Add column drawers

This commit is contained in:
Magnus Norddahl 2016-12-05 12:41:16 +01:00
parent bc66682860
commit 2ca0238e2f
2 changed files with 666 additions and 0 deletions

View File

@ -9,6 +9,47 @@
#include "v_video.h" #include "v_video.h"
#include "r_draw_pal.h" #include "r_draw_pal.h"
/*
[RH] This translucency algorithm is based on DOSDoom 0.65's, but uses
a 32k RGB table instead of an 8k one. At least on my machine, it's
slightly faster (probably because it uses only one shift instead of
two), and it looks considerably less green at the ends of the
translucency range. The extra size doesn't appear to be an issue.
The following note is from DOSDoom 0.65:
New translucency algorithm, by Erik Sandberg:
Basically, we compute the red, green and blue values for each pixel, and
then use a RGB table to check which one of the palette colours that best
represents those RGB values. The RGB table is 8k big, with 4 R-bits,
5 G-bits and 4 B-bits. A 4k table gives a bit too bad precision, and a 32k
table takes up more memory and results in more cache misses, so an 8k
table seemed to be quite ultimate.
The computation of the RGB for each pixel is accelerated by using two
1k tables for each translucency level.
The xth element of one of these tables contains the r, g and b values for
the colour x, weighted for the current translucency level (for example,
the weighted rgb values for background colour at 75% translucency are 1/4
of the original rgb values). The rgb values are stored as three
low-precision fixed point values, packed into one long per colour:
Bit 0-4: Frac part of blue (5 bits)
Bit 5-8: Int part of blue (4 bits)
Bit 9-13: Frac part of red (5 bits)
Bit 14-17: Int part of red (4 bits)
Bit 18-22: Frac part of green (5 bits)
Bit 23-27: Int part of green (5 bits)
Bit 28-31: All zeros (4 bits)
The point of this format is that the two colours now can be added, and
then be converted to a RGB table index very easily: First, we just set
all the frac bits and the four upper zero bits to 1. It's now possible
to get the RGB table index by anding the current value >> 5 with the
current value >> 19. When asm-optimised, this should be the fastest
algorithm that uses RGB tables.
*/
namespace swrenderer namespace swrenderer
{ {
PalWall1Command::PalWall1Command() PalWall1Command::PalWall1Command()
@ -830,74 +871,677 @@ namespace swrenderer
PalColumnCommand::PalColumnCommand() PalColumnCommand::PalColumnCommand()
{ {
using namespace drawerargs;
_count = dc_count;
_dest = dc_dest;
_pitch = dc_pitch;
_iscale = dc_iscale;
_texturefrac = dc_texturefrac;
_colormap = dc_colormap;
_source = dc_source;
_translation = dc_translation;
_color = dc_color;
_srcblend = dc_srcblend;
_destblend = dc_destblend;
_srccolor = dc_srccolor;
} }
void DrawColumnPalCommand::Execute(DrawerThread *thread) void DrawColumnPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
// Zero length, column does not exceed a pixel.
if (count <= 0)
return;
// Framebuffer destination address.
dest = _dest;
// Determine scaling,
// which is the only mapping to be done.
fracstep = _iscale;
frac = _texturefrac;
{
// [RH] Get local copies of these variables so that the compiler
// has a better chance of optimizing this well.
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
// Inner loop that does the actual texture mapping,
// e.g. a DDA-lile scaling.
// This is as fast as it gets.
