mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-03-17 16:32:20 +00:00
- fix botched merge, part 3?
This commit is contained in:
parent
9aba7d0889
commit
e0c4631964
30 changed files with 99 additions and 1474 deletions
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@ -310,6 +310,7 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
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set( CMAKE_CXX_FLAGS "${SANITIZER_FLAG} ${CMAKE_CXX_FLAGS}" )
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set( CMAKE_C_FLAGS "${SANITIZER_FLAG} ${CMAKE_C_FLAGS}" )
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set( CMAKE_EXE_LINKER_FLAGS "${SANITIZER_FLAG} ${CMAKE_EXE_LINKER_FLAGS}" )
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if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" AND CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "4.5")
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set( CMAKE_C_FLAGS "-Wno-unused-result ${CMAKE_C_FLAGS}" )
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@ -82,9 +82,6 @@
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static FRandom pr_dmspawn ("DMSpawn");
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static FRandom pr_pspawn ("PlayerSpawn");
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const int SAVEPICWIDTH = 216;
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const int SAVEPICHEIGHT = 162;
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bool G_CheckDemoStatus (void);
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void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
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void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
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@ -102,5 +102,7 @@ class AInventory;
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extern const AInventory *SendItemUse, *SendItemDrop;
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extern int SendItemDropAmount;
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const int SAVEPICWIDTH = 216;
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const int SAVEPICHEIGHT = 162;
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#endif
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@ -54,7 +54,7 @@ VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
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return objectToWorldMatrix;
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}
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void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
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void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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glDepthFunc(GL_LEQUAL);
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gl_RenderState.EnableTexture(true);
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@ -65,7 +65,7 @@ void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]) && !(smf->flags & MDL_DONTCULLBACKFACES))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CCW : GL_CW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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@ -81,7 +81,7 @@ void FGLModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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glDisable(GL_CULL_FACE);
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}
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void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
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void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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glDepthFunc(GL_LEQUAL);
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@ -91,7 +91,7 @@ void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace(GLPortal::isMirrored()? GL_CW : GL_CCW);
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glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CW : GL_CCW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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@ -37,13 +37,13 @@ public:
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FGLModelRenderer(int mli) : modellightindex(mli)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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void SetVertexBuffer(IModelVertexBuffer *buffer) override;
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void ResetVertexBuffer() override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
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void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawHUDModel(AActor *actor) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
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@ -35,6 +35,7 @@
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#include "p_effect.h"
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#include "d_player.h"
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#include "a_dynlight.h"
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#include "g_game.h"
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#include "swrenderer/r_swscene.h"
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#include "hwrenderer/utility/hw_clock.h"
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@ -96,6 +97,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mLights = nullptr;
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mScreenBuffers = nullptr;
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mSaveBuffers = nullptr;
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mPresentShader = nullptr;
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mPresent3dCheckerShader = nullptr;
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mPresent3dColumnShader = nullptr;
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@ -122,7 +125,9 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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void FGLRenderer::Initialize(int width, int height)
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{
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mBuffers = new FGLRenderBuffers();
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mScreenBuffers = new FGLRenderBuffers();
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mSaveBuffers = new FGLRenderBuffers();
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mBuffers = mScreenBuffers;
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mLinearDepthShader = new FLinearDepthShader();
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mDepthBlurShader = new FDepthBlurShader();
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mSSAOShader = new FSSAOShader();
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@ -400,7 +405,9 @@ void FGLRenderer::WriteSavePic(player_t *player, FileWriter *file, int width, in
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void FGLRenderer::BeginFrame()
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{
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buffersActive = GLRenderer->mBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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if (buffersActive)
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buffersActive = GLRenderer->mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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//===========================================================================
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@ -100,6 +100,8 @@ public:
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int mOldFBID;
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FGLRenderBuffers *mBuffers;
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FGLRenderBuffers *mScreenBuffers;
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FGLRenderBuffers *mSaveBuffers;
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FLinearDepthShader *mLinearDepthShader;
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FSSAOShader *mSSAOShader;
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FDepthBlurShader *mDepthBlurShader;
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@ -395,7 +395,6 @@ void GLSceneDrawer::RenderTranslucent(FDrawInfo *di)
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{
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RenderAll.Clock();
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glDepthMask(false);
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gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
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// final pass: translucent stuff
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@ -404,6 +403,7 @@ void GLSceneDrawer::RenderTranslucent(FDrawInfo *di)
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gl_RenderState.EnableBrightmap(true);
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di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_TRANSLUCENT);
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glDepthMask(false);
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di->DrawSorted(GLDL_TRANSLUCENT);
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gl_RenderState.EnableBrightmap(false);
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@ -656,7 +656,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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screen->SetOutputViewport(bounds);
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screen->SetViewportRects(bounds);
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Set3DViewport(mainview);
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GLRenderer->mDrawingScene2D = true;
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GLRenderer->mCurrentFoV = fov;
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@ -713,20 +713,24 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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// if GLRenderer->mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data.
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glFinish();
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// Switch to render buffers dimensioned for the savepic
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GLRenderer->mBuffers = GLRenderer->mSaveBuffers;
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P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
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bounds.left=0;
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bounds.top=0;
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bounds.width=width;
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bounds.height=height;
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glFlush();
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SetFixedColormap(player);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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GLRenderer->mVBO->Reset();
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if (!gl.legacyMode) GLRenderer->mLights->Clear();
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
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r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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glDisable(GL_STENCIL_TEST);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetSoftLightLevel(-1);
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@ -737,12 +741,16 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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screen->Draw2D();
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}
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GLRenderer->CopyToBackbuffer(&bounds, false);
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glFlush();
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screen->SetOutputViewport(nullptr);
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// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
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glFinish();
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uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3);
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glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
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M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma);
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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GLRenderer->mBuffers = GLRenderer->mScreenBuffers;
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}
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@ -136,7 +136,7 @@ void OpenGLFrameBuffer::InitializeState()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLRenderer->Initialize(GetWidth(), GetHeight());
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SetOutputViewport(nullptr);
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SetViewportRects(nullptr);
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}
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//==========================================================================
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@ -164,14 +164,11 @@ void OpenGLFrameBuffer::Update()
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int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
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if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
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{
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// Do not call Resize here because it's only for software canvases
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Width = clientWidth;
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Height = clientHeight;
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V_OutputResized(Width, Height);
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GLRenderer->mVBO->OutputResized(Width, Height);
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}
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SetOutputViewport(nullptr);
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}
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//===========================================================================
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@ -392,10 +389,11 @@ bool OpenGLFrameBuffer::RenderBuffersEnabled()
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return FGLRenderBuffers::IsEnabled();
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}
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void OpenGLFrameBuffer::SetOutputViewport(IntRect *bounds)
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void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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Super::SetOutputViewport(bounds);
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s3d::Stereo3DMode::getCurrentMode().AdjustViewports();
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Super::SetViewportRects(bounds);
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if (!bounds)
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s3d::Stereo3DMode::getCurrentMode().AdjustViewports();
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}
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@ -431,6 +429,7 @@ void OpenGLFrameBuffer::SetClearColor(int color)
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void OpenGLFrameBuffer::BeginFrame()
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{
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SetViewportRects(nullptr);
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if (GLRenderer != nullptr)
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GLRenderer->BeginFrame();
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}
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@ -42,7 +42,7 @@ public:
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void ResetFixedColormap() override;
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void BeginFrame() override;
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bool RenderBuffersEnabled() override;
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void SetOutputViewport(IntRect *bounds) override;
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void SetViewportRects(IntRect *bounds) override;
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void BlurScene(float amount) override;
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// Retrieves a buffer containing image data for a screenshot.
