mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
- merge the span step code used by both the 8 bit and 32 bit drawers
This commit is contained in:
parent
dbb7df998d
commit
5e01a874be
1 changed files with 128 additions and 294 deletions
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@ -378,23 +378,16 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadDat
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}
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}
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template<typename ModeT, typename OptT>
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void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
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template<typename ModeT, typename OptT, int BitsPerPixel>
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void StepSpan(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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uint32_t fixedlight;
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uint32_t shade_fade_r, shade_fade_g, shade_fade_b, shade_light_r, shade_light_g, shade_light_b, desaturate, inv_desaturate;
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fixed_t fuzzscale;
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int _fuzzpos;
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const uint32_t *texPixels, *translation;
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int texWidth, texHeight;
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uint32_t fillcolor;
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int actoralpha;
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float v1X, v1Y, v1W, v1U, v1V, v1WorldX, v1WorldY, v1WorldZ;
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float startX, startY;
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float stepW, stepU, stepV, stepWorldX, stepWorldY, stepWorldZ;
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float posW, posU, posV, posWorldX, posWorldY, posWorldZ;
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int texWidth, texHeight;
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uint32_t light;
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fixed_t shade, lightpos, lightstep;
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@ -406,28 +399,6 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyT
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uint16_t *lightarray = thread->lightarray;
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uint32_t *dynlights = thread->dynlights;
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if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
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{
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texPixels = (const uint32_t*)args->uniforms->TexturePixels();
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texWidth = args->uniforms->TextureWidth();
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texHeight = args->uniforms->TextureHeight();
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}
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if (ModeT::SWFlags & SWSTYLEF_Translated)
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{
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translation = (const uint32_t*)args->uniforms->Translation();
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}
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if ((ModeT::SWFlags & SWSTYLEF_Fill) || (ModeT::SWFlags & SWSTYLEF_Skycap) || (ModeT::Flags & STYLEF_ColorIsFixed))
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{
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fillcolor = args->uniforms->Color();
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}
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if (!(ModeT::Flags & STYLEF_Alpha1))
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{
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actoralpha = args->uniforms->Alpha();
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}
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v1X = args->v1->x;
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v1Y = args->v1->y;
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v1W = args->v1->w;
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@ -442,6 +413,12 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyT
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posU = v1U + stepU * startX + args->gradientY.U * startY;
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posV = v1V + stepV * startX + args->gradientY.V * startY;
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if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
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{
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texWidth = args->uniforms->TextureWidth();
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texHeight = args->uniforms->TextureHeight();
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}
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if (OptT::Flags & SWOPT_DynLights)
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{
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v1WorldX = args->v1->worldX * v1W;
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@ -471,19 +448,42 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyT
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if (lightpos < maxvis && shade >= lightpos && shade - lightpos <= maxlight &&
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lightend < maxvis && shade >= lightend && shade - lightend <= maxlight)
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{
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lightpos += FRACUNIT - shade;
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for (int x = x0; x < x1; x++)
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if (BitsPerPixel == 32)
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{
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lightarray[x] = lightpos >> 8;
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lightpos += lightstep;
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lightpos += FRACUNIT - shade;
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for (int x = x0; x < x1; x++)
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{
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lightarray[x] = lightpos >> 8;
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lightpos += lightstep;
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}
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}
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else
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{
