mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
590 lines
20 KiB
C++
590 lines
20 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "poly_thread.h"
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#include "screen_scanline_setup.h"
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#include <cmath>
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#ifndef NO_SSE
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#include <immintrin.h>
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#endif
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#ifdef NO_SSE
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void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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float startX = x0 + (0.5f - args->v1->x);
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float startY = y + (0.5f - args->v1->y);
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float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
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float stepW = args->gradientX.W;
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float* w = thread->scanline.W;
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for (int x = x0; x < x1; x++)
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{
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w[x] = 1.0f / posW;
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posW += stepW;
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}
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}
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#else
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void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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float startX = x0 + (0.5f - args->v1->x);
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float startY = y + (0.5f - args->v1->y);
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float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
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float stepW = args->gradientX.W;
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float* w = thread->scanline.W;
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int ssecount = ((x1 - x0) & ~3);
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int sseend = x0 + ssecount;
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__m128 mstepW = _mm_set1_ps(stepW * 4.0f);
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__m128 mposW = _mm_setr_ps(posW, posW + stepW, posW + stepW + stepW, posW + stepW + stepW + stepW);
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for (int x = x0; x < sseend; x += 4)
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{
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// One Newton-Raphson iteration for 1/posW
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__m128 res = _mm_rcp_ps(mposW);
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__m128 muls = _mm_mul_ps(mposW, _mm_mul_ps(res, res));
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_mm_storeu_ps(w + x, _mm_sub_ps(_mm_add_ps(res, res), muls));
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mposW = _mm_add_ps(mposW, mstepW);
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}
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mstepW = _mm_set_ss(stepW);
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for (int x = sseend; x < x1; x++)
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{
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__m128 res = _mm_rcp_ss(mposW);
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__m128 muls = _mm_mul_ss(mposW, _mm_mul_ss(res, res));
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_mm_store_ss(w + x, _mm_sub_ss(_mm_add_ss(res, res), muls));
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mposW = _mm_add_ss(mposW, mstepW);
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}
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}
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#endif
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static void WriteDynLightArray(int x0, int x1, PolyTriangleThreadData* thread)
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{
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int num_lights = thread->numPolyLights;
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PolyLight* lights = thread->polyLights;
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float worldnormalX = thread->mainVertexShader.vWorldNormal.X;
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float worldnormalY = thread->mainVertexShader.vWorldNormal.Y;
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float worldnormalZ = thread->mainVertexShader.vWorldNormal.Z;
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uint32_t* lightarray = thread->scanline.lightarray;
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float* worldposX = thread->scanline.WorldX;
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float* worldposY = thread->scanline.WorldY;
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float* worldposZ = thread->scanline.WorldZ;
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int sseend = x0;
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#ifndef NO_SSE
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int ssecount = ((x1 - x0) & ~3);
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sseend = x0 + ssecount;
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__m128 mworldnormalX = _mm_set1_ps(worldnormalX);
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__m128 mworldnormalY = _mm_set1_ps(worldnormalY);
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__m128 mworldnormalZ = _mm_set1_ps(worldnormalZ);
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for (int x = x0; x < sseend; x += 4)
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{
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__m128i lit = _mm_loadu_si128((__m128i*)&lightarray[x]);
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__m128i litlo = _mm_unpacklo_epi8(lit, _mm_setzero_si128());
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__m128i lithi = _mm_unpackhi_epi8(lit, _mm_setzero_si128());
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for (int i = 0; i < num_lights; i++)
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{
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__m128 lightposX = _mm_set1_ps(lights[i].x);
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__m128 lightposY = _mm_set1_ps(lights[i].y);
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__m128 lightposZ = _mm_set1_ps(lights[i].z);
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__m128 light_radius = _mm_set1_ps(lights[i].radius);
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__m128i light_color = _mm_shuffle_epi32(_mm_unpacklo_epi8(_mm_cvtsi32_si128(lights[i].color), _mm_setzero_si128()), _MM_SHUFFLE(1, 0, 1, 0));
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__m128 is_attenuated = _mm_cmplt_ps(light_radius, _mm_setzero_ps());
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light_radius = _mm_andnot_ps(_mm_set1_ps(-0.0f), light_radius); // clear sign bit
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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__m128 Lx = _mm_sub_ps(lightposX, _mm_loadu_ps(&worldposX[x]));
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__m128 Ly = _mm_sub_ps(lightposY, _mm_loadu_ps(&worldposY[x]));
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__m128 Lz = _mm_sub_ps(lightposZ, _mm_loadu_ps(&worldposZ[x]));
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__m128 dist2 = _mm_add_ps(_mm_mul_ps(Lx, Lx), _mm_add_ps(_mm_mul_ps(Ly, Ly), _mm_mul_ps(Lz, Lz)));
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__m128 rcp_dist = _mm_rsqrt_ps(dist2);
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__m128 dist = _mm_mul_ps(dist2, rcp_dist);
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__m128 distance_attenuation = _mm_sub_ps(_mm_set1_ps(256.0f), _mm_min_ps(_mm_mul_ps(dist, light_radius), _mm_set1_ps(256.0f)));
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// The simple light type
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__m128 simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx = _mm_mul_ps(Lx, rcp_dist);
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Ly = _mm_mul_ps(Ly, rcp_dist);
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Lz = _mm_mul_ps(Lz, rcp_dist);
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__m128 dotNL = _mm_add_ps(_mm_add_ps(_mm_mul_ps(mworldnormalX, Lx), _mm_mul_ps(mworldnormalY, Ly)), _mm_mul_ps(mworldnormalZ, Lz));
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__m128 point_attenuation = _mm_mul_ps(_mm_max_ps(dotNL, _mm_setzero_ps()), distance_attenuation);
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__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, point_attenuation), _mm_andnot_ps(is_attenuated, simple_attenuation)));
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attenuation = _mm_shufflehi_epi16(_mm_shufflelo_epi16(attenuation, _MM_SHUFFLE(2, 2, 0, 0)), _MM_SHUFFLE(2, 2, 0, 0));
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__m128i attenlo = _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1, 1, 0, 0));
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__m128i attenhi = _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(3, 3, 2, 2));
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litlo = _mm_add_epi16(litlo, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenlo), 8));
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lithi = _mm_add_epi16(lithi, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenhi), 8));
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}
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_mm_storeu_si128((__m128i*)&lightarray[x], _mm_packus_epi16(litlo, lithi));
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}
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#endif
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for (int x = sseend; x < x1; x++)
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{
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uint32_t lit_a = APART(lightarray[x]);
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uint32_t lit_r = RPART(lightarray[x]);
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uint32_t lit_g = GPART(lightarray[x]);
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uint32_t lit_b = BPART(lightarray[x]);
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for (int i = 0; i < num_lights; i++)
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{
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float lightposX = lights[i].x;
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float lightposY = lights[i].y;
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float lightposZ = lights[i].z;
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float light_radius = lights[i].radius;
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uint32_t light_color = lights[i].color;
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bool is_attenuated = light_radius < 0.0f;
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if (is_attenuated)
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light_radius = -light_radius;
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lx = lightposX - worldposX[x];
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float Ly = lightposY - worldposY[x];
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float Lz = lightposZ - worldposZ[x];
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float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
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#ifdef NO_SSE
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//float rcp_dist = 1.0f / sqrt(dist2);
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float rcp_dist = 1.0f / (dist2 * 0.01f);
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
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#endif
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float dist = dist2 * rcp_dist;
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float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
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// The simple light type
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float simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = max(dot(N,normalize(L)),0) * attenuation
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
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float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
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uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
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lit_r += (RPART(light_color) * attenuation) >> 8;
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lit_g += (GPART(light_color) * attenuation) >> 8;
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lit_b += (BPART(light_color) * attenuation) >> 8;
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}
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lit_r = MIN<uint32_t>(lit_r, 255);
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lit_g = MIN<uint32_t>(lit_g, 255);
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lit_b = MIN<uint32_t>(lit_b, 255);
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lightarray[x] = MAKEARGB(lit_a, lit_r, lit_g, lit_b);
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// Palette version:
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// dynlights[x] = RGB256k.All[((lit_r >> 2) << 12) | ((lit_g >> 2) << 6) | (lit_b >> 2)];
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}
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}
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static void WriteLightArray(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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auto constants = thread->PushConstants;
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auto vColorR = thread->scanline.vColorR;
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auto vColorG = thread->scanline.vColorG;
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auto vColorB = thread->scanline.vColorB;
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auto vColorA = thread->scanline.vColorA;
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if (thread->PushConstants->uLightLevel >= 0.0f)
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{
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float startX = x0 + (0.5f - args->v1->x);
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float startY = y + (0.5f - args->v1->y);
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float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
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float stepW = args->gradientX.W;
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float globVis = thread->mainVertexShader.Viewpoint->mGlobVis;
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uint32_t light = (int)(constants->uLightLevel * 255.0f);
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fixed_t shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
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fixed_t lightpos = (fixed_t)(globVis * posW * (float)FRACUNIT);
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fixed_t lightstep = (fixed_t)(globVis * stepW * (float)FRACUNIT);
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fixed_t maxvis = 24 * FRACUNIT / 32;
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fixed_t maxlight = 31 * FRACUNIT / 32;
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fixed_t lightend = lightpos + lightstep * (x1 - x0);
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if (lightpos < maxvis && shade >= lightpos && shade - lightpos <= maxlight &&
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lightend < maxvis && shade >= lightend && shade - lightend <= maxlight)
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{
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lightpos += FRACUNIT - shade;
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uint32_t* lightarray = thread->scanline.lightarray;
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for (int x = x0; x < x1; x++)
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{
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uint32_t l = MIN(lightpos >> 8, 256);
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uint32_t r = vColorR[x];
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uint32_t g = vColorG[x];
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uint32_t b = vColorB[x];
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uint32_t a = vColorA[x];
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// [GEC] DynLightColor On Sprite
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r = (r * l) >> 8;
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g = (g * l) >> 8;
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b = (b * l) >> 8;
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if (constants->uLightIndex == -1)
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{
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r += (uint32_t)(constants->uDynLightColor.X * 255.0f);
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g += (uint32_t)(constants->uDynLightColor.Y * 255.0f);
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b += (uint32_t)(constants->uDynLightColor.Z * 255.0f);
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r = MIN<uint32_t>(r, 255);
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g = MIN<uint32_t>(g, 255);
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b = MIN<uint32_t>(b, 255);
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}
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lightarray[x] = MAKEARGB(a, r, g, b);
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lightpos += lightstep;
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}
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}
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else
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{
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uint32_t* lightarray = thread->scanline.lightarray;
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for (int x = x0; x < x1; x++)
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{
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uint32_t l = MIN((FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8, 256);
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uint32_t r = vColorR[x];
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uint32_t g = vColorG[x];
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uint32_t b = vColorB[x];
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uint32_t a = vColorA[x];
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// [GEC] DynLightColor On Sprite
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r = (r * l) >> 8;
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g = (g * l) >> 8;
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b = (b * l) >> 8;
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if (constants->uLightIndex == -1)
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{
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r += (uint32_t)(constants->uDynLightColor.X * 255.0f);
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g += (uint32_t)(constants->uDynLightColor.Y * 255.0f);
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b += (uint32_t)(constants->uDynLightColor.Z * 255.0f);
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r = MIN<uint32_t>(r, 255);
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g = MIN<uint32_t>(g, 255);
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b = MIN<uint32_t>(b, 255);
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}
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lightarray[x] = MAKEARGB(a, r, g, b);
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lightpos += lightstep;
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}
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}
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}
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else if (constants->uFogEnabled > 0)
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{
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float uLightDist = constants->uLightDist;
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float uLightFactor = constants->uLightFactor;
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float* w = thread->scanline.W;
