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https://github.com/ZDoom/gzdoom.git
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Add dynamic colormaps support
This commit is contained in:
parent
6e8174d9b4
commit
ddb18d8e32
2 changed files with 52 additions and 24 deletions
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@ -41,11 +41,30 @@ void DrawTriangleCodegen::Generate(TriBlendMode blendmode, bool truecolor, bool
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LoadArgs(args, thread_data);
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LoadArgs(args, thread_data);
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CalculateGradients();
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CalculateGradients();
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DrawFullSpans();
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DrawPartialBlocks();
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if (truecolor)
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{
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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{
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DrawFullSpans(true);
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DrawPartialBlocks(true);
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}
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branch.else_block();
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{
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DrawFullSpans(false);
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DrawPartialBlocks(false);
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}
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branch.end_block();
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}
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else
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{
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DrawFullSpans(true);
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DrawPartialBlocks(true);
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}
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}
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}
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void DrawTriangleCodegen::DrawFullSpans()
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void DrawTriangleCodegen::DrawFullSpans(bool isSimpleShade)
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{
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{
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stack_i.store(SSAInt(0));
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stack_i.store(SSAInt(0));
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SSAForBlock loop;
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SSAForBlock loop;
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@ -130,7 +149,7 @@ void DrawTriangleCodegen::DrawFullSpans()
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for (int sse = 0; sse < 4; sse++)
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for (int sse = 0; sse < 4; sse++)
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{
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{
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currentlight = is_fixed_light.select(light, lightpos >> 8);
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currentlight = is_fixed_light.select(light, lightpos >> 8);
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pixels[sse] = ProcessPixel32(pixels[sse], varyingPos);
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pixels[sse] = ProcessPixel32(pixels[sse], varyingPos, isSimpleShade);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = varyingPos[j] + varyingStep[j];
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varyingPos[j] = varyingPos[j] + varyingStep[j];
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@ -180,7 +199,7 @@ void DrawTriangleCodegen::DrawFullSpans()
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loop.end_block();
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loop.end_block();
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}
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}
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void DrawTriangleCodegen::DrawPartialBlocks()
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void DrawTriangleCodegen::DrawPartialBlocks(bool isSimpleShade)
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{
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{
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stack_i.store(SSAInt(0));
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stack_i.store(SSAInt(0));
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SSAForBlock loop;
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SSAForBlock loop;
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@ -240,7 +259,7 @@ void DrawTriangleCodegen::DrawPartialBlocks()
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currentlight = is_fixed_light.select(light, lightpos >> 8);
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currentlight = is_fixed_light.select(light, lightpos >> 8);
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SSAUBytePtr destptr = dest[x * 4];
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SSAUBytePtr destptr = dest[x * 4];
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destptr.store_vec4ub(ProcessPixel32(destptr.load_vec4ub(false), varyingPos));
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destptr.store_vec4ub(ProcessPixel32(destptr.load_vec4ub(false), varyingPos, isSimpleShade));
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}
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}
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else
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else
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{
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{
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@ -381,7 +400,15 @@ SSAInt DrawTriangleCodegen::Shade8(SSAInt c)
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return currentcolormap[c].load(true).zext_int();
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return currentcolormap[c].load(true).zext_int();
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}
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}
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SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying)
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SSAVec4i DrawTriangleCodegen::Shade32(SSAVec4i fg, SSAInt light, bool isSimpleShade)
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{
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if (isSimpleShade)
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return shade_bgra_simple(fg, currentlight);
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else
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return shade_bgra_advanced(fg, currentlight, shade_constants);
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}
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SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying, bool isSimpleShade)
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{
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{
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SSAVec4i fg;
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SSAVec4i fg;
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SSAVec4i output;
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SSAVec4i output;
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@ -391,58 +418,58 @@ SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying)
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default:
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default:
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case TriBlendMode::Copy:
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case TriBlendMode::Copy:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_copy(shade_bgra_simple(fg, currentlight));
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output = blend_copy(Shade32(fg, currentlight, isSimpleShade));
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break;
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break;
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case TriBlendMode::AlphaBlend:
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case TriBlendMode::AlphaBlend:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
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output = blend_alpha_blend(Shade32(fg, currentlight, isSimpleShade), bg);
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break;
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break;
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case TriBlendMode::AddSolid:
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case TriBlendMode::AddSolid:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, destalpha);
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output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, destalpha);
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break;
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break;
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case TriBlendMode::Add:
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case TriBlendMode::Add:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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break;
