- add dynamic lights to softpoly and software renderer models

This commit is contained in:
Magnus Norddahl 2018-06-05 22:43:11 +02:00
commit 5464d2a577
13 changed files with 283 additions and 65 deletions

View file

@ -77,9 +77,9 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
}
void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip)
void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld)
{
queue->Push<PolySetTransformCommand>(objectToClip);
queue->Push<PolySetTransformCommand>(objectToClip, objectToWorld);
}
void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw)
@ -114,9 +114,10 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
weaponScene = false;
}
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Mat4f *newObjectToWorld)
{
objectToClip = newObjectToClip;
objectToWorld = newObjectToWorld;
}
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
@ -235,18 +236,30 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v)
{
// Apply transform to get clip coordinates:
Vec4f position = (*objectToClip) * Vec4f(v.x, v.y, v.z, v.w);
Vec4f objpos = Vec4f(v.x, v.y, v.z, v.w);
Vec4f clippos = (*objectToClip) * objpos;
ShadedTriVertex sv;
sv.x = position.X;
sv.y = position.Y;
sv.z = position.Z;
sv.w = position.W;
sv.x = clippos.X;
sv.y = clippos.Y;
sv.z = clippos.Z;
sv.w = clippos.W;
sv.u = v.u;
sv.v = v.v;
sv.worldX = v.x;
sv.worldY = v.y;
sv.worldZ = v.z;
if (!objectToWorld) // Identity matrix
{
sv.worldX = v.x;
sv.worldY = v.y;
sv.worldZ = v.z;
}
else
{
Vec4f worldpos = (*objectToWorld) * objpos;
sv.worldX = worldpos.X;
sv.worldY = worldpos.Y;
sv.worldZ = worldpos.Z;
}
// Calculate gl_ClipDistance[i]
for (int i = 0; i < 3; i++)
@ -576,13 +589,13 @@ PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip) : objectToClip(objectToClip)
PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld) : objectToClip(objectToClip), objectToWorld(objectToWorld)
{
}
void PolySetTransformCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip);
PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip, objectToWorld);
}
/////////////////////////////////////////////////////////////////////////////

View file

@ -37,7 +37,7 @@ public:
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
static bool IsBgra();
};
@ -48,7 +48,7 @@ public:
PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { }
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
void SetTransform(const Mat4f *objectToClip);
void SetTransform(const Mat4f *objectToClip, const Mat4f *objectToWorld);
void SetCullCCW(bool value) { ccw = value; }
void SetTwoSided(bool value) { twosided = value; }
void SetWeaponScene(bool value) { weaponScene = value; }
@ -88,6 +88,7 @@ private:
bool twosided = false;
bool weaponScene = false;
const Mat4f *objectToClip = nullptr;
const Mat4f *objectToWorld = nullptr;
enum { max_additional_vertices = 16 };
};
@ -95,13 +96,14 @@ private:
class PolySetTransformCommand : public DrawerCommand
{
public:
PolySetTransformCommand(const Mat4f *objectToClip);
PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override { return "PolySetTransform"; }
private:
const Mat4f *objectToClip;
const Mat4f *objectToWorld;
};
class PolySetCullCCWCommand : public DrawerCommand

View file

@ -480,6 +480,29 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
worldnormalZ = args->uniforms->Normal().Z;
dynlightcolor = args->uniforms->DynLightColor();
// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
{
float dx1 = args->v2->worldX - args->v1->worldX;
float dy1 = args->v2->worldY - args->v1->worldY;
float dz1 = args->v2->worldZ - args->v1->worldZ;
float dx2 = args->v3->worldX - args->v1->worldX;
float dy2 = args->v3->worldY - args->v1->worldY;
float dz2 = args->v3->worldZ - args->v1->worldZ;
worldnormalX = dy1 * dz2 - dz1 * dy2;
worldnormalY = dz1 * dx2 - dx1 * dz2;
worldnormalZ = dx1 * dy2 - dy1 * dx2;
float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
#ifndef NO_SSE
float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
#else
float rcplen = 1.0f / sqrt(lensqr);
#endif
worldnormalX *= rcplen;
worldnormalY *= rcplen;
worldnormalZ *= rcplen;
}
int affineOffset = x0 / 16 * 16 - x0;
float posLightW = posW + stepW * affineOffset;
posWorldX = posWorldX + stepWorldX * affineOffset;
@ -1067,6 +1090,29 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
worldnormalZ = args->uniforms->Normal().Z;
dynlightcolor = args->uniforms->DynLightColor();
// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
{
float dx1 = args->v2->worldX - args->v1->worldX;
float dy1 = args->v2->worldY - args->v1->worldY;
float dz1 = args->v2->worldZ - args->v1->worldZ;
float dx2 = args->v3->worldX - args->v1->worldX;
float dy2 = args->v3->worldY - args->v1->worldY;
float dz2 = args->v3->worldZ - args->v1->worldZ;
worldnormalX = dy1 * dz2 - dz1 * dy2;
worldnormalY = dz1 * dx2 - dx1 * dz2;
worldnormalZ = dx1 * dy2 - dy1 * dx2;
float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
#ifndef NO_SSE
float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
#else
float rcplen = 1.0f / sqrt(lensqr);
#endif
worldnormalX *= rcplen;
worldnormalY *= rcplen;
worldnormalZ *= rcplen;
}
int affineOffset = x0 / 16 * 16 - x0;
float posLightW = posW + stepW * affineOffset;
posWorldX = posWorldX + stepWorldX * affineOffset;