{
DPSOFTRAST_Texture *texture;
texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
- return texture->width;
+ return texture->mipmap[mip][2];
}
int DPSOFTRAST_Texture_GetHeight(int index, int mip)
{
DPSOFTRAST_Texture *texture;
texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
- return texture->height;
+ return texture->mipmap[mip][3];
}
int DPSOFTRAST_Texture_GetDepth(int index, int mip)
{
DPSOFTRAST_Texture *texture;
texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
- return texture->depth;
+ return texture->mipmap[mip][4];
}
unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip)
{
DPSOFTRAST_Texture *texture;
texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
- return texture->bytes;
+ return texture->bytes + texture->mipmap[mip][0];
}
void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter)
{
}
void DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v)
{
- dpsoftrast.uniform4f[index*4+0] = v[0];
- dpsoftrast.uniform4f[index*4+1] = v[1];
- dpsoftrast.uniform4f[index*4+2] = v[2];
- dpsoftrast.uniform4f[index*4+3] = v[3];
- dpsoftrast.uniform4f[index*4+4] = v[4];
- dpsoftrast.uniform4f[index*4+5] = v[5];
- dpsoftrast.uniform4f[index*4+6] = v[6];
- dpsoftrast.uniform4f[index*4+7] = v[7];
- dpsoftrast.uniform4f[index*4+8] = v[8];
- dpsoftrast.uniform4f[index*4+9] = v[9];
- dpsoftrast.uniform4f[index*4+10] = v[10];
- dpsoftrast.uniform4f[index*4+11] = v[11];
- dpsoftrast.uniform4f[index*4+12] = v[12];
- dpsoftrast.uniform4f[index*4+13] = v[13];
- dpsoftrast.uniform4f[index*4+14] = v[14];
- dpsoftrast.uniform4f[index*4+15] = v[15];
+ int i;
+ for (i = 0;i < arraysize;i++, index += 4, v += 16)
+ {
+ if (transpose)
+ {
+ dpsoftrast.uniform4f[index*4+0] = v[0];
+ dpsoftrast.uniform4f[index*4+1] = v[4];
+ dpsoftrast.uniform4f[index*4+2] = v[8];
+ dpsoftrast.uniform4f[index*4+3] = v[12];
+ dpsoftrast.uniform4f[index*4+4] = v[1];
+ dpsoftrast.uniform4f[index*4+5] = v[5];
+ dpsoftrast.uniform4f[index*4+6] = v[9];
+ dpsoftrast.uniform4f[index*4+7] = v[13];
+ dpsoftrast.uniform4f[index*4+8] = v[2];
+ dpsoftrast.uniform4f[index*4+9] = v[6];
+ dpsoftrast.uniform4f[index*4+10] = v[10];
+ dpsoftrast.uniform4f[index*4+11] = v[14];
+ dpsoftrast.uniform4f[index*4+12] = v[3];
+ dpsoftrast.uniform4f[index*4+13] = v[7];
+ dpsoftrast.uniform4f[index*4+14] = v[11];
+ dpsoftrast.uniform4f[index*4+15] = v[15];
+ }
+ else
+ {
+ dpsoftrast.uniform4f[index*4+0] = v[0];
+ dpsoftrast.uniform4f[index*4+1] = v[1];
+ dpsoftrast.uniform4f[index*4+2] = v[2];
+ dpsoftrast.uniform4f[index*4+3] = v[3];
+ dpsoftrast.uniform4f[index*4+4] = v[4];
+ dpsoftrast.uniform4f[index*4+5] = v[5];
+ dpsoftrast.uniform4f[index*4+6] = v[6];
+ dpsoftrast.uniform4f[index*4+7] = v[7];
+ dpsoftrast.uniform4f[index*4+8] = v[8];
+ dpsoftrast.uniform4f[index*4+9] = v[9];
+ dpsoftrast.uniform4f[index*4+10] = v[10];
+ dpsoftrast.uniform4f[index*4+11] = v[11];
+ dpsoftrast.uniform4f[index*4+12] = v[12];
+ dpsoftrast.uniform4f[index*4+13] = v[13];
+ dpsoftrast.uniform4f[index*4+14] = v[14];
+ dpsoftrast.uniform4f[index*4+15] = v[15];
+ }
+ }
}
void DPSOFTRAST_Uniform1iARB(DPSOFTRAST_UNIFORM index, int i0)
{
}
}
+void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra)
+{
+ int x, startx = span->startx, endx = span->endx;
+ int d[4];
+ int b[4];
+ b[0] = (int)(inbtintbgra[0] * 256.0f);
+ b[1] = (int)(inbtintbgra[1] * 256.0f);
+ b[2] = (int)(inbtintbgra[2] * 256.0f);
+ b[3] = (int)(inbtintbgra[3] * 256.0f);
+ for (x = startx;x < endx;x++)
+ {
+ d[0] = ina4ub[x*4+0] + ((inb4ub[x*4+0]*b[0])>>8);if (d[0] > 255) d[0] = 255;
+ d[1] = ina4ub[x*4+1] + ((inb4ub[x*4+1]*b[1])>>8);if (d[1] > 255) d[1] = 255;
+ d[2] = ina4ub[x*4+2] + ((inb4ub[x*4+2]*b[2])>>8);if (d[2] > 255) d[2] = 255;
+ d[3] = ina4ub[x*4+3] + ((inb4ub[x*4+3]*b[3])>>8);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_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
int x, startx = span->startx, endx = span->endx;
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);
+ DPSOFTRAST_VertexShader_Lightmap();
}
void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
{
+ DPSOFTRAST_PixelShader_Lightmap(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);
+ DPSOFTRAST_VertexShader_Lightmap();
}
void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
{
+ DPSOFTRAST_PixelShader_Lightmap(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)
{
+ int i;
+ int numvertices = dpsoftrast.draw.numvertices;
+ float LightDir[4];
+ float LightVector[4];
+ float EyePosition[4];
+ float EyeVectorModelSpace[4];
+ float EyeVector[4];
+ float position[4];
+ float svector[4];
+ float tvector[4];
+ float normal[4];
+ LightDir[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+0];
+ LightDir[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+1];
+ LightDir[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+2];
+ LightDir[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+3];
+ EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0];
+ EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1];
+ EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2];
+ EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3];
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);
-}
+ for (i = 0;i < numvertices;i++)
+ {
+ position[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0];
+ position[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1];
+ position[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2];
+ svector[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0];
+ svector[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1];
+ svector[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2];
+ tvector[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0];
+ tvector[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1];
+ tvector[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2];
+ normal[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0];
+ normal[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1];
+ normal[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2];
+ LightVector[0] = svector[0] * LightDir[0] + svector[1] * LightDir[1] + svector[2] * LightDir[2];
+ LightVector[1] = tvector[0] * LightDir[0] + tvector[1] * LightDir[1] + tvector[2] * LightDir[2];
+ LightVector[2] = normal[0] * LightDir[0] + normal[1] * LightDir[1] + normal[2] * LightDir[2];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] = LightVector[0];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] = LightVector[1];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] = LightVector[2];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3] = 0.0f;
+ EyeVectorModelSpace[0] = EyePosition[0] - position[0];
+ EyeVectorModelSpace[1] = EyePosition[1] - position[1];
+ EyeVectorModelSpace[2] = EyePosition[2] - position[2];
+ EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2];
+ EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2];
+ EyeVector[2] = normal[0] * EyeVectorModelSpace[0] + normal[1] * EyeVectorModelSpace[1] + normal[2] * EyeVectorModelSpace[2];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0] = EyeVector[0];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1] = EyeVector[1];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2] = EyeVector[2];
+ dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+3] = 0.0f;
+ }
+}
+
+#define DPSOFTRAST_Min(a,b) ((a) < (b) ? (a) : (b))
+#define DPSOFTRAST_Max(a,b) ((a) > (b) ? (a) : (b))
+#define DPSOFTRAST_Vector3Dot(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
+#define DPSOFTRAST_Vector3LengthSquared(v) (DPSOFTRAST_Vector3Dot((v),(v)))
+#define DPSOFTRAST_Vector3Length(v) (sqrt(DPSOFTRAST_Vector3LengthSquared(v)))
+#define DPSOFTRAST_Vector3Normalize(v)\
+do\
+{\
+ float len = sqrt(DPSOFTRAST_Vector3Dot(v,v));\
+ if (len)\
+ {\
+ len = 1.0f / len;\
+ v[0] *= len;\
+ v[1] *= len;\
+ v[2] *= len;\
+ }\
+}\
+while(0)
void DPSOFTRAST_PixelShader_LightDirection(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
{
- // TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_shirtbgra8[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], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
+ float LightVectordata[4];
+ float LightVectorslope[4];
+ float EyeVectordata[4];
+ float EyeVectorslope[4];
+ float z;
+ float diffusetex[4];
+ float glosstex[4];
+ float surfacenormal[4];
+ float lightnormal[4];
+ float eyenormal[4];
+ float specularnormal[4];
+ float diffuse;
+ float specular;
+ float SpecularPower;
+ int d[4];
+ Color_Glow[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0];
+ Color_Glow[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1];
+ Color_Glow[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2];
+ Color_Glow[3] = 0.0f;
+ 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_Pants[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0];
+ Color_Pants[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1];
+ Color_Pants[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2];
+ Color_Pants[3] = 0.0f;
+ Color_Shirt[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0];
+ Color_Shirt[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1];
+ Color_Shirt[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2];
+ Color_Shirt[3] = 0.0f;
DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
- memset(buffer_FragColorbgra8, 0, span->length*4);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ 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;
+ LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ LightVectordata[0] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectordata[1] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectordata[2] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectordata[3] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ Color_Specular[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
+ Color_Specular[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
