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- only calculate gradients once
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parent
6db89a2ce1
commit
da6bfe65ff
4 changed files with 38 additions and 54 deletions
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@ -319,17 +319,9 @@ private:
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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ScreenTriangleStepVariables gradientX = args->gradientX;
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ScreenTriangleStepVariables gradientY = args->gradientY;
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ScreenTriangleStepVariables blockPosY;
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientX.U = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.u * v1.w, v2.u * v2.w, v3.u * v3.w);
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gradientY.U = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.u * v1.w, v2.u * v2.w, v3.u * v3.w);
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gradientX.V = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.v * v1.w, v2.v * v2.w, v3.v * v3.w);
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gradientY.V = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.v * v1.w, v2.v * v2.w, v3.v * v3.w);
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blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y);
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blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y);
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blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y);
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@ -645,20 +637,6 @@ private:
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}
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}
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}
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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}
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static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
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float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
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return top / bottom;
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}
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};
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template<typename BlendT, typename SamplerT>
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@ -221,17 +221,9 @@ public:
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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ScreenTriangleStepVariables gradientX = args->gradientX;
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ScreenTriangleStepVariables gradientY = args->gradientY;
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ScreenTriangleStepVariables blockPosY;
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientX.U = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.u * v1.w, v2.u * v2.w, v3.u * v3.w);
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gradientY.U = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.u * v1.w, v2.u * v2.w, v3.u * v3.w);
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gradientX.V = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.v * v1.w, v2.v * v2.w, v3.v * v3.w);
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gradientY.V = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.v * v1.w, v2.v * v2.w, v3.v * v3.w);
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blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y);
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blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y);
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blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y);
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@ -405,21 +397,6 @@ public:
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}
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}
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}
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private:
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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}
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static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
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float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
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return top / bottom;
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}
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};
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template<typename BlendT, typename SamplerT>
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@ -227,6 +227,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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args->v1 = &clippedvert[numclipvert - 1];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i - 2];
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args->CalculateGradients();
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ScreenTriangle::Draw(args, thread);
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}
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@ -238,6 +239,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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args->v1 = &clippedvert[0];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i];
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args->CalculateGradients();
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ScreenTriangle::Draw(args, thread);
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}
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@ -43,6 +43,11 @@ struct TriVertex
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float u, v;
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};
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struct ScreenTriangleStepVariables
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{
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float W, U, V;
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};
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struct TriDrawTriangleArgs
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{
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uint8_t *dest;
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@ -58,6 +63,33 @@ struct TriDrawTriangleArgs
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uint32_t *subsectorGBuffer;
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const PolyDrawArgs *uniforms;
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bool destBgra;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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void CalculateGradients()
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{
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gradientX.W = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->w, v2->w, v3->w);
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gradientY.W = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->w, v2->w, v3->w);
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gradientX.U = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientY.U = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientX.V = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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gradientY.V = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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}
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private:
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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}
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static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
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float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
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return top / bottom;
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}
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};
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class RectDrawArgs;
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@ -99,11 +131,6 @@ public:
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static void(*RectDrawers32[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *);
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};
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struct ScreenTriangleStepVariables
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{
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float W, U, V;
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};
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namespace TriScreenDrawerModes
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{
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enum class BlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp, AddSrcColorOneMinusSrcColor, Shaded, AddClampShaded };
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