mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 17:11:24 +00:00
- use affine dynlights in softpoly
(cherry picked from commit 97f4cc1951
)
This commit is contained in:
parent
6d15e0eb89
commit
f218485a57
1 changed files with 206 additions and 132 deletions
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@ -399,6 +399,8 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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uint32_t light;
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fixed_t shade, lightpos, lightstep;
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uint32_t shade_fade_r, shade_fade_g, shade_fade_b, shade_light_r, shade_light_g, shade_light_b, desaturate, inv_desaturate;
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int16_t dynlights_r[MAXWIDTH / 8], dynlights_g[MAXWIDTH / 8], dynlights_b[MAXWIDTH / 8];
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int16_t posdynlight_r, posdynlight_g, posdynlight_b;
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v1X = args->v1->x;
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v1Y = args->v1->y;
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@ -453,6 +455,99 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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worldnormalY = args->uniforms->Normal().Y;
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worldnormalZ = args->uniforms->Normal().Z;
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dynlightcolor = args->uniforms->DynLightColor();
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int affineOffset = x0 / 16 * 16 - x0;
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float posLightW = posXW + stepXW * affineOffset;
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posWorldX = posWorldX + stepWorldX * affineOffset;
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posWorldY = posWorldY + stepWorldY * affineOffset;
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posWorldZ = posWorldZ + stepWorldZ * affineOffset;
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float stepLightW = stepXW * 16.0f;
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stepWorldX *= 16.0f;
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stepWorldY *= 16.0f;
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stepWorldZ *= 16.0f;
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for (int x = x0 / 16; x <= x1 / 16 + 1; x++)
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{
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uint32_t lit_r = RPART(dynlightcolor);
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uint32_t lit_g = GPART(dynlightcolor);
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uint32_t lit_b = BPART(dynlightcolor);
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float rcp_posXW = 1.0f / posLightW;
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float worldposX = posWorldX * rcp_posXW;
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float worldposY = posWorldY * rcp_posXW;
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float worldposZ = posWorldZ * rcp_posXW;
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for (int i = 0; i < num_lights; i++)
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{
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float lightposX = lights[i].x;
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float lightposY = lights[i].y;
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float lightposZ = lights[i].z;
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float light_radius = lights[i].radius;
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uint32_t light_color = lights[i].color;
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bool is_attenuated = light_radius < 0.0f;
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if (is_attenuated)
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light_radius = -light_radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lx = lightposX - worldposX;
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float Ly = lightposY - worldposY;
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float Lz = lightposZ - worldposZ;
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float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
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#ifdef NO_SSE
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//float rcp_dist = 1.0f / sqrt(dist2);
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float rcp_dist = 1.0f / (dist2 * 0.01f);
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
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#endif
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
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float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
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uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
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lit_r += (RPART(light_color) * attenuation) >> 8;
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lit_g += (GPART(light_color) * attenuation) >> 8;
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lit_b += (BPART(light_color) * attenuation) >> 8;
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}
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lit_r = MIN<uint32_t>(lit_r, 255);
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lit_g = MIN<uint32_t>(lit_g, 255);
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lit_b = MIN<uint32_t>(lit_b, 255);
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dynlights_r[x] = lit_r;
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dynlights_g[x] = lit_g;
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dynlights_b[x] = lit_b;
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posLightW += stepLightW;
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posWorldX += stepWorldX;
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posWorldY += stepWorldY;
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posWorldZ += stepWorldZ;
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}
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int offset = x0 >> 4;
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int t1 = x0 & 15;
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int t0 = 16 - t1;
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posdynlight_r = (dynlights_r[offset] * t0 + dynlights_r[offset + 1] * t1);
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posdynlight_g = (dynlights_g[offset] * t0 + dynlights_g[offset + 1] * t1);
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posdynlight_b = (dynlights_b[offset] * t0 + dynlights_b[offset + 1] * t1);
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for (int x = x0 / 16; x <= x1 / 16; x++)
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{
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dynlights_r[x] = dynlights_r[x + 1] - dynlights_r[x];
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dynlights_g[x] = dynlights_g[x + 1] - dynlights_g[x];
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dynlights_b[x] = dynlights_b[x + 1] - dynlights_b[x];
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}
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}
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if (OptT::Flags & SWOPT_ColoredFog)
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@ -599,59 +694,9 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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uint32_t lit_r = 0, lit_g = 0, lit_b = 0;
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if (OptT::Flags & SWOPT_DynLights)
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{
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lit_r = RPART(dynlightcolor);
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lit_g = GPART(dynlightcolor);
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lit_b = BPART(dynlightcolor);
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float rcp_posXW = 1.0f / posXW;
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float worldposX = posWorldX * rcp_posXW;
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float worldposY = posWorldY * rcp_posXW;
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float worldposZ = posWorldZ * rcp_posXW;
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for (int i = 0; i < num_lights; i++)
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{
