Add dynlights to pal wall drawers

This commit is contained in:
Magnus Norddahl 2016-12-25 07:15:17 +01:00
parent ea92b95483
commit d428634c58
3 changed files with 229 additions and 84 deletions

View File

@ -103,6 +103,10 @@ namespace swrenderer
_pitch = dc_pitch;
_srcblend = dc_srcblend;
_destblend = dc_destblend;
_dynlights = dc_lights;
_num_dynlights = dc_num_lights;
_viewpos_z = dc_viewpos.Z;
_step_viewpos_z = dc_viewpos_step.Z;
}
PalWall4Command::PalWall4Command()
@ -124,6 +128,43 @@ namespace swrenderer
_destblend = dc_destblend;
}
uint8_t PalWall1Command::AddLights(const TriLight *lights, int num_lights, float viewpos_z, uint8_t fg, uint8_t material)
{
uint32_t lit_r = GPalette.BaseColors[fg].r;
uint32_t lit_g = GPalette.BaseColors[fg].g;
uint32_t lit_b = GPalette.BaseColors[fg].b;
uint32_t material_r = GPalette.BaseColors[material].r;
uint32_t material_g = GPalette.BaseColors[material].g;
uint32_t material_b = GPalette.BaseColors[material].b;
for (int i = 0; i < num_lights; i++)
{
uint32_t light_color_r = RPART(lights[i].color);
uint32_t light_color_g = GPART(lights[i].color);
uint32_t light_color_b = BPART(lights[i].color);
// L = light-pos
// dist = sqrt(dot(L, L))
// attenuation = 1 - MIN(dist * (1/radius), 1)
float Lxy2 = lights[i].x; // L.x*L.x + L.y*L.y
float Lz = lights[i].z - viewpos_z;
float dist2 = Lxy2 + Lz * Lz;
float dist = dist2 * _mm_cvtss_f32(_mm_rsqrt_ss(_mm_load_ss(&dist2)));
uint32_t attenuation = (uint32_t)(256.0f - MIN(dist * lights[i].radius, 256.0f));
lit_r += (light_color_r * material_r * attenuation) >> 16;
lit_g += (light_color_g * material_g * attenuation) >> 16;
lit_b += (light_color_b * material_b * attenuation) >> 16;
}
lit_r = MIN<uint32_t>(lit_r, 255);
lit_g = MIN<uint32_t>(lit_g, 255);
lit_b = MIN<uint32_t>(lit_b, 255);
return RGB256k.All[((lit_r >> 2) << 12) | ((lit_g >> 2) << 6) | (lit_b >> 2)];
}
void DrawWall1PalCommand::Execute(DrawerThread *thread)
{
uint32_t fracstep = _iscale;
@ -134,6 +175,10 @@ namespace swrenderer
uint8_t *dest = _dest;
int bits = _fracbits;
int pitch = _pitch;
TriLight *dynlights = _dynlights;
int num_dynlights = _num_dynlights;
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
count = thread->count_for_thread(_dest_y, count);
if (count <= 0)
@ -144,12 +189,31 @@ namespace swrenderer
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
do
if (num_dynlights == 0)
{
*dest = colormap[source[frac >> bits]];
frac += fracstep;
dest += pitch;
} while (--count);
do
{
*dest = colormap[source[frac >> bits]];
frac += fracstep;
dest += pitch;
} while (--count);
}
else
{
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
step_viewpos_z *= thread->num_cores;
do
{
*dest = AddLights(dynlights, num_dynlights, viewpos_z, colormap[source[frac >> bits]], source[frac >> bits]);
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
}
}
void DrawWall4PalCommand::Execute(DrawerThread *thread)
@ -212,6 +276,10 @@ namespace swrenderer
uint8_t *dest = _dest;
int bits = _fracbits;
int pitch = _pitch;
TriLight *dynlights = _dynlights;
int num_dynlights = _num_dynlights;
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
count = thread->count_for_thread(_dest_y, count);
if (count <= 0)
@ -222,16 +290,39 @@ namespace swrenderer
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
do
if (num_dynlights == 0)
{
uint8_t pix = source[frac >> bits];
if (pix != 0)
do
{
*dest = colormap[pix];
}
frac += fracstep;
dest += pitch;
} while (--count);
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
*dest = colormap[pix];
}
frac += fracstep;
dest += pitch;
} while (--count);
}
else
{
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
step_viewpos_z *= thread->num_cores;
do
{
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
