mirror of
https://github.com/ZDoom/gzdoom.git
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- Add a slightly faster truecolor model drawer
This commit is contained in:
parent
d43ac8b9ae
commit
e0defb060d
2 changed files with 280 additions and 119 deletions
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@ -1177,21 +1177,30 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadD
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}
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}
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// Make variables local so the compiler can optimize without worrying about pointer aliasing
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// Draw the triangle:
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bool depthTest = args->uniforms->DepthTest();
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bool writeColor = args->uniforms->WriteColor();
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bool writeStencil = args->uniforms->WriteStencil();
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bool writeDepth = args->uniforms->WriteDepth();
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if (args->destBgra)
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{
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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{
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DrawSpan32(y, leftEdge[y], rightEdge[y], args);
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}
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}
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else
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{
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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{
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DrawSpan8(y, leftEdge[y], rightEdge[y], args);
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}
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}
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}
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int bmode = (int)args->uniforms->BlendMode();
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auto drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32[bmode] : ScreenTriangle::TriDrawers8[bmode];
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float *zbuffer = args->zbuffer;
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int pitch = args->pitch;
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int stencilpitch = args->stencilPitch * 8;
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int color = ((int)(ptrdiff_t)args->uniforms->TexturePixels()) >> 2;
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#ifndef NO_SSE
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void ScreenTriangle::DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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{
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float v1X = args->v1->x;
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float v1Y = args->v1->y;
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float v1W = args->v1->w;
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@ -1200,12 +1209,15 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadD
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float stepXW = args->gradientX.W;
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float stepXU = args->gradientX.U;
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float stepXV = args->gradientX.V;
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float stepYW = args->gradientY.W;
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float stepYU = args->gradientY.U;
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float stepYV = args->gradientY.V;
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float startX = x0 + (0.5f - v1X);
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float startY = y + (0.5f - v1Y);
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float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
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float posXU = v1U + stepXU * startX + args->gradientY.U * startY;
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float posXV = v1V + stepXV * startX + args->gradientY.V * startY;
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const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
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int texWidth = args->uniforms->TextureWidth();
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int texHeight = args->uniforms->TextureHeight();
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auto colormaps = args->uniforms->BaseColormap();
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bool is_fixed_light = args->uniforms->FixedLight();
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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@ -1214,69 +1226,100 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadD
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float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
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light += light >> 7; // 255 -> 256
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// Draw the triangle:
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float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
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if (args->destBgra)
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uint32_t *dest = (uint32_t*)args->dest;
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uint32_t *destLine = dest + args->pitch * y;
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int x = x0;
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int sseEnd = x0 + (x1 - x0) / 2 * 2;
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while (x < sseEnd)
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{
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uint32_t *dest = (uint32_t*)args->dest;
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const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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if (zbufferLine[x] <= posXW && zbufferLine[x + 1] <= posXW + stepXW)
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{
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int x0 = leftEdge[y];
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int x1 = rightEdge[y];
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zbufferLine[x] = posXW;
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zbufferLine[x + 1] = posXW + stepXW;
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uint32_t *destLine = dest + pitch * y;
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float *zbufferLine = zbuffer + stencilpitch * y;
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uint32_t fgcolor[2];
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int32_t lightshade[2];
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float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
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float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
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float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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fgcolor[0] = texPixels[texelX * texHeight + texelY];
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int x = x0;
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while (x < x1)
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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lightshade[0] = lightpos >> 8;
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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rcpW = 0x01000000 / posXW;
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u = (int32_t)(posXU * rcpW);
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v = (int32_t)(posXV * rcpW);