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float lightposX = lights[i].x;
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float lightposY = lights[i].y;
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float lightposZ = lights[i].z;
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float light_radius = lights[i].radius;
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uint32_t light_color = lights[i].color;
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bool is_attenuated = light_radius < 0.0f;
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if (is_attenuated)
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light_radius = -light_radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lx = lightposX - worldposX;
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float Ly = lightposY - worldposY;
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float Lz = lightposZ - worldposZ;
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float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
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#ifdef NO_SSE
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//float rcp_dist = 1.0f / sqrt(dist2);
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float rcp_dist = 1.0f / (dist2 * 0.01f);
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
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#endif
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
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float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
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uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
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lit_r += (RPART(light_color) * attenuation) >> 8;
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lit_g += (GPART(light_color) * attenuation) >> 8;
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lit_b += (BPART(light_color) * attenuation) >> 8;
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}
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lit_r = posdynlight_r >> 4;
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lit_g = posdynlight_g >> 4;
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lit_b = posdynlight_b >> 4;
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}
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uint32_t shadedfg_r, shadedfg_g, shadedfg_b;
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@ -665,23 +710,15 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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shadedfg_g = (((shade_fade_g + ((fg_g * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_g) >> 8;
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shadedfg_b = (((shade_fade_b + ((fg_b * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_b) >> 8;
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lit_r = MIN(lit_r, (uint32_t)256);
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lit_g = MIN(lit_g, (uint32_t)256);
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lit_b = MIN(lit_b, (uint32_t)256);
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shadedfg_r = MIN(shadedfg_r + ((fg_r * lit_r) >> 8), (uint32_t)255);
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shadedfg_g = MIN(shadedfg_g + ((fg_g * lit_g) >> 8), (uint32_t)255);
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shadedfg_b = MIN(shadedfg_b + ((fg_b * lit_b) >> 8), (uint32_t)255);
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}
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else
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{
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lit_r = MIN(lightshade + lit_r, (uint32_t)256);
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lit_g = MIN(lightshade + lit_g, (uint32_t)256);
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lit_b = MIN(lightshade + lit_b, (uint32_t)256);
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shadedfg_r = (RPART(fg) * lit_r) >> 8;
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shadedfg_g = (GPART(fg) * lit_g) >> 8;
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shadedfg_b = (BPART(fg) * lit_b) >> 8;
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shadedfg_r = (RPART(fg) * MIN(lightshade + lit_r, (uint32_t)256)) >> 8;
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shadedfg_g = (GPART(fg) * MIN(lightshade + lit_g, (uint32_t)256)) >> 8;
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shadedfg_b = (BPART(fg) * MIN(lightshade + lit_b, (uint32_t)256)) >> 8;
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}
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if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_Zero)
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@ -798,9 +835,9 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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posXV += stepXV;
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if (OptT::Flags & SWOPT_DynLights)
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{
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posWorldX += stepWorldX;
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posWorldY += stepWorldY;
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posWorldZ += stepWorldZ;
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posdynlight_r += dynlights_r[x >> 4];
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posdynlight_g += dynlights_g[x >> 4];
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posdynlight_b += dynlights_b[x >> 4];
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}
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if (!(OptT::Flags & SWOPT_FixedLight))
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lightpos += lightstep;
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@ -869,6 +906,8 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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int alpha;
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uint32_t light;
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fixed_t shade, lightpos, lightstep;
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int16_t dynlights_r[MAXWIDTH / 8], dynlights_g[MAXWIDTH / 8], dynlights_b[MAXWIDTH / 8];
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int16_t posdynlight_r, posdynlight_g, posdynlight_b;
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v1X = args->v1->x;
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v1Y = args->v1->y;
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@ -928,6 +967,99 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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worldnormalY = args->uniforms->Normal().Y;
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worldnormalZ = args->uniforms->Normal().Z;
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dynlightcolor = args->uniforms->DynLightColor();
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int affineOffset = x0 / 16 * 16 - x0;
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float posLightW = posXW + stepXW * affineOffset;
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posWorldX = posWorldX + stepWorldX * affineOffset;
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posWorldY = posWorldY + stepWorldY * affineOffset;
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posWorldZ = posWorldZ + stepWorldZ * affineOffset;
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float stepLightW = stepXW * 16.0f;
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stepWorldX *= 16.0f;
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stepWorldY *= 16.0f;
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stepWorldZ *= 16.0f;
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for (int x = x0 / 16; x <= x1 / 16 + 1; x++)
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{
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uint32_t lit_r = RPART(dynlightcolor);
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uint32_t lit_g = GPART(dynlightcolor);
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uint32_t lit_b = BPART(dynlightcolor);
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float rcp_posXW = 1.0f / posLightW;
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float worldposX = posWorldX * rcp_posXW;
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float worldposY = posWorldY * rcp_posXW;
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float worldposZ = posWorldZ * rcp_posXW;
