vkdoom_m/src/rendering/polyrenderer/drawers/screen_triangle.cpp
2019-12-01 20:23:41 +01:00

2534 lines
77 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "w_wad.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "poly_triangle.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "screen_triangle.h"
#include "x86.h"
#include <cmath>
#ifdef NO_SSE
static void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
float stepW = args->gradientX.W;
float* w = thread->scanline.W;
for (int x = x0; x < x1; x++)
{
w[x] = 1.0f / posW;
posW += stepW;
}
}
#else
static void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
float stepW = args->gradientX.W;
float* w = thread->scanline.W;
int ssecount = ((x1 - x0) & 3);
int sseend = x0 + ssecount;
__m128 mstepW = _mm_set1_ps(stepW * 4.0f);
__m128 mposW = _mm_setr_ps(posW, posW + stepW, posW + stepW + stepW, posW + stepW + stepW + stepW);
for (int x = x0; x < sseend; x += 4)
{
_mm_storeu_ps(w + x, _mm_rcp_ps(mposW));
mposW = _mm_add_ps(mposW, mstepW);
}
posW += ssecount * stepW;
for (int x = sseend; x < x1; x++)
{
w[x] = 1.0f / posW;
posW += stepW;
}
}
#endif
static void WriteLightArray(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
float stepW = args->gradientX.W;
float globVis = thread->mainVertexShader.Viewpoint->mGlobVis;
uint32_t light = (int)(thread->PushConstants->uLightLevel * 255.0f);
fixed_t shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
fixed_t lightpos = (fixed_t)(globVis * posW * (float)FRACUNIT);
fixed_t lightstep = (fixed_t)(globVis * stepW * (float)FRACUNIT);
fixed_t maxvis = 24 * FRACUNIT / 32;
fixed_t maxlight = 31 * FRACUNIT / 32;
uint16_t *lightarray = thread->scanline.lightarray;
fixed_t lightend = lightpos + lightstep * (x1 - x0);
if (lightpos < maxvis && shade >= lightpos && shade - lightpos <= maxlight &&
lightend < maxvis && shade >= lightend && shade - lightend <= maxlight)
{
//if (BitsPerPixel == 32)
{
lightpos += FRACUNIT - shade;
for (int x = x0; x < x1; x++)
{
lightarray[x] = lightpos >> 8;
lightpos += lightstep;
}
}
/*else
{
lightpos = shade - lightpos;
for (int x = x0; x < x1; x++)
{
lightarray[x] = (lightpos >> 3) & 0xffffff00;
lightpos -= lightstep;
}
}*/
}
else
{
//if (BitsPerPixel == 32)
{
for (int x = x0; x < x1; x++)
{
lightarray[x] = (FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8;
lightpos += lightstep;
}
}
/*else
{
for (int x = x0; x < x1; x++)
{
lightarray[x] = (clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight) >> 3) & 0xffffff00;
lightpos += lightstep;
}
}*/
}
}
#ifdef NO_SSE
static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
{
for (int x = x0; x < x1; x++)
{
varying[x] = pos * w[x];
pos += step;
}
}
#else
static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
{
int ssecount = ((x1 - x0) & 3);
int sseend = x0 + ssecount;
__m128 mstep = _mm_set1_ps(step * 4.0f);
__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
for (int x = x0; x < sseend; x += 4)
{
_mm_storeu_ps(varying + x, _mm_mul_ps(mpos, _mm_loadu_ps(w + x)));
mpos = _mm_add_ps(mpos, mstep);
}
pos += ssecount * step;
for (int x = sseend; x < x1; x++)
{
varying[x] = pos * w[x];
pos += step;
}
}
#endif
static void WriteVaryings(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
WriteVarying(args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY, args->gradientX.U, x0, x1, thread->scanline.W, thread->scanline.U);
WriteVarying(args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY, args->gradientX.V, x0, x1, thread->scanline.W, thread->scanline.V);
WriteVarying(args->v1->worldX * args->v1->w + args->gradientX.WorldX * startX + args->gradientY.WorldX * startY, args->gradientX.WorldX, x0, x1, thread->scanline.W, thread->scanline.WorldX);
WriteVarying(args->v1->worldY * args->v1->w + args->gradientX.WorldY * startX + args->gradientY.WorldY * startY, args->gradientX.WorldY, x0, x1, thread->scanline.W, thread->scanline.WorldY);
WriteVarying(args->v1->worldZ * args->v1->w + args->gradientX.WorldZ * startX + args->gradientY.WorldZ * startY, args->gradientX.WorldZ, x0, x1, thread->scanline.W, thread->scanline.WorldZ);
}
static uint32_t BlendColor(FRenderStyle style, uint32_t fg, uint32_t bg)
{
static const int shiftTable[] = {
0, 0, 0, 0, // STYLEALPHA_Zero
0, 0, 0, 0, // STYLEALPHA_One
24, 24, 24, 24, // STYLEALPHA_Src
24, 24, 24, 24, // STYLEALPHA_InvSrc
24, 16, 8, 0, // STYLEALPHA_SrcCol
24, 16, 8, 0, // STYLEALPHA_InvSrcCol
24, 16, 8, 0, // STYLEALPHA_DstCol
24, 16, 8, 0 // STYLEALPHA_InvDstCol
};
bool invsrc = style.SrcAlpha & 1;
bool invdst = style.DestAlpha & 1;
int srcinput = style.SrcAlpha <= STYLEALPHA_One ? 0 : (style.SrcAlpha >= STYLEALPHA_DstCol ? bg : fg);
int dstinput = style.DestAlpha <= STYLEALPHA_One ? 0 : (style.DestAlpha >= STYLEALPHA_DstCol ? bg : fg);
const int* shiftsrc = shiftTable + (style.SrcAlpha << 2);
const int* shiftdst = shiftTable + (style.DestAlpha << 2);
int32_t src[4], dst[4];
for (int i = 0; i < 4; i++)
{
// Grab component for scale factors
src[i] = (srcinput >> shiftsrc[i]) & 0xff;
dst[i] = (dstinput >> shiftdst[i]) & 0xff;
// Inverse if needed
src[i] = invsrc ? 0xff - src[i] : src[i];
dst[i] = invdst ? 0xff - dst[i] : dst[i];
// Rescale 0-255 to 0-256
src[i] = src[i] + (src[i] >> 7);
dst[i] = dst[i] + (dst[i] >> 7);
// Multiply with input
src[i] = src[i] * ((fg >> (24 - (i << 3))) & 0xff);
dst[i] = dst[i] * ((bg >> (24 - (i << 3))) & 0xff);
}
uint32_t out[4];
switch (style.BlendOp)
{
default:
case STYLEOP_Add: for (int i = 0; i < 4; i++) out[i] = clamp((src[i] + dst[i] + 127) >> 8, 0, 255); break;
case STYLEOP_Sub: for (int i = 0; i < 4; i++) out[i] = clamp((src[i] - dst[i] + 127) >> 8, 0, 255); break;
case STYLEOP_RevSub: for (int i = 0; i < 4; i++) out[i] = clamp((dst[i] - src[i] + 127) >> 8, 0, 255); break;
}
return MAKEARGB(out[0], out[1], out[2], out[3]);
}
static void WriteColor(int y, int x0, int x1, PolyTriangleThreadData* thread)
{
uint32_t* dest = (uint32_t*)thread->dest;
uint32_t* line = dest + y * (ptrdiff_t)thread->dest_pitch;
FRenderStyle style = thread->RenderStyle;
uint32_t* fragcolor = thread->scanline.FragColor;
if (style.BlendOp == STYLEOP_Add && style.SrcAlpha == STYLEALPHA_One && style.DestAlpha == STYLEALPHA_Zero)
{
if (!thread->AlphaTest)
{
for (int x = x0; x < x1; x++)
{
line[x] = fragcolor[x];
}
}
else
{
for (int x = x0; x < x1; x++)
{
if (fragcolor[x] > 0x7f000000)
line[x] = fragcolor[x];
}
}
}
else
{
if (!thread->AlphaTest)
{
for (int x = x0; x < x1; x++)
{
line[x] = BlendColor(style, fragcolor[x], line[x]);
}
}
else
{
for (int x = x0; x < x1; x++)
{
if (fragcolor[x] > 0x7f000000)
line[x] = BlendColor(style, fragcolor[x], line[x]);
}
}
}
}
static void WriteDepth(int y, int x0, int x1, PolyTriangleThreadData* thread)
{
size_t pitch = thread->depthstencil->Width();
float* line = thread->depthstencil->DepthValues() + pitch * y;
float* w = thread->scanline.W;
if (!thread->AlphaTest)
{
for (int x = x0; x < x1; x++)
{
line[x] = w[x];
}
}
else