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texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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fgcolor[1] = texPixels[texelX * texHeight + texelY];
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lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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lightshade[1] = lightpos >> 8;
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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__m128i mfgcolor = _mm_loadl_epi64((const __m128i*)fgcolor);
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mfgcolor = _mm_unpacklo_epi8(mfgcolor, _mm_setzero_si128());
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__m128i mlightshade = _mm_loadl_epi64((const __m128i*)lightshade);
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mlightshade = _mm_shuffle_epi32(mlightshade, _MM_SHUFFLE(1, 0, 1, 0));
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mlightshade = _mm_packs_epi32(mlightshade, mlightshade);
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__m128i mdestcolor = _mm_srli_epi16(_mm_mullo_epi16(mfgcolor, mlightshade), 8);
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mdestcolor = _mm_packus_epi16(mdestcolor, _mm_setzero_si128());
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mdestcolor = _mm_or_si128(mdestcolor, _mm_set1_epi32(0xff000000));
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_mm_storel_epi64((__m128i*)(destLine + x), mdestcolor);
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x += 2;
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}
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else
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{
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for (int i = 0; i < 2; i++)
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{
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bool processPixel = depthTest ? zbufferLine[x] <= posXW : true;
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if (processPixel) // Pixel is visible (passed stencil and depth tests)
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if (zbufferLine[x] <= posXW)
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{
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if (writeColor)
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
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uint32_t fgcolor_r = RPART(fgcolor);
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uint32_t fgcolor_g = GPART(fgcolor);
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uint32_t fgcolor_b = BPART(fgcolor);
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uint32_t fgcolor_a = APART(fgcolor);
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if (fgcolor_a > 127)
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{
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if (texPixels)
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{
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
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fgcolor_r = (fgcolor_r * lightshade) >> 8;
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fgcolor_g = (fgcolor_g * lightshade) >> 8;
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fgcolor_b = (fgcolor_b * lightshade) >> 8;
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uint32_t fgcolor_r = RPART(fgcolor);
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uint32_t fgcolor_g = GPART(fgcolor);
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uint32_t fgcolor_b = BPART(fgcolor);
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uint32_t fgcolor_a = APART(fgcolor);
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if (fgcolor_a > 127)
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{
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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fgcolor_r = (fgcolor_r * lightshade) >> 8;
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fgcolor_g = (fgcolor_g * lightshade) >> 8;
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fgcolor_b = (fgcolor_b * lightshade) >> 8;
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destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
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}
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}
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else
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{
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destLine[x] = color;
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}
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destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
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}
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if (writeDepth)
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zbufferLine[x] = posXW;
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zbufferLine[x] = posXW;
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}
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posXW += stepXW;
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@ -1286,68 +1329,184 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadD
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}
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}
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}
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else
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while (x < x1)
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{
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uint8_t *dest = args->dest;
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const uint8_t *texPixels = args->uniforms->TexturePixels();
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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if (zbufferLine[x] <= posXW)
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{
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int x0 = leftEdge[y];
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int x1 = rightEdge[y];
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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uint8_t *destLine = dest + pitch * y;
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float *zbufferLine = zbuffer + stencilpitch * y;
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
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float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
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float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
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float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
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int x = x0;
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while (x < x1)
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uint32_t fgcolor_r = RPART(fgcolor);
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uint32_t fgcolor_g = GPART(fgcolor);
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uint32_t fgcolor_b = BPART(fgcolor);
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uint32_t fgcolor_a = APART(fgcolor);
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if (fgcolor_a > 127)
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{
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bool processPixel = depthTest ? zbufferLine[x] <= posXW : true;
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if (processPixel) // Pixel is visible (passed stencil and depth tests)
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{
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if (writeColor)
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{
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if (texPixels)
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{
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
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fgcolor_r = (fgcolor_r * lightshade) >> 8;
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fgcolor_g = (fgcolor_g * lightshade) >> 8;
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fgcolor_b = (fgcolor_b * lightshade) >> 8;
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
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uint8_t shadedfg = colormaps[lightshade + fgcolor];
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if (fgcolor != 0)
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destLine[x] = shadedfg;
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}
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else
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{
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destLine[x] = color;
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}
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}
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if (writeDepth)
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zbufferLine[x] = posXW;
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}
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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x++;
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destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
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}
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zbufferLine[x] = posXW;
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}
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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x++;
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}
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}
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#else
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void ScreenTriangle::DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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{
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float v1X = args->v1->x;
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float v1Y = args->v1->y;
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float v1W = args->v1->w;
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float v1U = args->v1->u * v1W;
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float v1V = args->v1->v * v1W;
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float stepXW = args->gradientX.W;
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float stepXU = args->gradientX.U;
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float stepXV = args->gradientX.V;
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float startX = x0 + (0.5f - v1X);
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float startY = y + (0.5f - v1Y);
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float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
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float posXU = v1U + stepXU * startX + args->gradientY.U * startY;
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float posXV = v1V + stepXV * startX + args->gradientY.V * startY;
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const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
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int texWidth = args->uniforms->TextureWidth();
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int texHeight = args->uniforms->TextureHeight();
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bool is_fixed_light = args->uniforms->FixedLight();
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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uint32_t light = args->uniforms->Light();
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float shade = 2.0f - (light + 12.0f) / 128.0f;
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float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
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light += light >> 7; // 255 -> 256
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float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
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uint32_t *dest = (uint32_t*)args->dest;
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uint32_t *destLine = dest + args->pitch * y;
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int x = x0;
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while (x < x1)
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{
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if (zbufferLine[x] <= posXW)
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{
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
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uint32_t fgcolor_r = RPART(fgcolor);
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uint32_t fgcolor_g = GPART(fgcolor);
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uint32_t fgcolor_b = BPART(fgcolor);
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uint32_t fgcolor_a = APART(fgcolor);
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if (fgcolor_a > 127)
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{
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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fgcolor_r = (fgcolor_r * lightshade) >> 8;
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fgcolor_g = (fgcolor_g * lightshade) >> 8;
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fgcolor_b = (fgcolor_b * lightshade) >> 8;
|
||||
|
||||
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
|
||||
}
|
||||
|
||||
zbufferLine[x] = posXW;
|
||||
}
|
||||
|
||||
posXW += stepXW;
|
||||
posXU += stepXU;
|
||||
posXV += stepXV;
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void ScreenTriangle::DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
float v1X = args->v1->x;
|
||||
float v1Y = args->v1->y;
|
||||
float v1W = args->v1->w;
|
||||
float v1U = args->v1->u * v1W;
|
||||
float v1V = args->v1->v * v1W;
|
||||
float stepXW = args->gradientX.W;
|
||||
float stepXU = args->gradientX.U;
|
||||
float stepXV = args->gradientX.V;
|
||||
float startX = x0 + (0.5f - v1X);
|
||||
float startY = y + (0.5f - v1Y);
|
||||
float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
|
||||
float posXU = v1U + stepXU * startX + args->gradientY.U * startY;
|
||||
float posXV = v1V + stepXV * startX + args->gradientY.V * startY;
|
||||
|
||||
auto colormaps = args->uniforms->BaseColormap();
|
||||
|
||||
const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
|
||||
int texWidth = args->uniforms->TextureWidth();
|
||||
int texHeight = args->uniforms->TextureHeight();
|
||||
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += light >> 7; // 255 -> 256
|
||||
|
||||
float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
|
||||
|
||||
uint32_t *dest = (uint32_t*)args->dest;
|
||||
uint32_t *destLine = dest + args->pitch * y;
|
||||
|
||||
int x = x0;
|
||||
while (x < x1)
|
||||
{
|
||||
if (zbufferLine[x] <= posXW)
|
||||
{
|
||||
float rcpW = 0x01000000 / posXW;
|
||||
int32_t u = (int32_t)(posXU * rcpW);
|
||||
int32_t v = (int32_t)(posXV * rcpW);
|
||||
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
int lightshade = lightpos >> 8;
|
||||
|
||||
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
|
||||
uint8_t shadedfg = colormaps[lightshade + fgcolor];
|
||||
|
||||
if (fgcolor != 0)
|
||||
destLine[x] = shadedfg;
|
||||
}
|
||||
|
||||
posXW += stepXW;
|
||||
posXU += stepXU;
|
||||
posXV += stepXV;
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -150,6 +150,8 @@ class ScreenTriangle
|
|||
public:
|
||||
static void Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args);
|
||||
static void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args);
|
||||
|
||||
static void(*TriDrawers8[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *);
|
||||
static void(*TriDrawers32[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *);
|
||||
|
|
Loading…
Reference in a new issue