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Add php drawer for the poly renderer
This commit is contained in:
parent
e73031b3c9
commit
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5 changed files with 15589 additions and 6 deletions
15180
src/polyrenderer/drawers/poly_drawers.h
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15180
src/polyrenderer/drawers/poly_drawers.h
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File diff suppressed because it is too large
Load diff
386
src/polyrenderer/drawers/poly_drawers.php
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386
src/polyrenderer/drawers/poly_drawers.php
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/*
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** Projected triangle drawer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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/*
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Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
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*/
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#pragma once
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#include "screen_triangle.h"
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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}
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static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
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float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
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return top / bottom;
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}
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<?
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OutputDrawers(true, true, false);
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OutputDrawers(true, false, false);
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OutputDrawers(false, true, false);
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OutputDrawers(false, false, false);
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OutputDrawers(true, true, true);
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OutputDrawers(true, false, true);
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OutputDrawers(false, true, true);
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OutputDrawers(false, false, true);
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function OutputDrawers($isTruecolor, $isColorFill, $isListEntry)
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{
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$namePrefix = "";
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if ($isTruecolor == true && $isColorFill == true)
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{
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$namePrefix = "TriFill32";
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}
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else if ($isTruecolor == true)
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{
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$namePrefix = "TriDraw32";
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}
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else if ($isColorFill == true)
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{
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$namePrefix = "TriFill8";
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}
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else
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{
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$namePrefix = "TriDraw8";
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}
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if ($isListEntry)
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{ ?>
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std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::<?=$namePrefix?> =
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{
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<? }
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OutputDrawer($namePrefix."Copy", "opaque", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."AlphaBlend", "masked", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."AddSolid", "translucent", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."Add", "add", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."Sub", "sub", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."RevSub", "revsub", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."Stencil", "stencil", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."Shaded", "shaded", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."TranslateCopy", "translate", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."TranslateAlphaBlend", "translatemasked", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."TranslateAdd", "translateadd", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."TranslateSub", "translatesub", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."TranslateRevSub", "translaterevsub", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."AddSrcColorOneMinusSrcColor", "addsrccolor", $isTruecolor, $isColorFill, $isListEntry);
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OutputDrawer($namePrefix."Skycap", "skycap", $isTruecolor, $isColorFill, $isListEntry);
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if ($isListEntry)
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{ ?>
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};
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<? }
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}
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function OutputDrawer($drawerName, $blendmode, $isTruecolor, $isColorFill, $isListEntry)
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{
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if ($isListEntry)
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{ ?>
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&<?=$drawerName?>,
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<? }
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else
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{
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GenerateDrawer($drawerName, $blendmode, $isTruecolor, $isColorFill);
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}
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}
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function GenerateDrawer($drawerName, $blendmode, $isTruecolor, $isColorFill)
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{
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$pixeltype = $isTruecolor ? "uint32_t" : "uint8_t";
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?>
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static void <?=$drawerName?>(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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int numSpans = thread->NumFullSpans;
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auto fullSpans = thread->FullSpans;
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int numBlocks = thread->NumPartialBlocks;
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auto partialBlocks = thread->PartialBlocks;
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int startX = thread->StartX;
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int startY = thread->StartY;
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auto flags = args->uniforms->flags;
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bool is_simple_shade = (flags & TriUniforms::simple_shade) == TriUniforms::simple_shade;
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bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter;
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bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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auto colormaps = args->colormaps;
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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ScreenTriangleStepVariables start;
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
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}
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const <?=$pixeltype?> * RESTRICT texPixels = (const <?=$pixeltype?> *)args->texturePixels;
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uint32_t texWidth = args->textureWidth;
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uint32_t texHeight = args->textureHeight;
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<?=$pixeltype?> * RESTRICT destOrg = (<?=$pixeltype?>*)args->dest;
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int pitch = args->pitch;
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uint32_t light = args->uniforms->light;
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float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
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float globVis = args->uniforms->globvis * (1.0f / 32.0f);
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<?=$pixeltype?> color = args->uniforms->color;
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for (int i = 0; i < numSpans; i++)
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{
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const auto &span = fullSpans[i];
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<?=$pixeltype?> *dest = destOrg + span.X + span.Y * pitch;
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int width = span.Length;
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int height = 8;
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
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for (int y = 0; y < height; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
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int 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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for (int x = 0; x < width; x++)
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{
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blockPosX.W += gradientX.W * 8;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] += gradientX.Varying[j] * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingStep[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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{
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int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
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varyingStep[j] = (nextPos - varyingPos[j]) / 8;
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}
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int lightnext = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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int lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int ix = 0; ix < 8; ix++)
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{
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<? if ($isColorFill)
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{ ?>
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<?=$pixeltype?> fg = color;
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<? }
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else
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{ ?>
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int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
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int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
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<?=$pixeltype?> fg = texPixels[texelX * texHeight + texelY];
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<? }
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if ($isTruecolor)
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{ ?>
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uint32_t r = RPART(fg);
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uint32_t g = GPART(fg);
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uint32_t b = BPART(fg);
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r = (r * lightpos) >> 16;
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g = (g * lightpos) >> 16;
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b = (b * lightpos) >> 16;
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<? if ($blendmode != "opaque")
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{ ?>
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uint32_t a = APART(fg);
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a += a >> 7;
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uint32_t inv_a = 256 - a;
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uint32_t bg = dest[x * 8 + ix];
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uint32_t bg_red = RPART(bg);
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uint32_t bg_green = GPART(bg);
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uint32_t bg_blue = BPART(bg);
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r = (r * a + bg_red * inv_a + 127) >> 8;
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g = (g * a + bg_green * inv_a + 127) >> 8;
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b = (b * a + bg_blue * inv_a + 127) >> 8;
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fg = 0xff000000 | (r << 16) | (g << 8) | b;
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<? }
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else
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{ ?>
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fg = 0xff000000 | (r << 16) | (g << 8) | b;
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<? }
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}
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else
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{ ?>
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int colormapindex = MIN(((256 - (lightpos >> 8)) * 32) >> 8, 31) << 8;
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fg = colormaps[colormapindex + fg];
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<? } ?>
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dest[x * 8 + ix] = fg;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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lightpos += lightstep;
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}
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}
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blockPosY.W += gradientY.W;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] += gradientY.Varying[j];
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dest += pitch;
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}
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}
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for (int i = 0; i < numBlocks; i++)
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{
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const auto &block = partialBlocks[i];
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
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<?=$pixeltype?> *dest = destOrg + block.X + block.Y * pitch;
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uint32_t mask0 = block.Mask0;
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uint32_t mask1 = block.Mask1;
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<?
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for ($i = 0; $i < 2; $i++)
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{
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$coveragemask = ($i == 0) ? "mask0" : "mask1";
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?>
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for (int y = 0; y < 4; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
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int 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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blockPosX.W += gradientX.W * 8;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] += gradientX.Varying[j] * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t varyingStep[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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{
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int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
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varyingStep[j] = (nextPos - varyingPos[j]) / 8;
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}
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int lightnext = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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int lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int x = 0; x < 8; x++)
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{
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if (<?=$coveragemask?> & (1 << 31))
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{
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<? if ($isColorFill)
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{ ?>
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<?=$pixeltype?> fg = color;
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<? }
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else
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{ ?>
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int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
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int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
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<?=$pixeltype?> fg = texPixels[texelX * texHeight + texelY];
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<? }
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if ($isTruecolor)
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{ ?>
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uint32_t r = RPART(fg);
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uint32_t g = GPART(fg);
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uint32_t b = BPART(fg);
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r = (r * lightpos) >> 16;
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g = (g * lightpos) >> 16;
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b = (b * lightpos) >> 16;
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<? if ($blendmode != "opaque")
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{ ?>
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uint32_t a = APART(fg);
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a += a >> 7;
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uint32_t inv_a = 256 - a;
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uint32_t bg = dest[x];
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uint32_t bg_red = RPART(bg);
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uint32_t bg_green = GPART(bg);
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uint32_t bg_blue = BPART(bg);
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r = (r * a + bg_red * inv_a + 127) >> 8;
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g = (g * a + bg_green * inv_a + 127) >> 8;
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b = (b * a + bg_blue * inv_a + 127) >> 8;
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fg = 0xff000000 | (r << 16) | (g << 8) | b;
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<? }
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else
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{ ?>
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fg = 0xff000000 | (r << 16) | (g << 8) | b;
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<? }
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}
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else
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{ ?>
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int colormapindex = MIN(((256 - (lightpos >> 8)) * 32) >> 8, 31) << 8;
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fg = colormaps[colormapindex + fg];
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<? } ?>
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dest[x] = fg;
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}
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<?=$coveragemask?> <<= 1;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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lightpos += lightstep;
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}
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blockPosY.W += gradientY.W;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] += gradientY.Varying[j];
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dest += pitch;
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}
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<? } ?>
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}
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}
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<?
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}
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?>
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@ -85,13 +85,13 @@ void PolyTriangleDrawer::draw(const PolyDrawArgs &args)
|
|||
PolyRenderer::Instance()->Thread.DrawQueue->Push<DrawPolyTrianglesCommand>(args, mirror);
|
||||
}
|
||||
|
||||
EXTERN_CVAR(Bool, r_phpdrawers);
|
||||
|
||||
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadData *thread)
|
||||
{
|
||||
if (drawargs.vcount < 3)
|
||||
return;
|
||||
|
||||
auto llvm = Drawers::Instance();
|
||||
|
||||
PolyDrawFuncPtr drawfuncs[4];
|
||||
int num_drawfuncs = 0;
|
||||
|
||||
|
@ -100,10 +100,21 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadD
|
|||
if (!r_debug_trisetup) // For profiling how much time is spent in setup vs drawal
|
||||
{
|
||||
int bmode = (int)drawargs.blendmode;
|
||||
if (drawargs.writeColor && drawargs.texturePixels)
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriDraw32[bmode] : llvm->TriDraw8[bmode];
|
||||
else if (drawargs.writeColor)
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriFill32[bmode] : llvm->TriFill8[bmode];
|
||||
if (r_phpdrawers)
|
||||
{
|
||||
if (drawargs.writeColor && drawargs.texturePixels)
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriDraw32[bmode] : ScreenTriangle::TriDraw8[bmode];
|
||||
else if (drawargs.writeColor)
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriFill32[bmode] : ScreenTriangle::TriFill8[bmode];
|
||||
}
|
||||
else
|
||||
{
|
||||
auto llvm = Drawers::Instance();
|
||||
if (drawargs.writeColor && drawargs.texturePixels)
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriDraw32[bmode] : llvm->TriDraw8[bmode];
|
||||
else if (drawargs.writeColor)
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriFill32[bmode] : llvm->TriFill8[bmode];
|
||||
}
|
||||
}
|
||||
|
||||
if (drawargs.writeStencil)
|
||||
|
|
|
@ -36,6 +36,7 @@
|
|||
#include "poly_triangle.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "screen_triangle.h"
|
||||
#include "poly_drawers.h"
|
||||
|
||||
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
|
|
|
@ -31,6 +31,11 @@ public:
|
|||
static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
|
||||
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriDraw8;
|
||||
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriDraw32;
|
||||
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriFill8;
|
||||
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriFill32;
|
||||
};
|
||||
|
||||
struct ScreenTriangleStepVariables
|
||||
|
|
Loading…
Reference in a new issue