;
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dynlightstep.r = int32_t(dynlightnext.r - dynlight.r) >> 3;
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dynlightstep.g = int32_t(dynlightnext.g - dynlight.g) >> 3;
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dynlightstep.b = int32_t(dynlightnext.b - dynlight.b) >> 3;
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for (int ix = 0; ix < 8; ix++)
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{
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// Load bgcolor
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BgraColor bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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bgcolor = dest[ix];
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else
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bgcolor = 0;
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// Sample fgcolor
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if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[ix];
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unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + ix, destY + y);
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posU += stepU;
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posV += stepV;
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// Setup light
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int lightpos0 = lightpos >> 8;
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lightpos += lightstep;
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BgraColor mlight;
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mlight.r = lightpos0;
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mlight.g = lightpos0;
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mlight.b = lightpos0;
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BgraColor shade_fade_lit;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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uint32_t inv_light = 256 - lightpos0;
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shade_fade_lit.r = shade_fade.r * inv_light;
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shade_fade_lit.g = shade_fade.g * inv_light;
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shade_fade_lit.b = shade_fade.b * inv_light;
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}
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else
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{
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shade_fade_lit.r = 0;
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shade_fade_lit.g = 0;
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shade_fade_lit.b = 0;
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}
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// Shade and blend
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BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
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BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
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// Store result
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dest[ix] = outcolor;
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dynlight.r = MAX<int32_t>(dynlight.r + dynlightstep.r, 0);
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dynlight.g = MAX<int32_t>(dynlight.g + dynlightstep.g, 0);
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dynlight.b = MAX<int32_t>(dynlight.b + dynlightstep.b, 0);
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}
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blockPosY.W += gradientY.W;
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blockPosY.U += gradientY.U;
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blockPosY.V += gradientY.V;
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blockPosY.WorldX += gradientY.WorldX;
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blockPosY.WorldY += gradientY.WorldY;
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blockPosY.WorldZ += gradientY.WorldZ;
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dest += pitch;
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}
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}
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else
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{
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// mask0 loop:
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for (int y = 0; y < 4; y++)
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{
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float rcpW = 0x01000000 / blockPosY.W;
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int32_t posU = (int32_t)(blockPosY.U * rcpW);
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int32_t posV = (int32_t)(blockPosY.V * rcpW);
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fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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FVector3 worldpos = FVector3(blockPosY.WorldX, blockPosY.WorldY, blockPosY.WorldZ) / blockPosY.W;
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BgraColor dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
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ScreenTriangleStepVariables blockPosX = blockPosY;
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blockPosX.W += gradientX.W;
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blockPosX.U += gradientX.U;
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blockPosX.V += gradientX.V;
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blockPosX.WorldX += gradientX.WorldX;
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blockPosX.WorldY += gradientX.WorldY;
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blockPosX.WorldZ += gradientX.WorldZ;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t nextU = (int32_t)(blockPosX.U * rcpW);
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int32_t nextV = (int32_t)(blockPosX.V * rcpW);
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int32_t stepU = (nextU - posU) / 8;
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int32_t stepV = (nextV - posV) / 8;
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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worldpos = FVector3(blockPosX.WorldX, blockPosX.WorldY, blockPosX.WorldZ) / blockPosX.W;
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BgraColor dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
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BgraColor dynlightstep;
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dynlightstep.r = int32_t(dynlightnext.r - dynlight.r) >> 3;
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dynlightstep.g = int32_t(dynlightnext.g - dynlight.g) >> 3;
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dynlightstep.b = int32_t(dynlightnext.b - dynlight.b) >> 3;
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for (int x = 0; x < 8; x++)
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{
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// Load bgcolor
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BgraColor bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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{
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if (mask0 & (1 << 31)) bgcolor = dest[x];
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}
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else
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bgcolor = 0;
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// Sample fgcolor
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if (SamplerT::Mode == (int)Samplers::FogBoundary && (mask0 & (1 << 31))) color = dest[x];
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unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
BgraColor mlight;
|
||||
mlight.r = lightpos0;
|
||||
mlight.g = lightpos0;
|
||||
mlight.b = lightpos0;
|
||||
|
||||
BgraColor shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos0;
|
||||
shade_fade_lit.r = shade_fade.r * inv_light;
|
||||
shade_fade_lit.g = shade_fade.g * inv_light;
|
||||
shade_fade_lit.b = shade_fade.b * inv_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
if (mask0 & (1 << 31)) dest[x] = outcolor;
|
||||
|
||||
mask0 <<= 1;
|
||||
|
||||
dynlight.r = MAX<int32_t>(dynlight.r + dynlightstep.r, 0);
|
||||
dynlight.g = MAX<int32_t>(dynlight.g + dynlightstep.g, 0);
|
||||
dynlight.b = MAX<int32_t>(dynlight.b + dynlightstep.b, 0);
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
blockPosY.WorldX += gradientY.WorldX;
|
||||
blockPosY.WorldY += gradientY.WorldY;
|
||||
blockPosY.WorldZ += gradientY.WorldZ;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// mask1 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
FVector3 worldpos = FVector3(blockPosY.WorldX, blockPosY.WorldY, blockPosY.WorldZ) / blockPosY.W;
|
||||
BgraColor dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
blockPosX.WorldX += gradientX.WorldX;
|
||||
blockPosX.WorldY += gradientX.WorldY;
|
||||
blockPosX.WorldZ += gradientX.WorldZ;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
worldpos = FVector3(blockPosX.WorldX, blockPosX.WorldY, blockPosX.WorldZ) / blockPosX.W;
|
||||
BgraColor dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
BgraColor dynlightstep;
|
||||
dynlightstep.r = int32_t(dynlightnext.r - dynlight.r) >> 3;
|
||||
dynlightstep.g = int32_t(dynlightnext.g - dynlight.g) >> 3;
|
||||
dynlightstep.b = int32_t(dynlightnext.b - dynlight.b) >> 3;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
BgraColor bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask1 & (1 << 31)) bgcolor = dest[x];
|
||||
}
|
||||
else
|
||||
bgcolor = 0;
|
||||
|
||||
// Sample fgcolor
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary && (mask1 & (1 << 31))) color = dest[x];
|
||||
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + 4 + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
BgraColor mlight;
|
||||
mlight.r = lightpos0;
|
||||
mlight.g = lightpos0;
|
||||
mlight.b = lightpos0;
|
||||
|
||||
BgraColor shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos0;
|
||||
shade_fade_lit.r = shade_fade.r * inv_light;
|
||||
shade_fade_lit.g = shade_fade.g * inv_light;
|
||||
shade_fade_lit.b = shade_fade.b * inv_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
if (mask1 & (1 << 31)) dest[x] = outcolor;
|
||||
|
||||
mask1 <<= 1;
|
||||
|
||||
dynlight.r = MAX<int32_t>(dynlight.r + dynlightstep.r, 0);
|
||||
dynlight.g = MAX<int32_t>(dynlight.g + dynlightstep.g, 0);
|
||||
dynlight.b = MAX<int32_t>(dynlight.b + dynlightstep.b, 0);
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
blockPosY.WorldX += gradientY.WorldX;
|
||||
blockPosY.WorldY += gradientY.WorldY;
|
||||
blockPosY.WorldZ += gradientY.WorldZ;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer32
|
||||
{
|
||||
|
|
|
@ -347,461 +347,6 @@ namespace TriScreenDrawerModes
|
|||
}
|
||||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class TriScreenDrawer32
|
||||
{
|
||||
public:
|
||||
static void Execute(int x, int y, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
bool is_simple_shade = args->uniforms->SimpleShade();
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Texture)
|
||||
{
|
||||
bool is_nearest_filter = args->uniforms->NearestFilter();
|
||||
|
||||
if (is_simple_shade)
|
||||
{
|
||||
if (is_nearest_filter)
|
||||
DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
else
|
||||
DrawBlock<SimpleShade, LinearFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (is_nearest_filter)
|
||||
DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
else
|
||||
DrawBlock<AdvancedShade, LinearFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
DrawBlock<NoShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
else // no linear filtering for translated, shaded, stencil, fill or skycap
|
||||
{
|
||||
if (is_simple_shade)
|
||||
{
|
||||
DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename ShadeModeT, typename FilterModeT>
|
||||
FORCEINLINE static void VECTORCALL DrawBlock(int destX, int destY, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
uint32_t srcalpha = args->uniforms->SrcAlpha();
|
||||
uint32_t destalpha = args->uniforms->DestAlpha();
|
||||
|
||||
auto lights = args->uniforms->Lights();
|
||||
auto num_lights = args->uniforms->NumLights();
|
||||
__m128 worldnormal = _mm_setr_ps(args->uniforms->Normal().X, args->uniforms->Normal().Y, args->uniforms->Normal().Z, 0.0f);
|
||||
uint32_t dynlightcolor = args->uniforms->DynLightColor();
|
||||
|
||||
// Calculate gradients
|
||||
const ShadedTriVertex &v1 = *args->v1;
|
||||
ScreenTriangleStepVariables gradientX = args->gradientX;
|
||||
ScreenTriangleStepVariables gradientY = args->gradientY;
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y);
|
||||
blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y);
|
||||
blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y);
|
||||
blockPosY.WorldX = v1.worldX * v1.w + gradientX.WorldX * (destX - v1.x) + gradientY.WorldX * (destY - v1.y);
|
||||
blockPosY.WorldY = v1.worldY * v1.w + gradientX.WorldY * (destX - v1.x) + gradientY.WorldY * (destY - v1.y);
|
||||
blockPosY.WorldZ = v1.worldZ * v1.w + gradientX.WorldZ * (destX - v1.x) + gradientY.WorldZ * (destY - v1.y);
|
||||
gradientX.W *= 8.0f;
|
||||
gradientX.U *= 8.0f;
|
||||
gradientX.V *= 8.0f;
|
||||
gradientX.WorldX *= 8.0f;
|
||||
gradientX.WorldY *= 8.0f;
|
||||
gradientX.WorldZ *= 8.0f;
|
||||
|
||||
// Output
|
||||
uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
|
||||
int pitch = args->pitch;
|
||||
uint32_t *dest = destOrg + destX + destY * pitch;
|
||||
|
||||
// Light
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += (light >> 7); // 255 -> 256
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->uniforms->Color();
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
|
||||
uint32_t texWidth = args->uniforms->TextureWidth();
|
||||
uint32_t texHeight = args->uniforms->TextureHeight();
|
||||
uint32_t oneU, oneV;
|
||||
if (SamplerT::Mode != (int)Samplers::Fill)
|
||||
{
|
||||
oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
|
||||
oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
oneU = 0;
|
||||
oneV = 0;
|
||||
}
|
||||
|
||||
// Shade constants
|
||||
__m128i inv_desaturate, shade_fade, shade_light;
|
||||
int desaturate;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate());
|
||||
shade_fade = _mm_set_epi16(args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(), args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue());
|
||||
shade_light = _mm_set_epi16(args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(), args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue());
|
||||
desaturate = args->uniforms->ShadeDesaturate();
|
||||
}
|
||||
else
|
||||
{
|
||||
inv_desaturate = _mm_setzero_si128();
|
||||
shade_fade = _mm_setzero_si128();
|
||||
shade_fade = _mm_setzero_si128();
|
||||
shade_light = _mm_setzero_si128();
|
||||
desaturate = 0;
|
||||
}
|
||||
|
||||
if (mask0 == 0xffffffff && mask1 == 0xffffffff)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
__m128 mrcpW = _mm_set1_ps(1.0f / blockPosY.W);
|
||||
__m128 worldpos = _mm_mul_ps(_mm_loadu_ps(&blockPosY.WorldX), mrcpW);
|
||||
__m128i dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
blockPosX.WorldX += gradientX.WorldX;
|
||||
blockPosX.WorldY += gradientX.WorldY;
|
||||
blockPosX.WorldZ += gradientX.WorldZ;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
mrcpW = _mm_set1_ps(1.0f / blockPosX.W);
|
||||
worldpos = _mm_mul_ps(_mm_loadu_ps(&blockPosX.WorldX), mrcpW);
|
||||
__m128i dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
__m128i dynlightstep = _mm_srai_epi16(_mm_sub_epi16(dynlightnext, dynlight), 3);
|
||||
dynlight = _mm_max_epi16(_mm_min_epi16(_mm_add_epi16(dynlight, _mm_and_si128(dynlightstep, _mm_set_epi32(0xffff,0xffff,0,0))), _mm_set1_epi16(256)), _mm_setzero_si128());
|
||||
dynlightstep = _mm_slli_epi16(dynlightstep, 1);
|
||||
|
||||
for (int ix = 0; ix < 4; ix++)
|
||||
{
|
||||
// Load bgcolor
|
||||
__m128i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)(dest + ix * 2)), _mm_setzero_si128());
|
||||
else
|
||||
bgcolor = _mm_setzero_si128();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[ix * 2];
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + ix * 2, destY + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[ix * 2 + 1];