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uint32_t* lightarray = thread->scanline.lightarray;
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for (int x = x0; x < x1; x++)
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{
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uint32_t a = thread->scanline.vColorA[x];
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uint32_t r = thread->scanline.vColorR[x];
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uint32_t g = thread->scanline.vColorG[x];
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uint32_t b = thread->scanline.vColorB[x];
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float fogdist = MAX(16.0f, w[x]);
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float fogfactor = std::exp2(constants->uFogDensity * fogdist);
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// brightening around the player for light mode 2:
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if (fogdist < uLightDist)
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{
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uint32_t l = (int)((uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0)) * 256.0f);
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r = (r * l) >> 8;
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g = (g * l) >> 8;
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b = (b * l) >> 8;
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}
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// apply light diminishing through fog equation: mix(vec3(0.0, 0.0, 0.0), lightshade.rgb, fogfactor)
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uint32_t t = (int)(fogfactor * 256.0f);
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r = (r * t) >> 8;
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g = (g * t) >> 8;
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b = (b * t) >> 8;
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lightarray[x] = MAKEARGB(a, r, g, b);
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}
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}
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else
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{
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uint32_t* lightarray = thread->scanline.lightarray;
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for (int x = x0; x < x1; x++)
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{
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uint32_t a = thread->scanline.vColorA[x];
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uint32_t r = thread->scanline.vColorR[x];
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uint32_t g = thread->scanline.vColorG[x];
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uint32_t b = thread->scanline.vColorB[x];
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// [GEC] DynLightColor On Weapon
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if (constants->uLightIndex == -1)
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{
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r += (uint32_t)(constants->uDynLightColor.X * 255.0f);
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g += (uint32_t)(constants->uDynLightColor.Y * 255.0f);
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b += (uint32_t)(constants->uDynLightColor.Z * 255.0f);
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r = MIN<uint32_t>(r, 255);
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g = MIN<uint32_t>(g, 255);
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b = MIN<uint32_t>(b, 255);
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}
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lightarray[x] = MAKEARGB(a, r, g, b);
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}
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}
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}
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#ifdef NO_SSE
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static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
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{
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for (int x = x0; x < x1; x++)
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{
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varying[x] = pos * w[x];
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pos += step;
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}
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}
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#else
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static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
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{
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int ssecount = ((x1 - x0) & ~3);
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int sseend = x0 + ssecount;
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__m128 mstep = _mm_set1_ps(step * 4.0f);
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__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
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for (int x = x0; x < sseend; x += 4)
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{
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_mm_storeu_ps(varying + x, _mm_mul_ps(mpos, _mm_loadu_ps(w + x)));
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mpos = _mm_add_ps(mpos, mstep);
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}
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pos += ssecount * step;
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for (int x = sseend; x < x1; x++)
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{
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varying[x] = pos * w[x];
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pos += step;
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}
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}
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#endif
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#ifdef NO_SSE
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static void WriteVaryingWrap(float pos, float step, int x0, int x1, const float* w, uint16_t* varying)
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{
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for (int x = x0; x < x1; x++)
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{
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float value = pos * w[x];
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value = value - std::floor(value);
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varying[x] = static_cast<uint32_t>(static_cast<int32_t>(value * static_cast<float>(0x1000'0000)) << 4) >> 16;
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pos += step;
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}