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lightpos = shade - lightpos;
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for (int x = x0; x < x1; x++)
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{
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lightarray[x] = (lightpos >> 3) & 0xffffff00;
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lightpos -= lightstep;
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}
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}
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}
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else
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{
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for (int x = x0; x < x1; x++)
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if (BitsPerPixel == 32)
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{
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lightarray[x] = (FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8;
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lightpos += lightstep;
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for (int x = x0; x < x1; x++)
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{
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lightarray[x] = (FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8;
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lightpos += lightstep;
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}
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}
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else
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{
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for (int x = x0; x < x1; x++)
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{
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lightarray[x] = (clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight) >> 3) & 0xffffff00;
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lightpos += lightstep;
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}
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}
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}
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}
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@ -742,6 +742,47 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyT
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}
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#endif
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}
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}
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template<typename ModeT, typename OptT>
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void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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StepSpan<ModeT, OptT, 32>(y, x0, x1, args, thread);
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uint32_t fixedlight;
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uint32_t shade_fade_r, shade_fade_g, shade_fade_b, shade_light_r, shade_light_g, shade_light_b, desaturate, inv_desaturate;
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fixed_t fuzzscale;
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int _fuzzpos;
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const uint32_t *texPixels, *translation;
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uint32_t fillcolor;
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int actoralpha;
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uint32_t *texel = thread->texel;
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int32_t *texelV = thread->texelV;
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uint16_t *lightarray = thread->lightarray;
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uint32_t *dynlights = thread->dynlights;
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if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
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{
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texPixels = (const uint32_t*)args->uniforms->TexturePixels();
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}
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if (ModeT::SWFlags & SWSTYLEF_Translated)
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{
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translation = (const uint32_t*)args->uniforms->Translation();
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}
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if ((ModeT::SWFlags & SWSTYLEF_Fill) || (ModeT::SWFlags & SWSTYLEF_Skycap) || (ModeT::Flags & STYLEF_ColorIsFixed))
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{
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fillcolor = args->uniforms->Color();
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}
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if (!(ModeT::Flags & STYLEF_Alpha1))
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{
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actoralpha = args->uniforms->Alpha();
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}
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if (OptT::Flags & SWOPT_FixedLight)
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{
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@ -1142,226 +1183,52 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
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{
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using namespace TriScreenDrawerModes;
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float v1X, v1Y, v1W, v1U, v1V, v1WorldX, v1WorldY, v1WorldZ;
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float startX, startY;
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float stepW, stepU, stepV, stepWorldX, stepWorldY, stepWorldZ;
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float posW, posU, posV, posWorldX, posWorldY, posWorldZ;
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StepSpan<ModeT, OptT, 8>(y, x0, x1, args, thread);
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PolyLight *lights;
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int num_lights;
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float worldnormalX, worldnormalY, worldnormalZ;
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uint32_t dynlightcolor;
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uint32_t fixedlight, capcolor;
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fixed_t fuzzscale;
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int _fuzzpos;
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const uint8_t *colormaps, *texPixels, *translation;
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int texWidth, texHeight;
