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https://github.com/ZDoom/gzdoom.git
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Dynamic lights? Did anyone say DYNAMIC LIGHTS?
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parent
b3bed807de
commit
8a3db6c003
10 changed files with 133 additions and 9 deletions
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@ -79,7 +79,6 @@
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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EXTERN_CVAR(Int, vid_renderer)
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//==========================================================================
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@ -260,10 +259,6 @@ void ADynamicLight::Deactivate(AActor *activator)
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//==========================================================================
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void ADynamicLight::Tick()
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{
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if (vid_renderer == 0)
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{
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return;
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}
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if (IsOwned())
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{
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if (!target || !target->state)
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@ -221,6 +221,26 @@ namespace swrenderer
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if (args.source2[0] == nullptr)
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args.flags |= DrawWallArgs::nearest_filter;
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args.dynlights = nullptr;
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args.num_dynlights = 0;
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/*
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static TriLight fakelight;
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static bool first = true;
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if (first)
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{
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fakelight.x = 100.0f;
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fakelight.y = 0.0f;
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fakelight.z = 100.0f;
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fakelight.color = 0xffffff00;
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fakelight.radius = 256.0f / 1000.0f;
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first = false;
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}
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args.z = 0.0f;
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args.step_z = 1.0f;
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args.dynlights = &fakelight;
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args.num_dynlights = 1;
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*/
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DetectRangeError(args.dest, args.dest_y, args.count);
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}
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@ -279,6 +299,11 @@ namespace swrenderer
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if (args.source2[0] == nullptr)
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args.flags |= DrawWallArgs::nearest_filter;
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args.z = 0.0f;
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args.step_z = 0.0f;
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args.dynlights = nullptr;
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args.num_dynlights = 0;
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DetectRangeError(args.dest, args.dest_y, args.count);
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}
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@ -59,6 +59,13 @@ struct WorkerThreadData
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int32_t StartY;
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};
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struct TriLight
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{
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uint32_t color;
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float x, y, z;
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float radius;
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};
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struct DrawWallArgs
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{
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uint32_t *dest;
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@ -91,6 +98,10 @@ struct DrawWallArgs
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nearest_filter = 2
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};
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float z, step_z;
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TriLight *dynlights;
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uint32_t num_dynlights;
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FString ToString();
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};
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@ -261,6 +261,9 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
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args.SetColormap(Line->frontsector->ColorMap);
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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//if (Side && Side->lighthead)
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// args.uniforms.light = 255; // Make walls touched by a light fullbright!
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if (Polyportal)
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{
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args.stencilwritevalue = Polyportal->StencilValue;
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@ -47,6 +47,9 @@
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#include "r_poly.h"
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#include "p_setup.h"
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void gl_ParseDefs();
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void gl_InitData();
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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@ -92,6 +95,8 @@ FSoftwareRenderer::~FSoftwareRenderer()
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void FSoftwareRenderer::Init()
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{
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gl_ParseDefs();
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r_swtruecolor = screen->IsBgra();
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R_InitRenderer();
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}
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@ -310,7 +315,7 @@ int FSoftwareRenderer::GetMaxViewPitch(bool down)
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bool FSoftwareRenderer::RequireGLNodes()
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{
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return r_polyrenderer;
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return true;
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}
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//==========================================================================
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@ -3,6 +3,10 @@
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#include "r_renderer.h"
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void gl_SetActorLights(AActor *);
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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struct FSoftwareRenderer : public FRenderer
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{
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FSoftwareRenderer();
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@ -40,6 +44,21 @@ struct FSoftwareRenderer : public FRenderer
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void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override;
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) override;
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void StateChanged(AActor *actor) override
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{
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gl_SetActorLights(actor);
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}
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void PreprocessLevel() override
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{
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gl_PreprocessLevel();
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}
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void CleanLevelData() override
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{
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gl_CleanLevelData();
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}
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};
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@ -78,6 +78,10 @@ void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAVal
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SSAShort fade_blue = args[0][41].load(true);
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SSAShort desaturate = args[0][42].load(true);
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SSAInt flags = args[0][43].load(true);
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start_z = args[0][44].load(true);
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step_z = args[0][45].load(true);
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dynlights = args[0][46].load(true);
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num_dynlights = args[0][47].load(true);
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shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
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shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
