Add shaded blend mode for the decals

This commit is contained in:
Magnus Norddahl 2016-11-17 14:28:14 +01:00
commit b02e3d9514
5 changed files with 36 additions and 11 deletions

View file

@ -260,7 +260,7 @@ void DrawTriangleCodegen::LoopBlockX(TriDrawVariant variant, bool truecolor)
SetStencilBlock(x / 8 + y / 8 * stencilPitch);
SSABool covered = a == SSAInt(0xF) && b == SSAInt(0xF) && c == SSAInt(0xF) && !clipneeded;
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector)
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::DrawShadedSubsector && variant != TriDrawVariant::FillSubsector)
{
covered = covered && StencilIsSingleValue();
}
@ -287,7 +287,7 @@ void DrawTriangleCodegen::LoopBlockX(TriDrawVariant variant, bool truecolor)
void DrawTriangleCodegen::LoopFullBlock(TriDrawVariant variant, bool truecolor)
{
SSAIfBlock branch_stenciltest;
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector)
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::DrawShadedSubsector && variant != TriDrawVariant::FillSubsector)
{
branch_stenciltest.if_block(StencilGetSingle() == stencilTestValue);
}
@ -325,7 +325,7 @@ void DrawTriangleCodegen::LoopFullBlock(TriDrawVariant variant, bool truecolor)
varying[i] = stack_varying[i].load();
loopx.loop_block(ix < SSAInt(q), q);
{
if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector)
if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::DrawShadedSubsector || variant == TriDrawVariant::FillSubsector)
{
SSAIfBlock branch;
branch.if_block(subsectorbuffer[ix].load(true) >= subsectorDepth);
@ -353,7 +353,7 @@ void DrawTriangleCodegen::LoopFullBlock(TriDrawVariant variant, bool truecolor)
loopy.end_block();
}
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector)
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::DrawShadedSubsector && variant != TriDrawVariant::FillSubsector)
{
branch_stenciltest.end_block();
}
@ -404,7 +404,7 @@ void DrawTriangleCodegen::LoopPartialBlock(TriDrawVariant variant, bool truecolo
SSABool visible = (ix + x >= clipleft) && (ix + x < clipright) && (cliptop <= y + iy) && (clipbottom > y + iy);
SSABool covered = CX1 > SSAInt(0) && CX2 > SSAInt(0) && CX3 > SSAInt(0) && visible;
if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector)
if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::DrawShadedSubsector || variant == TriDrawVariant::FillSubsector)
{
covered = covered && subsectorbuffer[ix].load(true) >= subsectorDepth;
}
@ -474,13 +474,13 @@ void DrawTriangleCodegen::ProcessPixel(SSAUBytePtr buffer, SSAIntPtr subsectorbu
if (truecolor)
{
SSAVec4i fg = texturePixels[uvoffset * 4].load_vec4ub(true);
SSAInt fg_alpha = fg[3];
fg = (fg * currentlight) >> 8;
fg.insert(3, fg_alpha);
if (variant == TriDrawVariant::DrawMasked || variant == TriDrawVariant::DrawSubsector)
{
SSAVec4i fg = texturePixels[uvoffset * 4].load_vec4ub(true);
SSAInt fg_alpha = fg[3];
fg = (fg * currentlight) >> 8;
fg.insert(3, fg_alpha);
SSAIfBlock branch_transparency;
branch_transparency.if_block(fg_alpha > SSAInt(127));
{
@ -490,8 +490,22 @@ void DrawTriangleCodegen::ProcessPixel(SSAUBytePtr buffer, SSAIntPtr subsectorbu
}
branch_transparency.end_block();
}
else if (variant == TriDrawVariant::DrawShadedSubsector)
{
SSAInt alpha = texturePixels[uvoffset * 4].load(true).zext_int();
alpha = alpha + (alpha >> 7); // // 255 -> 256
SSAInt inv_alpha = 256 - alpha;
SSAVec4i bgcolor = buffer.load_vec4ub(false);
buffer.store_vec4ub(blend_add(shade_bgra_simple(SSAVec4i::unpack(solidcolor), currentlight), bgcolor, alpha, inv_alpha));
}
else
{
SSAVec4i fg = texturePixels[uvoffset * 4].load_vec4ub(true);
SSAInt fg_alpha = fg[3];
fg = (fg * currentlight) >> 8;
fg.insert(3, fg_alpha);
buffer.store_vec4ub(fg);
subsectorbuffer.store(subsectorDepth);
}