From 5ffd26abeb506fa23cfdc5c591d8837194d6e034 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sat, 23 Sep 2017 15:51:40 +0200 Subject: [PATCH] - Add dynamic lights to the non-sse true color drawer --- src/polyrenderer/drawers/poly_drawer32.h | 140 +++++++++++++++++++++-- 1 file changed, 133 insertions(+), 7 deletions(-) diff --git a/src/polyrenderer/drawers/poly_drawer32.h b/src/polyrenderer/drawers/poly_drawer32.h index 2c85e257d..579488ea3 100644 --- a/src/polyrenderer/drawers/poly_drawer32.h +++ b/src/polyrenderer/drawers/poly_drawer32.h @@ -154,9 +154,62 @@ namespace TriScreenDrawerModes } } - template - FORCEINLINE BgraColor Shade32(BgraColor fgcolor, BgraColor mlight, uint32_t desaturate, uint32_t inv_desaturate, BgraColor shade_fade, BgraColor shade_light) + FORCEINLINE BgraColor VECTORCALL AddLights(BgraColor material, BgraColor fgcolor, BgraColor dynlight) { + fgcolor.r = MIN(fgcolor.r + ((material.r * dynlight.r) >> 8), (uint32_t)255); + fgcolor.g = MIN(fgcolor.g + ((material.g * dynlight.g) >> 8), (uint32_t)255); + fgcolor.b = MIN(fgcolor.b + ((material.b * dynlight.b) >> 8), (uint32_t)255); + return fgcolor; + } + + FORCEINLINE BgraColor VECTORCALL CalcDynamicLight(const PolyLight *lights, int num_lights, FVector3 worldpos, FVector3 worldnormal, uint32_t dynlightcolor) + { + BgraColor lit = dynlightcolor; + + for (int i = 0; i != num_lights; i++) + { + FVector3 lightpos = { lights[i].x, lights[i].y, lights[i].z }; + float light_radius = lights[i].radius; + + bool is_attenuated = light_radius < 0.0f; + if (is_attenuated) + light_radius = -light_radius; + + // L = light-pos + // dist = sqrt(dot(L, L)) + // distance_attenuation = 1 - MIN(dist * (1/radius), 1) + FVector3 L = lightpos - worldpos; + float dist2 = L | L; + float rcp_dist = 1.0f / sqrt(dist2); + float dist = dist2 * rcp_dist; + float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f); + + // The simple light type + float simple_attenuation = distance_attenuation; + + // The point light type + // diffuse = max(dot(N,normalize(L)),0) * attenuation + float dotNL = worldnormal | (L * rcp_dist); + float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation; + + uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation); + + BgraColor light_color = lights[i].color; + lit.r += (light_color.r * attenuation) >> 8; + lit.g += (light_color.g * attenuation) >> 8; + lit.b += (light_color.b * attenuation) >> 8; + } + + lit.r = MIN(lit.r, (uint32_t)256); + lit.g = MIN(lit.g, (uint32_t)256); + lit.b = MIN(lit.b, (uint32_t)256); + return lit; + } + + template + FORCEINLINE BgraColor Shade32(BgraColor fgcolor, BgraColor mlight, uint32_t desaturate, uint32_t inv_desaturate, BgraColor shade_fade, BgraColor shade_light, BgraColor dynlight) + { + BgraColor material = fgcolor; if (ShadeModeT::Mode == (int)ShadeMode::Simple) { fgcolor.r = (fgcolor.r * mlight.r) >> 8; @@ -170,7 +223,7 @@ namespace TriScreenDrawerModes fgcolor.g = (((shade_fade.g + ((fgcolor.g * inv_desaturate + intensity) >> 8) * mlight.g) >> 8) * shade_light.g) >> 8; fgcolor.b = (((shade_fade.b + ((fgcolor.b * inv_desaturate + intensity) >> 8) * mlight.b) >> 8) * shade_light.b) >> 8; } - return fgcolor; + return AddLights(material, fgcolor, dynlight); } template @@ -322,6 +375,11 @@ private: int fuzzpos = (ScreenTriangle::FuzzStart + destX * 123 + destY) % FUZZTABLE; + auto lights = args->uniforms->Lights(); + auto num_lights = args->uniforms->NumLights(); + FVector3 worldnormal = args->uniforms->Normal(); + uint32_t dynlightcolor = args->uniforms->DynLightColor(); + // Calculate gradients const ShadedTriVertex &v1 = *args->v1; ScreenTriangleStepVariables gradientX = args->gradientX; @@ -330,9 +388,15 @@ private: blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y); blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y); blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y); + blockPosY.WorldX = v1.worldX * v1.w + gradientX.WorldX * (destX - v1.x) + gradientY.WorldX * (destY - v1.y); + blockPosY.WorldY = v1.worldY * v1.w + gradientX.WorldY * (destX - v1.x) + gradientY.WorldY * (destY - v1.y); + blockPosY.WorldZ = v1.worldZ * v1.w + gradientX.WorldZ * (destX - v1.x) + gradientY.WorldZ * (destY - v1.y); gradientX.W *= 8.0f; gradientX.U *= 8.0f; gradientX.V *= 8.0f; + gradientX.WorldX *= 8.0f; + gradientX.WorldY *= 8.0f; + gradientX.WorldZ *= 8.0f; // Output uint32_t * RESTRICT destOrg = (uint32_t*)args->dest; @@ -401,10 +465,16 @@ private: fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask); + FVector3 worldpos = FVector3(blockPosY.WorldX, blockPosY.WorldY, blockPosY.WorldZ) / blockPosY.W; + BgraColor dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor); + ScreenTriangleStepVariables blockPosX = blockPosY; blockPosX.W += gradientX.W; blockPosX.U += gradientX.U; blockPosX.V += gradientX.V; + blockPosX.WorldX += gradientX.WorldX; + blockPosX.WorldY += gradientX.WorldY; + blockPosX.WorldZ += gradientX.WorldZ; rcpW = 0x01000000 / blockPosX.W; int32_t nextU = (int32_t)(blockPosX.U * rcpW); @@ -416,6 +486,13 @@ private: fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; + worldpos = FVector3(blockPosX.WorldX, blockPosX.WorldY, blockPosX.WorldZ) / blockPosX.W; + BgraColor dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor); + BgraColor dynlightstep; + dynlightstep.r = int32_t(dynlightnext.r - dynlight.r) >> 3; + dynlightstep.g = int32_t(dynlightnext.g - dynlight.g) >> 3; + dynlightstep.b = int32_t(dynlightnext.b - dynlight.b) >> 3; + for (int ix = 0; ix < 8; ix++) { // Load bgcolor @@ -456,16 +533,23 @@ private: } // Shade and blend - BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light); + BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight); BgraColor outcolor = Blend32(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha); // Store result dest[ix] = outcolor; + + dynlight.r = MAX(dynlight.r + dynlightstep.r, 0); + dynlight.g = MAX(dynlight.g + dynlightstep.g, 0); + dynlight.b = MAX(dynlight.b + dynlightstep.b, 0); } blockPosY.W += gradientY.W; blockPosY.U += gradientY.U; blockPosY.V += gradientY.V; + blockPosY.WorldX += gradientY.WorldX; + blockPosY.WorldY += gradientY.WorldY; + blockPosY.WorldZ += gradientY.WorldZ; dest += pitch; } @@ -482,10 +566,16 @@ private: fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask); + FVector3 worldpos = FVector3(blockPosY.WorldX, blockPosY.WorldY, blockPosY.WorldZ) / blockPosY.W; + BgraColor dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor); + ScreenTriangleStepVariables blockPosX = blockPosY; blockPosX.W += gradientX.W; blockPosX.U += gradientX.U; blockPosX.V += gradientX.V; + blockPosX.WorldX += gradientX.WorldX; + blockPosX.WorldY += gradientX.WorldY; + blockPosX.WorldZ += gradientX.WorldZ; rcpW = 0x01000000 / blockPosX.W; int32_t nextU = (int32_t)(blockPosX.U * rcpW); @@ -497,6 +587,13 @@ private: fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; + worldpos = FVector3(blockPosX.WorldX, blockPosX.WorldY, blockPosX.WorldZ) / blockPosX.W; + BgraColor dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor); + BgraColor dynlightstep; + dynlightstep.r = int32_t(dynlightnext.r - dynlight.r) >> 3; + dynlightstep.g = int32_t(dynlightnext.g - dynlight.g) >> 3; + dynlightstep.b = int32_t(dynlightnext.b - dynlight.b) >> 3; + for (int x = 0; x < 8; x++) { // Load bgcolor @@ -539,18 +636,25 @@ private: } // Shade and blend - BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light); + BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight); BgraColor outcolor = Blend32(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha); // Store result if (mask0 & (1 << 31)) dest[x] = outcolor; mask0 <<= 1; + + dynlight.r = MAX(dynlight.r + dynlightstep.r, 0); + dynlight.g = MAX(dynlight.g + dynlightstep.g, 0); + dynlight.b = MAX(dynlight.b + dynlightstep.b, 0); } blockPosY.W += gradientY.W; blockPosY.U += gradientY.U; blockPosY.V += gradientY.V; + blockPosY.WorldX += gradientY.WorldX; + blockPosY.WorldY += gradientY.WorldY; + blockPosY.WorldZ += gradientY.WorldZ; dest += pitch; } @@ -565,10 +669,16 @@ private: fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask); + FVector3 worldpos = FVector3(blockPosY.WorldX, blockPosY.WorldY, blockPosY.WorldZ) / blockPosY.W; + BgraColor dynlight = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor); + ScreenTriangleStepVariables blockPosX = blockPosY; blockPosX.W += gradientX.W; blockPosX.U += gradientX.U; blockPosX.V += gradientX.V; + blockPosX.WorldX += gradientX.WorldX; + blockPosX.WorldY += gradientX.WorldY; + blockPosX.WorldZ += gradientX.WorldZ; rcpW = 0x01000000 / blockPosX.W; int32_t nextU = (int32_t)(blockPosX.U * rcpW); @@ -580,6 +690,13 @@ private: fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; + worldpos = FVector3(blockPosX.WorldX, blockPosX.WorldY, blockPosX.WorldZ) / blockPosX.W; + BgraColor dynlightnext = CalcDynamicLight(lights, num_lights, worldpos, worldnormal, dynlightcolor); + BgraColor dynlightstep; + dynlightstep.r = int32_t(dynlightnext.r - dynlight.r) >> 3; + dynlightstep.g = int32_t(dynlightnext.g - dynlight.g) >> 3; + dynlightstep.b = int32_t(dynlightnext.b - dynlight.b) >> 3; + for (int x = 0; x < 8; x++) { // Load bgcolor @@ -622,18 +739,25 @@ private: } // Shade and blend - BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light); + BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight); BgraColor outcolor = Blend32(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha); // Store result if (mask1 & (1 << 31)) dest[x] = outcolor; mask1 <<= 1; + + dynlight.r = MAX(dynlight.r + dynlightstep.r, 0); + dynlight.g = MAX(dynlight.g + dynlightstep.g, 0); + dynlight.b = MAX(dynlight.b + dynlightstep.b, 0); } blockPosY.W += gradientY.W; blockPosY.U += gradientY.U; blockPosY.V += gradientY.V; + blockPosY.WorldX += gradientY.WorldX; + blockPosY.WorldY += gradientY.WorldY; + blockPosY.WorldZ += gradientY.WorldZ; dest += pitch; } @@ -707,6 +831,8 @@ private: lightpos += lightpos >> 7; // 255 -> 256 BgraColor mlight; + BgraColor dynlight = 0; + // Shade constants int inv_desaturate; BgraColor shade_fade_lit, shade_light; @@ -774,7 +900,7 @@ private: posU += stepU; // Shade and blend - BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light); + BgraColor fgcolor = Shade32(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight); BgraColor outcolor = Blend32(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha); // Store result