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112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
/*
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** DrawTriangle code generation
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "drawercodegen.h"
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struct SSATriVertex
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{
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SSAFloat x, y, z, w;
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SSAFloat varying[TriVertex::NumVarying];
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};
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struct SSAStepVariables
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{
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SSAFloat W;
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SSAFloat Varying[TriVertex::NumVarying];
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};
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class DrawTriangleCodegen : public DrawerCodegen
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{
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public:
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void Generate(TriBlendMode blendmode, bool truecolor, bool colorfill, SSAValue args, SSAValue thread_data);
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private:
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void LoadArgs(SSAValue args, SSAValue thread_data);
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SSATriVertex LoadTriVertex(SSAValue v);
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void LoadUniforms(SSAValue uniforms);
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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 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(bool isSimpleShade);
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void DrawPartialBlocks(bool isSimpleShade);
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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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SSAVec4i TranslateSample32(SSAInt *varying);
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SSAInt TranslateSample8(SSAInt *varying);
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SSAVec4i Sample32(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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SSAVec4i ToBgra(SSAInt index);
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SSAInt ToPal8(SSAVec4i c);
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SSAVec4i FadeOut(SSAInt frac, SSAVec4i color);
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SSAStack<SSAInt> stack_i, stack_y, stack_x;
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SSAStack<SSAFloat> stack_posYW, stack_posXW;
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SSAStack<SSAFloat> stack_posYVarying[TriVertex::NumVarying];
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SSAStack<SSAFloat> stack_posXVarying[TriVertex::NumVarying];
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SSAStack<SSAInt> stack_varyingPos[TriVertex::NumVarying];
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SSAStack<SSAInt> stack_lightpos;
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SSAStack<SSAUBytePtr> stack_dest;
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SSAStepVariables gradientX, gradientY, start;
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SSAFloat shade, globVis;
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SSAInt currentlight;
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SSAUBytePtr currentcolormap;
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SSAUBytePtr destOrg;
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SSAInt pitch;
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SSATriVertex v1;
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SSATriVertex v2;
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SSATriVertex v3;
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SSAUBytePtr texturePixels;
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SSAInt textureWidth;
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SSAInt textureHeight;
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SSAUBytePtr translation;
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SSAInt color, srcalpha, destalpha;
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SSAInt light;
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SSAShadeConstants shade_constants;
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SSABool is_simple_shade;
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SSABool is_nearest_filter;
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SSABool is_fixed_light;
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SSAUBytePtr Colormaps;
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SSAUBytePtr RGB256k;
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SSAUBytePtr BaseColors;
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SSAInt numSpans;
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SSAInt numBlocks;
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SSAInt startX;
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SSAInt startY;
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SSAValue fullSpans; // TriFullSpan[]
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SSAValue partialBlocks; // TriPartialBlock[]
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TriBlendMode blendmode;
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bool truecolor;
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bool colorfill;
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int pixelsize;
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};
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