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@ -75,21 +75,6 @@ void HWDrawInfo::UnclipSubsector(subsector_t *sub)
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//
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//==========================================================================
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CVAR(Float, gl_line_distance_cull, 0.0, 0 /*CVAR_ARCHIVE|CVAR_GLOBALCONFIG*/) // this is deactivated, for now
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inline bool IsDistanceCulled(seg_t *line)
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{
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double dist3 = gl_line_distance_cull * gl_line_distance_cull;
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if (dist3 <= 0.0)
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return false;
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double dist1 = (line->v1->fPos() - r_viewpoint.Pos).LengthSquared();
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double dist2 = (line->v2->fPos() - r_viewpoint.Pos).LengthSquared();
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if ((dist1 > dist3) && (dist2 > dist3))
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return true;
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return false;
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}
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void HWDrawInfo::AddLine (seg_t *seg, bool portalclip)
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{
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#ifdef _DEBUG
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@ -138,8 +123,6 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip)
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uint8_t ispoly = uint8_t(seg->sidedef->Flags & WALLF_POLYOBJ);
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if (IsDistanceCulled(seg)) { clipper.SafeAddClipRange(startAngle, endAngle); return; }
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if (!seg->backsector)
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{
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clipper.SafeAddClipRange(startAngle, endAngle);
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@ -25,7 +25,6 @@
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**
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*/
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#include "actorinlines.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_effect.h"
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@ -48,8 +48,7 @@ void PolyZBuffer::Resize(int newwidth, int newheight)
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{
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width = newwidth;
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height = newheight;
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int count = BlockWidth() * BlockHeight();
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values.resize(count * 64);
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values.resize(width * height);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -64,14 +63,6 @@ void PolyStencilBuffer::Clear(int newwidth, int newheight, uint8_t stencil_value
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{
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width = newwidth;
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height = newheight;
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int count = BlockWidth() * BlockHeight();
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values.resize(count * 64);
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masks.resize(count);
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uint8_t *v = Values();
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uint32_t *m = Masks();
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for (int i = 0; i < count; i++)
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{
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m[i] = 0xffffff00 | stencil_value;
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}
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values.resize(width * height);
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memset(Values(), stencil_value, width * height);
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}
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@ -33,8 +33,6 @@ public:
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void Resize(int newwidth, int newheight);
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int Width() const { return width; }
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int Height() const { return height; }
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int BlockWidth() const { return (width + 7) / 8; }
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int BlockHeight() const { return (height + 7) / 8; }
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float *Values() { return values.data(); }
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private:
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@ -50,16 +48,10 @@ public:
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void Clear(int newwidth, int newheight, uint8_t stencil_value = 0);
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int Width() const { return width; }
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int Height() const { return height; }
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int BlockWidth() const { return (width + 7) / 8; }
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int BlockHeight() const { return (height + 7) / 8; }
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uint8_t *Values() { return values.data(); }
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uint32_t *Masks() { return masks.data(); }
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private:
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int width;
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int height;
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// 8x8 blocks of stencil values, plus a mask for each block indicating if values are the same for early out stencil testing
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std::vector<uint8_t> values;
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std::vector<uint32_t> masks;
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};
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@ -180,8 +180,8 @@ public:
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void SetTexture(FTexture *texture, FRenderStyle style);
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void SetTexture(FTexture *texture, uint32_t translationID, FRenderStyle style);
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void SetLight(FSWColormap *basecolormap, uint32_t lightlevel);
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void SetStyle(RectBlendMode blendmode, double srcalpha = 1.0, double destalpha = 1.0) { mBlendMode = blendmode; mSrcAlpha = (uint32_t)(srcalpha * 256.0 + 0.5); mDestAlpha = (uint32_t)(destalpha * 256.0 + 0.5); }
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void SetStyle(FRenderStyle renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *texture, bool fullbright);
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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, FTexture *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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@ -191,10 +191,9 @@ public:
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int TextureHeight() const { return mTextureHeight; }
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const uint8_t *Translation() const { return mTranslation; }
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RectBlendMode BlendMode() const { return mBlendMode; }
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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 SrcAlpha() const { return mSrcAlpha; }
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uint32_t DestAlpha() const { return mDestAlpha; }
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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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@ -225,11 +224,10 @@ private:
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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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RectBlendMode mBlendMode = RectBlendMode::FillOpaque;
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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 mSrcAlpha = 0;
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uint32_t mDestAlpha = 0;
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uint32_t mAlpha = 0;
|
||||
uint16_t mLightAlpha = 0;
|
||||
uint16_t mLightRed = 0;
|
||||
uint16_t mLightGreen = 0;
|
||||
|
|
|
@ -1,476 +0,0 @@
|
|||
/*
|
||||
** Polygon Doom software renderer
|
||||
** 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 "screen_triangle.h"
|
