/* ** DrawWall 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" enum class DrawWallVariant { Opaque, Masked, Add, AddClamp, SubClamp, RevSubClamp }; class DrawWallCodegen : public DrawerCodegen { public: void Generate(DrawWallVariant variant, SSAValue args, SSAValue thread_data); private: void LoopShade(DrawWallVariant variant, bool isSimpleShade); void Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter); SSAVec4i Sample(SSAInt frac, bool isNearestFilter); SSAVec4i SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height); SSAVec4i Shade(SSAVec4i fg, bool isSimpleShade); SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant); SSAStack stack_index, stack_frac, stack_light_index; SSAStack stack_lit_color; SSAStack stack_z; SSAUBytePtr dest; SSAUBytePtr source; SSAUBytePtr source2; SSAInt pitch; SSAInt count; SSAInt dest_y; SSAInt texturefrac; SSAInt texturefracx; SSAInt iscale; SSAInt textureheight; SSAInt light; SSAInt srcalpha; SSAInt destalpha; SSABool is_simple_shade; SSABool is_nearest_filter; SSAShadeConstants shade_constants; SSAWorkerThread thread; SSAInt fracstep; SSAInt one; SSAFloat start_z, step_z; SSAValue dynlights; // TriLight* SSAInt num_dynlights; SSAFloat z; };