mirror of
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- replaced the softpoly drawers with templated versions
This commit is contained in:
parent
7aa6a6b0b3
commit
d437b342db
14 changed files with 1131 additions and 16129 deletions
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@ -784,7 +784,6 @@ file( GLOB HEADER_FILES
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polyrenderer/*.h
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polyrenderer/math/*.h
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polyrenderer/drawers/*.h
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polyrenderer/drawers/*.php
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polyrenderer/scene/*.h
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gl/*.h
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gl/api/*.h
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649
src/polyrenderer/drawers/poly_drawer32_sse2.h
Normal file
649
src/polyrenderer/drawers/poly_drawer32_sse2.h
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@ -0,0 +1,649 @@
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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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#pragma once
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#include "screen_triangle.h"
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template<typename BlendT, typename SamplerT>
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class TriScreenDrawer32
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{
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public:
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static void Execute(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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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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if (SamplerT::Mode == (int)Samplers::Texture)
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{
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bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter;
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if (is_simple_shade)
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{
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if (is_nearest_filter)
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Loop<SimpleShade, NearestFilter>(args, thread);
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else
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Loop<SimpleShade, LinearFilter>(args, thread);
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}
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else
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{
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if (is_nearest_filter)
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Loop<AdvancedShade, NearestFilter>(args, thread);
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else
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Loop<AdvancedShade, LinearFilter>(args, thread);
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}
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}
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else // no linear filtering for translated, shaded, fill or skycap
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{
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if (is_simple_shade)
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{
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Loop<SimpleShade, NearestFilter>(args, thread);
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}
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else
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{
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Loop<AdvancedShade, NearestFilter>(args, thread);
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}
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}
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}
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE static void VECTORCALL Loop(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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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_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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uint32_t srcalpha = args->uniforms->srcalpha;
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uint32_t destalpha = args->uniforms->destalpha;
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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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// Output
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uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
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int pitch = args->pitch;
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// Light
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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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// Sampling stuff
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uint32_t color = args->uniforms->color;
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const uint32_t * RESTRICT translation = (const uint32_t *)args->translation;
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const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
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uint32_t texWidth = args->textureWidth;
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uint32_t texHeight = args->textureHeight;
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uint32_t oneU, oneV;
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if (SamplerT::Mode != (int)Samplers::Fill)
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{
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oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
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oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
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}
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else
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{
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oneU = 0;
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oneV = 0;
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}
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// Shade constants
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__m128i inv_desaturate, shade_fade, shade_light;
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int desaturate;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate);
