/* ** Polygon Doom software renderer ** 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. ** */ #include #include "templates.h" #include "doomdef.h" #include "i_system.h" #include "w_wad.h" #include "v_video.h" #include "doomstat.h" #include "st_stuff.h" #include "g_game.h" #include "g_level.h" #include "r_data/r_translate.h" #include "r_data/models/models.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "poly_triangle.h" #include "polyrenderer/poly_renderer.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "screen_triangle.h" #include "x86.h" static bool isBgraRenderTarget = false; void PolyTriangleDrawer::ClearBuffers(DCanvas *canvas) { PolyStencilBuffer::Instance()->Clear(canvas->GetWidth(), canvas->GetHeight(), 0); PolyZBuffer::Instance()->Resize(canvas->GetPitch(), canvas->GetHeight()); } bool PolyTriangleDrawer::IsBgra() { return isBgraRenderTarget; } void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers) { uint8_t *dest = (uint8_t*)canvas->GetBuffer(); int dest_width = canvas->GetWidth(); int dest_height = canvas->GetHeight(); int dest_pitch = canvas->GetPitch(); bool dest_bgra = canvas->IsBgra(); isBgraRenderTarget = dest_bgra; int offsetx = clamp(x, 0, dest_width); int offsety = clamp(y, 0, dest_height); int pixelsize = dest_bgra ? 4 : 1; int viewport_x = x - offsetx; int viewport_y = y - offsety; int viewport_width = width; int viewport_height = height; dest += (offsetx + offsety * dest_pitch) * pixelsize; dest_width = clamp(viewport_x + viewport_width, 0, dest_width - offsetx); dest_height = clamp(viewport_y + viewport_height, 0, dest_height - offsety); queue->Push(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra, span_drawers); } void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld) { queue->Push(objectToClip, objectToWorld); } void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw) { queue->Push(ccw); } void PolyTriangleDrawer::SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided) { queue->Push(twosided); } void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable) { queue->Push(enable); } void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor) { queue->Push(frame1, frame2, interpolationFactor); } void PolyTriangleDrawer::DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode) { queue->Push(args, vertices, nullptr, vcount, mode); } void PolyTriangleDrawer::DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode) { queue->Push(args, vertices, elements, count, mode); } ///////////////////////////////////////////////////////////////////////////// void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra, bool new_span_drawers) { viewport_x = x; viewport_y = y; viewport_width = width; viewport_height = height; dest = new_dest; dest_width = new_dest_width; dest_height = new_dest_height; dest_pitch = new_dest_pitch; dest_bgra = new_dest_bgra; span_drawers = new_span_drawers; ccw = true; weaponScene = false; } void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Mat4f *newObjectToWorld) { objectToClip = newObjectToClip; objectToWorld = newObjectToWorld; } void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const void *vertices, const unsigned int *elements, int vcount, PolyDrawMode drawmode) { if (vcount < 3) return; TriDrawTriangleArgs args; args.dest = dest; args.pitch = dest_pitch; args.clipright = dest_width; args.clipbottom = dest_height; args.uniforms = &drawargs; args.destBgra = dest_bgra; args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth(); args.stencilValues = PolyStencilBuffer::Instance()->Values(); args.stencilMasks = PolyStencilBuffer::Instance()->Masks(); args.zbuffer = PolyZBuffer::Instance()->Values(); args.depthOffset = weaponScene ? 