commits
tags
/*
** r_draw_rgba.cpp
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2016 Magnus Norddahl
** Copyright 2016 Rachael Alexanderson
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stddef.h>
#include "doomdef.h"
#include "filesystem.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_draw_rgba.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/scene/r_light.h"
#ifdef NO_SSE
#include "r_draw_wall32.h"
#include "r_draw_sprite32.h"
#include "r_draw_span32.h"
#include "r_draw_sky32.h"
#else
#include "r_draw_wall32_sse2.h"
#include "r_draw_sprite32_sse2.h"
#include "r_draw_span32_sse2.h"
#include "r_draw_sky32_sse2.h"
#endif
#include "gi.h"
#include "stats.h"
#include <vector>
;
// Use linear filtering when scaling up
CVAR(Bool, r_magfilter, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
// Use linear filtering when scaling down
CVAR(Bool, r_minfilter, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
// Use mipmapped textures
CVAR(Bool, r_mipmap, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
// Level of detail texture bias
CVAR(Float, r_lod_bias, -1.5, 0); // To do: add CVAR_ARCHIVE | CVAR_GLOBALCONFIG when a good default has been decided
namespace swrenderer
{
void SWTruecolorDrawers::DrawWall(const WallDrawerArgs &args)
{
DrawWallColumns<DrawWall32Command>(args);
}
void SWTruecolorDrawers::DrawWallMasked(const WallDrawerArgs &args)
{
DrawWallColumns<DrawWallMasked32Command>(args);
}
void SWTruecolorDrawers::DrawWallAdd(const WallDrawerArgs &args)
{
DrawWallColumns<DrawWallAddClamp32Command>(args);
}
void SWTruecolorDrawers::DrawWallAddClamp(const WallDrawerArgs &args)
{
DrawWallColumns<DrawWallAddClamp32Command>(args);
}
void SWTruecolorDrawers::DrawWallSubClamp(const WallDrawerArgs &args)
{
DrawWallColumns<DrawWallSubClamp32Command>(args);
}
void SWTruecolorDrawers::DrawWallRevSubClamp(const WallDrawerArgs &args)
{
DrawWallColumns<DrawWallRevSubClamp32Command>(args);
}
void SWTruecolorDrawers::DrawColumn(const SpriteDrawerArgs &args)
{
DrawSprite32Command::DrawColumn(args);
}
void SWTruecolorDrawers::FillColumn(const SpriteDrawerArgs &args)
{
FillSprite32Command::DrawColumn(args);
}
void SWTruecolorDrawers::FillAddColumn(const SpriteDrawerArgs &args)
{
FillSpriteAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::FillAddClampColumn(const SpriteDrawerArgs &args)
{
FillSpriteAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::FillSubClampColumn(const SpriteDrawerArgs &args)
{
FillSpriteSubClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::FillRevSubClampColumn(const SpriteDrawerArgs &args)
{
FillSpriteRevSubClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawFuzzColumn(const SpriteDrawerArgs &args)
{
if (r_fuzzscale)
DrawScaledFuzzColumn(args);
else
DrawUnscaledFuzzColumn(args);
R_UpdateFuzzPos(args);
}
void SWTruecolorDrawers::DrawAddColumn(const SpriteDrawerArgs &args)
{
DrawSpriteAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawTranslatedColumn(const SpriteDrawerArgs &args)
{
DrawSpriteTranslated32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawTranslatedAddColumn(const SpriteDrawerArgs &args)
{
DrawSpriteTranslatedAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawShadedColumn(const SpriteDrawerArgs &args)
{
DrawSpriteShaded32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawAddClampShadedColumn(const SpriteDrawerArgs &args)
{
DrawSpriteAddClampShaded32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawAddClampColumn(const SpriteDrawerArgs &args)
{
DrawSpriteAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawAddClampTranslatedColumn(const SpriteDrawerArgs &args)
{
DrawSpriteTranslatedAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSubClampColumn(const SpriteDrawerArgs &args)
{
DrawSpriteSubClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSubClampTranslatedColumn(const SpriteDrawerArgs &args)
{
DrawSpriteTranslatedSubClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawRevSubClampColumn(const SpriteDrawerArgs &args)
{
DrawSpriteRevSubClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawRevSubClampTranslatedColumn(const SpriteDrawerArgs &args)
