gzdoom/tools/drawergen/fixedfunction/drawwallcodegen.h

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/*
** DrawWall code generation
** 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 "drawercodegen.h"
enum class DrawWallVariant
{
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Opaque,
Masked,
Add,
AddClamp,
SubClamp,
RevSubClamp
};
class DrawWallCodegen : public DrawerCodegen
{
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);
void Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter);
SSAVec4i Sample(SSAInt frac, bool isNearestFilter);
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;
SSAStack<SSAVec4i> stack_lit_color;
SSAStack<SSAFloat> stack_z;
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SSAUBytePtr dest;
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SSAUBytePtr source;
SSAUBytePtr source2;
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SSAInt pitch;
SSAInt count;
SSAInt dest_y;
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SSAInt texturefrac;
SSAInt texturefracx;
SSAInt iscale;
SSAInt textureheight;
SSAInt light;
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SSAInt srcalpha;
SSAInt destalpha;
SSABool is_simple_shade;
SSABool is_nearest_filter;
SSAShadeConstants shade_constants;
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SSAWorkerThread thread;
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SSAInt fracstep;
SSAInt one;
SSAFloat start_z, step_z;
SSAValue dynlights; // TriLight*
SSAInt num_dynlights;
SSAFloat z;
};