1.0f : 0.0f; ShadedTriVertex vert[3]; if (drawmode == PolyDrawMode::Triangles) { for (int i = 0; i < vcount / 3; i++) { for (int j = 0; j < 3; j++) vert[j] = ShadeVertex(drawargs, vertices, *(elements++)); DrawShadedTriangle(vert, ccw, &args); } } else if (drawmode == PolyDrawMode::TriangleFan) { vert[0] = ShadeVertex(drawargs, vertices, *(elements++)); vert[1] = ShadeVertex(drawargs, vertices, *(elements++)); for (int i = 2; i < vcount; i++) { vert[2] = ShadeVertex(drawargs, vertices, *(elements++)); DrawShadedTriangle(vert, ccw, &args); vert[1] = vert[2]; } } else // TriangleDrawMode::TriangleStrip { bool toggleccw = ccw; vert[0] = ShadeVertex(drawargs, vertices, *(elements++)); vert[1] = ShadeVertex(drawargs, vertices, *(elements++)); for (int i = 2; i < vcount; i++) { vert[2] = ShadeVertex(drawargs, vertices, *(elements++)); DrawShadedTriangle(vert, toggleccw, &args); vert[0] = vert[1]; vert[1] = vert[2]; toggleccw = !toggleccw; } } } void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void *vertices, int vcount, PolyDrawMode drawmode) { if (vcount < 3) return; TriDrawTriangleArgs args; args.dest = dest; args.pitch = dest_pitch; args.clipright = dest_width; args.clipbottom = dest_height; args.uniforms = &drawargs; args.destBgra = dest_bgra; args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth(); args.stencilValues = PolyStencilBuffer::Instance()->Values(); args.stencilMasks = PolyStencilBuffer::Instance()->Masks(); args.zbuffer = PolyZBuffer::Instance()->Values(); args.depthOffset = weaponScene ? 1.0f : 0.0f; int vinput = 0; ShadedTriVertex vert[3]; if (drawmode == PolyDrawMode::Triangles) { for (int i = 0; i < vcount / 3; i++) { for (int j = 0; j < 3; j++) vert[j] = ShadeVertex(drawargs, vertices, vinput++); DrawShadedTriangle(vert, ccw, &args); } } else if (drawmode == PolyDrawMode::TriangleFan) { vert[0] = ShadeVertex(drawargs, vertices, vinput++); vert[1] = ShadeVertex(drawargs, vertices, vinput++); for (int i = 2; i < vcount; i++) { vert[2] = ShadeVertex(drawargs, vertices, vinput++); DrawShadedTriangle(vert, ccw, &args); vert[1] = vert[2]; } } else // TriangleDrawMode::TriangleStrip { bool toggleccw = ccw; vert[0] = ShadeVertex(drawargs, vertices, vinput++); vert[1] = ShadeVertex(drawargs, vertices, vinput++); for (int i = 2; i < vcount; i++) { vert[2] = ShadeVertex(drawargs, vertices, vinput++); DrawShadedTriangle(vert, toggleccw, &args); vert[0] = vert[1]; vert[1] = vert[2]; toggleccw = !toggleccw; } } } ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index) { ShadedTriVertex sv; Vec4f objpos; if (modelFrame1 == -1) { const TriVertex &v = static_cast(vertices)[index]; objpos = Vec4f(v.x, v.y, v.z, v.w); sv.u = v.u; sv.v = v.v; } else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f) { const FModelVertex &v = static_cast(vertices)[modelFrame1 + index]; objpos = Vec4f(v.x, v.y, v.z, 1.0f); sv.u = v.u; sv.v = v.v; } else { const FModelVertex &v1 = static_cast(vertices)[modelFrame1 + index]; const FModelVertex &v2 = static_cast(vertices)[modelFrame2 + index]; float frac = modelInterpolationFactor; float inv_frac = 1.0f - frac; objpos = Vec4f(v1.x * inv_frac + v2.x * frac, v1.y * inv_frac + v2.y * frac, v1.z * inv_frac + v2.z * frac, 1.0f); sv.u = v1.u; sv.v = v1.v; } // Apply transform to get clip coordinates: Vec4f clippos = (*objectToClip) * objpos; sv.x = clippos.X; sv.y = clippos.Y; sv.z = clippos.Z; sv.w = clippos.W; if (!objectToWorld) // Identity matrix { sv.worldX = objpos.X; sv.worldY = objpos.Y; sv.worldZ = objpos.Z; } else { Vec4f worldpos = (*objectToWorld) * objpos; sv.worldX = worldpos.X; sv.worldY = worldpos.Y; sv.worldZ = worldpos.Z; } // Calculate gl_ClipDistance[i] for (int i = 0; i < 3; i++) { const auto &clipPlane = drawargs.ClipPlane(i); sv.clipDistance[i] = objpos.X * clipPlane.A + objpos.Y * clipPlane.B + objpos.Z * clipPlane.C + objpos.W * clipPlane.D; } return sv; } bool PolyTriangleThreadData::IsDegenerate(const ShadedTriVertex *vert) { // A degenerate triangle has a zero cross product for two of its sides. float ax = vert[1].x - vert[0].x; float ay = vert[1].y - vert[0].y; float az = vert[1].w - vert[0].w; float bx = vert[2].x - vert[0].x; float by = vert[2].y - vert[0].y; float bz = vert[2].w - vert[0].w; float crossx = ay * bz - az * by; float crossy = az * bx - ax * bz; float crossz = ax * by - ay * bx; float crosslengthsqr = crossx * crossx + crossy * crossy + crossz * crossz; return crosslengthsqr <= 1.e-6f; } bool PolyTriangleThreadData::IsFrontfacing(TriDrawTriangleArgs *args) { float a = args->v1->x * args->v2->y - args->v2->x * args->v1->y + args->v2->x * args->v3->y - args->v3->x * args->v2->y + args->v3->x * args->v1->y - args->v1->x * args->v3->y; return a <= 0.0f; } void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args) { // Reject triangle if degenerate if (IsDegenerate(vert)) return; // Cull, clip and generate additional vertices as needed ShadedTriVertex clippedvert[max_additional_vertices]; int numclipvert = ClipEdge(vert, clippedvert); #ifdef NO_SSE // Map to 2D viewport: for (int j = 0; j < numclipvert; j++) { auto &v = clippedvert[j]; // Calculate normalized device coordinates: v.w = 1.0f / v.w; v.x *= v.w; v.y *= v.w; v.z *= v.w; // Apply viewport scale to get screen coordinates: v.x = viewport_x + viewport_width * (1.0f + v.x) * 0.5f; v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f; } #else // Map to 2D viewport: __m128 mviewport_x = _mm_set1_ps((float)viewport_x); __m128 mviewport_y = _mm_set1_ps((float)viewport_y); __m128 mviewport_halfwidth = _mm_set1_ps(viewport_width * 0.5f); __m128 mviewport_halfheight = _mm_set1_ps(viewport_height * 0.5f); __m128 mone = _mm_set1_ps(1.0f); int sse_length = (numclipvert + 3) / 4 * 4; for (int j = 0; j < sse_length; j += 4) { __m128 vx = _mm_loadu_ps(&clippedvert[j].x); __m128 vy = _mm_loadu_ps(&clippedvert[j + 1].x); __m128 vz = _mm_loadu_ps(&clippedvert[j + 2].x); __m128 vw = _mm_loadu_ps(&clippedvert[j + 3].x); _MM_TRANSPOSE4_PS(vx, vy, vz, vw); // Calculate normalized device coordinates: vw = _mm_div_ps(mone, vw); vx = _mm_mul_ps(vx, vw); vy = _mm_mul_ps(vy, vw); vz = _mm_mul_ps(vz, vw); // Apply viewport scale to get screen coordinates: vx = _mm_add_ps(mviewport_x, _mm_mul_ps(mviewport_halfwidth, _mm_add_ps(mone, vx))); vy = _mm_add_ps(mviewport_y, _mm_mul_ps(mviewport_halfheight, _mm_sub_ps(mone, vy))); _MM_TRANSPOSE4_PS(vx, vy, vz, vw); _mm_storeu_ps(&clippedvert[j].x, vx); _mm_storeu_ps(&clippedvert[j + 1].x, vy); _mm_storeu_ps(&clippedvert[j + 2].x, vz); _mm_storeu_ps(&clippedvert[j + 3].x, vw); } #endif // Keep varyings in -128 to 128 range if possible // But don't do this for the skycap mode since the V texture coordinate is used for blending if (numclipvert > 0 && args->uniforms->BlendMode() != TriBlendMode::Skycap) { float newOriginU = floorf(clippedvert[0].u * 0.1f) * 10.0f; float newOriginV = floorf(clippedvert[0].v * 0.1f) * 10.0f; for (int i = 0; i < numclipvert; i++) { clippedvert[i].u -= newOriginU; clippedvert[i].v -= newOriginV; } } if (twosided && numclipvert > 2) { args->v1 = &clippedvert[0]; args->v2 = &clippedvert[1]; args->v3 = &clippedvert[2]; ccw = !IsFrontfacing(args); } // Draw screen triangles if (ccw) { for (int i = numclipvert - 1; i > 1; i--) { args->v1 = &clippedvert[numclipvert - 1]; args->v2 = &clippedvert[i - 1]; args->v3 = &clippedvert[i - 2]; if (IsFrontfacing(args) == ccw && args->CalculateGradients()) { if (!span_drawers) ScreenTriangle::Draw(args, this); else ScreenTriangle::DrawSWRender(args, this); } } } else { for (int i = 2; i < numclipvert; i++) { args->v1 = &clippedvert[0]; args->v2 = &clippedvert[i - 1]; args->v3 = &clippedvert[i]; if (IsFrontfacing(args) != ccw && args->CalculateGradients()) { if (!span_drawers) ScreenTriangle::Draw(args, this); else ScreenTriangle::DrawSWRender(args, this); } } } } int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVertex *clippedvert) { // Clip and cull so that the following is true for all vertices: // -v.w <= v.x <= v.w // -v.w <= v.y <= v.w // -v.w <= v.z <= v.w // halfspace clip distances static const int numclipdistances = 9; #ifdef NO_SSE float clipdistance[numclipdistances * 3]; bool needsclipping = false; float *clipd = clipdistance; for (int i = 0; i < 3; i++) { const auto &v = verts[i]; clipd[0] = v.x + v.w; clipd[1] = v.w - v.x; clipd[2] = v.y + v.w; clipd[3] = v.w - v.y; clipd[4] = v.z + v.w; clipd[5] = v.w - v.z; clipd[6] = v.clipDistance[0]; clipd[7] = v.clipDistance[1]; clipd[8] = v.clipDistance[2]; for (int j = 0; j < 9; j++) needsclipping = needsclipping || clipd[i]; clipd += numclipdistances; } // If all halfspace clip distances are positive then the entire triangle is visible. Skip the expensive clipping step. if (!needsclipping) { for (int i = 0; i < 3; i++) { memcpy(clippedvert + i, &verts[i], sizeof(ShadedTriVertex)); } return 3; } #else __m128 mx = _mm_loadu_ps(&verts[0].x); __m128 my = _mm_loadu_ps(&verts[1].x); __m128 mz = _mm_loadu_ps(&verts[2].x); __m128 mw = _mm_setzero_ps(); _MM_TRANSPOSE4_PS(mx, my, mz, mw); __m128 clipd0 = _mm_add_ps(mx, mw); __m128 clipd1 = _mm_sub_ps(mw, mx); __m128 clipd2 = _mm_add_ps(my, mw); __m128 clipd3 = _mm_sub_ps(mw, my); __m128 clipd4 = _mm_add_ps(mz, mw); __m128 clipd5 = _mm_sub_ps(mw, mz); __m128 clipd6 = _mm_setr_ps(verts[0].clipDistance[0], verts[1].clipDistance[0], verts[2].clipDistance[0], 0.0f); __m128 clipd7 = _mm_setr_ps(verts[0].clipDistance[1], verts[1].clipDistance[1], verts[2].clipDistance[1], 0.0f); __m128 clipd8 = _mm_setr_ps(verts[0].clipDistance[2], verts[1].clipDistance[2], verts[2].clipDistance[2], 0.0f); __m128 mneedsclipping = _mm_cmplt_ps(clipd0, _mm_setzero_ps()); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd1, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd2, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd3, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd4, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd5, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd6, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd7, _mm_setzero_ps())); mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd8, _mm_setzero_ps())); if (_mm_movemask_ps(mneedsclipping) == 0) { for (int i = 0; i < 3; i++) { memcpy(clippedvert + i, &verts[i], sizeof(ShadedTriVertex)); } return 3; } float clipdistance[numclipdistances * 4]; _mm_storeu_ps(clipdistance, clipd0); _mm_storeu_ps(clipdistance + 4, clipd1); _mm_storeu_ps(clipdistance + 8, clipd2); _mm_storeu_ps(clipdistance + 12, clipd3); _mm_storeu_ps(clipdistance + 16, clipd4); _mm_storeu_ps(clipdistance + 20, clipd5); _mm_storeu_ps(clipdistance + 24, clipd6); _mm_storeu_ps(clipdistance + 28, clipd7); _mm_storeu_ps(clipdistance + 32, clipd8); #endif // use barycentric weights while clipping vertices float weights[max_additional_vertices * 3 * 2]; for (int i = 0; i < 3; i++) { weights[i * 3 + 0] = 0.0f; weights[i * 3 + 1] = 0.0f; weights[i * 3 + 2] = 0.0f; weights[i * 3 + i] = 1.0f; } // Clip against each halfspace float *input = weights; float *output = weights + max_additional_vertices * 3; int inputverts = 3; for (int p = 0; p < numclipdistances; p++) { // Clip each edge int outputverts = 0; for (int i = 0; i < inputverts; i++) { int j = (i + 1) % inputverts; #ifdef NO_SSE float clipdistance1 = clipdistance[0 * numclipdistances + p] * input[i * 3 + 0] + clipdistance[1 * numclipdistances + p] * input[i * 3 + 1] + clipdistance[2 * numclipdistances + p] * input[i * 3 + 2]; float clipdistance2 = clipdistance[0 * numclipdistances + p] * input[j * 3 + 0] + clipdistance[1 * numclipdistances + p] * input[j * 3 + 1] + clipdistance[2 * numclipdistances + p] * input[j * 3 + 2]; #else float clipdistance1 = clipdistance[0 + p * 4] * input[i * 3 + 0] + clipdistance[1 + p * 4] * input[i * 3 + 1] + clipdistance[2 + p * 4] * input[i * 3 + 2]; float clipdistance2 = clipdistance[0 + p * 4] * input[j * 3 + 0] + clipdistance[1 + p * 4] * input[j * 3 + 1] + clipdistance[2 + p * 4] * input[j * 3 + 2]; #endif // Clip halfspace if ((clipdistance1 >= 0.0f || clipdistance2 >= 0.0f) && outputverts + 1 < max_additional_vertices) { float t1 = (clipdistance1 < 0.0f) ? MAX(-clipdistance1 / (clipdistance2 - clipdistance1), 0.0f) : 0.0f; float t2 = (clipdistance2 < 0.0f) ? MIN(1.0f + clipdistance2 / (clipdistance1 - clipdistance2), 1.0f) : 1.0f; // add t1 vertex for (int k = 0; k < 3; k++) output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t1) + input[j * 3 + k] * t1; outputverts++; if (t2 != 1.0f && t2 > t1) { // add t2 vertex for (int k = 0; k < 3; k++) output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t2) + input[j * 3 + k] * t2; outputverts++; } } } std::swap(input, output); inputverts = outputverts; if (inputverts == 0) break; } // Convert barycentric weights to actual vertices for (int i = 0; i < inputverts; i++) { auto &v = clippedvert[i]; memset(&v, 0, sizeof(ShadedTriVertex)); for (int w = 0; w < 3; w++) { float weight = input[i * 3 + w]; v.x += verts[w].x * weight; v.y += verts[w].y * weight; v.z += verts[w].z * weight; v.w += verts[w].w * weight; v.u += verts[w].u * weight; v.v += verts[w].v * weight; v.worldX += verts[w].worldX * weight; v.worldY += verts[w].worldY * weight; v.worldZ += verts[w].worldZ * weight; } } return inputverts; } PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread) { if (!thread->poly) thread->poly = std::make_shared(thread->core, thread->num_cores); return thread->poly.get(); } ///////////////////////////////////////////////////////////////////////////// PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld) : objectToClip(objectToClip), objectToWorld(objectToWorld) { } void PolySetTransformCommand::Execute(DrawerThread *thread) { PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip, objectToWorld); } ///////////////////////////////////////////////////////////////////////////// PolySetCullCCWCommand::PolySetCullCCWCommand(bool ccw) : ccw(ccw) { } void PolySetCullCCWCommand::Execute(DrawerThread *thread) { PolyTriangleThreadData::Get(thread)->SetCullCCW(ccw); } ///////////////////////////////////////////////////////////////////////////// PolySetTwoSidedCommand::PolySetTwoSidedCommand(bool twosided) : twosided(twosided) { } void PolySetTwoSidedCommand::Execute(DrawerThread *thread) { PolyTriangleThreadData::Get(thread)->SetTwoSided(twosided); } ///////////////////////////////////////////////////////////////////////////// PolySetWeaponSceneCommand::PolySetWeaponSceneCommand(bool value) : value(value) { } void PolySetWeaponSceneCommand::Execute(DrawerThread *thread) { PolyTriangleThreadData::Get(thread)->SetWeaponScene(value); } ///////////////////////////////////////////////////////////////////////////// PolySetModelVertexShaderCommand::PolySetModelVertexShaderCommand(int frame1, int frame2, float interpolationFactor) : frame1(frame1), frame2(frame2), interpolationFactor(interpolationFactor) { } void PolySetModelVertexShaderCommand::Execute(DrawerThread *thread) { PolyTriangleThreadData::Get(thread)->SetModelVertexShader(frame1, frame2, interpolationFactor); } ///////////////////////////////////////////////////////////////////////////// PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers) : x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra), span_drawers(span_drawers) { } void PolySetViewportCommand::Execute(DrawerThread *thread) { PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, span_drawers); } ///////////////////////////////////////////////////////////////////////////// DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode) : args(args), vertices(vertices), elements(elements), count(count), mode(mode) { } void DrawPolyTrianglesCommand::Execute(DrawerThread *thread) { if (!elements) PolyTriangleThreadData::Get(thread)->DrawArray(args, vertices, count, mode); else PolyTriangleThreadData::Get(thread)->DrawElements(args, vertices, elements, count, mode); } ///////////////////////////////////////////////////////////////////////////// void DrawRectCommand::Execute(DrawerThread *thread) { auto renderTarget = PolyRenderer::Instance()->RenderTarget; const void *destOrg = renderTarget->GetBuffer(); int destWidth = renderTarget->GetWidth(); int destHeight = renderTarget->GetHeight(); int destPitch = renderTarget->GetPitch(); int blendmode = (int)args.BlendMode(); if (renderTarget->IsBgra()) ScreenTriangle::RectDrawers32[blendmode](destOrg, destWidth, destHeight, destPitch, &args, PolyTriangleThreadData::Get(thread)); else ScreenTriangle::RectDrawers8[blendmode](destOrg, destWidth, destHeight, destPitch, &args, PolyTriangleThreadData::Get(thread)); }