/* ** Projected triangle drawer ** 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. ** */ #pragma once #include "screen_triangle.h" template class TriScreenDrawer8 { public: static void Execute(const TriDrawTriangleArgs *args, WorkerThreadData *thread) { using namespace TriScreenDrawerModes; int numSpans = thread->NumFullSpans; auto fullSpans = thread->FullSpans; int numBlocks = thread->NumPartialBlocks; auto partialBlocks = thread->PartialBlocks; int startX = thread->StartX; int startY = thread->StartY; auto flags = args->uniforms->flags; bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light; uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff; auto colormaps = args->colormaps; uint32_t srcalpha = args->uniforms->srcalpha; uint32_t destalpha = args->uniforms->destalpha; // Calculate gradients const TriVertex &v1 = *args->v1; const TriVertex &v2 = *args->v2; const TriVertex &v3 = *args->v3; ScreenTriangleStepVariables gradientX; ScreenTriangleStepVariables gradientY; ScreenTriangleStepVariables start; gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w); gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w); start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y); for (int i = 0; i < TriVertex::NumVarying; i++) { gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w); gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w); start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y); } // Output uint8_t * RESTRICT destOrg = args->dest; int pitch = args->pitch; // Light uint32_t light = args->uniforms->light; float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f; float globVis = args->uniforms->globvis * (1.0f / 32.0f); // Sampling stuff uint32_t color = args->uniforms->color; const uint8_t * RESTRICT translation = args->translation; const uint8_t * RESTRICT texPixels = args->texturePixels; uint32_t texWidth = args->textureWidth; uint32_t texHeight = args->textureHeight; for (int i = 0; i < numSpans; i++) { const auto &span = fullSpans[i]; uint8_t *dest = destOrg + span.X + span.Y * pitch; int width = span.Length; int height = 8; ScreenTriangleStepVariables blockPosY; blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY); for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY); for (int y = 0; y < height; y++) { ScreenTriangleStepVariables blockPosX = blockPosY; float rcpW = 0x01000000 / blockPosX.W; int32_t varyingPos[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW); fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask); for (int x = 0; x < width; x++) { blockPosX.W += gradientX.W * 8; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosX.Varying[j] += gradientX.Varying[j] * 8; rcpW = 0x01000000 / blockPosX.W; int32_t varyingStep[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) { int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW); varyingStep[j] = (nextPos - varyingPos[j]) / 8; } fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; for (int ix = 0; ix < 8; ix++) { int lightshade = lightpos >> 8; uint8_t bgcolor = dest[x * 8 + ix]; uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation); dest[x * 8 + ix] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; lightpos += lightstep; } } blockPosY.W += gradientY.W; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] += gradientY.Varying[j]; dest += pitch; } } for (int i = 0; i < numBlocks; i++) { const auto &block = partialBlocks[i]; ScreenTriangleStepVariables blockPosY; blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY); for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY); uint8_t *dest = destOrg + block.X + block.Y * pitch; uint32_t mask0 = block.Mask0; uint32_t mask1 = block.Mask1; // mask0 loop: for (int y = 0; y < 4; y++) { ScreenTriangleStepVariables blockPosX = blockPosY; float rcpW = 0x01000000 / blockPosX.W; int32_t varyingPos[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW); fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask); blockPosX.W += gradientX.W * 8; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosX.Varying[j] += gradientX.Varying[j] * 8; rcpW = 0x01000000 / blockPosX.W; int32_t varyingStep[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) { int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW); varyingStep[j] = (nextPos - varyingPos[j]) / 8; } fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; for (int x = 0; x < 8; x++) { if (mask0 & (1 << 31)) { int lightshade = lightpos >> 8; uint8_t bgcolor = dest[x]; uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation); dest[x] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha); } for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; lightpos += lightstep; mask0 <<= 1; } blockPosY.W += gradientY.W; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] += gradientY.Varying[j]; dest += pitch; } // mask1 loop: for (int y = 0; y < 4; y++) { ScreenTriangleStepVariables blockPosX = blockPosY; float rcpW = 0x01000000 / blockPosX.W; int32_t varyingPos[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW); fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask); blockPosX.W += gradientX.W * 8; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosX.Varying[j] += gradientX.Varying[j] * 8; rcpW = 0x01000000 / blockPosX.W; int32_t varyingStep[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) { int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW); varyingStep[j] = (nextPos - varyingPos[j]) / 8; } fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; for (int x = 0; x < 8; x++) { if (mask1 & (1 << 31)) { int lightshade = lightpos >> 8; uint8_t bgcolor = dest[x]; uint8_t fgcolor = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, color, translation); dest[x] = ShadeAndBlend(fgcolor, bgcolor, lightshade, colormaps, srcalpha, destalpha); } for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; lightpos += lightstep; mask1 <<= 1; } blockPosY.W += gradientY.W; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] += gradientY.Varying[j]; dest += pitch; } } } private: FORCEINLINE static unsigned int VECTORCALL Sample(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, uint32_t color, const uint8_t *translation) { using namespace TriScreenDrawerModes; uint8_t texel; if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Fill) { return color; } else if (SamplerT::Mode == (int)Samplers::Translated) { uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16; uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16; return translation[texPixels[texelX * texHeight + texelY]]; } else { uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16; uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16; texel = texPixels[texelX * texHeight + texelY]; } if (SamplerT::Mode == (int)Samplers::Skycap) { /* int start_fade = 2; // How fast it should fade out int alpha_top = clamp(v >> (16 - start_fade), 0, 256); int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256); int a = MIN(alpha_top, alpha_bottom); int inv_a = 256 - a; uint32_t r = RPART(texel); uint32_t g = GPART(texel); uint32_t b = BPART(texel); uint32_t fg_a = APART(texel); uint32_t bg_red = RPART(color); uint32_t bg_green = GPART(color); uint32_t bg_blue = BPART(color); r = (r * a + bg_red * inv_a + 127) >> 8; g = (g * a + bg_green * inv_a + 127) >> 8; b = (b * a + bg_blue * inv_a + 127) >> 8; return MAKEARGB(fg_a, r, g, b); */ return texel; } else { return texel; } } FORCEINLINE static uint8_t ShadeAndBlend(uint8_t fgcolor, uint8_t bgcolor, uint32_t lightshade, const uint8_t *colormaps, uint32_t srcalpha, uint32_t destalpha) { using namespace TriScreenDrawerModes; lightshade = ((256 - lightshade) * (NUMCOLORMAPS - 1) + (NUMCOLORMAPS - 1) / 2) / 256; uint8_t shadedfg = colormaps[lightshade * 256 + fgcolor]; if (BlendT::Mode == (int)BlendModes::Opaque) { return shadedfg; } else if (BlendT::Mode == (int)BlendModes::Masked) { return (fgcolor != 0) ? shadedfg : bgcolor; } else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor) { return (fgcolor != 0) ? shadedfg : bgcolor; } else { if (BlendT::Mode == (int)BlendModes::AddClamp) { } else if (BlendT::Mode == (int)BlendModes::SubClamp) { } else if (BlendT::Mode == (int)BlendModes::RevSubClamp) { } return (fgcolor != 0) ? shadedfg : bgcolor; } } static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2) { float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2); float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2); return top / bottom; } static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2) { float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2); float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2); return top / bottom; } };