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https://github.com/ZDoom/gzdoom.git
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Hook up subsector gbuffer
This commit is contained in:
parent
5a9d4ee9d9
commit
3cc5cec5a0
4 changed files with 327 additions and 18 deletions
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@ -50,6 +50,7 @@ void RenderPolyBsp::Render()
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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SubsectoredSprites.clear();
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PvsSectors.clear();
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ScreenSprites.clear();
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PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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@ -99,6 +100,8 @@ void RenderPolyBsp::Render()
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skydome.Render(worldToClip);
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RenderSprites();
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RenderPlayerSprites();
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DrawerCommandQueue::WaitForWorkers();
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RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
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@ -117,6 +120,12 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPlane(sub, subsectorDepth, true);
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RenderPlane(sub, subsectorDepth, false);
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}
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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@ -124,20 +133,23 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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AddLine(line, frontsector, subsectorDepth);
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}
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPlane(sub, subsectorDepth, true);
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RenderPlane(sub, subsectorDepth, false);
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}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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for (int i = 0; i < sprites.Count; i++)
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{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
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if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(thing, sub, subsectorDepth);
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SubsectoredSprites.push_back({ thing, sub, subsectorDepth });
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}
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}
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void RenderPolyBsp::RenderSprites()
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{
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for (auto it = SubsectoredSprites.rbegin(); it != SubsectoredSprites.rend(); ++it)
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{
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auto &spr = *it;
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if ((spr.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(spr.thing, spr.sub, spr.subsectorDepth);
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else
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AddSprite(thing, sub, subsectorDepth);
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AddSprite(spr.thing, spr.sub, spr.subsectorDepth);
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}
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}
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@ -556,7 +568,7 @@ void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsecto
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::DrawSubsector);
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}
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void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
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@ -1592,6 +1604,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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uniforms.objectToClip = worldToClip * objectToWorld;
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = RenderPolyBsp::SkySubsectorDepth;
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int rc = mRows + 1;
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13
src/r_poly.h
13
src/r_poly.h
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@ -54,12 +54,21 @@ class PolySortedSprite
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{
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public:
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PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared > other.DistanceSquared; }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
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AActor *Thing;
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double DistanceSquared;
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};
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class PolySubsectoredSprite
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{
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public:
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PolySubsectoredSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
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AActor *thing;
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subsector_t *sub;
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uint32_t subsectorDepth;
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};
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class SpriteRange
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{
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public:
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@ -106,6 +115,7 @@ private:
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void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
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void RenderSprites();
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void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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bool IsThingCulled(AActor *thing);
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@ -136,6 +146,7 @@ private:
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolySubsectoredSprite> SubsectoredSprites;
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std::vector<PolyScreenSprite> ScreenSprites;
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@ -59,6 +59,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, PolyDrawVaria
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default:
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case PolyDrawVariant::Draw: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::draw32 : ScreenPolyTriangleDrawer::draw; break;
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case PolyDrawVariant::Fill: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::fill; break;
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case PolyDrawVariant::DrawSubsector: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::drawsubsector32 : ScreenPolyTriangleDrawer::draw; break;
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case PolyDrawVariant::Stencil: drawfunc = ScreenPolyTriangleDrawer::stencil; break;
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}
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@ -846,11 +847,13 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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const uint32_t *texturePixels = (const uint32_t *)args->texturePixels;
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int textureWidth = args->textureWidth;
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int textureHeight = args->textureHeight;
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uint32_t light = args->uniforms->light;
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uint8_t *stencilValues = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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int stencilPitch = args->stencilPitch;
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uint8_t stencilTestValue = args->stencilTestValue;
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uint32_t light = args->uniforms->light;
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uint32_t subsector = args->uniforms->subsectorDepth;
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uint32_t *subsectorGBuffer = args->subsectorGBuffer;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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@ -895,6 +898,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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miny &= ~(q - 1);
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dest += miny * pitch;
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subsectorGBuffer += miny * pitch;
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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@ -919,7 +923,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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}
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// Loop through blocks
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for (int y = miny; y < maxy; y += q, dest += q * pitch)
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for (int y = miny; y < maxy; y += q, dest += q * pitch, subsectorGBuffer += q * pitch)
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{
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// Is this row of blocks done by this thread?
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if (thread->skipped_by_thread(y / q)) continue;
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@ -989,6 +993,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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#endif
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uint32_t *buffer = dest;
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uint32_t *subsectorbuffer = subsectorGBuffer;
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PolyStencilBlock stencil(x / 8 + y / 8 * stencilPitch, stencilValues, stencilMasks);
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@ -1028,7 +1033,10 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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uint32_t fg_alpha = APART(fg);
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if (fg_alpha > 127)
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{
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buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
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subsectorbuffer[ix] = subsector;
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}
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for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] += varyingStep[i];
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@ -1059,10 +1067,14 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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__m128i mmask1 = _mm_shufflehi_epi16(_mm_shufflelo_epi16(mfg1, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
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__m128i mmask = _mm_cmplt_epi8(_mm_packus_epi16(mmask0, mmask1), _mm_setzero_si128());
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_mm_maskmoveu_si128(mout, mmask, (char*)(&buffer[x + sse * 4]));
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__m128i msubsector = _mm_set1_epi32(subsector);
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_mm_maskmoveu_si128(msubsector, mmask, (char*)(&subsectorbuffer[x + sse * 4]));
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}
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#endif
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buffer += pitch;
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subsectorbuffer += pitch;
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}
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}
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else // Partially covered block
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@ -1106,6 +1118,276 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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uint32_t fg_blue = (BPART(fg) * diminishedlight) >> 8;
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uint32_t fg_alpha = APART(fg);
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if (fg_alpha > 127)
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{
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buffer[ix + x] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
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subsectorbuffer[ix + x] = subsector;
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}
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}
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for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] += varyingStep[i];
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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buffer += pitch;
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subsectorbuffer += pitch;
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}
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}
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}
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}
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}
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void ScreenPolyTriangleDrawer::drawsubsector32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread)
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{
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uint32_t *dest = (uint32_t *)args->dest;
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int pitch = args->pitch;
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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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int clipleft = args->clipleft;
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int clipright = args->clipright;
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int cliptop = args->cliptop;
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int clipbottom = args->clipbottom;
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const uint32_t *texturePixels = (const uint32_t *)args->texturePixels;
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int textureWidth = args->textureWidth;
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int textureHeight = args->textureHeight;
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uint32_t light = args->uniforms->light;
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uint32_t subsector = args->uniforms->subsectorDepth;
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uint32_t *subsectorGBuffer = args->subsectorGBuffer;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, cliptop);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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if (minx >= maxx || miny >= maxy)
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return;
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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dest += miny * pitch;
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subsectorGBuffer += miny * pitch;
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Gradients
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float gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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float gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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float startW = v1.w + gradWX * (minx - v1.x) + gradWY * (miny - v1.y);
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float gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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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);
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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);
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startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (minx - v1.x) + gradVaryingY[i] * (miny - v1.y);
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}
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// Loop through blocks
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for (int y = miny; y < maxy; y += q, dest += q * pitch, subsectorGBuffer += q * pitch)
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{
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// Is this row of blocks done by this thread?
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if (thread->skipped_by_thread(y / q)) continue;
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0) continue;
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// Check if block needs clipping
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bool clipneeded = clipleft > x || clipright < (x + q) || cliptop > y || clipbottom < (y + q);
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// Calculate varying variables for affine block
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float offx0 = (x - minx) + 0.5f;
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float offy0 = (y - miny) + 0.5f;
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float offx1 = offx0 + q;
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float offy1 = offy0 + q;
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float rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
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float rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
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float rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
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float rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
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float varyingTL[TriVertex::NumVarying];
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float varyingTR[TriVertex::NumVarying];
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float varyingBL[TriVertex::NumVarying];
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float varyingBR[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
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varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
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varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
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varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
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}
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float globVis = 1706.0f;
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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)
|
||||
buffer[ix + x] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
|
||||
}
|
||||
|
@ -1123,6 +1405,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
|
|||
CY3 += FDX31;
|
||||
|
||||
buffer += pitch;
|
||||
subsectorbuffer += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,7 +32,8 @@ enum class PolyDrawVariant
|
|||
{
|
||||
Draw,
|
||||
Fill,
|
||||
Stencil
|
||||
DrawSubsector,
|
||||
Stencil,
|
||||
};
|
||||
|
||||
class PolyDrawArgs
|
||||
|
@ -50,9 +51,9 @@ public:
|
|||
const uint8_t *texturePixels = nullptr;
|
||||
int textureWidth = 0;
|
||||
int textureHeight = 0;
|
||||
int solidcolor = 0;
|
||||
int stenciltestvalue = 0;
|
||||
int stencilwritevalue = 0;
|
||||
uint32_t solidcolor = 0;
|
||||
uint8_t stenciltestvalue = 0;
|
||||
uint8_t stencilwritevalue = 0;
|
||||
|
||||
void SetTexture(FTexture *texture)
|
||||
{
|
||||
|
@ -238,7 +239,7 @@ struct ScreenPolyTriangleDrawerArgs
|
|||
const uint8_t *texturePixels;
|
||||
int textureWidth;
|
||||
int textureHeight;
|
||||
int solidcolor;
|
||||
uint32_t solidcolor;
|
||||
const TriUniforms *uniforms;
|
||||
uint8_t *stencilValues;
|
||||
uint32_t *stencilMasks;
|
||||
|
@ -257,6 +258,7 @@ public:
|
|||
static void stencil(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);
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue