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Create non-sse version of the wall drawers
This commit is contained in:
parent
a6e47b571f
commit
5644b2c0fd
3 changed files with 373 additions and 90 deletions
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@ -373,67 +373,12 @@ namespace swrenderer
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}
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};
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/////////////////////////////////////////////////////////////////////////////
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// Vector classes for non-SSE drawers that behave like their SSE counterparts
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namespace drawervectors
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struct BgraColor
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{
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struct vec4ui
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{
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vec4ui() {}
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vec4ui(uint32_t v) : a(v), r(v), g(v), b(v) { }
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vec4ui(uint32_t a, uint32_t r, uint32_t g, uint32_t b) : a(a), r(r), g(g), b(b) { }
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uint32_t a, r, g, b;
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};
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struct vec8us
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{
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vec8us() {}
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vec8us(uint16_t v) : a0(v), r0(v), g0(v), b0(v) { }
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vec8us(uint16_t a0, uint16_t r0, uint16_t g0, uint16_t b0, uint16_t a1, uint16_t r1, uint16_t g1, uint16_t b1) : a0(a0), r0(r0), g0(g0), b0(b0), a1(a1), r1(r1), g1(g1), b1(b1) { }
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uint16_t a0, r0, g0, b0, a1, r1, g1, b1;
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};
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inline vec8us unpack(uint32_t lo, uint32_t hi) { return vec8us(APART(lo), RPART(lo), GPART(lo), BPART(lo), APART(hi), RPART(hi), GPART(hi), BPART(hi)); }
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inline vec4ui unpacklo(vec8us v) { return vec4ui(v.a0, v.r0, v.g0, v.b0); }
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inline vec4ui unpackhi(vec8us v) { return vec4ui(v.a1, v.r1, v.g1, v.b1); }
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inline vec8us pack(vec4ui lo, vec4ui hi)
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{
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return vec8us(lo.a, lo.r, lo.g, lo.b, hi.a, hi.r, hi.g, hi.b);
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}
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inline uint32_t packlo(vec8us v)
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{
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return MAKEARGB((uint32_t)clamp<int16_t>(v.a0, 0, 255), (uint32_t)clamp<int16_t>(v.r0, 0, 255), (uint32_t)clamp<int16_t>(v.g0, 0, 255), (uint32_t)clamp<int16_t>(v.b0, 0, 255));
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}
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inline uint32_t packhi(vec8us v)
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{
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return MAKEARGB((uint32_t)clamp<int16_t>(v.a1, 0, 255), (uint32_t)clamp<int16_t>(v.r1, 0, 255), (uint32_t)clamp<int16_t>(v.g1, 0, 255), (uint32_t)clamp<int16_t>(v.b1, 0, 255));
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}
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inline vec8us operator+(vec8us a, vec8us b)
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{
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return vec8us(a.a0 + b.a0, a.r0 + b.r0, a.g0 + b.g0, a.b0 + b.b0, a.a1 + b.a1, a.r1 + b.r1, a.g1 + b.g1, a.b1 + b.b1);
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}
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inline vec8us operator-(vec8us a, vec8us b)
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{
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return vec8us(a.a0 - b.a0, a.r0 - b.r0, a.g0 - b.g0, a.b0 - b.b0, a.a1 - b.a1, a.r1 - b.r1, a.g1 - b.g1, a.b1 - b.b1);
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}
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inline vec8us operator*(vec8us a, vec8us b)
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{
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return vec8us(a.a0 * b.a0, a.r0 * b.r0, a.g0 * b.g0, a.b0 * b.b0, a.a1 * b.a1, a.r1 * b.r1, a.g1 * b.g1, a.b1 * b.b1);
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}
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inline vec8us operator<<(vec8us a, int bits)
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{
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return vec8us(a.a0 << bits, a.r0 << bits, a.g0 << bits, a.b0 << bits, a.a1 << bits, a.r1 << bits, a.g1 << bits, a.b1 << bits);
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}
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inline vec8us operator>>(vec8us a, int bits)
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{
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return vec8us(a.a0 >> bits, a.r0 >> bits, a.g0 >> bits, a.b0 >> bits, a.a1 >> bits, a.r1 >> bits, a.g1 >> bits, a.b1 >> bits);
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}
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}
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uint32_t b, g, r, a;
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BgraColor() { }
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BgraColor(uint32_t c) : b(BPART(c)), g(GPART(c)), r(RPART(c)), a(APART(c)) { }
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BgraColor &operator=(uint32_t c) { b = BPART(c); g = GPART(c); r = RPART(c); a = APART(c); return *this; }
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operator uint32_t() const { return MAKEARGB(a, r, g, b); }