||||
|
||||
namespace TriScreenDrawerModes
|
||||
{
|
||||
namespace
|
||||
{
|
||||
struct BgraColor
|
||||
{
|
||||
uint32_t b, g, r, a;
|
||||
BgraColor() { }
|
||||
BgraColor(uint32_t c) : b(BPART(c)), g(GPART(c)), r(RPART(c)), a(APART(c)) { }
|
||||
BgraColor &operator=(uint32_t c) { b = BPART(c); g = GPART(c); r = RPART(c); a = APART(c); return *this; }
|
||||
operator uint32_t() const { return MAKEARGB(a, r, g, b); }
|
||||
};
|
||||
}
|
||||
|
||||
template<typename SamplerT, typename FilterModeT>
|
||||
FORCEINLINE unsigned int Sample32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
||||
{
|
||||
uint32_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill || SamplerT::Mode == (int)Samplers::Fuzz || SamplerT::Mode == (int)Samplers::FogBoundary)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Translated)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return translation[texpal[texelX * texHeight + texelY]];
|
||||
}
|
||||
else if (FilterModeT::Mode == (int)FilterModes::Nearest)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
texel = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
else
|
||||
{
|
||||
u -= oneU >> 1;
|
||||
v -= oneV >> 1;
|
||||
|
||||
unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight;
|
||||
unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight;
|
||||
unsigned int x0 = frac_x0 >> FRACBITS;
|
||||
unsigned int x1 = frac_x1 >> FRACBITS;
|
||||
unsigned int y0 = frac_y0 >> FRACBITS;
|
||||
unsigned int y1 = frac_y1 >> FRACBITS;
|
||||
|
||||
unsigned int p00 = texPixels[x0 * texHeight + y0];
|
||||
unsigned int p01 = texPixels[x0 * texHeight + y1];
|
||||
unsigned int p10 = texPixels[x1 * texHeight + y0];
|
||||
unsigned int p11 = texPixels[x1 * texHeight + y1];
|
||||
|
||||
unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int a = 16 - inv_a;
|
||||
unsigned int b = 16 - inv_b;
|
||||
|
||||
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
|
||||
texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
|
||||
}
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Skycap)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
uint32_t r = RPART(texel);
|
||||
uint32_t g = GPART(texel);
|
||||
uint32_t b = BPART(texel);
|
||||
uint32_t fg_a = APART(texel);
|
||||
uint32_t bg_red = RPART(color);
|
||||
uint32_t bg_green = GPART(color);
|
||||
uint32_t bg_blue = BPART(color);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
return MAKEARGB(fg_a, r, g, b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return texel;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename SamplerT>
|
||||
FORCEINLINE unsigned int SampleShade32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int x, int y)
|
||||
{
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = texpal[texelX * texHeight + texelY];
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Stencil)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
|
||||
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
|
||||
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
|
||||
|
||||
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
|
||||
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
|
||||
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
|
||||
|
||||
sampleshadeout = (sampleshadeout * alpha) >> 5;
|
||||
return sampleshadeout;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
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<typename ShadeModeT>
|
||||
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;
|
||||
fgcolor.g = (fgcolor.g * mlight.g) >> 8;
|
||||
fgcolor.b = (fgcolor.b * mlight.b) >> 8;
|
||||
}
|
||||
else if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t intensity = ((fgcolor.r * 77 + fgcolor.g * 143 + fgcolor.b * 37) >> 8) * desaturate;
|
||||
fgcolor.r = (((shade_fade.r + ((fgcolor.r * inv_desaturate + intensity) >> 8) * mlight.r) >> 8) * shade_light.r) >> 8;
|
||||
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 AddLights(material, fgcolor, dynlight);
|
||||
}
|
||||
|
||||
template<typename BlendT>
|
||||
FORCEINLINE BgraColor Blend32(BgraColor fgcolor, BgraColor bgcolor, uint32_t ifgcolor, uint32_t ifgshade, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
fgcolor.a = 255;
|
||||
return fgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Masked)
|
||||
{
|
||||
return (ifgcolor == 0) ? bgcolor : fgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
||||
{
|
||||
uint32_t srcred = fgcolor.r + (fgcolor.r >> 7);
|
||||
uint32_t srcgreen = fgcolor.g + (fgcolor.g >> 7);
|
||||
uint32_t srcblue = fgcolor.b + (fgcolor.b >> 7);
|
||||
uint32_t inv_srcred = 256 - srcred;
|
||||
uint32_t inv_srcgreen = 256 - srcgreen;
|
||||
uint32_t inv_srcblue = 256 - srcblue;
|
||||
|
||||
BgraColor outcolor;
|
||||
outcolor.r = (fgcolor.r * srcred + bgcolor.r * inv_srcred) >> 8;
|
||||
outcolor.g = (fgcolor.g * srcgreen + bgcolor.g * inv_srcgreen) >> 8;
|
||||
outcolor.b = (fgcolor.b * srcblue + bgcolor.b * inv_srcblue) >> 8;
|
||||
outcolor.a = 255;
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Shaded)
|
||||
{
|
||||
uint32_t alpha = ifgshade;
|
||||
uint32_t inv_alpha = 256 - alpha;
|
||||
|
||||
BgraColor outcolor;
|
||||
outcolor.r = (fgcolor.r * alpha + bgcolor.r * inv_alpha) >> 8;
|
||||
outcolor.g = (fgcolor.g * alpha + bgcolor.g * inv_alpha) >> 8;
|
||||
outcolor.b = (fgcolor.b * alpha + bgcolor.b * inv_alpha) >> 8;
|
||||
outcolor.a = 255;
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddClampShaded)
|
||||
{
|
||||
uint32_t alpha = ifgshade;
|
||||
BgraColor outcolor;
|
||||
outcolor.r = ((fgcolor.r * alpha) >> 8) + bgcolor.r;
|
||||
outcolor.g = ((fgcolor.g * alpha) >> 8) + bgcolor.g;
|
||||
outcolor.b = ((fgcolor.b * alpha) >> 8) + bgcolor.b;
|
||||
outcolor.a = 255;
|
||||
return outcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t alpha = APART(ifgcolor);
|
||||
alpha += alpha >> 7; // 255->256
|
||||
uint32_t inv_alpha = 256 - alpha;
|
||||
|
||||
uint32_t bgalpha = (destalpha * alpha + (inv_alpha << 8) + 128) >> 8;
|
||||
uint32_t fgalpha = (srcalpha * alpha + 128) >> 8;
|
||||
|
||||
fgcolor.r *= fgalpha;
|
||||
fgcolor.g *= fgalpha;
|
||||
fgcolor.b *= fgalpha;
|
||||
bgcolor.r *= bgalpha;
|
||||
bgcolor.g *= bgalpha;
|
||||
bgcolor.b *= bgalpha;
|
||||
|
||||
BgraColor outcolor;
|
||||
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
||||
{
|
||||
outcolor.r = MIN<uint32_t>((fgcolor.r + bgcolor.r) >> 8, 255);
|
||||
outcolor.g = MIN<uint32_t>((fgcolor.g + bgcolor.g) >> 8, 255);
|
||||
outcolor.b = MIN<uint32_t>((fgcolor.b + bgcolor.b) >> 8, 255);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
||||
{
|
||||
outcolor.r = MAX(int32_t(fgcolor.r - bgcolor.r) >> 8, 0);
|
||||
outcolor.g = MAX(int32_t(fgcolor.g - bgcolor.g) >> 8, 0);
|
||||
outcolor.b = MAX(int32_t(fgcolor.b - bgcolor.b) >> 8, 0);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
||||
{
|
||||
outcolor.r = MAX(int32_t(bgcolor.r - fgcolor.r) >> 8, 0);
|
||||
outcolor.g = MAX(int32_t(bgcolor.g - fgcolor.g) >> 8, 0);
|
||||
outcolor.b = MAX(int32_t(bgcolor.b - fgcolor.b) >> 8, 0);
|
||||
}
|
||||
outcolor.a = 255;
|
||||
return outcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer32
|
||||
{
|
||||
public:
|
||||
static void Execute(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, PolyTriangleThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
Loop<NoShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
else if (args->SimpleShade())
|
||||
{
|
||||
Loop<SimpleShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
Loop<AdvancedShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename ShadeModeT, typename FilterModeT>
|
||||
FORCEINLINE static void Loop(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, PolyTriangleThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
int x0 = clamp((int)(args->X0() + 0.5f), 0, destWidth);
|
||||
int x1 = clamp((int)(args->X1() + 0.5f), 0, destWidth);
|
||||
int y0 = clamp((int)(args->Y0() + 0.5f), 0, destHeight);
|
||||
int y1 = clamp((int)(args->Y1() + 0.5f), 0, destHeight);
|
||||
|
||||
if (x1 <= x0 || y1 <= y0)
|
||||
return;
|
||||
|
||||
uint32_t srcalpha = args->SrcAlpha();
|
||||
uint32_t destalpha = args->DestAlpha();
|
||||
|
||||
// Setup step variables
|
||||
float fstepU = (args->U1() - args->U0()) / (args->X1() - args->X0());
|
||||
float fstepV = (args->V1() - args->V0()) / (args->Y1() - args->Y0());
|
||||
uint32_t startU = (int32_t)((args->U0() + (x0 + 0.5f - args->X0()) * fstepU) * 0x1000000);
|
||||
uint32_t startV = (int32_t)((args->V0() + (y0 + 0.5f - args->Y0()) * fstepV) * 0x1000000);
|
||||
uint32_t stepU = (int32_t)(fstepU * 0x1000000);
|
||||
uint32_t stepV = (int32_t)(fstepV * 0x1000000);
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->Color();
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->Translation();
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->TexturePixels();
|
||||
uint32_t texWidth = args->TextureWidth();
|
||||
uint32_t texHeight = args->TextureHeight();
|
||||
uint32_t oneU, oneV;
|
||||
if (SamplerT::Mode != (int)Samplers::Fill)
|
||||
{
|
||||
oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
|
||||
oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
oneU = 0;
|
||||
oneV = 0;
|
||||
}
|
||||
|
||||
// Setup light
|
||||
uint32_t lightpos = args->Light();
|
||||
lightpos += lightpos >> 7; // 255 -> 256
|
||||
BgraColor mlight;
|
||||
|
||||
BgraColor dynlight = 0;
|
||||
|
||||
// Shade constants
|
||||
int inv_desaturate;
|
||||
BgraColor shade_fade_lit, shade_light;
|
||||
int desaturate;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos;
|
||||
shade_fade_lit.r = args->ShadeFadeRed() * inv_light;
|
||||
shade_fade_lit.g = args->ShadeFadeGreen() * inv_light;
|
||||
shade_fade_lit.b = args->ShadeFadeBlue() * inv_light;
|
||||
shade_light.r = args->ShadeLightRed();
|
||||
shade_light.g = args->ShadeLightGreen();
|
||||
shade_light.b = args->ShadeLightBlue();
|
||||
desaturate = args->ShadeDesaturate();
|
||||
inv_desaturate = 256 - desaturate;
|
||||
mlight.r = lightpos;
|
||||
mlight.g = lightpos;
|
||||
mlight.b = lightpos;
|
||||
}
|
||||
else
|
||||
{
|
||||
inv_desaturate = 0;
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
shade_light.r = 0;
|
||||
shade_light.g = 0;
|
||||
shade_light.b = 0;
|
||||
desaturate = 0;
|
||||
mlight.r = lightpos;
|
||||
mlight.g = lightpos;
|
||||
mlight.b = lightpos;
|
||||
}
|
||||
|
||||
int count = x1 - x0;
|
||||
|
||||
uint32_t posV = startV;
|
||||
for (int y = y0; y < y1; y++, posV += stepV)
|
||||
{
|
||||
int coreBlock = y / 8;
|
||||
if (coreBlock % thread->num_cores != thread->core)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
uint32_t *dest = ((uint32_t*)destOrg) + y * destPitch + x0;
|
||||
|
||||
uint32_t posU = startU;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// Load bgcolor
|
||||
BgraColor bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = *dest;
|
||||
else
|
||||
bgcolor = 0;
|
||||
|
||||
// Sample fgcolor
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = *dest;
|
||||
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + i, y);
|
||||
posU += stepU;
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light, dynlight);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
*dest = outcolor;
|
||||
dest++;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -1,518 +0,0 @@
|
|||
/*
|
||||
** Polygon Doom software renderer
|
||||
** 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 "screen_triangle.h"
|
||||
|
||||
namespace TriScreenDrawerModes
|
||||
{
|
||||
template<typename SamplerT, typename FilterModeT>
|
||||
FORCEINLINE unsigned int VECTORCALL Sample32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
||||
{
|
||||
uint32_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill || SamplerT::Mode == (int)Samplers::Fuzz || SamplerT::Mode == (int)Samplers::FogBoundary)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Translated)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return translation[texpal[texelX * texHeight + texelY]];
|
||||
}
|
||||
else if (FilterModeT::Mode == (int)FilterModes::Nearest)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
texel = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
else
|
||||
{
|
||||
u -= oneU >> 1;
|
||||
v -= oneV >> 1;
|
||||
|
||||
unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight;
|
||||
unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight;
|
||||
unsigned int x0 = frac_x0 >> FRACBITS;
|
||||
unsigned int x1 = frac_x1 >> FRACBITS;
|
||||
unsigned int y0 = frac_y0 >> FRACBITS;
|
||||
unsigned int y1 = frac_y1 >> FRACBITS;
|
||||
|
||||
unsigned int p00 = texPixels[x0 * texHeight + y0];
|
||||
unsigned int p01 = texPixels[x0 * texHeight + y1];
|
||||
unsigned int p10 = texPixels[x1 * texHeight + y0];
|
||||
unsigned int p11 = texPixels[x1 * texHeight + y1];
|
||||
|
||||
unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int a = 16 - inv_a;
|
||||
unsigned int b = 16 - inv_b;
|
||||
|
||||
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
|
||||
texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
|
||||
}
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Skycap)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
uint32_t r = RPART(texel);
|
||||
uint32_t g = GPART(texel);
|
||||
uint32_t b = BPART(texel);
|
||||
uint32_t fg_a = APART(texel);
|
||||
uint32_t bg_red = RPART(color);
|
||||
uint32_t bg_green = GPART(color);
|
||||
uint32_t bg_blue = BPART(color);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
return MAKEARGB(fg_a, r, g, b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return texel;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename SamplerT>
|
||||
FORCEINLINE unsigned int VECTORCALL SampleShade32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int x, int y)
|
||||
{
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = texpal[texelX * texHeight + texelY];
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Stencil)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
|
||||
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
|
||||
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
|
||||
|
||||
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
|
||||
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
|
||||
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
|
||||
|
||||
sampleshadeout = (sampleshadeout * alpha) >> 5;
|
||||
return sampleshadeout;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
FORCEINLINE __m128i VECTORCALL AddLights(__m128i material, __m128i fgcolor, __m128i dynlight)
|
||||
{
|
||||
fgcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(material, dynlight), 8));
|
||||
fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(255));
|
||||
return fgcolor;
|
||||
}
|
||||
|
||||
FORCEINLINE __m128i VECTORCALL CalcDynamicLight(const PolyLight *lights, int num_lights, __m128 worldpos, __m128 worldnormal, uint32_t dynlightcolor)
|
||||
{
|
||||
__m128i lit = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dynlightcolor), _mm_setzero_si128());
|
||||
lit = _mm_shuffle_epi32(lit, _MM_SHUFFLE(1, 0, 1, 0));
|
||||
|
||||
for (int i = 0; i != num_lights; i++)
|
||||
{
|
||||
__m128 m256 = _mm_set1_ps(256.0f);
|
||||
__m128 mSignBit = _mm_set1_ps(-0.0f);
|
||||
|
||||
__m128 lightpos = _mm_loadu_ps(&lights[i].x);
|
||||
__m128 light_radius = _mm_load_ss(&lights[i].radius);
|
||||
|
||||
__m128 is_attenuated = _mm_cmpge_ss(light_radius, _mm_setzero_ps());
|
||||
is_attenuated = _mm_shuffle_ps(is_attenuated, is_attenuated, _MM_SHUFFLE(0, 0, 0, 0));
|
||||
light_radius = _mm_andnot_ps(mSignBit, light_radius);
|
||||
|
||||
// L = light-pos
|
||||
// dist = sqrt(dot(L, L))
|
||||
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
|
||||
__m128 L = _mm_sub_ps(lightpos, worldpos);
|
||||
__m128 dist2 = _mm_mul_ps(L, L);
|
||||
dist2 = _mm_add_ss(dist2, _mm_add_ss(_mm_shuffle_ps(dist2, dist2, _MM_SHUFFLE(0, 0, 0, 1)), _mm_shuffle_ps(dist2, dist2, _MM_SHUFFLE(0, 0, 0, 2))));
|
||||
__m128 rcp_dist = _mm_rsqrt_ss(dist2);
|
||||
__m128 dist = _mm_mul_ss(dist2, rcp_dist);
|
||||
__m128 distance_attenuation = _mm_sub_ss(m256, _mm_min_ss(_mm_mul_ss(dist, light_radius), m256));
|
||||
distance_attenuation = _mm_shuffle_ps(distance_attenuation, distance_attenuation, _MM_SHUFFLE(0, 0, 0, 0));
|
||||
|
||||
// The simple light type
|
||||
__m128 simple_attenuation = distance_attenuation;
|
||||
|
||||
// The point light type
|
||||
// diffuse = max(dot(N,normalize(L)),0) * attenuation
|
||||
__m128 dotNL = _mm_mul_ps(worldnormal, _mm_mul_ps(L, _mm_shuffle_ps(rcp_dist, rcp_dist, _MM_SHUFFLE(0, 0, 0, 0))));
|
||||
dotNL = _mm_add_ss(dotNL, _mm_add_ss(_mm_shuffle_ps(dotNL, dotNL, _MM_SHUFFLE(0, 0, 0, 1)), _mm_shuffle_ps(dotNL, dotNL, _MM_SHUFFLE(0, 0, 0, 2))));
|
||||
dotNL = _mm_max_ss(dotNL, _mm_setzero_ps());
|
||||
__m128 point_attenuation = _mm_mul_ss(dotNL, distance_attenuation);
|
||||
point_attenuation = _mm_shuffle_ps(point_attenuation, point_attenuation, _MM_SHUFFLE(0, 0, 0, 0));
|
||||
|
||||
__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, simple_attenuation), _mm_andnot_ps(is_attenuated, point_attenuation)));
|
||||
attenuation = _mm_packs_epi32(_mm_shuffle_epi32(attenuation, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1, 1, 1, 1)));
|
||||
|
||||
__m128i light_color = _mm_cvtsi32_si128(lights[i].color);
|
||||
light_color = _mm_unpacklo_epi8(light_color, _mm_setzero_si128());
|
||||
light_color = _mm_shuffle_epi32(light_color, _MM_SHUFFLE(1, 0, 1, 0));
|
||||
|
||||
lit = _mm_add_epi16(lit, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenuation), 8));
|
||||
}
|
||||
|
||||
return _mm_min_epi16(lit, _mm_set1_epi16(256));
|
||||
}
|
||||
|
||||
template<typename ShadeModeT>
|
||||
FORCEINLINE __m128i VECTORCALL Shade32(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light, __m128i dynlight)
|
||||
{
|
||||
__m128i material = fgcolor;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
|
||||
{
|
||||
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
|
||||
}
|
||||
else if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
int blue0 = BPART(ifgcolor0);
|
||||
int green0 = GPART(ifgcolor0);
|
||||
int red0 = RPART(ifgcolor0);