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break;
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case TriBlendMode::Sub:
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case TriBlendMode::Sub:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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output = blend_sub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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break;
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break;
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case TriBlendMode::RevSub:
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case TriBlendMode::RevSub:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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output = blend_revsub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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break;
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break;
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case TriBlendMode::Stencil:
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case TriBlendMode::Stencil:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), fg[3], bg, srcalpha, destalpha);
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output = blend_stencil(Shade32(SSAVec4i::unpack(color), currentlight, isSimpleShade), fg[3], bg, srcalpha, destalpha);
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break;
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break;
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case TriBlendMode::Shaded:
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case TriBlendMode::Shaded:
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output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), Sample8(varying), bg, srcalpha, destalpha);
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output = blend_stencil(Shade32(SSAVec4i::unpack(color), currentlight, isSimpleShade), Sample8(varying), bg, srcalpha, destalpha);
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break;
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break;
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case TriBlendMode::TranslateCopy:
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case TriBlendMode::TranslateCopy:
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fg = TranslateSample32(varying);
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fg = TranslateSample32(varying);
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output = blend_copy(shade_bgra_simple(fg, currentlight));
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output = blend_copy(Shade32(fg, currentlight, isSimpleShade));
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break;
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break;
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case TriBlendMode::TranslateAlphaBlend:
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case TriBlendMode::TranslateAlphaBlend:
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fg = TranslateSample32(varying);
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fg = TranslateSample32(varying);
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output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
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output = blend_alpha_blend(Shade32(fg, currentlight, isSimpleShade), bg);
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break;
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break;
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case TriBlendMode::TranslateAdd:
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case TriBlendMode::TranslateAdd:
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fg = TranslateSample32(varying);
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fg = TranslateSample32(varying);
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output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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break;
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break;
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case TriBlendMode::TranslateSub:
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case TriBlendMode::TranslateSub:
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fg = TranslateSample32(varying);
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fg = TranslateSample32(varying);
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output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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output = blend_sub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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break;
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break;
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case TriBlendMode::TranslateRevSub:
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case TriBlendMode::TranslateRevSub:
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fg = TranslateSample32(varying);
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fg = TranslateSample32(varying);
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output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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output = blend_revsub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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break;
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break;
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case TriBlendMode::AddSrcColorOneMinusSrcColor:
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case TriBlendMode::AddSrcColorOneMinusSrcColor:
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fg = Sample32(varying);
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fg = Sample32(varying);
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output = blend_add_srccolor_oneminussrccolor(shade_bgra_simple(fg, currentlight), bg);
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output = blend_add_srccolor_oneminussrccolor(Shade32(fg, currentlight, isSimpleShade), bg);
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break;
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break;
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case TriBlendMode::Skycap:
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case TriBlendMode::Skycap:
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fg = Sample32(varying);
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fg = Sample32(varying);
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@ -48,15 +48,16 @@ private:
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void CalculateGradients();
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void CalculateGradients();
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SSAFloat FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
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SSAFloat FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
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SSAFloat FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
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SSAFloat FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
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void DrawFullSpans();
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void DrawFullSpans(bool isSimpleShade);
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void DrawPartialBlocks();
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void DrawPartialBlocks(bool isSimpleShade);
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SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying);
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SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying, bool isSimpleShade);
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SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying);
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SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying);
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SSAVec4i TranslateSample32(SSAInt *varying);
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SSAVec4i TranslateSample32(SSAInt *varying);
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SSAInt TranslateSample8(SSAInt *varying);
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SSAInt TranslateSample8(SSAInt *varying);
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SSAVec4i Sample32(SSAInt *varying);
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SSAVec4i Sample32(SSAInt *varying);
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SSAInt Sample8(SSAInt *varying);
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SSAInt Sample8(SSAInt *varying);
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SSAVec4i Shade32(SSAVec4i fg, SSAInt light, bool isSimpleShade);
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SSAInt Shade8(SSAInt c);
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SSAInt Shade8(SSAInt c);
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SSAVec4i ToBgra(SSAInt index);
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SSAVec4i ToBgra(SSAInt index);
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SSAInt ToPal8(SSAVec4i c);
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SSAInt ToPal8(SSAVec4i c);
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