- implement more shaders

This commit is contained in:
Magnus Norddahl 2019-08-06 04:51:37 +02:00
parent 4e24fdacf0
commit eb127d0dac
2 changed files with 156 additions and 105 deletions

View file

@ -599,6 +599,8 @@ void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(int index) ShadedTriVertex PolyTriangleThreadData::ShadeVertex(int index)
{ {
inputAssembly->Load(this, vertices, index); inputAssembly->Load(this, vertices, index);
mainVertexShader.SIMPLE = (SpecialEffect == EFF_BURN) || (SpecialEffect == EFF_STENCIL);
mainVertexShader.SPHEREMAP = (SpecialEffect == EFF_SPHEREMAP);
mainVertexShader.main(); mainVertexShader.main();
return mainVertexShader; return mainVertexShader;
} }

View file

@ -234,101 +234,170 @@ static uint32_t sampleTexture(float u, float v, const uint32_t* texPixels, int t
static void RunShader(int x0, int x1, PolyTriangleThreadData* thread) static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
{ {
int texWidth = thread->drawargs.TextureWidth();
int texHeight = thread->drawargs.TextureHeight();
const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
auto constants = thread->PushConstants; auto constants = thread->PushConstants;
auto& streamdata = thread->mainVertexShader.Data; auto& streamdata = thread->mainVertexShader.Data;
uint32_t* fragcolor = thread->scanline.FragColor; uint32_t* fragcolor = thread->scanline.FragColor;
float* u = thread->scanline.U; float* u = thread->scanline.U;
float* v = thread->scanline.V; float* v = thread->scanline.V;
switch (constants->uTextureMode) if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
{
/*float fogdist = pixelpos.w;
float fogfactor = exp2(uFogDensity * fogdist);
FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor);*/
return;
}
else if (thread->SpecialEffect == EFF_BURN) // burn.fp
{
/*vec4 frag = vColor;
vec4 t1 = texture(tex, vTexCoord.xy);
vec4 t2 = texture(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
FragColor = frag * vec4(t1.rgb, t2.a);*/
return;
}
else if (thread->SpecialEffect == EFF_STENCIL) // stencil.fp
{ {
default:
case TM_NORMAL:
case TM_FOGLAYER:
for (int x = x0; x < x1; x++) for (int x = x0; x < x1; x++)
{ {
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight); fragcolor[x] = 0x00ffffff;
fragcolor[x] = texel;
} }
break; return;
case TM_STENCIL: // TM_STENCIL }
for (int x = x0; x < x1; x++) else if (thread->EffectState == SHADER_NoTexture) // func_notexture
{
uint32_t a = (int)(streamdata.uObjectColor.a * 255.0f);
uint32_t r = (int)(streamdata.uObjectColor.r * 255.0f);
uint32_t g = (int)(streamdata.uObjectColor.g * 255.0f);
uint32_t b = (int)(streamdata.uObjectColor.b * 255.0f);
uint32_t texel = MAKEARGB(a, r, g, b);
if (streamdata.uDesaturationFactor > 0.0f)
{ {
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight); uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
fragcolor[x] = texel | 0x00ffffff; uint32_t inv_t = 256 - t;
}
break;
case TM_OPAQUE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = texel | 0xff000000;
}
break;
case TM_INVERSE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB(APART(texel), 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
}
break;
case TM_ALPHATEXTURE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8; uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
uint32_t alpha = APART(texel); texel = MAKEARGB(
alpha += alpha >> 7; APART(texel),
alpha = (alpha * gray + 127) >> 8; (RPART(texel) * inv_t + gray * t + 127) >> 8,
texel = (alpha << 24) | 0x00ffffff; (GPART(texel) * inv_t + gray * t + 127) >> 8,
(BPART(texel) * inv_t + gray * t + 127) >> 8);
}
for (int x = x0; x < x1; x++)
{
fragcolor[x] = texel; fragcolor[x] = texel;
} }
break;
case TM_CLAMPY:
for (int x = x0; x < x1; x++)
{
if (v[x] >= 0.0 && v[x] <= 1.0)
fragcolor[x] = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
else
fragcolor[x] = 0;
}
break;
case TM_INVERTOPAQUE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB(0xff, 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
}
} }
else // func_normal
if (constants->uTextureMode != TM_FOGLAYER)
{ {
if (streamdata.uAddColor.r != 0.0f || streamdata.uAddColor.g != 0.0f || streamdata.uAddColor.b != 0.0f) int texWidth = thread->drawargs.TextureWidth();
int texHeight = thread->drawargs.TextureHeight();
const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
switch (constants->uTextureMode)
{ {
uint32_t r = (int)(streamdata.uAddColor.r * 255.0f); default:
uint32_t g = (int)(streamdata.uAddColor.g * 255.0f); case TM_NORMAL:
uint32_t b = (int)(streamdata.uAddColor.b * 255.0f); case TM_FOGLAYER:
for (int x = x0; x < x1; x++) for (int x = x0; x < x1; x++)
{ {
uint32_t texel = fragcolor[x]; uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB( fragcolor[x] = texel;
APART(texel), }
