mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Add true color support to voxel renderer
This commit is contained in:
parent
0cea344dce
commit
5a85fabfa6
5 changed files with 83 additions and 3 deletions
|
@ -392,6 +392,52 @@ FVoxel::~FVoxel()
|
|||
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
|
||||
|
|
|
@ -15,6 +15,14 @@ struct kvxslab_t
|
|||
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
|
||||
{
|
||||
FVoxelMipLevel();
|
||||
|
@ -27,6 +35,7 @@ struct FVoxelMipLevel
|
|||
int *OffsetX;
|
||||
short *OffsetXY;
|
||||
BYTE *SlabData;
|
||||
TArray<uint32_t> SlabDataBgra;
|
||||
};
|
||||
|
||||
struct FVoxel
|
||||
|
@ -39,6 +48,7 @@ struct FVoxel
|
|||
|
||||
FVoxel();
|
||||
~FVoxel();
|
||||
void CreateBgraSlabData();
|
||||
void Remap();
|
||||
void RemovePalette();
|
||||
};
|
||||
|
|
|
@ -187,6 +187,7 @@ void FSoftwareRenderer::RemapVoxels()
|
|||
{
|
||||
for (unsigned i=0; i<Voxels.Size(); i++)
|
||||
{
|
||||
Voxels[i]->CreateBgraSlabData();
|
||||
Voxels[i]->Remap();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -538,6 +538,18 @@ namespace swrenderer
|
|||
}
|
||||
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
|
||||
for (int xxl = 0, xxr; xxl < stripwidth; )
|
||||
{
|
||||
|
@ -559,7 +571,7 @@ namespace swrenderer
|
|||
{
|
||||
drawerargs.SetDest(lxt + x, z1);
|
||||
drawerargs.SetCount(z2 - z1);
|
||||
drawerargs.DrawVoxelColumn(thread, yplc[xxl], yinc, col, zleng);
|
||||
drawerargs.DrawVoxelColumn(thread, yplc[xxl], yinc, columnColors, zleng);
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -499,8 +499,19 @@ namespace swrenderer
|
|||
|
||||
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())
|
||||
{
|
||||
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_source = voxels;
|
||||
dc_source2 = 0;
|
||||
|
|
Loading…
Reference in a new issue