- add dynamic lights to softpoly and software renderer models
This commit is contained in:
parent
61f379c88f
commit
5464d2a577
13 changed files with 283 additions and 65 deletions
|
|
@ -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);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue