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https://github.com/ZDoom/gzdoom-gles.git
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697 lines
26 KiB
C++
697 lines
26 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 "screen_triangle.h"
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template<typename BlendT, typename SamplerT>
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class TriScreenDrawer32
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{
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public:
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static void Execute(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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bool is_simple_shade = args->uniforms->SimpleShade();
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if (SamplerT::Mode == (int)Samplers::Texture)
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{
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bool is_nearest_filter = args->uniforms->NearestFilter();
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if (is_simple_shade)
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{
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if (is_nearest_filter)
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Loop<SimpleShade, NearestFilter>(args, thread);
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else
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Loop<SimpleShade, LinearFilter>(args, thread);
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}
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else
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{
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if (is_nearest_filter)
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Loop<AdvancedShade, NearestFilter>(args, thread);
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else
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Loop<AdvancedShade, LinearFilter>(args, thread);
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}
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}
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else // no linear filtering for translated, shaded, stencil, fill or skycap
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{
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if (is_simple_shade)
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{
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Loop<SimpleShade, NearestFilter>(args, thread);
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}
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else
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{
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Loop<AdvancedShade, NearestFilter>(args, thread);
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}
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}
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}
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE static void VECTORCALL Loop(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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using namespace TriScreenDrawerModes;
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int numSpans = thread->NumFullSpans;
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auto fullSpans = thread->FullSpans;
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int numBlocks = thread->NumPartialBlocks;
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auto partialBlocks = thread->PartialBlocks;
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int startX = thread->StartX;
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int startY = thread->StartY;
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bool is_fixed_light = args->uniforms->FixedLight();
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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uint32_t srcalpha = args->uniforms->SrcAlpha();
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uint32_t destalpha = args->uniforms->DestAlpha();
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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ScreenTriangleStepVariables start;
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientX.U = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.u * v1.w, v2.u * v2.w, v3.u * v3.w);
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gradientY.U = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.u * v1.w, v2.u * v2.w, v3.u * v3.w);
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gradientX.V = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.v * v1.w, v2.v * v2.w, v3.v * v3.w);
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gradientY.V = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.v * v1.w, v2.v * v2.w, v3.v * v3.w);
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start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
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start.U = v1.u * v1.w + gradientX.U * (startX - v1.x) + gradientY.U * (startY - v1.y);
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start.V = v1.v * v1.w + gradientX.V * (startX - v1.x) + gradientY.V * (startY - v1.y);
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// Output
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uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
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int pitch = args->pitch;
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// Light
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uint32_t light = args->uniforms->Light();
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float shade = 2.0f - (light + 12.0f) / 128.0f;
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float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
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light += (light >> 7); // 255 -> 256
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// Sampling stuff
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uint32_t color = args->uniforms->Color();
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const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
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const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
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uint32_t texWidth = args->uniforms->TextureWidth();
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uint32_t texHeight = args->uniforms->TextureHeight();
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uint32_t oneU, oneV;
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if (SamplerT::Mode != (int)Samplers::Fill)
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{
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oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
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oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
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}
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else
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{
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oneU = 0;
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oneV = 0;
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}
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// Shade constants
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__m128i inv_desaturate, shade_fade, shade_light;
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int desaturate;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate());
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shade_fade = _mm_set_epi16(args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(), args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue());
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shade_light = _mm_set_epi16(args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(), args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue());
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desaturate = args->uniforms->ShadeDesaturate();
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}
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else
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{
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inv_desaturate = _mm_setzero_si128();
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shade_fade = _mm_setzero_si128();
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shade_fade = _mm_setzero_si128();
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shade_light = _mm_setzero_si128();
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desaturate = 0;
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}
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for (int i = 0; i < numSpans; i++)
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{
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const auto &span = fullSpans[i];
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uint32_t *dest = destOrg + span.X + span.Y * pitch;
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int width = span.Length;
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int height = 8;
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
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blockPosY.U = start.U + gradientX.U * (span.X - startX) + gradientY.U * (span.Y - startY);
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blockPosY.V = start.V + gradientX.V * (span.X - startX) + gradientY.V * (span.Y - startY);
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for (int y = 0; y < height; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t posU = (int32_t)(blockPosX.U * rcpW);
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int32_t posV = (int32_t)(blockPosX.V * rcpW);
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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for (int x = 0; x < width; x++)
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{
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blockPosX.W += gradientX.W * 8;
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blockPosX.U += gradientX.U * 8;
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blockPosX.V += gradientX.V * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t nextU = (int32_t)(blockPosX.U * rcpW);
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int32_t nextV = (int32_t)(blockPosX.V * rcpW);
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int32_t stepU = (nextU - posU) / 8;
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int32_t stepV = (nextV - posV) / 8;
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int ix = 0; ix < 4; ix++)
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{
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// Load bgcolor
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__m128i bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)(dest + x * 8 + ix * 2)), _mm_setzero_si128());
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else
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bgcolor = _mm_setzero_si128();
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// Sample fgcolor
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unsigned int ifgcolor[2], ifgshade[2];
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ifgcolor[0] = Sample<FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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ifgshade[0] = SampleShade(posU, posV, texPixels, texWidth, texHeight);
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posU += stepU;
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posV += stepV;
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ifgcolor[1] = Sample<FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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ifgshade[1] = SampleShade(posU, posV, texPixels, texWidth, texHeight);
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posU += stepU;
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posV += stepV;
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// Setup light
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int lightpos0 = lightpos >> 8;
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lightpos += lightstep;
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int lightpos1 = lightpos >> 8;
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lightpos += lightstep;
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__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
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__m128i shade_fade_lit;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
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shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
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}
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else
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{
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shade_fade_lit = _mm_setzero_si128();
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}
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// Shade and blend
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
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__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
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// Store result
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_mm_storel_epi64((__m128i*)(dest + x * 8 + ix * 2), outcolor);
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}
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}
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blockPosY.W += gradientY.W;
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blockPosY.U += gradientY.U;
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blockPosY.V += gradientY.V;
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dest += pitch;
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}
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}
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for (int i = 0; i < numBlocks; i++)
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{
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const auto &block = partialBlocks[i];
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
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blockPosY.U = start.U + gradientX.U * (block.X - startX) + gradientY.U * (block.Y - startY);
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blockPosY.V = start.V + gradientX.V * (block.X - startX) + gradientY.V * (block.Y - startY);
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uint32_t *dest = destOrg + block.X + block.Y * pitch;
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uint32_t mask0 = block.Mask0;
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uint32_t mask1 = block.Mask1;
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// mask0 loop:
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for (int y = 0; y < 4; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t posU = (int32_t)(blockPosX.U * rcpW);
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int32_t posV = (int32_t)(blockPosX.V * rcpW);
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fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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blockPosX.W += gradientX.W * 8;
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blockPosX.U += gradientX.U * 8;
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blockPosX.V += gradientX.V * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t nextU = (int32_t)(blockPosX.U * rcpW);
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int32_t nextV = (int32_t)(blockPosX.V * rcpW);
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int32_t stepU = (nextU - posU) / 8;
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int32_t stepV = (nextV - posV) / 8;
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int x = 0; x < 4; x++)
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{
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// Load bgcolor
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uint32_t desttmp[2];
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if (mask0 & (1 << 31)) desttmp[0] = dest[x * 2];
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if (mask0 & (1 << 30)) desttmp[1] = dest[x * 2 + 1];
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__m128i bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
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else
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bgcolor = _mm_setzero_si128();
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// Sample fgcolor
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unsigned int ifgcolor[2], ifgshade[2];
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ifgcolor[0] = Sample<FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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ifgshade[0] = SampleShade(posU, posV, texPixels, texWidth, texHeight);
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posU += stepU;
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posV += stepV;
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ifgcolor[1] = Sample<FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
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ifgshade[1] = SampleShade(posU, posV, texPixels, texWidth, texHeight);
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posU += stepU;
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posV += stepV;
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// Setup light
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int lightpos0 = lightpos >> 8;
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lightpos += lightstep;
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int lightpos1 = lightpos >> 8;
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lightpos += lightstep;
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__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
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__m128i shade_fade_lit;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
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shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
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}
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else
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{
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shade_fade_lit = _mm_setzero_si128();
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}
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// Shade and blend
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
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__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
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// Store result
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_mm_storel_epi64((__m128i*)desttmp, outcolor);
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if (mask0 & (1 << 31)) dest[x * 2] = desttmp[0];
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if (mask0 & (1 << 30)) dest[x * 2 + 1] = desttmp[1];
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mask0 <<= 2;
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}
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blockPosY.W += gradientY.W;
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blockPosY.U += gradientY.U;
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blockPosY.V += gradientY.V;
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dest += pitch;
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}
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// mask1 loop:
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for (int y = 0; y < 4; y++)
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{
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ScreenTriangleStepVariables blockPosX = blockPosY;
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float rcpW = 0x01000000 / blockPosX.W;
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int32_t posU = (int32_t)(blockPosX.U * rcpW);
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int32_t posV = (int32_t)(blockPosX.V * rcpW);
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fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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blockPosX.W += gradientX.W * 8;
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blockPosX.U += gradientX.U * 8;
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blockPosX.V += gradientX.V * 8;
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rcpW = 0x01000000 / blockPosX.W;
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int32_t nextU = (int32_t)(blockPosX.U * rcpW);
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int32_t nextV = (int32_t)(blockPosX.V * rcpW);
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int32_t stepU = (nextU - posU) / 8;
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int32_t stepV = (nextV - posV) / 8;
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fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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fixed_t lightstep = (lightnext - lightpos) / 8;
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lightstep = lightstep & lightmask;
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for (int x = 0; x < 4; x++)
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{
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// Load bgcolor
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uint32_t desttmp[2];
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if (mask1 & (1 << 31)) desttmp[0] = dest[x * 2];
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if (mask1 & (1 << 30)) desttmp[1] = dest[x * 2 + 1];
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__m128i bgcolor;
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if (BlendT::Mode != (int)BlendModes::Opaque)
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bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
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else
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bgcolor = _mm_setzero_si128();
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// Sample fgcolor
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unsigned int ifgcolor[2], ifgshade[2];
|
|
ifgcolor[0] = Sample<FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
|
ifgshade[0] = SampleShade(posU, posV, texPixels, texWidth, texHeight);
|
|
posU += stepU;
|
|
posV += stepV;
|
|
|
|
ifgcolor[1] = Sample<FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
|
ifgshade[1] = SampleShade(posU, posV, texPixels, texWidth, texHeight);
|
|
posU += stepU;
|
|
posV += stepV;
|
|
|
|
// Setup light
|
|
int lightpos0 = lightpos >> 8;
|
|
lightpos += lightstep;
|
|
int lightpos1 = lightpos >> 8;
|
|
lightpos += lightstep;
|
|
__m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0);
|
|
|
|
__m128i shade_fade_lit;
|
|
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
|
{
|
|
__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
|
shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
|
|
}
|
|
else
|
|
{
|
|
shade_fade_lit = _mm_setzero_si128();
|
|
}
|
|
|
|
// Shade and blend
|
|
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
|
fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
|
__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
|
|
|
// Store result
|
|
_mm_storel_epi64((__m128i*)desttmp, outcolor);
|
|
if (mask1 & (1 << 31)) dest[x * 2] = desttmp[0];
|
|
if (mask1 & (1 << 30)) dest[x * 2 + 1] = desttmp[1];
|
|
|
|
mask1 <<= 2;
|
|
}
|
|
|
|
blockPosY.W += gradientY.W;
|
|
blockPosY.U += gradientY.U;
|
|
blockPosY.V += gradientY.V;
|
|
|
|
dest += pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
private:
|
|
template<typename FilterModeT>
|
|
FORCEINLINE static unsigned int VECTORCALL Sample(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
|
{
|
|
using namespace TriScreenDrawerModes;
|
|
|
|
uint32_t texel;
|
|
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill)
|
|
{
|
|
return color;
|
|
}
|
|
else if (SamplerT::Mode == (int)Samplers::Translated)
|
|
{
|
|
const uint8_t *texpal = (const uint8_t *)texPixels;
|
|
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
|
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
|
return translation[texpal[texelX * texHeight + texelY]];
|
|
}
|
|
else if (FilterModeT::Mode == (int)FilterModes::Nearest)
|
|
{
|
|
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];
|
|
}
|
|
else
|
|
{
|
|
u -= oneU >> 1;
|
|
v -= oneV >> 1;
|
|
|
|
unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth;
|
|
unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth;
|
|
unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight;
|
|
unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight;
|
|
unsigned int x0 = frac_x0 >> FRACBITS;
|
|
unsigned int x1 = frac_x1 >> FRACBITS;
|
|
unsigned int y0 = frac_y0 >> FRACBITS;
|
|
unsigned int y1 = frac_y1 >> FRACBITS;
|
|
|
|
unsigned int p00 = texPixels[x0 * texHeight + y0];
|
|
unsigned int p01 = texPixels[x0 * texHeight + y1];
|
|
unsigned int p10 = texPixels[x1 * texHeight + y0];
|
|
unsigned int p11 = texPixels[x1 * texHeight + y1];
|
|
|
|
unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15;
|
|
unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15;
|
|
unsigned int a = 16 - inv_a;
|
|
unsigned int b = 16 - inv_b;
|
|
|
|