{
uint32_t* fragcolor = thread->scanline.FragColor;
for (int x = x0; x < x1; x++)
{
if (fragcolor[x] > 0x7f000000)
line[x] = w[x];
}
}
}
static void WriteStencil(int y, int x0, int x1, PolyTriangleThreadData* thread)
{
size_t pitch = thread->depthstencil->Width();
uint8_t* line = thread->depthstencil->StencilValues() + pitch * y;
uint8_t value = thread->drawargs.StencilWriteValue();
if (!thread->AlphaTest)
{
for (int x = x0; x < x1; x++)
{
line[x] = value;
}
}
else
{
uint32_t* fragcolor = thread->scanline.FragColor;
for (int x = x0; x < x1; x++)
{
if (fragcolor[x] > 0x7f000000)
line[x] = value;
}
}
}
#ifdef NO_SSE
static float wrap(float value)
{
return value - std::floor(value);
}
#else
static float wrap(float value)
{
__m128 mvalue = _mm_set_ss(value);
return _mm_cvtss_f32(_mm_sub_ss(mvalue, _mm_floor_ss(_mm_setzero_ps(), mvalue)));
}
#endif
static uint32_t sampleTexture(float u, float v, const uint32_t* texPixels, int texWidth, int texHeight)
{
int texelX = MIN(static_cast<int>(wrap(u) * texWidth), texWidth - 1);
int texelY = MIN(static_cast<int>(wrap(v) * texHeight), texHeight - 1);
return texPixels[texelX * texHeight + texelY];
}
static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
{
auto constants = thread->PushConstants;
auto& streamdata = thread->mainVertexShader.Data;
uint32_t* fragcolor = thread->scanline.FragColor;
float* u = thread->scanline.U;
float* v = thread->scanline.V;
if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
{
/*float fogdist = pixelpos.w;
float fogfactor = exp2(uFogDensity * fogdist);
FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor);*/
return;
}
else if (thread->SpecialEffect == EFF_BURN) // burn.fp
{
/*vec4 frag = vColor;
vec4 t1 = texture(tex, vTexCoord.xy);
vec4 t2 = texture(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
FragColor = frag * vec4(t1.rgb, t2.a);*/
return;
}
else if (thread->SpecialEffect == EFF_STENCIL) // stencil.fp
{
/*for (int x = x0; x < x1; x++)
{
fragcolor[x] = 0x00ffffff;
}*/
return;
}
else if (thread->EffectState == SHADER_NoTexture) // func_notexture
{
uint32_t a = (int)(streamdata.uObjectColor.a * 255.0f);
uint32_t r = (int)(streamdata.uObjectColor.r * 255.0f);
uint32_t g = (int)(streamdata.uObjectColor.g * 255.0f);
uint32_t b = (int)(streamdata.uObjectColor.b * 255.0f);
uint32_t texel = MAKEARGB(a, r, g, b);
if (streamdata.uDesaturationFactor > 0.0f)
{
uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
uint32_t inv_t = 256 - t;
uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
texel = MAKEARGB(
APART(texel),
(RPART(texel) * inv_t + gray * t + 127) >> 8,
(GPART(texel) * inv_t + gray * t + 127) >> 8,
(BPART(texel) * inv_t + gray * t + 127) >> 8);
}
for (int x = x0; x < x1; x++)
{
fragcolor[x] = texel;
}
}
else // func_normal
{
int texWidth = thread->drawargs.TextureWidth();
int texHeight = thread->drawargs.TextureHeight();
const uint32_t* texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
switch (constants->uTextureMode)
{
default:
case TM_NORMAL:
case TM_FOGLAYER:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = texel;
}
break;
case TM_STENCIL: // TM_STENCIL
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = texel | 0x00ffffff;
}
break;
case TM_OPAQUE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = texel | 0xff000000;
}
break;
case TM_INVERSE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB(APART(texel), 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
}
break;
case TM_ALPHATEXTURE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
uint32_t alpha = APART(texel);
alpha += alpha >> 7;
alpha = (alpha * gray + 127) >> 8;
texel = (alpha << 24) | 0x00ffffff;
fragcolor[x] = texel;
}
break;
case TM_CLAMPY:
for (int x = x0; x < x1; x++)
{
if (v[x] >= 0.0 && v[x] <= 1.0)
fragcolor[x] = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
else
fragcolor[x] = 0;
}
break;
case TM_INVERTOPAQUE:
for (int x = x0; x < x1; x++)
{
uint32_t texel = sampleTexture(u[x], v[x], texPixels, texWidth, texHeight);
fragcolor[x] = MAKEARGB(0xff, 0xff - RPART(texel), 0xff - BPART(texel), 0xff - GPART(texel));
}
}
if (constants->uTextureMode != TM_FOGLAYER)
{
if (streamdata.uAddColor.r != 0.0f || streamdata.uAddColor.g != 0.0f || streamdata.uAddColor.b != 0.0f)
{
uint32_t r = (int)(streamdata.uAddColor.r * 255.0f);
uint32_t g = (int)(streamdata.uAddColor.g * 255.0f);
uint32_t b = (int)(streamdata.uAddColor.b * 255.0f);
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
APART(texel),
MIN(r + RPART(texel), (uint32_t)255),
MIN(g + GPART(texel), (uint32_t)255),
MIN(b + BPART(texel), (uint32_t)255));
}
}
if (streamdata.uObjectColor2.a == 0.0f)
{
if (streamdata.uObjectColor.r != 0.0f || streamdata.uObjectColor.g != 0.0f || streamdata.uObjectColor.b != 0.0f)
{
uint32_t r = (int)(streamdata.uObjectColor.r * 256.0f);
uint32_t g = (int)(streamdata.uObjectColor.g * 256.0f);
uint32_t b = (int)(streamdata.uObjectColor.b * 256.0f);
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
APART(texel),
MIN((r * RPART(texel)) >> 8, (uint32_t)255),
MIN((g * GPART(texel)) >> 8, (uint32_t)255),
MIN((b * BPART(texel)) >> 8, (uint32_t)255));
}
}
}
else
{
float t = thread->mainVertexShader.gradientdist.Z;
float inv_t = 1.0f - t;
uint32_t r = (int)((streamdata.uObjectColor.r * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
uint32_t g = (int)((streamdata.uObjectColor.g * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
uint32_t b = (int)((streamdata.uObjectColor.b * inv_t + streamdata.uObjectColor2.r * t) * 256.0f);
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
APART(texel),
MIN((r * RPART(texel)) >> 8, (uint32_t)255),
MIN((g * GPART(texel)) >> 8, (uint32_t)255),
MIN((b * BPART(texel)) >> 8, (uint32_t)255));
}
}
if (streamdata.uDesaturationFactor > 0.0f)
{
uint32_t t = (int)(streamdata.uDesaturationFactor * 256.0f);
uint32_t inv_t = 256 - t;
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
uint32_t gray = (RPART(texel) * 77 + GPART(texel) * 143 + BPART(texel) * 37) >> 8;
fragcolor[x] = MAKEARGB(
APART(texel),
(RPART(texel) * inv_t + gray * t + 127) >> 8,
(GPART(texel) * inv_t + gray * t + 127) >> 8,
(BPART(texel) * inv_t + gray * t + 127) >> 8);
}
}
}
}
if (thread->mainVertexShader.vColor != 0xffffffff)
{
uint32_t a = APART(thread->mainVertexShader.vColor);
uint32_t r = RPART(thread->mainVertexShader.vColor);
uint32_t g = GPART(thread->mainVertexShader.vColor);
uint32_t b = BPART(thread->mainVertexShader.vColor);
a += a >> 7;
r += r >> 7;
g += g >> 7;
b += b >> 7;
for (int x = x0; x < x1; x++)
{
uint32_t texel = fragcolor[x];
fragcolor[x] = MAKEARGB(
(APART(texel) * a + 127) >> 8,
(RPART(texel) * r + 127) >> 8,
(GPART(texel) * g + 127) >> 8,
(BPART(texel) * b + 127) >> 8);
}
}
if (constants->uLightLevel >= 0.0f)
{
uint16_t* lightarray = thread->scanline.lightarray;
for (int x = x0; x < x1; x++)
{
uint32_t fg = fragcolor[x];
int lightshade = lightarray[x];
fragcolor[x] = MAKEARGB(
APART(fg),
