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Add dynlights to wall drawer
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2 changed files with 1919 additions and 23 deletions
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@ -101,7 +101,7 @@ namespace swrenderer
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__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
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__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
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int desaturate = shade_constants.desaturate;
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int desaturate = shade_constants.desaturate;
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<? } ?>
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<? } ?>
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int count = args.Count();
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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uint32_t fracstep = args.TextureVStep();
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uint32_t fracstep = args.TextureVStep();
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@ -109,6 +109,15 @@ namespace swrenderer
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uint32_t texturefracx = args.TextureUPos();
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uint32_t texturefracx = args.TextureUPos();
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uint32_t *dest = (uint32_t*)args.Dest();
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uint32_t *dest = (uint32_t*)args.Dest();
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int dest_y = args.DestY();
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int dest_y = args.DestY();
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auto lights = args.dc_lights;
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auto num_lights = args.dc_num_lights;
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float vpz = args.dc_viewpos.Z;
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float stepvpz = args.dc_viewpos_step.Z;
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vpz += thread->skipped_by_thread(dest_y) * stepvpz;
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stepvpz *= thread->num_cores;
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__m128 viewpos_z = _mm_set_ps(vpz, vpz + stepvpz, 0.0f, 0.0f);
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__m128 step_viewpos_z = _mm_set1_ps(stepvpz * 2.0f);
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count = thread->count_for_thread(dest_y, count);
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count = thread->count_for_thread(dest_y, count);
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if (count <= 0) return;
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if (count <= 0) return;
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@ -157,6 +166,7 @@ namespace swrenderer
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_mm_storel_epi64((__m128i*)desttmp, outcolor);
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_mm_storel_epi64((__m128i*)desttmp, outcolor);
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dest[offset] = desttmp[0];
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dest[offset] = desttmp[0];
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dest[offset + pitch] = desttmp[1];
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dest[offset + pitch] = desttmp[1];
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viewpos_z = _mm_add_ps(viewpos_z, step_viewpos_z);
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}
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}
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if (ssecount * 2 != count)
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if (ssecount * 2 != count)
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@ -218,8 +228,9 @@ namespace swrenderer
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}
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}
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function Shade($isSimpleShade)
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function Shade($isSimpleShade)
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{
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{ ?>
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if ($isSimpleShade == true)
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__m128i material = fgcolor;
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<? if ($isSimpleShade == true)
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{ ?>
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{ ?>
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
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<? }
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<? }
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@ -242,6 +253,7 @@ namespace swrenderer
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fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
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fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
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<? }
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<? }
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AddLights();
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}
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}
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function Blend($blendVariant)
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function Blend($blendVariant)
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@ -312,5 +324,49 @@ namespace swrenderer
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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<? }
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<? }
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}
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}
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function AddLights()
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{ ?>
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__m128i lit = _mm_setzero_si128();
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for (int i = 0; i != num_lights; i++)
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{
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__m128 light_x = _mm_set1_ps(lights[i].x);
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__m128 light_y = _mm_set1_ps(lights[i].y);
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__m128 light_z = _mm_set1_ps(lights[i].z);
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__m128 light_radius = _mm_set1_ps(lights[i].radius);
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__m128 m256 = _mm_set1_ps(256.0f);
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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__m128 Lxy2 = light_x; // L.x*L.x + L.y*L.y
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__m128 Lz = _mm_sub_ps(light_z, viewpos_z);
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__m128 dist2 = _mm_add_ps(Lxy2, _mm_mul_ps(Lz, Lz));
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__m128 rcp_dist = _mm_rsqrt_ps(dist2);
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__m128 dist = _mm_mul_ps(dist2, rcp_dist);
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__m128 distance_attenuation = _mm_sub_ps(m256, _mm_min_ps(_mm_mul_ps(dist, light_radius), m256));
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// The simple light type
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__m128 simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = dot(N,L) * attenuation
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__m128 point_attenuation = _mm_mul_ps(_mm_mul_ps(light_y, rcp_dist), distance_attenuation);
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__m128 is_attenuated = _mm_cmpeq_ps(light_y, _mm_setzero_ps());
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__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, simple_attenuation), _mm_andnot_ps(is_attenuated, point_attenuation)));
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attenuation = _mm_packs_epi32(_mm_shuffle_epi32(attenuation, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1,1,1,1)));
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__m128i light_color = _mm_cvtsi32_si128(lights[i].color);
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light_color = _mm_unpacklo_epi8(light_color, _mm_setzero_si128());
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light_color = _mm_shuffle_epi32(light_color, _MM_SHUFFLE(1,0,1,0));
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lit = _mm_add_epi16(lit, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenuation), 8));
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}
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fgcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(material, lit), 8));
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fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(255));
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<? }
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?>
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?>
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}
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}
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