Fix sprite light bug

This commit is contained in:
Magnus Norddahl 2017-02-23 21:08:08 +01:00
parent 10e268ebc0
commit 832790f5ba
2 changed files with 249 additions and 323 deletions

File diff suppressed because it is too large Load diff

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@ -119,21 +119,27 @@ namespace swrenderer
uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
// Shade constants
__m128i dynlight = _mm_cvtsi32_si128(args.DynamicLight());
dynlight = _mm_unpacklo_epi8(dynlight, _mm_setzero_si128());
dynlight = _mm_shuffle_epi32(dynlight, _MM_SHUFFLE(1,0,1,0));
int light = 256 - (args.Light() >> (FRACBITS - 8));
__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
<? if ($isSimpleShade == false)
<? if ($isSimpleShade)
{ ?>
mlight = _mm_min_epi16(_mm_add_epi16(mlight, dynlight), _mm_set1_epi16(256));
<? }
else
{ ?>
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
__m128i inv_desaturate = _mm_setr_epi16(256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate);
__m128i shade_fade = _mm_set_epi16(shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue);
shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
int desaturate = shade_constants.desaturate;
__m128i lightcontrib = _mm_min_epi16(_mm_add_epi16(mlight, dynlight), _mm_set1_epi16(256));
lightcontrib = _mm_sub_epi16(lightcontrib, mlight);
<? } ?>
__m128i dynlight = _mm_cvtsi32_si128(args.DynamicLight());
dynlight = _mm_unpacklo_epi8(dynlight, _mm_setzero_si128());
dynlight = _mm_shuffle_epi32(dynlight, _MM_SHUFFLE(1,0,1,0));
int count = args.Count();
int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
@ -281,14 +287,11 @@ namespace swrenderer
if ($isSimpleShade == true)
{ ?>
mlight = _mm_min_epi16(_mm_add_epi16(mlight, dynlight), _mm_set1_epi16(256));
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
<? }
else
{ ?>
__m128i lightcontrib = _mm_min_epi16(_mm_add_epi16(mlight, dynlight), _mm_set1_epi16(256));
lightcontrib = _mm_sub_epi16(lightcontrib, mlight);
lightcontrib = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, lightcontrib), 8);
__m128i lit_dynlight = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, lightcontrib), 8);
int blue0 = BPART(ifgcolor[0]);
int green0 = GPART(ifgcolor[0]);
@ -307,7 +310,7 @@ namespace swrenderer
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
fgcolor = _mm_add_epi16(fgcolor, lightcontrib);
fgcolor = _mm_add_epi16(fgcolor, lit_dynlight);
fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(256));
<? }
}