}
}
-void DPSOFTRAST_Draw_VertexShaderLightDirection(void)
-{
-}
-
-void DPSOFTRAST_Draw_Span_Begin(const DPSOFTRAST_State_Draw_Span *span, float *zf)
+void DPSOFTRAST_Draw_Span_Begin(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *zf)
{
int x;
int startx = span->startx;
}
}
-void DPSOFTRAST_Draw_Span_Finish(const DPSOFTRAST_State_Draw_Span *span, const float * RESTRICT in4f)
+void DPSOFTRAST_Draw_Span_Finish(const DPSOFTRAST_State_Draw_Span * RESTRICT span, const float * RESTRICT in4f)
{
int x;
int startx = span->startx;
}
}
-void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
+void DPSOFTRAST_Draw_Span_FinishBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, const unsigned char* RESTRICT in4ub)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ int d[4];
+ const unsigned int * RESTRICT ini = (const unsigned int *)in4ub;
+ int a, b;
+ unsigned char * RESTRICT pixelmask = span->pixelmask;
+ unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
+ unsigned int * RESTRICT pixeli = (unsigned int *)dpsoftrast.fb_colorpixels[0];
+ if (!pixel)
+ return;
+ pixel += span->start * 4;
+ pixeli += span->start;
+ // handle alphatest now (this affects depth writes too)
+ if (dpsoftrast.user.alphatest)
+ for (x = startx;x < endx;x++)
+ if (in4ub[x*4+3] < 0.5f)
+ pixelmask[x] = false;
+ // FIXME: this does not handle bigendian
+ switch(dpsoftrast.fb_blendmode)
+ {
+ case DPSOFTRAST_BLENDMODE_OPAQUE:
+ for (x = startx;x < endx;x++)
+ if (pixelmask[x])
+ pixeli[x] = ini[x];
+ break;
+ case DPSOFTRAST_BLENDMODE_ALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ a = in4ub[x*4+3];
+ b = 256 - in4ub[x*4+3];
+ pixel[x*4+0] = (in4ub[x*4+0]*a+pixel[x*4+0]*b) >> 8;
+ pixel[x*4+1] = (in4ub[x*4+1]*a+pixel[x*4+1]*b) >> 8;
+ pixel[x*4+2] = (in4ub[x*4+2]*a+pixel[x*4+2]*b) >> 8;
+ pixel[x*4+3] = (in4ub[x*4+3]*a+pixel[x*4+3]*b) >> 8;
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_ADDALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ a = in4ub[x*4+3];
+ d[0] = (((in4ub[x*4+0]*a)>>8)+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (((in4ub[x*4+1]*a)>>8)+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (((in4ub[x*4+2]*a)>>8)+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (((in4ub[x*4+3]*a)>>8)+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_ADD:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (in4ub[x*4+0]+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (in4ub[x*4+1]+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (in4ub[x*4+2]+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (in4ub[x*4+3]+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_INVMOD:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ pixel[x*4+0] = ((255-in4ub[x*4+0])*pixel[x*4+0])>>8;
+ pixel[x*4+1] = ((255-in4ub[x*4+1])*pixel[x*4+1])>>8;
+ pixel[x*4+2] = ((255-in4ub[x*4+2])*pixel[x*4+2])>>8;
+ pixel[x*4+3] = ((255-in4ub[x*4+3])*pixel[x*4+3])>>8;
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_MUL:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ pixel[x*4+0] = (in4ub[x*4+0]*pixel[x*4+0])>>8;
+ pixel[x*4+1] = (in4ub[x*4+1]*pixel[x*4+1])>>8;
+ pixel[x*4+2] = (in4ub[x*4+2]*pixel[x*4+2])>>8;
+ pixel[x*4+3] = (in4ub[x*4+3]*pixel[x*4+3])>>8;
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_MUL2:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (in4ub[x*4+0]*pixel[x*4+0])>>7;if (d[0] > 255) d[0] = 255;
+ d[1] = (in4ub[x*4+1]*pixel[x*4+1])>>7;if (d[1] > 255) d[1] = 255;
+ d[2] = (in4ub[x*4+2]*pixel[x*4+2])>>7;if (d[2] > 255) d[2] = 255;
+ d[3] = (in4ub[x*4+3]*pixel[x*4+3])>>7;if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_SUBALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ a = in4ub[x*4+3];
+ d[0] = pixel[x*4+0]-((in4ub[x*4+0]*a)>>8);if (d[0] < 0) d[0] = 0;
+ d[1] = pixel[x*4+1]-((in4ub[x*4+1]*a)>>8);if (d[1] < 0) d[1] = 0;
+ d[2] = pixel[x*4+2]-((in4ub[x*4+2]*a)>>8);if (d[2] < 0) d[2] = 0;
+ d[3] = pixel[x*4+3]-((in4ub[x*4+3]*a)>>8);if (d[3] < 0) d[3] = 0;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_PSEUDOALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ b = 255 - in4ub[x*4+3];
+ d[0] = in4ub[x*4+0]+((pixel[x*4+0]*b)>>8);if (d[0] > 255) d[0] = 255;
+ d[1] = in4ub[x*4+1]+((pixel[x*4+1]*b)>>8);if (d[1] > 255) d[1] = 255;
+ d[2] = in4ub[x*4+2]+((pixel[x*4+2]*b)>>8);if (d[2] > 255) d[2] = 255;
+ d[3] = in4ub[x*4+3]+((pixel[x*4+3]*b)>>8);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ }
+}
+
+void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
int x;
int startx = span->startx;
}
}
-void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *in4f, int arrayindex, const float *zf)
+void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
int x;
int startx = span->startx;
int endx = span->endx;
- float c[4];
+ int flags;
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++)
+ float tc[2];
+ float tcscale[2];
+ unsigned int tci[2];
+ unsigned int tci1[2];
+ unsigned int tcimin[2];
+ unsigned int tcimax[2];
+ int tciwrapmask[2];
+ int tciwidth;
+ int filter;
+ int mip;
+ unsigned int k;
+ unsigned int *outi = (unsigned int *)out4ub;
+ const unsigned char * RESTRICT pixelbase;
+ const unsigned int * RESTRICT pixelbasei;
+ const unsigned char * RESTRICT pixel[4];
+ DPSOFTRAST_Texture *texture = dpsoftrast.texbound[texunitindex];
+ // if no texture is bound, just fill it with white
+ if (!texture)
{
- 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] = in4f[x*4+0] * c[0];
- out4f[x*4+1] = in4f[x*4+1] * c[1];
- out4f[x*4+2] = in4f[x*4+2] * c[2];
- out4f[x*4+3] = in4f[x*4+3] * c[3];
+ memset(out4ub, 255, span->length*4);
+ return;
}
-}
-
-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;
+ mip = span->mip[texunitindex];
+ // if this mipmap of the texture is 1 pixel, just fill it with that color
+ if (texture->mipmap[mip][1] == 4)
+ {
+ k = *((const unsigned int *)texture->bytes);
+ for (x = startx;x < endx;x++)
+ outi[x] = k;
+ return;
+ }
+ filter = texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR;
data[0] = span->data[0][arrayindex][0];
data[1] = span->data[0][arrayindex][1];
data[2] = span->data[0][arrayindex][2];
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;
- float c[4], localcolor[4];
- localcolor[0] = subcolor[0];
- localcolor[1] = subcolor[1];
- localcolor[2] = subcolor[2];
- localcolor[3] = subcolor[3];
- for (x = startx;x < endx;x++)
- {
- c[0] = inb4f[x*4+0] - localcolor[0];if (c[0] < 0.0f) c[0] = 0.0f;
- c[1] = inb4f[x*4+1] - localcolor[1];if (c[1] < 0.0f) c[1] = 0.0f;
- c[2] = inb4f[x*4+2] - localcolor[2];if (c[2] < 0.0f) c[2] = 0.0f;
- c[3] = inb4f[x*4+3] - localcolor[3];if (c[3] < 0.0f) c[3] = 0.0f;
- out4f[x*4+0] = ina4f[x*4+0] + c[0];
- out4f[x*4+1] = ina4f[x*4+1] + c[1];
- out4f[x*4+2] = ina4f[x*4+2] + c[2];
- out4f[x*4+3] = ina4f[x*4+3] + c[3];
- }
-}
-
-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;
- float localcolor[4], ilerp, lerp;
- localcolor[0] = color[0];
- localcolor[1] = color[1];
- localcolor[2] = color[2];
- localcolor[3] = color[3];
- ilerp = 1.0f - localcolor[3];
- lerp = localcolor[3];
- for (x = startx;x < endx;x++)
+ flags = texture->flags;
+ pixelbase = (const unsigned char *)texture->bytes + texture->mipmap[mip][0];
+ pixelbasei = (const unsigned int *)pixelbase;
+ tcscale[0] = texture->mipmap[mip][2];
+ tcscale[1] = texture->mipmap[mip][3];
+ tciwidth = texture->mipmap[mip][2];
+ tcimin[0] = 0;
+ tcimin[1] = 0;
+ tcimax[0] = texture->mipmap[mip][2]-1;
+ tcimax[1] = texture->mipmap[mip][3]-1;
+ tciwrapmask[0] = texture->mipmap[mip][2]-1;
+ tciwrapmask[1] = texture->mipmap[mip][3]-1;
+ for (x = startx;x < endx;)
{
- out4f[x*4+0] = in4f[x*4+0] * ilerp + localcolor[0] * lerp;
- out4f[x*4+1] = in4f[x*4+1] * ilerp + localcolor[1] * lerp;
- out4f[x*4+2] = in4f[x*4+2] * ilerp + localcolor[2] * lerp;
- out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp;
- }
-}
-
-void DPSOFTRAST_Draw_Span_Lightmap(const DPSOFTRAST_State_Draw_Span *span, float * RESTRICT out4f, const float * RESTRICT diffuse, const float * RESTRICT lightmap)
-{
- int x, startx = span->startx, endx = span->endx;
- float Color_Ambient[4], Color_Diffuse[4];
- Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
- Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
- Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
- Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
- Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
- Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
- Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
- Color_Diffuse[3] = 0.0f;
- for (x = startx;x < endx;x++)
- {
- out4f[x*4+0] = diffuse[x*4+0] * (Color_Ambient[0] + lightmap[x*4+0] * Color_Diffuse[0]);
- out4f[x*4+1] = diffuse[x*4+1] * (Color_Ambient[1] + lightmap[x*4+1] * Color_Diffuse[1]);
- out4f[x*4+2] = diffuse[x*4+2] * (Color_Ambient[2] + lightmap[x*4+2] * Color_Diffuse[2]);
- out4f[x*4+3] = diffuse[x*4+3] * (Color_Ambient[3] + lightmap[x*4+3] * Color_Diffuse[3]);
+ float endtc[2];
+ unsigned int subtc[2];
+ unsigned int substep[2];
+ int endsub = x + DPSOFTRAST_MAXSUBSPAN-1;
+ float subscale = 4096.0f/(DPSOFTRAST_MAXSUBSPAN-1);
+ if (endsub >= endx)
+ {
+ endsub = endx-1;
+ subscale = endsub > x ? 4096.0f / (endsub - x) : 1.0f;
+ }
+ tc[0] = (data[0] + slope[0]*x) * zf[x] * tcscale[0] - 0.5f;
+ tc[1] = (data[1] + slope[1]*x) * zf[x] * tcscale[1] - 0.5f;
+ endtc[0] = (data[0] + slope[0]*endsub) * zf[endsub] * tcscale[0] - 0.5f;
+ endtc[1] = (data[1] + slope[1]*endsub) * zf[endsub] * tcscale[1] - 0.5f;
+ substep[0] = (endtc[0] - tc[0]) * subscale;
+ substep[1] = (endtc[1] - tc[1]) * subscale;
+ subtc[0] = tc[0] * (1<<12);
+ subtc[1] = tc[1] * (1<<12);
+ if (!(flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE))
+ {
+ subtc[0] &= (tciwrapmask[0]<<12)|0xFFF;
+ subtc[1] &= (tciwrapmask[1]<<12)|0xFFF;
+ }
+ if(filter)
+ {
+ tci[0] = (subtc[0]>>12) - tcimin[0];
+ tci[1] = (subtc[1]>>12) - tcimin[0];
+ tci1[0] = ((subtc[0] + (endsub - x)*substep[0])>>12) + 1;
+ tci1[1] = ((subtc[1] + (endsub - x)*substep[1])>>12) + 1;
+ if (tci[0] <= tcimax[0] && tci[1] <= tcimax[1] && tci1[0] <= tcimax[0] && tci1[1] <= tcimax[1])
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
+ unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
+ unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixel[0] + 4 * tciwidth;
+ out4ub[x*4+0] = (pixel[0][0]*lerp[0]+pixel[0][4+0]*lerp[1]+pixel[1][0]*lerp[2]+pixel[1][4+0]*lerp[3]) >> 24;
+ out4ub[x*4+1] = (pixel[0][1]*lerp[0]+pixel[0][4+1]*lerp[1]+pixel[1][1]*lerp[2]+pixel[1][4+1]*lerp[3]) >> 24;
+ out4ub[x*4+2] = (pixel[0][2]*lerp[0]+pixel[0][4+2]*lerp[1]+pixel[1][2]*lerp[2]+pixel[1][4+2]*lerp[3]) >> 24;
+ out4ub[x*4+3] = (pixel[0][3]*lerp[0]+pixel[0][4+3]*lerp[1]+pixel[1][3]*lerp[2]+pixel[1][4+3]*lerp[3]) >> 24;
+ }
+ }
+ else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
+ unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
+ unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
+ tci1[0] = tci[0] + 1;
+ tci1[1] = tci[1] + 1;
+ tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
+ tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
+ tci1[0] = tci1[0] >= tcimin[0] ? (tci1[0] <= tcimax[0] ? tci1[0] : tcimax[0]) : tcimin[0];
