Hook up subsector gbuffer

This commit is contained in:
Magnus Norddahl 2016-11-11 19:26:28 +01:00
parent 5a9d4ee9d9
commit 3cc5cec5a0
4 changed files with 327 additions and 18 deletions

View File

@ -50,6 +50,7 @@ void RenderPolyBsp::Render()
SectorSpriteRanges.clear(); SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors); SectorSpriteRanges.resize(numsectors);
SortedSprites.clear(); SortedSprites.clear();
SubsectoredSprites.clear();
PvsSectors.clear(); PvsSectors.clear();
ScreenSprites.clear(); ScreenSprites.clear();
PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0); PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
@ -99,6 +100,8 @@ void RenderPolyBsp::Render()
skydome.Render(worldToClip); skydome.Render(worldToClip);
RenderSprites();
RenderPlayerSprites(); RenderPlayerSprites();
DrawerCommandQueue::WaitForWorkers(); DrawerCommandQueue::WaitForWorkers();
RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
@ -117,6 +120,12 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
uint32_t subsectorDepth = NextSubsectorDepth++; uint32_t subsectorDepth = NextSubsectorDepth++;
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPlane(sub, subsectorDepth, true);
RenderPlane(sub, subsectorDepth, false);
}
for (uint32_t i = 0; i < sub->numlines; i++) for (uint32_t i = 0; i < sub->numlines; i++)
{ {
seg_t *line = &sub->firstline[i]; seg_t *line = &sub->firstline[i];
@ -124,20 +133,23 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
AddLine(line, frontsector, subsectorDepth); AddLine(line, frontsector, subsectorDepth);
} }
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPlane(sub, subsectorDepth, true);
RenderPlane(sub, subsectorDepth, false);
}
SpriteRange sprites = GetSpritesForSector(sub->sector); SpriteRange sprites = GetSpritesForSector(sub->sector);
for (int i = 0; i < sprites.Count; i++) for (int i = 0; i < sprites.Count; i++)
{ {
AActor *thing = SortedSprites[sprites.Start + i].Thing; AActor *thing = SortedSprites[sprites.Start + i].Thing;
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) SubsectoredSprites.push_back({ thing, sub, subsectorDepth });
AddWallSprite(thing, sub, subsectorDepth); }
}
void RenderPolyBsp::RenderSprites()
{
for (auto it = SubsectoredSprites.rbegin(); it != SubsectoredSprites.rend(); ++it)
{
auto &spr = *it;
if ((spr.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
AddWallSprite(spr.thing, spr.sub, spr.subsectorDepth);
else else
AddSprite(thing, sub, subsectorDepth); AddSprite(spr.thing, spr.sub, spr.subsectorDepth);
} }
} }
@ -556,7 +568,7 @@ void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsecto
args.stenciltestvalue = 0; args.stenciltestvalue = 0;
args.stencilwritevalue = 1; args.stencilwritevalue = 1;
args.SetTexture(tex); args.SetTexture(tex);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw); PolyTriangleDrawer::draw(args, PolyDrawVariant::DrawSubsector);
} }
void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
@ -1592,6 +1604,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
uniforms.objectToClip = worldToClip * objectToWorld; uniforms.objectToClip = worldToClip * objectToWorld;
uniforms.light = 256; uniforms.light = 256;
uniforms.flags = 0; uniforms.flags = 0;
uniforms.subsectorDepth = RenderPolyBsp::SkySubsectorDepth;
int rc = mRows + 1; int rc = mRows + 1;

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@ -54,12 +54,21 @@ class PolySortedSprite
{ {
public: public:
PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { } PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
bool operator<(const PolySortedSprite &other) const { return DistanceSquared > other.DistanceSquared; } bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
AActor *Thing; AActor *Thing;
double DistanceSquared; double DistanceSquared;
}; };
class PolySubsectoredSprite
{
public:
PolySubsectoredSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
AActor *thing;
subsector_t *sub;
uint32_t subsectorDepth;
};
class SpriteRange class SpriteRange
{ {
public: public:
@ -106,6 +115,7 @@ private:
void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth); void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height); TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
void RenderSprites();
void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth); void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth); void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
bool IsThingCulled(AActor *thing); bool IsThingCulled(AActor *thing);
@ -136,6 +146,7 @@ private:
std::vector<SpriteRange> SectorSpriteRanges; std::vector<SpriteRange> SectorSpriteRanges;
std::vector<PolySortedSprite> SortedSprites; std::vector<PolySortedSprite> SortedSprites;
std::vector<PolySubsectoredSprite> SubsectoredSprites;
std::vector<PolyScreenSprite> ScreenSprites; std::vector<PolyScreenSprite> ScreenSprites;

View File

@ -59,6 +59,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, PolyDrawVaria
default: default:
case PolyDrawVariant::Draw: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::draw32 : ScreenPolyTriangleDrawer::draw; break; case PolyDrawVariant::Draw: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::draw32 : ScreenPolyTriangleDrawer::draw; break;
case PolyDrawVariant::Fill: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::fill; break; case PolyDrawVariant::Fill: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::fill; break;
case PolyDrawVariant::DrawSubsector: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::drawsubsector32 : ScreenPolyTriangleDrawer::draw; break;
case PolyDrawVariant::Stencil: drawfunc = ScreenPolyTriangleDrawer::stencil; break; case PolyDrawVariant::Stencil: drawfunc = ScreenPolyTriangleDrawer::stencil; break;
} }
@ -846,11 +847,13 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
const uint32_t *texturePixels = (const uint32_t *)args->texturePixels; const uint32_t *texturePixels = (const uint32_t *)args->texturePixels;
int textureWidth = args->textureWidth; int textureWidth = args->textureWidth;
int textureHeight = args->textureHeight; int textureHeight = args->textureHeight;
uint32_t light = args->uniforms->light;
uint8_t *stencilValues = args->stencilValues; uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks; uint32_t *stencilMasks = args->stencilMasks;
int stencilPitch = args->stencilPitch; int stencilPitch = args->stencilPitch;
uint8_t stencilTestValue = args->stencilTestValue; uint8_t stencilTestValue = args->stencilTestValue;
uint32_t light = args->uniforms->light;
uint32_t subsector = args->uniforms->subsectorDepth;
uint32_t *subsectorGBuffer = args->subsectorGBuffer;
// 28.4 fixed-point coordinates // 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y); const int Y1 = (int)round(16.0f * v1.y);
@ -895,6 +898,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
miny &= ~(q - 1); miny &= ~(q - 1);
dest += miny * pitch; dest += miny * pitch;
subsectorGBuffer += miny * pitch;
// Half-edge constants // Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1; int C1 = DY12 * X1 - DX12 * Y1;
@ -919,7 +923,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
} }
// Loop through blocks // Loop through blocks
for (int y = miny; y < maxy; y += q, dest += q * pitch) for (int y = miny; y < maxy; y += q, dest += q * pitch, subsectorGBuffer += q * pitch)
{ {
// Is this row of blocks done by this thread? // Is this row of blocks done by this thread?
if (thread->skipped_by_thread(y / q)) continue; if (thread->skipped_by_thread(y / q)) continue;
@ -989,6 +993,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
#endif #endif
uint32_t *buffer = dest; uint32_t *buffer = dest;
uint32_t *subsectorbuffer = subsectorGBuffer;
PolyStencilBlock stencil(x / 8 + y / 8 * stencilPitch, stencilValues, stencilMasks); PolyStencilBlock stencil(x / 8 + y / 8 * stencilPitch, stencilValues, stencilMasks);
@ -1028,7 +1033,10 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
uint32_t fg_alpha = APART(fg); uint32_t fg_alpha = APART(fg);
if (fg_alpha > 127) if (fg_alpha > 127)
{
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue; buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
subsectorbuffer[ix] = subsector;
}
for (int i = 0; i < TriVertex::NumVarying; i++) for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] += varyingStep[i]; varying[i] += varyingStep[i];
@ -1059,10 +1067,14 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
__m128i mmask1 = _mm_shufflehi_epi16(_mm_shufflelo_epi16(mfg1, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)); __m128i mmask1 = _mm_shufflehi_epi16(_mm_shufflelo_epi16(mfg1, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
__m128i mmask = _mm_cmplt_epi8(_mm_packus_epi16(mmask0, mmask1), _mm_setzero_si128()); __m128i mmask = _mm_cmplt_epi8(_mm_packus_epi16(mmask0, mmask1), _mm_setzero_si128());
_mm_maskmoveu_si128(mout, mmask, (char*)(&buffer[x + sse * 4])); _mm_maskmoveu_si128(mout, mmask, (char*)(&buffer[x + sse * 4]));
__m128i msubsector = _mm_set1_epi32(subsector);
_mm_maskmoveu_si128(msubsector, mmask, (char*)(&subsectorbuffer[x + sse * 4]));
} }
#endif #endif
buffer += pitch; buffer += pitch;
subsectorbuffer += pitch;
} }
} }
else // Partially covered block else // Partially covered block
@ -1106,6 +1118,276 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
uint32_t fg_blue = (BPART(fg) * diminishedlight) >> 8; uint32_t fg_blue = (BPART(fg) * diminishedlight) >> 8;
uint32_t fg_alpha = APART(fg); uint32_t fg_alpha = APART(fg);
if (fg_alpha > 127)
{
buffer[ix + x] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
subsectorbuffer[ix + x] = subsector;
}
}
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] += varyingStep[i];
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
buffer += pitch;
subsectorbuffer += pitch;
}
}
}
}
}
void ScreenPolyTriangleDrawer::drawsubsector32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread)
{
uint32_t *dest = (uint32_t *)args->dest;
int pitch = args->pitch;
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
int clipleft = args->clipleft;
int clipright = args->clipright;
int cliptop = args->cliptop;
int clipbottom = args->clipbottom;
const uint32_t *texturePixels = (const uint32_t *)args->texturePixels;
int textureWidth = args->textureWidth;
int textureHeight = args->textureHeight;
uint32_t light = args->uniforms->light;
uint32_t subsector = args->uniforms->subsectorDepth;
uint32_t *subsectorGBuffer = args->subsectorGBuffer;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
const int Y2 = (int)round(16.0f * v2.y);
const int Y3 = (int)round(16.0f * v3.y);
const int X1 = (int)round(16.0f * v1.x);
const int X2 = (int)round(16.0f * v2.x);
const int X3 = (int)round(16.0f * v3.x);
// Deltas
const int DX12 = X1 - X2;
const int DX23 = X2 - X3;
const int DX31 = X3 - X1;
const int DY12 = Y1 - Y2;
const int DY23 = Y2 - Y3;
const int DY31 = Y3 - Y1;
// Fixed-point deltas
const int FDX12 = DX12 << 4;
const int FDX23 = DX23 << 4;
const int FDX31 = DX31 << 4;
const int FDY12 = DY12 << 4;
const int FDY23 = DY23 << 4;
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, cliptop);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
return;
// Block size, standard 8x8 (must be power of two)
const int q = 8;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
dest += miny * pitch;
subsectorGBuffer += miny * pitch;
// Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1;
int C2 = DY23 * X2 - DX23 * Y2;
int C3 = DY31 * X3 - DX31 * Y3;
// Correct for fill convention
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// Gradients
float gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
float gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
float startW = v1.w + gradWX * (minx - v1.x) + gradWY * (miny - v1.y);
float gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
gradVaryingX[i] = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
gradVaryingY[i] = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (minx - v1.x) + gradVaryingY[i] * (miny - v1.y);
}
// Loop through blocks
for (int y = miny; y < maxy; y += q, dest += q * pitch, subsectorGBuffer += q * pitch)
{
// Is this row of blocks done by this thread?
if (thread->skipped_by_thread(y / q)) continue;
for (int x = minx; x < maxx; x += q)
{
// Corners of block
int x0 = x << 4;
int x1 = (x + q - 1) << 4;
int y0 = y << 4;
int y1 = (y + q - 1) << 4;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Skip block when outside an edge
if (a == 0x0 || b == 0x0 || c == 0x0) continue;
// Check if block needs clipping
bool clipneeded = clipleft > x || clipright < (x + q) || cliptop > y || clipbottom < (y + q);
// Calculate varying variables for affine block
float offx0 = (x - minx) + 0.5f;
float offy0 = (y - miny) + 0.5f;
float offx1 = offx0 + q;
float offy1 = offy0 + q;
float rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
float rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
float rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
float rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
float varyingTL[TriVertex::NumVarying];
float varyingTR[TriVertex::NumVarying];
float varyingBL[TriVertex::NumVarying];
float varyingBR[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
}
float globVis = 1706.0f;
float vis = globVis / rcpWTL;
float shade = 64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f;
float lightscale = clamp((shade - MIN(24.0f, vis)) / 32.0f, 0.0f, 31.0f / 32.0f);
int diminishedlight = (int)clamp((1.0f - lightscale) * 256.0f + 0.5f, 0.0f, 256.0f);
#if !defined(NO_SSE)
__m128i mlight = _mm_set1_epi16(diminishedlight);
#endif
uint32_t *buffer = dest;
uint32_t *subsectorbuffer = subsectorGBuffer;
// Accept whole block when totally covered
if (a == 0xF && b == 0xF && c == 0xF && !clipneeded)
{
for (int iy = 0; iy < q; iy++)
{
uint32_t varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
float pos = varyingTL[i] + varyingBL[i] * iy;
float step = (varyingTR[i] + varyingBR[i] * iy - pos) * (1.0f / q);
varying[i] = (uint32_t)((pos - floor(pos)) * 0x100000000LL);
varyingStep[i] = (uint32_t)(step * 0x100000000LL);
}
for (int ix = x; ix < x + q; ix++)
{
if (subsectorbuffer[ix] >= subsector)
{
uint32_t ufrac = varying[0];
uint32_t vfrac = varying[1];
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
uint32_t uvoffset = upos * textureHeight + vpos;
uint32_t fg = texturePixels[uvoffset];
uint32_t fg_red = (RPART(fg) * diminishedlight) >> 8;
uint32_t fg_green = (GPART(fg) * diminishedlight) >> 8;
uint32_t fg_blue = (BPART(fg) * diminishedlight) >> 8;
uint32_t fg_alpha = APART(fg);
if (fg_alpha > 127)
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
}
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] += varyingStep[i];
}
buffer += pitch;
subsectorbuffer += pitch;
}
}
else // Partially covered block
{
int CY1 = C1 + DX12 * y0 - DY12 * x0;
int CY2 = C2 + DX23 * y0 - DY23 * x0;
int CY3 = C3 + DX31 * y0 - DY31 * x0;
for (int iy = 0; iy < q; iy++)
{
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
uint32_t varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
float pos = varyingTL[i] + varyingBL[i] * iy;
float step = (varyingTR[i] + varyingBR[i] * iy - pos) * (1.0f / q);
varying[i] = (uint32_t)((pos - floor(pos)) * 0x100000000LL);
varyingStep[i] = (uint32_t)(step * 0x100000000LL);
}
for (int ix = 0; ix < q; ix++)
{
bool visible = (ix + x >= clipleft) && (ix + x < clipright) && (cliptop <= y + iy) && (clipbottom > y + iy);
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible && subsectorbuffer[ix + x] >= subsector)
{
uint32_t ufrac = varying[0];
uint32_t vfrac = varying[1];
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
uint32_t uvoffset = upos * textureHeight + vpos;
uint32_t fg = texturePixels[uvoffset];
uint32_t fg_red = (RPART(fg) * diminishedlight) >> 8;
uint32_t fg_green = (GPART(fg) * diminishedlight) >> 8;
uint32_t fg_blue = (BPART(fg) * diminishedlight) >> 8;
uint32_t fg_alpha = APART(fg);
if (fg_alpha > 127) if (fg_alpha > 127)
buffer[ix + x] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue; buffer[ix + x] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
} }
@ -1123,6 +1405,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
CY3 += FDX31; CY3 += FDX31;
buffer += pitch; buffer += pitch;
subsectorbuffer += pitch;
} }
} }
} }