{
DrawSpriteTranslatedRevSubClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSpan(const SpanDrawerArgs &args)
{
DrawSpan32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSpanMasked(const SpanDrawerArgs &args)
{
DrawSpanMasked32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSpanTranslucent(const SpanDrawerArgs &args)
{
DrawSpanTranslucent32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSpanMaskedTranslucent(const SpanDrawerArgs &args)
{
DrawSpanAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSpanAddClamp(const SpanDrawerArgs &args)
{
DrawSpanTranslucent32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSpanMaskedAddClamp(const SpanDrawerArgs &args)
{
DrawSpanAddClamp32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawSingleSkyColumn(const SkyDrawerArgs &args)
{
DrawSkySingle32Command::DrawColumn(args);
}
void SWTruecolorDrawers::DrawDoubleSkyColumn(const SkyDrawerArgs &args)
{
DrawSkyDouble32Command::DrawColumn(args);
}
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::DrawScaledFuzzColumn(const SpriteDrawerArgs& drawerargs)
{
int _x = drawerargs.FuzzX();
int _yl = drawerargs.FuzzY1();
int _yh = drawerargs.FuzzY2();
uint8_t* RESTRICT _destorg = drawerargs.Viewport()->GetDest(0, 0);
int _pitch = drawerargs.Viewport()->RenderTarget->GetPitch();
int _fuzzpos = fuzzpos;
int _fuzzviewheight = fuzzviewheight;
int x = _x;
int yl = max(_yl, 1);
int yh = min(_yh, _fuzzviewheight);
int count = yh - yl + 1;
if (count <= 0) return;
int pitch = _pitch;
uint32_t *dest = _pitch * yl + x + (uint32_t*)_destorg;
int scaled_x = x * 200 / _fuzzviewheight;
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + _fuzzpos;
fixed_t fuzzstep = (200 << FRACBITS) / _fuzzviewheight;
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
fixed_t fuzz = ((fuzz_x << FRACBITS) + yl * fuzzstep) % fuzzcount;
while (count > 0)
{
int alpha = 32 - fuzzoffset[fuzz >> FRACBITS];
uint32_t bg = *dest;
uint32_t red = (RPART(bg) * alpha) >> 5;
uint32_t green = (GPART(bg) * alpha) >> 5;
uint32_t blue = (BPART(bg) * alpha) >> 5;
*dest = 0xff000000 | (red << 16) | (green << 8) | blue;
dest += pitch;
fuzz += fuzzstep;
if (fuzz >= fuzzcount) fuzz -= fuzzcount;
count--;
}
}
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::DrawUnscaledFuzzColumn(const SpriteDrawerArgs& drawerargs)
{
int _x = drawerargs.FuzzX();
int _yl = drawerargs.FuzzY1();
int _yh = drawerargs.FuzzY2();
uint8_t* RESTRICT _destorg = drawerargs.Viewport()->GetDest(0, 0);
int _pitch = drawerargs.Viewport()->RenderTarget->GetPitch();
int _fuzzpos = fuzzpos;
int _fuzzviewheight = fuzzviewheight;
int yl = max(_yl, 1);
int yh = min(_yh, _fuzzviewheight);
int count = yh - yl + 1;
// Zero length.
if (count <= 0)
return;
uint32_t *dest = _pitch * yl + _x + (uint32_t*)_destorg;
int pitch = _pitch;
int fuzzstep = 1;
int fuzz = _fuzzpos % FUZZTABLE;
#ifndef ORIGINAL_FUZZ
while (count > 0)
{
int available = (FUZZTABLE - fuzz);
int next_wrap = available / fuzzstep;
if (available % fuzzstep != 0)
next_wrap++;
int cnt = min(count, next_wrap);
count -= cnt;
do
{
int alpha = 32 - fuzzoffset[fuzz];
uint32_t bg = *dest;
uint32_t red = (RPART(bg) * alpha) >> 5;
uint32_t green = (GPART(bg) * alpha) >> 5;
uint32_t blue = (BPART(bg) * alpha) >> 5;
*dest = 0xff000000 | (red << 16) | (green << 8) | blue;
dest += pitch;
fuzz += fuzzstep;
} while (--cnt);
fuzz %= FUZZTABLE;
}
#else
// Handle the case where we would go out of bounds at the top:
if (yl < fuzzstep)
{
uint32_t *srcdest = dest + fuzzoffset[fuzz] * fuzzstep + pitch;
//assert(static_cast<int>((srcdest - (uint32_t*)dc_destorg) / (_pitch)) < viewheight);
uint32_t bg = *srcdest;
uint32_t red = RPART(bg) * 3 / 4;
uint32_t green = GPART(bg) * 3 / 4;
uint32_t blue = BPART(bg) * 3 / 4;
*dest = 0xff000000 | (red << 16) | (green << 8) | blue;
dest += pitch;
fuzz += fuzzstep;
fuzz %= FUZZTABLE;
count--;
if (count == 0)
return;
}
bool lowerbounds = (yl + (count + fuzzstep - 1) * fuzzstep > _fuzzviewheight);
if (lowerbounds)
count--;
// Fuzz where fuzzoffset stays within bounds
while (count > 0)
{
int available = (FUZZTABLE - fuzz);
int next_wrap = available / fuzzstep;
if (available % fuzzstep != 0)
next_wrap++;
int cnt = min(count, next_wrap);
count -= cnt;
do
{
uint32_t *srcdest = dest + fuzzoffset[fuzz] * fuzzstep;
//assert(static_cast<int>((srcdest - (uint32_t*)dc_destorg) / (_pitch)) < viewheight);
uint32_t bg = *srcdest;
uint32_t red = RPART(bg) * 3 / 4;
uint32_t green = GPART(bg) * 3 / 4;
uint32_t blue = BPART(bg) * 3 / 4;
*dest = 0xff000000 | (red << 16) | (green << 8) | blue;
dest += pitch;
fuzz += fuzzstep;
} while (--cnt);
fuzz %= FUZZTABLE;
}
// Handle the case where we would go out of bounds at the bottom
if (lowerbounds)
{
uint32_t *srcdest = dest + fuzzoffset[fuzz] * fuzzstep - pitch;
//assert(static_cast<int>((srcdest - (uint32_t*)dc_destorg) / (_pitch)) < viewheight);
uint32_t bg = *srcdest;
uint32_t red = RPART(bg) * 3 / 4;
uint32_t green = GPART(bg) * 3 / 4;
uint32_t blue = BPART(bg) * 3 / 4;
*dest = 0xff000000 | (red << 16) | (green << 8) | blue;
}
#endif
}
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::FillSpan(const SpanDrawerArgs& drawerargs)
{
int _x1 = drawerargs.DestX1();
int _x2 = drawerargs.DestX2();
int _y = drawerargs.DestY();
uint8_t* RESTRICT _dest = drawerargs.Viewport()->GetDest(_x1, _y);
fixed_t _light = drawerargs.Light();
int _color = drawerargs.SolidColor();
uint32_t *dest = (uint32_t*)_dest;
int count = (_x2 - _x1 + 1);
uint32_t light = LightBgra::calc_light_multiplier(_light);
uint32_t color = LightBgra::shade_pal_index_simple(_color, light);
for (int i = 0; i < count; i++)
dest[i] = color;
}
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::DrawFogBoundaryLine(const SpanDrawerArgs& drawerargs)
{
int _y = drawerargs.DestY();
int _x = drawerargs.DestX1();
int _x2 = drawerargs.DestX2();
uint8_t* RESTRICT _line = drawerargs.Viewport()->GetDest(0, _y);
fixed_t _light = drawerargs.Light();
ShadeConstants constants = drawerargs.ColormapConstants();
int y = _y;
int x = _x;
int x2 = _x2;
uint32_t *dest = (uint32_t*)_line;
uint32_t light = LightBgra::calc_light_multiplier(_light);
do
{
uint32_t red = (dest[x] >> 16) & 0xff;
uint32_t green = (dest[x] >> 8) & 0xff;
uint32_t blue = dest[x] & 0xff;
if (constants.simple_shade)
{
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
}
else
{
uint32_t inv_light = 256 - light;
uint32_t inv_desaturate = 256 - constants.desaturate;
uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
red = (red * inv_desaturate + intensity) / 256;
green = (green * inv_desaturate + intensity) / 256;
blue = (blue * inv_desaturate + intensity) / 256;
red = (constants.fade_red * inv_light + red * light) / 256;
green = (constants.fade_green * inv_light + green * light) / 256;
blue = (constants.fade_blue * inv_light + blue * light) / 256;
red = (red * constants.light_red) / 256;
green = (green * constants.light_green) / 256;
blue = (blue * constants.light_blue) / 256;
}
dest[x] = 0xff000000 | (red << 16) | (green << 8) | blue;
} while (++x <= x2);
}
/////////////////////////////////////////////////////////////////////////////
FORCEINLINE static BgraColor AddTiltedLights(BgraColor material, BgraColor fgcolor, const DrawerLight* lights, int num_lights, float viewpos_x, float viewpos_y, float viewpos_z, float nx, float ny, float nz)
{
using namespace DrawSpan32TModes;
BgraColor lit;
lit.r = 0;
lit.g = 0;
lit.b = 0;
// Screen space to view space
viewpos_z = 1.0f / viewpos_z;
viewpos_x *= viewpos_z;
viewpos_y *= viewpos_z;
for (int i = 0; i != num_lights; i++)
{
float light_x = lights[i].x;
float light_y = lights[i].y;
float light_z = lights[i].z;
float light_radius = lights[i].radius;
// L = light-pos
// dist = sqrt(dot(L, L))
// attenuation = 1 - min(dist * (1/radius), 1)
float Lx = lights[i].x - viewpos_x;
float Ly = lights[i].y - viewpos_y;
float Lz = lights[i].z - viewpos_z;
float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
#ifdef NO_SSE
float rcp_dist = 1.0f / (dist2 * 0.01f);
#else
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_load_ss(&dist2)));
#endif
Lx *= rcp_dist;
Ly *= rcp_dist;
Lz *= rcp_dist;
float dist = dist2 * rcp_dist;
float radius = lights[i].radius;
bool simpleType = radius < 0.0f;
if (simpleType)
radius = -radius;
