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- implement blend functions
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f73470dcf4
commit
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2 changed files with 84 additions and 78 deletions
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@ -168,72 +168,3 @@ private:
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FVector3 mNormal;
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uint32_t mDynLightColor = 0;
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};
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#if 0
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class RectDrawArgs
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{
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public:
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void SetTexture(FSoftwareTexture *texture, FRenderStyle style);
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void SetTexture(FSoftwareTexture *texture, uint32_t translationID, FRenderStyle style);
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void SetLight(FSWColormap *basecolormap, uint32_t lightlevel);
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void SetStyle(TriBlendMode blendmode, double alpha = 1.0) { mBlendMode = blendmode; mAlpha = (uint32_t)(alpha * 256.0 + 0.5); }
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void SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FSoftwareTexture *texture, bool fullbright);
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void SetColor(uint32_t bgra, uint8_t palindex);
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void Draw(PolyRenderThread *thread, double x0, double x1, double y0, double y1, double u0, double u1, double v0, double v1);
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FSoftwareTexture *Texture() const { return mTexture; }
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const uint8_t *TexturePixels() const { return mTexturePixels; }
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int TextureWidth() const { return mTextureWidth; }
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int TextureHeight() const { return mTextureHeight; }
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const uint8_t *Translation() const { return mTranslation; }
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TriBlendMode BlendMode() const { return mBlendMode; }
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uint32_t Color() const { return mColor; }
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uint32_t Alpha() const { return mAlpha; }
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uint32_t Light() const { return mLight; }
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const uint8_t *BaseColormap() const { return mColormaps; }
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uint16_t ShadeLightAlpha() const { return mLightAlpha; }
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uint16_t ShadeLightRed() const { return mLightRed; }
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uint16_t ShadeLightGreen() const { return mLightGreen; }
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uint16_t ShadeLightBlue() const { return mLightBlue; }
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uint16_t ShadeFadeAlpha() const { return mFadeAlpha; }
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uint16_t ShadeFadeRed() const { return mFadeRed; }
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uint16_t ShadeFadeGreen() const { return mFadeGreen; }
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uint16_t ShadeFadeBlue() const { return mFadeBlue; }
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uint16_t ShadeDesaturate() const { return mDesaturate; }
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bool SimpleShade() const { return mSimpleShade; }
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float X0() const { return mX0; }
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float X1() const { return mX1; }
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float Y0() const { return mY0; }
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float Y1() const { return mY1; }
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float U0() const { return mU0; }
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float U1() const { return mU1; }
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float V0() const { return mV0; }
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float V1() const { return mV1; }
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private:
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FSoftwareTexture *mTexture = nullptr;
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const uint8_t *mTexturePixels = nullptr;
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int mTextureWidth = 0;
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int mTextureHeight = 0;
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const uint8_t *mTranslation = nullptr;
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const uint8_t *mColormaps = nullptr;
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TriBlendMode mBlendMode = TriBlendMode::Fill;
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uint32_t mLight = 0;
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uint32_t mColor = 0;
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uint32_t mAlpha = 0;
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uint16_t mLightAlpha = 0;
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uint16_t mLightRed = 0;
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uint16_t mLightGreen = 0;
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uint16_t mLightBlue = 0;
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uint16_t mFadeAlpha = 0;
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uint16_t mFadeRed = 0;
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uint16_t mFadeGreen = 0;
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uint16_t mFadeBlue = 0;
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uint16_t mDesaturate = 0;
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bool mSimpleShade = true;
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float mX0, mX1, mY0, mY1, mU0, mU1, mV0, mV1;
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};
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#endif
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@ -74,25 +74,100 @@ static void WriteVaryings(int y, int x0, int x1, const TriDrawTriangleArgs* args
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WriteVarying(args->v1->worldZ * args->v1->w + args->gradientX.WorldZ * startX + args->gradientY.WorldZ * startY, args->gradientX.WorldZ, x0, x1, thread->scanline.W, thread->scanline.WorldZ);
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}
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static void WriteBlend(int y, int x0, int x1, PolyTriangleThreadData* thread)
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static uint32_t BlendColor(FRenderStyle style, uint32_t fg, uint32_t bg)
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{
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static const int shiftTable[] = {
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0, 0, 0, 0, // STYLEALPHA_Zero
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0, 0, 0, 0, // STYLEALPHA_One
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24, 24, 24, 24, // STYLEALPHA_Src
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24, 24, 24, 24, // STYLEALPHA_InvSrc
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24, 16, 8, 0, // STYLEALPHA_SrcCol
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24, 16, 8, 0, // STYLEALPHA_InvSrcCol
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24, 16, 8, 0, // STYLEALPHA_DstCol
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24, 16, 8, 0 // STYLEALPHA_InvDstCol
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};
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bool invsrc = style.SrcAlpha & 1;
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bool invdst = style.DestAlpha & 1;
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int srcinput = style.SrcAlpha <= STYLEALPHA_One ? 0 : (style.SrcAlpha >= STYLEALPHA_DstCol ? bg : fg);
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int dstinput = style.DestAlpha <= STYLEALPHA_One ? 0 : (style.DestAlpha >= STYLEALPHA_DstCol ? bg : fg);
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const int* shiftsrc = shiftTable + (style.SrcAlpha << 2);
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const int* shiftdst = shiftTable + (style.DestAlpha << 2);
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int32_t src[4], dst[4];
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for (int i = 0; i < 4; i++)
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{
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// Grab component for scale factors
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src[i] = (srcinput >> shiftsrc[i]) & 0xff;
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dst[i] = (dstinput >> shiftdst[i]) & 0xff;
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// Inverse if needed
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src[i] = invsrc ? 0xff - src[i] : src[i];
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dst[i] = invdst ? 0xff - dst[i] : dst[i];
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// Rescale 0-255 to 0-256
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src[i] = src[i] + (src[i] >> 7);
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dst[i] = dst[i] + (dst[i] >> 7);
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// Multiply with input
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src[i] = src[i] * ((fg >> (24 - (i << 3))) & 0xff);
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dst[i] = dst[i] * ((bg >> (24 - (i << 3))) & 0xff);
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}
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uint32_t out[4];
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switch (style.BlendOp)
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{
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default:
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case STYLEOP_Add: for (int i = 0; i < 4; i++) out[i] = clamp((src[i] + dst[i] + 127) >> 8, 0, 255); break;
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case STYLEOP_Sub: for (int i = 0; i < 4; i++) out[i] = clamp((src[i] - dst[i] + 127) >> 8, 0, 255); break;
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case STYLEOP_RevSub: for (int i = 0; i < 4; i++) out[i] = clamp((dst[i] - src[i] + 127) >> 8, 0, 255); break;
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}
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return MAKEARGB(out[0], out[1], out[2], out[3]);
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}
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static void WriteColor(int y, int x0, int x1, PolyTriangleThreadData* thread)
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{
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uint32_t* dest = (uint32_t*)thread->dest;
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uint32_t* line = dest + y * (ptrdiff_t)thread->dest_pitch;
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FRenderStyle style = thread->RenderStyle;
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uint32_t* fragcolor = thread->scanline.FragColor;
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if (!thread->AlphaTest)
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if (style.BlendOp == STYLEOP_Add && style.SrcAlpha == STYLEALPHA_One && style.DestAlpha == STYLEALPHA_Zero)
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{
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for (int x = x0; x < x1; x++)
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if (!thread->AlphaTest)
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{
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line[x] = thread->scanline.FragColor[x];
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for (int x = x0; x < x1; x++)
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{
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line[x] = fragcolor[x];
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}
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}
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else
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{
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for (int x = x0; x < x1; x++)
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{
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if (fragcolor[x] > 0x7f000000)
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line[x] = fragcolor[x];
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}
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}
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}
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else
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{
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uint32_t* fragcolor = thread->scanline.FragColor;
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for (int x = x0; x < x1; x++)
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if (!thread->AlphaTest)
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{
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if (fragcolor[x] > 0x7f000000)
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line[x] = thread->scanline.FragColor[x];
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for (int x = x0; x < x1; x++)
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{
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line[x] = BlendColor(style, fragcolor[x], line[x]);
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}
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}
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else
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{
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for (int x = x0; x < x1; x++)
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{
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if (fragcolor[x] > 0x7f000000)
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line[x] = BlendColor(style, fragcolor[x], line[x]);
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}
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}
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}
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}
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@ -173,7 +248,7 @@ static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, Pol
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RunShader(x0, x1, thread);
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if (thread->drawargs.WriteColor())
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WriteBlend(y, x0, x1, thread);
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WriteColor(y, x0, x1, thread);
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if (thread->drawargs.WriteDepth())
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WriteDepth(y, x0, x1, thread);
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if (thread->drawargs.WriteStencil())
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