MIN(r + RPART(texel), (uint32_t)255), break;
MIN(g + GPART(texel), (uint32_t)255), case TM_STENCIL: // TM_STENCIL
MIN(b + BPART(texel), (uint32_t)255)); for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = texel | 0x00ffffff;
}
break;
case TM_OPAQUE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = texel | 0xff000000;
}
break;
case TM_INVERSE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB(APART(texel), 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
}
break;
case TM_ALPHATEXTURE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
uint32_t alpha = APART(texel);
alpha += alpha >> 7;
alpha = (alpha * gray + 127) >> 8;
texel = (alpha << 24) | 0x00ffffff;
fragcolor[x] = texel;
}
break;
case TM_CLAMPY:
for (int x = x0; x < x1; x++)
{
if (v[x] >= 0.0 && v[x] <= 1.0)
fragcolor[x] = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
else
fragcolor[x] = 0;
}
break;
case TM_INVERTOPAQUE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB(0xff, 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
} }
} }
if (streamdata.uObjectColor2.a == 0.0f) if (constants->uTextureMode != TM_FOGLAYER)
{ {
if (streamdata.uObjectColor.r != 0.0f || streamdata.uObjectColor.g != 0.0f || streamdata.uObjectColor.b != 0.0f) if (streamdata.uAddColor.r != 0.0f || streamdata.uAddColor.g != 0.0f || streamdata.uAddColor.b != 0.0f)
{ {
uint32_t r = (int)(streamdata.uObjectColor.r * 256.0f); uint32_t r = (int)(streamdata.uAddColor.r * 255.0f);
uint32_t g = (int)(streamdata.uObjectColor.g * 256.0f); uint32_t g = (int)(streamdata.uAddColor.g * 255.0f);
uint32_t b = (int)(streamdata.uObjectColor.b * 256.0f); uint32_t b = (int)(streamdata.uAddColor.b * 255.0f);
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
APART(texel),
MIN(r + RPART(texel), (uint32_t)255),
MIN(g + GPART(texel), (uint32_t)255),
MIN(b + BPART(texel), (uint32_t)255));
}
}
if (streamdata.uObjectColor2.a == 0.0f)
{
if (streamdata.uObjectColor.r != 0.0f || streamdata.uObjectColor.g != 0.0f || streamdata.uObjectColor.b != 0.0f)
{
uint32_t r = (int)(streamdata.uObjectColor.r * 256.0f);
uint32_t g = (int)(streamdata.uObjectColor.g * 256.0f);
uint32_t b = (int)(streamdata.uObjectColor.b * 256.0f);
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
APART(texel),
MIN((r * RPART(texel)) >> 8, (uint32_t)255),
MIN((g * GPART(texel)) >> 8, (uint32_t)255),
MIN((b * BPART(texel)) >> 8, (uint32_t)255));
}
}
}
else
{
float t = thread->mainVertexShader.gradientdist.Z;
float inv_t = 1.0f - t;
uint32_t r = (int)((streamdata.uObjectColor.r * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
uint32_t g = (int)((streamdata.uObjectColor.g * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
uint32_t b = (int)((streamdata.uObjectColor.b * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
for (int x = x0; x < x1; x++) for (int x = x0; x < x1; x++)
{ {
uint32_t texel = fragcolor[x]; uint32_t texel = fragcolor[x];
@ -339,38 +408,21 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
MIN((b * BPART(texel)) >> 8, (uint32_t)255)); MIN((b * BPART(texel)) >> 8, (uint32_t)255));
} }
} }
}
else
{
float t = thread->mainVertexShader.gradientdist.Z;
float inv_t = 1.0f - t;
uint32_t r = (int)((streamdata.uObjectColor.r * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
uint32_t g = (int)((streamdata.uObjectColor.g * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
uint32_t b = (int)((streamdata.uObjectColor.b * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
APART(texel),
MIN((r * RPART(texel)) >> 8, (uint32_t)255),
MIN((g * GPART(texel)) >> 8, (uint32_t)255),
MIN((b * BPART(texel)) >> 8, (uint32_t)255));
}
}
if (streamdata.uDesaturationFactor > 0.0f) if (streamdata.uDesaturationFactor > 0.0f)
{
uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
uint32_t inv_t = 256 - t;
for (int x = x0; x < x1; x++)
{ {
uint32_t texel = fragcolor[x]; uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8; uint32_t inv_t = 256 - t;
fragcolor[x] = MAKEARGB( for (int x = x0; x < x1; x++)
APART(texel), {
(RPART(texel) * inv_t + gray * t + 127) >> 8, uint32_t texel = fragcolor[x];
(GPART(texel) * inv_t + gray * t + 127) >> 8, uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
(BPART(texel) * inv_t + gray * t + 127) >> 8); fragcolor[x] = MAKEARGB(
APART(texel),
(RPART(texel) * inv_t + gray * t + 127) >> 8,
(GPART(texel) * inv_t + gray * t + 127) >> 8,
(BPART(texel) * inv_t + gray * t + 127) >> 8);
}
} }
} }
} }
@ -404,9 +456,6 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{ {
if (thread->SpecialEffect != EFF_NONE || !(thread->EffectState == SHADER_Default || thread->EffectState == SHADER_Brightmap))
return;
WriteVaryings(y, x0, x1, args, thread); WriteVaryings(y, x0, x1, args, thread);
RunShader(x0, x1, thread); RunShader(x0, x1, thread);