*dest = AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix);
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
}
}
void DrawWallMasked4PalCommand::Execute(DrawerThread *thread)
@ -296,6 +387,10 @@ namespace swrenderer
uint8_t *dest = _dest;
int bits = _fracbits;
int pitch = _pitch;
TriLight *dynlights = _dynlights;
int num_dynlights = _num_dynlights;
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
uint32_t *fg2rgb = _srcblend;
uint32_t *bg2rgb = _destblend;
@ -308,6 +403,8 @@ namespace swrenderer
frac += fracstep * thread->skipped_by_thread(_dest_y);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
step_viewpos_z *= thread->num_cores;
if (!r_blendmethod)
{
@ -316,11 +413,14 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
uint32_t fg = fg2rgb[colormap[pix]];
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
uint32_t fg = fg2rgb[lit];
uint32_t bg = bg2rgb[*dest];
fg = (fg + bg) | 0x1f07c1f;
*dest = RGB32k.All[fg & (fg >> 15)];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -333,11 +433,14 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
uint32_t r = MIN(GPalette.BaseColors[lit].r + GPalette.BaseColors[*dest].r, 255);
uint32_t g = MIN(GPalette.BaseColors[lit].g + GPalette.BaseColors[*dest].g, 255);
uint32_t b = MIN(GPalette.BaseColors[lit].b + GPalette.BaseColors[*dest].b, 255);
*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -420,6 +523,10 @@ namespace swrenderer
uint8_t *dest = _dest;
int bits = _fracbits;
int pitch = _pitch;
TriLight *dynlights = _dynlights;
int num_dynlights = _num_dynlights;
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
uint32_t *fg2rgb = _srcblend;
uint32_t *bg2rgb = _destblend;
@ -432,6 +539,8 @@ namespace swrenderer
frac += fracstep * thread->skipped_by_thread(_dest_y);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
step_viewpos_z *= thread->num_cores;
if (!r_blendmethod)
{
@ -440,7 +549,9 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
uint32_t a = fg2rgb[colormap[pix]] + bg2rgb[*dest];
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
uint32_t a = fg2rgb[lit] + bg2rgb[*dest];
uint32_t b = a;
a |= 0x01f07c1f;
@ -450,6 +561,7 @@ namespace swrenderer
a |= b;
*dest = RGB32k.All[a & (a >> 15)];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -461,11 +573,14 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
uint32_t r = MIN(GPalette.BaseColors[lit].r + GPalette.BaseColors[*dest].r, 255);
uint32_t g = MIN(GPalette.BaseColors[lit].g + GPalette.BaseColors[*dest].g, 255);
uint32_t b = MIN(GPalette.BaseColors[lit].b + GPalette.BaseColors[*dest].b, 255);
*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -526,6 +641,10 @@ namespace swrenderer
uint8_t *dest = _dest;
int bits = _fracbits;
int pitch = _pitch;
TriLight *dynlights = _dynlights;
int num_dynlights = _num_dynlights;
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
uint32_t *fg2rgb = _srcblend;
uint32_t *bg2rgb = _destblend;
@ -538,6 +657,8 @@ namespace swrenderer
frac += fracstep * thread->skipped_by_thread(_dest_y);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
step_viewpos_z *= thread->num_cores;
if (!r_blendmethod)
{
@ -546,7 +667,9 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
uint32_t a = (fg2rgb[colormap[pix]] | 0x40100400) - bg2rgb[*dest];
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
uint32_t a = (fg2rgb[lit] | 0x40100400) - bg2rgb[*dest];
uint32_t b = a;
b &= 0x40100400;
@ -555,6 +678,7 @@ namespace swrenderer
a |= 0x01f07c1f;
*dest = RGB32k.All[a & (a >> 15)];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -566,11 +690,14 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
int r = clamp(-GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 0, 255);