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + ix * 2 + 1, destY + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m128i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm_setzero_si128();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)(dest + ix * 2), outcolor);
|
||||
|
||||
dynlight = _mm_max_epi16(_mm_min_epi16(_mm_add_epi16(dynlight, dynlightstep), _mm_set1_epi16(256)), _mm_setzero_si128());
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
blockPosY.WorldX += gradientY.WorldX;
|
||||
blockPosY.WorldY += gradientY.WorldY;
|
||||
blockPosY.WorldZ += gradientY.WorldZ;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// mask0 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
__m128 mrcpW = _mm_set1_ps(1.0f / blockPosY.W);
|
||||
__m128 worldpos = _mm_mul_ps(_mm_loadu_ps(&blockPosY.WorldX), mrcpW);
|
||||
__m128i dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
blockPosX.WorldX += gradientX.WorldX;
|
||||
blockPosX.WorldY += gradientX.WorldY;
|
||||
blockPosX.WorldZ += gradientX.WorldZ;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
mrcpW = _mm_set1_ps(1.0f / blockPosX.W);
|
||||
worldpos = _mm_mul_ps(_mm_loadu_ps(&blockPosX.WorldX), mrcpW);
|
||||
__m128i dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
__m128i dynlightstep = _mm_srai_epi16(_mm_sub_epi16(dynlightnext, dynlight), 3);
|
||||
dynlight = _mm_max_epi16(_mm_min_epi16(_mm_add_epi16(dynlight, _mm_and_si128(dynlightstep, _mm_set_epi32(0xffff, 0xffff, 0, 0))), _mm_set1_epi16(256)), _mm_setzero_si128());
|
||||
dynlightstep = _mm_slli_epi16(dynlightstep, 1);
|
||||
|
||||
for (int x = 0; x < 4; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
uint32_t desttmp[2];
|
||||
__m128i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask0 & (1 << 31)) desttmp[0] = dest[x * 2];
|
||||
if (mask0 & (1 << 30)) desttmp[1] = dest[x * 2 + 1];
|
||||
bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
|
||||
}
|
||||
else
|
||||
bgcolor = _mm_setzero_si128();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[x * 2];
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x * 2, destY + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[x * 2 + 1];
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x * 2 + 1, destY + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m128i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm_setzero_si128();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)desttmp, outcolor);
|
||||
if (mask0 & (1 << 31)) dest[x * 2] = desttmp[0];
|
||||
if (mask0 & (1 << 30)) dest[x * 2 + 1] = desttmp[1];
|
||||
|
||||
dynlight = _mm_max_epi16(_mm_min_epi16(_mm_add_epi16(dynlight, dynlightstep), _mm_set1_epi16(256)), _mm_setzero_si128());
|
||||
|
||||
mask0 <<= 2;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
blockPosY.WorldX += gradientY.WorldX;
|
||||
blockPosY.WorldY += gradientY.WorldY;
|
||||
blockPosY.WorldZ += gradientY.WorldZ;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// mask1 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
__m128 mrcpW = _mm_set1_ps(1.0f / blockPosY.W);
|
||||
__m128 worldpos = _mm_mul_ps(_mm_loadu_ps(&blockPosY.WorldX), mrcpW);
|
||||
__m128i dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
blockPosX.WorldX += gradientX.WorldX;
|
||||
blockPosX.WorldY += gradientX.WorldY;
|
||||
blockPosX.WorldZ += gradientX.WorldZ;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
mrcpW = _mm_set1_ps(1.0f / blockPosX.W);
|
||||
worldpos = _mm_mul_ps(_mm_loadu_ps(&blockPosX.WorldX), mrcpW);
|
||||
__m128i dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor);
|
||||
__m128i dynlightstep = _mm_srai_epi16(_mm_sub_epi16(dynlightnext, dynlight), 3);
|
||||
dynlight = _mm_max_epi16(_mm_min_epi16(_mm_add_epi16(dynlight, _mm_and_si128(dynlightstep, _mm_set_epi32(0xffff, 0xffff, 0, 0))), _mm_set1_epi16(256)), _mm_setzero_si128());
|
||||
dynlightstep = _mm_slli_epi16(dynlightstep, 1);
|
||||
|
||||
for (int x = 0; x < 4; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
uint32_t desttmp[2];
|
||||
__m128i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask1 & (1 << 31)) desttmp[0] = dest[x * 2];
|
||||
if (mask1 & (1 << 30)) desttmp[1] = dest[x * 2 + 1];
|
||||
bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
|
||||
}
|
||||
else
|
||||
bgcolor = _mm_setzero_si128();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary && (mask1 & (1 << 31))) color = dest[x * 2];
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x * 2, destY + 4 + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary && (mask1 & (1 << 30))) color = dest[x * 2 + 1];
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x * 2 + 1, destY + 4 + y);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m128i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm_setzero_si128();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)desttmp, outcolor);
|
||||
if (mask1 & (1 << 31)) dest[x * 2] = desttmp[0];
|
||||
if (mask1 & (1 << 30)) dest[x * 2 + 1] = desttmp[1];
|
||||
|
||||
dynlight = _mm_max_epi16(_mm_min_epi16(_mm_add_epi16(dynlight, dynlightstep), _mm_set1_epi16(256)), _mm_setzero_si128());
|
||||
|
||||
mask1 <<= 2;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
blockPosY.WorldX += gradientY.WorldX;
|
||||
blockPosY.WorldY += gradientY.WorldY;
|
||||
blockPosY.WorldZ += gradientY.WorldZ;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer32
|
||||
{
|
||||
|
|
|
@ -225,206 +225,6 @@ namespace TriScreenDrawerModes
|
|||
}
|
||||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class TriScreenDrawer8
|
||||
{
|
||||
public:
|
||||
static void Execute(int destX, int destY, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
auto colormaps = args->uniforms->BaseColormap();
|
||||
uint32_t srcalpha = args->uniforms->SrcAlpha();
|
||||
uint32_t destalpha = args->uniforms->DestAlpha();
|
||||
|
||||
// Calculate gradients
|
||||
const ShadedTriVertex &v1 = *args->v1;
|
||||
ScreenTriangleStepVariables gradientX = args->gradientX;
|
||||
ScreenTriangleStepVariables gradientY = args->gradientY;
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y);
|
||||
blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y);
|
||||
blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y);
|
||||
gradientX.W *= 8.0f;
|
||||
gradientX.U *= 8.0f;
|
||||
gradientX.V *= 8.0f;
|
||||
|
||||
// Output
|
||||
uint8_t * RESTRICT destOrg = args->dest;
|
||||
int pitch = args->pitch;
|
||||
uint8_t *dest = destOrg + destX + destY * pitch;
|
||||
|
||||
// Light
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += light >> 7; // 255 -> 256
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->uniforms->Color();
|
||||
const uint8_t * RESTRICT translation = args->uniforms->Translation();
|
||||
const uint8_t * RESTRICT texPixels = args->uniforms->TexturePixels();
|
||||
uint32_t texWidth = args->uniforms->TextureWidth();
|
||||
uint32_t texHeight = args->uniforms->TextureHeight();
|
||||
|
||||
if (mask0 == 0xffffffff && mask1 == 0xffffffff)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int ix = 0; ix < 8; ix++)
|
||||
{
|
||||
int lightshade = lightpos >> 8;
|
||||
uint8_t bgcolor = dest[ix];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
|
||||
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
|
||||
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + ix, destY + y);
|
||||
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
|
||||
dest[ix] = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
lightpos += lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// mask0 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask0 & (1 << 31))
|
||||
{
|
||||
int lightshade = lightpos >> 8;
|
||||
uint8_t bgcolor = dest[x];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
|
||||
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
|
||||
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + y);
|
||||
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
|
||||
dest[x] = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
|
||||
}
|
||||
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
lightpos += lightstep;
|
||||
|
||||
mask0 <<= 1;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// mask1 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask1 & (1 << 31))
