From: havoc Date: Tue, 25 Jan 2011 13:40:50 +0000 (+0000) Subject: added SHADERMODE_LIGHTDIRECTION code (model rendering) with specular, X-Git-Tag: xonotic-v0.5.0~438^2~97 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ad372b97cb8c1914916c5f337a0cd4e4c85a15ec;p=xonotic%2Fdarkplaces.git added SHADERMODE_LIGHTDIRECTION code (model rendering) with specular, glow and colormapping support git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10744 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/dpsoftrast.c b/dpsoftrast.c index a752a07f..0b00721c 100644 --- a/dpsoftrast.c +++ b/dpsoftrast.c @@ -578,25 +578,25 @@ int DPSOFTRAST_Texture_GetWidth(int index, int mip) { 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) { @@ -921,22 +921,48 @@ void DPSOFTRAST_Uniform4fvARB(DPSOFTRAST_UNIFORM index, const float *v) } 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) { @@ -2252,6 +2278,28 @@ void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RES } } +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; @@ -2540,51 +2588,341 @@ void DPSOFTRAST_PixelShader_FakeLight(const DPSOFTRAST_State_Draw_Span * RESTRIC 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); } @@ -2801,7 +3139,7 @@ void DPSOFTRAST_Draw_ProcessSpans(void) } } -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; @@ -2927,7 +3265,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt 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;\ @@ -2939,7 +3277,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt #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];\ @@ -3044,7 +3382,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt // values for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++) { - if (arraymask[j]) + //if (arraymask[j]) { for (k = 0;k < numpoints;k++) { @@ -3221,7 +3559,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt 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; @@ -3246,7 +3584,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt 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; @@ -3267,7 +3605,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt 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; @@ -3285,7 +3623,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt 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; @@ -3316,7 +3654,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt 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; @@ -3392,7 +3730,7 @@ void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles 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)