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uint32_t fillcolor, capcolor;
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int alpha;
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uint32_t light;
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fixed_t shade, lightpos, lightstep;
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int16_t dynlights_r[MAXWIDTH / 16], dynlights_g[MAXWIDTH / 16], dynlights_b[MAXWIDTH / 16];
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int16_t posdynlight_r, posdynlight_g, posdynlight_b;
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fixed_t lightarray[MAXWIDTH / 16];
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uint32_t fillcolor;
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int actoralpha;
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v1X = args->v1->x;
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v1Y = args->v1->y;
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v1W = args->v1->w;
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v1U = args->v1->u * v1W;
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v1V = args->v1->v * v1W;
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startX = x0 + (0.5f - v1X);
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startY = y + (0.5f - v1Y);
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stepW = args->gradientX.W;
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stepU = args->gradientX.U;
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stepV = args->gradientX.V;
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posW = v1W + stepW * startX + args->gradientY.W * startY;
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posU = v1U + stepU * startX + args->gradientY.U * startY;
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posV = v1V + stepV * startX + args->gradientY.V * startY;
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uint32_t *texel = thread->texel;
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int32_t *texelV = thread->texelV;
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uint16_t *lightarray = thread->lightarray;
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uint32_t *dynlights = thread->dynlights;
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texPixels = args->uniforms->TexturePixels();
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translation = args->uniforms->Translation();
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texWidth = args->uniforms->TextureWidth();
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texHeight = args->uniforms->TextureHeight();
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fillcolor = args->uniforms->Color();
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alpha = args->uniforms->Alpha();
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colormaps = args->uniforms->BaseColormap();
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light = args->uniforms->Light();
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if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
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{
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texPixels = args->uniforms->TexturePixels();
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}
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if (ModeT::SWFlags & SWSTYLEF_Translated)
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{
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translation = args->uniforms->Translation();
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}
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if ((ModeT::SWFlags & SWSTYLEF_Fill) || (ModeT::SWFlags & SWSTYLEF_Skycap) || (ModeT::Flags & STYLEF_ColorIsFixed))
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{
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fillcolor = args->uniforms->Color();
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}
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if (!(ModeT::Flags & STYLEF_Alpha1))
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{
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actoralpha = args->uniforms->Alpha();
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}
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if (ModeT::SWFlags & SWSTYLEF_Skycap)
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capcolor = GPalette.BaseColors[fillcolor].d;
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if (OptT::Flags & SWOPT_FixedLight)
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{
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light += light >> 7; // 255 -> 256
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light = ((256 - light) * NUMCOLORMAPS) & 0xffffff00;
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}
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else
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{
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float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
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shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
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lightpos = (fixed_t)(globVis * posW * (float)FRACUNIT);
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lightstep = (fixed_t)(globVis * stepW * (float)FRACUNIT);
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int affineOffset = x0 / 16 * 16 - x0;
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lightpos = lightpos + lightstep * affineOffset;
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lightstep = lightstep * 16;
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fixed_t maxvis = 24 * FRACUNIT / 32;
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fixed_t maxlight = 31 * FRACUNIT / 32;
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for (int x = x0 / 16; x <= x1 / 16 + 1; x++)
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{
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lightarray[x] = (clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight) >> 8) << 5;
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lightpos += lightstep;
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}
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int offset = x0 >> 4;
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int t1 = x0 & 15;
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int t0 = 16 - t1;
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lightpos = (lightarray[offset] * t0 + lightarray[offset + 1] * t1);
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for (int x = x0 / 16; x <= x1 / 16; x++)
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{
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lightarray[x] = lightarray[x + 1] - lightarray[x];