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shade_fade = _mm_set_epi16(args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue, args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue);
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shade_light = _mm_set_epi16(args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue, args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue);
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desaturate = args->uniforms->desaturate;
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}
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else
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{
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inv_desaturate = _mm_setzero_si128();
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shade_fade = _mm_setzero_si128();
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shade_fade = _mm_setzero_si128();
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shade_light = _mm_setzero_si128();
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desaturate = 0;
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}
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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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uint32_t *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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fixed_t 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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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int ix = 0; ix < 4; ix++)
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{
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// Load bgcolor
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__m128i bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)(dest + x * 8 + ix * 2)), _mm_setzero_si128());
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else
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bgcolor = _mm_setzero_si128();
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// Sample fgcolor
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unsigned int ifgcolor[2];
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ifgcolor[0] = Sample<FilterModeT>(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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ifgcolor[1] = Sample<FilterModeT>(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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// Setup light
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int lightpos0 = lightpos >> 8;
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lightpos += lightstep;
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int lightpos1 = lightpos >> 8;
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lightpos += lightstep;
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__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
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__m128i shade_fade_lit;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
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shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
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}
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else
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{
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shade_fade_lit = _mm_setzero_si128();
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}
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// Shade and blend
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
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__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
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// Store result
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_mm_storel_epi64((__m128i*)(dest + x * 8 + ix * 2), outcolor);
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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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uint32_t *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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// mask0 loop:
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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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fixed_t lightpos = FRACUNIT - (fixed_t)(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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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int x = 0; x < 4; x++)
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{
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// Load bgcolor
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uint32_t desttmp[2];
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if (mask0 & (1 << 31)) desttmp[0] = dest[x * 2];
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if (mask0 & (1 << 30)) desttmp[1] = dest[x * 2 + 1];
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__m128i bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
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else
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bgcolor = _mm_setzero_si128();
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// Sample fgcolor
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unsigned int ifgcolor[2];
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ifgcolor[0] = Sample<FilterModeT>(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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ifgcolor[1] = Sample<FilterModeT>(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] += varyingStep[j];
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// Setup light
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int lightpos0 = lightpos >> 8;
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lightpos += lightstep;
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int lightpos1 = lightpos >> 8;
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lightpos += lightstep;
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__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
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__m128i shade_fade_lit;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
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shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
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}
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else
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{
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shade_fade_lit = _mm_setzero_si128();
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}
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// Shade and blend
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
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__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
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// Store result
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_mm_storel_epi64((__m128i*)desttmp, outcolor);
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if (mask0 & (1 << 31)) dest[x * 2] = desttmp[0];
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if (mask0 & (1 << 30)) dest[x * 2 + 1] = desttmp[1];
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mask0 <<= 2;
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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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// mask1 loop:
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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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|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 4; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
uint32_t desttmp[2];
|
||||
if (mask1 & (1 << 31)) desttmp[0] = dest[x * 2];
|
||||
if (mask1 & (1 << 30)) desttmp[1] = dest[x * 2 + 1];
|
||||
|
||||
__m128i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
|
||||
else
|
||||
bgcolor = _mm_setzero_si128();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2];
|
||||
ifgcolor[0] = Sample<FilterModeT>(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
|
||||
ifgcolor[1] = Sample<FilterModeT>(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m128i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm_setzero_si128();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)desttmp, outcolor);
|
||||
if (mask1 & (1 << 31)) dest[x * 2] = desttmp[0];
|
||||
if (mask1 & (1 << 30)) dest[x * 2 + 1] = desttmp[1];
|
||||
|
||||
mask1 <<= 2;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename FilterModeT>
|
||||
FORCEINLINE static unsigned int VECTORCALL Sample(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
uint32_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Fill)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Translated)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return translation[texpal[texelX * texHeight + texelY]];
|
||||
}
|
||||
else if (FilterModeT::Mode == (int)FilterModes::Nearest)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
texel = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
else
|
||||
{
|
||||
u -= oneU >> 1;
|
||||
v -= oneV >> 1;
|
||||
|
||||
unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight;
|
||||
unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight;
|
||||
unsigned int x0 = frac_x0 >> FRACBITS;
|
||||
unsigned int x1 = frac_x1 >> FRACBITS;
|
||||
unsigned int y0 = frac_y0 >> FRACBITS;
|
||||
unsigned int y1 = frac_y1 >> FRACBITS;
|
||||
|
||||
unsigned int p00 = texPixels[x0 * texHeight + y0];
|
||||
unsigned int p01 = texPixels[x0 * texHeight + y1];
|
||||
unsigned int p10 = texPixels[x1 * texHeight + y0];
|
||||
unsigned int p11 = texPixels[x1 * texHeight + y1];
|
||||
|
||||
unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int a = 16 - inv_a;
|
||||
unsigned int b = 16 - inv_b;
|
||||
|
||||
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
|
||||
texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
|
||||
}
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Skycap)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
uint32_t r = RPART(texel);
|
||||
uint32_t g = GPART(texel);
|
||||
uint32_t b = BPART(texel);
|
||||
uint32_t fg_a = APART(texel);
|
||||
uint32_t bg_red = RPART(color);
|
||||
uint32_t bg_green = GPART(color);
|
||||
uint32_t bg_blue = BPART(color);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
return MAKEARGB(fg_a, r, g, b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return texel;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ShadeModeT>
|
||||
FORCEINLINE static __m128i VECTORCALL Shade(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
|
||||
{
|
||||
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
int blue0 = BPART(ifgcolor0);
|
||||
int green0 = GPART(ifgcolor0);
|
||||
int red0 = RPART(ifgcolor0);
|
||||
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
|
||||
|
||||
int blue1 = BPART(ifgcolor1);
|
||||
int green1 = GPART(ifgcolor1);
|
||||
int red1 = RPART(ifgcolor1);
|
||||
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
|
||||
|
||||
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
|
||||
|
||||
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
|
||||
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
|
||||
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
|
||||
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
|
||||
}
|
||||
return fgcolor;
|
||||
}
|
||||
|
||||
FORCEINLINE static __m128i VECTORCALL Blend(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
__m128i outcolor = fgcolor;
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Masked)
|
||||
{
|
||||
__m128i mask = _mm_cmpeq_epi32(_mm_packus_epi16(fgcolor, _mm_setzero_si128()), _mm_setzero_si128());
|
||||
mask = _mm_unpacklo_epi8(mask, _mm_setzero_si128());
|
||||
__m128i outcolor = _mm_or_si128(_mm_and_si128(mask, bgcolor), _mm_andnot_si128(mask, fgcolor));
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
||||
{
|
||||
__m128i inv_srccolor = _mm_sub_epi16(_mm_set1_epi16(256), _mm_add_epi16(fgcolor, _mm_srli_epi16(fgcolor, 7)));
|
||||
__m128i outcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(bgcolor, inv_srccolor), 8));
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
return outcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t alpha0 = APART(ifgcolor0);
|
||||
uint32_t alpha1 = APART(ifgcolor1);
|
||||
alpha0 += alpha0 >> 7; // 255->256
|
||||
alpha1 += alpha1 >> 7; // 255->256
|
||||
uint32_t inv_alpha0 = 256 - alpha0;
|
||||
uint32_t inv_alpha1 = 256 - alpha1;
|
||||
|
||||
uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
|
||||
uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
|
||||
uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
|
||||
uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
|
||||
|
||||
__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
|
||||
__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
|
||||
|
||||
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
|
||||
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
|
||||
|
||||
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
|
||||
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
|
||||
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
|
||||
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
|
||||
|
||||
