Add true color support to voxel renderer

This commit is contained in:
Magnus Norddahl 2017-02-12 01:27:26 +01:00
parent 0cea344dce
commit 5a85fabfa6
5 changed files with 83 additions and 3 deletions

View file

@ -392,6 +392,52 @@ FVoxel::~FVoxel()
if (Palette != NULL) delete [] Palette; if (Palette != NULL) delete [] Palette;
} }
//==========================================================================
//
// Create true color version of the slab data
//
//==========================================================================
void FVoxel::CreateBgraSlabData()
{
assert(Palette != NULL);
for (int i = 0; i < NumMips; ++i)
{
int size = Mips[i].OffsetX[Mips[i].SizeX];
if (size <= 0) continue;
Mips[i].SlabDataBgra.Resize(size);
kvxslab_t *src = (kvxslab_t*)Mips[i].SlabData;
kvxslab_bgra_t *dest = (kvxslab_bgra_t*)&Mips[i].SlabDataBgra[0];
while (size >= 3)
{
dest->backfacecull = src->backfacecull;
dest->ztop = src->ztop;
dest->zleng = src->zleng;
int slabzleng = src->zleng;
for (int j = 0; j < slabzleng; ++j)
{
int colorIndex = src->col[j];
uint32_t red = (Palette[colorIndex * 3 + 0] << 2) | (Palette[colorIndex * 3 + 0] >> 4);
uint32_t green = (Palette[colorIndex * 3 + 1] << 2) | (Palette[colorIndex * 3 + 1] >> 4);
uint32_t blue = (Palette[colorIndex * 3 + 2] << 2) | (Palette[colorIndex * 3 + 2] >> 4);
dest->col[j] = 0xff000000 | (red << 16) | (green << 8) | blue;
}
slabzleng += 3;
dest = (kvxslab_bgra_t *)((uint32_t *)dest + slabzleng);
src = (kvxslab_t *)((BYTE *)src + slabzleng);
size -= slabzleng;
}
}
}
//========================================================================== //==========================================================================
// //
// Remap the voxel to the game palette // Remap the voxel to the game palette

View file

@ -15,6 +15,14 @@ struct kvxslab_t
BYTE col[1/*zleng*/];// color data from top to bottom BYTE col[1/*zleng*/];// color data from top to bottom
}; };
struct kvxslab_bgra_t
{
uint32_t ztop; // starting z coordinate of top of slab
uint32_t zleng; // # of bytes in the color array - slab height
uint32_t backfacecull; // low 6 bits tell which of 6 faces are exposed
uint32_t col[1/*zleng*/];// color data from top to bottom
};
struct FVoxelMipLevel struct FVoxelMipLevel
{ {
FVoxelMipLevel(); FVoxelMipLevel();
@ -27,6 +35,7 @@ struct FVoxelMipLevel
int *OffsetX; int *OffsetX;
short *OffsetXY; short *OffsetXY;
BYTE *SlabData; BYTE *SlabData;
TArray<uint32_t> SlabDataBgra;
}; };
struct FVoxel struct FVoxel
@ -39,6 +48,7 @@ struct FVoxel
FVoxel(); FVoxel();
~FVoxel(); ~FVoxel();
void CreateBgraSlabData();
void Remap(); void Remap();
void RemovePalette(); void RemovePalette();
}; };

View file

@ -187,6 +187,7 @@ void FSoftwareRenderer::RemapVoxels()
{ {
for (unsigned i=0; i<Voxels.Size(); i++) for (unsigned i=0; i<Voxels.Size(); i++)
{ {
Voxels[i]->CreateBgraSlabData();
Voxels[i]->Remap(); Voxels[i]->Remap();
} }
} }

View file

@ -538,6 +538,18 @@ namespace swrenderer
} }
z2a[xxx] = MIN<int>(z2, dadmost[lxt + xxx]); z2a[xxx] = MIN<int>(z2, dadmost[lxt + xxx]);
} }
const uint8_t *columnColors = col;
bool bgra = viewport->RenderTarget->IsBgra();
if (bgra)
{
// The true color slab data array is identical, except its using uint32 instead of uint8.
//
// We can find the same slab column by calculating the offset from the start of SlabData
// and use that to offset into the BGRA version of the same data.
columnColors = (const uint8_t *)(&mip->SlabDataBgra[0] + (ptrdiff_t)(col - mip->SlabData));
}
// Find top and bottom pixels that match and draw them as one strip // Find top and bottom pixels that match and draw them as one strip
for (int xxl = 0, xxr; xxl < stripwidth; ) for (int xxl = 0, xxr; xxl < stripwidth; )
{ {
@ -559,7 +571,7 @@ namespace swrenderer
{ {
drawerargs.SetDest(lxt + x, z1); drawerargs.SetDest(lxt + x, z1);
drawerargs.SetCount(z2 - z1); drawerargs.SetCount(z2 - z1);
drawerargs.DrawVoxelColumn(thread, yplc[xxl], yinc, col, zleng); drawerargs.DrawVoxelColumn(thread, yplc[xxl], yinc, columnColors, zleng);
} }
/* /*

View file

@ -499,8 +499,19 @@ namespace swrenderer
void SpriteDrawerArgs::DrawVoxelColumn(RenderThread *thread, fixed_t vPos, fixed_t vStep, const uint8_t *voxels, int voxelsCount) void SpriteDrawerArgs::DrawVoxelColumn(RenderThread *thread, fixed_t vPos, fixed_t vStep, const uint8_t *voxels, int voxelsCount)
{ {
dc_iscale = vStep; if (RenderViewport::Instance()->RenderTarget->IsBgra())
dc_texturefrac = vPos; {
double v = vPos / (double)voxelsCount / FRACUNIT;
double vstep = vStep / (double)voxelsCount / FRACUNIT;
dc_texturefrac = (int)(v * (1 << 30));
dc_iscale = (int)(vstep * (1 << 30));
}
else
{
dc_texturefrac = vPos;
dc_iscale = vStep;
}
dc_texturefracx = 0; dc_texturefracx = 0;
dc_source = voxels; dc_source = voxels;
dc_source2 = 0; dc_source2 = 0;