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};
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}
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@ -38,11 +38,9 @@ namespace swrenderer
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void Execute(DrawerThread *thread) override
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{
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using namespace drawervectors;
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uint32_t *dest = (uint32_t *)args.Dest();
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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int pitch = args.Viewport()->RenderTarget->GetPitch();
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const uint32_t *source0 = (const uint32_t *)args.FrontTexturePixels();
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int textureheight0 = args.FrontTextureHeight();
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@ -87,8 +85,8 @@ namespace swrenderer
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return;
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}
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vec8us solid_top_fill = unpack(solid_top, 0);
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vec8us solid_bottom_fill = unpack(solid_bottom, 0);
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BgraColor solid_top_fill = solid_top;
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BgraColor solid_bottom_fill = solid_bottom;
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int index = skipped;
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@ -107,12 +105,14 @@ namespace swrenderer
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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vec8us alpha = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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uint32_t alpha = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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uint32_t inv_alpha = 256 - alpha;
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vec8us c = unpack(fg, 0);
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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BgraColor c = fg;
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c.r = (c.r * alpha + solid_top_fill.r * inv_alpha) >> 8;
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c.g = (c.g * alpha + solid_top_fill.g * inv_alpha) >> 8;
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c.b = (c.b * alpha + solid_top_fill.b * inv_alpha) >> 8;
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*dest = c;
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frac += fracstep;
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dest += pitch;
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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vec8us alpha = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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uint32_t alpha = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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uint32_t inv_alpha = 256 - alpha;
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vec8us c = unpack(fg, 0);
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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BgraColor c = fg;
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c.r = (c.r * alpha + solid_top_fill.r * inv_alpha) >> 8;
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c.g = (c.g * alpha + solid_top_fill.g * inv_alpha) >> 8;
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c.b = (c.b * alpha + solid_top_fill.b * inv_alpha) >> 8;
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*dest = c;
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frac += fracstep;
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dest += pitch;
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void Execute(DrawerThread *thread) override
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{
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using namespace drawervectors;
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uint32_t *dest = (uint32_t *)args.Dest();
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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int pitch = args.Viewport()->RenderTarget->GetPitch();
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const uint32_t *source0 = (const uint32_t *)args.FrontTexturePixels();
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const uint32_t *source1 = (const uint32_t *)args.BackTexturePixels();
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int textureheight0 = args.FrontTextureHeight();
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return;
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}
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vec8us solid_top_fill = unpack(solid_top, 0);
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vec8us solid_bottom_fill = unpack(solid_bottom, 0);
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BgraColor solid_top_fill = solid_top;
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BgraColor solid_bottom_fill = solid_bottom;
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int index = skipped;
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fg = source1[sample_index2];
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}
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vec8us alpha = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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uint32_t alpha = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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uint32_t inv_alpha = 256 - alpha;
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vec8us c = unpack(fg, 0);
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BgraColor c = fg;
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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*dest = c;
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frac += fracstep;
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dest += pitch;
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fg = source1[sample_index2];
