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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Remove PolyDrawArgs
This commit is contained in:
parent
d2f4570337
commit
74c6b9fe6d
7 changed files with 50 additions and 162 deletions
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@ -708,7 +708,6 @@ set ( SWRENDER_SOURCES
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set( POLYRENDER_SOURCES
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rendering/polyrenderer/drawers/poly_triangle.cpp
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rendering/polyrenderer/drawers/poly_draw_args.cpp
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rendering/polyrenderer/drawers/screen_triangle.cpp
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rendering/polyrenderer/math/gpu_types.cpp
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)
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@ -1,53 +0,0 @@
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/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "w_wad.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "st_stuff.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/r_swcolormaps.h"
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#include "poly_draw_args.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "polyrenderer/drawers/poly_triangle.h"
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void PolyDrawArgs::SetTexture(const uint8_t *texels, int width, int height)
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{
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mTexturePixels = texels;
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mTextureWidth = width;
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mTextureHeight = height;
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}
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void PolyDrawArgs::SetTexture2(const uint8_t* texels, int width, int height)
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{
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mTexture2Pixels = texels;
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mTexture2Width = width;
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mTexture2Height = height;
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}
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@ -1,73 +0,0 @@
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/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "screen_triangle.h"
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class PolyDrawArgs
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{
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public:
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void SetTexture(const uint8_t *texels, int width, int height);
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void SetTexture2(const uint8_t* texels, int width, int height);
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void SetDepthTest(bool enable) { mDepthTest = enable; }
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void SetStencilTest(bool enable) { mStencilTest = enable; }
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void SetStencilTestValue(uint8_t stencilTestValue) { mStencilTestValue = stencilTestValue; }
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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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bool WriteColor() const { return mWriteColor; }
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const uint8_t *TexturePixels() const { return mTexturePixels; }
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int TextureWidth() const { return mTextureWidth; }
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int TextureHeight() const { return mTextureHeight; }
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const uint8_t* Texture2Pixels() const { return mTexture2Pixels; }
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int Texture2Width() const { return mTexture2Width; }
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int Texture2Height() const { return mTexture2Height; }
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bool WriteStencil() const { return mWriteStencil; }
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bool StencilTest() const { return mStencilTest; }
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uint8_t StencilTestValue() const { return mStencilTestValue; }
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uint8_t StencilWriteValue() const { return mStencilWriteValue; }
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bool DepthTest() const { return mDepthTest; }
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bool WriteDepth() const { return mWriteDepth; }
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private:
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bool mDepthTest = false;
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bool mStencilTest = true;
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bool mWriteStencil = true;
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bool mWriteColor = true;
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bool mWriteDepth = true;
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const uint8_t *mTexturePixels = nullptr;
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int mTextureWidth = 0;
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int mTextureHeight = 0;
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const uint8_t* mTexture2Pixels = nullptr;
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int mTexture2Width = 0;
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int mTexture2Height = 0;
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uint8_t mStencilTestValue = 0;
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uint8_t mStencilWriteValue = 0;
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};
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@ -319,18 +319,18 @@ void PolyTriangleThreadData::SetDepthClamp(bool on)
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void PolyTriangleThreadData::SetDepthMask(bool on)
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{
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drawargs.SetWriteDepth(on);
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WriteDepth = on;
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}
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void PolyTriangleThreadData::SetDepthFunc(int func)
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{
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if (func == DF_LEqual || func == DF_Less)
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{
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drawargs.SetDepthTest(true);
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DepthTest = true;
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}
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else if (func == DF_Always)
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{
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drawargs.SetDepthTest(false);
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DepthTest = false;
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}
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}
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@ -352,23 +352,26 @@ void PolyTriangleThreadData::SetDepthBias(float depthBiasConstantFactor, float d
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void PolyTriangleThreadData::SetColorMask(bool r, bool g, bool b, bool a)
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{
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drawargs.SetWriteColor(r);
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WriteColor = r;
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}
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void PolyTriangleThreadData::SetStencil(int stencilRef, int op)
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{
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drawargs.SetStencilTestValue(stencilRef);
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StencilTestValue = stencilRef;
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if (op == SOP_Increment)
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{
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drawargs.SetWriteStencil(drawargs.StencilTest(), MIN(stencilRef + 1, (int)255));
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WriteStencil = StencilTest;
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StencilWriteValue = MIN(stencilRef + 1, (int)255);
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}
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else if (op == SOP_Decrement)
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{
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drawargs.SetWriteStencil(drawargs.StencilTest(), MAX(stencilRef - 1, (int)0));
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WriteStencil = StencilTest;
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StencilWriteValue = MAX(stencilRef - 1, (int)0);
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}
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else // SOP_Keep
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{
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drawargs.SetWriteStencil(false, stencilRef);
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WriteStencil = false;
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StencilWriteValue = stencilRef;
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}
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}
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@ -384,13 +387,13 @@ void PolyTriangleThreadData::EnableClipDistance(int num, bool state)
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void PolyTriangleThreadData::EnableStencil(bool on)
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{
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drawargs.SetStencilTest(on);
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drawargs.SetWriteStencil(on && drawargs.StencilTestValue() != drawargs.StencilWriteValue(), drawargs.StencilWriteValue());
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StencilTest = on;
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WriteStencil = on && StencilTestValue != StencilWriteValue;
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}
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void PolyTriangleThreadData::EnableDepthTest(bool on)
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{
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drawargs.SetDepthTest(on);
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DepthTest = on;
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}
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void PolyTriangleThreadData::SetRenderStyle(FRenderStyle style)
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@ -407,10 +410,10 @@ void PolyTriangleThreadData::SetShader(int specialEffect, int effectState, bool
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void PolyTriangleThreadData::SetTexture(int unit, void *pixels, int width, int height)
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{
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if (unit == 0)
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drawargs.SetTexture((uint8_t*)pixels, width, height);
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else if (unit == 1)
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drawargs.SetTexture2((uint8_t*)pixels, width, height);
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textures[unit].pixels = (uint8_t*)pixels;
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textures[unit].width = width;
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textures[unit].height = height;
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textures[unit].bgra = true;
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}
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void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode drawmode)
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@ -26,7 +26,6 @@
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#include "swrenderer/drawers/r_thread.h"
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#include "polyrenderer/drawers/screen_triangle.h"
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#include "polyrenderer/math/gpu_types.h"
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#include "polyrenderer/drawers/poly_draw_args.h"
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#include "polyrenderer/drawers/poly_vertex_shader.h"
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class DCanvas;
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@ -228,8 +227,6 @@ public:
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bool AlphaTest = false;
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const PolyPushConstants* PushConstants = nullptr;
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PolyDrawArgs drawargs;
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const void *vertices = nullptr;
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const unsigned int *elements = nullptr;
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const FVector4 *lights = nullptr;
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@ -246,6 +243,22 @@ public:
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PolyMainVertexShader mainVertexShader;
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struct TextureUnit
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{
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const uint8_t* pixels = nullptr;
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int width = 0;
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int height = 0;
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bool bgra = true;
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} textures[16];
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bool DepthTest = false;
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bool StencilTest = true;
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bool WriteStencil = true;
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bool WriteColor = true;
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bool WriteDepth = true;
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uint8_t StencilTestValue = 0;
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uint8_t StencilWriteValue = 0;
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private:
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ShadedTriVertex ShadeVertex(int index);
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void DrawShadedPoint(const ShadedTriVertex *const* vertex);
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@ -319,7 +319,7 @@ static void WriteStencil(int y, int x0, int x1, PolyTriangleThreadData* thread)
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{
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size_t pitch = thread->depthstencil->Width();
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uint8_t* line = thread->depthstencil->StencilValues() + pitch * y;
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uint8_t value = thread->drawargs.StencilWriteValue();
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uint8_t value = thread->StencilWriteValue;
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if (!thread->AlphaTest)
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{
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for (int x = x0; x < x1; x++)
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@ -375,13 +375,13 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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}
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else if (thread->SpecialEffect == EFF_BURN) // burn.fp
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{
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int texWidth = thread->drawargs.TextureWidth();
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int texHeight = thread->drawargs.TextureHeight();
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const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const uint32_t* texPixels = (const uint32_t*)thread->textures[0].pixels;
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int tex2Width = thread->drawargs.Texture2Width();
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int tex2Height = thread->drawargs.Texture2Height();
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const uint32_t* tex2Pixels = (const uint32_t*)thread->drawargs.Texture2Pixels();
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int tex2Width = thread->textures[1].width;
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int tex2Height = thread->textures[1].height;
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const uint32_t* tex2Pixels = (const uint32_t*)thread->textures[1].pixels;
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uint32_t frag = thread->mainVertexShader.vColor;
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uint32_t frag_r = RPART(frag);
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@ -441,9 +441,9 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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}
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else // func_normal
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{
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int texWidth = thread->drawargs.TextureWidth();
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int texHeight = thread->drawargs.TextureHeight();
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const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
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int texWidth = thread->textures[0].width;
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int texHeight = thread->textures[0].height;
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const uint32_t* texPixels = (const uint32_t*)thread->textures[0].pixels;
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switch (constants->uTextureMode)
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{
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@ -626,11 +626,11 @@ static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, Pol
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RunShader(x0, x1, thread);
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if (thread->drawargs.WriteColor())
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if (thread->WriteColor)
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WriteColor(y, x0, x1, thread);
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if (thread->drawargs.WriteDepth())
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if (thread->WriteDepth)
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WriteDepth(y, x0, x1, thread);
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if (thread->drawargs.WriteStencil())
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if (thread->WriteStencil)
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WriteStencil(y, x0, x1, thread);
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}
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@ -652,7 +652,7 @@ static void TestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, Pol
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{
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stencilbuffer = thread->depthstencil->StencilValues();
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stencilLine = stencilbuffer + pitch * y;
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stencilTestValue = thread->drawargs.StencilTestValue();
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stencilTestValue = thread->StencilTestValue;
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}
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float* zbuffer;
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@ -760,8 +760,8 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs* args, PolyTriangleThreadDat
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void(*testfunc)(int y, int x0, int x1, const TriDrawTriangleArgs * args, PolyTriangleThreadData * thread);
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int opt = 0;
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if (thread->drawargs.DepthTest()) opt |= TriScreenDrawerModes::SWTRI_DepthTest;
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if (thread->drawargs.StencilTest()) opt |= TriScreenDrawerModes::SWTRI_StencilTest;
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if (thread->DepthTest) opt |= TriScreenDrawerModes::SWTRI_DepthTest;
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if (thread->StencilTest) opt |= TriScreenDrawerModes::SWTRI_StencilTest;
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testfunc = ScreenTriangle::TestSpanOpts[opt];
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topY += thread->skipped_by_thread(topY);
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@ -1,5 +1,4 @@
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#include "../swrenderer/textures/r_swtexture.h"
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#include "drawers/poly_draw_args.cpp"
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#include "drawers/poly_triangle.cpp"
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#include "drawers/screen_triangle.cpp"
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#include "math/gpu_types.cpp"
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