|
||||
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
|
||||
|
||||
int blue1 = BPART(ifgcolor1);
|
||||
int green1 = GPART(ifgcolor1);
|
||||
int red1 = RPART(ifgcolor1);
|
||||
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
|
||||
|
||||
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
|
||||
|
||||
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
|
||||
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
|
||||
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
|
||||
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
|
||||
}
|
||||
|
||||
return AddLights(material, fgcolor, dynlight);
|
||||
}
|
||||
|
||||
template<typename BlendT>
|
||||
FORCEINLINE __m128i VECTORCALL Blend32(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, unsigned int ifgshade0, unsigned int ifgshade1, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
__m128i outcolor = fgcolor;
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Masked)
|
||||
{
|
||||
__m128i mask = _mm_cmpeq_epi32(_mm_packus_epi16(fgcolor, _mm_setzero_si128()), _mm_setzero_si128());
|
||||
mask = _mm_unpacklo_epi8(mask, _mm_setzero_si128());
|
||||
__m128i outcolor = _mm_or_si128(_mm_and_si128(mask, bgcolor), _mm_andnot_si128(mask, fgcolor));
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
||||
{
|
||||
__m128i inv_srccolor = _mm_sub_epi16(_mm_set1_epi16(256), _mm_add_epi16(fgcolor, _mm_srli_epi16(fgcolor, 7)));
|
||||
__m128i outcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(bgcolor, inv_srccolor), 8));
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Shaded)
|
||||
{
|
||||
ifgshade0 = (ifgshade0 * srcalpha + 128) >> 8;
|
||||
ifgshade1 = (ifgshade1 * srcalpha + 128) >> 8;
|
||||
__m128i alpha = _mm_set_epi16(ifgshade1, ifgshade1, ifgshade1, ifgshade1, ifgshade0, ifgshade0, ifgshade0, ifgshade0);
|
||||
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
|
||||
|
||||
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
|
||||
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
|
||||
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddClampShaded)
|
||||
{
|
||||
ifgshade0 = (ifgshade0 * srcalpha + 128) >> 8;
|
||||
ifgshade1 = (ifgshade1 * srcalpha + 128) >> 8;
|
||||
__m128i alpha = _mm_set_epi16(ifgshade1, ifgshade1, ifgshade1, ifgshade1, ifgshade0, ifgshade0, ifgshade0, ifgshade0);
|
||||
|
||||
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, alpha), 8);
|
||||
__m128i outcolor = _mm_add_epi16(fgcolor, bgcolor);
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t alpha0 = APART(ifgcolor0);
|
||||
uint32_t alpha1 = APART(ifgcolor1);
|
||||
alpha0 += alpha0 >> 7; // 255->256
|
||||
alpha1 += alpha1 >> 7; // 255->256
|
||||
uint32_t inv_alpha0 = 256 - alpha0;
|
||||
uint32_t inv_alpha1 = 256 - alpha1;
|
||||
|
||||
uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
|
||||
uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
|
||||
uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
|
||||
uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
|
||||
|
||||
__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
|
||||
__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
|
||||
|
||||
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
|
||||
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
|
||||
|
||||
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
|
||||
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
|
||||
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
|
||||
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
|
||||
|
||||
__m128i out_lo, out_hi;
|
||||
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
||||
{
|
||||
out_lo = _mm_add_epi32(fg_lo, bg_lo);
|
||||
out_hi = _mm_add_epi32(fg_hi, bg_hi);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
||||
{
|
||||
out_lo = _mm_sub_epi32(fg_lo, bg_lo);
|
||||
out_hi = _mm_sub_epi32(fg_hi, bg_hi);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
||||
{
|
||||
out_lo = _mm_sub_epi32(bg_lo, fg_lo);
|
||||
out_hi = _mm_sub_epi32(bg_hi, fg_hi);
|
||||
}
|
||||
|
||||
out_lo = _mm_srai_epi32(out_lo, 8);
|
||||
out_hi = _mm_srai_epi32(out_hi, 8);
|
||||
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
|
||||
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
|
||||
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer32
|
||||
{
|
||||
public:
|
||||
static void Execute(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, PolyTriangleThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
if (args->SimpleShade())
|
||||
{
|
||||
Loop<SimpleShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
Loop<AdvancedShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename ShadeModeT, typename FilterModeT>
|
||||
FORCEINLINE static void VECTORCALL Loop(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, PolyTriangleThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
int x0 = clamp((int)(args->X0() + 0.5f), 0, destWidth);
|
||||
int x1 = clamp((int)(args->X1() + 0.5f), 0, destWidth);
|
||||
int y0 = clamp((int)(args->Y0() + 0.5f), 0, destHeight);
|
||||
int y1 = clamp((int)(args->Y1() + 0.5f), 0, destHeight);
|
||||
|
||||
if (x1 <= x0 || y1 <= y0)
|
||||
return;
|
||||
|
||||
uint32_t srcalpha = args->SrcAlpha();
|
||||
uint32_t destalpha = args->DestAlpha();
|
||||
|
||||
// Setup step variables
|
||||
float fstepU = (args->U1() - args->U0()) / (args->X1() - args->X0());
|
||||
float fstepV = (args->V1() - args->V0()) / (args->Y1() - args->Y0());
|
||||
uint32_t startU = (int32_t)((args->U0() + (x0 + 0.5f - args->X0()) * fstepU) * 0x1000000);
|
||||
uint32_t startV = (int32_t)((args->V0() + (y0 + 0.5f - args->Y0()) * fstepV) * 0x1000000);
|
||||
uint32_t stepU = (int32_t)(fstepU * 0x1000000);
|
||||
uint32_t stepV = (int32_t)(fstepV * 0x1000000);
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->Color();
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->Translation();
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->TexturePixels();
|
||||
uint32_t texWidth = args->TextureWidth();
|
||||
uint32_t texHeight = args->TextureHeight();
|
||||
uint32_t oneU, oneV;
|
||||
if (SamplerT::Mode != (int)Samplers::Fill)
|
||||
{
|
||||
oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
|
||||
oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
oneU = 0;
|
||||
oneV = 0;
|
||||
}
|
||||
|
||||
// Shade constants
|
||||
__m128i inv_desaturate, shade_fade, shade_light;
|
||||
int desaturate;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
inv_desaturate = _mm_setr_epi16(256, 256 - args->ShadeDesaturate(), 256 - args->ShadeDesaturate(), 256 - args->ShadeDesaturate(), 256, 256 - args->ShadeDesaturate(), 256 - args->ShadeDesaturate(), 256 - args->ShadeDesaturate());
|
||||
shade_fade = _mm_set_epi16(args->ShadeFadeAlpha(), args->ShadeFadeRed(), args->ShadeFadeGreen(), args->ShadeFadeBlue(), args->ShadeFadeAlpha(), args->ShadeFadeRed(), args->ShadeFadeGreen(), args->ShadeFadeBlue());
|
||||
shade_light = _mm_set_epi16(args->ShadeLightAlpha(), args->ShadeLightRed(), args->ShadeLightGreen(), args->ShadeLightBlue(), args->ShadeLightAlpha(), args->ShadeLightRed(), args->ShadeLightGreen(), args->ShadeLightBlue());
|
||||
desaturate = args->ShadeDesaturate();
|
||||
}
|
||||
else
|
||||
{
|
||||
inv_desaturate = _mm_setzero_si128();
|
||||
shade_fade = _mm_setzero_si128();
|
||||
shade_light = _mm_setzero_si128();
|
||||
desaturate = 0;
|
||||
}
|
||||
|
||||
// Setup light
|
||||
uint32_t lightpos = args->Light();
|
||||
lightpos += lightpos >> 7; // 255 -> 256
|
||||
__m128i mlight = _mm_set_epi16(256, lightpos, lightpos, lightpos, 256, lightpos, lightpos, lightpos);
|
||||
__m128i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm_setzero_si128();
|
||||
}
|
||||
|
||||
int count = x1 - x0;
|
||||
int sseCount = count / 2;
|
||||
|
||||
uint32_t posV = startV;
|
||||
for (int y = y0; y < y1; y++, posV += stepV)
|
||||
{
|
||||
int coreBlock = y / 8;
|
||||
if (coreBlock % thread->num_cores != thread->core)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
uint32_t *dest = ((uint32_t*)destOrg) + y * destPitch + x0;
|
||||
|
||||
uint32_t posU = startU;
|
||||
for (int i = 0; i < sseCount; i++)
|
||||
{
|
||||
// Load bgcolor
|
||||
__m128i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)dest), _mm_setzero_si128());
|
||||
else
|
||||
bgcolor = _mm_setzero_si128();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[0];
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + i * 2, y);
|
||||
posU += stepU;
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = dest[1];
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + i * 2 + 1, y);
|
||||
posU += stepU;
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light, _mm_setzero_si128());
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)dest, outcolor);
|
||||
dest += 2;
|
||||
}
|
||||
|
||||
if (sseCount * 2 != count)
|
||||
{
|
||||
// Load bgcolor
|
||||
__m128i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*dest), _mm_setzero_si128());
|
||||
else
|
||||
bgcolor = _mm_setzero_si128();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = *dest;