|
||||
{
|
||||
int lightshade = lightpos >> 8;
|
||||
uint8_t bgcolor = dest[x];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
|
||||
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
|
||||
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + 4 + y);
|
||||
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
|
||||
dest[x] = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
|
||||
}
|
||||
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
lightpos += lightstep;
|
||||
|
||||
mask1 <<= 1;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer8
|
||||
{
|
||||
|
|
|
@ -39,12 +39,19 @@
|
|||
#include "screen_triangle.h"
|
||||
#include "x86.h"
|
||||
|
||||
static bool isBgraRenderTarget = false;
|
||||
|
||||
void PolyTriangleDrawer::ClearBuffers(DCanvas *canvas)
|
||||
{
|
||||
PolyStencilBuffer::Instance()->Clear(canvas->GetWidth(), canvas->GetHeight(), 0);
|
||||
PolyZBuffer::Instance()->Resize(canvas->GetPitch(), canvas->GetHeight());
|
||||
}
|
||||
|
||||
bool PolyTriangleDrawer::IsBgra()
|
||||
{
|
||||
return isBgraRenderTarget;
|
||||
}
|
||||
|
||||
void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers)
|
||||
{
|
||||
uint8_t *dest = (uint8_t*)canvas->GetPixels();
|
||||
|
@ -52,6 +59,7 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
|
|||
int dest_height = canvas->GetHeight();
|
||||
int dest_pitch = canvas->GetPitch();
|
||||
bool dest_bgra = canvas->IsBgra();
|
||||
isBgraRenderTarget = dest_bgra;
|
||||
|
||||
int offsetx = clamp(x, 0, dest_width);
|
||||
int offsety = clamp(y, 0, dest_height);
|
||||
|
|
|
@ -38,6 +38,8 @@ public:
|
|||
static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
|
||||
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
|
||||
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
|
||||
|
||||
static bool IsBgra();
|
||||
};
|
||||
|
||||
class PolyTriangleThreadData
|
||||
|
|
|
@ -307,7 +307,7 @@ void TriangleBlock::RenderBlock(int x0, int y0, int x1, int y1)
|
|||
bool writeDepth = args->uniforms->WriteDepth();
|
||||
|
||||
int bmode = (int)args->uniforms->BlendMode();
|
||||
auto drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32[bmode] : ScreenTriangle::TriDrawers8[bmode];
|
||||
auto drawFunc = args->destBgra ? ScreenTriangle::SpanDrawers32[bmode] : ScreenTriangle::SpanDrawers8[bmode];
|
||||
|
||||
// Loop through blocks
|
||||
for (int y = start_miny; y < y1; y += q * num_cores)
|
||||
|
@ -345,7 +345,66 @@ void TriangleBlock::RenderBlock(int x0, int y0, int x1, int y1)
|
|||
}
|
||||
|
||||
if (writeColor)
|
||||
drawFunc(X, Y, Mask0, Mask1, args);
|
||||
{
|
||||
if (Mask0 == 0xffffffff)
|
||||
{
|
||||
drawFunc(Y, X, X + 8, args);
|
||||
drawFunc(Y + 1, X, X + 8, args);
|
||||
drawFunc(Y + 2, X, X + 8, args);
|
||||
drawFunc(Y + 3, X, X + 8, args);
|
||||
}
|
||||
else if (Mask0 != 0)
|
||||
{
|
||||
uint32_t mask = Mask0;
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
int start = 0;
|
||||
int i;
|
||||
for (i = 0; i < 8; i++)
|
||||
{
|
||||
if (!(mask & 0x80000000))
|
||||
{
|
||||
if (i > start)
|
||||
drawFunc(Y + j, X + start, X + i, args);
|
||||
start = i + 1;
|
||||
}
|
||||
mask <<= 1;
|
||||
}
|
||||
if (i > start)
|
||||
drawFunc(Y + j, X + start, X + i, args);
|
||||
}
|
||||
}
|
||||
|
||||
if (Mask1 == 0xffffffff)
|
||||
{
|
||||
drawFunc(Y + 4, X, X + 8, args);
|
||||
drawFunc(Y + 5, X, X + 8, args);
|
||||
drawFunc(Y + 6, X, X + 8, args);
|
||||
drawFunc(Y + 7, X, X + 8, args);
|
||||
}
|
||||
else if (Mask1 != 0)
|
||||
{
|
||||
uint32_t mask = Mask1;
|
||||
for (int j = 4; j < 8; j++)
|
||||
{
|
||||
int start = 0;
|
||||
int i;
|
||||
for (i = 0; i < 8; i++)
|
||||
{
|
||||
if (!(mask & 0x80000000))
|
||||
{
|
||||
if (i > start)
|
||||
drawFunc(Y + j, X + start, X + i, args);
|
||||
start = i + 1;
|
||||
}
|
||||
mask <<= 1;
|
||||
}
|
||||
if (i > start)
|
||||
drawFunc(Y + j, X + start, X + i, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (writeStencil)
|
||||
StencilWrite();
|
||||
if (writeDepth)
|
||||
|
@ -1249,210 +1308,102 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, PolyTriangleT
|
|||
}
|
||||
}
|
||||
|
||||
template<typename ModeT>
|
||||
void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
template<typename ModeT, typename OptT>
|
||||
void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
float v1X = args->v1->x;
|
||||
float v1Y = args->v1->y;
|
||||
float v1W = args->v1->w;
|
||||
float v1U = args->v1->u * v1W;
|
||||
float v1V = args->v1->v * v1W;
|
||||
float stepXW = args->gradientX.W;
|
||||
float stepXU = args->gradientX.U;
|
||||
float stepXV = args->gradientX.V;
|
||||
float startX = x0 + (0.5f - v1X);
|
||||
float startY = y + (0.5f - v1Y);
|
||||
float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
|
||||
float posXU = v1U + stepXU * startX + args->gradientY.U * startY;
|
||||
float posXV = v1V + stepXV * startX + args->gradientY.V * startY;
|
||||
float v1X, v1Y, v1W, v1U, v1V, v1WorldX, v1WorldY, v1WorldZ;
|
||||
float startX, startY;
|
||||
float stepXW, stepXU, stepXV, stepWorldX, stepWorldY, stepWorldZ;
|
||||
float posXW, posXU, posXV, posWorldX, posWorldY, posWorldZ;
|
||||
|
||||
const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
|
||||
const uint32_t *translation = (const uint32_t*)args->uniforms->Translation();
|
||||
int texWidth = args->uniforms->TextureWidth();
|
||||
int texHeight = args->uniforms->TextureHeight();
|
||||
PolyLight *lights;
|
||||
int num_lights;
|
||||
float worldnormalX, worldnormalY, worldnormalZ;
|
||||
uint32_t dynlightcolor;
|
||||
const uint32_t *texPixels, *translation;
|
||||
int texWidth, texHeight;
|
||||
uint32_t fillcolor;
|
||||
int alpha;
|
||||
uint32_t light;
|
||||
fixed_t shade, lightpos, lightstep;
|
||||
uint32_t shade_fade_r, shade_fade_g, shade_fade_b, shade_light_r, shade_light_g, shade_light_b, desaturate, inv_desaturate;
|
||||
|
||||
int fillcolor = args->uniforms->Color();
|
||||
int alpha = args->uniforms->SrcAlpha();
|
||||
v1X = args->v1->x;
|
||||
v1Y = args->v1->y;
|
||||
v1W = args->v1->w;
|
||||
v1U = args->v1->u * v1W;
|
||||
v1V = args->v1->v * v1W;
|
||||
startX = x0 + (0.5f - v1X);
|
||||
startY = y + (0.5f - v1Y);
|
||||
stepXW = args->gradientX.W;
|
||||
stepXU = args->gradientX.U;
|
||||
stepXV = args->gradientX.V;
|
||||
posXW = v1W + stepXW * startX + args->gradientY.W * startY;
|
||||
posXU = v1U + stepXU * startX + args->gradientY.U * startY;
|
||||
posXV = v1V + stepXV * startX + args->gradientY.V * startY;
|
||||
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += light >> 7; // 255 -> 256
|
||||
texPixels = (const uint32_t*)args->uniforms->TexturePixels();
|
||||
translation = (const uint32_t*)args->uniforms->Translation();
|
||||
texWidth = args->uniforms->TextureWidth();
|
||||
texHeight = args->uniforms->TextureHeight();
|
||||
fillcolor = args->uniforms->Color();
|
||||
alpha = args->uniforms->Alpha();
|
||||
light = args->uniforms->Light();
|
||||
|
||||
if (OptT::Flags & SWOPT_FixedLight)
|
||||
{
|
||||
light += light >> 7; // 255 -> 256
|
||||
}
|
||||
else
|
||||
{
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
|
||||
shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
|
||||
lightpos = (fixed_t)(globVis * posXW * (float)FRACUNIT);
|
||||
lightstep = (fixed_t)(globVis * stepXW * (float)FRACUNIT);
|
||||
}
|
||||
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
v1WorldX = args->v1->worldX * v1W;
|
||||
v1WorldY = args->v1->worldY * v1W;
|
||||
v1WorldZ = args->v1->worldZ * v1W;
|
||||
stepWorldX = args->gradientX.WorldX;
|
||||
stepWorldY = args->gradientX.WorldY;
|
||||
stepWorldZ = args->gradientX.WorldZ;
|
||||
posWorldX = v1WorldX + stepWorldX * startX + args->gradientY.WorldX * startY;
|
||||
posWorldY = v1WorldY + stepWorldY * startX + args->gradientY.WorldY * startY;
|
||||
posWorldZ = v1WorldZ + stepWorldZ * startX + args->gradientY.WorldZ * startY;
|
||||
|
||||
lights = args->uniforms->Lights();
|
||||
num_lights = args->uniforms->NumLights();
|
||||
worldnormalX = args->uniforms->Normal().X;
|
||||
worldnormalY = args->uniforms->Normal().Y;
|
||||
worldnormalZ = args->uniforms->Normal().Z;
|
||||
dynlightcolor = args->uniforms->DynLightColor();
|
||||
}
|
||||
|
||||
if (OptT::Flags & SWOPT_ColoredFog)
|
||||
{
|
||||
shade_fade_r = args->uniforms->ShadeFadeRed();
|
||||
shade_fade_g = args->uniforms->ShadeFadeGreen();
|
||||
shade_fade_b = args->uniforms->ShadeFadeBlue();
|
||||
shade_light_r = args->uniforms->ShadeLightRed();
|
||||
shade_light_g = args->uniforms->ShadeLightGreen();
|
||||
shade_light_b = args->uniforms->ShadeLightBlue();
|
||||
desaturate = args->uniforms->ShadeDesaturate();
|
||||
inv_desaturate = 256 - desaturate;
|
||||
}
|
||||
|
||||
uint32_t *dest = (uint32_t*)args->dest;
|
||||
uint32_t *destLine = dest + args->pitch * y;
|
||||
|
||||
int x = x0;
|
||||
|
||||
#ifndef NO_SSE
|
||||
__m128i mfillcolor = _mm_set1_epi32(fillcolor);
|
||||
__m128i mcapcolor = _mm_unpacklo_epi8(mfillcolor, _mm_setzero_si128());
|
||||
__m128i malpha = _mm_set1_epi32(alpha);
|
||||
|
||||
int sseEnd = x0 + ((x1 - x0) & ~3);
|
||||
while (x < sseEnd)
|
||||
{
|
||||
__m128i fg;
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Fill)
|
||||
{
|
||||
fg = mfillcolor;
|
||||
}
|
||||
else if (ModeT::SWFlags & SWSTYLEF_FogBoundary)
|
||||
{
|
||||
fg = _mm_loadl_epi64((const __m128i*)(destLine + x));
|
||||
}
|
||||
else
|
||||
{
|
||||
float rcpW0 = 0x01000000 / posXW;
|
||||
float rcpW1 = 0x01000000 / (posXW + stepXW);
|
||||
|
||||
int32_t u0 = (int32_t)(posXU * rcpW0);
|
||||
int32_t u1 = (int32_t)((posXU + stepXU) * rcpW1);
|
||||
int32_t v0 = (int32_t)(posXV * rcpW0);
|
||||
int32_t v1 = (int32_t)((posXV + stepXV) * rcpW1);
|
||||
uint32_t texelX0 = ((((uint32_t)u0 << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelX1 = ((((uint32_t)u1 << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY0 = ((((uint32_t)v0 << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t texelY1 = ((((uint32_t)v1 << 8) >> 16) * texHeight) >> 16;
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Translated)
|
||||
{
|
||||
uint32_t fg0 = translation[((const uint8_t*)texPixels)[texelX0 * texHeight + texelY0]];
|
||||
uint32_t fg1 = translation[((const uint8_t*)texPixels)[texelX1 * texHeight + texelY1]];
|
||||
fg = _mm_setr_epi32(fg0, fg1, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t fg0 = texPixels[texelX0 * texHeight + texelY0];
|
||||
uint32_t fg1 = texPixels[texelX1 * texHeight + texelY1];
|
||||
fg = _mm_setr_epi32(fg0, fg1, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
{
|
||||
float rcpW0 = 0x01000000 / posXW;
|
||||
float rcpW1 = 0x01000000 / (posXW + stepXW);
|
||||
int32_t v0 = (int32_t)(posXV * rcpW0);
|
||||
int32_t v1 = (int32_t)((posXV + stepXV) * rcpW1);
|
||||
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
__m128i v = _mm_setr_epi32(v0, v0, v1, v1);
|
||||
__m128i alpha_top = _mm_min_epi16(_mm_max_epi16(_mm_srai_epi32(v, 16 - start_fade), _mm_setzero_si128()), _mm_set1_epi16(256));
|
||||
__m128i alpha_bottom = _mm_min_epi16(_mm_max_epi16(_mm_srai_epi32(_mm_sub_epi32(_mm_set1_epi32(2 << 24), v), 16 - start_fade), _mm_setzero_si128()), _mm_set1_epi16(256));
|
||||
__m128i a = _mm_min_epi16(alpha_top, alpha_bottom);
|
||||
a = _mm_shufflelo_epi16(_mm_shufflehi_epi16(a, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0));
|
||||
__m128i inv_a = _mm_sub_epi32(_mm_set1_epi32(256), a);
|
||||
|
||||
fg = _mm_unpacklo_epi8(fg, _mm_setzero_si128());
|
||||
__m128i c = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(_mm_mullo_epi16(fg, a), _mm_mullo_epi16(mcapcolor, inv_a)), _mm_set1_epi16(127)), 8);
|
||||
_mm_storel_epi64((__m128i*)(destLine + x), _mm_packus_epi16(c, c));
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((ModeT::Flags & STYLEF_ColorIsFixed) && !(ModeT::SWFlags & SWSTYLEF_Fill))
|
||||
{
|
||||
__m128i rgbmask = _mm_set1_epi32(0x00ffffff);
|
||||
if (ModeT::Flags & STYLEF_RedIsAlpha)
|
||||
fg = _mm_or_si128(_mm_andnot_si128(rgbmask, _mm_slli_epi32(fg, 8)), _mm_and_si128(rgbmask, mfillcolor));
|
||||
else
|
||||
fg = _mm_or_si128(_mm_andnot_si128(rgbmask, fg), _mm_and_si128(rgbmask, mfillcolor));
|
||||
}
|
||||
|
||||
if (!(ModeT::Flags & STYLEF_Alpha1))
|
||||
{
|
||||
__m128i a = _mm_srli_epi32(fg, 24);
|
||||
a = _mm_srli_epi32(_mm_mullo_epi16(a, malpha), 8);
|
||||
fg = _mm_or_si128(_mm_and_si128(fg, _mm_set1_epi32(0x00ffffff)), _mm_slli_epi32(a, 24));
|
||||
}
|
||||
|
||||
fg = _mm_unpacklo_epi8(fg, _mm_setzero_si128());
|
||||
|
||||
fixed_t lightpos0 = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightpos1 = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * (posXW + stepXW)), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos0 = (lightpos0 & lightmask) | ((light << 8) & ~lightmask);
|
||||
lightpos1 = (lightpos1 & lightmask) | ((light << 8) & ~lightmask);
|
||||
int lightshade0 = lightpos0 >> 8;
|
||||
int lightshade1 = lightpos1 >> 8;
|
||||
__m128i shadedfg = _mm_srli_epi16(_mm_mullo_epi16(fg, _mm_setr_epi16(lightshade0, lightshade0, lightshade0, 256, lightshade1, lightshade1, lightshade1, 256)), 8);
|
||||
|
||||
__m128i out;
|
||||
if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_Zero)
|
||||
{
|
||||
out = shadedfg;
|
||||
}
|
||||
else if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_One)
|
||||
{
|
||||
__m128i dest = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i*)(destLine + x)), _mm_setzero_si128());
|
||||
if (ModeT::BlendOp == STYLEOP_Add)
|
||||
{
|
||||
out = _mm_add_epi16(dest, shadedfg);
|
||||
}
|
||||
else if (ModeT::BlendOp == STYLEOP_RevSub)
|
||||
{
|
||||
out = _mm_sub_epi16(dest, shadedfg);
|
||||
}
|
||||
else //if (ModeT::BlendOp == STYLEOP_Sub)
|
||||
{
|
||||
out = _mm_sub_epi16(shadedfg, dest);
|
||||
}
|
||||
}
|
||||
else if (ModeT::SWFlags & SWSTYLEF_SrcColorOneMinusSrcColor)
|
||||
{
|
||||
__m128i dest = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i*)(destLine + x)), _mm_setzero_si128());
|
||||
__m128i sfactor = _mm_add_epi16(shadedfg, _mm_srli_epi16(shadedfg, 7));
|
||||
__m128i dfactor = _mm_sub_epi16(_mm_set1_epi16(256), sfactor);
|
||||
out = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(_mm_mullo_epi16(dest, dfactor), _mm_mullo_epi16(shadedfg, sfactor)), _mm_set1_epi16(127)), 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
__m128i dest = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i*)(destLine + x)), _mm_setzero_si128());
|
||||
|
||||
__m128i sfactor = _mm_shufflehi_epi16(_mm_shufflelo_epi16(shadedfg, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
|
||||
sfactor = _mm_add_epi16(sfactor, _mm_srli_epi16(sfactor, 7)); // 255 -> 256
|
||||
__m128i dfactor = _mm_sub_epi16(_mm_set1_epi16(256), sfactor);
|
||||
__m128i src = _mm_mullo_epi16(shadedfg, sfactor);
|
||||
if (ModeT::BlendDest == STYLEALPHA_One)
|
||||
{
|
||||
dest = _mm_slli_epi16(dest, 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
__m128i dfactor = _mm_sub_epi16(_mm_set1_epi16(256), sfactor);
|
||||
dest = _mm_mullo_epi16(dest, dfactor);
|
||||
}
|
||||
|
||||
if (ModeT::BlendOp == STYLEOP_Add)
|
||||
{
|
||||
out = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(dest, src), _mm_set1_epi16(127)), 8);
|
||||
}
|
||||
else if (ModeT::BlendOp == STYLEOP_RevSub)
|
||||
{
|
||||
out = _mm_srli_epi16(_mm_add_epi16(_mm_sub_epi16(dest, src), _mm_set1_epi16(127)), 8);
|
||||
}
|
||||
else //if (ModeT::BlendOp == STYLEOP_Sub)
|
||||
{
|
||||
out = _mm_srli_epi16(_mm_add_epi16(_mm_sub_epi16(src, dest), _mm_set1_epi16(127)), 8);
|
||||
}
|
||||
}
|
||||
_mm_storel_epi64((__m128i*)(destLine + x), _mm_or_si128(_mm_packus_epi16(out, out), _mm_set1_epi32(0xff000000)));
|
||||
}
|
||||
|
||||
posXW += stepXW + stepXW;
|
||||
posXU += stepXU + stepXU;
|
||||
posXV += stepXV + stepXV;
|
||||
x += 2;
|
||||
}
|
||||
#endif
|
||||
|
||||
while (x < x1)
|
||||
{
|
||||
uint32_t fg;
|
||||
uint32_t fg = 0;
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Fill)
|
||||
{
|
||||
|
@ -1462,7 +1413,7 @@ void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
{
|
||||
fg = destLine[x];
|
||||
}
|
||||
else
|
||||
else if (ModeT::BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t u = (int32_t)(posXU * rcpW);
|
||||
|
@ -1474,13 +1425,48 @@ void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
{
|
||||
fg = translation[((const uint8_t*)texPixels)[texelX * texHeight + texelY]];
|
||||
}
|
||||
else if (ModeT::Flags & STYLEF_RedIsAlpha)
|
||||
{
|
||||
fg = ((const uint8_t*)texPixels)[texelX * texHeight + texelY];
|
||||
}