__m128i out_lo, out_hi;
|
||||
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
||||
{
|
||||
out_lo = _mm_add_epi32(fg_lo, bg_lo);
|
||||
out_hi = _mm_add_epi32(fg_hi, bg_hi);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
||||
{
|
||||
out_lo = _mm_sub_epi32(fg_lo, bg_lo);
|
||||
out_hi = _mm_sub_epi32(fg_hi, bg_hi);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
||||
{
|
||||
out_lo = _mm_sub_epi32(bg_lo, fg_lo);
|
||||
out_hi = _mm_sub_epi32(bg_hi, fg_hi);
|
||||
}
|
||||
|
||||
out_lo = _mm_srai_epi32(out_lo, 8);
|
||||
out_hi = _mm_srai_epi32(out_hi, 8);
|
||||
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
}
|
||||
|
||||
static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
||||
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
||||
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
};
|
366
src/polyrenderer/drawers/poly_drawer8.h
Normal file
366
src/polyrenderer/drawers/poly_drawer8.h
Normal file
|
@ -0,0 +1,366 @@
|
|||
/*
|
||||
** Projected triangle drawer
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "screen_triangle.h"
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class TriScreenDrawer8
|
||||
{
|
||||
public:
|
||||
static void Execute(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
int numSpans = thread->NumFullSpans;
|
||||
auto fullSpans = thread->FullSpans;
|
||||
int numBlocks = thread->NumPartialBlocks;
|
||||
auto partialBlocks = thread->PartialBlocks;
|
||||
int startX = thread->StartX;
|
||||
int startY = thread->StartY;
|
||||
|
||||
auto flags = args->uniforms->flags;
|
||||
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
auto colormaps = args->colormaps;
|
||||
uint32_t srcalpha = args->uniforms->srcalpha;
|
||||
uint32_t destalpha = args->uniforms->destalpha;
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
ScreenTriangleStepVariables gradientX;
|
||||
ScreenTriangleStepVariables gradientY;
|
||||
ScreenTriangleStepVariables start;
|
||||
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
|
||||
}
|
||||
|
||||
// Output
|
||||
uint8_t * RESTRICT destOrg = args->dest;
|
||||
int pitch = args->pitch;
|
||||
|
||||
// Light
|
||||
uint32_t light = args->uniforms->light;
|
||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->uniforms->color;
|
||||
const uint8_t * RESTRICT translation = args->translation;
|
||||
const uint8_t * RESTRICT texPixels = args->texturePixels;
|
||||
uint32_t texWidth = args->textureWidth;
|
||||
uint32_t texHeight = args->textureHeight;
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
const auto &span = fullSpans[i];
|
||||
|
||||
uint8_t *dest = destOrg + span.X + span.Y * pitch;
|
||||
int width = span.Length;
|
||||
int height = 8;
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int ix = 0; ix < 8; ix++)
|
||||
{
|
||||
int lightshade = lightpos >> 8;
|
||||
uint8_t bgcolor = dest[x * 8 + ix];
|
||||
uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation);
|
||||
dest[x * 8 + ix] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < numBlocks; i++)
|
||||
{
|
||||
const auto &block = partialBlocks[i];
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
|
||||
|
||||
uint8_t *dest = destOrg + block.X + block.Y * pitch;
|
||||
uint32_t mask0 = block.Mask0;
|
||||
uint32_t mask1 = block.Mask1;
|
||||
|
||||
// mask0 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask0 & (1 << 31))
|
||||
{
|
||||
int lightshade = lightpos >> 8;
|
||||
uint8_t bgcolor = dest[x];
|
||||
uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation);
|
||||
dest[x] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha);
|
||||
}
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
|
||||
mask0 <<= 1;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// mask1 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask1 & (1 << 31))
|
||||
{
|
||||
int lightshade = lightpos >> 8;
|
||||
uint8_t bgcolor = dest[x];
|
||||
uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation);
|
||||
dest[x] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha);
|
||||
}
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
|
||||
mask1 <<= 1;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
FORCEINLINE static unsigned int VECTORCALL Sample(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, uint32_t color, const uint8_t *translation)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
uint8_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Fill)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Translated)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return translation[texPixels[texelX * texHeight + texelY]];
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
texel = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Skycap)
|
||||
{
|
||||
/*
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
uint32_t r = RPART(texel);
|
||||
uint32_t g = GPART(texel);
|
||||
uint32_t b = BPART(texel);
|
||||
uint32_t fg_a = APART(texel);
|
||||
uint32_t bg_red = RPART(color);
|
||||
uint32_t bg_green = GPART(color);
|
||||
uint32_t bg_blue = BPART(color);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
return MAKEARGB(fg_a, r, g, b);
|
||||
*/
|
||||
return texel;
|
||||
}
|
||||
else
|
||||
{
|
||||
return texel;
|
||||
}
|
||||
}
|
||||
|
||||
FORCEINLINE static uint8_t ShadeAndBlend(uint8_t fgcolor, uint8_t bgcolor, uint32_t lightshade, const uint8_t *colormaps, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
lightshade = ((256 - lightshade) * (NUMCOLORMAPS - 1) + (NUMCOLORMAPS - 1) / 2) / 256;
|
||||
uint8_t shadedfg = colormaps[lightshade * 256 + fgcolor];
|
||||
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
return shadedfg;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Masked)
|
||||
{
|
||||
return (fgcolor != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
||||
{
|
||||
return (fgcolor != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
||||
{
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
||||
{
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
||||
{
|
||||
}
|
||||
return (fgcolor != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
}
|
||||
|
||||
static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
||||
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
||||
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
};
|
File diff suppressed because it is too large
Load diff
|
@ -1,449 +0,0 @@
|
|||
/*
|
||||
** Projected triangle drawer
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
/*
|
||||
Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "screen_triangle.h"
|
||||
|
||||
static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
||||
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
||||
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
<?