+ tci1[1] = tci1[1] >= tcimin[1] ? (tci1[1] <= tcimax[1] ? tci1[1] : tcimax[1]) : tcimin[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]);
+ out4ub[x*4+0] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) >> 24;
+ out4ub[x*4+1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) >> 24;
+ out4ub[x*4+2] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) >> 24;
+ out4ub[x*4+3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) >> 24;
+ }
+ }
+ else
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
+ unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
+ unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
+ tci1[0] = tci[0] + 1;
+ tci1[1] = tci[1] + 1;
+ tci[0] &= tciwrapmask[0];
+ tci[1] &= tciwrapmask[1];
+ tci1[0] &= tciwrapmask[0];
+ tci1[1] &= tciwrapmask[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]);
+ out4ub[x*4+0] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) >> 24;
+ out4ub[x*4+1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) >> 24;
+ out4ub[x*4+2] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) >> 24;
+ out4ub[x*4+3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) >> 24;
+ }
+ }
+ }
+ else
+ {
+ tci[0] = (subtc[0]>>12) - tcimin[0];
+ tci[1] = (subtc[1]>>12) - tcimin[0];
+ tci1[0] = ((subtc[0] + (endsub - x)*substep[0])>>12);
+ tci1[1] = ((subtc[1] + (endsub - x)*substep[1])>>12);
+ if (tci[0] <= tcimax[0] && tci[1] <= tcimax[1] && tci1[0] <= tcimax[0] && tci1[1] <= tcimax[1])
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
+ outi[x] = pixelbasei[(tci[1]*tciwidth+tci[0])];
+ }
+ }
+ else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
+ tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
+ tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
+ outi[x] = pixelbasei[(tci[1]*tciwidth+tci[0])];
+ }
+ }
+ else
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
+ tci[0] &= tciwrapmask[0];
+ tci[1] &= tciwrapmask[1];
+ outi[x] = pixelbasei[(tci[1]*tciwidth+tci[0])];
+ }
+ }
+ }
}
}
-void DPSOFTRAST_Draw_Span_Lightmap_Finish(const DPSOFTRAST_State_Draw_Span *span, const float * RESTRICT diffuse, const float * RESTRICT lightmap)
+void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf)
{
- int x, startx = span->startx, endx = span->endx;
- int d[4];
- float Color_Ambient[4], Color_Diffuse[4];
- unsigned char * RESTRICT pixelmask = span->pixelmask;
- unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
- if (!pixel)
- return;
- pixel += span->start * 4;
- Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0]*255.0f;
- Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1]*255.0f;
- Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2]*255.0f;
- Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f;
- Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0]*255.0f;
- Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1]*255.0f;
- Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2]*255.0f;
- Color_Diffuse[3] = 0.0f;
+ 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++)
{
- if (!pixelmask[x])
- continue;
- d[0] = diffuse[x*4+0] * (Color_Ambient[0] + lightmap[x*4+0] * Color_Diffuse[0]);if (d[0] > 255) d[0] = 255;
- d[1] = diffuse[x*4+1] * (Color_Ambient[1] + lightmap[x*4+1] * Color_Diffuse[1]);if (d[1] > 255) d[1] = 255;
- d[2] = diffuse[x*4+2] * (Color_Ambient[2] + lightmap[x*4+2] * Color_Diffuse[2]);if (d[2] > 255) d[2] = 255;
- d[3] = diffuse[x*4+3] * (Color_Ambient[3] + lightmap[x*4+3] * Color_Diffuse[3]);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[2];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[0];
- pixel[x*4+3] = d[3];
+ 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] = in4f[x*4+0] * c[0];
+ out4f[x*4+1] = in4f[x*4+1] * c[1];
+ out4f[x*4+2] = in4f[x*4+2] * c[2];
+ out4f[x*4+3] = in4f[x*4+3] * c[3];
}
}
-void DPSOFTRAST_Draw_Span_VertexColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf)
{
- int x, startx = span->startx, endx = span->endx;
- float Color_Ambient[4], Color_Diffuse[4];
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
float c[4];
float data[4];
float slope[4];
float z;
- int arrayindex = DPSOFTRAST_ARRAY_COLOR;
data[0] = span->data[0][arrayindex][0];
data[1] = span->data[0][arrayindex][1];
data[2] = span->data[0][arrayindex][2];
slope[1] = span->data[1][arrayindex][1];
slope[2] = span->data[1][arrayindex][2];
slope[3] = span->data[1][arrayindex][3];
- Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
- Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
- Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
- Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
- Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
- Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
- Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
- Color_Diffuse[3] = 0.0f;
for (x = startx;x < endx;x++)
{
z = zf[x];
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] = diffuse[x*4+0] * (Color_Ambient[0] + c[0] * Color_Diffuse[0]);
- out4f[x*4+1] = diffuse[x*4+1] * (Color_Ambient[1] + c[1] * Color_Diffuse[1]);
- out4f[x*4+2] = diffuse[x*4+2] * (Color_Ambient[2] + c[2] * Color_Diffuse[2]);
- out4f[x*4+3] = diffuse[x*4+3] * (Color_Ambient[3] + c[3] * Color_Diffuse[3]);
+ 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_FlatColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse)
+void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
{
int x, startx = span->startx, endx = span->endx;
- float Color_Ambient[4];
- Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
- Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
- Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
- Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ float c[4], localcolor[4];
+ localcolor[0] = subcolor[0];
+ localcolor[1] = subcolor[1];
+ localcolor[2] = subcolor[2];
+ localcolor[3] = subcolor[3];
for (x = startx;x < endx;x++)
{
- out4f[x*4+0] = diffuse[x*4+0] * Color_Ambient[0];
- out4f[x*4+1] = diffuse[x*4+1] * Color_Ambient[1];
- out4f[x*4+2] = diffuse[x*4+2] * Color_Ambient[2];
- out4f[x*4+3] = diffuse[x*4+3] * Color_Ambient[3];
+ c[0] = inb4f[x*4+0] - localcolor[0];if (c[0] < 0.0f) c[0] = 0.0f;
+ c[1] = inb4f[x*4+1] - localcolor[1];if (c[1] < 0.0f) c[1] = 0.0f;
+ c[2] = inb4f[x*4+2] - localcolor[2];if (c[2] < 0.0f) c[2] = 0.0f;
+ c[3] = inb4f[x*4+3] - localcolor[3];if (c[3] < 0.0f) c[3] = 0.0f;
+ out4f[x*4+0] = ina4f[x*4+0] + c[0];
+ out4f[x*4+1] = ina4f[x*4+1] + c[1];
+ out4f[x*4+2] = ina4f[x*4+2] + c[2];
+ out4f[x*4+3] = ina4f[x*4+3] + c[3];
}
}
-void DPSOFTRAST_Draw_Span_FakeLight(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ 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_LightDirectionMap_ModelSpace(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ 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_LightDirectionMap_TangentSpace(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ 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_LightDirection(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *in4f, const float *color)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ int x, startx = span->startx, endx = span->endx;
+ float localcolor[4], ilerp, lerp;
+ localcolor[0] = color[0];
+ localcolor[1] = color[1];
+ localcolor[2] = color[2];
+ localcolor[3] = color[3];
+ ilerp = 1.0f - localcolor[3];
+ lerp = localcolor[3];
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = in4f[x*4+0] * ilerp + localcolor[0] * lerp;
+ out4f[x*4+1] = in4f[x*4+1] * ilerp + localcolor[1] * lerp;
+ out4f[x*4+2] = in4f[x*4+2] * ilerp + localcolor[2] * lerp;
+ out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp;
+ }
}
-void DPSOFTRAST_Draw_Span_LightSource(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+
+
+void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ float data[4];
+ float slope[4];
+ float z;
+ data[2] = span->data[0][arrayindex][0];
+ data[1] = span->data[0][arrayindex][1];
+ data[0] = span->data[0][arrayindex][2];
+ data[3] = span->data[0][arrayindex][3];
+ slope[2] = span->data[1][arrayindex][0];
+ slope[1] = span->data[1][arrayindex][1];
+ slope[0] = span->data[1][arrayindex][2];
+ slope[3] = span->data[1][arrayindex][3];
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ out4ub[x*4+0] = (int)(in4ub[x*4+0] * (data[0] + slope[0]*x) * z);
+ out4ub[x*4+1] = (int)(in4ub[x*4+1] * (data[1] + slope[1]*x) * z);
+ out4ub[x*4+2] = (int)(in4ub[x*4+2] * (data[2] + slope[2]*x) * z);
+ out4ub[x*4+3] = (int)(in4ub[x*4+3] * (data[3] + slope[3]*x) * z);
+ }
}
-void DPSOFTRAST_Draw_Span_Refraction(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_VaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, int arrayindex, const float *zf)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ float data[4];
+ float slope[4];
+ float z;
+ data[2] = span->data[0][arrayindex][0]*255.0f;
+ data[1] = span->data[0][arrayindex][1]*255.0f;
+ data[0] = span->data[0][arrayindex][2]*255.0f;
+ data[3] = span->data[0][arrayindex][3]*255.0f;
+ slope[2] = span->data[1][arrayindex][0]*255.0f;
+ slope[1] = span->data[1][arrayindex][1]*255.0f;
+ slope[0] = span->data[1][arrayindex][2]*255.0f;
+ slope[3] = span->data[1][arrayindex][3]*255.0f;
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ out4ub[x*4+0] = (int)((data[0] + slope[0]*x) * z);
+ out4ub[x*4+1] = (int)((data[1] + slope[1]*x) * z);
+ out4ub[x*4+2] = (int)((data[2] + slope[2]*x) * z);
+ out4ub[x*4+3] = (int)((data[3] + slope[3]*x) * z);
+ }
}
-void DPSOFTRAST_Draw_Span_Water(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_AddBloomBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *subcolor)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ int x, startx = span->startx, endx = span->endx;
+ int c[4], localcolor[4];
+ localcolor[2] = (int)(subcolor[0] * 255.0f);
+ localcolor[1] = (int)(subcolor[1] * 255.0f);
+ localcolor[0] = (int)(subcolor[2] * 255.0f);
+ localcolor[3] = (int)(subcolor[3] * 255.0f);
+ for (x = startx;x < endx;x++)
+ {
+ c[0] = inb4ub[x*4+0] - localcolor[0];if (c[0] < 0) c[0] = 0;
+ c[1] = inb4ub[x*4+1] - localcolor[1];if (c[1] < 0) c[1] = 0;
+ c[2] = inb4ub[x*4+2] - localcolor[2];if (c[2] < 0) c[2] = 0;
+ c[3] = inb4ub[x*4+3] - localcolor[3];if (c[3] < 0) c[3] = 0;
+ c[0] += ina4ub[x*4+0];if (c[0] > 255) c[0] = 255;
+ c[1] += ina4ub[x*4+1];if (c[1] > 255) c[1] = 255;
+ c[2] += ina4ub[x*4+2];if (c[2] > 255) c[2] = 255;
+ c[3] += ina4ub[x*4+3];if (c[3] > 255) c[3] = 255;
+ out4ub[x*4+0] = c[0];
+ out4ub[x*4+1] = c[1];
+ out4ub[x*4+2] = c[2];
+ out4ub[x*4+3] = c[3];
+ }
}
-void DPSOFTRAST_Draw_Span_DeferredGeometry(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ int x, startx = span->startx, endx = span->endx;
+ for (x = startx;x < endx;x++)
+ {
+ out4ub[x*4+0] = (ina4ub[x*4+0] * inb4ub[x*4+0])>>8;
+ out4ub[x*4+1] = (ina4ub[x*4+1] * inb4ub[x*4+1])>>8;
+ out4ub[x*4+2] = (ina4ub[x*4+2] * inb4ub[x*4+2])>>8;
+ out4ub[x*4+3] = (ina4ub[x*4+3] * inb4ub[x*4+3])>>8;
+ }
}
-void DPSOFTRAST_Draw_Span_DeferredLightSource(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *zf)
+void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
- memset(out4f, 0, span->length*sizeof(float[4]));
+ int x, startx = span->startx, endx = span->endx;
+ int d[4];
+ for (x = startx;x < endx;x++)