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}
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vec8us alpha = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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uint32_t alpha = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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uint32_t inv_alpha = 256 - alpha;
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vec8us c = unpack(fg, 0);
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BgraColor c = fg;
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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*dest = c;
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frac += fracstep;
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dest += pitch;
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338
src/swrenderer/drawers/r_draw_wall32.h
Normal file
338
src/swrenderer/drawers/r_draw_wall32.h
Normal file
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/*
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** Drawer commands for walls
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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 "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/viewport/r_walldrawer.h"
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namespace swrenderer
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{
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namespace DrawWall32TModes
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{
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enum class WallBlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp };
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struct OpaqueWall { static const int Mode = (int)WallBlendModes::Opaque; };
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struct MaskedWall { static const int Mode = (int)WallBlendModes::Masked; };
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struct AddClampWall { static const int Mode = (int)WallBlendModes::AddClamp; };
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struct SubClampWall { static const int Mode = (int)WallBlendModes::SubClamp; };
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struct RevSubClampWall { static const int Mode = (int)WallBlendModes::RevSubClamp; };
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enum class FilterModes { Nearest, Linear };
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struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
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struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
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enum class ShadeMode { Simple, Advanced };
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struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
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struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
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}
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template<typename BlendT>
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class DrawWall32T : public DrawerCommand
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{
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protected:
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WallDrawerArgs args;
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public:
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DrawWall32T(const WallDrawerArgs &drawerargs) : args(drawerargs) { }
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void Execute(DrawerThread *thread) override
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{
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using namespace DrawWall32TModes;
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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bool is_nearest_filter = (source2 == nullptr);
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auto shade_constants = args.ColormapConstants();
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if (shade_constants.simple_shade)
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{
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if (is_nearest_filter)
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Loop<SimpleShade, NearestFilter>(thread, shade_constants);
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else
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Loop<SimpleShade, LinearFilter>(thread, shade_constants);
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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>(thread, shade_constants);
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else
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Loop<AdvancedShade, LinearFilter>(thread, shade_constants);
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}
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}
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE void Loop(DrawerThread *thread, ShadeConstants shade_constants)
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{
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using namespace DrawWall32TModes;
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const uint32_t *source = (const uint32_t*)args.TexturePixels();
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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int textureheight = args.TextureHeight();
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uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
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// Shade constants
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uint32_t light = 256 - (args.Light() >> (FRACBITS - 8));
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uint32_t inv_light = 256;
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int inv_desaturate;
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BgraColor 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 = 256 - shade_constants.desaturate;
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shade_fade.r = shade_constants.fade_red * inv_light;