do
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
*dest = colormap[source[frac >> FRACBITS]];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void FillColumnPalCommand::Execute(DrawerThread *thread) void FillColumnPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
count = _count;
if (count <= 0)
return;
dest = _dest;
{
int pitch = _pitch;
BYTE color = _color;
do
{
*dest = color;
dest += pitch;
} while (--count);
}
} }
void FillColumnAddPalCommand::Execute(DrawerThread *thread) void FillColumnAddPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
count = _count;
if (count <= 0)
return;
dest = _dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = _destblend;
fg = _srccolor;
int pitch = _pitch;
do
{
DWORD bg;
bg = (fg + bg2rgb[*dest]) | 0x1f07c1f;
*dest = RGB32k.All[bg & (bg >> 15)];
dest += pitch;
} while (--count);
} }
void FillColumnAddClampPalCommand::Execute(DrawerThread *thread) void FillColumnAddClampPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
count = _count;
if (count <= 0)
return;
dest = _dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = _destblend;
fg = _srccolor;
int pitch = _pitch;
do
{
DWORD a = fg + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k.All[a & (a >> 15)];
dest += pitch;
} while (--count);
} }
void FillColumnSubClampPalCommand::Execute(DrawerThread *thread) void FillColumnSubClampPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
count = _count;
if (count <= 0)
return;
dest = _dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = _destblend;
fg = _srccolor | 0x40100400;
int pitch = _pitch;
do
{
DWORD a = fg - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k.All[a & (a >> 15)];
dest += pitch;
} while (--count);
} }
void FillColumnRevSubClampPalCommand::Execute(DrawerThread *thread) void FillColumnRevSubClampPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
count = _count;
if (count <= 0)
return;
dest = _dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = _destblend;
fg = _srccolor;
int pitch = _pitch;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg;
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k.All[a & (a >> 15)];
dest += pitch;
} while (--count);
} }
void DrawColumnAddPalCommand::Execute(DrawerThread *thread) void DrawColumnAddPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
do
{
DWORD fg = colormap[source[frac >> FRACBITS]];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg + bg) | 0x1f07c1f;
*dest = RGB32k.All[fg & (fg >> 15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnTranslatedPalCommand::Execute(DrawerThread *thread) void DrawColumnTranslatedPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE* dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
// [RH] Local copies of global vars to improve compiler optimizations
const BYTE *colormap = _colormap;
const BYTE *translation = _translation;
const BYTE *source = _source;
int pitch = _pitch;
do
{
*dest = colormap[translation[source[frac >> FRACBITS]]];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnTlatedAddPalCommand::Execute(DrawerThread *thread) void DrawColumnTlatedAddPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
const BYTE *translation = _translation;
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
do
{
DWORD fg = colormap[translation[source[frac >> FRACBITS]]];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg + bg) | 0x1f07c1f;
*dest = RGB32k.All[fg & (fg >> 15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnShadedPalCommand::Execute(DrawerThread *thread) void DrawColumnShadedPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac, fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *source = _source;
const BYTE *colormap = _colormap;
int pitch = _pitch;
DWORD *fgstart = &Col2RGB8[0][_color];
do
{
DWORD val = colormap[source[frac >> FRACBITS]];
DWORD fg = fgstart[val << 8];
val = (Col2RGB8[64 - val][*dest] + fg) | 0x1f07c1f;
*dest = RGB32k.All[val & (val >> 15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnAddClampPalCommand::Execute(DrawerThread *thread) void DrawColumnAddClampPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
do
{
DWORD a = fg2rgb[colormap[source[frac >> FRACBITS]]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k.All[a & (a >> 15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnAddClampTranslatedPalCommand::Execute(DrawerThread *thread) void DrawColumnAddClampTranslatedPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *translation = _translation;
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
do
{
DWORD a = fg2rgb[colormap[translation[source[frac >> FRACBITS]]]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k.All[(a >> 15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnSubClampPalCommand::Execute(DrawerThread *thread) void DrawColumnSubClampPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
do
{
DWORD a = (fg2rgb[colormap[source[frac >> FRACBITS]]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k.All[a & (a >> 15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnSubClampTranslatedPalCommand::Execute(DrawerThread *thread) void DrawColumnSubClampTranslatedPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *translation = _translation;
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
do
{
DWORD a = (fg2rgb[colormap[translation[source[frac >> FRACBITS]]]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k.All[(a >> 15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnRevSubClampPalCommand::Execute(DrawerThread *thread) void DrawColumnRevSubClampPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[source[frac >> FRACBITS]]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k.All[a & (a >> 15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
} }
void DrawColumnRevSubClampTranslatedPalCommand::Execute(DrawerThread *thread) void DrawColumnRevSubClampTranslatedPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = _count;
if (count <= 0)
return;
dest = _dest;
fracstep = _iscale;
frac = _texturefrac;
{
const BYTE *translation = _translation;
const BYTE *colormap = _colormap;
const BYTE *source = _source;
int pitch = _pitch;
DWORD *fg2rgb = _srcblend;
DWORD *bg2rgb = _destblend;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[translation[source[frac >> FRACBITS]]]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k.All[(a >> 15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
/////////////////////////////////////////////////////////////////////////
DrawFuzzColumnPalCommand::DrawFuzzColumnPalCommand()
{
using namespace drawerargs;
_yl = dc_yl;
_yh = dc_yh;
_x = dc_x;
_destorg = dc_destorg;
_pitch = dc_pitch;
} }
void DrawFuzzColumnPalCommand::Execute(DrawerThread *thread) void DrawFuzzColumnPalCommand::Execute(DrawerThread *thread)
{ {
int count;
BYTE *dest;
// Adjust borders. Low...
if (_yl == 0)
_yl = 1;
// .. and high.
if (_yh > fuzzviewheight)
_yh = fuzzviewheight;
count = _yh - _yl;
// Zero length.
if (count < 0)
return;
count++;
dest = ylookup[_yl] + _x + _destorg;
// colormap #6 is used for shading (of 0-31, a bit brighter than average)
{
// [RH] Make local copies of global vars to try and improve
// the optimizations made by the compiler.
int pitch = _pitch;
int fuzz = fuzzpos;
int cnt;
BYTE *map = &NormalLight.Maps[6 * 256];
// [RH] Split this into three separate loops to minimize
// the number of times fuzzpos needs to be clamped.
if (fuzz)
{
cnt = MIN(FUZZTABLE - fuzz, count);
count -= cnt;
do
{
*dest = map[dest[fuzzoffset[fuzz++]]];
dest += pitch;
} while (--cnt);
}
if (fuzz == FUZZTABLE || count > 0)
{
while (count >= FUZZTABLE)
{
fuzz = 0;
cnt = FUZZTABLE;
count -= FUZZTABLE;
do
{
*dest = map[dest[fuzzoffset[fuzz++]]];
dest += pitch;
} while (--cnt);
}
fuzz = 0;
if (count > 0)
{
do
{
*dest = map[dest[fuzzoffset[fuzz++]]];
dest += pitch;
} while (--count);
}
}
fuzzpos = fuzz;
}
} }
///////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////

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@ -92,6 +92,20 @@ namespace swrenderer
public: public:
PalColumnCommand(); PalColumnCommand();
FString DebugInfo() override { return "PalColumnCommand"; } FString DebugInfo() override { return "PalColumnCommand"; }
protected:
int _count;
uint8_t *_dest;
int _pitch;
fixed_t _iscale;
fixed_t _texturefrac;
const uint8_t *_colormap;
const uint8_t *_source;
const uint8_t *_translation;
int _color;
uint32_t *_srcblend;
uint32_t *_destblend;
uint32_t _srccolor;
}; };
class DrawColumnPalCommand : public PalColumnCommand { public: void Execute(DrawerThread *thread) override; }; class DrawColumnPalCommand : public PalColumnCommand { public: void Execute(DrawerThread *thread) override; };
@ -114,8 +128,16 @@ namespace swrenderer
class DrawFuzzColumnPalCommand : public DrawerCommand class DrawFuzzColumnPalCommand : public DrawerCommand
{ {
public: public:
DrawFuzzColumnPalCommand();
void Execute(DrawerThread *thread) override; void Execute(DrawerThread *thread) override;
FString DebugInfo() override { return "DrawFuzzColumnPalCommand"; } FString DebugInfo() override { return "DrawFuzzColumnPalCommand"; }
private:
int _yl;
int _yh;
int _x;
uint8_t *_destorg;
int _pitch;
}; };
class PalSpanCommand : public DrawerCommand class PalSpanCommand : public DrawerCommand