float distance_attenuation = (256.0f - min(dist * radius, 256.0f));
// The simple light type
float simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
float dotNL = max(nx * Lx + ny * Ly + nz * Lz, 0.0f);
float point_attenuation = dotNL * distance_attenuation;
uint32_t attenuation = (uint32_t)(simpleType ? simple_attenuation : point_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<uint32_t>(lit.r, 256);
lit.g = min<uint32_t>(lit.g, 256);
lit.b = min<uint32_t>(lit.b, 256);
fgcolor.r = min<uint32_t>(fgcolor.r + ((material.r * lit.r) >> 8), 255);
fgcolor.g = min<uint32_t>(fgcolor.g + ((material.g * lit.g) >> 8), 255);
fgcolor.b = min<uint32_t>(fgcolor.b + ((material.b * lit.b) >> 8), 255);
return fgcolor;
}
void SWTruecolorDrawers::DrawTiltedSpan(const SpanDrawerArgs& drawerargs, const FVector3& _plane_sz, const FVector3& _plane_su, const FVector3& _plane_sv, bool _plane_shade, int _planeshade, float _planelightfloat, fixed_t _pviewx, fixed_t _pviewy, FDynamicColormap* _basecolormap)
{
int _x1 = drawerargs.DestX1();
int _x2 = drawerargs.DestX2();
int _y = drawerargs.DestY();
uint8_t* _dest = drawerargs.Viewport()->GetDest(_x1, _y);
fixed_t _light = drawerargs.Light();
ShadeConstants _shade_constants = drawerargs.ColormapConstants();
const uint32_t* _source = (const uint32_t*)drawerargs.TexturePixels();
int _xbits = drawerargs.TextureWidthBits();
int _ybits = drawerargs.TextureHeightBits();
RenderViewport* viewport = drawerargs.Viewport();
//#define SPANSIZE 32
//#define INVSPAN 0.03125f
//#define SPANSIZE 8
//#define INVSPAN 0.125f
#define SPANSIZE 16
#define INVSPAN 0.0625f
int source_width = 1 << _xbits;
int source_height = 1 << _ybits;
uint32_t *dest = (uint32_t*)_dest;
int count = _x2 - _x1 + 1;
// Depth (Z) change across the span
double iz = _plane_sz[2] + _plane_sz[1] * (viewport->viewwindow.centery - _y) + _plane_sz[0] * (_x1 - viewport->viewwindow.centerx);
// Light change across the span
fixed_t lightstart = _light;
fixed_t lightend = lightstart;
if (_plane_shade)
{
double vis_start = iz * _planelightfloat;
double vis_end = (iz + _plane_sz[0] * count) * _planelightfloat;
lightstart = LIGHTSCALE(vis_start, _planeshade);
lightend = LIGHTSCALE(vis_end, _planeshade);
}
fixed_t light = lightstart;
fixed_t steplight = (lightend - lightstart) / count;
// Texture coordinates
double uz = _plane_su[2] + _plane_su[1] * (viewport->viewwindow.centery - _y) + _plane_su[0] * (_x1 - viewport->viewwindow.centerx);
double vz = _plane_sv[2] + _plane_sv[1] * (viewport->viewwindow.centery - _y) + _plane_sv[0] * (_x1 - viewport->viewwindow.centerx);
double startz = 1.f / iz;
double startu = uz*startz;
double startv = vz*startz;
double izstep = _plane_sz[0] * SPANSIZE;
double uzstep = _plane_su[0] * SPANSIZE;
double vzstep = _plane_sv[0] * SPANSIZE;
if (drawerargs.dc_num_lights == 0)
{
// Linear interpolate in sizes of SPANSIZE to increase speed
while (count >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
double endz = 1.f / iz;
double endu = uz * endz;
double endv = vz * endz;
uint32_t stepu = (uint32_t)(int64_t((endu - startu) * INVSPAN));
uint32_t stepv = (uint32_t)(int64_t((endv - startv) * INVSPAN));
uint32_t u = (uint32_t)(int64_t(startu) + _pviewx);
uint32_t v = (uint32_t)(int64_t(startv) + _pviewy);
for (int i = 0; i < SPANSIZE; i++)
{
uint32_t sx = ((u >> 16) * source_width) >> 16;
uint32_t sy = ((v >> 16) * source_height) >> 16;
uint32_t fg = _source[sy + sx * source_height];
if (_shade_constants.simple_shade)
*(dest++) = LightBgra::shade_bgra_simple(fg, LightBgra::calc_light_multiplier(light));
else
*(dest++) = LightBgra::shade_bgra(fg, LightBgra::calc_light_multiplier(light), _shade_constants);
u += stepu;
v += stepv;
light += steplight;
}
startu = endu;
startv = endv;
count -= SPANSIZE;
}
// The last few pixels at the end
while (count > 0)
{
double endz = 1.f / iz;
startu = uz * endz;
startv = vz * endz;
uint32_t u = (uint32_t)(int64_t(startu) + _pviewx);
uint32_t v = (uint32_t)(int64_t(startv) + _pviewy);
uint32_t sx = ((u >> 16) * source_width) >> 16;
uint32_t sy = ((v >> 16) * source_height) >> 16;
uint32_t fg = _source[sy + sx * source_height];