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shade_fade.g = shade_constants.fade_green * inv_light;
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shade_fade.b = shade_constants.fade_blue * inv_light;
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shade_light.r = shade_constants.light_red;
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shade_light.g = shade_constants.light_green;
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shade_light.b = shade_constants.light_blue;
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desaturate = shade_constants.desaturate;
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}
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else
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{
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inv_desaturate = 0;
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shade_fade.r = 0;
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shade_fade.g = 0;
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shade_fade.b = 0;
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shade_light.r = 0;
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shade_light.g = 0;
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shade_light.b = 0;
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desaturate = 0;
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}
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int count = args.Count();
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int pitch = args.Viewport()->RenderTarget->GetPitch();
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uint32_t fracstep = args.TextureVStep();
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uint32_t frac = args.TextureVPos();
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uint32_t texturefracx = args.TextureUPos();
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uint32_t *dest = (uint32_t*)args.Dest();
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int dest_y = args.DestY();
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auto lights = args.dc_lights;
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auto num_lights = args.dc_num_lights;
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float viewpos_z = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y);
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float step_viewpos_z = args.dc_viewpos_step.Z * thread->num_cores;
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count = thread->count_for_thread(dest_y, count);
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if (count <= 0) return;
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frac += thread->skipped_by_thread(dest_y) * fracstep;
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dest = thread->dest_for_thread(dest_y, pitch, dest);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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if (FilterModeT::Mode == (int)FilterModes::Linear)
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{
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frac -= one / 2;
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}
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uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
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uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
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for (int index = 0; index < count; index++)
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{
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BgraColor bgcolor;
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if (BlendT::Mode != (int)WallBlendModes::Opaque)
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{
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bgcolor = *dest;
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}
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else
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{
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bgcolor = 0;
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}
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uint32_t ifgcolor = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
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BgraColor fgcolor = Shade<ShadeModeT>(ifgcolor, light, desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
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BgraColor outcolor = Blend(fgcolor, bgcolor, ifgcolor, srcalpha, destalpha);
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*dest = outcolor;
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dest += pitch;
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frac += fracstep;
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viewpos_z += step_viewpos_z;
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}
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}
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template<typename FilterModeT>
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FORCEINLINE BgraColor Sample(uint32_t frac, const uint32_t *source, const uint32_t *source2, int textureheight, uint32_t one, uint32_t texturefracx)
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{
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using namespace DrawWall32TModes;
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if (FilterModeT::Mode == (int)FilterModes::Nearest)
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{
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int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
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return source[sample_index];
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}
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else
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{
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unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
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unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
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unsigned int y0 = frac_y0 >> FRACBITS;
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unsigned int y1 = frac_y1 >> FRACBITS;