(RPART(fg) * lightshade) >> 8,
(GPART(fg) * lightshade) >> 8,
(BPART(fg) * lightshade) >> 8);
}
// To do: apply fog
}
}
static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
WriteVaryings(y, x0, x1, args, thread);
if (thread->PushConstants->uLightLevel >= 0.0f)
WriteLightArray(y, x0, x1, args, thread);
RunShader(x0, x1, thread);
if (thread->drawargs.WriteColor())
WriteColor(y, x0, x1, thread);
if (thread->drawargs.WriteDepth())
WriteDepth(y, x0, x1, thread);
if (thread->drawargs.WriteStencil())
WriteStencil(y, x0, x1, thread);
}
template<typename OptT>
static void TestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
using namespace TriScreenDrawerModes;
WriteW(y, x0, x1, args, thread);
if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_StencilTest))
{
size_t pitch = thread->depthstencil->Width();
uint8_t* stencilbuffer;
uint8_t* stencilLine;
uint8_t stencilTestValue;
if (OptT::Flags & SWTRI_StencilTest)
{
stencilbuffer = thread->depthstencil->StencilValues();
stencilLine = stencilbuffer + pitch * y;
stencilTestValue = thread->drawargs.StencilTestValue();
}
float* zbuffer;
float* zbufferLine;
float* w;
float depthbias;
if (OptT::Flags & SWTRI_DepthTest)
{
zbuffer = thread->depthstencil->DepthValues();
zbufferLine = zbuffer + pitch * y;
w = thread->scanline.W;
depthbias = thread->depthbias;
}
int x = x0;
int xend = x1;
while (x < xend)
{
int xstart = x;
if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
{
while (zbufferLine[x] >= w[x] + depthbias && stencilLine[x] == stencilTestValue && x < xend)
x++;
}
else if (OptT::Flags & SWTRI_DepthTest)
{
while (zbufferLine[x] >= w[x] + depthbias && x < xend)
x++;
}
else if (OptT::Flags & SWTRI_StencilTest)
{
while (stencilLine[x] == stencilTestValue && x < xend)
x++;
}
else
{
x = xend;
}
if (x > xstart)
{
DrawSpan(y, xstart, x, args, thread);
}
if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
{
while ((zbufferLine[x] < w[x] + depthbias || stencilLine[x] != stencilTestValue) && x < xend)
x++;
}
else if (OptT::Flags & SWTRI_DepthTest)
{
while (zbufferLine[x] < w[x] + depthbias && x < xend)
x++;
}
else if (OptT::Flags & SWTRI_StencilTest)
{
while (stencilLine[x] != stencilTestValue && x < xend)
x++;
}
}
}
else
{
DrawSpan(y, x0, x1, args, thread);
}
}
static void SortVertices(const TriDrawTriangleArgs* args, ScreenTriVertex** sortedVertices)
{
sortedVertices[0] = args->v1;
sortedVertices[1] = args->v2;
sortedVertices[2] = args->v3;
if (sortedVertices[1]->y < sortedVertices[0]->y)
std::swap(sortedVertices[0], sortedVertices[1]);
if (sortedVertices[2]->y < sortedVertices[0]->y)
std::swap(sortedVertices[0], sortedVertices[2]);
if (sortedVertices[2]->y < sortedVertices[1]->y)
std::swap(sortedVertices[1], sortedVertices[2]);
}
void ScreenTriangle::Draw(const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
// Sort vertices by Y position
ScreenTriVertex* sortedVertices[3];
SortVertices(args, sortedVertices);
int clipleft = thread->clip.left;
int cliptop = MAX(thread->clip.top, thread->numa_start_y);
int clipright = thread->clip.right;
int clipbottom = MIN(thread->clip.bottom, thread->numa_end_y);
int topY = (int)(sortedVertices[0]->y + 0.5f);
int midY = (int)(sortedVertices[1]->y + 0.5f);
int bottomY = (int)(sortedVertices[2]->y + 0.5f);
topY = MAX(topY, cliptop);
midY = MIN(midY, clipbottom);
bottomY = MIN(bottomY, clipbottom);
if (topY >= bottomY)
return;
void(*testfunc)(int y, int x0, int x1, const TriDrawTriangleArgs * args, PolyTriangleThreadData * thread);
int opt = 0;
if (thread->drawargs.DepthTest()) opt |= TriScreenDrawerModes::SWTRI_DepthTest;
if (thread->drawargs.StencilTest()) opt |= TriScreenDrawerModes::SWTRI_StencilTest;
testfunc = ScreenTriangle::TestSpanOpts[opt];
topY += thread->skipped_by_thread(topY);
int num_cores = thread->num_cores;
// Find start/end X positions for each line covered by the triangle:
int y = topY;
float longDX = sortedVertices[2]->x - sortedVertices[0]->x;
float longDY = sortedVertices[2]->y - sortedVertices[0]->y;
float longStep = longDX / longDY;
float longPos = sortedVertices[0]->x + longStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
longStep *= num_cores;
if (y < midY)
{
float shortDX = sortedVertices[1]->x - sortedVertices[0]->x;
float shortDY = sortedVertices[1]->y - sortedVertices[0]->y;
float shortStep = shortDX / shortDY;
float shortPos = sortedVertices[0]->x + shortStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
shortStep *= num_cores;
while (y < midY)
{
int x0 = (int)shortPos;
int x1 = (int)longPos;
if (x1 < x0) std::swap(x0, x1);
x0 = clamp(x0, clipleft, clipright);
x1 = clamp(x1, clipleft, clipright);
testfunc(y, x0, x1, args, thread);
shortPos += shortStep;
longPos += longStep;
y += num_cores;
}
}
if (y < bottomY)
{
float shortDX = sortedVertices[2]->x - sortedVertices[1]->x;
float shortDY = sortedVertices[2]->y - sortedVertices[1]->y;
float shortStep = shortDX / shortDY;
float shortPos = sortedVertices[1]->x + shortStep * (y + 0.5f - sortedVertices[1]->y) + 0.5f;
shortStep *= num_cores;
while (y < bottomY)
{
int x0 = (int)shortPos;
int x1 = (int)longPos;
if (x1 < x0) std::swap(x0, x1);
x0 = clamp(x0, clipleft, clipright);
x1 = clamp(x1, clipleft, clipright);
testfunc(y, x0, x1, args, thread);
shortPos += shortStep;
longPos += longStep;
y += num_cores;
}
}
}
void(*ScreenTriangle::TestSpanOpts[])(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) =
{
&TestSpan<TriScreenDrawerModes::TestSpanOpt0>,
&TestSpan<TriScreenDrawerModes::TestSpanOpt1>,
&TestSpan<TriScreenDrawerModes::TestSpanOpt2>,
&TestSpan<TriScreenDrawerModes::TestSpanOpt3>
};
#if 0
static void SortVertices(const TriDrawTriangleArgs *args, ScreenTriVertex **sortedVertices)
{
sortedVertices[0] = args->v1;
sortedVertices[1] = args->v2;
sortedVertices[2] = args->v3;
if (sortedVertices[1]->y < sortedVertices[0]->y)
std::swap(sortedVertices[0], sortedVertices[1]);
if (sortedVertices[2]->y < sortedVertices[0]->y)
std::swap(sortedVertices[0], sortedVertices[2]);
if (sortedVertices[2]->y < sortedVertices[1]->y)
std::swap(sortedVertices[1], sortedVertices[2]);
}
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
{
using namespace TriScreenDrawerModes;
// Sort vertices by Y position
ScreenTriVertex *sortedVertices[3];
SortVertices(args, sortedVertices);
int clipleft = thread->clip.left;
int cliptop = MAX(thread->clip.top, thread->numa_start_y);
int clipright = thread->clip.right;
int clipbottom = MIN(thread->clip.bottom, thread->numa_end_y);
int topY = (int)(sortedVertices[0]->y + 0.5f);
int midY = (int)(sortedVertices[1]->y + 0.5f);
int bottomY = (int)(sortedVertices[2]->y + 0.5f);
topY = MAX(topY, cliptop);
midY = MIN(midY, clipbottom);
bottomY = MIN(bottomY, clipbottom);
if (topY >= bottomY)
return;
topY += thread->skipped_by_thread(topY);
int num_cores = thread->num_cores;
// Find start/end X positions for each line covered by the triangle:
int16_t edges[MAXHEIGHT * 2];
int y = topY;