if (_shade_constants.simple_shade)
*(dest++) = LightBgra::shade_bgra_simple(fg, LightBgra::calc_light_multiplier(light));
else
*(dest++) = LightBgra::shade_bgra(fg, LightBgra::calc_light_multiplier(light), _shade_constants);
iz += _plane_sz[0];
uz += _plane_su[0];
vz += _plane_sv[0];
light += steplight;
count--;
}
}
else
{
auto lights = drawerargs.dc_lights;
auto num_lights = drawerargs.dc_num_lights;
auto normal = drawerargs.dc_normal;
auto viewpos = drawerargs.dc_viewpos;
auto viewpos_step = drawerargs.dc_viewpos_step;
// Linear interpolate in sizes of SPANSIZE to increase speed
while (count >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
double endz = 1.f / iz;
double endu = uz * endz;
double endv = vz * endz;
uint32_t stepu = (uint32_t)(int64_t((endu - startu) * INVSPAN));
uint32_t stepv = (uint32_t)(int64_t((endv - startv) * INVSPAN));
uint32_t u = (uint32_t)(int64_t(startu) + _pviewx);
uint32_t v = (uint32_t)(int64_t(startv) + _pviewy);
for (int i = 0; i < SPANSIZE; i++)
{
uint32_t sx = ((u >> 16) * source_width) >> 16;
uint32_t sy = ((v >> 16) * source_height) >> 16;
uint32_t material = _source[sy + sx * source_height];
uint32_t fg;
if (_shade_constants.simple_shade)
fg = LightBgra::shade_bgra_simple(material, LightBgra::calc_light_multiplier(light));
else
fg = LightBgra::shade_bgra(material, LightBgra::calc_light_multiplier(light), _shade_constants);
*(dest++) = AddTiltedLights(material, fg, lights, num_lights, viewpos.X, viewpos.Y, viewpos.Z, normal.X, normal.Y, normal.Z);
u += stepu;
v += stepv;
light += steplight;
viewpos += viewpos_step;
}
startu = endu;
startv = endv;
count -= SPANSIZE;
}
// The last few pixels at the end
while (count > 0)
{
double endz = 1.f / iz;
startu = uz * endz;
startv = vz * endz;
uint32_t u = (uint32_t)(int64_t(startu) + _pviewx);
uint32_t v = (uint32_t)(int64_t(startv) + _pviewy);
uint32_t sx = ((u >> 16) * source_width) >> 16;
uint32_t sy = ((v >> 16) * source_height) >> 16;
uint32_t material = _source[sy + sx * source_height];
uint32_t fg;
if (_shade_constants.simple_shade)
fg = LightBgra::shade_bgra_simple(material, LightBgra::calc_light_multiplier(light));
else
fg = LightBgra::shade_bgra(material, LightBgra::calc_light_multiplier(light), _shade_constants);
*(dest++) = AddTiltedLights(material, fg, lights, num_lights, viewpos.X, viewpos.Y, viewpos.Z, normal.X, normal.Y, normal.Z);
iz += _plane_sz[0];
uz += _plane_su[0];
vz += _plane_sv[0];
light += steplight;
viewpos += viewpos_step;
count--;
}
}
}
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::DrawColoredSpan(const SpanDrawerArgs& drawerargs)
{
int _y = drawerargs.DestY();
int _x1 = drawerargs.DestX1();
int _x2 = drawerargs.DestX2();
uint8_t* RESTRICT _dest = drawerargs.Viewport()->GetDest(_x1, _y);
fixed_t _light = drawerargs.Light();
int _color = drawerargs.SolidColor();
int y = _y;
int x1 = _x1;
int x2 = _x2;
uint32_t *dest = (uint32_t*)_dest;
int count = (x2 - x1 + 1);
uint32_t light = LightBgra::calc_light_multiplier(_light);
uint32_t color = LightBgra::shade_pal_index_simple(_color, light);
for (int i = 0; i < count; i++)
dest[i] = color;
}
/////////////////////////////////////////////////////////////////////////////
#if 0
#ifdef NO_SSE
void SWTruecolorDrawers::ApplySpecialColormap(FSpecialColormap* colormap, DFrameBuffer* screen)
{
uint8_t* buffer = screen->GetBuffer();
int pitch = screen->GetPitch();
int width = screen->GetWidth();
int height = screen->GetHeight();
start_red = (int)(colormap->ColorizeStart[0] * 255);
start_green = (int)(colormap->ColorizeStart[1] * 255);
start_blue = (int)(colormap->ColorizeStart[2] * 255);
end_red = (int)(colormap->ColorizeEnd[0] * 255);
end_green = (int)(colormap->ColorizeEnd[1] * 255);
end_blue = (int)(colormap->ColorizeEnd[2] * 255);
int y = 0;
int count = height;
while (count > 0)
{
uint8_t *pixels = buffer + y * pitch * 4;
for (int x = 0; x < width; x++)
{
int fg_red = pixels[2];
int fg_green = pixels[1];
int fg_blue = pixels[0];
int gray = (fg_red * 77 + fg_green * 143 + fg_blue * 37) >> 8;
gray += (gray >> 7); // gray*=256/255
int inv_gray = 256 - gray;