+ Color_Specular[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+ Color_Specular[3] = 0.0f;
+ SpecularPower = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0];
+ EyeVectordata[0] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+ EyeVectordata[1] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+ EyeVectordata[2] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+ EyeVectordata[3] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+ EyeVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+ EyeVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+ EyeVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+ EyeVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+ glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+ glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+ glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
+
+ specularnormal[0] = lightnormal[0] + eyenormal[0];
+ specularnormal[1] = lightnormal[1] + eyenormal[1];
+ specularnormal[2] = lightnormal[2] + eyenormal[2];
+ DPSOFTRAST_Vector3Normalize(specularnormal);
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ specular = pow(specular, SpecularPower * glosstex[3]);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);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];
+ }
+ }
+ else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ 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;
+ LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ LightVectordata[0] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectordata[1] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectordata[2] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectordata[3] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));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];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);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);
}
}
}
-void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s, unsigned char *arraymask)
+void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numtriangles, const int *element3i, const unsigned short *element3s, unsigned char *arraymask)
{
int cullface = dpsoftrast.user.cullface;
int width = dpsoftrast.fb_width;
ifrac = 1.0f - frac;\
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)\
{\
- if (arraymask[j])\
+ /*if (arraymask[j])*/\
{\
clipped[j][k][0] = dpsoftrast.draw.post_array4f[j][e[p1]*4+0]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+0]*frac;\
clipped[j][k][1] = dpsoftrast.draw.post_array4f[j][e[p1]*4+1]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+1]*frac;\
#define CLIPPEDVERTEXCOPY(k,p1) \
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)\
{\
- if (arraymask[j])\
+ /*if (arraymask[j])*/\
{\
clipped[j][k][0] = dpsoftrast.draw.post_array4f[j][e[p1]*4+0];\
clipped[j][k][1] = dpsoftrast.draw.post_array4f[j][e[p1]*4+1];\
// values
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
{
- if (arraymask[j])
+ //if (arraymask[j])
{
for (k = 0;k < numpoints;k++)
{
span->data[1][j][3] = screen[edge1p][3] * edge1yilerp + screen[edge1n][3] * edge1ylerp;
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
{
- if (arraymask[j])
+ //if (arraymask[j])
{
span->data[0][j][0] = proj[j][edge0p][0] * edge0yilerp + proj[j][edge0n][0] * edge0ylerp;
span->data[0][j][1] = proj[j][edge0p][1] * edge0yilerp + proj[j][edge0n][1] * edge0ylerp;
span->data[1][j][3] = screen[edge0p][3] * edge0yilerp + screen[edge0n][3] * edge0ylerp;
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
{
- if (arraymask[j])
+ //if (arraymask[j])
{
span->data[0][j][0] = proj[j][edge1p][0] * edge1yilerp + proj[j][edge1n][0] * edge1ylerp;
span->data[0][j][1] = proj[j][edge1p][1] * edge1yilerp + proj[j][edge1n][1] * edge1ylerp;
span->data[1][j][3] = (span->data[1][j][3] - span->data[0][j][3]) * spanilength;
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
{
- if (arraymask[j])
+ //if (arraymask[j])
{
span->data[1][j][0] = (span->data[1][j][0] - span->data[0][j][0]) * spanilength;
span->data[1][j][1] = (span->data[1][j][1] - span->data[0][j][1]) * spanilength;
span->data[0][j][3] += span->data[1][j][3] * startxlerp;
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
{
- if (arraymask[j])
+ //if (arraymask[j])
{
span->data[0][j][0] += span->data[1][j][0] * startxlerp;
span->data[0][j][1] += span->data[1][j][1] * startxlerp;
span->data[0][j][3] += span->data[1][j][3] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
{
- if (arraymask[j])
+ //if (arraymask[j])
{
span->data[0][j][0] += span->data[1][j][0] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
span->data[0][j][1] += span->data[1][j][1] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
DPSOFTRAST_Draw_LoadVertices(firstvertex, numvertices, true);
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);
+ DPSOFTRAST_Draw_ProcessTriangles(firstvertex, numtriangles, element3i, element3s, arraymask);
}
void DPSOFTRAST_Init(int width, int height, unsigned int *colorpixels, unsigned int *depthpixels)