int g = clamp(-GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 0, 255);
int b = clamp(-GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 0, 255);
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
int r = clamp(-GPalette.BaseColors[lit].r + GPalette.BaseColors[*dest].r, 0, 255);
int g = clamp(-GPalette.BaseColors[lit].g + GPalette.BaseColors[*dest].g, 0, 255);
int b = clamp(-GPalette.BaseColors[lit].b + GPalette.BaseColors[*dest].b, 0, 255);
*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -657,6 +784,10 @@ namespace swrenderer
uint8_t *dest = _dest;
int bits = _fracbits;
int pitch = _pitch;
TriLight *dynlights = _dynlights;
int num_dynlights = _num_dynlights;
float viewpos_z = _viewpos_z;
float step_viewpos_z = _step_viewpos_z;
uint32_t *fg2rgb = _srcblend;
uint32_t *bg2rgb = _destblend;
@ -669,6 +800,8 @@ namespace swrenderer
frac += fracstep * thread->skipped_by_thread(_dest_y);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
step_viewpos_z *= thread->num_cores;
if (!r_blendmethod)
{
@ -677,7 +810,9 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
uint32_t a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[pix]];
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
uint32_t a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[lit];
uint32_t b = a;
b &= 0x40100400;
@ -686,6 +821,7 @@ namespace swrenderer
a |= 0x01f07c1f;
*dest = RGB32k.All[a & (a >> 15)];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);
@ -697,11 +833,14 @@ namespace swrenderer
uint8_t pix = source[frac >> bits];
if (pix != 0)
{
int r = clamp(GPalette.BaseColors[colormap[pix]].r - GPalette.BaseColors[*dest].r, 0, 255);
int g = clamp(GPalette.BaseColors[colormap[pix]].g - GPalette.BaseColors[*dest].g, 0, 255);
int b = clamp(GPalette.BaseColors[colormap[pix]].b - GPalette.BaseColors[*dest].b, 0, 255);
uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
int r = clamp(GPalette.BaseColors[lit].r - GPalette.BaseColors[*dest].r, 0, 255);
int g = clamp(GPalette.BaseColors[lit].g - GPalette.BaseColors[*dest].g, 0, 255);
int b = clamp(GPalette.BaseColors[lit].b - GPalette.BaseColors[*dest].b, 0, 255);
*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
}
viewpos_z += step_viewpos_z;
frac += fracstep;
dest += pitch;
} while (--count);

View File

@ -14,6 +14,8 @@ namespace swrenderer
FString DebugInfo() override { return "PalWallCommand"; }
protected:
inline static uint8_t AddLights(const TriLight *lights, int num_lights, float viewpos_z, uint8_t fg, uint8_t material);
uint32_t _iscale;
uint32_t _texturefrac;
uint8_t *_colormap;
@ -24,6 +26,10 @@ namespace swrenderer
int _pitch;
uint32_t *_srcblend;
uint32_t *_destblend;
TriLight *_dynlights;
int _num_dynlights;
float _viewpos_z;
float _step_viewpos_z;
};
class PalWall4Command : public DrawerCommand

View File

@ -537,71 +537,71 @@ WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, do
// Draw a column with support for non-power-of-two ranges
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1column)())
{
if (r_swtruecolor)
if (r_dynlights)
{
if (r_dynlights)
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
dc_viewpos.Y = zcol;
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024)
{
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
dc_viewpos.Y = zcol;
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024)
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
}
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
}
cur_node = cur_node->nextLight;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{
dc_num_lights = 0;
cur_node = cur_node->nextLight;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{
dc_num_lights = 0;
}
if (r_swtruecolor)
{
int count = y2 - y1;
dc_source = sampler.source;