float longDX = sortedVertices[2]->x - sortedVertices[0]->x;
float longDY = sortedVertices[2]->y - sortedVertices[0]->y;
float longStep = longDX / longDY;
float longPos = sortedVertices[0]->x + longStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
longStep *= num_cores;
if (y < midY)
{
float shortDX = sortedVertices[1]->x - sortedVertices[0]->x;
float shortDY = sortedVertices[1]->y - sortedVertices[0]->y;
float shortStep = shortDX / shortDY;
float shortPos = sortedVertices[0]->x + shortStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
shortStep *= num_cores;
while (y < midY)
{
int x0 = (int)shortPos;
int x1 = (int)longPos;
if (x1 < x0) std::swap(x0, x1);
x0 = clamp(x0, clipleft, clipright);
x1 = clamp(x1, clipleft, clipright);
edges[y << 1] = x0;
edges[(y << 1) + 1] = x1;
shortPos += shortStep;
longPos += longStep;
y += num_cores;
}
}
if (y < bottomY)
{
float shortDX = sortedVertices[2]->x - sortedVertices[1]->x;
float shortDY = sortedVertices[2]->y - sortedVertices[1]->y;
float shortStep = shortDX / shortDY;
float shortPos = sortedVertices[1]->x + shortStep * (y + 0.5f - sortedVertices[1]->y) + 0.5f;
shortStep *= num_cores;
while (y < bottomY)
{
int x0 = (int)shortPos;
int x1 = (int)longPos;
if (x1 < x0) std::swap(x0, x1);
x0 = clamp(x0, clipleft, clipright);
x1 = clamp(x1, clipleft, clipright);
edges[y << 1] = x0;
edges[(y << 1) + 1] = x1;
shortPos += shortStep;
longPos += longStep;
y += num_cores;
}
}
int opt = 0;
if (thread->drawargs.DepthTest()) opt |= SWTRI_DepthTest;
if (thread->drawargs.StencilTest()) opt |= SWTRI_StencilTest;
if (thread->drawargs.WriteColor()) opt |= SWTRI_WriteColor;
if (thread->drawargs.WriteDepth()) opt |= SWTRI_WriteDepth;
if (thread->drawargs.WriteStencil()) opt |= SWTRI_WriteStencil;
TriangleDrawers[opt](args, thread, edges, topY, bottomY);
}
static void FillDepthValues(float *depthvalues, float posXW, float stepXW, int count, float depthbias)
{
#ifndef NO_SSE
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
__m128 mfirstStepXW = _mm_setr_ps(0.0f, stepXW, stepXW + stepXW, stepXW + stepXW + stepXW);
__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
__m128 mdepthbias = _mm_set1_ps(depthbias);
while (count > 0)
{
_mm_storeu_ps(depthvalues, _mm_add_ps(_mm_rcp_ps(mposXW), mdepthbias));
mposXW = _mm_add_ps(mposXW, mstepXW);
depthvalues += 4;
count -= 4;
}
#else
while (count > 0)
{
*(depthvalues++) = 1.0f / posXW + depthbias;
posXW += stepXW;
count--;
}
#endif
}
template<typename OptT>
void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread, int16_t *edges, int topY, int bottomY)
{
using namespace TriScreenDrawerModes;
void(*drawfunc)(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread);
float stepXW, v1X, v1Y, v1W;
uint8_t stencilTestValue, stencilWriteValue;
float *zbuffer;
float *zbufferLine;
uint8_t *stencilbuffer;
uint8_t *stencilLine;
int pitch;
bool alphatest = thread->AlphaTest;
uint8_t *alphatestbuf = thread->alphatestbuffer;
if (OptT::Flags & SWTRI_WriteColor)
{
int bmode = (int)thread->drawargs.BlendMode();
drawfunc = thread->dest_bgra ? ScreenTriangle::SpanDrawers32[bmode] : ScreenTriangle::SpanDrawers8[bmode];
}
if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
{
stepXW = args->gradientX.W;
v1X = args->v1->x;
v1Y = args->v1->y;
v1W = args->v1->w;
zbuffer = thread->depthstencil->DepthValues();
}
if ((OptT::Flags & SWTRI_StencilTest) || (OptT::Flags & SWTRI_WriteStencil))
{
stencilbuffer = thread->depthstencil->StencilValues();
}
if ((OptT::Flags & SWTRI_StencilTest) || (OptT::Flags & SWTRI_WriteStencil) || (OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
pitch = thread->depthstencil->Width();
if (OptT::Flags & SWTRI_StencilTest)
stencilTestValue = thread->drawargs.StencilTestValue();
if (OptT::Flags & SWTRI_WriteStencil)
stencilWriteValue = thread->drawargs.StencilWriteValue();
float depthbias;
if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
{
depthbias = thread->depthbias;
}
float *depthvalues = thread->depthvalues;
int num_cores = thread->num_cores;
for (int y = topY; y < bottomY; y += num_cores)
{
int x = edges[y << 1];
int xend = edges[(y << 1) + 1];
if ((OptT::Flags & SWTRI_StencilTest) || (OptT::Flags & SWTRI_WriteStencil))
stencilLine = stencilbuffer + pitch * y;
if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
{
zbufferLine = zbuffer + pitch * y;
float startX = x + (0.5f - v1X);
float startY = y + (0.5f - v1Y);
float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
FillDepthValues(depthvalues + x, posXW, stepXW, xend - x, depthbias);
}
#ifndef NO_SSE
while (x < xend)
{
int xstart = x;
if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
{
int xendsse = x + ((xend - x) / 4);
__m128 mposXW;
while (x < xendsse &&
_mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 15 &&
stencilLine[x] == stencilTestValue &&
stencilLine[x + 1] == stencilTestValue &&
stencilLine[x + 2] == stencilTestValue &&
stencilLine[x + 3] == stencilTestValue)
{
if (!alphatest && (OptT::Flags & SWTRI_WriteDepth))
_mm_storeu_ps(zbufferLine + x, mposXW);
x += 4;
}
while (zbufferLine[x] >= depthvalues[x] && stencilLine[x] == stencilTestValue && x < xend)
{
if (!alphatest && (OptT::Flags & SWTRI_WriteDepth))
zbufferLine[x] = depthvalues[x];
x++;
}
}
else if (OptT::Flags & SWTRI_DepthTest)
{
int xendsse = x + ((xend - x) / 4);
__m128 mposXW;
while (x < xendsse && _mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 15)
{
if (!alphatest && (OptT::Flags & SWTRI_WriteDepth))
_mm_storeu_ps(zbufferLine + x, mposXW);
x += 4;
}
while (zbufferLine[x] >= depthvalues[x] && x < xend)
{
if (!alphatest && (OptT::Flags & SWTRI_WriteDepth))
zbufferLine[x] = depthvalues[x];
x++;
}
}
else if (OptT::Flags & SWTRI_StencilTest)
{
int xendsse = x + ((xend - x) / 16);
while (x < xendsse && _mm_movemask_epi8(_mm_cmpeq_epi8(_mm_loadu_si128((const __m128i*)&stencilLine[x]), _mm_set1_epi8(stencilTestValue))) == 0xffff)
{
x += 16;
}
while (stencilLine[x] == stencilTestValue && x < xend)
x++;
}
else
{
x = xend;
}
if (x > xstart)
{
if (OptT::Flags & SWTRI_WriteColor)
drawfunc(y, xstart, x, args, thread);
if (alphatest)
{
if (OptT::Flags & SWTRI_WriteStencil)
{
for (int i = xstart; i < x; i++)
{
if (alphatestbuf[i] > 127)
stencilLine[i++] = stencilWriteValue;
}
}
if (OptT::Flags & SWTRI_WriteDepth)
{
for (int i = xstart; i < x; i++)
{
if (alphatestbuf[i] > 127)
zbufferLine[i] = depthvalues[i];
}
}
}
else
{
if (OptT::Flags & SWTRI_WriteStencil)
{
int i = xstart;
int xendsse = xstart + ((x - xstart) / 16);
while (i < xendsse)
{
_mm_storeu_si128((__m128i*)&stencilLine[i], _mm_set1_epi8(stencilWriteValue));
i += 16;
}
while (i < x)
stencilLine[i++] = stencilWriteValue;
}
if (!(OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_WriteDepth))
{
for (int i = xstart; i < x; i++)
{
zbufferLine[i] = depthvalues[i];
}
}
}
}
if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
{
int xendsse = x + ((xend - x) / 4);
__m128 mposXW;
while (x < xendsse &&