|
||||
else
|
||||
{
|
||||
fg = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
}
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
if (ModeT::BlendOp == STYLEOP_Fuzz)
|
||||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t u = (int32_t)(posXU * rcpW);
|
||||
int32_t v = (int32_t)(posXV * rcpW);
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
|
||||
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
|
||||
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
|
||||
|
||||
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
|
||||
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
|
||||
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
|
||||
|
||||
sampleshadeout = (sampleshadeout * alpha) >> 5;
|
||||
|
||||
uint32_t a = 256 - sampleshadeout;
|
||||
|
||||
uint32_t dest = destLine[x];
|
||||
uint32_t out_r = (RPART(dest) * a) >> 8;
|
||||
uint32_t out_g = (GPART(dest) * a) >> 8;
|
||||
uint32_t out_b = (BPART(dest) * a) >> 8;
|
||||
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
|
||||
}
|
||||
else if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
{
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t v = (int32_t)(posXV * rcpW);
|
||||
|
@ -1516,7 +1502,7 @@ void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
if ((ModeT::Flags & STYLEF_ColorIsFixed) && !(ModeT::SWFlags & SWSTYLEF_Fill))
|
||||
{
|
||||
if (ModeT::Flags & STYLEF_RedIsAlpha)
|
||||
fg = ((fg << 8) & 0xff000000) | (fillcolor & 0x00ffffff);
|
||||
fg = (fg << 24) | (fillcolor & 0x00ffffff);
|
||||
else
|
||||
fg = (fg & 0xff000000) | (fillcolor & 0x00ffffff);
|
||||
}
|
||||
|
@ -1528,12 +1514,105 @@ void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
fgalpha = (fgalpha * alpha) >> 8;
|
||||
}
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
int lightshade = lightpos >> 8;
|
||||
uint32_t shadedfg_r = (RPART(fg) * lightshade) >> 8;
|
||||
uint32_t shadedfg_g = (GPART(fg) * lightshade) >> 8;
|
||||
uint32_t shadedfg_b = (BPART(fg) * lightshade) >> 8;
|
||||
int lightshade;
|
||||
if (OptT::Flags & SWOPT_FixedLight)
|
||||
{
|
||||
lightshade = light;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t maxvis = 24 * FRACUNIT / 32;
|
||||
fixed_t maxlight = 31 * FRACUNIT / 32;
|
||||
lightshade = (FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8;
|
||||
}
|
||||
|
||||
uint32_t lit_r = 0, lit_g = 0, lit_b = 0;
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
lit_r = RPART(dynlightcolor);
|
||||
lit_g = GPART(dynlightcolor);
|
||||
lit_b = BPART(dynlightcolor);
|
||||
|
||||
float rcp_posXW = 1.0f / posXW;
|
||||
float worldposX = posWorldX * rcp_posXW;
|
||||
float worldposY = posWorldY * rcp_posXW;
|
||||
float worldposZ = posWorldZ * rcp_posXW;
|
||||
for (int i = 0; i < num_lights; i++)
|
||||
{
|
||||
float lightposX = lights[i].x;
|
||||
float lightposY = lights[i].y;
|
||||
float lightposZ = lights[i].z;
|
||||
float light_radius = lights[i].radius;
|
||||
uint32_t light_color = lights[i].color;
|
||||
|
||||
bool is_attenuated = light_radius < 0.0f;
|
||||
if (is_attenuated)
|
||||
light_radius = -light_radius;
|
||||
|
||||
// L = light-pos
|
||||
// dist = sqrt(dot(L, L))
|
||||
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
|
||||
float Lx = lightposX - worldposX;
|
||||
float Ly = lightposY - worldposY;
|
||||
float Lz = lightposZ - worldposZ;
|
||||
float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
|
||||
#ifdef NO_SSE
|
||||
//float rcp_dist = 1.0f / sqrt(dist2);
|
||||
float rcp_dist = 1.0f / (dist2 * 0.01f);
|
||||
#else
|
||||
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
|
||||
#endif
|
||||
float dist = dist2 * rcp_dist;
|
||||
float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
|
||||
|
||||
// The simple light type
|
||||
float simple_attenuation = distance_attenuation;
|
||||
|
||||
// The point light type
|
||||
// diffuse = max(dot(N,normalize(L)),0) * attenuation
|
||||
Lx *= rcp_dist;
|
||||
Ly *= rcp_dist;
|
||||
Lz *= rcp_dist;
|
||||
float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
|
||||
float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
|
||||
|
||||
uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
|
||||
|
||||
lit_r += (RPART(light_color) * attenuation) >> 8;
|
||||
lit_g += (GPART(light_color) * attenuation) >> 8;
|
||||
lit_b += (BPART(light_color) * attenuation) >> 8;
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t shadedfg_r, shadedfg_g, shadedfg_b;
|
||||
if (OptT::Flags & SWOPT_ColoredFog)
|
||||
{
|
||||
uint32_t fg_r = RPART(fg);
|
||||
uint32_t fg_g = GPART(fg);
|
||||
uint32_t fg_b = BPART(fg);
|
||||
uint32_t intensity = ((fg_r * 77 + fg_g * 143 + fg_b * 37) >> 8) * desaturate;
|
||||
shadedfg_r = (((shade_fade_r + ((fg_r * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_r) >> 8;
|
||||
shadedfg_g = (((shade_fade_g + ((fg_g * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_g) >> 8;
|
||||
shadedfg_b = (((shade_fade_b + ((fg_b * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_b) >> 8;
|
||||
|
||||
lit_r = MIN(lit_r, (uint32_t)256);
|
||||
lit_g = MIN(lit_g, (uint32_t)256);
|
||||
lit_b = MIN(lit_b, (uint32_t)256);
|
||||
|
||||
shadedfg_r = MIN(shadedfg_r + ((fg_r * lit_r) >> 8), (uint32_t)255);
|
||||
shadedfg_g = MIN(shadedfg_g + ((fg_g * lit_g) >> 8), (uint32_t)255);
|
||||
shadedfg_b = MIN(shadedfg_b + ((fg_b * lit_b) >> 8), (uint32_t)255);
|
||||
}
|
||||
else
|
||||
{
|
||||
lit_r = MIN(lightshade + lit_r, (uint32_t)256);
|
||||
lit_g = MIN(lightshade + lit_g, (uint32_t)256);
|
||||
lit_b = MIN(lightshade + lit_b, (uint32_t)256);
|
||||
|
||||
shadedfg_r = (RPART(fg) * lit_r) >> 8;
|
||||
shadedfg_g = (GPART(fg) * lit_g) >> 8;
|
||||
shadedfg_b = (BPART(fg) * lit_b) >> 8;
|
||||
}
|
||||
|
||||
if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_Zero)
|
||||
{
|
||||
|
@ -1582,16 +1661,15 @@ void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
|
||||
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
|
||||
}
|
||||
else if (fgalpha == 255)
|
||||
else if (ModeT::BlendSrc == STYLEALPHA_Src && ModeT::BlendDest == STYLEALPHA_InvSrc && fgalpha == 255)
|
||||
{
|
||||
destLine[x] = MAKEARGB(255, shadedfg_r, shadedfg_g, shadedfg_b);
|
||||
}
|
||||
else if (fgalpha != 0)
|
||||
else if (ModeT::BlendSrc != STYLEALPHA_Src || ModeT::BlendDest != STYLEALPHA_InvSrc || fgalpha != 0)
|
||||
{
|
||||
uint32_t dest = destLine[x];
|
||||
|
||||
uint32_t sfactor = fgalpha; sfactor += sfactor >> 7; // 255 -> 256
|
||||
uint32_t dfactor = 256 - sfactor;
|
||||
uint32_t src_r = shadedfg_r * sfactor;
|
||||
uint32_t src_g = shadedfg_g * sfactor;
|
||||
uint32_t src_b = shadedfg_b * sfactor;
|
||||
|
@ -1648,49 +1726,139 @@ void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
posXW += stepXW;
|
||||
posXU += stepXU;
|
||||
posXV += stepXV;
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
posWorldX += stepWorldX;
|
||||
posWorldY += stepWorldY;
|
||||
posWorldZ += stepWorldZ;
|
||||
}
|
||||
if (!(OptT::Flags & SWOPT_FixedLight))
|
||||
lightpos += lightstep;
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ModeT>
|
||||
void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
float v1X = args->v1->x;
|
||||
float v1Y = args->v1->y;
|
||||
float v1W = args->v1->w;
|
||||
float v1U = args->v1->u * v1W;
|
||||
float v1V = args->v1->v * v1W;
|
||||
float stepXW = args->gradientX.W;
|
||||
float stepXU = args->gradientX.U;
|
||||
float stepXV = args->gradientX.V;
|
||||
float startX = x0 + (0.5f - v1X);
|
||||
float startY = y + (0.5f - v1Y);
|
||||
float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
|
||||
float posXU = v1U + stepXU * startX + args->gradientY.U * startY;
|
||||
float posXV = v1V + stepXV * startX + args->gradientY.V * startY;
|
||||
if (args->uniforms->NumLights() == 0)
|
||||
{
|
||||
if (!args->uniforms->FixedLight())
|
||||
{
|
||||
if (args->uniforms->SimpleShade())
|
||||
DrawSpanOpt32<ModeT, DrawerOpt>(y, x0, x1, args);
|
||||
else
|
||||
DrawSpanOpt32<ModeT, DrawerOptC>(y, x0, x1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args->uniforms->SimpleShade())
|
||||
DrawSpanOpt32<ModeT, DrawerOptF>(y, x0, x1, args);
|
||||
else
|
||||
DrawSpanOpt32<ModeT, DrawerOptCF>(y, x0, x1, args);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!args->uniforms->FixedLight())