int red = clamp((start_red * inv_gray + end_red * gray) >> 8, 0, 255);
int green = clamp((start_green * inv_gray + end_green * gray) >> 8, 0, 255);
int blue = clamp((start_blue * inv_gray + end_blue * gray) >> 8, 0, 255);
pixels[0] = (uint8_t)blue;
pixels[1] = (uint8_t)green;
pixels[2] = (uint8_t)red;
pixels[3] = 0xff;
pixels += 4;
}
y++;
count--;
}
}
#else
void SWTruecolorDrawers::ApplySpecialColormap(FSpecialColormap* colormap, DFrameBuffer* screen)
{
uint8_t* buffer = screen->GetBuffer();
int pitch = screen->GetPitch();
int width = screen->GetWidth();
int height = screen->GetHeight();
start_red = (int)(colormap->ColorizeStart[0] * 255);
start_green = (int)(colormap->ColorizeStart[1] * 255);
start_blue = (int)(colormap->ColorizeStart[2] * 255);
end_red = (int)(colormap->ColorizeEnd[0] * 255);
end_green = (int)(colormap->ColorizeEnd[1] * 255);
end_blue = (int)(colormap->ColorizeEnd[2] * 255);
int y = 0;
int count = height;
__m128i gray_weight = _mm_set_epi16(256, 77, 143, 37, 256, 77, 143, 37);
__m128i start_end = _mm_set_epi16(255, start_red, start_green, start_blue, 255, end_red, end_green, end_blue);
while (count > 0)
{
uint8_t *pixels = buffer + y * pitch * 4;
int sse_length = width / 4;
for (int x = 0; x < sse_length; x++)
{
// Unpack to integers:
__m128i p = _mm_loadu_si128((const __m128i*)pixels);
__m128i p16_0 = _mm_unpacklo_epi8(p, _mm_setzero_si128());
__m128i p16_1 = _mm_unpackhi_epi8(p, _mm_setzero_si128());
// Add gray weighting to colors
__m128i mullo0 = _mm_mullo_epi16(p16_0, gray_weight);
__m128i mullo1 = _mm_mullo_epi16(p16_1, gray_weight);
__m128i p32_0 = _mm_unpacklo_epi16(mullo0, _mm_setzero_si128());
__m128i p32_1 = _mm_unpackhi_epi16(mullo0, _mm_setzero_si128());
__m128i p32_2 = _mm_unpacklo_epi16(mullo1, _mm_setzero_si128());
__m128i p32_3 = _mm_unpackhi_epi16(mullo1, _mm_setzero_si128());
// Transpose to get color components in individual vectors:
__m128 tmpx = _mm_castsi128_ps(p32_0);
__m128 tmpy = _mm_castsi128_ps(p32_1);
__m128 tmpz = _mm_castsi128_ps(p32_2);
__m128 tmpw = _mm_castsi128_ps(p32_3);
_MM_TRANSPOSE4_PS(tmpx, tmpy, tmpz, tmpw);
__m128i blue = _mm_castps_si128(tmpx);
__m128i green = _mm_castps_si128(tmpy);
__m128i red = _mm_castps_si128(tmpz);
__m128i alpha = _mm_castps_si128(tmpw);
// Calculate gray and 256-gray values:
__m128i gray = _mm_srli_epi32(_mm_add_epi32(_mm_add_epi32(red, green), blue), 8);
__m128i inv_gray = _mm_sub_epi32(_mm_set1_epi32(256), gray);
// p32 = start * inv_gray + end * gray:
__m128i gray0 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(0, 0, 0, 0));
__m128i gray1 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(1, 1, 1, 1));
__m128i gray2 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(2, 2, 2, 2));
__m128i gray3 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(3, 3, 3, 3));
__m128i inv_gray0 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(0, 0, 0, 0));
__m128i inv_gray1 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(1, 1, 1, 1));
__m128i inv_gray2 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(2, 2, 2, 2));
__m128i inv_gray3 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(3, 3, 3, 3));
__m128i gray16_0 = _mm_packs_epi32(gray0, inv_gray0);
__m128i gray16_1 = _mm_packs_epi32(gray1, inv_gray1);
__m128i gray16_2 = _mm_packs_epi32(gray2, inv_gray2);
__m128i gray16_3 = _mm_packs_epi32(gray3, inv_gray3);
__m128i gray16_0_mullo = _mm_mullo_epi16(gray16_0, start_end);
__m128i gray16_1_mullo = _mm_mullo_epi16(gray16_1, start_end);
__m128i gray16_2_mullo = _mm_mullo_epi16(gray16_2, start_end);
__m128i gray16_3_mullo = _mm_mullo_epi16(gray16_3, start_end);
__m128i gray16_0_mulhi = _mm_mulhi_epi16(gray16_0, start_end);
__m128i gray16_1_mulhi = _mm_mulhi_epi16(gray16_1, start_end);
__m128i gray16_2_mulhi = _mm_mulhi_epi16(gray16_2, start_end);
__m128i gray16_3_mulhi = _mm_mulhi_epi16(gray16_3, start_end);
p32_0 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_0_mullo, gray16_0_mulhi), _mm_unpackhi_epi16(gray16_0_mullo, gray16_0_mulhi)), 8);
p32_1 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_1_mullo, gray16_1_mulhi), _mm_unpackhi_epi16(gray16_1_mullo, gray16_1_mulhi)), 8);