|
||||
OutputDrawers(true, true, false);
|
||||
OutputDrawers(true, false, false);
|
||||
OutputDrawers(false, true, false);
|
||||
OutputDrawers(false, false, false);
|
||||
OutputDrawers(true, true, true);
|
||||
OutputDrawers(true, false, true);
|
||||
OutputDrawers(false, true, true);
|
||||
OutputDrawers(false, false, true);
|
||||
|
||||
function OutputDrawers($isTruecolor, $isColorFill, $isListEntry)
|
||||
{
|
||||
$namePrefix = "";
|
||||
if ($isTruecolor == true && $isColorFill == true)
|
||||
{
|
||||
$namePrefix = "TriFill32";
|
||||
}
|
||||
else if ($isTruecolor == true)
|
||||
{
|
||||
$namePrefix = "TriDraw32";
|
||||
}
|
||||
else if ($isColorFill == true)
|
||||
{
|
||||
$namePrefix = "TriFill8";
|
||||
}
|
||||
else
|
||||
{
|
||||
$namePrefix = "TriDraw8";
|
||||
}
|
||||
|
||||
if ($isListEntry)
|
||||
{ ?>
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::<?=$namePrefix?> =
|
||||
{
|
||||
<? }
|
||||
|
||||
OutputDrawer($namePrefix."Copy", "opaque", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."AlphaBlend", "masked", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."AddSolid", "translucent", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."Add", "add", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."Sub", "sub", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."RevSub", "revsub", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."Stencil", "stencil", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."Shaded", "shaded", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."TranslateCopy", "opaque", true, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."TranslateAlphaBlend", "masked", true, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."TranslateAdd", "add", true, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."TranslateSub", "sub", true, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."TranslateRevSub", "revsub", true, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."AddSrcColorOneMinusSrcColor", "addsrccolor", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
OutputDrawer($namePrefix."Skycap", "skycap", false, $isTruecolor, $isColorFill, $isListEntry);
|
||||
|
||||
if ($isListEntry)
|
||||
{ ?>
|
||||
};
|
||||
|
||||
<? }
|
||||
}
|
||||
|
||||
function OutputDrawer($drawerName, $blendmode, $isTranslated, $isTruecolor, $isColorFill, $isListEntry)
|
||||
{
|
||||
if ($isListEntry)
|
||||
{ ?>
|
||||
&<?=$drawerName?>,
|
||||
<? }
|
||||
else
|
||||
{
|
||||
GenerateDrawer($drawerName, $blendmode, $isTranslated, $isTruecolor, $isColorFill);
|
||||
}
|
||||
}
|
||||
|
||||
function GenerateDrawer($drawerName, $blendmode, $isTranslated, $isTruecolor, $isColorFill)
|
||||
{
|
||||
$pixeltype = $isTruecolor ? "uint32_t" : "uint8_t";
|
||||
?>
|
||||
static void <?=$drawerName?>(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
int numSpans = thread->NumFullSpans;
|
||||
auto fullSpans = thread->FullSpans;
|
||||
int numBlocks = thread->NumPartialBlocks;
|
||||
auto partialBlocks = thread->PartialBlocks;
|
||||
int startX = thread->StartX;
|
||||
int startY = thread->StartY;
|
||||
|
||||
auto flags = args->uniforms->flags;
|
||||
bool is_simple_shade = (flags & TriUniforms::simple_shade) == TriUniforms::simple_shade;
|
||||
bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter;
|
||||
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
auto colormaps = args->colormaps;
|
||||
uint32_t srcalpha = args->uniforms->srcalpha;
|
||||
uint32_t destalpha = args->uniforms->destalpha;
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
ScreenTriangleStepVariables gradientX;
|
||||
ScreenTriangleStepVariables gradientY;
|
||||
ScreenTriangleStepVariables start;
|
||||
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
|
||||
}
|
||||
|
||||
<? if ($isTranslated || $blendmode == "shaded")
|
||||
{ ?>
|
||||
const uint8_t * RESTRICT texPixels = args->texturePixels;
|
||||
const <?=$pixeltype?> * RESTRICT translation = (const <?=$pixeltype?> *)args->translation;
|
||||
<? }
|
||||
else
|
||||
{ ?>
|
||||
const <?=$pixeltype?> * RESTRICT texPixels = (const <?=$pixeltype?> *)args->texturePixels;
|
||||
<? }?>
|
||||
uint32_t texWidth = args->textureWidth;
|
||||
uint32_t texHeight = args->textureHeight;
|
||||
|
||||
<?=$pixeltype?> * RESTRICT destOrg = (<?=$pixeltype?>*)args->dest;
|
||||
int pitch = args->pitch;
|
||||
|
||||
uint32_t light = args->uniforms->light;
|
||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
|
||||
|
||||
<?=$pixeltype?> color = args->uniforms->color;
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
const auto &span = fullSpans[i];
|
||||
|
||||
<?=$pixeltype?> *dest = destOrg + span.X + span.Y * pitch;
|
||||
int width = span.Length;
|
||||
int height = 8;
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
int lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int ix = 0; ix < 8; ix++)
|
||||
{
|
||||
<?=$pixeltype?> *destptr = dest + x * 8 + ix;
|
||||
<? ProcessPixel($blendmode, $isTranslated, $isTruecolor, $isColorFill, $pixeltype); ?>
|
||||
*destptr = fg;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < numBlocks; i++)
|
||||
{
|
||||
const auto &block = partialBlocks[i];
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
|
||||
|
||||
<?=$pixeltype?> *dest = destOrg + block.X + block.Y * pitch;
|
||||
uint32_t mask0 = block.Mask0;
|
||||
uint32_t mask1 = block.Mask1;
|
||||
<?