+ {
+ d[0] = ina4ub[x*4+0] + inb4ub[x*4+0];if (d[0] > 255) d[0] = 255;
+ d[1] = ina4ub[x*4+1] + inb4ub[x*4+1];if (d[1] > 255) d[1] = 255;
+ d[2] = ina4ub[x*4+2] + inb4ub[x*4+2];if (d[2] > 255) d[2] = 255;
+ d[3] = ina4ub[x*4+3] + inb4ub[x*4+3];if (d[3] > 255) d[3] = 255;
+ out4ub[x*4+0] = d[0];
+ out4ub[x*4+1] = d[1];
+ out4ub[x*4+2] = d[2];
+ out4ub[x*4+3] = d[3];
+ }
}
-void DPSOFTRAST_Draw_VertexShader(void)
+void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
- DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
- switch(dpsoftrast.shader_mode)
+ int x, startx = span->startx, endx = span->endx;
+ int a, b;
+ for (x = startx;x < endx;x++)
{
- 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);
- DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
- break;
- case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
- break;
- case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
- 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_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_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)
- break;
- case SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE: ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
- break;
- 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_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)
- break;
- case SHADERMODE_REFRACTION: ///< refract background (the material is rendered normally after this pass)
- break;
- case SHADERMODE_WATER: ///< refract background and reflection (the material is rendered normally after this pass)
- break;
- case SHADERMODE_SHOWDEPTH: ///< (debugging) renders depth as color
- break;
- case SHADERMODE_DEFERREDGEOMETRY: ///< (deferred) render material properties to screenspace geometry buffers
- break;
- case SHADERMODE_DEFERREDLIGHTSOURCE: ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
- break;
- case SHADERMODE_COUNT:
- break;
+ a = 256 - inb4ub[x*4+3];
+ b = inb4ub[x*4+3];
+ out4ub[x*4+0] = (ina4ub[x*4+0] * a + inb4ub[x*4+0] * b)>>8;
+ out4ub[x*4+1] = (ina4ub[x*4+1] * a + inb4ub[x*4+1] * b)>>8;
+ out4ub[x*4+2] = (ina4ub[x*4+2] * a + inb4ub[x*4+2] * b)>>8;
+ out4ub[x*4+3] = (ina4ub[x*4+3] * a + inb4ub[x*4+3] * b)>>8;
}
}
-void DPSOFTRAST_Draw_PixelShaderSpan(const DPSOFTRAST_State_Draw_Span *span)
+void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color)
{
- float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
- float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
- float buffer_texture_lightmap[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
- float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
- switch(dpsoftrast.shader_mode)
+ int x, startx = span->startx, endx = span->endx;
+ int localcolor[4], ilerp, lerp;
+ localcolor[2] = (int)(color[0]*255.0f);
+ localcolor[1] = (int)(color[1]*255.0f);
+ localcolor[0] = (int)(color[2]*255.0f);
+ localcolor[3] = (int)(color[3]*255.0f);
+ ilerp = 256 - localcolor[3];
+ lerp = localcolor[3];
+ for (x = startx;x < endx;x++)
+ {
+ out4ub[x*4+0] = (in4ub[x*4+0] * ilerp + localcolor[0] * lerp)>>8;
+ out4ub[x*4+1] = (in4ub[x*4+1] * ilerp + localcolor[1] * lerp)>>8;
+ out4ub[x*4+2] = (in4ub[x*4+2] * ilerp + localcolor[2] * lerp)>>8;
+ out4ub[x*4+3] = (in4ub[x*4+3] * ilerp + localcolor[3] * lerp)>>8;
+ }
+}
+
+
+
+extern int dpsoftrast_test;
+
+void DPSOFTRAST_VertexShader_Generic(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ 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);
+}
+
+void DPSOFTRAST_PixelShader_Generic(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ if (dpsoftrast_test)
{
- case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_FIRST, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(span, buffer_FragColorbgra8, buffer_texture_colorbgra8, 1, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_lightmapbgra8, GL20TU_SECOND, 2, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ // multiply
+ DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+ }
+ else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ // add
+ DPSOFTRAST_Draw_Span_AddBuffersBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+ }
+ else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+ {
+ // alphablend
+ DPSOFTRAST_Draw_Span_MixBuffersBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+ }
+ }
+ }
+ else
+ DPSOFTRAST_Draw_Span_VaryingBGRA8(span, buffer_FragColorbgra8, 1, buffer_z);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+ }
+ else
+ {
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_texture_lightmap[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
{
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)
- // TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture
+ }
+}
+
+
+
+void DPSOFTRAST_VertexShader_PostProcess(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
+}
+
+void DPSOFTRAST_PixelShader_PostProcess(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture
+ if (dpsoftrast_test)
+ {
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_FragColorbgra8, GL20TU_FIRST, 2, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_BLOOM)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_SECOND, 3, buffer_z);
+ DPSOFTRAST_Draw_Span_AddBloomBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_colorbgra8, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_BloomColorSubtract * 4);
+ }
+ DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_ViewTintColor * 4);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SATURATION)
+ {
+ // TODO: implement saturation
+ }
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GAMMARAMPS)