p32_2 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_2_mullo, gray16_2_mulhi), _mm_unpackhi_epi16(gray16_2_mullo, gray16_2_mulhi)), 8);
p32_3 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_3_mullo, gray16_3_mulhi), _mm_unpackhi_epi16(gray16_3_mullo, gray16_3_mulhi)), 8);
p16_0 = _mm_packs_epi32(p32_0, p32_1);
p16_1 = _mm_packs_epi32(p32_2, p32_3);
p = _mm_packus_epi16(p16_0, p16_1);
_mm_storeu_si128((__m128i*)pixels, p);
pixels += 16;
}
for (int x = sse_length * 4; x < width; x++)
{
int fg_red = pixels[2];
int fg_green = pixels[1];
int fg_blue = pixels[0];
int gray = (fg_red * 77 + fg_green * 143 + fg_blue * 37) >> 8;
gray += (gray >> 7); // gray*=256/255
int inv_gray = 256 - gray;
int red = clamp((start_red * inv_gray + end_red * gray) >> 8, 0, 255);
int green = clamp((start_green * inv_gray + end_green * gray) >> 8, 0, 255);
int blue = clamp((start_blue * inv_gray + end_blue * gray) >> 8, 0, 255);
pixels[0] = (uint8_t)blue;
pixels[1] = (uint8_t)green;
pixels[2] = (uint8_t)red;
pixels[3] = 0xff;
pixels += 4;
}
y++;
count--;
}
}
#endif
#endif
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::DrawParticleColumn(int x, int _dest_y, int _count, uint32_t _fg, uint32_t _alpha, uint32_t _fracposx)
{
uint32_t* dest = (uint32_t*)thread->Viewport->GetDest(x, _dest_y);
int pitch = thread->Viewport->RenderTarget->GetPitch();
int count = _count;
if (count <= 0)
return;
int particle_texture_index = min<int>(gl_particles_style, NUM_PARTICLE_TEXTURES - 1);
const uint32_t *source = &particle_texture[particle_texture_index][(_fracposx >> FRACBITS) * PARTICLE_TEXTURE_SIZE];
uint32_t particle_alpha = _alpha;
uint32_t fracstep = PARTICLE_TEXTURE_SIZE * FRACUNIT / _count;
uint32_t fracpos = fracstep / 2;
uint32_t fg_red = (_fg >> 16) & 0xff;
uint32_t fg_green = (_fg >> 8) & 0xff;
uint32_t fg_blue = _fg & 0xff;
for (int y = 0; y < count; y++)
{
uint32_t alpha = (source[fracpos >> FRACBITS] * particle_alpha) >> 7;
uint32_t inv_alpha = 256 - alpha;
uint32_t bg_red = (*dest >> 16) & 0xff;
uint32_t bg_green = (*dest >> 8) & 0xff;
uint32_t bg_blue = (*dest) & 0xff;
uint32_t red = (fg_red * alpha + bg_red * inv_alpha) / 256;
uint32_t green = (fg_green * alpha + bg_green * inv_alpha) / 256;
uint32_t blue = (fg_blue * alpha + bg_blue * inv_alpha) / 256;
*dest = 0xff000000 | (red << 16) | (green << 8) | blue;
dest += pitch;
fracpos += fracstep;
}
}
/////////////////////////////////////////////////////////////////////////////
void SWTruecolorDrawers::DrawVoxelBlocks(const SpriteDrawerArgs& args, const VoxelBlock* blocks, int blockcount)
{
int pitch = args.Viewport()->RenderTarget->GetPitch();
uint8_t *destorig = args.Viewport()->RenderTarget->GetPixels();
SpriteDrawerArgs drawerargs = args;
drawerargs.dc_texturefracx = 0;
drawerargs.dc_source2 = 0;
for (int i = 0; i < blockcount; i++)
{
const VoxelBlock &block = blocks[i];
double v = block.vPos / (double)block.voxelsCount / FRACUNIT;
double vstep = block.vStep / (double)block.voxelsCount / FRACUNIT;
drawerargs.dc_texturefrac = (int)(v * (1 << 30));
drawerargs.dc_iscale = (int)(vstep * (1 << 30));
drawerargs.dc_source = block.voxels;
drawerargs.dc_textureheight = block.voxelsCount;
drawerargs.dc_count = block.height;
drawerargs.dc_dest_y = block.y;
drawerargs.dc_dest = destorig + (block.x + block.y * pitch) * 4;
for (int j = 0; j < block.width; j++)
{
DrawSprite32Command::DrawColumn(drawerargs);
drawerargs.dc_dest += 4;
}
}
}
/////////////////////////////////////////////////////////////////////////////
template<typename DrawerT>
void SWTruecolorDrawers::DrawWallColumns(const WallDrawerArgs& wallargs)
{
wallcolargs.wallargs = &wallargs;
bool haslights = r_dynlights && wallargs.lightlist;
if (haslights)
{
float dx = wallargs.WallC.tright.X - wallargs.WallC.tleft.X;
float dy = wallargs.WallC.tright.Y - wallargs.WallC.tleft.Y;
float length = sqrt(dx * dx + dy * dy);
wallcolargs.dc_normal.X = dy / length;
wallcolargs.dc_normal.Y = -dx / length;
wallcolargs.dc_normal.Z = 0.0f;
}
wallcolargs.SetTextureFracBits(wallargs.fracbits);
float curlight = wallargs.lightpos;
float lightstep = wallargs.lightstep;
