qzdoom-gpl/tools/drawergen/fixedfunction/drawtrianglecodegen.h

112 lines
3.4 KiB
C++

/*
** DrawTriangle code generation
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include "drawercodegen.h"
struct SSATriVertex
{
SSAFloat x, y, z, w;
SSAFloat varying[TriVertex::NumVarying];
};
struct SSAStepVariables
{
SSAFloat W;
SSAFloat Varying[TriVertex::NumVarying];
};
class DrawTriangleCodegen : public DrawerCodegen
{
public:
void Generate(TriBlendMode blendmode, bool truecolor, bool colorfill, SSAValue args, SSAValue thread_data);
private:
void LoadArgs(SSAValue args, SSAValue thread_data);
SSATriVertex LoadTriVertex(SSAValue v);
void LoadUniforms(SSAValue uniforms);
void CalculateGradients();
SSAFloat FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
SSAFloat FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
void DrawFullSpans(bool isSimpleShade);
void DrawPartialBlocks(bool isSimpleShade);
SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying, bool isSimpleShade);
SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying);
SSAVec4i TranslateSample32(SSAInt *varying);
SSAInt TranslateSample8(SSAInt *varying);
SSAVec4i Sample32(SSAInt *varying);
SSAInt Sample8(SSAInt *varying);
SSAVec4i Shade32(SSAVec4i fg, SSAInt light, bool isSimpleShade);
SSAInt Shade8(SSAInt c);
SSAVec4i ToBgra(SSAInt index);
SSAInt ToPal8(SSAVec4i c);
SSAVec4i FadeOut(SSAInt frac, SSAVec4i color);
SSAStack<SSAInt> stack_i, stack_y, stack_x;
SSAStack<SSAFloat> stack_posYW, stack_posXW;
SSAStack<SSAFloat> stack_posYVarying[TriVertex::NumVarying];
SSAStack<SSAFloat> stack_posXVarying[TriVertex::NumVarying];
SSAStack<SSAInt> stack_varyingPos[TriVertex::NumVarying];
SSAStack<SSAInt> stack_lightpos;
SSAStack<SSAUBytePtr> stack_dest;
SSAStepVariables gradientX, gradientY, start;
SSAFloat shade, globVis;
SSAInt currentlight;
SSAUBytePtr currentcolormap;
SSAUBytePtr destOrg;
SSAInt pitch;
SSATriVertex v1;
SSATriVertex v2;
SSATriVertex v3;
SSAUBytePtr texturePixels;
SSAInt textureWidth;
SSAInt textureHeight;
SSAUBytePtr translation;
SSAInt color, srcalpha, destalpha;
SSAInt light;
SSAShadeConstants shade_constants;
SSABool is_simple_shade;
SSABool is_nearest_filter;
SSABool is_fixed_light;
SSAUBytePtr Colormaps;
SSAUBytePtr RGB256k;
SSAUBytePtr BaseColors;
SSAInt numSpans;
SSAInt numBlocks;
SSAInt startX;
SSAInt startY;
SSAValue fullSpans; // TriFullSpan[]
SSAValue partialBlocks; // TriPartialBlock[]
TriBlendMode blendmode;
bool truecolor;
bool colorfill;
int pixelsize;
};