#include "i_system.h" #include "r_compiler/fixedfunction/drawercodegen.h" #include "r_compiler/ssa/ssa_function.h" #include "r_compiler/ssa/ssa_scope.h" #include "r_compiler/ssa/ssa_for_block.h" #include "r_compiler/ssa/ssa_if_block.h" #include "r_compiler/ssa/ssa_stack.h" #include "r_compiler/ssa/ssa_function.h" #include "r_compiler/ssa/ssa_struct_type.h" #include "r_compiler/ssa/ssa_value.h" SSAInt DrawerCodegen::calc_light_multiplier(SSAInt light) { return 256 - (light >> (FRACBITS - 8)); } SSAVec4i DrawerCodegen::shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors) { SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index]; return shade_bgra_simple(color, light); } SSAVec4i DrawerCodegen::shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors) { SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index]; return shade_bgra_advanced(color, light, constants); } SSAVec4i DrawerCodegen::shade_bgra_simple(SSAVec4i color, SSAInt light) { color = color * light / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants) { SSAInt blue = color[0]; SSAInt green = color[1]; SSAInt red = color[2]; SSAInt alpha = color[3]; SSAInt intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate; SSAVec4i inv_light = 256 - light; SSAVec4i inv_desaturate = 256 - constants.desaturate; color = (color * inv_desaturate + intensity) / 256; color = (constants.fade * inv_light + color * light) / 256; color = (color * constants.light) / 256; return color.insert(3, alpha); } SSAVec4i DrawerCodegen::blend_copy(SSAVec4i fg) { return fg; } SSAVec4i DrawerCodegen::blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha) { SSAVec4i color = (fg * srcalpha + bg * destalpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha) { SSAVec4i color = (bg * destalpha - fg * srcalpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha) { SSAVec4i color = (fg * srcalpha - bg * destalpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::blend_alpha_blend(SSAVec4i fg, SSAVec4i bg) { SSAInt alpha = fg[3]; alpha = alpha + (alpha >> 7); // // 255 -> 256 SSAInt inv_alpha = 256 - alpha; SSAVec4i color = (fg * alpha + bg * inv_alpha) / 256; return color.insert(3, 255); } SSAInt DrawerCodegen::calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha) { SSAInt alpha = fg[3]; alpha = alpha + (alpha >> 7); SSAInt inv_alpha = 256 - alpha; return (destalpha * alpha + 256 * inv_alpha + 128) >> 8; } SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height) { SSAInt frac_y0 = (texturefracy >> FRACBITS) * height; SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height; SSAInt y0 = frac_y0 >> FRACBITS; SSAInt y1 = frac_y1 >> FRACBITS; SSAVec4i p00 = col0[y0 * 4].load_vec4ub(); SSAVec4i p01 = col0[y1 * 4].load_vec4ub(); SSAVec4i p10 = col1[y0 * 4].load_vec4ub(); SSAVec4i p11 = col1[y1 * 4].load_vec4ub(); SSAInt inv_b = texturefracx; SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15; SSAInt a = 16 - inv_a; SSAInt b = 16 - inv_b; return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8; } SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits) { SSAInt xshift = (32 - xbits); SSAInt yshift = (32 - ybits); SSAInt xmask = (SSAInt(1) << xshift) - 1; SSAInt ymask = (SSAInt(1) << yshift) - 1; SSAInt x = xfrac >> xbits; SSAInt y = yfrac >> ybits; SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(); SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(); SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(); SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(); SSAInt inv_b = (xfrac >> (xbits - 4)) & 15; SSAInt inv_a = (yfrac >> (ybits - 4)) & 15; SSAInt a = 16 - inv_a; SSAInt b = 16 - inv_b; return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8; }