(_mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 0 ||
stencilLine[x] != stencilTestValue ||
stencilLine[x + 1] != stencilTestValue ||
stencilLine[x + 2] != stencilTestValue ||
stencilLine[x + 3] != stencilTestValue))
{
x += 4;
}
while ((zbufferLine[x] < depthvalues[x] || stencilLine[x] != stencilTestValue) && x < xend)
{
x++;
}
}
else if (OptT::Flags & SWTRI_DepthTest)
{
int xendsse = x + ((xend - x) / 4);
__m128 mposXW;
while (x < xendsse && _mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 0)
{
x += 4;
}
while (zbufferLine[x] < depthvalues[x] && x < xend)
{
x++;
}
}
else if (OptT::Flags & SWTRI_StencilTest)
{
int xendsse = x + ((xend - x) / 16);
while (x < xendsse && _mm_movemask_epi8(_mm_cmpeq_epi8(_mm_loadu_si128((const __m128i*)&stencilLine[x]), _mm_set1_epi8(stencilTestValue))) == 0)
{
x += 16;
}
while (stencilLine[x] != stencilTestValue && x < xend)
{
x++;
}
}
}
#else
while (x < xend)
{
int xstart = x;
if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
{
while (zbufferLine[x] >= depthvalues[x] && stencilLine[x] == stencilTestValue && x < xend)
{
if (!alphatest && (OptT::Flags & SWTRI_WriteDepth))
zbufferLine[x] = depthvalues[x];
x++;
}
}
else if (OptT::Flags & SWTRI_DepthTest)
{
while (zbufferLine[x] >= depthvalues[x] && x < xend)
{
if (!alphatest && (OptT::Flags & SWTRI_WriteDepth))
zbufferLine[x] = depthvalues[x];
x++;
}
}
else if (OptT::Flags & SWTRI_StencilTest)
{
while (stencilLine[x] == stencilTestValue && x < xend)
x++;
}
else
{
x = xend;
}
if (x > xstart)
{
if (OptT::Flags & SWTRI_WriteColor)
drawfunc(y, xstart, x, args, thread);
if (alphatest)
{
if (OptT::Flags & SWTRI_WriteStencil)
{
for (int i = xstart; i < x; i++)
{
if (alphatestbuf[i] > 127)
stencilLine[i++] = stencilWriteValue;
}
}
if (OptT::Flags & SWTRI_WriteDepth)
{
for (int i = xstart; i < x; i++)
{
if (alphatestbuf[i] > 127)
zbufferLine[i] = depthvalues[i];
}
}
}
else
{
if (OptT::Flags & SWTRI_WriteStencil)
{
for (int i = xstart; i < x; i++)
stencilLine[i] = stencilWriteValue;
}
if (!(OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_WriteDepth))
{
for (int i = xstart; i < x; i++)
{
zbufferLine[i] = depthvalues[i];
}
}
}
}
if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
{
while ((zbufferLine[x] < depthvalues[x] || stencilLine[x] != stencilTestValue) && x < xend)
{
x++;
}
}
else if (OptT::Flags & SWTRI_DepthTest)
{
while (zbufferLine[x] < depthvalues[x] && x < xend)
{
x++;
}
}
else if (OptT::Flags & SWTRI_StencilTest)
{
while (stencilLine[x] != stencilTestValue && x < xend)
{
x++;
}
}
}
#endif
}
}
template<typename ModeT, typename OptT, int BitsPerPixel>
void StepSpan(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
{
using namespace TriScreenDrawerModes;
float v1X, v1Y, v1W, v1U, v1V, v1WorldX, v1WorldY, v1WorldZ;
float startX, startY;
float stepW, stepU, stepV, stepWorldX, stepWorldY, stepWorldZ;
float posW, posU, posV, posWorldX, posWorldY, posWorldZ;
int texWidth, texHeight;
uint32_t light;
fixed_t shade, lightpos, lightstep;
float *worldposX = thread->worldposX;
float *worldposY = thread->worldposY;
float *worldposZ = thread->worldposZ;
uint32_t *texel = thread->texel;
int32_t *texelV = thread->texelV;
uint16_t *lightarray = thread->lightarray;
uint32_t *dynlights = thread->dynlights;
v1X = args->v1->x;
v1Y = args->v1->y;
v1W = args->v1->w;
v1U = args->v1->u * v1W;
v1V = args->v1->v * v1W;
startX = x0 + (0.5f - v1X);
startY = y + (0.5f - v1Y);
stepW = args->gradientX.W;
stepU = args->gradientX.U;
stepV = args->gradientX.V;
posW = v1W + stepW * startX + args->gradientY.W * startY;
posU = v1U + stepU * startX + args->gradientY.U * startY;
posV = v1V + stepV * startX + args->gradientY.V * startY;
if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
{
texWidth = thread->drawargs.TextureWidth();
texHeight = thread->drawargs.TextureHeight();
}
if (OptT::Flags & SWOPT_DynLights)
{
v1WorldX = args->v1->worldX * v1W;
v1WorldY = args->v1->worldY * v1W;
v1WorldZ = args->v1->worldZ * v1W;
stepWorldX = args->gradientX.WorldX;
stepWorldY = args->gradientX.WorldY;
stepWorldZ = args->gradientX.WorldZ;
posWorldX = v1WorldX + stepWorldX * startX + args->gradientY.WorldX * startY;
posWorldY = v1WorldY + stepWorldY * startX + args->gradientY.WorldY * startY;
posWorldZ = v1WorldZ + stepWorldZ * startX + args->gradientY.WorldZ * startY;
}
if (!(OptT::Flags & SWOPT_FixedLight))
{
float globVis = thread->drawargs.GlobVis() * (1.0f / 32.0f);
light = thread->drawargs.Light();
shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
lightpos = (fixed_t)(globVis * posW * (float)FRACUNIT);
lightstep = (fixed_t)(globVis * stepW * (float)FRACUNIT);
fixed_t maxvis = 24 * FRACUNIT / 32;
fixed_t maxlight = 31 * FRACUNIT / 32;
fixed_t lightend = lightpos + lightstep * (x1 - x0);
if (lightpos < maxvis && shade >= lightpos && shade - lightpos <= maxlight &&
lightend < maxvis && shade >= lightend && shade - lightend <= maxlight)
{
if (BitsPerPixel == 32)
{
lightpos += FRACUNIT - shade;
for (int x = x0; x < x1; x++)
{
lightarray[x] = lightpos >> 8;
lightpos += lightstep;
}
}
else
{
lightpos = shade - lightpos;
for (int x = x0; x < x1; x++)
{
lightarray[x] = (lightpos >> 3) & 0xffffff00;
lightpos -= lightstep;
}
}
}
else
{
if (BitsPerPixel == 32)
{
for (int x = x0; x < x1; x++)
{
lightarray[x] = (FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8;
lightpos += lightstep;
}
}
else
{
for (int x = x0; x < x1; x++)
{
lightarray[x] = (clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight) >> 3) & 0xffffff00;
lightpos += lightstep;
}
}
}
}
#ifndef NO_SSE
__m128 mposW, mposU, mposV, mstepW, mstepU, mstepV;
__m128 mposWorldX, mposWorldY, mposWorldZ, mstepWorldX, mstepWorldY, mstepWorldZ;
__m128i mtexMul1, mtexMul2;
#define SETUP_STEP_SSE(mpos,mstep,pos,step) \
mstep = _mm_load_ss(&step); \
mpos = _mm_load_ss(&pos); \
mpos = _mm_shuffle_ps(mpos, mpos, _MM_SHUFFLE(2, 1, 0, 0)); \
mpos = _mm_add_ss(mpos, mstep); \
mpos = _mm_shuffle_ps(mpos, mpos, _MM_SHUFFLE(2, 1, 0, 0)); \
mpos = _mm_add_ss(mpos, mstep); \
mpos = _mm_shuffle_ps(mpos, mpos, _MM_SHUFFLE(2, 1, 0, 0)); \
mpos = _mm_add_ss(mpos, mstep); \
mpos = _mm_shuffle_ps(mpos, mpos, _MM_SHUFFLE(0, 1, 2, 3)); \
mstep = _mm_mul_ss(mstep, _mm_set1_ps(4.0f)); \
mstep = _mm_shuffle_ps(mstep, mstep, _MM_SHUFFLE(0, 0, 0, 0));
SETUP_STEP_SSE(mposW, mstepW, posW, stepW);
if (OptT::Flags & SWOPT_DynLights)
{
SETUP_STEP_SSE(mposWorldX, mstepWorldX, posWorldX, stepWorldX);
SETUP_STEP_SSE(mposWorldY, mstepWorldY, posWorldY, stepWorldY);
SETUP_STEP_SSE(mposWorldZ, mstepWorldZ, posWorldZ, stepWorldZ);
}
if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
{
SETUP_STEP_SSE(mposU, mstepU, posU, stepU);
SETUP_STEP_SSE(mposV, mstepV, posV, stepV);
mtexMul1 = _mm_setr_epi16(texWidth, texWidth, texWidth, texWidth, texHeight, texHeight, texHeight, texHeight);
mtexMul2 = _mm_setr_epi16(texHeight, texHeight, texHeight, texHeight, 1, 1, 1, 1);
}
#undef SETUP_STEP_SSE
for (int x = x0; x < x1; x += 4)
