/* ** DrawTriangle code generation ** 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 "drawercodegen.h" struct SSATriVertex { SSAFloat x, y, z, w; SSAFloat varying[TriVertex::NumVarying]; }; struct SSAStepVariables { SSAFloat W; SSAFloat Varying[TriVertex::NumVarying]; }; class DrawTriangleCodegen : public DrawerCodegen { public: void Generate(TriBlendMode blendmode, bool truecolor, bool colorfill, SSAValue args, SSAValue thread_data); private: void LoadArgs(SSAValue args, SSAValue thread_data); SSATriVertex LoadTriVertex(SSAValue v); void LoadUniforms(SSAValue uniforms); void CalculateGradients(); SSAFloat FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2); SSAFloat FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2); void DrawFullSpans(bool isSimpleShade); void DrawPartialBlocks(bool isSimpleShade); SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying, bool isSimpleShade); SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying); SSAVec4i TranslateSample32(SSAInt *varying); SSAInt TranslateSample8(SSAInt *varying); SSAVec4i Sample32(SSAInt *varying); SSAInt Sample8(SSAInt *varying); SSAVec4i Shade32(SSAVec4i fg, SSAInt light, bool isSimpleShade); SSAInt Shade8(SSAInt c); SSAVec4i ToBgra(SSAInt index); SSAInt ToPal8(SSAVec4i c); SSAVec4i FadeOut(SSAInt frac, SSAVec4i color); SSAStack stack_i, stack_y, stack_x; SSAStack stack_posYW, stack_posXW; SSAStack stack_posYVarying[TriVertex::NumVarying]; SSAStack stack_posXVarying[TriVertex::NumVarying]; SSAStack stack_varyingPos[TriVertex::NumVarying]; SSAStack stack_lightpos; SSAStack stack_dest; SSAStepVariables gradientX, gradientY, start; SSAFloat shade, globVis; SSAInt currentlight; SSAUBytePtr currentcolormap; SSAUBytePtr destOrg; SSAInt pitch; SSATriVertex v1; SSATriVertex v2; SSATriVertex v3; SSAUBytePtr texturePixels; SSAInt textureWidth; SSAInt textureHeight; SSAUBytePtr translation; SSAInt color, srcalpha, destalpha; SSAInt light; SSAShadeConstants shade_constants; SSABool is_simple_shade; SSABool is_nearest_filter; SSABool is_fixed_light; SSAUBytePtr Colormaps; SSAUBytePtr RGB256k; SSAUBytePtr BaseColors; SSAInt numSpans; SSAInt numBlocks; SSAInt startX; SSAInt startY; SSAValue fullSpans; // TriFullSpan[] SSAValue partialBlocks; // TriPartialBlock[] TriBlendMode blendmode; bool truecolor; bool colorfill; int pixelsize; };