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}
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#else
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static void WriteVaryingWrap(float pos, float step, int x0, int x1, const float* w, uint16_t* varying)
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{
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int ssecount = ((x1 - x0) & ~3);
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int sseend = x0 + ssecount;
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__m128 mstep = _mm_set1_ps(step * 4.0f);
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__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
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for (int x = x0; x < sseend; x += 4)
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{
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__m128 value = _mm_mul_ps(mpos, _mm_loadu_ps(w + x));
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__m128 f = value;
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__m128 t = _mm_cvtepi32_ps(_mm_cvttps_epi32(f));
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__m128 r = _mm_sub_ps(t, _mm_and_ps(_mm_cmplt_ps(f, t), _mm_set1_ps(1.0f)));
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value = _mm_sub_ps(f, r);
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__m128i ivalue = _mm_srli_epi32(_mm_slli_epi32(_mm_cvttps_epi32(_mm_mul_ps(value, _mm_set1_ps(static_cast<float>(0x1000'0000)))), 4), 17);
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_mm_storel_epi64((__m128i*)(varying + x), _mm_slli_epi16(_mm_packs_epi32(ivalue, ivalue), 1));
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mpos = _mm_add_ps(mpos, mstep);
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}
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pos += ssecount * step;
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for (int x = sseend; x < x1; x++)
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{
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float value = pos * w[x];
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__m128 f = _mm_set_ss(value);
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__m128 t = _mm_cvtepi32_ps(_mm_cvttps_epi32(f));
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__m128 r = _mm_sub_ss(t, _mm_and_ps(_mm_cmplt_ps(f, t), _mm_set_ss(1.0f)));
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value = _mm_cvtss_f32(_mm_sub_ss(f, r));
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varying[x] = static_cast<uint32_t>(static_cast<int32_t>(value * static_cast<float>(0x1000'0000)) << 4) >> 16;
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pos += step;
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}
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}
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#endif
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static void WriteVaryingWarp1(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread)
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{
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float pi2 = 3.14159265358979323846f * 2.0f;
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float timer = thread->mainVertexShader.Data.timer * 0.125f;
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const float* w = thread->scanline.W;
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uint16_t* scanlineU = thread->scanline.U;
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uint16_t* scanlineV = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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float u = posU * w[x];
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float v = posV * w[x];
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v += (float)g_sin(pi2 * (u + timer)) * 0.1f;
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u += (float)g_sin(pi2 * (v + timer)) * 0.1f;
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u = u - std::floor(u);
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v = v - std::floor(v);
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scanlineU[x] = static_cast<uint32_t>(static_cast<int32_t>(u * static_cast<float>(0x1000'0000)) << 4) >> 16;
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scanlineV[x] = static_cast<uint32_t>(static_cast<int32_t>(v * static_cast<float>(0x1000'0000)) << 4) >> 16;
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posU += stepU;
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posV += stepV;
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}
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}
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static void WriteVaryingWarp2(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread)
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{
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float pi2 = 3.14159265358979323846f * 2.0f;
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float timer = thread->mainVertexShader.Data.timer;
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const float* w = thread->scanline.W;
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uint16_t* scanlineU = thread->scanline.U;
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uint16_t* scanlineV = thread->scanline.V;
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for (int x = x0; x < x1; x++)
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{
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float u = posU * w[x];
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float v = posV * w[x];
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v += (0.5f + (float)g_sin(pi2 * (v + timer * 0.61f + 900.f/8192.f)) + (float)g_sin(pi2 * (u * 2.0f + timer * 0.36f + 300.0f/8192.0f))) * 0.025f;
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u += (0.5f + (float)g_sin(pi2 * (v + timer * 0.49f + 700.f/8192.f)) + (float)g_sin(pi2 * (u * 2.0f + timer * 0.49f + 1200.0f/8192.0f))) * 0.025f;
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u = u - std::floor(u);
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v = v - std::floor(v);
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scanlineU[x] = static_cast<uint32_t>(static_cast<int32_t>(u * static_cast<float>(0x1000'0000)) << 4) >> 16;
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scanlineV[x] = static_cast<uint32_t>(static_cast<int32_t>(v * static_cast<float>(0x1000'0000)) << 4) >> 16;
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posU += stepU;
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posV += stepV;
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}
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}
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#ifdef NO_SSE
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static void WriteVaryingColor(float pos, float step, int x0, int x1, const float* w, uint8_t* varying)
