Dynamic lights? Did anyone say DYNAMIC LIGHTS?
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10 changed files with 133 additions and 9 deletions
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@ -78,6 +78,10 @@ void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAVal
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SSAShort fade_blue = args[0][41].load(true);
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SSAShort desaturate = args[0][42].load(true);
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SSAInt flags = args[0][43].load(true);
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start_z = args[0][44].load(true);
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step_z = args[0][45].load(true);
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dynlights = args[0][46].load(true);
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num_dynlights = args[0][47].load(true);
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shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
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shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
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shade_constants.desaturate = desaturate.zext_int();
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@ -129,9 +133,11 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
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int numColumns = fourColumns ? 4 : 1;
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stack_index.store(SSAInt(0));
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stack_z.store(start_z);
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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z = stack_z.load();
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loop.loop_block(index < count);
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SSAInt frac[4];
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@ -167,6 +173,7 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
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dest[offset].store_vec4ub(color);
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}
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stack_z.store(z + step_z);
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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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@ -209,10 +216,41 @@ SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAIn
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SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade)
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{
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SSAVec4i c;
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if (isSimpleShade)
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return shade_bgra_simple(fg, light[index]);
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c = shade_bgra_simple(fg, light[index]);
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else
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return shade_bgra_advanced(fg, light[index], shade_constants);
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c = shade_bgra_advanced(fg, light[index], shade_constants);
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stack_lit_color.store(c);
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stack_light_index.store(SSAInt(0));
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SSAForBlock block;
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SSAInt light_index = stack_light_index.load();
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SSAVec4i lit_color = stack_lit_color.load();
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block.loop_block(light_index < num_dynlights);
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{
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SSAVec4i light_color = SSAUBytePtr(dynlights[light_index][0].v).load_vec4ub(true);
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SSAFloat light_x = dynlights[light_index][1].load(true);
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//SSAFloat light_y = dynlights[light_index][2].load(true);
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SSAFloat light_z = dynlights[light_index][3].load(true);
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SSAFloat light_rcp_radius = dynlights[light_index][4].load(true);
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// attenuation = 1 - MIN(dist * (1/radius), 1)
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SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y
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SSAFloat Lz = light_z - z;
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SSAFloat dist = SSAFloat::sqrt(Lxy2 + Lz * Lz);
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SSAInt attenuation = SSAInt(SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f)), true);
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SSAVec4i contribution = (light_color * fg * attenuation) >> 16;
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stack_lit_color.store(lit_color + contribution);
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stack_light_index.store(light_index + 1);
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}
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block.end_block();
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return stack_lit_color.load();
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}
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SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)
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