Move true color sky drawing to its own drawers and chamge r_stretchsky to false as the new drawers can fade to a solid color
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13 changed files with 482 additions and 17 deletions
127
src/r_compiler/fixedfunction/drawskycodegen.cpp
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127
src/r_compiler/fixedfunction/drawskycodegen.cpp
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#include "i_system.h"
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#include "r_compiler/llvm_include.h"
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#include "r_compiler/fixedfunction/drawskycodegen.h"
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#include "r_compiler/ssa/ssa_function.h"
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#include "r_compiler/ssa/ssa_scope.h"
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#include "r_compiler/ssa/ssa_for_block.h"
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#include "r_compiler/ssa/ssa_if_block.h"
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#include "r_compiler/ssa/ssa_stack.h"
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#include "r_compiler/ssa/ssa_function.h"
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#include "r_compiler/ssa/ssa_struct_type.h"
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#include "r_compiler/ssa/ssa_value.h"
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void DrawSkyCodegen::Generate(DrawSkyVariant variant, bool fourColumns, SSAValue args, SSAValue thread_data)
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{
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dest = args[0][0].load(true);
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source0[0] = args[0][1].load(true);
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source0[1] = args[0][2].load(true);
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source0[2] = args[0][3].load(true);
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source0[3] = args[0][4].load(true);
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source1[0] = args[0][5].load(true);
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source1[1] = args[0][6].load(true);
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source1[2] = args[0][7].load(true);
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source1[3] = args[0][8].load(true);
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pitch = args[0][9].load(true);
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count = args[0][10].load(true);
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dest_y = args[0][11].load(true);
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texturefrac[0] = args[0][12].load(true);
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texturefrac[1] = args[0][13].load(true);
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texturefrac[2] = args[0][14].load(true);
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texturefrac[3] = args[0][15].load(true);
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iscale[0] = args[0][16].load(true);
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iscale[1] = args[0][17].load(true);
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iscale[2] = args[0][18].load(true);
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iscale[3] = args[0][19].load(true);
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textureheight0 = args[0][20].load(true);
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textureheight1 = args[0][21].load(true);
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top_color = SSAVec4i::unpack(args[0][22].load(true));
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bottom_color = SSAVec4i::unpack(args[0][23].load(true));
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thread.core = thread_data[0][0].load(true);
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thread.num_cores = thread_data[0][1].load(true);
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thread.pass_start_y = thread_data[0][2].load(true);
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thread.pass_end_y = thread_data[0][3].load(true);
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count = count_for_thread(dest_y, count, thread);
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dest = dest_for_thread(dest_y, pitch, dest, thread);
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pitch = pitch * thread.num_cores;
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int numColumns = fourColumns ? 4 : 1;
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for (int i = 0; i < numColumns; i++)
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{
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stack_frac[i].store(texturefrac[i] + iscale[i] * skipped_by_thread(dest_y, thread));
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fracstep[i] = iscale[i] * thread.num_cores;
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}
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Loop(variant, fourColumns);
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}
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void DrawSkyCodegen::Loop(DrawSkyVariant variant, bool fourColumns)
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{
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int numColumns = fourColumns ? 4 : 1;
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stack_index.store(SSAInt(0));
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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loop.loop_block(index < count);
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SSAInt frac[4];
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for (int i = 0; i < numColumns; i++)
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frac[i] = stack_frac[i].load();
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SSAInt offset = index * pitch * 4;
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if (fourColumns)
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{
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SSAVec4i colors[4];
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for (int i = 0; i < 4; i++)
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colors[i] = FadeOut(frac[i], Sample(frac[i], i, variant));
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SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
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dest[offset].store_unaligned_vec16ub(color);
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}
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else
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{
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SSAVec4i color = FadeOut(frac[0], Sample(frac[0], 0, variant));
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dest[offset].store_vec4ub(color);
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}
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stack_index.store(index.add(SSAInt(1), true, true));
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for (int i = 0; i < numColumns; i++)
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stack_frac[i].store(frac[i] + fracstep[i]);
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loop.end_block();
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}
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}
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SSAVec4i DrawSkyCodegen::Sample(SSAInt frac, int index, DrawSkyVariant variant)
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{
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SSAInt sample_index = (((frac << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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if (variant == DrawSkyVariant::Single)
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{
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return source0[index][sample_index * 4].load_vec4ub(false);
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}
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else
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{
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SSAInt sample_index2 = SSAInt::MIN(sample_index, textureheight1);
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SSAVec4i color0 = source0[index][sample_index * 4].load_vec4ub(false);
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SSAVec4i color1 = source1[index][sample_index2 * 4].load_vec4ub(false);
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return blend_alpha_blend(color0, color1);
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}
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}
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SSAVec4i DrawSkyCodegen::FadeOut(SSAInt frac, SSAVec4i color)
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{
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int start_fade = 2; // How fast it should fade out
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SSAInt alpha_top = SSAInt::MAX(SSAInt::MIN(frac.ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
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SSAInt alpha_bottom = SSAInt::MAX(SSAInt::MIN(((2 << 24) - frac).ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
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SSAInt inv_alpha_top = 256 - alpha_top;
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SSAInt inv_alpha_bottom = 256 - alpha_bottom;
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color = (color * alpha_top + top_color * inv_alpha_top) / 256;
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color = (color * alpha_bottom + bottom_color * inv_alpha_bottom) / 256;
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return color.insert(3, 255);
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}
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