|
||||
{
|
||||
if (args->uniforms->SimpleShade())
|
||||
DrawSpanOpt32<ModeT, DrawerOptL>(y, x0, x1, args);
|
||||
else
|
||||
DrawSpanOpt32<ModeT, DrawerOptLC>(y, x0, x1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args->uniforms->SimpleShade())
|
||||
DrawSpanOpt32<ModeT, DrawerOptLF>(y, x0, x1, args);
|
||||
else
|
||||
DrawSpanOpt32<ModeT, DrawerOptLCF>(y, x0, x1, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto colormaps = args->uniforms->BaseColormap();
|
||||
template<typename ModeT, typename OptT>
|
||||
void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
const uint8_t *texPixels = args->uniforms->TexturePixels();
|
||||
const uint8_t *translation = args->uniforms->Translation();
|
||||
int texWidth = args->uniforms->TextureWidth();
|
||||
int texHeight = args->uniforms->TextureHeight();
|
||||
float v1X, v1Y, v1W, v1U, v1V, v1WorldX, v1WorldY, v1WorldZ;
|
||||
float startX, startY;
|
||||
float stepXW, stepXU, stepXV, stepWorldX, stepWorldY, stepWorldZ;
|
||||
float posXW, posXU, posXV, posWorldX, posWorldY, posWorldZ;
|
||||
|
||||
int fillcolor = args->uniforms->Color();
|
||||
int alpha = args->uniforms->SrcAlpha();
|
||||
PolyLight *lights;
|
||||
int num_lights;
|
||||
float worldnormalX, worldnormalY, worldnormalZ;
|
||||
uint32_t dynlightcolor;
|
||||
const uint8_t *colormaps, *texPixels, *translation;
|
||||
int texWidth, texHeight;
|
||||
uint32_t fillcolor, capcolor;
|
||||
int alpha;
|
||||
uint32_t light;
|
||||
fixed_t shade, lightpos, lightstep;
|
||||
|
||||
v1X = args->v1->x;
|
||||
v1Y = args->v1->y;
|
||||
v1W = args->v1->w;
|
||||
v1U = args->v1->u * v1W;
|
||||
v1V = args->v1->v * v1W;
|
||||
startX = x0 + (0.5f - v1X);
|
||||
startY = y + (0.5f - v1Y);
|
||||
stepXW = args->gradientX.W;
|
||||
stepXU = args->gradientX.U;
|
||||
stepXV = args->gradientX.V;
|
||||
posXW = v1W + stepXW * startX + args->gradientY.W * startY;
|
||||
posXU = v1U + stepXU * startX + args->gradientY.U * startY;
|
||||
posXV = v1V + stepXV * startX + args->gradientY.V * startY;
|
||||
|
||||
texPixels = args->uniforms->TexturePixels();
|
||||
translation = args->uniforms->Translation();
|
||||
texWidth = args->uniforms->TextureWidth();
|
||||
texHeight = args->uniforms->TextureHeight();
|
||||
fillcolor = args->uniforms->Color();
|
||||
alpha = args->uniforms->Alpha();
|
||||
colormaps = args->uniforms->BaseColormap();
|
||||
light = args->uniforms->Light();
|
||||
|
||||
uint32_t capcolor = fillcolor;
|
||||
if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
capcolor = GPalette.BaseColors[capcolor].d;
|
||||
capcolor = GPalette.BaseColors[fillcolor].d;
|
||||
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += light >> 7; // 255 -> 256
|
||||
if (OptT::Flags & SWOPT_FixedLight)
|
||||
{
|
||||
light += light >> 7; // 255 -> 256
|
||||
light = ((256 - light) * NUMCOLORMAPS) & 0xffffff00;
|
||||
}
|
||||
else
|
||||
{
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
|
||||
shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
|
||||
lightpos = (fixed_t)(globVis * posXW * (float)FRACUNIT);
|
||||
lightstep = (fixed_t)(globVis * stepXW * (float)FRACUNIT);
|
||||
}
|
||||
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
v1WorldX = args->v1->worldX * v1W;
|
||||
v1WorldY = args->v1->worldY * v1W;
|
||||
v1WorldZ = args->v1->worldZ * v1W;
|
||||
stepWorldX = args->gradientX.WorldX;
|
||||
stepWorldY = args->gradientX.WorldY;
|
||||
stepWorldZ = args->gradientX.WorldZ;
|
||||
posWorldX = v1WorldX + stepWorldX * startX + args->gradientY.WorldX * startY;
|
||||
posWorldY = v1WorldY + stepWorldY * startX + args->gradientY.WorldY * startY;
|
||||
posWorldZ = v1WorldZ + stepWorldZ * startX + args->gradientY.WorldZ * startY;
|
||||
|
||||
lights = args->uniforms->Lights();
|
||||
num_lights = args->uniforms->NumLights();
|
||||
worldnormalX = args->uniforms->Normal().X;
|
||||
worldnormalY = args->uniforms->Normal().Y;
|
||||
worldnormalZ = args->uniforms->Normal().Z;
|
||||
dynlightcolor = args->uniforms->DynLightColor();
|
||||
}
|
||||
|
||||
uint8_t *dest = (uint8_t*)args->dest;
|
||||
uint8_t *destLine = dest + args->pitch * y;
|
||||
|
@ -1698,7 +1866,7 @@ void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
int x = x0;
|
||||
while (x < x1)
|
||||
{
|
||||
int fg;
|
||||
int fg = 0;
|
||||
int fgalpha = 255;
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Fill)
|
||||
|
@ -1709,7 +1877,7 @@ void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
{
|
||||
fg = destLine[x];
|
||||
}
|
||||
else
|
||||
else if (ModeT::BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t u = (int32_t)(posXU * rcpW);
|
||||
|
@ -1724,7 +1892,37 @@ void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
fgalpha = (fg != 0) ? 255 : 0;
|
||||
}
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
if (ModeT::BlendOp == STYLEOP_Fuzz)
|
||||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t u = (int32_t)(posXU * rcpW);
|
||||
int32_t v = (int32_t)(posXV * rcpW);
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = (texPixels[texelX * texHeight + texelY] != 0) ? 256 : 0;
|
||||
|
||||
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
|
||||
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
|
||||
|
||||
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
|
||||
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
|
||||
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
|
||||
|
||||
sampleshadeout = (sampleshadeout * alpha) >> 5;
|
||||
|
||||
uint32_t a = 256 - sampleshadeout;
|
||||
|
||||
uint32_t dest = GPalette.BaseColors[destLine[x]].d;
|
||||
uint32_t r = (RPART(dest) * a) >> 8;
|
||||
uint32_t g = (GPART(dest) * a) >> 8;
|
||||
uint32_t b = (BPART(dest) * a) >> 8;
|
||||
destLine[x] = RGB256k.All[((r >> 2) << 12) | ((g >> 2) << 6) | (b >> 2)];
|
||||
}
|
||||
else if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
{
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t v = (int32_t)(posXV * rcpW);
|
||||
|
@ -1771,11 +1969,95 @@ void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
fgalpha = (fgalpha * alpha) >> 8;
|
||||
}
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
int lightshade = lightpos >> 8;
|
||||
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
|
||||
uint8_t shadedfg = colormaps[lightshade + fg];
|
||||
uint8_t shadedfg;
|
||||
if (OptT::Flags & SWOPT_FixedLight)
|
||||
{
|
||||
shadedfg = colormaps[light + fg];
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t maxvis = 24 * FRACUNIT / 32;
|
||||
fixed_t maxlight = 31 * FRACUNIT / 32;
|
||||
int lightshade = (FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8;
|
||||
lightshade = ((256 - lightshade) << 5) & 0xffffff00;
|
||||
shadedfg = colormaps[lightshade + fg];
|
||||
}
|
||||
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
uint32_t lit_r = RPART(dynlightcolor);
|
||||
uint32_t lit_g = GPART(dynlightcolor);
|
||||
uint32_t lit_b = BPART(dynlightcolor);
|
||||
|
||||
#ifdef NO_SSE
|
||||
float rcp_posXW = 1.0f / posXW;
|
||||
#else
|
||||
float rcp_posXW = _mm_cvtss_f32(_mm_rcp_ss(_mm_set_ss(posXW)));
|
||||
#endif
|
||||
float worldposX = posWorldX * rcp_posXW;
|
||||
float worldposY = posWorldY * rcp_posXW;
|
||||
float worldposZ = posWorldZ * rcp_posXW;
|
||||
for (int i = 0; i < num_lights; i++)
|
||||
{
|
||||
float lightposX = lights[i].x;
|
||||
float lightposY = lights[i].y;
|
||||
float lightposZ = lights[i].z;
|
||||
float light_radius = lights[i].radius;
|
||||
uint32_t light_color = lights[i].color;
|
||||
|
||||
bool is_attenuated = light_radius < 0.0f;
|
||||
if (is_attenuated)
|
||||
light_radius = -light_radius;
|
||||
|
||||
// L = light-pos
|
||||
// dist = sqrt(dot(L, L))
|
||||
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
|
||||
float Lx = lightposX - worldposX;
|
||||
float Ly = lightposY - worldposY;
|
||||
float Lz = lightposZ - worldposZ;
|
||||
float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
|
||||
#ifdef NO_SSE
|
||||
//float rcp_dist = 1.0f / sqrt(dist2);
|
||||
float rcp_dist = 1.0f / (dist2 * 0.01f);
|
||||
#else
|
||||
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
|
||||
#endif
|
||||
float dist = dist2 * rcp_dist;
|
||||
float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
|
||||
|
||||
// The simple light type