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for (int i = 0; i < num_lights; i++)
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{
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float lightposX = lights[i].x;
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float lightposY = lights[i].y;
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float lightposZ = lights[i].z;
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float light_radius = lights[i].radius;
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uint32_t light_color = lights[i].color;
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bool is_attenuated = light_radius < 0.0f;
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if (is_attenuated)
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light_radius = -light_radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lx = lightposX - worldposX;
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float Ly = lightposY - worldposY;
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float Lz = lightposZ - worldposZ;
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float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
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#ifdef NO_SSE
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//float rcp_dist = 1.0f / sqrt(dist2);
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float rcp_dist = 1.0f / (dist2 * 0.01f);
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
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#endif
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
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float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
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uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
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lit_r += (RPART(light_color) * attenuation) >> 8;
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lit_g += (GPART(light_color) * attenuation) >> 8;
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lit_b += (BPART(light_color) * attenuation) >> 8;
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}
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lit_r = MIN<uint32_t>(lit_r, 255);
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lit_g = MIN<uint32_t>(lit_g, 255);
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lit_b = MIN<uint32_t>(lit_b, 255);
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dynlights_r[x] = lit_r;
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dynlights_g[x] = lit_g;
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dynlights_b[x] = lit_b;
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posLightW += stepLightW;
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posWorldX += stepWorldX;
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posWorldY += stepWorldY;
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posWorldZ += stepWorldZ;
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}
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int offset = x0 >> 4;
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int t1 = x0 & 15;
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int t0 = 16 - t1;
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posdynlight_r = (dynlights_r[offset] * t0 + dynlights_r[offset + 1] * t1);
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posdynlight_g = (dynlights_g[offset] * t0 + dynlights_g[offset + 1] * t1);
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posdynlight_b = (dynlights_b[offset] * t0 + dynlights_b[offset + 1] * t1);
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for (int x = x0 / 16; x <= x1 / 16; x++)
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{
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dynlights_r[x] = dynlights_r[x + 1] - dynlights_r[x];
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dynlights_g[x] = dynlights_g[x + 1] - dynlights_g[x];
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dynlights_b[x] = dynlights_b[x + 1] - dynlights_b[x];
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}
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}
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uint8_t *dest = (uint8_t*)args->dest;
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@ -1055,69 +1187,11 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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if (OptT::Flags & SWOPT_DynLights)
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{
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uint32_t lit_r = RPART(dynlightcolor);
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uint32_t lit_g = GPART(dynlightcolor);
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uint32_t lit_b = BPART(dynlightcolor);
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#ifdef NO_SSE
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float rcp_posXW = 1.0f / posXW;
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#else
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float rcp_posXW = _mm_cvtss_f32(_mm_rcp_ss(_mm_set_ss(posXW)));
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#endif
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float worldposX = posWorldX * rcp_posXW;
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float worldposY = posWorldY * rcp_posXW;
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float worldposZ = posWorldZ * rcp_posXW;
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for (int i = 0; i < num_lights; i++)
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if (posdynlight_r | posdynlight_g | posdynlight_b)
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{
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float lightposX = lights[i].x;
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float lightposY = lights[i].y;
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float lightposZ = lights[i].z;
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float light_radius = lights[i].radius;
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uint32_t light_color = lights[i].color;
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bool is_attenuated = light_radius < 0.0f;
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if (is_attenuated)
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light_radius = -light_radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lx = lightposX - worldposX;
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float Ly = lightposY - worldposY;
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float Lz = lightposZ - worldposZ;
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float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
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#ifdef NO_SSE
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//float rcp_dist = 1.0f / sqrt(dist2);
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float rcp_dist = 1.0f / (dist2 * 0.01f);
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
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#endif
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
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float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
|
||||
|
||||
uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
|
||||
|
||||
lit_r += (RPART(light_color) * attenuation) >> 8;
|
||||
lit_g += (GPART(light_color) * attenuation) >> 8;
|
||||
lit_b += (BPART(light_color) * attenuation) >> 8;
|
||||
}
|
||||
|
||||
if (lit_r || lit_g || lit_b)
|
||||
{
|
||||
lit_r = MIN(lit_r, (uint32_t)256);
|
||||
lit_g = MIN(lit_g, (uint32_t)256);
|
||||
lit_b = MIN(lit_b, (uint32_t)256);
|
||||
uint32_t lit_r = posdynlight_r >> 4;
|
||||
uint32_t lit_g = posdynlight_g >> 4;
|
||||
uint32_t lit_b = posdynlight_b >> 4;
|
||||
|
||||
uint32_t fgrgb = GPalette.BaseColors[fg];
|
||||
uint32_t shadedfgrgb = GPalette.BaseColors[shadedfg];
|
||||
|
@ -1247,9 +1321,9 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
|||
posXV += stepXV;
|
||||
if (OptT::Flags & SWOPT_DynLights)
|
||||
{
|
||||
posWorldX += stepWorldX;
|
||||
posWorldY += stepWorldY;
|
||||
posWorldZ += stepWorldZ;
|
||||
posdynlight_r += dynlights_r[x >> 4];
|
||||
posdynlight_g += dynlights_g[x >> 4];
|
||||
posdynlight_b += dynlights_b[x >> 4];
|
||||
}
|
||||
if (!(OptT::Flags & SWOPT_FixedLight))
|
||||
lightpos += lightstep;
|
||||
|
|
Loading…
Reference in a new issue