+ {
+ // TODO: implement gammaramps
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+ }
+ else
+ {
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_FragColor, GL20TU_FIRST, 2, buffer_z);
if (dpsoftrast.shader_permutation & SHADERPERMUTATION_BLOOM)
// TODO: implement gammaramps
}
DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
- break;
- case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
+ }
+}
+
+
+
+void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_Depth_Or_Shadow(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // this is never called (because colormask is off when this shader is used)
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_FlatColor(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ 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);
+}
+
+void DPSOFTRAST_PixelShader_FlatColor(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ if (dpsoftrast_test)
+ {
+ int x, startx = span->startx, endx = span->endx;
+ int Color_Ambienti[4];
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ Color_Ambienti[2] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0]*256.0f);
+ Color_Ambienti[1] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1]*256.0f);
+ Color_Ambienti[0] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2]*256.0f);
+ Color_Ambienti[3] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0] *256.0f);
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ buffer_FragColorbgra8[x*4+0] = (buffer_texture_colorbgra8[x*4+0] * Color_Ambienti[0])>>8;
+ buffer_FragColorbgra8[x*4+1] = (buffer_texture_colorbgra8[x*4+1] * Color_Ambienti[1])>>8;
+ buffer_FragColorbgra8[x*4+2] = (buffer_texture_colorbgra8[x*4+2] * Color_Ambienti[2])>>8;
+ buffer_FragColorbgra8[x*4+3] = (buffer_texture_colorbgra8[x*4+3] * Color_Ambienti[3])>>8;
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+ }
+ else
+ {
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4];
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_FlatColor(span, buffer_FragColor, buffer_texture_color);
+ for (x = startx;x < endx;x++)
+ {
+ buffer_FragColor[x*4+0] = buffer_texture_color[x*4+0] * Color_Ambient[0];
+ buffer_FragColor[x*4+1] = buffer_texture_color[x*4+1] * Color_Ambient[1];
+ buffer_FragColor[x*4+2] = buffer_texture_color[x*4+2] * Color_Ambient[2];
+ buffer_FragColor[x*4+3] = buffer_texture_color[x*4+3] * Color_Ambient[3];
+ }
DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_VERTEXCOLOR: ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ }
+}
+
+
+
+void DPSOFTRAST_VertexShader_VertexColor(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], 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);
+}
+
+void DPSOFTRAST_PixelShader_VertexColor(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ if (dpsoftrast_test)
+ {
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4];
+ float data[4];
+ float slope[4];
+ float z;
+ int arrayindex = DPSOFTRAST_ARRAY_COLOR;
+ data[2] = span->data[0][arrayindex][0];
+ data[1] = span->data[0][arrayindex][1];
+ data[0] = span->data[0][arrayindex][2];
+ data[3] = span->data[0][arrayindex][3];
+ slope[2] = span->data[1][arrayindex][0];
+ slope[1] = span->data[1][arrayindex][1];
+ slope[0] = span->data[1][arrayindex][2];
+ slope[3] = span->data[1][arrayindex][3];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ buffer_FragColorbgra8[x*4+0] = (int)(buffer_texture_colorbgra8[x*4+0] * (Color_Ambient[0] + ((data[0] + slope[0]*x) * z) * Color_Diffuse[0]));
+ buffer_FragColorbgra8[x*4+1] = (int)(buffer_texture_colorbgra8[x*4+1] * (Color_Ambient[1] + ((data[1] + slope[1]*x) * z) * Color_Diffuse[1]));
+ buffer_FragColorbgra8[x*4+2] = (int)(buffer_texture_colorbgra8[x*4+2] * (Color_Ambient[2] + ((data[2] + slope[2]*x) * z) * Color_Diffuse[2]));
+ buffer_FragColorbgra8[x*4+3] = (int)(buffer_texture_colorbgra8[x*4+3] * (Color_Ambient[3] + ((data[3] + slope[3]*x) * z) * Color_Diffuse[3]));
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+ }
+ else
+ {
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4];
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ int arrayindex = DPSOFTRAST_ARRAY_COLOR;
+ 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];
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_VertexColor(span, buffer_FragColor, buffer_texture_color, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[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;
+ buffer_FragColor[x*4+0] = buffer_texture_color[x*4+0] * (Color_Ambient[0] + c[0] * Color_Diffuse[0]);
+ buffer_FragColor[x*4+1] = buffer_texture_color[x*4+1] * (Color_Ambient[1] + c[1] * Color_Diffuse[1]);
+ buffer_FragColor[x*4+2] = buffer_texture_color[x*4+2] * (Color_Ambient[2] + c[2] * Color_Diffuse[2]);
+ buffer_FragColor[x*4+3] = buffer_texture_color[x*4+3] * (Color_Ambient[3] + c[3] * Color_Diffuse[3]);
+ }
DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_LIGHTMAP: ///< (lightmap) modulate texture by lightmap texture (q1bsp: q3bsp)
+ }
+}
+
+
+
+void DPSOFTRAST_VertexShader_Lightmap(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ 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);
+}
+
+void DPSOFTRAST_PixelShader_Lightmap(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ if (dpsoftrast_test)
+ {
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4];
+ int Color_Ambienti[4];
+ int Color_Diffusei[4];
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned int d[4];
+ //unsigned char * RESTRICT pixelmask = span->pixelmask;
+ //unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + span->start * 4;