{
__m128 rcp_posW = _mm_div_ps(_mm_set1_ps(1.0f), mposW); // precision of _mm_rcp_ps(mposW) is terrible!
if (OptT::Flags & SWOPT_DynLights)
{
_mm_storeu_ps(&worldposX[x], _mm_mul_ps(mposWorldX, rcp_posW));
_mm_storeu_ps(&worldposY[x], _mm_mul_ps(mposWorldY, rcp_posW));
_mm_storeu_ps(&worldposZ[x], _mm_mul_ps(mposWorldZ, rcp_posW));
mposWorldX = _mm_add_ps(mposWorldX, mstepWorldX);
mposWorldY = _mm_add_ps(mposWorldY, mstepWorldY);
mposWorldZ = _mm_add_ps(mposWorldZ, mstepWorldZ);
}
if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
{
__m128 rcpW = _mm_mul_ps(_mm_set1_ps(0x01000000), rcp_posW);
__m128i u = _mm_cvtps_epi32(_mm_mul_ps(mposU, rcpW));
__m128i v = _mm_cvtps_epi32(_mm_mul_ps(mposV, rcpW));
_mm_storeu_si128((__m128i*)&texelV[x], v);
__m128i texelX = _mm_srli_epi32(_mm_slli_epi32(u, 8), 17);
__m128i texelY = _mm_srli_epi32(_mm_slli_epi32(v, 8), 17);
__m128i texelXY = _mm_mulhi_epu16(_mm_slli_epi16(_mm_packs_epi32(texelX, texelY), 1), mtexMul1);
__m128i texlo = _mm_mullo_epi16(texelXY, mtexMul2);
__m128i texhi = _mm_mulhi_epi16(texelXY, mtexMul2);
texelX = _mm_unpacklo_epi16(texlo, texhi);
texelY = _mm_unpackhi_epi16(texlo, texhi);
_mm_storeu_si128((__m128i*)&texel[x], _mm_add_epi32(texelX, texelY));
mposU = _mm_add_ps(mposU, mstepU);
mposV = _mm_add_ps(mposV, mstepV);
}
mposW = _mm_add_ps(mposW, mstepW);
}
#else
for (int x = x0; x < x1; x++)
{
if (OptT::Flags & SWOPT_DynLights)
{
float rcp_posW = 1.0f / posW;
worldposX[x] = posWorldX * rcp_posW;
worldposY[x] = posWorldY * rcp_posW;
worldposZ[x] = posWorldZ * rcp_posW;
posWorldX += stepWorldX;
posWorldY += stepWorldY;
posWorldZ += stepWorldZ;
}
if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
{
float rcpW = 0x01000000 / posW;
int32_t u = (int32_t)(posU * rcpW);
int32_t v = (int32_t)(posV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
texel[x] = texelX * texHeight + texelY;
texelV[x] = v;
posU += stepU;
posV += stepV;
}
posW += stepW;
}
#endif
if (OptT::Flags & SWOPT_DynLights)
{
PolyLight *lights;
int num_lights;
float worldnormalX, worldnormalY, worldnormalZ;
uint32_t dynlightcolor;
lights = thread->drawargs.Lights();
num_lights = thread->drawargs.NumLights();
worldnormalX = thread->drawargs.Normal().X;
worldnormalY = thread->drawargs.Normal().Y;
worldnormalZ = thread->drawargs.Normal().Z;
dynlightcolor = thread->drawargs.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;
}
#ifndef NO_SSE
__m128 mworldnormalX = _mm_set1_ps(worldnormalX);
__m128 mworldnormalY = _mm_set1_ps(worldnormalY);
__m128 mworldnormalZ = _mm_set1_ps(worldnormalZ);
for (int x = x0; x < x1; x += 4)
{
__m128i litlo = _mm_shuffle_epi32(_mm_unpacklo_epi8(_mm_cvtsi32_si128(dynlightcolor), _mm_setzero_si128()), _MM_SHUFFLE(1, 0, 1, 0));
__m128i lithi = litlo;
for (int i = 0; i < num_lights; i++)
{
__m128 lightposX = _mm_set1_ps(lights[i].x);
__m128 lightposY = _mm_set1_ps(lights[i].y);
__m128 lightposZ = _mm_set1_ps(lights[i].z);
__m128 light_radius = _mm_set1_ps(lights[i].radius);
__m128i light_color = _mm_shuffle_epi32(_mm_unpacklo_epi8(_mm_cvtsi32_si128(lights[i].color), _mm_setzero_si128()), _MM_SHUFFLE(1, 0, 1, 0));
__m128 is_attenuated = _mm_cmplt_ps(light_radius, _mm_setzero_ps());
light_radius = _mm_andnot_ps(_mm_set1_ps(-0.0f), light_radius); // clear sign bit
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
__m128 Lx = _mm_sub_ps(lightposX, _mm_loadu_ps(&worldposX[x]));
__m128 Ly = _mm_sub_ps(lightposY, _mm_loadu_ps(&worldposY[x]));
__m128 Lz = _mm_sub_ps(lightposZ, _mm_loadu_ps(&worldposZ[x]));
__m128 dist2 = _mm_add_ps(_mm_mul_ps(Lx, Lx), _mm_add_ps(_mm_mul_ps(Ly, Ly), _mm_mul_ps(Lz, Lz)));
__m128 rcp_dist = _mm_rsqrt_ps(dist2);
__m128 dist = _mm_mul_ps(dist2, rcp_dist);
__m128 distance_attenuation = _mm_sub_ps(_mm_set1_ps(256.0f), _mm_min_ps(_mm_mul_ps(dist, light_radius), _mm_set1_ps(256.0f)));
// The simple light type
__m128 simple_attenuation = distance_attenuation;
// The point light type
// diffuse = max(dot(N,normalize(L)),0) * attenuation
Lx = _mm_mul_ps(Lx, rcp_dist);
Ly = _mm_mul_ps(Ly, rcp_dist);
Lz = _mm_mul_ps(Lz, rcp_dist);
__m128 dotNL = _mm_add_ps(_mm_add_ps(_mm_mul_ps(mworldnormalX, Lx), _mm_mul_ps(mworldnormalY, Ly)), _mm_mul_ps(mworldnormalZ, Lz));
__m128 point_attenuation = _mm_mul_ps(_mm_max_ps(dotNL, _mm_setzero_ps()), distance_attenuation);
__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, point_attenuation), _mm_andnot_ps(is_attenuated, simple_attenuation)));
attenuation = _mm_shufflehi_epi16(_mm_shufflelo_epi16(attenuation, _MM_SHUFFLE(2, 2, 0, 0)), _MM_SHUFFLE(2, 2, 0, 0));
__m128i attenlo = _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1, 1, 0, 0));
__m128i attenhi = _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(3, 3, 2, 2));
litlo = _mm_add_epi16(litlo, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenlo), 8));
lithi = _mm_add_epi16(lithi, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenhi), 8));
}
_mm_storeu_si128((__m128i*)&dynlights[x], _mm_packus_epi16(litlo, lithi));
}
#else
for (int x = x0; x < x1; x++)
{
uint32_t lit_r = RPART(dynlightcolor);
uint32_t lit_g = GPART(dynlightcolor);
uint32_t lit_b = BPART(dynlightcolor);
for (int i = 0; i < num_lights; i++)
{
float lightposX = lights[i].x;
float lightposY = lights[i].y;
float lightposZ = lights[i].z;
float light_radius = lights[i].radius;
uint32_t light_color = lights[i].color;
bool is_attenuated = light_radius < 0.0f;
if (is_attenuated)
light_radius = -light_radius;
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
float Lx = lightposX - worldposX[x];
float Ly = lightposY - worldposY[x];
float Lz = lightposZ - worldposZ[x];