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
|
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
|
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
|
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
|
|
|
|
texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
return texel;
|
|
}
|
|
}
|
|
|
|
FORCEINLINE static unsigned int VECTORCALL SampleShade(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight)
|
|
{
|
|
using namespace TriScreenDrawerModes;
|
|
|
|
if (SamplerT::Mode == (int)Samplers::Shaded)
|
|
{
|
|
const uint8_t *texpal = (const uint8_t *)texPixels;
|
|
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
|
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
|
unsigned int sampleshadeout = texpal[texelX * texHeight + texelY];
|
|
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
|
return sampleshadeout;
|
|
}
|
|
else if (SamplerT::Mode == (int)Samplers::Stencil)
|
|
{
|
|
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
|
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
|
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
|
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
|
return sampleshadeout;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
template<typename ShadeModeT>
|
|
FORCEINLINE static __m128i VECTORCALL Shade(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light)
|
|
{
|
|
using namespace TriScreenDrawerModes;
|
|
|
|
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
|
|
{
|
|
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
|
|
}
|
|
else
|
|
{
|
|
int blue0 = BPART(ifgcolor0);
|
|
int green0 = GPART(ifgcolor0);
|
|
int red0 = RPART(ifgcolor0);
|
|
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
|
|
|
|
int blue1 = BPART(ifgcolor1);
|
|
int green1 = GPART(ifgcolor1);
|
|
int red1 = RPART(ifgcolor1);
|
|
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
|
|
|
|
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
|
|
|
|
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
|
|
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
|
|
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
|
|
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
|
|
}
|
|
return fgcolor;
|
|
}
|
|
|
|
FORCEINLINE static __m128i VECTORCALL Blend(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, unsigned int ifgshade0, unsigned int ifgshade1, uint32_t srcalpha, uint32_t destalpha)
|
|
{
|
|
using namespace TriScreenDrawerModes;
|
|
|
|
if (BlendT::Mode == (int)BlendModes::Opaque)
|
|
{
|
|
__m128i outcolor = fgcolor;
|
|
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
|
return outcolor;
|
|
}
|
|
else if (BlendT::Mode == (int)BlendModes::Masked)
|
|
{
|
|
__m128i mask = _mm_cmpeq_epi32(_mm_packus_epi16(fgcolor, _mm_setzero_si128()), _mm_setzero_si128());
|
|
mask = _mm_unpacklo_epi8(mask, _mm_setzero_si128());
|
|
__m128i outcolor = _mm_or_si128(_mm_and_si128(mask, bgcolor), _mm_andnot_si128(mask, fgcolor));
|
|
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
|
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
|
return outcolor;
|
|
}
|
|
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
|
{
|
|
__m128i inv_srccolor = _mm_sub_epi16(_mm_set1_epi16(256), _mm_add_epi16(fgcolor, _mm_srli_epi16(fgcolor, 7)));
|
|
__m128i outcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(bgcolor, inv_srccolor), 8));
|
|
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
|
return outcolor;
|
|
}
|
|
else if (BlendT::Mode == (int)BlendModes::Shaded)
|
|
{
|
|
ifgshade0 = (ifgshade0 * srcalpha + 128) >> 8;
|
|
ifgshade1 = (ifgshade1 * srcalpha + 128) >> 8;
|
|
__m128i alpha = _mm_set_epi16(ifgshade1, ifgshade1, ifgshade1, ifgshade1, ifgshade0, ifgshade0, ifgshade0, ifgshade0);
|
|
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
|
|
|
|
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
|
|
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
|
|
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
|
|
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
|
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
|
return outcolor;
|
|
}
|
|
else if (BlendT::Mode == (int)BlendModes::AddClampShaded)
|
|
{
|
|
ifgshade0 = (ifgshade0 * srcalpha + 128) >> 8;
|
|
ifgshade1 = (ifgshade1 * srcalpha + 128) >> 8;
|
|
__m128i alpha = _mm_set_epi16(ifgshade1, ifgshade1, ifgshade1, ifgshade1, ifgshade0, ifgshade0, ifgshade0, ifgshade0);
|
|
|
|
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, alpha), 8);
|
|
__m128i outcolor = _mm_add_epi16(fgcolor, bgcolor);
|
|
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
|
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
|
return outcolor;
|
|
}
|
|
else
|
|
{
|
|
uint32_t alpha0 = APART(ifgcolor0);
|
|
uint32_t alpha1 = APART(ifgcolor1);
|
|
alpha0 += alpha0 >> 7; // 255->256
|
|
alpha1 += alpha1 >> 7; // 255->256
|
|
uint32_t inv_alpha0 = 256 - alpha0;
|
|
uint32_t inv_alpha1 = 256 - alpha1;
|
|
|
|
uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
|
|
uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
|
|
uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
|
|
uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
|
|
|
|
__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
|
|
__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
|
|
|
|
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
|
|
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
|
|
|
|
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
|
|
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
|
|
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
|
|
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
|
|
|
|
__m128i out_lo, out_hi;
|
|
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
|
{
|
|
out_lo = _mm_add_epi32(fg_lo, bg_lo);
|
|
out_hi = _mm_add_epi32(fg_hi, bg_hi);
|
|
}
|
|
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
|
{
|
|
out_lo = _mm_sub_epi32(fg_lo, bg_lo);
|
|
out_hi = _mm_sub_epi32(fg_hi, bg_hi);
|
|
}
|
|
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
|
{
|
|
out_lo = _mm_sub_epi32(bg_lo, fg_lo);
|
|
out_hi = _mm_sub_epi32(bg_hi, fg_hi);
|
|
}
|
|
|
|
out_lo = _mm_srai_epi32(out_lo, 8);
|
|
out_hi = _mm_srai_epi32(out_hi, 8);
|
|
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
|
|
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
|
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
|
return outcolor;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
};
|