From d428634c58e2966e55088594ba578d40f40fcb6f Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sun, 25 Dec 2016 07:15:17 +0100 Subject: [PATCH] Add dynlights to pal wall drawers --- src/r_draw_pal.cpp | 197 ++++++++++++++++++++++++++++++++++++++------- src/r_draw_pal.h | 6 ++ src/r_walldraw.cpp | 110 ++++++++++++------------- 3 files changed, 229 insertions(+), 84 deletions(-) diff --git a/src/r_draw_pal.cpp b/src/r_draw_pal.cpp index 37d38891e..66129fea7 100644 --- a/src/r_draw_pal.cpp +++ b/src/r_draw_pal.cpp @@ -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(lit_r, 255); + lit_g = MIN(lit_g, 255); + lit_b = MIN(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); diff --git a/src/r_draw_pal.h b/src/r_draw_pal.h index 984849b83..5766d38f4 100644 --- a/src/r_draw_pal.h +++ b/src/r_draw_pal.h @@ -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 diff --git a/src/r_walldraw.cpp b/src/r_walldraw.cpp index 894144300..7e4f3f515 100644 --- a/src/r_walldraw.cpp +++ b/src/r_walldraw.cpp @@ -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;