- 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

@ -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;