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + sseCount * 2, y);
|
||||
ifgcolor[1] = 0;
|
||||
ifgshade[1] = 0;
|
||||
posU += stepU;
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light, _mm_setzero_si128());
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
*dest = _mm_cvtsi128_si32(outcolor);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -1,295 +0,0 @@
|
|||
/*
|
||||
** Polygon Doom software renderer
|
||||
** 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 "screen_triangle.h"
|
||||
|
||||
namespace TriScreenDrawerModes
|
||||
{
|
||||
template<typename SamplerT>
|
||||
FORCEINLINE unsigned int Sample8(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, uint32_t color, const uint8_t *translation)
|
||||
{
|
||||
uint8_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill || SamplerT::Mode == (int)Samplers::Fuzz || SamplerT::Mode == (int)Samplers::FogBoundary)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Translated)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return translation[texPixels[texelX * texHeight + texelY]];
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
texel = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Skycap)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
if (a == 256)
|
||||
return texel;
|
||||
|
||||
uint32_t capcolor = GPalette.BaseColors[color].d;
|
||||
uint32_t texelrgb = GPalette.BaseColors[texel].d;
|
||||
uint32_t r = RPART(texelrgb);
|
||||
uint32_t g = GPART(texelrgb);
|
||||
uint32_t b = BPART(texelrgb);
|
||||
uint32_t capcolor_red = RPART(capcolor);
|
||||
uint32_t capcolor_green = GPART(capcolor);
|
||||
uint32_t capcolor_blue = BPART(capcolor);
|
||||
r = (r * a + capcolor_red * inv_a + 127) >> 8;
|
||||
g = (g * a + capcolor_green * inv_a + 127) >> 8;
|
||||
b = (b * a + capcolor_blue * inv_a + 127) >> 8;
|
||||
return RGB256k.All[((r >> 2) << 12) | ((g >> 2) << 6) | (b >> 2)];
|
||||
}
|
||||
else
|
||||
{
|
||||
return texel;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename SamplerT>
|
||||
FORCEINLINE unsigned int SampleShade8(int32_t u, int32_t v, const uint8_t *texPixels, int texWidth, int texHeight, int x, int y)
|
||||
{
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = texPixels[texelX * texHeight + texelY];
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Stencil)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return texPixels[texelX * texHeight + texelY] != 0 ? 256 : 0;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = (texPixels[texelX * texHeight + texelY] != 0) ? 256 : 0;
|
||||
|
||||
fixed_t fuzzscale = (200 << FRACBITS) / viewheight;
|
||||
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
|
||||
|
||||
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
|
||||
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
|
||||
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
|
||||
|
||||
sampleshadeout = (sampleshadeout * alpha) >> 5;
|
||||
return sampleshadeout;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename BlendT>
|
||||
FORCEINLINE uint8_t ShadeAndBlend8(uint8_t fgcolor, uint8_t bgcolor, uint32_t fgshade, uint32_t lightshade, const uint8_t *colormaps, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
|
||||
uint8_t shadedfg = colormaps[lightshade + fgcolor];
|
||||
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
return shadedfg;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Masked)
|
||||
{
|
||||
return (fgcolor != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
||||
{
|
||||
int32_t fg_r = GPalette.BaseColors[shadedfg].r;
|
||||
int32_t fg_g = GPalette.BaseColors[shadedfg].g;
|
||||
int32_t fg_b = GPalette.BaseColors[shadedfg].b;
|
||||
int32_t bg_r = GPalette.BaseColors[bgcolor].r;
|
||||
int32_t bg_g = GPalette.BaseColors[bgcolor].g;
|
||||
int32_t bg_b = GPalette.BaseColors[bgcolor].b;
|
||||
int32_t inv_fg_r = 256 - (fg_r + (fg_r >> 7));
|
||||
int32_t inv_fg_g = 256 - (fg_g + (fg_g >> 7));
|
||||
int32_t inv_fg_b = 256 - (fg_b + (fg_b >> 7));
|
||||
fg_r = MIN<int32_t>(fg_r + ((bg_r * inv_fg_r + 127) >> 8), 255);
|
||||
fg_g = MIN<int32_t>(fg_g + ((bg_g * inv_fg_g + 127) >> 8), 255);
|
||||
fg_b = MIN<int32_t>(fg_b + ((bg_b * inv_fg_b + 127) >> 8), 255);
|
||||
|
||||
shadedfg = RGB256k.All[((fg_r >> 2) << 12) | ((fg_g >> 2) << 6) | (fg_b >> 2)];
|
||||
return (fgcolor != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Shaded)
|
||||
{
|
||||
fgshade = (fgshade * srcalpha + 128) >> 8;
|
||||
uint32_t alpha = fgshade;
|
||||
uint32_t inv_alpha = 256 - fgshade;
|
||||
int32_t fg_r = GPalette.BaseColors[shadedfg].r;
|
||||
int32_t fg_g = GPalette.BaseColors[shadedfg].g;
|
||||
int32_t fg_b = GPalette.BaseColors[shadedfg].b;
|
||||
int32_t bg_r = GPalette.BaseColors[bgcolor].r;
|
||||
int32_t bg_g = GPalette.BaseColors[bgcolor].g;
|
||||
int32_t bg_b = GPalette.BaseColors[bgcolor].b;
|
||||
|
||||
fg_r = (fg_r * alpha + bg_r * inv_alpha + 127) >> 8;
|
||||
fg_g = (fg_g * alpha + bg_g * inv_alpha + 127) >> 8;
|
||||
fg_b = (fg_b * alpha + bg_b * inv_alpha + 127) >> 8;
|
||||
|
||||
shadedfg = RGB256k.All[((fg_r >> 2) << 12) | ((fg_g >> 2) << 6) | (fg_b >> 2)];
|
||||
return (alpha != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddClampShaded)
|
||||
{
|
||||
fgshade = (fgshade * srcalpha + 128) >> 8;
|
||||
uint32_t alpha = fgshade;
|
||||
int32_t fg_r = GPalette.BaseColors[shadedfg].r;
|
||||
int32_t fg_g = GPalette.BaseColors[shadedfg].g;
|
||||
int32_t fg_b = GPalette.BaseColors[shadedfg].b;
|
||||
int32_t bg_r = GPalette.BaseColors[bgcolor].r;
|
||||
int32_t bg_g = GPalette.BaseColors[bgcolor].g;
|
||||
int32_t bg_b = GPalette.BaseColors[bgcolor].b;
|
||||
|
||||
fg_r = MIN<int32_t>(bg_r + ((fg_r * alpha + 127) >> 8), 255);
|
||||
fg_g = MIN<int32_t>(bg_g + ((fg_g * alpha + 127) >> 8), 255);
|
||||
fg_b = MIN<int32_t>(bg_b + ((fg_b * alpha + 127) >> 8), 255);
|
||||
|
||||
shadedfg = RGB256k.All[((fg_r >> 2) << 12) | ((fg_g >> 2) << 6) | (fg_b >> 2)];
|
||||
|
||||
return (alpha != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
int32_t fg_r = GPalette.BaseColors[shadedfg].r;
|
||||
int32_t fg_g = GPalette.BaseColors[shadedfg].g;
|
||||
int32_t fg_b = GPalette.BaseColors[shadedfg].b;
|
||||
int32_t bg_r = GPalette.BaseColors[bgcolor].r;
|
||||
int32_t bg_g = GPalette.BaseColors[bgcolor].g;
|
||||
int32_t bg_b = GPalette.BaseColors[bgcolor].b;
|
||||
|
||||
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
||||
{
|
||||
fg_r = MIN(int32_t(fg_r * srcalpha + bg_r * destalpha + 127) >> 8, 255);
|
||||
fg_g = MIN(int32_t(fg_g * srcalpha + bg_g * destalpha + 127) >> 8, 255);
|
||||
fg_b = MIN(int32_t(fg_b * srcalpha + bg_b * destalpha + 127) >> 8, 255);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
||||
{
|
||||
fg_r = MAX(int32_t(fg_r * srcalpha - bg_r * destalpha + 127) >> 8, 0);
|
||||
fg_g = MAX(int32_t(fg_g * srcalpha - bg_g * destalpha + 127) >> 8, 0);
|
||||
fg_b = MAX(int32_t(fg_b * srcalpha - bg_b * destalpha + 127) >> 8, 0);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
||||
{
|
||||
fg_r = MAX(int32_t(bg_r * srcalpha - fg_r * destalpha + 127) >> 8, 0);
|
||||
fg_g = MAX(int32_t(bg_g * srcalpha - fg_g * destalpha + 127) >> 8, 0);
|
||||
fg_b = MAX(int32_t(bg_b * srcalpha - fg_b * destalpha + 127) >> 8, 0);
|
||||
}
|
||||
|
||||
shadedfg = RGB256k.All[((fg_r >> 2) << 12) | ((fg_g >> 2) << 6) | (fg_b >> 2)];
|
||||
return (fgcolor != 0) ? shadedfg : bgcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer8
|
||||
{
|
||||
public:
|
||||
static void Execute(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, PolyTriangleThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
int x0 = clamp((int)(args->X0() + 0.5f), 0, destWidth);
|
||||
int x1 = clamp((int)(args->X1() + 0.5f), 0, destWidth);
|
||||
int y0 = clamp((int)(args->Y0() + 0.5f), 0, destHeight);
|
||||
int y1 = clamp((int)(args->Y1() + 0.5f), 0, destHeight);
|
||||
|
||||
if (x1 <= x0 || y1 <= y0)
|
||||
return;
|
||||
|
||||
auto colormaps = args->BaseColormap();
|
||||
uint32_t srcalpha = args->SrcAlpha();
|
||||
uint32_t destalpha = args->DestAlpha();
|
||||
|
||||
// Setup step variables
|
||||
float fstepU = (args->U1() - args->U0()) / (args->X1() - args->X0());
|
||||
float fstepV = (args->V1() - args->V0()) / (args->Y1() - args->Y0());
|
||||
uint32_t startU = (int32_t)((args->U0() + (x0 + 0.5f - args->X0()) * fstepU) * 0x1000000);
|
||||
uint32_t startV = (int32_t)((args->V0() + (y0 + 0.5f - args->Y0()) * fstepV) * 0x1000000);
|
||||
uint32_t stepU = (int32_t)(fstepU * 0x1000000);
|
||||
uint32_t stepV = (int32_t)(fstepV * 0x1000000);
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->Color();
|
||||
const uint8_t * RESTRICT translation = args->Translation();
|
||||
const uint8_t * RESTRICT texPixels = args->TexturePixels();
|
||||
uint32_t texWidth = args->TextureWidth();
|
||||
uint32_t texHeight = args->TextureHeight();
|
||||
|
||||
// Setup light
|
||||
uint32_t lightshade = args->Light();
|
||||
lightshade += lightshade >> 7; // 255 -> 256
|
||||
if (SamplerT::Mode == (int)Samplers::Fuzz) lightshade = 256;
|
||||
|
||||
int count = x1 - x0;
|
||||
|
||||
