void DPSOFTRAST_Array_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
{
+ static const float identitymatrix[4][4] = {{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}};
// TODO: SIMD
float matrix[4][4];
int i;
memcpy(matrix, inmatrix16f, sizeof(float[16]));
+ if (!memcmp(identitymatrix, matrix, sizeof(float[16])))
+ {
+ // fast case for identity matrix
+ memcpy(out4f, in4f, numitems * sizeof(float[4]));
+ return;
+ }
for (i = 0;i < numitems;i++, out4f += 4, in4f += 4)
{
out4f[0] = in4f[0] * matrix[0][0] + in4f[1] * matrix[1][0] + in4f[2] * matrix[2][0] + in4f[3] * matrix[3][0];
}
}
+void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Draw_Span *span, float *out4f, int arrayindex, const float *zf)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ data[0] = span->data[0][arrayindex][0];
+ data[1] = span->data[0][arrayindex][1];
+ data[2] = span->data[0][arrayindex][2];
+ data[3] = span->data[0][arrayindex][3];
+ slope[0] = span->data[1][arrayindex][0];
+ slope[1] = span->data[1][arrayindex][1];
+ slope[2] = span->data[1][arrayindex][2];
+ slope[3] = span->data[1][arrayindex][3];
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ c[0] = (data[0] + slope[0]*x) * z;
+ c[1] = (data[1] + slope[1]*x) * z;
+ c[2] = (data[2] + slope[2]*x) * z;
+ c[3] = (data[3] + slope[3]*x) * z;
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+}
+
void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
{
int x, startx = span->startx, endx = span->endx;
}
}
+void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f)
+{
+ int x, startx = span->startx, endx = span->endx;
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = ina4f[x*4+0] * inb4f[x*4+0];
+ out4f[x*4+1] = ina4f[x*4+1] * inb4f[x*4+1];
+ out4f[x*4+2] = ina4f[x*4+2] * inb4f[x*4+2];
+ out4f[x*4+3] = ina4f[x*4+3] * inb4f[x*4+3];
+ }
+}
+
+void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f)
+{
+ int x, startx = span->startx, endx = span->endx;
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = ina4f[x*4+0] + inb4f[x*4+0];
+ out4f[x*4+1] = ina4f[x*4+1] + inb4f[x*4+1];
+ out4f[x*4+2] = ina4f[x*4+2] + inb4f[x*4+2];
+ out4f[x*4+3] = ina4f[x*4+3] + inb4f[x*4+3];
+ }
+}
+
+void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f)
+{
+ int x, startx = span->startx, endx = span->endx;
+ float a, b;
+ for (x = startx;x < endx;x++)
+ {
+ a = 1.0f - inb4f[x*4+3];
+ b = inb4f[x*4+3];
+ out4f[x*4+0] = ina4f[x*4+0] * a + inb4f[x*4+0] * b;
+ out4f[x*4+1] = ina4f[x*4+1] * a + inb4f[x*4+1] * b;
+ out4f[x*4+2] = ina4f[x*4+2] * a + inb4f[x*4+2] * b;
+ out4f[x*4+3] = ina4f[x*4+3] * a + inb4f[x*4+3] * b;
+ }
+}
+
void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *in4f, const float *color)
{
int x, startx = span->startx, endx = span->endx;
case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
break;
case SHADERMODE_POSTPROCESS: ///< postprocessing shader (r_glsl_postprocess)
DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
break;
case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
- DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
break;
case SHADERMODE_VERTEXCOLOR: ///< (lightmap) modulate texture by vertex colors (q3bsp)
DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
- DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
break;
case SHADERMODE_LIGHTMAP: ///< (lightmap) modulate texture by lightmap texture (q1bsp: q3bsp)
- DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.numvertices);
break;
case SHADERMODE_FAKELIGHT: ///< (fakelight) modulate texture by "fake" lighting (no lightmaps: no nothing)
case SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE: ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
break;
case SHADERMODE_LIGHTDIRECTION: ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
- DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
DPSOFTRAST_Draw_VertexShaderLightDirection();
break;
case SHADERMODE_LIGHTSOURCE: ///< (lightsource) use directional pixel shading from light source (rtlight)
{
case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_FIRST, 2, buffer_z);
- DPSOFTRAST_Draw_Span_MultiplyVarying(span, buffer_FragColor, buffer_texture_color, 1, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_FIRST, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_MultiplyVarying(span, buffer_FragColor, buffer_texture_color, 1, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_lightmap, GL20TU_SECOND, 2, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ // multiply
+ DPSOFTRAST_Draw_Span_MultiplyBuffers(span, buffer_FragColor, buffer_FragColor, buffer_texture_lightmap);
+ }
+ else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ // add
+ DPSOFTRAST_Draw_Span_AddBuffers(span, buffer_FragColor, buffer_FragColor, buffer_texture_lightmap);
+ }
+ else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+ {
+ // alphablend
+ DPSOFTRAST_Draw_Span_MixBuffers(span, buffer_FragColor, buffer_FragColor, buffer_texture_lightmap);
+ }
+ }
+ }
+ else
+ DPSOFTRAST_Draw_Span_Varying(span, buffer_FragColor, 1, buffer_z);
DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
break;
case SHADERMODE_POSTPROCESS: ///< postprocessing shader (r_glsl_postprocess)