- Add model rendering to the software renderer
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0667f2ec55
commit
d43ac8b9ae
32 changed files with 792 additions and 87 deletions
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@ -1071,16 +1071,21 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
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#endif
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#if 1
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EXTERN_CVAR(Bool, r_polyrenderer)
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void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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TriangleBlock block(args, thread);
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block.Render();
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if (r_polyrenderer)
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{
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TriangleBlock block(args, thread);
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block.Render();
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}
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else
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{
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DrawSWRender(args, thread);
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}
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}
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#else
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static void SortVertices(const TriDrawTriangleArgs *args, ShadedTriVertex **sortedVertices)
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{
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sortedVertices[0] = args->v1;
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@ -1095,7 +1100,7 @@ static void SortVertices(const TriDrawTriangleArgs *args, ShadedTriVertex **sort
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std::swap(sortedVertices[1], sortedVertices[2]);
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}
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void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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// Sort vertices by Y position
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ShadedTriVertex *sortedVertices[3];
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@ -1179,15 +1184,9 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
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bool writeStencil = args->uniforms->WriteStencil();
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bool writeDepth = args->uniforms->WriteDepth();
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uint8_t stencilTestValue = args->uniforms->StencilTestValue();
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uint8_t stencilWriteValue = args->uniforms->StencilWriteValue();
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int bmode = (int)args->uniforms->BlendMode();
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auto drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32[bmode] : ScreenTriangle::TriDrawers8[bmode];
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uint8_t *dest = args->dest;
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uint8_t *stencilbuffer = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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float *zbuffer = args->zbuffer;
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int pitch = args->pitch;
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int stencilpitch = args->stencilPitch * 8;
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@ -1206,7 +1205,6 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
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float stepYV = args->gradientY.V;
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int texWidth = args->uniforms->TextureWidth();
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int texHeight = args->uniforms->TextureHeight();
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const uint8_t *texPixels = args->uniforms->TexturePixels();
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auto colormaps = args->uniforms->BaseColormap();
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bool is_fixed_light = args->uniforms->FixedLight();
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@ -1218,83 +1216,140 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
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// Draw the triangle:
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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if (args->destBgra)
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{
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int x0 = leftEdge[y];
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int x1 = rightEdge[y];
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uint32_t *dest = (uint32_t*)args->dest;
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const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
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uint8_t *destLine = dest + pitch * y;
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uint8_t *stencilLine = stencilbuffer + stencilpitch * y;
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float *zbufferLine = zbuffer + stencilpitch * y;
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if ((stencilMasks[y] & 0xffffff00) == 0xffffff00) // First time we draw a line we have to clear the stencil buffer
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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{
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memset(stencilLine, stencilMasks[y] & 0xff, stencilpitch);
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stencilMasks[y] = 0;
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}
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int x0 = leftEdge[y];
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int x1 = rightEdge[y];
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float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
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float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
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float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
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uint32_t *destLine = dest + pitch * y;
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float *zbufferLine = zbuffer + stencilpitch * y;
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int x = x0;
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while (x < x1)
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{
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bool processPixel = true;
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float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
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float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
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float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
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if (!depthTest) // To do: make the stencil test use its own flag for comparison mode instead of abusing the depth test..
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int x = x0;
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while (x < x1)
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{
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processPixel = stencilTestValue == stencilLine[x];
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}
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else
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{
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processPixel = stencilTestValue >= stencilLine[x] && zbufferLine[x] <= posXW;
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}
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if (processPixel) // Pixel is visible (passed stencil and depth tests)
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{
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if (writeColor)
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bool processPixel = depthTest ? zbufferLine[x] <= posXW : true;
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if (processPixel) // Pixel is visible (passed stencil and depth tests)
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{
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if (texPixels)
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if (writeColor)
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{
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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if (texPixels)
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{
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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uint32_t fgcolor_r = RPART(fgcolor);
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uint32_t fgcolor_g = GPART(fgcolor);
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uint32_t fgcolor_b = BPART(fgcolor);
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uint32_t fgcolor_a = APART(fgcolor);
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if (fgcolor_a > 127)
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{
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
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uint8_t shadedfg = colormaps[lightshade + fgcolor];
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fgcolor_r = (fgcolor_r * lightshade) >> 8;
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fgcolor_g = (fgcolor_g * lightshade) >> 8;
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fgcolor_b = (fgcolor_b * lightshade) >> 8;
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if (fgcolor != 0)
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destLine[x] = shadedfg;
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}
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else
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{
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destLine[x] = color;
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destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
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}
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}
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else
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{
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destLine[x] = color;
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}
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}
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if (writeDepth)
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zbufferLine[x] = posXW;
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}
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if (writeStencil)
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stencilLine[x] = stencilWriteValue;
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if (writeDepth)
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zbufferLine[x] = posXW;
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}
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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x++;
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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x++;
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}
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}
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}
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else
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{
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uint8_t *dest = args->dest;
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const uint8_t *texPixels = args->uniforms->TexturePixels();
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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{
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int x0 = leftEdge[y];
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int x1 = rightEdge[y];
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uint8_t *destLine = dest + pitch * y;
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float *zbufferLine = zbuffer + stencilpitch * y;
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float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
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float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
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float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
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int x = x0;
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while (x < x1)
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{
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bool processPixel = depthTest ? zbufferLine[x] <= posXW : true;
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if (processPixel) // Pixel is visible (passed stencil and depth tests)
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{
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if (writeColor)
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{
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if (texPixels)
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{
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float rcpW = 0x01000000 / posXW;
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int32_t u = (int32_t)(posXU * rcpW);
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int32_t v = (int32_t)(posXV * rcpW);
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
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fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
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lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
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int lightshade = lightpos >> 8;
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lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
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uint8_t shadedfg = colormaps[lightshade + fgcolor];
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if (fgcolor != 0)
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destLine[x] = shadedfg;
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}
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else
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{
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destLine[x] = color;
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}
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}
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if (writeDepth)
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zbufferLine[x] = posXW;
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}
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posXW += stepXW;
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posXU += stepXU;
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posXV += stepXV;
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x++;
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}
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}
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}
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}
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#endif
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void(*ScreenTriangle::TriDrawers8[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *) =
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{
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