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- implement more shaders
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4e24fdacf0
commit
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2 changed files with 156 additions and 105 deletions
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@ -599,6 +599,8 @@ void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(int index)
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(int index)
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{
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{
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inputAssembly->Load(this, vertices, index);
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inputAssembly->Load(this, vertices, index);
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mainVertexShader.SIMPLE = (SpecialEffect == EFF_BURN) || (SpecialEffect == EFF_STENCIL);
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mainVertexShader.SPHEREMAP = (SpecialEffect == EFF_SPHEREMAP);
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mainVertexShader.main();
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mainVertexShader.main();
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return mainVertexShader;
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return mainVertexShader;
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}
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}
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@ -234,15 +234,66 @@ static uint32_t sampleTexture(float u, float v, const uint32_t* texPixels, int t
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static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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{
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{
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int texWidth = thread->drawargs.TextureWidth();
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int texHeight = thread->drawargs.TextureHeight();
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const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
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auto constants = thread->PushConstants;
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auto constants = thread->PushConstants;
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auto& streamdata = thread->mainVertexShader.Data;
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auto& streamdata = thread->mainVertexShader.Data;
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uint32_t* fragcolor = thread->scanline.FragColor;
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uint32_t* fragcolor = thread->scanline.FragColor;
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float* u = thread->scanline.U;
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float* u = thread->scanline.U;
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float* v = thread->scanline.V;
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float* v = thread->scanline.V;
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if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
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{
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/*float fogdist = pixelpos.w;
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float fogfactor = exp2(uFogDensity * fogdist);
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FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor);*/
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return;
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}
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else if (thread->SpecialEffect == EFF_BURN) // burn.fp
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{
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/*vec4 frag = vColor;
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vec4 t1 = texture(tex, vTexCoord.xy);
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vec4 t2 = texture(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
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FragColor = frag * vec4(t1.rgb, t2.a);*/
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return;
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}
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else if (thread->SpecialEffect == EFF_STENCIL) // stencil.fp
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{
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for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = 0x00ffffff;
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}
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return;
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}
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else if (thread->EffectState == SHADER_NoTexture) // func_notexture
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{
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uint32_t a = (int)(streamdata.uObjectColor.a * 255.0f);
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uint32_t r = (int)(streamdata.uObjectColor.r * 255.0f);
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uint32_t g = (int)(streamdata.uObjectColor.g * 255.0f);
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uint32_t b = (int)(streamdata.uObjectColor.b * 255.0f);
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uint32_t texel = MAKEARGB(a, r, g, b);
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if (streamdata.uDesaturationFactor > 0.0f)
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{
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uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
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uint32_t inv_t = 256 - t;
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uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
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texel = MAKEARGB(
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APART(texel),
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(RPART(texel) * inv_t + gray * t + 127) >> 8,
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(GPART(texel) * inv_t + gray * t + 127) >> 8,
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(BPART(texel) * inv_t + gray * t + 127) >> 8);
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}
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for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = texel;
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}
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}
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else // func_normal
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{
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int texWidth = thread->drawargs.TextureWidth();
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int texHeight = thread->drawargs.TextureHeight();
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const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
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switch (constants->uTextureMode)
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switch (constants->uTextureMode)
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{
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{
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default:
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default:
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@ -374,6 +425,7 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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}
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}
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}
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}
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}
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}
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}
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if (thread->mainVertexShader.vColor != 0xffffffff)
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if (thread->mainVertexShader.vColor != 0xffffffff)
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{
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{
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@ -404,9 +456,6 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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{
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if (thread->SpecialEffect != EFF_NONE || !(thread->EffectState == SHADER_Default || thread->EffectState == SHADER_Brightmap))
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return;
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WriteVaryings(y, x0, x1, args, thread);
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WriteVaryings(y, x0, x1, args, thread);
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RunShader(x0, x1, thread);
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RunShader(x0, x1, thread);
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