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{
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for (int x = x0; x < x1; x++)
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{
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varying[x] = clamp(static_cast<int>(pos * w[x] * 255.0f), 0, 255);
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pos += step;
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}
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}
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#else
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static void WriteVaryingColor(float pos, float step, int x0, int x1, const float* w, uint8_t* varying)
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{
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int ssecount = ((x1 - x0) & ~3);
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int sseend = x0 + ssecount;
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__m128 mstep = _mm_set1_ps(step * 4.0f);
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__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
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for (int x = x0; x < sseend; x += 4)
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{
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__m128i value = _mm_cvttps_epi32(_mm_mul_ps(_mm_mul_ps(mpos, _mm_loadu_ps(w + x)), _mm_set1_ps(255.0f)));
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value = _mm_packs_epi32(value, value);
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value = _mm_packus_epi16(value, value);
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*(uint32_t*)(varying + x) = _mm_cvtsi128_si32(value);
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mpos = _mm_add_ps(mpos, mstep);
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}
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pos += ssecount * step;
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for (int x = sseend; x < x1; x++)
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{
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varying[x] = clamp(static_cast<int>(pos * w[x] * 255.0f), 0, 255);
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pos += step;
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}
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}
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#endif
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void WriteVaryings(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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float startX = x0 + (0.5f - args->v1->x);
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float startY = y + (0.5f - args->v1->y);
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void (*useShader)(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread) = nullptr;
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if (thread->EffectState == SHADER_Warp1)
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useShader = &WriteVaryingWarp1;
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else if (thread->EffectState == SHADER_Warp2)
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useShader = &WriteVaryingWarp2;
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if (useShader)
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{
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useShader(
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args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY,
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args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY,
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args->gradientX.U,
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args->gradientX.V,
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x0, x1,
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thread);
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}
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else
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{
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WriteVaryingWrap(args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY, args->gradientX.U, x0, x1, thread->scanline.W, thread->scanline.U);
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WriteVaryingWrap(args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY, args->gradientX.V, x0, x1, thread->scanline.W, thread->scanline.V);
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}
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WriteVarying(args->v1->worldX * args->v1->w + args->gradientX.WorldX * startX + args->gradientY.WorldX * startY, args->gradientX.WorldX, x0, x1, thread->scanline.W, thread->scanline.WorldX);
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WriteVarying(args->v1->worldY * args->v1->w + args->gradientX.WorldY * startX + args->gradientY.WorldY * startY, args->gradientX.WorldY, x0, x1, thread->scanline.W, thread->scanline.WorldY);
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WriteVarying(args->v1->worldZ * args->v1->w + args->gradientX.WorldZ * startX + args->gradientY.WorldZ * startY, args->gradientX.WorldZ, x0, x1, thread->scanline.W, thread->scanline.WorldZ);
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WriteVarying(args->v1->gradientdistZ * args->v1->w + args->gradientX.GradientdistZ * startX + args->gradientY.GradientdistZ * startY, args->gradientX.GradientdistZ, x0, x1, thread->scanline.W, thread->scanline.GradientdistZ);
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WriteVaryingColor(args->v1->a * args->v1->w + args->gradientX.A * startX + args->gradientY.A * startY, args->gradientX.A, x0, x1, thread->scanline.W, thread->scanline.vColorA);
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WriteVaryingColor(args->v1->r * args->v1->w + args->gradientX.R * startX + args->gradientY.R * startY, args->gradientX.R, x0, x1, thread->scanline.W, thread->scanline.vColorR);
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WriteVaryingColor(args->v1->g * args->v1->w + args->gradientX.G * startX + args->gradientY.G * startY, args->gradientX.G, x0, x1, thread->scanline.W, thread->scanline.vColorG);
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WriteVaryingColor(args->v1->b * args->v1->w + args->gradientX.B * startX + args->gradientY.B * startY, args->gradientX.B, x0, x1, thread->scanline.W, thread->scanline.vColorB);
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if (thread->PushConstants->uFogEnabled != -3 && thread->PushConstants->uTextureMode != TM_FOGLAYER)
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WriteLightArray(y, x0, x1, args, thread);
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if (thread->numPolyLights > 0)
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WriteDynLightArray(x0, x1, thread);
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}
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