int shade = wallargs.Shade();
if (wallargs.fixedlight)
{
curlight = wallargs.FixedLight();
lightstep = 0;
}
float upos = wallargs.texcoords.upos, ustepX = wallargs.texcoords.ustepX, ustepY = wallargs.texcoords.ustepY;
float vpos = wallargs.texcoords.vpos, vstepX = wallargs.texcoords.vstepX, vstepY = wallargs.texcoords.vstepY;
float wpos = wallargs.texcoords.wpos, wstepX = wallargs.texcoords.wstepX, wstepY = wallargs.texcoords.wstepY;
float startX = wallargs.texcoords.startX;
int x1 = wallargs.x1;
int x2 = wallargs.x2;
upos += ustepX * (x1 + 0.5f - startX);
vpos += vstepX * (x1 + 0.5f - startX);
wpos += wstepX * (x1 + 0.5f - startX);
float centerY = wallargs.CenterY;
centerY -= 0.5f;
auto uwal = wallargs.uwal;
auto dwal = wallargs.dwal;
for (int x = x1; x < x2; x++)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 > y1)
{
wallcolargs.SetLight(curlight, shade);
if (haslights)
SetLights(wallcolargs, x, y1, wallargs);
else
wallcolargs.dc_num_lights = 0;
float dy = (y1 - centerY);
float u = upos + ustepY * dy;
float v = vpos + vstepY * dy;
float w = wpos + wstepY * dy;
float scaleU = ustepX;
float scaleV = vstepY;
w = 1.0f / w;
u *= w;
v *= w;
scaleU *= w;
scaleV *= w;
uint32_t texelX = (uint32_t)(int64_t)((u - std::floor(u)) * 0x1'0000'0000LL);
uint32_t texelY = (uint32_t)(int64_t)((v - std::floor(v)) * 0x1'0000'0000LL);
uint32_t texelStepX = (uint32_t)(int64_t)(scaleU * 0x1'0000'0000LL);
uint32_t texelStepY = (uint32_t)(int64_t)(scaleV * 0x1'0000'0000LL);
DrawWallColumn32<DrawerT>(wallcolargs, x, y1, y2, texelX, texelY, texelStepX, texelStepY);
}
upos += ustepX;
vpos += vstepX;
wpos += wstepX;
curlight += lightstep;
}
if (r_modelscene)
{
for (int x = x1; x < x2; x++)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 > y1)
{
int count = y2 - y1;
float w1 = 1.0f / wallargs.WallC.sz1;
float w2 = 1.0f / wallargs.WallC.sz2;
float t = (x - wallargs.WallC.sx1 + 0.5f) / (wallargs.WallC.sx2 - wallargs.WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
float zbufferdepth = 1.0f / (zcol / wallargs.FocalTangent);
wallcolargs.SetDest(x, y1);
wallcolargs.SetCount(count);
DrawDepthColumn(wallcolargs, zbufferdepth);
}
}
}
}
template<typename DrawerT>
void SWTruecolorDrawers::DrawWallColumn32(WallColumnDrawerArgs& drawerargs, int x, int y1, int y2, uint32_t texelX, uint32_t texelY, uint32_t texelStepX, uint32_t texelStepY)
{
auto& wallargs = *drawerargs.wallargs;
int texwidth = wallargs.texwidth;
int texheight = wallargs.texheight;
double xmagnitude = fabs(static_cast<int32_t>(texelStepX) * (1.0 / 0x1'0000'0000LL));
double ymagnitude = fabs(static_cast<int32_t>(texelStepY) * (1.0 / 0x1'0000'0000LL));
double magnitude = max(ymagnitude, xmagnitude);
double min_lod = -1000.0;
double lod = max(log2(magnitude) + r_lod_bias, min_lod);
bool magnifying = lod < 0.0f;
int mipmap_offset = 0;
int mip_width = texwidth;
int mip_height = texheight;
if (wallargs.mipmapped && mip_width > 1 && mip_height > 1)
{
int level = (int)lod;
while (level > 0 && mip_width > 1 && mip_height > 1)
{
mipmap_offset += mip_width * mip_height;
level--;
mip_width = max(mip_width >> 1, 1);
mip_height = max(mip_height >> 1, 1);
}
}
const uint32_t* pixels = static_cast<const uint32_t*>(wallargs.texpixels) + mipmap_offset;
fixed_t xxoffset = (texelX >> 16) * mip_width;
const uint8_t* source;
const uint8_t* source2;
uint32_t texturefracx;
bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
if (filter_nearest)
{
int tx = (xxoffset >> FRACBITS) % mip_width;
source = (uint8_t*)(pixels + tx * mip_height);
source2 = nullptr;
texturefracx = 0;
}
else
{
xxoffset -= FRACUNIT / 2;
int tx0 = (xxoffset >> FRACBITS) % mip_width;
if (tx0 < 0)
tx0 += mip_width;
int tx1 = (tx0 + 1) % mip_width;
source = (uint8_t*)(pixels + tx0 * mip_height);
source2 = (uint8_t*)(pixels + tx1 * mip_height);
texturefracx = (xxoffset >> (FRACBITS - 4)) & 15;
}
int count = y2 - y1;
drawerargs.SetDest(x, y1);
drawerargs.SetCount(count);
drawerargs.SetTexture(source, source2, mip_height);
drawerargs.SetTextureUPos(texturefracx);
drawerargs.SetTextureVPos(texelY);
drawerargs.SetTextureVStep(texelStepY);
DrawerT::DrawColumn(drawerargs);
}
}