float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
#ifdef NO_SSE
//float rcp_dist = 1.0f / sqrt(dist2);
float rcp_dist = 1.0f / (dist2 * 0.01f);
#else
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
#endif
float dist = dist2 * rcp_dist;
float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
// The simple light type
float simple_attenuation = distance_attenuation;
// The point light type
// diffuse = max(dot(N,normalize(L)),0) * attenuation
Lx *= rcp_dist;
Ly *= rcp_dist;
Lz *= rcp_dist;
float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
lit_r += (RPART(light_color) * attenuation) >> 8;
lit_g += (GPART(light_color) * attenuation) >> 8;
lit_b += (BPART(light_color) * attenuation) >> 8;
}
lit_r = MIN<uint32_t>(lit_r, 255);
lit_g = MIN<uint32_t>(lit_g, 255);
lit_b = MIN<uint32_t>(lit_b, 255);
dynlights[x] = MAKEARGB(255, lit_r, lit_g, lit_b);
}
#endif
}
}
template<typename ModeT, typename OptT>
void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
{
using namespace TriScreenDrawerModes;
StepSpan<ModeT, OptT, 32>(y, x0, x1, args, thread);
uint32_t fixedlight;
uint32_t shade_fade_r, shade_fade_g, shade_fade_b, shade_light_r, shade_light_g, shade_light_b, desaturate, inv_desaturate;
fixed_t fuzzscale;
int _fuzzpos;
const uint32_t *texPixels, *translation;
uint32_t fillcolor;
int actoralpha;
uint8_t *alphatestbuf;
uint32_t *texel = thread->texel;
int32_t *texelV = thread->texelV;
uint16_t *lightarray = thread->lightarray;
uint32_t *dynlights = thread->dynlights;
if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
{
texPixels = (const uint32_t*)thread->drawargs.TexturePixels();
}
if (ModeT::SWFlags & SWSTYLEF_Translated)
{
translation = (const uint32_t*)thread->drawargs.Translation();
}
if ((ModeT::SWFlags & SWSTYLEF_Fill) || (ModeT::SWFlags & SWSTYLEF_Skycap) || (ModeT::Flags & STYLEF_ColorIsFixed))
{
fillcolor = thread->drawargs.Color();
}
if (!(ModeT::Flags & STYLEF_Alpha1))
{
actoralpha = thread->drawargs.Alpha();
}
if (OptT::Flags & SWOPT_FixedLight)
{
fixedlight = thread->drawargs.Light();
fixedlight += fixedlight >> 7; // 255 -> 256
}
if (OptT::Flags & SWOPT_ColoredFog)
{
shade_fade_r = thread->drawargs.ShadeFadeRed();
shade_fade_g = thread->drawargs.ShadeFadeGreen();
shade_fade_b = thread->drawargs.ShadeFadeBlue();
shade_light_r = thread->drawargs.ShadeLightRed();
shade_light_g = thread->drawargs.ShadeLightGreen();
shade_light_b = thread->drawargs.ShadeLightBlue();
desaturate = thread->drawargs.ShadeDesaturate();
inv_desaturate = 256 - desaturate;
}
if (ModeT::BlendOp == STYLEOP_Fuzz)
{
fuzzscale = (200 << FRACBITS) / thread->dest_height;
_fuzzpos = swrenderer::fuzzpos;
}
if (ModeT::SWFlags & SWSTYLEF_AlphaTest)
{
alphatestbuf = thread->alphatestbuffer;
}
uint32_t *dest = (uint32_t*)thread->dest;
uint32_t *destLine = dest + thread->dest_pitch * y;
int sseend = x0;
#ifndef NO_SSE
if (ModeT::BlendOp == STYLEOP_Add &&
ModeT::BlendSrc == STYLEALPHA_One &&
ModeT::BlendDest == STYLEALPHA_Zero &&
(ModeT::Flags & STYLEF_Alpha1) &&
!(OptT::Flags & SWOPT_ColoredFog) &&
!(ModeT::Flags & STYLEF_RedIsAlpha) &&
!(ModeT::SWFlags & SWSTYLEF_Skycap) &&
!(ModeT::SWFlags & SWSTYLEF_FogBoundary) &&
!(ModeT::SWFlags & SWSTYLEF_Fill) &&
!(ModeT::SWFlags & SWSTYLEF_AlphaTest))
{
sseend += (x1 - x0) / 2 * 2;
__m128i mlightshade;
if (OptT::Flags & SWOPT_FixedLight)
mlightshade = _mm_set1_epi16(fixedlight);
__m128i alphamask = _mm_set1_epi32(0xff000000);
for (int x = x0; x < sseend; x += 2)
{
__m128i mfg = _mm_unpacklo_epi8(_mm_setr_epi32(texPixels[texel[x]], texPixels[texel[x + 1]], 0, 0), _mm_setzero_si128());
if (!(OptT::Flags & SWOPT_FixedLight))
mlightshade = _mm_shuffle_epi32(_mm_shufflelo_epi16(_mm_cvtsi32_si128(*(int*)&lightarray[x]), _MM_SHUFFLE(1, 1, 0, 0)), _MM_SHUFFLE(1, 1, 0, 0));
if (OptT::Flags & SWOPT_DynLights)
{
__m128i mdynlight = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i*)&dynlights[x]), _mm_setzero_si128());
mfg = _mm_srli_epi16(_mm_mullo_epi16(_mm_min_epi16(_mm_add_epi16(mdynlight, mlightshade), _mm_set1_epi16(256)), mfg), 8);
}
else
{
mfg = _mm_srli_epi16(_mm_mullo_epi16(mlightshade, mfg), 8);
}
_mm_storel_epi64((__m128i*)&destLine[x], _mm_or_si128(_mm_packus_epi16(mfg, _mm_setzero_si128()), alphamask));
}
}
#endif
for (int x = sseend; x < x1; x++)
{
if (ModeT::BlendOp == STYLEOP_Fuzz)
{
using namespace swrenderer;
unsigned int sampleshadeout = APART(texPixels[texel[x]]);
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
int scaled_x = (x * fuzzscale) >> FRACBITS;
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + _fuzzpos;
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
sampleshadeout = (sampleshadeout * alpha) >> 5;
uint32_t a = 256 - sampleshadeout;
uint32_t dest = destLine[x];
uint32_t out_r = (RPART(dest) * a) >> 8;
uint32_t out_g = (GPART(dest) * a) >> 8;
uint32_t out_b = (BPART(dest) * a) >> 8;
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
}
else if (ModeT::SWFlags & SWSTYLEF_Skycap)
{
uint32_t fg = texPixels[texel[x]];
int v = texelV[x];
int start_fade = 2; // How fast it should fade out
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
int a = MIN(alpha_top, alpha_bottom);
int inv_a = 256 - a;
if (a == 256)
{
destLine[x] = fg;
}
else
{
uint32_t r = RPART(fg);
uint32_t g = GPART(fg);
uint32_t b = BPART(fg);
uint32_t fg_a = APART(fg);
uint32_t bg_red = RPART(fillcolor);
uint32_t bg_green = GPART(fillcolor);
uint32_t bg_blue = BPART(fillcolor);
r = (r * a + bg_red * inv_a + 127) >> 8;
g = (g * a + bg_green * inv_a + 127) >> 8;
b = (b * a + bg_blue * inv_a + 127) >> 8;
destLine[x] = MAKEARGB(255, r, g, b);
}
}
else if (ModeT::SWFlags & SWSTYLEF_FogBoundary)