|
||||
for ($i = 0; $i < 2; $i++)
|
||||
{
|
||||
$coveragemask = ($i == 0) ? "mask0" : "mask1";
|
||||
?>
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
int lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (<?=$coveragemask?> & (1 << 31))
|
||||
{
|
||||
<?=$pixeltype?> *destptr = dest + x;
|
||||
<? ProcessPixel($blendmode, $isTranslated, $isTruecolor, $isColorFill, $pixeltype); ?>
|
||||
*destptr = fg;
|
||||
}
|
||||
<?=$coveragemask?> <<= 1;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
<? } ?>
|
||||
}
|
||||
}
|
||||
|
||||
<?
|
||||
}
|
||||
|
||||
function ProcessPixel($blendmode, $isTranslated, $isTruecolor, $isColorFill, $pixeltype)
|
||||
{
|
||||
if ($isColorFill || $blendmode == "shaded")
|
||||
{ ?>
|
||||
<?=$pixeltype?> fg = color;
|
||||
<? }
|
||||
else
|
||||
{ ?>
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
<?=$pixeltype?> fg = texPixels[texelX * texHeight + texelY];
|
||||
<? }
|
||||
|
||||
if ($isTranslated)
|
||||
{ ?>
|
||||
fg = translation[fg];
|
||||
<? }
|
||||
|
||||
if ($isTruecolor)
|
||||
{ ?>
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = (r * lightpos) >> 16;
|
||||
g = (g * lightpos) >> 16;
|
||||
b = (b * lightpos) >> 16;
|
||||
<? TruecolorBlend($blendmode); ?>
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
<?
|
||||
}
|
||||
else
|
||||
{ ?>
|
||||
int colormapindex = MIN(((256 - (lightpos >> 8)) * 32) >> 8, 31) << 8;
|
||||
fg = colormaps[colormapindex + fg];
|
||||
<? }
|
||||
}
|
||||
|
||||
function TruecolorBlend($blendmode)
|
||||
{
|
||||
if ($blendmode == "opaque")
|
||||
{
|
||||
}
|
||||
else if ($blendmode == "masked")
|
||||
{ ?>
|
||||
uint32_t a = APART(fg);
|
||||
a += a >> 7;
|
||||
uint32_t inv_a = 256 - a;
|
||||
uint32_t bg = *destptr;
|
||||
uint32_t bg_red = RPART(bg);
|
||||
uint32_t bg_green = GPART(bg);
|
||||
uint32_t bg_blue = BPART(bg);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
<? }
|
||||
else if ($blendmode == "translucent")
|
||||
{ ?>
|
||||
|
||||
<? }
|
||||
else if ($blendmode == "shaded")
|
||||
{ ?>
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
int sample = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t fgalpha = sample;//clamp(sample, 0, 64) * 4;
|
||||
uint32_t inv_fgalpha = 256 - fgalpha;
|
||||
int a = (fgalpha * srcalpha + 128) >> 8;
|
||||
int inv_a = (destalpha * fgalpha + 256 * inv_fgalpha + 128) >> 8;
|
||||
|
||||
uint32_t bg = *destptr;
|
||||
uint32_t bg_red = RPART(bg);
|
||||
uint32_t bg_green = GPART(bg);
|
||||
uint32_t bg_blue = BPART(bg);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
<? }
|
||||
else if ($blendmode == "stencil")
|
||||
{ ?>
|
||||
uint32_t fgalpha = APART(fg);
|
||||
uint32_t inv_fgalpha = 256 - fgalpha;
|
||||
int a = (fgalpha * srcalpha + 128) >> 8;
|
||||
int inv_a = (destalpha * fgalpha + 256 * inv_fgalpha + 128) >> 8;
|
||||
|
||||
uint32_t bg = *destptr;
|
||||
uint32_t bg_red = RPART(bg);
|
||||
uint32_t bg_green = GPART(bg);
|
||||
uint32_t bg_blue = BPART(bg);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
<? }
|
||||
else if ($blendmode == "addsrccolor")
|
||||
{ ?>
|
||||
uint32_t inv_r = 256 - (r + (r >> 7));
|
||||
uint32_t inv_g = 256 - (g + (r >> 7));
|
||||
uint32_t inv_b = 256 - (b + (r >> 7));
|
||||
uint32_t bg = *destptr;
|
||||
uint32_t bg_red = RPART(bg);
|
||||
uint32_t bg_green = GPART(bg);
|
||||
uint32_t bg_blue = BPART(bg);
|
||||
r = r + ((bg_red * inv_r + 127) >> 8);
|
||||
g = g + ((bg_green * inv_g + 127) >> 8);
|
||||
b = b + ((bg_blue * inv_b + 127) >> 8);
|
||||
<? }
|
||||
else if ($blendmode == "skycap")
|
||||
{ ?>
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(varyingPos[1] >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - varyingPos[1]) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
uint32_t bg_red = RPART(color);
|
||||
uint32_t bg_green = GPART(color);
|
||||
uint32_t bg_blue = BPART(color);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
<? }
|
||||
else
|
||||
{ ?>
|
||||
uint32_t a = APART(fg);
|
||||
a += a >> 7;
|
||||
uint32_t inv_a = 256 - a;
|
||||
uint32_t bg = *destptr;
|
||||
uint32_t bg_red = RPART(bg);
|
||||
uint32_t bg_green = GPART(bg);
|
||||
uint32_t bg_blue = BPART(bg);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
<? }
|
||||
}
|
||||
|
||||
?>
|
|
@ -36,7 +36,10 @@
|
|||
#include "poly_triangle.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "screen_triangle.h"
|
||||
#include "poly_drawers.h"
|
||||
#ifndef NO_SSE
|
||||
#include "poly_drawer32_sse2.h"
|
||||
#endif
|
||||
#include "poly_drawer8.h"
|
||||
|
||||
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
|
@ -702,265 +705,87 @@ void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThrea
|
|||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