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}
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fixedlight = args->uniforms->Light();
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fixedlight += fixedlight >> 7; // 255 -> 256
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fixedlight = ((256 - fixedlight) * NUMCOLORMAPS) & 0xffffff00;
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}
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if (OptT::Flags & SWOPT_DynLights)
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{
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v1WorldX = args->v1->worldX * v1W;
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v1WorldY = args->v1->worldY * v1W;
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v1WorldZ = args->v1->worldZ * v1W;
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stepWorldX = args->gradientX.WorldX;
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stepWorldY = args->gradientX.WorldY;
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stepWorldZ = args->gradientX.WorldZ;
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posWorldX = v1WorldX + stepWorldX * startX + args->gradientY.WorldX * startY;
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posWorldY = v1WorldY + stepWorldY * startX + args->gradientY.WorldY * startY;
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posWorldZ = v1WorldZ + stepWorldZ * startX + args->gradientY.WorldZ * startY;
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lights = args->uniforms->Lights();
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num_lights = args->uniforms->NumLights();
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worldnormalX = args->uniforms->Normal().X;
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worldnormalY = args->uniforms->Normal().Y;
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worldnormalZ = args->uniforms->Normal().Z;
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dynlightcolor = args->uniforms->DynLightColor();
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// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
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if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
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{
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float dx1 = args->v2->worldX - args->v1->worldX;
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float dy1 = args->v2->worldY - args->v1->worldY;
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float dz1 = args->v2->worldZ - args->v1->worldZ;
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float dx2 = args->v3->worldX - args->v1->worldX;
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float dy2 = args->v3->worldY - args->v1->worldY;
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float dz2 = args->v3->worldZ - args->v1->worldZ;
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worldnormalX = dy1 * dz2 - dz1 * dy2;
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worldnormalY = dz1 * dx2 - dx1 * dz2;
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worldnormalZ = dx1 * dy2 - dy1 * dx2;
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float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
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#ifndef NO_SSE
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float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
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#else
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float rcplen = 1.0f / sqrt(lensqr);
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#endif
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worldnormalX *= rcplen;
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worldnormalY *= rcplen;
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worldnormalZ *= rcplen;
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}
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int affineOffset = x0 / 16 * 16 - x0;
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float posLightW = posW + stepW * affineOffset;
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posWorldX = posWorldX + stepWorldX * affineOffset;
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posWorldY = posWorldY + stepWorldY * affineOffset;
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posWorldZ = posWorldZ + stepWorldZ * affineOffset;
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float stepLightW = stepW * 16.0f;
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stepWorldX *= 16.0f;
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stepWorldY *= 16.0f;
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stepWorldZ *= 16.0f;
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for (int x = x0 / 16; x <= x1 / 16 + 1; x++)
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{
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uint32_t lit_r = RPART(dynlightcolor);
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uint32_t lit_g = GPART(dynlightcolor);
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uint32_t lit_b = BPART(dynlightcolor);
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float rcp_posW = 1.0f / posLightW;
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float worldposX = posWorldX * rcp_posW;
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float worldposY = posWorldY * rcp_posW;
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float worldposZ = posWorldZ * rcp_posW;
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for (int i = 0; i < num_lights; i++)
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{
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float lightposX = lights[i].x;
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float lightposY = lights[i].y;
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float lightposZ = lights[i].z;
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float light_radius = lights[i].radius;
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uint32_t light_color = lights[i].color;
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bool is_attenuated = light_radius < 0.0f;
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if (is_attenuated)
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light_radius = -light_radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lx = lightposX - worldposX;
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float Ly = lightposY - worldposY;
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float Lz = lightposZ - worldposZ;
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float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
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#ifdef NO_SSE
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//float rcp_dist = 1.0f / sqrt(dist2);
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float rcp_dist = 1.0f / (dist2 * 0.01f);
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
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#endif
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
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float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
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uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
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lit_r += (RPART(light_color) * attenuation) >> 8;
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lit_g += (GPART(light_color) * attenuation) >> 8;
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lit_b += (BPART(light_color) * attenuation) >> 8;
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}
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lit_r = MIN<uint32_t>(lit_r, 255);
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lit_g = MIN<uint32_t>(lit_g, 255);
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lit_b = MIN<uint32_t>(lit_b, 255);
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dynlights_r[x] = lit_r;
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dynlights_g[x] = lit_g;
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dynlights_b[x] = lit_b;
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posLightW += stepLightW;
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posWorldX += stepWorldX;
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posWorldY += stepWorldY;
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posWorldZ += stepWorldZ;
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}
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int offset = x0 >> 4;
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int t1 = x0 & 15;
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int t0 = 16 - t1;
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posdynlight_r = (dynlights_r[offset] * t0 + dynlights_r[offset + 1] * t1);
|
||||
posdynlight_g = (dynlights_g[offset] * t0 + dynlights_g[offset + 1] * t1);
|
||||
posdynlight_b = (dynlights_b[offset] * t0 + dynlights_b[offset + 1] * t1);
|
||||
|
||||
for (int x = x0 / 16; x <= x1 / 16; x++)
|
||||
{
|
||||
dynlights_r[x] = dynlights_r[x + 1] - dynlights_r[x];
|
||||
dynlights_g[x] = dynlights_g[x + 1] - dynlights_g[x];
|
||||
dynlights_b[x] = dynlights_b[x + 1] - dynlights_b[x];
|
||||
}
|
||||
}
|
||||
|
||||
fixed_t fuzzscale;
|
||||
int _fuzzpos;
|
||||
if (ModeT::BlendOp == STYLEOP_Fuzz)
|
||||
{
|
||||
fuzzscale = (200 << FRACBITS) / viewheight;
|
||||
|
@ -1371,19 +1238,13 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
uint8_t *dest = (uint8_t*)args->dest;
|
||||
uint8_t *destLine = dest + args->pitch * y;
|
||||
|
||||
int x = x0;
|
||||
while (x < x1)
|
||||
for (int x = x0; x < x1; x++)
|
||||
{
|
||||
if (ModeT::BlendOp == STYLEOP_Fuzz)
|
||||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
float rcpW = 0x01000000 / posW;
|
||||
int32_t u = (int32_t)(posU * rcpW);
|
||||
int32_t v = (int32_t)(posV * 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;
|
||||
unsigned int sampleshadeout = (texPixels[texel[x]] != 0) ? 256 : 0;
|
||||
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + _fuzzpos;
|
||||
|
@ -1404,12 +1265,8 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
}
|
||||
else if (ModeT::SWFlags & SWSTYLEF_Skycap)
|
||||
{
|
||||
float rcpW = 0x01000000 / posW;
|
||||
int32_t u = (int32_t)(posU * rcpW);
|
||||
int32_t v = (int32_t)(posV * rcpW);
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
int fg = texPixels[texelX * texHeight + texelY];
|
||||
int32_t v = texelV[x];
|
||||
int fg = texPixels[texel[x]];
|
||||
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
|
@ -1446,12 +1303,11 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
uint8_t shadedfg;
|
||||
if (OptT::Flags & SWOPT_FixedLight)
|
||||
{
|
||||
shadedfg = colormaps[light + fg];
|
||||
shadedfg = colormaps[fixedlight + fg];
|
||||
}
|
||||
else
|
||||
{
|
||||
int lightshade = (lightpos >> 4) & 0xffffff00;
|
||||
shadedfg = colormaps[lightshade + fg];
|
||||
shadedfg = colormaps[lightarray[x] + fg];
|
||||
}
|
||||
|
||||
destLine[x] = shadedfg;
|
||||
|
@ -1465,12 +1321,7 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
}
|
||||
else
|
||||
{
|
||||
float rcpW = 0x01000000 / posW;
|
||||
int32_t u = (int32_t)(posU * rcpW);
|
||||
int32_t v = (int32_t)(posV * rcpW);
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
fg = texPixels[texelX * texHeight + texelY];
|
||||
fg = texPixels[texel[x]];
|
||||
}
|
||||
|
||||
int fgalpha = 255;
|
||||
|
@ -1490,7 +1341,7 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
|
||||
if (!(ModeT::Flags & STYLEF_Alpha1))
|
||||
{
|
||||
fgalpha = (fgalpha * alpha) >> 8;
|
||||
fgalpha = (fgalpha * actoralpha) >> 8;
|
||||
}
|
||||
|
||||
if (ModeT::SWFlags & SWSTYLEF_Translated)
|
||||
|
@ -1499,28 +1350,24 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
uint8_t shadedfg;
|
||||
if (OptT::Flags & SWOPT_FixedLight)
|
||||
{
|
||||
shadedfg = colormaps[light + fg];
|
||||
shadedfg = colormaps[fixedlight + fg];
|
||||
}
|
||||
else
|
||||
{
|
||||
int lightshade = (lightpos >> 4) & 0xffffff00;
|
||||
shadedfg = colormaps[lightshade + fg];
|
||||
shadedfg = colormaps[lightarray[x] + fg];
|
||||
}
|
||||
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
if (posdynlight_r | posdynlight_g | posdynlight_b)
|
||||
uint32_t lit = dynlights[x];
|
||||
if (lit & 0x00ffffff)
|
||||
{
|
||||
uint32_t lit_r = posdynlight_r >> 4;
|
||||
uint32_t lit_g = posdynlight_g >> 4;
|
||||
uint32_t lit_b = posdynlight_b >> 4;
|
||||
|
||||
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);
|
||||
uint32_t out_r = MIN(((RPART(fgrgb) * RPART(lit)) >> 8) + RPART(shadedfgrgb), (uint32_t)255);
|
||||
uint32_t out_g = MIN(((GPART(fgrgb) * GPART(lit)) >> 8) + GPART(shadedfgrgb), (uint32_t)255);
|
||||
uint32_t out_b = MIN(((BPART(fgrgb) * BPART(lit)) >> 8) + BPART(shadedfgrgb), (uint32_t)255);
|
||||
shadedfg = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
|
||||
}
|
||||
}
|
||||
|
@ -1637,19 +1484,6 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTr
|
|||
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
|
||||
}
|
||||
}
|
||||
|
||||
posW += stepW;
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
posdynlight_r += dynlights_r[x >> 4];
|
||||
posdynlight_g += dynlights_g[x >> 4];
|
||||
posdynlight_b += dynlights_b[x >> 4];
|
||||
}
|
||||
if (!(OptT::Flags & SWOPT_FixedLight))
|
||||
lightpos += lightarray[x >> 4];
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue