- Implement newer scaled fuzz in softpoly's truecolor non-sse drawer

This commit is contained in:
Magnus Norddahl 2017-11-22 06:32:55 +01:00
parent 0ef8105e6b
commit 4e4f94db2f
3 changed files with 27 additions and 21 deletions

View file

@ -119,7 +119,7 @@ namespace TriScreenDrawerModes
}
template<typename SamplerT>
FORCEINLINE unsigned int SampleShade32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int &fuzzpos)
FORCEINLINE unsigned int SampleShade32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int x, int y)
{
if (SamplerT::Mode == (int)Samplers::Shaded)
{
@ -140,12 +140,23 @@ namespace TriScreenDrawerModes
}
else if (SamplerT::Mode == (int)Samplers::Fuzz)
{
using namespace swrenderer;
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
sampleshadeout = (sampleshadeout * fuzzcolormap[fuzzpos++]) >> 5;
if (fuzzpos >= FUZZTABLE) fuzzpos = 0;
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
int scaled_x = (x * fuzzscale) >> FRACBITS;
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
sampleshadeout = (sampleshadeout * alpha) >> 5;
return sampleshadeout;
}
else
@ -373,8 +384,6 @@ private:
uint32_t srcalpha = args->uniforms->SrcAlpha();
uint32_t destalpha = args->uniforms->DestAlpha();
int fuzzpos = (ScreenTriangle::FuzzStart + destX * 123 + destY) % FUZZTABLE;
auto lights = args->uniforms->Lights();
auto num_lights = args->uniforms->NumLights();
FVector3 worldnormal = args->uniforms->Normal();
@ -505,7 +514,7 @@ private:
// Sample fgcolor
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[ix];
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + ix, destY + y);
posU += stepU;
posV += stepV;
@ -608,7 +617,7 @@ private:
// Sample fgcolor
if (SamplerT::Mode == (int)Samplers::FogBoundary && (mask0 & (1 << 31))) color = dest[x];
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + y);
posU += stepU;
posV += stepV;
@ -711,7 +720,7 @@ private:
// Sample fgcolor
if (SamplerT::Mode == (int)Samplers::FogBoundary && (mask1 & (1 << 31))) color = dest[x];
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + 4 + y);
posU += stepU;
posV += stepV;
@ -773,7 +782,11 @@ public:
{
using namespace TriScreenDrawerModes;
if (args->SimpleShade())
if (SamplerT::Mode == (int)Samplers::Fuzz)
{
Loop<NoShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
}
else if (args->SimpleShade())
{
Loop<SimpleShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
}
@ -869,18 +882,9 @@ private:
int count = x1 - x0;
int fuzzpos = (ScreenTriangle::FuzzStart + x0 * 123 + y0) % FUZZTABLE;
uint32_t posV = startV;
for (int y = y0; y < y1; y++, posV += stepV)
{
int coreBlock = y / 8;
if (coreBlock % thread->num_cores != thread->core)
{
fuzzpos = (fuzzpos + count) % FUZZTABLE;
continue;
}
uint32_t *dest = ((uint32_t*)destOrg) + y * destPitch + x0;
uint32_t posU = startU;
@ -896,7 +900,7 @@ private:
// Sample fgcolor
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = *dest;
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + i, y);
posU += stepU;
// Shade and blend

View file

@ -119,6 +119,8 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
P_FindParticleSubsectors();
PO_LinkToSubsectors();
swrenderer::R_UpdateFuzzPosFrameStart();
if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;

View file

@ -193,7 +193,7 @@ namespace swrenderer
void R_UpdateFuzzPosFrameStart()
{
if (r_fuzzscale)
if (r_fuzzscale || r_polyrenderer)
{
static int next_random = 0;
@ -207,7 +207,7 @@ namespace swrenderer
void R_UpdateFuzzPos(const SpriteDrawerArgs &args)
{
if (!r_fuzzscale)
if (!r_fuzzscale && !r_polyrenderer)
{
int yl = MAX(args.FuzzY1(), 1);
int yh = MIN(args.FuzzY2(), fuzzviewheight);