View File

@ -32,7 +32,8 @@ enum class PolyDrawVariant
{ {
Draw, Draw,
Fill, Fill,
Stencil DrawSubsector,
Stencil,
}; };
class PolyDrawArgs class PolyDrawArgs
@ -50,9 +51,9 @@ public:
const uint8_t *texturePixels = nullptr; const uint8_t *texturePixels = nullptr;
int textureWidth = 0; int textureWidth = 0;
int textureHeight = 0; int textureHeight = 0;
int solidcolor = 0; uint32_t solidcolor = 0;
int stenciltestvalue = 0; uint8_t stenciltestvalue = 0;
int stencilwritevalue = 0; uint8_t stencilwritevalue = 0;
void SetTexture(FTexture *texture) void SetTexture(FTexture *texture)
{ {
@ -238,7 +239,7 @@ struct ScreenPolyTriangleDrawerArgs
const uint8_t *texturePixels; const uint8_t *texturePixels;
int textureWidth; int textureWidth;
int textureHeight; int textureHeight;
int solidcolor; uint32_t solidcolor;
const TriUniforms *uniforms; const TriUniforms *uniforms;
uint8_t *stencilValues; uint8_t *stencilValues;
uint32_t *stencilMasks; uint32_t *stencilMasks;
@ -257,6 +258,7 @@ public:
static void stencil(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread); static void stencil(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
static void draw32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread); static void draw32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
static void drawsubsector32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
static void fill32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread); static void fill32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
private: private: