mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- cleanup of new colorization code.
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
This commit is contained in:
parent
695ab81bca
commit
f9d2dc51d0
4 changed files with 135 additions and 107 deletions
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@ -611,12 +611,64 @@ struct TextureManipulation
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BlendOverlay = 3,
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BlendHardLight = 4,
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BlendMask = 7,
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InvertBit = 8
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InvertBit = 8,
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ActiveBit = 16, // Must be set for the shader to do something
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};
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PalEntry AddColor; // Alpha contains the blend flags
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PalEntry ModulateColor; // Alpha may contain a multiplier to get higher values than 1.0 without promoting this to 4 full floats.
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PalEntry BlendColor;
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float DesaturationFactor;
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bool CheckIfEnabled() // check if this manipulation is doing something. NoOps do not need to be preserved, unless they override older setttings.
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{
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if (AddColor != 0 || // this includes a check for the blend mode without which BlendColor is not active
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ModulateColor != 0x01ffffff || // 1 in alpha must be the default for a no-op.
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DesaturationFactor != 0)
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{
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AddColor.a |= ActiveBit; // mark as active for the shader's benefit.
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return true;
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}
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return false;
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}
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void SetTextureModulateColor(int slot, PalEntry rgb)
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{
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rgb.a = ModulateColor.a;
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ModulateColor = rgb;
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}
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void SetTextureModulateScaleFactor(int slot, int fac)
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{
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ModulateColor.a = (uint8_t)fac;
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}
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void SetTextureAdditiveColor(int slot, PalEntry rgb)
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{
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rgb.a = AddColor.a;
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AddColor = rgb;
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}
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void SetTextureBlendColor(int slot, PalEntry rgb)
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{
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BlendColor = rgb;
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}
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void SetTextureDesaturationFactor(int slot, double fac)
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{
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DesaturationFactor = (float)fac;
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}
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void SetTextureBlendMode(int slot, int mode)
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{
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AddColor.a = (AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
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}
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void SetTextureInvert(bool on)
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{
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AddColor.a |= TextureManipulation::InvertBit;
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AddColor.a &= ~TextureManipulation::InvertBit;
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}
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};
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struct sector_t
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@ -1047,21 +1099,32 @@ public:
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Flags &= ~SECF_SPECIALFLAGS;
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}
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void CheckExColorFlag();
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void InitAllExcolors()
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{
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if (SpecialColors[sector_t::wallbottom] != 0xffffffff || SpecialColors[sector_t::walltop] != 0xffffffff || AdditiveColors[sector_t::walltop] != 0xffffffff) CheckExColorFlag();
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}
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void SetSpecialColor(int slot, int r, int g, int b)
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{
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SpecialColors[slot] = PalEntry(255, r, g, b);
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if ((slot == sector_t::wallbottom || slot == sector_t::walltop) && SpecialColors[slot] != 0xffffffff) CheckExColorFlag();
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}
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void SetSpecialColor(int slot, PalEntry rgb)
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{
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rgb.a = 255;
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SpecialColors[slot] = rgb;
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if ((slot == sector_t::wallbottom || slot == sector_t::walltop) && rgb != 0xffffffff) CheckExColorFlag();
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}
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void SetAdditiveColor(int slot, PalEntry rgb)
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{
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rgb.a = 255;
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AdditiveColors[slot] = rgb;
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if ((slot == sector_t::walltop) && AdditiveColors[slot] != 0xffffffff) CheckExColorFlag(); // Wallbottom of this is not used.
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}
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// TextureFX parameters
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@ -1071,44 +1134,6 @@ public:
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planes[slot].TextureFx = tm; // this is for getting the data from a texture.