|
||||
float simple_attenuation = distance_attenuation;
|
||||
|
||||
// The point light type
|
||||
// diffuse = max(dot(N,normalize(L)),0) * attenuation
|
||||
Lx *= rcp_dist;
|
||||
Ly *= rcp_dist;
|
||||
Lz *= rcp_dist;
|
||||
float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
|
||||
float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
|
||||
|
||||
uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
|
||||
|
||||
lit_r += (RPART(light_color) * attenuation) >> 8;
|
||||
lit_g += (GPART(light_color) * attenuation) >> 8;
|
||||
lit_b += (BPART(light_color) * attenuation) >> 8;
|
||||
}
|
||||
|
||||
if (lit_r || lit_g || lit_b)
|
||||
{
|
||||
lit_r = MIN(lit_r, (uint32_t)256);
|
||||
lit_g = MIN(lit_g, (uint32_t)256);
|
||||
lit_b = MIN(lit_b, (uint32_t)256);
|
||||
|
||||
uint32_t fgrgb = GPalette.BaseColors[fg];
|
||||
uint32_t shadedfgrgb = GPalette.BaseColors[shadedfg];
|
||||
|
||||
uint32_t out_r = MIN(((RPART(fgrgb) * lit_r) >> 8) + RPART(shadedfgrgb), (uint32_t)255);
|
||||
uint32_t out_g = MIN(((GPART(fgrgb) * lit_g) >> 8) + GPART(shadedfgrgb), (uint32_t)255);
|
||||
uint32_t out_b = MIN(((BPART(fgrgb) * lit_b) >> 8) + BPART(shadedfgrgb), (uint32_t)255);
|
||||
shadedfg = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
|
||||
}
|
||||
}
|
||||
|
||||
if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_Zero)
|
||||
{
|
||||
|
@ -1826,11 +2108,11 @@ void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
|
||||
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
|
||||
}
|
||||
else if (fgalpha == 255)
|
||||
else if (ModeT::BlendSrc == STYLEALPHA_Src && ModeT::BlendDest == STYLEALPHA_InvSrc && fgalpha == 255)
|
||||
{
|
||||
destLine[x] = shadedfg;
|
||||
}
|
||||
else if (fgalpha != 0)
|
||||
else if (ModeT::BlendSrc != STYLEALPHA_Src || ModeT::BlendDest != STYLEALPHA_InvSrc || fgalpha != 0)
|
||||
{
|
||||
uint32_t src = GPalette.BaseColors[shadedfg];
|
||||
uint32_t dest = GPalette.BaseColors[destLine[x]];
|
||||
|
@ -1893,10 +2175,39 @@ void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
posXW += stepXW;
|
||||
posXU += stepXU;
|
||||
posXV += stepXV;
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
posWorldX += stepWorldX;
|
||||
posWorldY += stepWorldY;
|
||||
posWorldZ += stepWorldZ;
|
||||
}
|
||||
if (!(OptT::Flags & SWOPT_FixedLight))
|
||||
lightpos += lightstep;
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ModeT>
|
||||
void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
if (args->uniforms->NumLights() == 0)
|
||||
{
|
||||
if (!args->uniforms->FixedLight())
|
||||
DrawSpanOpt8<ModeT, DrawerOptC>(y, x0, x1, args);
|
||||
else
|
||||
DrawSpanOpt8<ModeT, DrawerOptCF>(y, x0, x1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!args->uniforms->FixedLight())
|
||||
DrawSpanOpt8<ModeT, DrawerOptLC>(y, x0, x1, args);
|
||||
else
|
||||
DrawSpanOpt8<ModeT, DrawerOptLCF>(y, x0, x1, args);
|
||||
}
|
||||
}
|
||||
|
||||
void(*ScreenTriangle::SpanDrawers8[])(int, int, int, const TriDrawTriangleArgs *) =
|
||||
{
|
||||
&DrawSpan8<TriScreenDrawerModes::StyleOpaque>,
|
||||
|
|
|
@ -251,6 +251,22 @@ namespace TriScreenDrawerModes
|
|||
struct FuzzSampler { static const int Mode = (int)Samplers::Fuzz; };
|
||||
struct FogBoundarySampler { static const int Mode = (int)Samplers::FogBoundary; };
|
||||
|
||||
enum SWOptFlags
|
||||
{
|
||||
SWOPT_DynLights = 1,
|
||||
SWOPT_ColoredFog = 2,
|
||||
SWOPT_FixedLight = 4
|
||||
};
|
||||
|
||||
struct DrawerOpt { static const int Flags = 0; };
|
||||
struct DrawerOptF { static const int Flags = SWOPT_FixedLight; };
|
||||
struct DrawerOptC { static const int Flags = SWOPT_ColoredFog; };
|
||||
struct DrawerOptCF { static const int Flags = SWOPT_ColoredFog | SWOPT_FixedLight; };
|
||||
struct DrawerOptL { static const int Flags = SWOPT_DynLights; };
|
||||
struct DrawerOptLC { static const int Flags = SWOPT_DynLights | SWOPT_ColoredFog; };
|
||||
struct DrawerOptLF { static const int Flags = SWOPT_DynLights | SWOPT_FixedLight; };
|
||||
struct DrawerOptLCF { static const int Flags = SWOPT_DynLights | SWOPT_ColoredFog | SWOPT_FixedLight; };
|
||||
|
||||
static const int fuzzcolormap[FUZZTABLE] =
|
||||
{
|
||||
6, 11, 6, 11, 6, 6, 11, 6, 6, 11,
|
||||
|
|
|
@ -56,12 +56,16 @@ void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, co
|
|||
ModelActor = actor;
|
||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||
SetTransform();
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
}
|
||||
|
||||
void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
|
||||
{
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
|
||||
ModelActor = nullptr;
|
||||
}
|
||||
|
||||
|
@ -100,14 +104,18 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
|
|||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||
SetTransform();
|
||||
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
}
|
||||
|
||||
void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
|
||||
{
|
||||
ModelActor = nullptr;
|
||||
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
}
|
||||
|
||||
void PolyModelRenderer::SetInterpolation(double interpolation)
|
||||
|
@ -146,8 +154,7 @@ void PolyModelRenderer::DrawArrays(int start, int count)
|
|||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
args.SetClipPlane(0, PolyClipPlane());
|
||||
args.SetStyle(TriBlendMode::Opaque);
|
||||
args.SetTexture(SkinTexture, DefaultRenderStyle());
|
||||
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
|
@ -169,8 +176,7 @@ void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
|
|||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
args.SetClipPlane(0, PolyClipPlane());
|
||||
args.SetStyle(TriBlendMode::Opaque);
|
||||
args.SetTexture(SkinTexture, DefaultRenderStyle());
|
||||
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
|
|
|
@ -354,7 +354,14 @@ void RenderPolyWall::Render(PolyRenderThread *thread)
|
|||
}
|
||||
else
|
||||
{
|
||||
args.SetStyle(Additive ? TriBlendMode::Add : TriBlendMode::Normal, MIN(Alpha, 1.0));
|
||||
double a = MIN(Alpha, 1.0);
|
||||
if (Additive)
|
||||
args.SetStyle(TriBlendMode::Add, a);
|
||||
else if (a < 1.0)
|
||||
args.SetStyle(TriBlendMode::Translucent, a);
|
||||
else
|
||||
args.SetStyle(TriBlendMode::Normal);
|
||||
|
||||
args.SetStencilTestValue(StencilValue + 1);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
|
|
|
@ -120,13 +120,17 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
SetTransform();
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
}
|
||||
|
||||
void SWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
|
||||
{
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
|
||||
ModelActor = nullptr;
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
}
|
||||
|
||||
IModelVertexBuffer *SWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
|
||||
|
@ -185,14 +189,18 @@ namespace swrenderer
|
|||
ClipBottom = {};
|
||||
SetTransform();
|
||||
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
}
|
||||
|
||||
void SWModelRenderer::EndDrawHUDModel(AActor *actor)
|
||||
{
|
||||
ModelActor = nullptr;
|
||||
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
}
|
||||
|
||||
void SWModelRenderer::SetInterpolation(double interpolation)
|
||||
|
@ -229,13 +237,7 @@ namespace swrenderer
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetStyle(TriBlendMode::Opaque);
|
||||
|
||||
if (Thread->Viewport->RenderTarget->IsBgra())
|
||||
args.SetTexture((const uint8_t *)SkinTexture->GetPixelsBgra(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
|
||||
else
|
||||
args.SetTexture(SkinTexture->GetPixels(DefaultRenderStyle()), SkinTexture->GetWidth(), SkinTexture->GetHeight());
|
||||
|
||||
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
|
@ -259,13 +261,7 @@ namespace swrenderer
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetStyle(TriBlendMode::Opaque);
|
||||
|
||||
if (Thread->Viewport->RenderTarget->IsBgra())
|
||||
args.SetTexture((const uint8_t *)SkinTexture->GetPixelsBgra(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
|
||||
else
|
||||
args.SetTexture(SkinTexture->GetPixels(DefaultRenderStyle()), SkinTexture->GetWidth(), SkinTexture->GetHeight());
|
||||
|
||||
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
|
|
Loading…
Reference in a new issue