float ScreenTriangle::FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw8 =
|
||||
{
|
||||
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
||||
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Copy", "opaque", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AlphaBlend", "masked", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSolid", "translucent", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Add", "add", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Sub", "sub", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "RevSub", "revsub", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute // "Skycap", "skycap", false
|
||||
};
|
||||
|
||||
float ScreenTriangle::FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill8 =
|
||||
{
|
||||
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
||||
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Copy", "opaque", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AlphaBlend", "masked", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSolid", "translucent", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Add", "add", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Sub", "sub", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "RevSub", "revsub", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
||||
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute // "Skycap", "skycap", false
|
||||
};
|
||||
|
||||
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
#ifdef NO_SSE
|
||||
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw32;
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill32;
|
||||
|
||||
#else
|
||||
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw32 =
|
||||
{
|
||||
int numSpans = thread->NumFullSpans;
|
||||
auto fullSpans = thread->FullSpans;
|
||||
int numBlocks = thread->NumPartialBlocks;
|
||||
auto partialBlocks = thread->PartialBlocks;
|
||||
int startX = thread->StartX;
|
||||
int startY = thread->StartY;
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Copy", "opaque", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AlphaBlend", "masked", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSolid", "translucent", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Add", "add", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Sub", "sub", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "RevSub", "revsub", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute // "Skycap", "skycap", false
|
||||
};
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
ScreenTriangleStepVariables gradientX;
|
||||
ScreenTriangleStepVariables gradientY;
|
||||
ScreenTriangleStepVariables start;
|
||||
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill32 =
|
||||
{
|
||||
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);
|
||||
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);
|
||||
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
|
||||
}
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Copy", "opaque", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AlphaBlend", "masked", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSolid", "translucent", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Add", "add", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Sub", "sub", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "RevSub", "revsub", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute // "Skycap", "skycap", false
|
||||
};
|
||||
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
|
||||
uint32_t texWidth = args->textureWidth;
|
||||
uint32_t texHeight = args->textureHeight;
|
||||
|
||||
uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
|
||||
uint32_t * RESTRICT subsectorGBuffer = (uint32_t*)args->subsectorGBuffer;
|
||||
int pitch = args->pitch;
|
||||
|
||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||
|
||||
uint32_t light = args->uniforms->light;
|
||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
float globVis = 1706.0f;
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
const auto &span = fullSpans[i];
|
||||
|
||||
uint32_t *dest = destOrg + span.X + span.Y * pitch;
|
||||
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
|
||||
int width = span.Length;
|
||||
int height = 8;
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int ix = 0; ix < 8; ix++)
|
||||
{
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t fg = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = r * lightpos / 256;
|
||||
g = g * lightpos / 256;
|
||||
b = b * lightpos / 256;
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
|
||||
dest[x * 8 + ix] = fg;
|
||||
subsector[x * 8 + ix] = subsectorDepth;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
subsector += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < numBlocks; i++)