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unsigned int p00 = source[y0];
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unsigned int p01 = source[y1];
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unsigned int p10 = source2[y0];
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unsigned int p11 = source2[y1];
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unsigned int inv_b = texturefracx;
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unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
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||||
unsigned int a = 16 - inv_a;
|
||||
unsigned int b = 16 - inv_b;
|
||||
|
||||
BgraColor result;
|
||||
result.r = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
result.g = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
result.b = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
result.a = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ShadeModeT>
|
||||
FORCEINLINE BgraColor Shade(BgraColor fgcolor, uint32_t light, uint32_t desaturate, uint32_t inv_desaturate, BgraColor shade_fade, BgraColor shade_light, const DrawerLight *lights, int num_lights, float viewpos_z)
|
||||
{
|
||||
using namespace DrawWall32TModes;
|
||||
|
||||
BgraColor material = fgcolor;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
|
||||
{
|
||||
fgcolor.r = (fgcolor.r * light) >> 8;
|
||||
fgcolor.g = (fgcolor.g * light) >> 8;
|
||||
fgcolor.b = (fgcolor.b * light) >> 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t intensity = ((fgcolor.r * 77 + fgcolor.g * 143 + fgcolor.b * 37) >> 8) * desaturate;
|
||||
fgcolor.r = (((shade_fade.r + ((fgcolor.r * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.r) >> 8;
|
||||
fgcolor.g = (((shade_fade.g + ((fgcolor.g * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.g) >> 8;
|
||||
fgcolor.b = (((shade_fade.b + ((fgcolor.b * inv_desaturate + intensity) >> 8) * light) >> 8) * shade_light.b) >> 8;
|
||||
}
|
||||
|
||||
return AddLights(material, fgcolor, lights, num_lights, viewpos_z);
|
||||
}
|
||||
|
||||
FORCEINLINE BgraColor AddLights(BgraColor material, BgraColor fgcolor, const DrawerLight *lights, int num_lights, float viewpos_z)
|
||||
{
|
||||
using namespace DrawWall32TModes;
|
||||
|
||||
BgraColor lit;
|
||||
lit.r = 0;
|
||||
lit.g = 0;
|
||||
lit.b = 0;
|
||||
|
||||
for (int i = 0; i != num_lights; i++)
|
||||
{
|
||||
float light_x = lights[i].x;
|
||||
float light_y = lights[i].y;
|
||||
float light_z = lights[i].z;
|
||||
float light_radius = lights[i].radius;
|
||||
|
||||
// L = light-pos
|
||||
// dist = sqrt(dot(L, L))
|
||||
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
|
||||
float Lxy2 = light_x; // L.x*L.x + L.y*L.y
|
||||
float Lz = light_z - viewpos_z;
|
||||
float dist2 = Lxy2 + Lz * Lz;
|
||||
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
|
||||
float dist = dist2 * rcp_dist;
|
||||
float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
|
||||
|
||||
// The simple light type
|
||||
float simple_attenuation = distance_attenuation;
|
||||
|
||||
// The point light type
|
||||
// diffuse = dot(N,L) * attenuation
|
||||
float point_attenuation = light_y * rcp_dist * distance_attenuation;
|
||||
|
||||
uint32_t attenuation = (int32_t)((light_y == 0.0f) ? simple_attenuation : point_attenuation);
|
||||
|
||||
BgraColor light_color = lights[i].color;
|
||||
|
||||
lit.r += (light_color.r * attenuation) >> 8;
|
||||
lit.g += (light_color.g * attenuation) >> 8;
|
||||
lit.b += (light_color.b * attenuation) >> 8;
|
||||
}
|
||||
|
||||
fgcolor.r = MIN<uint32_t>(fgcolor.r + ((material.r * lit.r) >> 8), 255);
|
||||
fgcolor.g = MIN<uint32_t>(fgcolor.g + ((material.g * lit.g) >> 8), 255);
|
||||
fgcolor.b = MIN<uint32_t>(fgcolor.b + ((material.b * lit.b) >> 8), 255);
|
||||
return fgcolor;
|
||||
}
|
||||
|
||||
FORCEINLINE BgraColor Blend(BgraColor fgcolor, BgraColor bgcolor, unsigned int ifgcolor, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
using namespace DrawWall32TModes;
|
||||
|
||||
if (BlendT::Mode == (int)WallBlendModes::Opaque)
|
||||
{
|
||||
return fgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)WallBlendModes::Masked)
|
||||
{
|
||||
return (ifgcolor == 0) ? bgcolor : fgcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t alpha = APART(ifgcolor);
|
||||
alpha += alpha >> 7; // 255->256
|
||||
uint32_t inv_alpha = 256 - alpha;
|
||||
|
||||
uint32_t bgalpha = (destalpha * alpha + (inv_alpha << 8) + 128) >> 8;
|
||||
uint32_t fgalpha = (srcalpha * alpha + 128) >> 8;
|
||||
|
||||
fgcolor.r *= fgalpha;
|
||||
fgcolor.g *= fgalpha;
|
||||
fgcolor.b *= fgalpha;
|
||||
bgcolor.r *= bgalpha;
|
||||
bgcolor.g *= bgalpha;
|
||||
bgcolor.b *= bgalpha;
|
||||
|
||||
BgraColor outcolor;
|
||||
if (BlendT::Mode == (int)WallBlendModes::AddClamp)
|
||||
{
|
||||
outcolor.r = MIN<uint32_t>((fgcolor.r + bgcolor.r) >> 8, 255);
|
||||
outcolor.g = MIN<uint32_t>((fgcolor.g + bgcolor.g) >> 8, 255);
|
||||
outcolor.b = MIN<uint32_t>((fgcolor.b + bgcolor.b) >> 8, 255);
|
||||
}
|
||||
else if (BlendT::Mode == (int)WallBlendModes::SubClamp)
|
||||
{
|
||||
outcolor.r = MAX(int32_t(fgcolor.r - bgcolor.r) >> 8, 0);
|
||||
outcolor.g = MAX(int32_t(fgcolor.g - bgcolor.g) >> 8, 0);
|
||||
outcolor.b = MAX(int32_t(fgcolor.b - bgcolor.b) >> 8, 0);
|
||||
}
|
||||
else if (BlendT::Mode == (int)WallBlendModes::RevSubClamp)
|
||||
{
|
||||
outcolor.r = MAX(int32_t(bgcolor.r - fgcolor.r) >> 8, 0);
|
||||
outcolor.g = MAX(int32_t(bgcolor.g - fgcolor.g) >> 8, 0);
|
||||
outcolor.b = MAX(int32_t(bgcolor.b - fgcolor.b) >> 8, 0);
|
||||
}
|
||||
outcolor.a = 255;
|
||||
return outcolor;
|
||||
}
|
||||
}
|
||||
|
||||
FString DebugInfo() override { return "DrawWall32T"; }
|
||||
};
|
||||
|
||||
typedef DrawWall32T<DrawWall32TModes::OpaqueWall> DrawWall32Command;
|
||||
typedef DrawWall32T<DrawWall32TModes::MaskedWall> DrawWallMasked32Command;
|
||||
typedef DrawWall32T<DrawWall32TModes::AddClampWall> DrawWallAddClamp32Command;
|
||||
typedef DrawWall32T<DrawWall32TModes::SubClampWall> DrawWallSubClamp32Command;
|
||||
typedef DrawWall32T<DrawWall32TModes::RevSubClampWall> DrawWallRevSubClamp32Command;
|
||||
}
|
Loading…
Reference in a new issue