/* ** Drawer commands for walls ** 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 "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/viewport/r_walldrawer.h" namespace swrenderer { namespace DrawWall32TModes { enum class WallBlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp }; struct OpaqueWall { static const int Mode = (int)WallBlendModes::Opaque; }; struct MaskedWall { static const int Mode = (int)WallBlendModes::Masked; }; struct AddClampWall { static const int Mode = (int)WallBlendModes::AddClamp; }; struct SubClampWall { static const int Mode = (int)WallBlendModes::SubClamp; }; struct RevSubClampWall { static const int Mode = (int)WallBlendModes::RevSubClamp; }; enum class FilterModes { Nearest, Linear }; struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; }; struct LinearFilter { static const int Mode = (int)FilterModes::Linear; }; enum class ShadeMode { Simple, Advanced }; struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; }; struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; }; } template class DrawWall32T : public DrawerCommand { protected: WallDrawerArgs args; public: DrawWall32T(const WallDrawerArgs &drawerargs) : args(drawerargs) { } void Execute(DrawerThread *thread) override { using namespace DrawWall32TModes; const uint32_t *source2 = (const uint32_t*)args.TexturePixels2(); bool is_nearest_filter = (source2 == nullptr); auto shade_constants = args.ColormapConstants(); if (shade_constants.simple_shade) { if (is_nearest_filter) Loop(thread, shade_constants); else Loop(thread, shade_constants); } else { if (is_nearest_filter) Loop(thread, shade_constants); else Loop(thread, shade_constants); } } template FORCEINLINE void Loop(DrawerThread *thread, ShadeConstants shade_constants) { using namespace DrawWall32TModes; const uint32_t *source = (const uint32_t*)args.TexturePixels(); const uint32_t *source2 = (const uint32_t*)args.TexturePixels2(); int textureheight = args.TextureHeight(); uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1; // Shade constants uint32_t light = 256 - (args.Light() >> (FRACBITS - 8)); uint32_t inv_light = 256 - light; int inv_desaturate; BgraColor shade_fade, shade_light; int desaturate; if (ShadeModeT::Mode == (int)ShadeMode::Advanced) { inv_desaturate = 256 - shade_constants.desaturate; shade_fade.r = shade_constants.fade_red * inv_light; shade_fade.g = shade_constants.fade_green * inv_light; shade_fade.b = shade_constants.fade_blue * inv_light; shade_light.r = shade_constants.light_red; shade_light.g = shade_constants.light_green; shade_light.b = shade_constants.light_blue; desaturate = shade_constants.desaturate; } else { inv_desaturate = 0; shade_fade.r = 0; shade_fade.g = 0; shade_fade.b = 0; shade_light.r = 0; shade_light.g = 0; shade_light.b = 0; desaturate = 0; } int count = args.Count(); int pitch = args.Viewport()->RenderTarget->GetPitch(); uint32_t fracstep = args.TextureVStep(); uint32_t frac = args.TextureVPos(); uint32_t texturefracx = args.TextureUPos(); uint32_t *dest = (uint32_t*)args.Dest(); int dest_y = args.DestY(); auto lights = args.dc_lights; auto num_lights = args.dc_num_lights; float viewpos_z = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y); float step_viewpos_z = args.dc_viewpos_step.Z * thread->num_cores; count = thread->count_for_thread(dest_y, count); if (count <= 0) return; frac += thread->skipped_by_thread(dest_y) * fracstep; dest = thread->dest_for_thread(dest_y, pitch, dest); fracstep *= thread->num_cores; pitch *= thread->num_cores; if (FilterModeT::Mode == (int)FilterModes::Linear) { frac -= one / 2; } uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8); uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8); for (int index = 0; index < count; index++) { BgraColor bgcolor; if (BlendT::Mode != (int)WallBlendModes::Opaque) { bgcolor = *dest; } else { bgcolor = 0; } uint32_t ifgcolor = Sample(frac, source, source2, textureheight, one, texturefracx); BgraColor fgcolor = Shade(ifgcolor, light, desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z); BgraColor outcolor = Blend(fgcolor, bgcolor, ifgcolor, srcalpha, destalpha); *dest = outcolor; dest += pitch; frac += fracstep; viewpos_z += step_viewpos_z; } } template FORCEINLINE BgraColor Sample(uint32_t frac, const uint32_t *source, const uint32_t *source2, int textureheight, uint32_t one, uint32_t texturefracx) { using namespace DrawWall32TModes; if (FilterModeT::Mode == (int)FilterModes::Nearest) { int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; return source[sample_index]; } else { unsigned int frac_y0 = (frac >> FRACBITS) * textureheight; unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight; unsigned int y0 = frac_y0 >> FRACBITS; unsigned int y1 = frac_y1 >> FRACBITS; unsigned int p00 = source[y0]; unsigned int p01 = source[y1]; unsigned int p10 = source2[y0]; unsigned int p11 = source2[y1]; unsigned int inv_b = texturefracx; unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15; unsigned int a = 16 - inv_a; unsigned int b = 16 - inv_b; BgraColor result; result.r = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8; result.g = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8; result.b = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8; result.a = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8; return result; } } template FORCEINLINE BgraColor Shade(BgraColor fgcolor, uint32_t light, uint32_t desaturate, uint32_t inv_desaturate, BgraColor shade_fade, BgraColor shade_light, const DrawerLight *lights, int num_lights, float viewpos_z) { using namespace DrawWall32TModes; BgraColor material = fgcolor; if (ShadeModeT::Mode == (int)ShadeMode::Simple) { fgcolor.r = (fgcolor.r * light) >> 8; fgcolor.g = (fgcolor.g * light) >> 8; fgcolor.b = (fgcolor.b * light) >> 8; } else { uint32_t intensity = ((fgcolor.r * 77 + fgcolor.g * 143 + fgcolor.b * 37) >> 8) * desaturate; fgcolor.r = (((shade_fade.r + ((fgcolor.r * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.r) >> 8; fgcolor.g = (((shade_fade.g + ((fgcolor.g * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.g) >> 8; fgcolor.b = (((shade_fade.b + ((fgcolor.b * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.b) >> 8; } return AddLights(material, fgcolor, lights, num_lights, viewpos_z); } FORCEINLINE BgraColor AddLights(BgraColor material, BgraColor fgcolor, const DrawerLight *lights, int num_lights, float viewpos_z) { using namespace DrawWall32TModes; BgraColor lit; lit.r = 0; lit.g = 0; lit.b = 0; for (int i = 0; i != num_lights; i++) { float light_x = lights[i].x; float light_y = lights[i].y; float light_z = lights[i].z; float light_radius = lights[i].radius; // L = light-pos // dist = sqrt(dot(L, L)) // distance_attenuation = 1 - MIN(dist * (1/radius), 1) float Lxy2 = light_x; // L.x*L.x + L.y*L.y float Lz = light_z - viewpos_z; float dist2 = Lxy2 + Lz * Lz; float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2))); float dist = dist2 * rcp_dist; float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f); // The simple light type float simple_attenuation = distance_attenuation; // The point light type // diffuse = dot(N,L) * attenuation float point_attenuation = light_y * rcp_dist * distance_attenuation; uint32_t attenuation = (int32_t)((light_y == 0.0f) ? simple_attenuation : point_attenuation); BgraColor light_color = lights[i].color; lit.r += (light_color.r * attenuation) >> 8; lit.g += (light_color.g * attenuation) >> 8; lit.b += (light_color.b * attenuation) >> 8; } fgcolor.r = MIN(fgcolor.r + ((material.r * lit.r) >> 8), 255); fgcolor.g = MIN(fgcolor.g + ((material.g * lit.g) >> 8), 255); fgcolor.b = MIN(fgcolor.b + ((material.b * lit.b) >> 8), 255); return fgcolor; } FORCEINLINE BgraColor Blend(BgraColor fgcolor, BgraColor bgcolor, unsigned int ifgcolor, uint32_t srcalpha, uint32_t destalpha) { using namespace DrawWall32TModes; if (BlendT::Mode == (int)WallBlendModes::Opaque) { return fgcolor; } else if (BlendT::Mode == (int)WallBlendModes::Masked) { return (ifgcolor == 0) ? bgcolor : fgcolor; } else { uint32_t alpha = APART(ifgcolor); alpha += alpha >> 7; // 255->256 uint32_t inv_alpha = 256 - alpha; uint32_t bgalpha = (destalpha * alpha + (inv_alpha << 8) + 128) >> 8; uint32_t fgalpha = (srcalpha * alpha + 128) >> 8; fgcolor.r *= fgalpha; fgcolor.g *= fgalpha; fgcolor.b *= fgalpha; bgcolor.r *= bgalpha; bgcolor.g *= bgalpha; bgcolor.b *= bgalpha; BgraColor outcolor; if (BlendT::Mode == (int)WallBlendModes::AddClamp) { outcolor.r = MIN((fgcolor.r + bgcolor.r) >> 8, 255); outcolor.g = MIN((fgcolor.g + bgcolor.g) >> 8, 255); outcolor.b = MIN((fgcolor.b + bgcolor.b) >> 8, 255); } else if (BlendT::Mode == (int)WallBlendModes::SubClamp) { outcolor.r = MAX(int32_t(fgcolor.r - bgcolor.r) >> 8, 0); outcolor.g = MAX(int32_t(fgcolor.g - bgcolor.g) >> 8, 0); outcolor.b = MAX(int32_t(fgcolor.b - bgcolor.b) >> 8, 0); } else if (BlendT::Mode == (int)WallBlendModes::RevSubClamp) { outcolor.r = MAX(int32_t(bgcolor.r - fgcolor.r) >> 8, 0); outcolor.g = MAX(int32_t(bgcolor.g - fgcolor.g) >> 8, 0); outcolor.b = MAX(int32_t(bgcolor.b - fgcolor.b) >> 8, 0); } outcolor.a = 255; return outcolor; } } FString DebugInfo() override { return "DrawWall32T"; } }; typedef DrawWall32T DrawWall32Command; typedef DrawWall32T DrawWallMasked32Command; typedef DrawWall32T DrawWallAddClamp32Command; typedef DrawWall32T DrawWallSubClamp32Command; typedef DrawWall32T DrawWallRevSubClamp32Command; }