- Added scaled fuzz to softpoly pal drawer

This commit is contained in:
Magnus Norddahl 2017-11-22 18:54:49 +01:00
parent f04fca75f7
commit 9052ee6bc8

View file

@ -79,7 +79,7 @@ namespace TriScreenDrawerModes
}
template<typename SamplerT>
FORCEINLINE unsigned int SampleShade8(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, int &fuzzpos)
FORCEINLINE unsigned int SampleShade8(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, int x, int y)
{
if (SamplerT::Mode == (int)Samplers::Shaded)
{
@ -97,11 +97,22 @@ namespace TriScreenDrawerModes
}
else if (SamplerT::Mode == (int)Samplers::Fuzz)
{
using namespace swrenderer;
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
unsigned int sampleshadeout = (texPixels[texelX * texHeight + texelY] != 0) ? 256 : 0;
sampleshadeout = (sampleshadeout * fuzzcolormap[fuzzpos++]) >> 5;
if (fuzzpos >= FUZZTABLE) fuzzpos = 0;
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
int scaled_x = (x * fuzzscale) >> FRACBITS;
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
sampleshadeout = (sampleshadeout * alpha) >> 5;
return sampleshadeout;
}
else
@ -228,8 +239,6 @@ public:
uint32_t srcalpha = args->uniforms->SrcAlpha();
uint32_t destalpha = args->uniforms->DestAlpha();
int fuzzpos = (ScreenTriangle::FuzzStart + destX * 123 + destY) % FUZZTABLE;
// Calculate gradients
const ShadedTriVertex &v1 = *args->v1;
ScreenTriangleStepVariables gradientX = args->gradientX;
@ -292,7 +301,7 @@ public:
uint8_t bgcolor = dest[ix];
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + ix, destY + y);
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
dest[ix] = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
posU += stepU;
@ -342,7 +351,7 @@ public:
uint8_t bgcolor = dest[x];
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + y);
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
dest[x] = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
}
@ -394,7 +403,7 @@ public:
uint8_t bgcolor = dest[x];
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, destX + x, destY + 4 + y);
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
dest[x] = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
}
@ -458,18 +467,9 @@ public:
int count = x1 - x0;
int fuzzpos = (ScreenTriangle::FuzzStart + x0 * 123 + y0) % FUZZTABLE;
uint32_t posV = startV;
for (int y = y0; y < y1; y++, posV += stepV)
{
int coreBlock = y / 8;
if (coreBlock % thread->num_cores != thread->core)
{
fuzzpos = (fuzzpos + count) % FUZZTABLE;
continue;
}
uint8_t *dest = ((uint8_t*)destOrg) + y * destPitch + x0;
uint32_t posU = startU;
@ -478,7 +478,7 @@ public:
uint8_t bgcolor = *dest;
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + i, y);
*dest = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
posU += stepU;