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}
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void SetTextureModulateColor(int slot, PalEntry rgb)
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{
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rgb.a = planes[slot].TextureFx.ModulateColor.a;
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planes[slot].TextureFx.ModulateColor = rgb;
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}
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void SetTextureModulateScaleFactor(int slot, int fac)
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{
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planes[slot].TextureFx.ModulateColor.a = (uint8_t)fac;
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}
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void SetTextureAdditiveColor(int slot, PalEntry rgb)
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{
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rgb.a = planes[slot].TextureFx.AddColor.a;
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planes[slot].TextureFx.AddColor = rgb;
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}
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void SetTextureBlendColor(int slot, PalEntry rgb)
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{
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planes[slot].TextureFx.BlendColor = rgb;
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}
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void SetTextureDesaturationFactor(int slot, double fac)
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{
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planes[slot].TextureFx.DesaturationFactor = (float)fac;
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}
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void SetTextureBlendMode(int slot, int mode)
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{
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planes[slot].TextureFx.AddColor.a = (planes[slot].TextureFx.AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
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}
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void SetTextureInvert(int slot, bool on)
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{
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if (on) planes[slot].TextureFx.AddColor.a |= TextureManipulation::InvertBit;
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else planes[slot].TextureFx.AddColor.a &= ~TextureManipulation::InvertBit;
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}
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inline bool PortalBlocksView(int plane);
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inline bool PortalBlocksSight(int plane);
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@ -1194,6 +1219,7 @@ enum
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WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
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WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
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WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
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WALLF_EXTCOLOR = 256, // enables the extended color options (flagged to allow the renderer to easily skip the relevant code)
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};
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struct side_t
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@ -1385,10 +1411,11 @@ struct side_t
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void EnableAdditiveColor(int which, bool enable)
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{
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int flag = enable ? part::UseOwnAdditiveColor : 0;
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const int flag = part::UseOwnAdditiveColor;
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if (enable)
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{
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textures[which].flags |= flag;
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Flags |= WALLF_EXTCOLOR;
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}
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else
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{
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@ -1402,42 +1429,10 @@ struct side_t
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textures[which].AdditiveColor = rgb;
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}
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void SetTextureModulateColor(int slot, PalEntry rgb)
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void SetTextureFx(int slot, const TextureManipulation& tm)
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{
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rgb.a = textures[slot].TextureFx.ModulateColor.a;
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textures[slot].TextureFx.ModulateColor = rgb;
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}
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void SetTextureModulateScaleFactor(int slot, int fac)
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{
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textures[slot].TextureFx.ModulateColor.a = (uint8_t)fac;
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}
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void SetTextureAdditiveColor(int slot, PalEntry rgb)
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{
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rgb.a = textures[slot].TextureFx.AddColor.a;
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textures[slot].TextureFx.AddColor = rgb;
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}
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void SetTextureBlendColor(int slot, PalEntry rgb)
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{
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textures[slot].TextureFx.BlendColor = rgb;
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}
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void SetTextureDesaturationFactor(int slot, double fac)
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{
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textures[slot].TextureFx.DesaturationFactor = (float)fac;
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}
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void SetTextureBlendMode(int slot, int mode)
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{
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textures[slot].TextureFx.AddColor.a = (textures[slot].TextureFx.AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
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}
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void SetTextureInvert(int slot, bool on)
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{
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if (on) textures[slot].TextureFx.AddColor.a |= TextureManipulation::InvertBit;
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else textures[slot].TextureFx.AddColor.a &= ~TextureManipulation::InvertBit;
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textures[slot].TextureFx = tm; // this is for getting the data from a texture.
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if (tm.AddColor.a) Flags |= WALLF_EXTCOLOR;
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}
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PalEntry GetAdditiveColor(int which, sector_t *frontsector) const
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@ -1785,5 +1780,15 @@ inline int sector_t::GetFloorLight() const { return ::GetFloorLight(this); }
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inline int sector_t::GetCeilingLight() const { return ::GetCeilingLight(this); }
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inline double sector_t::GetFriction(int plane, double *movefac) const { return ::GetFriction(this, plane, movefac); }
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inline void sector_t::CheckExColorFlag()
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{
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for (auto ld : Lines)
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{
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if (ld->frontsector == this) ld->sidedef[0]->Flags |= WALLF_EXTCOLOR;
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if (ld->backsector == this) ld->sidedef[1]->Flags |= WALLF_EXTCOLOR;
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}
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}
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#endif
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@ -1308,7 +1308,8 @@ public:
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break;
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case NAME_useowncolors_top:
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Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnSpecialColors, key);
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if (Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnSpecialColors, key))
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sd->Flags |= WALLF_EXTCOLOR;
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break;
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case NAME_uppercolor_top:
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@ -1332,7 +1333,9 @@ public:
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break;
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case NAME_useowncolors_mid:
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Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnSpecialColors, key);
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if (Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnSpecialColors, key))
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sd->Flags |= WALLF_EXTCOLOR;
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break;
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case NAME_uppercolor_mid:
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@ -1356,7 +1359,8 @@ public:
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break;
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case NAME_useowncolors_bottom:
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Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnSpecialColors, key);
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if (Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnSpecialColors, key))
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sd->Flags |= WALLF_EXTCOLOR;
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break;
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case NAME_uppercolor_bottom:
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@ -1380,13 +1384,17 @@ public:
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break;
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case NAME_useowncoloradd_top:
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sd->textures[side_t::top].flags |= side_t::part::UseOwnAdditiveColor * CheckBool(key);
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Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnAdditiveColor, key);
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sd->Flags |= WALLF_EXTCOLOR;
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case NAME_useowncoloradd_mid:
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sd->textures[side_t::mid].flags |= side_t::part::UseOwnAdditiveColor * CheckBool(key);
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if (Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnAdditiveColor, key))
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sd->Flags |= WALLF_EXTCOLOR;
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case NAME_useowncoloradd_bottom:
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sd->textures[side_t::bottom].flags |= side_t::part::UseOwnAdditiveColor * CheckBool(key);
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if (Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnAdditiveColor, key))
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sd->Flags |= WALLF_EXTCOLOR;
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break;
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default:
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break;
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@ -2284,6 +2292,11 @@ public:
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// Create the real linedefs and decompress the sidedefs
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ProcessLineDefs();
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// enable the excolor flag on all sidedefs which need it for a gradient transfer from the sector.
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for (auto& sec : Level->sectors)
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{
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sec.CheckExColorFlag();
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}
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}
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};
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@ -23,12 +23,18 @@ protected:
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const char *CheckString(const char *key);
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template<typename T>
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void Flag(T &value, int mask, const char *key)
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bool Flag(T &value, int mask, const char *key)
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{
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if (CheckBool(key))
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{
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value |= mask;
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return true;
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}
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else
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{
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value &= ~mask;
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return false;
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}
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}
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};
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@ -168,38 +168,42 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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if (type != RENDERWALL_COLOR && seg->sidedef != nullptr)
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{
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auto side = seg->sidedef;
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auto tierndx = renderwalltotier[type];
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auto &tier = side->textures[tierndx];
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PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
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PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
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state.SetObjectColor(color1);
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state.SetObjectColor2((color1 != color2) ? color2 : PalEntry(0));
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state.SetAddColor(side->GetAdditiveColor(tierndx, frontsector));
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state.ApplyTextureManipulation(&side->textures[tierndx].TextureFx);
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if (color1 != color2)
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if (seg->sidedef->Flags & WALLF_EXTCOLOR) // this block incurs a costly cache miss, so only process if needed.
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{
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// Do gradient setup only if there actually is a gradient.
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state.EnableGradient(true);
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if ((tier.flags & side_t::part::ClampGradient) && backsector)
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auto tierndx = renderwalltotier[type];
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auto& tier = side->textures[tierndx];
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PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
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PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
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state.SetObjectColor(color1);
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state.SetObjectColor2((color1 != color2) ? color2 : PalEntry(0));
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state.SetAddColor(side->GetAdditiveColor(tierndx, frontsector));
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state.ApplyTextureManipulation(&tier.TextureFx);
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if (color1 != color2)
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{
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if (tierndx == side_t::top)
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// Do gradient setup only if there actually is a gradient.
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state.EnableGradient(true);
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if ((tier.flags & side_t::part::ClampGradient) && backsector)
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{
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state.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
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if (tierndx == side_t::top)
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{
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state.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
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}
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else if (tierndx == side_t::mid)
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{
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state.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
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}
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else // side_t::bottom:
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{
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state.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
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}
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}
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else if (tierndx == side_t::mid)
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else
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{
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state.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
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state.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
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}
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else // side_t::bottom:
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{
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state.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
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}
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}
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else
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{
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state.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
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}
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}
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}
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