|
||||
{
|
||||
const auto &block = partialBlocks[i];
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
|
||||
|
||||
uint32_t *dest = destOrg + block.X + block.Y * pitch;
|
||||
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
|
||||
uint32_t mask0 = block.Mask0;
|
||||
uint32_t mask1 = block.Mask1;
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask0 & (1 << 31))
|
||||
{
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t fg = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = r * lightpos / 256;
|
||||
g = g * lightpos / 256;
|
||||
b = b * lightpos / 256;
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
|
||||
dest[x] = fg;
|
||||
subsector[x] = subsectorDepth;
|
||||
}
|
||||
mask0 <<= 1;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
subsector += pitch;
|
||||
}
|
||||
for (int y = 4; y < 8; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask1 & (1 << 31))
|
||||
{
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t fg = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = r * lightpos / 256;
|
||||
g = g * lightpos / 256;
|
||||
b = b * lightpos / 256;
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
|
||||
dest[x] = fg;
|
||||
subsector[x] = subsectorDepth;
|
||||
}
|
||||
mask1 <<= 1;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
subsector += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -160,3 +160,29 @@ struct ScreenTriangleStepVariables
|
|||
float W;
|
||||
float Varying[TriVertex::NumVarying];
|
||||
};
|
||||
|
||||
namespace TriScreenDrawerModes
|
||||
{
|
||||
enum class BlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp, AddSrcColorOneMinusSrcColor };
|
||||
struct OpaqueBlend { static const int Mode = (int)BlendModes::Opaque; };
|
||||
struct MaskedBlend { static const int Mode = (int)BlendModes::Masked; };
|
||||
struct AddClampBlend { static const int Mode = (int)BlendModes::AddClamp; };
|
||||
struct SubClampBlend { static const int Mode = (int)BlendModes::SubClamp; };
|
||||
struct RevSubClampBlend { static const int Mode = (int)BlendModes::RevSubClamp; };
|
||||
struct AddSrcColorBlend { static const int Mode = (int)BlendModes::AddSrcColorOneMinusSrcColor; };
|
||||
|
||||
enum class FilterModes { Nearest, Linear };
|
||||
struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
|
||||
struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
|
||||
|
||||
enum class ShadeMode { Simple, Advanced };
|
||||
struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
|
||||
struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
|
||||
|
||||
enum class Samplers { Texture, Fill, Shaded, Translated, Skycap };
|
||||
struct TextureSampler { static const int Mode = (int)Samplers::Texture; };
|
||||
struct FillSampler { static const int Mode = (int)Samplers::Fill; };
|
||||
struct ShadedSampler { static const int Mode = (int)Samplers::Shaded; };
|
||||
struct TranslatedSampler { static const int Mode = (int)Samplers::Translated; };
|
||||
struct SkycapSampler { static const int Mode = (int)Samplers::Skycap; };
|
||||
}
|
||||
|
|
|
@ -136,7 +136,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.SetColormap(GetColorTable(front->Colormap));
|
||||
args.SetTexture(tex, decal->Translation, true);
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
|
|
|
@ -81,12 +81,12 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
|
|||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::fixed_light;
|
||||
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
}
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
|
|
|
@ -116,7 +116,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
|
|||
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
|
||||
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
||||
|
@ -314,7 +314,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
|
||||
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
|
||||
|
||||
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
||||
|
|
|
@ -59,7 +59,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
|
|||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
|
||||
args.objectToClip = &objectToClip;
|
||||
args.stenciltestvalue = 255;
|
||||
|
|
|
@ -142,7 +142,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
|
|
|
@ -251,7 +251,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
|
|||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = SubsectorDepth;
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
|
|
|
@ -106,12 +106,12 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
|
|||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::fixed_light;
|
||||
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
}
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
|
|
Loading…
Reference in a new issue