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ Color_Ambienti[2] = (int)(Color_Ambient[0] * 65536.0f);
+ Color_Ambienti[1] = (int)(Color_Ambient[1] * 65536.0f);
+ Color_Ambienti[0] = (int)(Color_Ambient[2] * 65536.0f);
+ Color_Ambienti[3] = (int)(Color_Ambient[3] * 65536.0f);
+ Color_Diffusei[2] = (int)(Color_Diffuse[0] * 256.0f);
+ Color_Diffusei[1] = (int)(Color_Diffuse[1] * 256.0f);
+ Color_Diffusei[0] = (int)(Color_Diffuse[2] * 256.0f);
+ Color_Diffusei[3] = (int)(Color_Diffuse[3] * 256.0f);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, 6, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ d[0] = (buffer_texture_colorbgra8[x*4+0] * (Color_Ambienti[0] + buffer_texture_lightmapbgra8[x*4+0] * Color_Diffusei[0])) >> 16;if (d[0] > 255) d[0] = 255;
+ d[1] = (buffer_texture_colorbgra8[x*4+1] * (Color_Ambienti[1] + buffer_texture_lightmapbgra8[x*4+1] * Color_Diffusei[1])) >> 16;if (d[1] > 255) d[1] = 255;
+ d[2] = (buffer_texture_colorbgra8[x*4+2] * (Color_Ambienti[2] + buffer_texture_lightmapbgra8[x*4+2] * Color_Diffusei[2])) >> 16;if (d[2] > 255) d[2] = 255;
+ d[3] = (buffer_texture_colorbgra8[x*4+3] * (Color_Ambienti[3] + buffer_texture_lightmapbgra8[x*4+3] * Color_Diffusei[3])) >> 16;if (d[3] > 255) d[3] = 255;
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+ }
+ else
+ {
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4];
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_texture_lightmap[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ int d[4];
+ unsigned char * RESTRICT pixelmask = span->pixelmask;
+ unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + span->start * 4;
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_lightmap, GL20TU_LIGHTMAP, 6, buffer_z);
if(!dpsoftrast.user.alphatest && dpsoftrast.fb_blendmode == DPSOFTRAST_BLENDMODE_OPAQUE)
{
- DPSOFTRAST_Draw_Span_Lightmap_Finish(span, buffer_texture_color, buffer_texture_lightmap);
+ Color_Ambient[0] *= 255.0f;
+ Color_Ambient[1] *= 255.0f;
+ Color_Ambient[2] *= 255.0f;
+ Color_Ambient[3] *= 255.0f;
+ Color_Diffuse[0] *= 255.0f;
+ Color_Diffuse[1] *= 255.0f;
+ Color_Diffuse[2] *= 255.0f;
+ Color_Diffuse[3] *= 255.0f;
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = buffer_texture_color[x*4+0] * (Color_Ambient[0] + buffer_texture_lightmap[x*4+0] * Color_Diffuse[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = buffer_texture_color[x*4+1] * (Color_Ambient[1] + buffer_texture_lightmap[x*4+1] * Color_Diffuse[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = buffer_texture_color[x*4+2] * (Color_Ambient[2] + buffer_texture_lightmap[x*4+2] * Color_Diffuse[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = buffer_texture_color[x*4+3] * (Color_Ambient[3] + buffer_texture_lightmap[x*4+3] * Color_Diffuse[3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[2];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[0];
+ pixel[x*4+3] = d[3];
+ }
}
else
{
- DPSOFTRAST_Draw_Span_Lightmap(span, buffer_FragColor, buffer_texture_color, buffer_texture_lightmap);
+ for (x = startx;x < endx;x++)
+ {
+ buffer_FragColor[x*4+0] = buffer_texture_color[x*4+0] * (Color_Ambient[0] + buffer_texture_lightmap[x*4+0] * Color_Diffuse[0]);
+ buffer_FragColor[x*4+1] = buffer_texture_color[x*4+1] * (Color_Ambient[1] + buffer_texture_lightmap[x*4+1] * Color_Diffuse[1]);
+ buffer_FragColor[x*4+2] = buffer_texture_color[x*4+2] * (Color_Ambient[2] + buffer_texture_lightmap[x*4+2] * Color_Diffuse[2]);
+ buffer_FragColor[x*4+3] = buffer_texture_color[x*4+3] * (Color_Ambient[3] + buffer_texture_lightmap[x*4+3] * Color_Diffuse[3]);
+ }
DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
}
- break;
- case SHADERMODE_FAKELIGHT: ///< (fakelight) modulate texture by "fake" lighting (no lightmaps: no nothing)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_FakeLight(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE: ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_LightDirectionMap_ModelSpace(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE: ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_LightDirectionMap_TangentSpace(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_LIGHTDIRECTION: ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_LightDirection(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_LIGHTSOURCE: ///< (lightsource) use directional pixel shading from light source (rtlight)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_LightSource(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_REFRACTION: ///< refract background (the material is rendered normally after this pass)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_Refraction(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_WATER: ///< refract background and reflection (the material is rendered normally after this pass)
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_Water(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_SHOWDEPTH: ///< (debugging) renders depth as color
- break;
- case SHADERMODE_DEFERREDGEOMETRY: ///< (deferred) render material properties to screenspace geometry buffers
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
- DPSOFTRAST_Draw_Span_DeferredGeometry(span, buffer_FragColor, buffer_texture_color, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_DEFERREDLIGHTSOURCE: ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
- DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- DPSOFTRAST_Draw_Span_DeferredLightSource(span, buffer_FragColor, buffer_z);
- DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
- break;
- case SHADERMODE_COUNT:
- break;
}
}
+
+
+void DPSOFTRAST_VertexShader_FakeLight(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_FakeLight(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirection(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ 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);
+}
+
+void DPSOFTRAST_PixelShader_LightDirection(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightSource(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_LightSource(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_Refraction(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_Refraction(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_Water(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+
+void DPSOFTRAST_PixelShader_Water(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_ShowDepth(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_ShowDepth(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_DeferredGeometry(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_DeferredGeometry(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_DeferredLightSource(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_DeferredLightSource(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+ // TODO: IMPLEMENT
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+typedef struct DPSOFTRAST_ShaderModeInfo_s
+{
+ int lodarrayindex;
+ void (*Vertex)(void);
+ void (*Span)(const DPSOFTRAST_State_Draw_Span * RESTRICT span);
+}
+DPSOFTRAST_ShaderModeInfo;
+
+DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COUNT] =
+{
+ {2, DPSOFTRAST_VertexShader_Generic, DPSOFTRAST_PixelShader_Generic, },
+ {2, DPSOFTRAST_VertexShader_PostProcess, DPSOFTRAST_PixelShader_PostProcess, },
+ {2, DPSOFTRAST_VertexShader_Depth_Or_Shadow, DPSOFTRAST_PixelShader_Depth_Or_Shadow, },
+ {2, DPSOFTRAST_VertexShader_FlatColor, DPSOFTRAST_PixelShader_FlatColor, },
+ {2, DPSOFTRAST_VertexShader_VertexColor, DPSOFTRAST_PixelShader_VertexColor, },
+ {2, DPSOFTRAST_VertexShader_Lightmap, DPSOFTRAST_PixelShader_Lightmap, },
+ {2, DPSOFTRAST_VertexShader_FakeLight, DPSOFTRAST_PixelShader_FakeLight, },
+ {2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace, DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace, },
+ {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace},
+ {2, DPSOFTRAST_VertexShader_LightDirection, DPSOFTRAST_PixelShader_LightDirection, },
+ {2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, },
+ {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, },
+ {2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, },
+ {2, DPSOFTRAST_VertexShader_ShowDepth, DPSOFTRAST_PixelShader_ShowDepth, },
+ {2, DPSOFTRAST_VertexShader_DeferredGeometry, DPSOFTRAST_PixelShader_DeferredGeometry, },
+ {2, DPSOFTRAST_VertexShader_DeferredLightSource, DPSOFTRAST_PixelShader_DeferredLightSource, }
+};
+
+
+
void DPSOFTRAST_Draw_ProcessSpans(void)
{
int i;
// do this before running depthmask code, to allow the pixelshader
// to clear pixelmask values for alpha testing
if (dpsoftrast.fb_colorpixels[0] && dpsoftrast.fb_colormask)
- DPSOFTRAST_Draw_PixelShaderSpan(span);
+ DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Span(span);
if (dpsoftrast.user.depthmask)
for (x = 0, d = depth;x < span->length;x++, d += depthslope)
if (pixelmask[x])
span->pixelmask = pixelmask;
span->startx = 0;
span->endx = span->length;
- DPSOFTRAST_Draw_PixelShaderSpan(span);
+ DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Span(span);
}
}
}
mip[j] = 0;
continue;
}
- // FIXME: use appropriate array for this texture!
- mip_edge0tc[0] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][0][0] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][0]) * texture->mipmap[0][2];
- mip_edge0tc[1] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][0][1] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][1]) * texture->mipmap[0][3];
- mip_edge1tc[0] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][2][0] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][0]) * texture->mipmap[0][2];
- mip_edge1tc[1] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][2][1] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][1]) * texture->mipmap[0][3];
+ k = DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].lodarrayindex;
+ mip_edge0tc[0] = (clipped[k][0][0] - clipped[k][1][0]) * texture->mipmap[0][2];
+ mip_edge0tc[1] = (clipped[k][0][1] - clipped[k][1][1]) * texture->mipmap[0][3];
+ mip_edge1tc[0] = (clipped[k][2][0] - clipped[k][1][0]) * texture->mipmap[0][2];
+ mip_edge1tc[1] = (clipped[k][2][1] - clipped[k][1][1]) * texture->mipmap[0][3];
mip_edge0mip = (mip_edge0tc[0]*mip_edge0tc[0]+mip_edge0tc[1]*mip_edge0tc[1]) * mip_edge0xymul;
mip_edge1mip = (mip_edge1tc[0]*mip_edge1tc[0]+mip_edge1tc[1]*mip_edge1tc[1]) * mip_edge1xymul;
// this will be multiplied in the texturing routine by the texture resolution
mipdensity = mip_edge0mip < mip_edge1mip ? mip_edge0mip : mip_edge1mip;
- y = (int)(log(mipdensity)/log(2.0f) + 0.5f);
+ y = (int)(log(mipdensity)/log(2.0f));
if (y < 0)
y = 0;
if (y > texture->mipmaps - 1)
arraymask[9] = dpsoftrast.pointer_texcoordf[7] != NULL;
DPSOFTRAST_Validate(DPSOFTRAST_VALIDATE_DRAW);
DPSOFTRAST_Draw_LoadVertices(firstvertex, numvertices, true);
- DPSOFTRAST_Draw_VertexShader();
+ DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Vertex();
DPSOFTRAST_Draw_ProjectVertices(dpsoftrast.draw.screencoord4f, dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], numvertices);
DPSOFTRAST_Draw_ProcessTriangles(firstvertex, numvertices, numtriangles, element3i, element3s, arraymask);
}