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80 lines
2.2 KiB
C++
80 lines
2.2 KiB
C++
/*
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** DrawWall code generation
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "drawercodegen.h"
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enum class DrawWallVariant
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{
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Opaque,
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Masked,
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Add,
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AddClamp,
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SubClamp,
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RevSubClamp
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};
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class DrawWallCodegen : public DrawerCodegen
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{
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public:
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void Generate(DrawWallVariant variant, SSAValue args, SSAValue thread_data);
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private:
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void LoopShade(DrawWallVariant variant, bool isSimpleShade);
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void Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter);
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SSAVec4i Sample(SSAInt frac, bool isNearestFilter);
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SSAVec4i SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
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SSAVec4i Shade(SSAVec4i fg, bool isSimpleShade);
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SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant);
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SSAStack<SSAInt> stack_index, stack_frac, stack_light_index;
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SSAStack<SSAVec4i> stack_lit_color;
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SSAStack<SSAFloat> stack_z;
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SSAUBytePtr dest;
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SSAUBytePtr source;
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SSAUBytePtr source2;
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SSAInt pitch;
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SSAInt count;
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SSAInt dest_y;
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SSAInt texturefrac;
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SSAInt texturefracx;
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SSAInt iscale;
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SSAInt textureheight;
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SSAInt light;
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SSAInt srcalpha;
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SSAInt destalpha;
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SSABool is_simple_shade;
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SSABool is_nearest_filter;
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SSAShadeConstants shade_constants;
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SSAWorkerThread thread;
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SSAInt fracstep;
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SSAInt one;
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SSAFloat start_z, step_z;
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SSAValue dynlights; // TriLight*
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SSAInt num_dynlights;
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SSAFloat z;
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};
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