uint32_t posV = startV;
|
||||
for (int y = y0; y < y1; y++, posV += stepV)
|
||||
{
|
||||
int coreBlock = y / 8;
|
||||
if (coreBlock % thread->num_cores != thread->core)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
uint8_t *dest = ((uint8_t*)destOrg) + y * destPitch + x0;
|
||||
|
||||
uint32_t posU = startU;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
uint8_t bgcolor = *dest;
|
||||
if (SamplerT::Mode == (int)Samplers::FogBoundary) color = bgcolor;
|
||||
uint8_t fgcolor = Sample8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, color, translation);
|
||||
uint32_t fgshade = SampleShade8<SamplerT>(posU, posV, texPixels, texWidth, texHeight, x0 + i, y);
|
||||
*dest = ShadeAndBlend8<BlendT>(fgcolor, bgcolor, fgshade, lightshade, colormaps, srcalpha, destalpha);
|
||||
|
||||
posU += stepU;
|
||||
dest++;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -52,7 +52,7 @@ bool PolyTriangleDrawer::IsBgra()
|
|||
return isBgraRenderTarget;
|
||||
}
|
||||
|
||||
void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers)
|
||||
void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas)
|
||||
{
|
||||
uint8_t *dest = (uint8_t*)canvas->GetPixels();
|
||||
int dest_width = canvas->GetWidth();
|
||||
|
@ -74,7 +74,7 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
|
|||
dest_width = clamp(viewport_x + viewport_width, 0, dest_width - offsetx);
|
||||
dest_height = clamp(viewport_y + viewport_height, 0, dest_height - offsety);
|
||||
|
||||
queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra, span_drawers);
|
||||
queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
|
||||
}
|
||||
|
||||
void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip)
|
||||
|
@ -99,7 +99,7 @@ void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra, bool new_span_drawers)
|
||||
void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra)
|
||||
{
|
||||
viewport_x = x;
|
||||
viewport_y = y;
|
||||
|
@ -110,7 +110,6 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
|
|||
dest_height = new_dest_height;
|
||||
dest_pitch = new_dest_pitch;
|
||||
dest_bgra = new_dest_bgra;
|
||||
span_drawers = new_span_drawers;
|
||||
ccw = true;
|
||||
weaponScene = false;
|
||||
}
|
||||
|
@ -132,9 +131,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
|
|||
args.clipbottom = dest_height;
|
||||
args.uniforms = &drawargs;
|
||||
args.destBgra = dest_bgra;
|
||||
args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
|
||||
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
||||
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
||||
args.stencilbuffer = PolyStencilBuffer::Instance()->Values();
|
||||
args.zbuffer = PolyZBuffer::Instance()->Values();
|
||||
args.depthOffset = weaponScene ? 1.0f : 0.0f;
|
||||
|
||||
|
@ -191,9 +188,7 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
|
|||
args.clipbottom = dest_height;
|
||||
args.uniforms = &drawargs;
|
||||
args.destBgra = dest_bgra;
|
||||
args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
|
||||
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
||||
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
||||
args.stencilbuffer = PolyStencilBuffer::Instance()->Values();
|
||||
args.zbuffer = PolyZBuffer::Instance()->Values();
|
||||
args.depthOffset = weaponScene ? 1.0f : 0.0f;
|
||||
|
||||
|
@ -379,10 +374,7 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *vert, boo
|
|||
args->v3 = &clippedvert[i - 2];
|
||||
if (IsFrontfacing(args) == ccw && args->CalculateGradients())
|
||||
{
|
||||
if (!span_drawers)
|
||||
ScreenTriangle::Draw(args, this);
|
||||
else
|
||||
ScreenTriangle::DrawSWRender(args, this);
|
||||
ScreenTriangle::Draw(args, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -395,10 +387,7 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *vert, boo
|
|||
args->v3 = &clippedvert[i];
|
||||
if (IsFrontfacing(args) != ccw && args->CalculateGradients())
|
||||
{
|
||||
if (!span_drawers)
|
||||
ScreenTriangle::Draw(args, this);
|
||||
else
|
||||
ScreenTriangle::DrawSWRender(args, this);
|
||||
ScreenTriangle::Draw(args, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -631,14 +620,14 @@ void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers)
|
||||
: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra), span_drawers(span_drawers)
|
||||
PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra)
|
||||
: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra)
|
||||
{
|
||||
}
|
||||
|
||||
void PolySetViewportCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, span_drawers);
|
||||
PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -33,7 +33,7 @@ class PolyTriangleDrawer
|
|||
{
|
||||
public:
|
||||
static void ClearBuffers(DCanvas *canvas);
|
||||
static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers);
|
||||
static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas);
|
||||
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
|
||||
static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
|
||||
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
|
||||
|
@ -47,7 +47,7 @@ class PolyTriangleThreadData
|
|||
public:
|
||||
PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { }
|
||||
|
||||
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers);
|
||||
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
|
||||
void SetTransform(const Mat4f *objectToClip);
|
||||
void SetCullCCW(bool value) { ccw = value; }
|
||||
void SetTwoSided(bool value) { twosided = value; }
|
||||
|
@ -88,7 +88,6 @@ private:
|
|||
bool twosided = false;
|
||||
bool weaponScene = false;
|
||||
const Mat4f *objectToClip = nullptr;
|
||||
bool span_drawers = false;
|
||||
|
||||
enum { max_additional_vertices = 16 };
|
||||
};
|
||||
|
@ -144,7 +143,7 @@ private:
|
|||
class PolySetViewportCommand : public DrawerCommand
|
||||
{
|
||||
public:
|
||||
PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers);
|
||||
PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
FString DebugInfo() override { return "PolySetViewport"; }
|
||||
|
@ -159,7 +158,6 @@ private:
|
|||
int dest_height;
|
||||
int dest_pitch;
|
||||
bool dest_bgra;
|
||||
bool span_drawers;
|
||||
};
|
||||
|
||||
class DrawPolyTrianglesCommand : public DrawerCommand
|
||||
|
|
|
@ -52,9 +52,7 @@ struct TriDrawTriangleArgs
|
|||
ShadedTriVertex *v3;
|
||||
int32_t clipright;
|
||||
int32_t clipbottom;
|
||||
uint8_t *stencilValues;
|
||||
uint32_t *stencilMasks;
|
||||
int32_t stencilPitch;
|
||||
uint8_t *stencilbuffer;
|
||||
float *zbuffer;
|
||||
const PolyDrawArgs *uniforms;
|
||||
bool destBgra;
|
||||
|
@ -138,39 +136,10 @@ enum class TriBlendMode
|
|||
AddShadedTranslated
|
||||
};
|
||||
|
||||
enum class RectBlendMode
|
||||
{
|
||||
TextureOpaque,
|
||||
TextureMasked,
|
||||
TextureAdd,
|
||||
TextureSub,
|
||||
TextureRevSub,
|
||||
TextureAddSrcColor,
|
||||
TranslatedOpaque,
|
||||
TranslatedMasked,
|
||||
TranslatedAdd,
|
||||
TranslatedSub,
|
||||
TranslatedRevSub,
|
||||
TranslatedAddSrcColor,
|
||||
Shaded,
|
||||
AddShaded,
|
||||
Stencil,
|
||||
AddStencil,
|
||||
FillOpaque,
|
||||
FillAdd,
|
||||
FillSub,
|
||||
FillRevSub,
|
||||
FillAddSrcColor,
|
||||
Skycap,
|
||||
Fuzz,
|
||||
FogBoundary
|
||||
};
|
||||
|
||||
class ScreenTriangle
|
||||
{
|
||||
public:
|
||||
static void Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread);
|
||||
static void DrawSWRender(const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread);
|
||||
|
||||
static void(*SpanDrawers8[])(int y, int x0, int x1, const TriDrawTriangleArgs *args);
|
||||
static void(*SpanDrawers32[])(int y, int x0, int x1, const TriDrawTriangleArgs *args);
|
||||
|
@ -222,35 +191,6 @@ namespace TriScreenDrawerModes
|
|||
struct StyleAddStencilTranslated { static const int BlendOp = STYLEOP_Add, BlendSrc = STYLEALPHA_Src, BlendDest = STYLEALPHA_One, Flags = STYLEF_ColorIsFixed, SWFlags = SWSTYLEF_Translated; };
|
||||
struct StyleAddShadedTranslated { static const int BlendOp = STYLEOP_Add, BlendSrc = STYLEALPHA_Src, BlendDest = STYLEALPHA_One, Flags = STYLEF_RedIsAlpha | STYLEF_ColorIsFixed, SWFlags = SWSTYLEF_Translated; };
|
||||
|
||||
enum class BlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp, AddSrcColorOneMinusSrcColor, Shaded, AddClampShaded };
|
||||
struct OpaqueBlend { static const int Mode = (int)BlendModes::Opaque; };
|
||||
struct MaskedBlend { static const int Mode = (int)BlendModes::Masked; };
|
||||
struct AddClampBlend { static const int Mode = (int)BlendModes::AddClamp; };
|
||||
struct SubClampBlend { static const int Mode = (int)BlendModes::SubClamp; };
|
||||
struct RevSubClampBlend { static const int Mode = (int)BlendModes::RevSubClamp; };
|
||||
struct AddSrcColorBlend { static const int Mode = (int)BlendModes::AddSrcColorOneMinusSrcColor; };
|
||||
struct ShadedBlend { static const int Mode = (int)BlendModes::Shaded; };
|
||||
struct AddClampShadedBlend { static const int Mode = (int)BlendModes::AddClampShaded; };
|
||||
|
||||
enum class FilterModes { Nearest, Linear };
|
||||
struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
|
||||
struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
|
||||
|
||||
enum class ShadeMode { None, Simple, Advanced };
|
||||
struct NoShade { static const int Mode = (int)ShadeMode::None; };
|
||||
struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
|
||||
struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
|
||||
|
||||
enum class Samplers { Texture, Fill, Shaded, Stencil, Translated, Skycap, Fuzz, FogBoundary };
|
||||
struct TextureSampler { static const int Mode = (int)Samplers::Texture; };
|
||||
struct FillSampler { static const int Mode = (int)Samplers::Fill; };
|
||||
struct ShadedSampler { static const int Mode = (int)Samplers::Shaded; };
|
||||
struct StencilSampler { static const int Mode = (int)Samplers::Stencil; };
|
||||
struct TranslatedSampler { static const int Mode = (int)Samplers::Translated; };
|
||||
struct SkycapSampler { static const int Mode = (int)Samplers::Skycap; };
|
||||
struct FuzzSampler { static const int Mode = (int)Samplers::Fuzz; };
|
||||
struct FogBoundarySampler { static const int Mode = (int)Samplers::FogBoundary; };
|
||||
|
||||
enum SWOptFlags
|
||||
{
|
||||
SWOPT_DynLights = 1,
|
||||
|
|
|
@ -201,11 +201,11 @@ void PolyRenderer::SetSceneViewport()
|
|||
height = (screenblocks*SCREENHEIGHT / 10) & ~7;
|
||||
|
||||
int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2));
|
||||
PolyTriangleDrawer::SetViewport(Threads.MainThread()->DrawQueue, viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, RenderTarget, false);
|
||||
PolyTriangleDrawer::SetViewport(Threads.MainThread()->DrawQueue, viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, RenderTarget);
|
||||
}
|
||||
else // Rendering to camera texture
|
||||
{
|
||||
PolyTriangleDrawer::SetViewport(Threads.MainThread()->DrawQueue, 0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), RenderTarget, false);
|
||||
PolyTriangleDrawer::SetViewport(Threads.MainThread()->DrawQueue, 0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), RenderTarget);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -51,7 +51,7 @@ PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worl
|
|||
{
|
||||
}
|
||||
|
||||
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
|
||||
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
|
||||
{
|
||||
ModelActor = actor;
|
||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||
|
@ -59,12 +59,14 @@ void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, co
|
|||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !mirrored);
|
||||
}
|
||||
|
||||
void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
|
||||
{
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
|
||||
|
||||
ModelActor = nullptr;
|
||||
}
|
||||
|
@ -98,7 +100,7 @@ VSMatrix PolyModelRenderer::GetViewToWorldMatrix()
|
|||
return objectToWorld;
|
||||
}
|
||||
|
||||
void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
|
||||
void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
|
||||
{
|
||||
ModelActor = actor;
|
||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||
|
@ -107,6 +109,7 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
|
|||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
|
||||
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, mirrored);
|
||||
}
|
||||
|
||||
void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
|
||||
|
@ -116,6 +119,7 @@ void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
|
|||
|
||||
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
|
||||
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
|
||||
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
|
||||
}
|
||||
|
||||
void PolyModelRenderer::SetInterpolation(double interpolation)
|
||||
|
|
|
@ -36,13 +36,13 @@ public:
|
|||
|
||||
ModelRendererType GetType() const override { return PolyModelRendererType; }
|
||||
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
|
||||
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
|
||||
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
|
||||
void SetVertexBuffer(IModelVertexBuffer *buffer) override;
|
||||
void ResetVertexBuffer() override;
|
||||
VSMatrix GetViewToWorldMatrix() override;
|
||||
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
|
||||
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
|
||||
void EndDrawHUDModel(AActor *actor) override;
|
||||
void SetInterpolation(double interpolation) override;
|
||||
void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
|
||||
|
|
|
@ -94,7 +94,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
|
|||
|
||||
if (smf->flags & MDL_ROTATING)
|
||||
{
|
||||
if (smf->rotationSpeed > 0.0000000001)
|
||||
if (smf->rotationSpeed > 0.0000000001 || smf->rotationSpeed < -0.0000000001)
|
||||
{
|
||||
double turns = (I_GetTime() + I_GetTimeFrac()) / (200.0 / smf->rotationSpeed);
|
||||
turns -= floor(turns);
|
||||
|
@ -171,7 +171,9 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
|
|||
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
|
||||
objectToWorldMatrix.scale(1, stretch, 1);
|
||||
|
||||
BeginDrawModel(actor, smf, objectToWorldMatrix);
|
||||
float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
|
||||
|
||||
BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
|
||||
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
|
||||
EndDrawModel(actor, smf);
|
||||
}
|
||||
|
@ -207,7 +209,9 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
|
|||
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
|
||||
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
BeginDrawHUDModel(playermo, objectToWorldMatrix);
|
||||
float orientation = smf->xscale * smf->yscale * smf->zscale;
|
||||
|
||||
BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
|
||||
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
|
||||
EndDrawHUDModel(playermo);
|
||||
}
|
||||
|
|
|
@ -64,7 +64,7 @@ public:
|
|||
|
||||
virtual ModelRendererType GetType() const = 0;
|
||||
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
|
||||
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
|
||||
|
||||
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
|
||||
|
@ -74,7 +74,7 @@ public:
|
|||
|
||||
virtual VSMatrix GetViewToWorldMatrix() = 0;
|
||||
|
||||
virtual void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
|
||||
virtual void EndDrawHUDModel(AActor *actor) = 0;
|
||||
|
||||
virtual void SetInterpolation(double interpolation) = 0;
|
||||
|
|
|
@ -272,7 +272,7 @@ namespace swrenderer
|
|||
void Execute(DrawerThread *thread) override
|
||||
{
|
||||
auto zbuffer = PolyZBuffer::Instance();
|
||||
int pitch = PolyStencilBuffer::Instance()->BlockWidth() * 8;
|
||||
int pitch = PolyStencilBuffer::Instance()->Width();
|
||||
float *values = zbuffer->Values() + y * pitch + x;
|
||||
int cnt = count;
|
||||
|
||||
|
@ -316,7 +316,7 @@ namespace swrenderer
|
|||
return;
|
||||
|
||||
auto zbuffer = PolyZBuffer::Instance();
|
||||
int pitch = PolyStencilBuffer::Instance()->BlockWidth() * 8;
|
||||
int pitch = PolyStencilBuffer::Instance()->Width();
|
||||
float *values = zbuffer->Values() + y * pitch;
|
||||
int end = x2;
|
||||
|
||||
|
|
|
@ -1005,7 +1005,7 @@ void DFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, i
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void DFrameBuffer::SetOutputViewport(IntRect *bounds)
|
||||
void DFrameBuffer::SetViewportRects(IntRect *bounds)
|
||||
{
|
||||
if (bounds)
|
||||
{
|
||||
|
|
|
@ -501,7 +501,7 @@ public:
|
|||
// Calculate gamma table
|
||||
void CalcGamma(float gamma, uint8_t gammalookup[256]);
|
||||
|
||||
virtual void SetOutputViewport(IntRect *bounds);
|
||||
virtual void SetViewportRects(IntRect *bounds);
|
||||
int ScreenToWindowX(int x);
|
||||
int ScreenToWindowY(int y);
|
||||
|
||||
|
|
|
@ -48,12 +48,12 @@ const char *GetVersionString();
|
|||
#ifdef GIT_DESCRIPTION
|
||||
#define VERSIONSTR GIT_DESCRIPTION
|
||||
#else
|
||||
#define VERSIONSTR "2.1pre"
|
||||
#define VERSIONSTR "3.3pre"
|
||||
#endif
|
||||
|
||||
// The version as seen in the Windows resource
|
||||
#define RC_FILEVERSION 2,1,9999,0
|
||||
#define RC_PRODUCTVERSION 2,1,9999,0
|
||||
#define RC_FILEVERSION 3,2,9999,0
|
||||
#define RC_PRODUCTVERSION 3,2,9999,0
|
||||
#define RC_PRODUCTVERSION2 VERSIONSTR
|
||||
// These are for content versioning. The current state is '3.3'.
|
||||
#define VER_MAJOR 3
|
||||
|
@ -94,13 +94,13 @@ const char *GetVersionString();
|
|||
#define SAVEVER 4552
|
||||
|
||||
// This is so that derivates can use the same savegame versions without worrying about engine compatibility
|
||||
#define GAMESIG "QZDOOM"
|
||||
#define BASEWAD "qzdoom.pk3"
|
||||
#define GAMESIG "GZDOOM"
|
||||
#define BASEWAD "gzdoom.pk3"
|
||||
#define OPTIONALWAD "zd_extra.pk3"
|
||||
|
||||
// More stuff that needs to be different for derivatives.
|
||||
#define GAMENAME "QZDoom"
|
||||
#define GAMENAMELOWERCASE "qzdoom"
|
||||
#define GAMENAME "GZDoom"
|
||||
#define GAMENAMELOWERCASE "gzdoom"
|
||||
#define FORUM_URL "http://forum.zdoom.org/"
|
||||
#define BUGS_FORUM_URL "http://forum.zdoom.org/viewforum.php?f=2"
|
||||
|
||||
|
|
Loading…
Reference in a new issue