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shade_constants.desaturate = desaturate.zext_int();
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@ -129,9 +133,11 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
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int numColumns = fourColumns ? 4 : 1;
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stack_index.store(SSAInt(0));
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stack_z.store(start_z);
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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z = stack_z.load();
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loop.loop_block(index < count);
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SSAInt frac[4];
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@ -167,6 +173,7 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
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dest[offset].store_vec4ub(color);
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}
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stack_z.store(z + step_z);
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stack_index.store(index.add(SSAInt(1), true, true));
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for (int i = 0; i < numColumns; i++)
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stack_frac[i].store(frac[i] + fracstep[i]);
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@ -209,10 +216,41 @@ SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAIn
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SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade)
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{
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SSAVec4i c;
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if (isSimpleShade)
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return shade_bgra_simple(fg, light[index]);
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c = shade_bgra_simple(fg, light[index]);
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else
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return shade_bgra_advanced(fg, light[index], shade_constants);
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c = shade_bgra_advanced(fg, light[index], shade_constants);
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stack_lit_color.store(c);
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stack_light_index.store(SSAInt(0));
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SSAForBlock block;
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SSAInt light_index = stack_light_index.load();
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SSAVec4i lit_color = stack_lit_color.load();
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block.loop_block(light_index < num_dynlights);
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{
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SSAVec4i light_color = SSAUBytePtr(dynlights[light_index][0].v).load_vec4ub(true);
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SSAFloat light_x = dynlights[light_index][1].load(true);
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//SSAFloat light_y = dynlights[light_index][2].load(true);
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SSAFloat light_z = dynlights[light_index][3].load(true);
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SSAFloat light_rcp_radius = dynlights[light_index][4].load(true);
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// attenuation = 1 - MIN(dist * (1/radius), 1)
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SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y
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SSAFloat Lz = light_z - z;
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SSAFloat dist = SSAFloat::sqrt(Lxy2 + Lz * Lz);
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SSAInt attenuation = SSAInt(SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f)), true);
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SSAVec4i contribution = (light_color * fg * attenuation) >> 16;
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stack_lit_color.store(lit_color + contribution);
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stack_light_index.store(light_index + 1);
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}
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block.end_block();
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return stack_lit_color.load();
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}
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SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)
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SSAVec4i Shade(SSAVec4i fg, int index, bool isSimpleShade);
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SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant);
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SSAStack<SSAInt> stack_index, stack_frac[4];
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SSAStack<SSAInt> stack_index, stack_frac[4], stack_light_index;
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SSAStack<SSAVec4i> stack_lit_color;
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SSAStack<SSAFloat> stack_z;
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SSAUBytePtr dest;
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SSAUBytePtr source[4];
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SSAInt fracstep[4];
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SSAInt one[4];
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SSAFloat start_z, step_z;
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SSAValue dynlights; // TriLight*
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SSAInt num_dynlights;
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SSAFloat z;
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};
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@ -290,6 +290,11 @@ llvm::Type *LLVMDrawers::GetDrawWallArgsStruct(llvm::LLVMContext &context)
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elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue;
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elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
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elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
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elements.push_back(llvm::Type::getFloatTy(context)); // float z;
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elements.push_back(llvm::Type::getFloatTy(context)); // float step_z;
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elements.push_back(GetTriLightStruct(context)); // TriLight *dynlights;
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elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t num_dynlights;
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DrawWallArgsStruct = llvm::StructType::create(context, elements, "DrawWallArgs", false)->getPointerTo();
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return DrawWallArgsStruct;
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}
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@ -326,6 +331,19 @@ llvm::Type *LLVMDrawers::GetWorkerThreadDataStruct(llvm::LLVMContext &context)
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return WorkerThreadDataStruct;
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}
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llvm::Type *LLVMDrawers::GetTriLightStruct(llvm::LLVMContext &context)
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{
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if (TriLightStruct)
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return TriLightStruct;
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std::vector<llvm::Type *> elements;
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elements.push_back(llvm::Type::getInt32Ty(context));
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for (int i = 0; i < 4 + TriVertex::NumVarying; i++)
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elements.push_back(llvm::Type::getFloatTy(context));
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TriLightStruct = llvm::StructType::create(context, elements, "TriLight", false)->getPointerTo();
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return TriLightStruct;
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}
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llvm::Type *LLVMDrawers::GetTriVertexStruct(llvm::LLVMContext &context)
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{
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if (TriVertexStruct)
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@ -58,6 +58,7 @@ private:
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llvm::Type *GetDrawWallArgsStruct(llvm::LLVMContext &context);
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llvm::Type *GetDrawSkyArgsStruct(llvm::LLVMContext &context);
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llvm::Type *GetWorkerThreadDataStruct(llvm::LLVMContext &context);
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llvm::Type *GetTriLightStruct(llvm::LLVMContext &context);
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llvm::Type *GetTriVertexStruct(llvm::LLVMContext &context);
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llvm::Type *GetTriMatrixStruct(llvm::LLVMContext &context);
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llvm::Type *GetTriUniformsStruct(llvm::LLVMContext &context);
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llvm::Type *DrawWallArgsStruct = nullptr;
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llvm::Type *DrawSkyArgsStruct = nullptr;
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llvm::Type *WorkerThreadDataStruct = nullptr;
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llvm::Type *TriLightStruct = nullptr;
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llvm::Type *TriVertexStruct = nullptr;
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llvm::Type *TriMatrixStruct = nullptr;
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llvm::Type *TriUniformsStruct = nullptr;
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