mirror of
https://github.com/ZDoom/gzdoom-gles.git
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164 lines
4.8 KiB
C++
164 lines
4.8 KiB
C++
/*
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** Projected triangle drawer
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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 <cstdint>
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#include <vector>
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class FString;
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struct TriFullSpan
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{
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uint16_t X;
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uint16_t Y;
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uint32_t Length;
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};
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struct TriPartialBlock
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{
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uint16_t X;
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uint16_t Y;
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uint32_t Mask0;
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uint32_t Mask1;
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};
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struct WorkerThreadData
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{
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int32_t core;
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int32_t num_cores;
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int32_t pass_start_y;
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int32_t pass_end_y;
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uint32_t *temp;
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// Triangle working data:
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TriFullSpan *FullSpans;
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TriPartialBlock *PartialBlocks;
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uint32_t NumFullSpans;
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uint32_t NumPartialBlocks;
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int32_t StartX;
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int32_t StartY;
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};
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struct TriVertex
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{
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TriVertex() { }
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TriVertex(float x, float y, float z, float w, float u, float v) : x(x), y(y), z(z), w(w) { varying[0] = u; varying[1] = v; }
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enum { NumVarying = 2 };
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float x, y, z, w;
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float varying[NumVarying];
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};
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struct TriUniforms
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{
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uint32_t light;
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uint32_t subsectorDepth;
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uint32_t color;
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uint32_t srcalpha;
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uint32_t destalpha;
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uint16_t light_alpha;
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uint16_t light_red;
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uint16_t light_green;
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uint16_t light_blue;
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uint16_t fade_alpha;
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uint16_t fade_red;
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uint16_t fade_green;
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uint16_t fade_blue;
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uint16_t desaturate;
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float globvis;
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uint32_t flags;
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enum Flags
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{
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simple_shade = 1,
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nearest_filter = 2,
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fixed_light = 4
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};
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};
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struct TriDrawTriangleArgs
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{
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uint8_t *dest;
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int32_t pitch;
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TriVertex *v1;
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TriVertex *v2;
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TriVertex *v3;
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int32_t clipleft;
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int32_t clipright;
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int32_t cliptop;
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int32_t clipbottom;
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const uint8_t *texturePixels;
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uint32_t textureWidth;
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uint32_t textureHeight;
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const uint8_t *translation;
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const TriUniforms *uniforms;
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uint8_t *stencilValues;
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uint32_t *stencilMasks;
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int32_t stencilPitch;
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uint8_t stencilTestValue;
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uint8_t stencilWriteValue;
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uint32_t *subsectorGBuffer;
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const uint8_t *colormaps;
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const uint8_t *RGB256k;
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const uint8_t *BaseColors;
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};
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enum class TriBlendMode
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{
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Copy, // blend_copy(shade(fg))
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AlphaBlend, // blend_alpha_blend(shade(fg), bg)
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AddSolid, // blend_add(shade(fg), bg, srcalpha, destalpha)
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Add, // blend_add(shade(fg), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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Sub, // blend_sub(shade(fg), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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RevSub, // blend_revsub(shade(fg), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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Stencil, // blend_stencil(shade(color), fg.a, bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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Shaded, // blend_stencil(shade(color), fg.index, bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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TranslateCopy, // blend_copy(shade(translate(fg)))
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TranslateAlphaBlend, // blend_alpha_blend(shade(translate(fg)), bg)
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TranslateAdd, // blend_add(shade(translate(fg)), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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TranslateSub, // blend_sub(shade(translate(fg)), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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TranslateRevSub,// blend_revsub(shade(translate(fg)), bg, srcalpha, calc_blend_bgalpha(fg, destalpha))
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AddSrcColorOneMinusSrcColor, // glBlendMode(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR) used by GZDoom's fullbright additive sprites
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Skycap // Fade to sky color when the V texture coordinate go beyond the [-1, 1] range
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};
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inline int NumTriBlendModes() { return (int)TriBlendMode::Skycap + 1; }
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class ScreenTriangle
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{
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public:
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static void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriDraw8;
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static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriDraw32;
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static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriFill8;
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static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriFill32;
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};
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struct ScreenTriangleStepVariables
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{
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float W;
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float Varying[TriVertex::NumVarying];
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};
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