{
uint32_t fg = destLine[x];
int lightshade;
if (OptT::Flags & SWOPT_FixedLight)
{
lightshade = fixedlight;
}
else
{
lightshade = lightarray[x];
}
uint32_t shadedfg_r, shadedfg_g, shadedfg_b;
if (OptT::Flags & SWOPT_ColoredFog)
{
uint32_t fg_r = RPART(fg);
uint32_t fg_g = GPART(fg);
uint32_t fg_b = BPART(fg);
uint32_t intensity = ((fg_r * 77 + fg_g * 143 + fg_b * 37) >> 8) * desaturate;
int inv_light = 256 - lightshade;
shadedfg_r = (((shade_fade_r * inv_light + ((fg_r * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_r) >> 8;
shadedfg_g = (((shade_fade_g * inv_light + ((fg_g * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_g) >> 8;
shadedfg_b = (((shade_fade_b * inv_light + ((fg_b * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_b) >> 8;
}
else
{
shadedfg_r = (RPART(fg) * lightshade) >> 8;
shadedfg_g = (GPART(fg) * lightshade) >> 8;
shadedfg_b = (BPART(fg) * lightshade) >> 8;
}
destLine[x] = MAKEARGB(255, shadedfg_r, shadedfg_g, shadedfg_b);
}
else
{
uint32_t fg = 0;
if (ModeT::SWFlags & SWSTYLEF_Fill)
{
fg = fillcolor;
}
else if (ModeT::SWFlags & SWSTYLEF_Translated)
{
fg = translation[((const uint8_t*)texPixels)[texel[x]]];
}
else if (ModeT::Flags & STYLEF_RedIsAlpha)
{
fg = ((const uint8_t*)texPixels)[texel[x]];
}
else
{
fg = texPixels[texel[x]];
}
if ((ModeT::Flags & STYLEF_ColorIsFixed) && !(ModeT::SWFlags & SWSTYLEF_Fill))
{
if (ModeT::Flags & STYLEF_RedIsAlpha)
fg = (fg << 24) | (fillcolor & 0x00ffffff);
else
fg = (fg & 0xff000000) | (fillcolor & 0x00ffffff);
}
uint32_t fgalpha = fg >> 24;
if (!(ModeT::Flags & STYLEF_Alpha1))
{
fgalpha = (fgalpha * actoralpha) >> 8;
}
if (ModeT::SWFlags & SWSTYLEF_AlphaTest)
{
alphatestbuf[x] = fgalpha;
}
uint32_t lightshade;
if (OptT::Flags & SWOPT_FixedLight)
{
lightshade = fixedlight;
}
else
{
lightshade = lightarray[x];
}
uint32_t shadedfg_r, shadedfg_g, shadedfg_b;
if (OptT::Flags & SWOPT_ColoredFog)
{
uint32_t fg_r = RPART(fg);
uint32_t fg_g = GPART(fg);
uint32_t fg_b = BPART(fg);
uint32_t intensity = ((fg_r * 77 + fg_g * 143 + fg_b * 37) >> 8) * desaturate;
int inv_light = 256 - lightshade;
shadedfg_r = (((shade_fade_r * inv_light + ((fg_r * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_r) >> 8;
shadedfg_g = (((shade_fade_g * inv_light + ((fg_g * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_g) >> 8;
shadedfg_b = (((shade_fade_b * inv_light + ((fg_b * inv_desaturate + intensity) >> 8) * lightshade) >> 8) * shade_light_b) >> 8;
if (OptT::Flags & SWOPT_DynLights)
{
shadedfg_r = MIN(shadedfg_r + ((fg_r * RPART(dynlights[x])) >> 8), (uint32_t)255);
shadedfg_g = MIN(shadedfg_g + ((fg_g * GPART(dynlights[x])) >> 8), (uint32_t)255);
shadedfg_b = MIN(shadedfg_b + ((fg_b * BPART(dynlights[x])) >> 8), (uint32_t)255);
}
}
else
{
if (OptT::Flags & SWOPT_DynLights)
{
shadedfg_r = (RPART(fg) * MIN(lightshade + RPART(dynlights[x]), (uint32_t)256)) >> 8;
shadedfg_g = (GPART(fg) * MIN(lightshade + GPART(dynlights[x]), (uint32_t)256)) >> 8;
shadedfg_b = (BPART(fg) * MIN(lightshade + BPART(dynlights[x]), (uint32_t)256)) >> 8;
}
else
{
shadedfg_r = (RPART(fg) * lightshade) >> 8;
shadedfg_g = (GPART(fg) * lightshade) >> 8;
shadedfg_b = (BPART(fg) * lightshade) >> 8;
}
}
if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_Zero)
{
destLine[x] = MAKEARGB(255, shadedfg_r, shadedfg_g, shadedfg_b);
}
else if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_One)
{
uint32_t dest = destLine[x];
if (ModeT::BlendOp == STYLEOP_Add)
{
uint32_t out_r = MIN<uint32_t>(RPART(dest) + shadedfg_r, 255);
uint32_t out_g = MIN<uint32_t>(GPART(dest) + shadedfg_g, 255);
uint32_t out_b = MIN<uint32_t>(BPART(dest) + shadedfg_b, 255);
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
}
else if (ModeT::BlendOp == STYLEOP_RevSub)
{
uint32_t out_r = MAX<uint32_t>(RPART(dest) - shadedfg_r, 0);
uint32_t out_g = MAX<uint32_t>(GPART(dest) - shadedfg_g, 0);
uint32_t out_b = MAX<uint32_t>(BPART(dest) - shadedfg_b, 0);
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
}
else //if (ModeT::BlendOp == STYLEOP_Sub)
{
uint32_t out_r = MAX<uint32_t>(shadedfg_r - RPART(dest), 0);
uint32_t out_g = MAX<uint32_t>(shadedfg_g - GPART(dest), 0);
uint32_t out_b = MAX<uint32_t>(shadedfg_b - BPART(dest), 0);
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
}
}
else if (ModeT::SWFlags & SWSTYLEF_SrcColorOneMinusSrcColor)
{
uint32_t dest = destLine[x];
uint32_t sfactor_r = shadedfg_r; sfactor_r += sfactor_r >> 7; // 255 -> 256
uint32_t sfactor_g = shadedfg_g; sfactor_g += sfactor_g >> 7; // 255 -> 256
uint32_t sfactor_b = shadedfg_b; sfactor_b += sfactor_b >> 7; // 255 -> 256
uint32_t sfactor_a = fgalpha; sfactor_a += sfactor_a >> 7; // 255 -> 256
uint32_t dfactor_r = 256 - sfactor_r;
uint32_t dfactor_g = 256 - sfactor_g;
uint32_t dfactor_b = 256 - sfactor_b;
uint32_t out_r = (RPART(dest) * dfactor_r + shadedfg_r * sfactor_r + 128) >> 8;
uint32_t out_g = (GPART(dest) * dfactor_g + shadedfg_g * sfactor_g + 128) >> 8;
uint32_t out_b = (BPART(dest) * dfactor_b + shadedfg_b * sfactor_b + 128) >> 8;
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
}
else if (ModeT::BlendSrc == STYLEALPHA_Src && ModeT::BlendDest == STYLEALPHA_InvSrc && fgalpha == 255)
{
destLine[x] = MAKEARGB(255, shadedfg_r, shadedfg_g, shadedfg_b);
}
else if (ModeT::BlendSrc != STYLEALPHA_Src || ModeT::BlendDest != STYLEALPHA_InvSrc || fgalpha != 0)
{
uint32_t dest = destLine[x];
uint32_t sfactor = fgalpha; sfactor += sfactor >> 7; // 255 -> 256
uint32_t src_r = shadedfg_r * sfactor;
uint32_t src_g = shadedfg_g * sfactor;
uint32_t src_b = shadedfg_b * sfactor;
uint32_t dest_r = RPART(dest);
uint32_t dest_g = GPART(dest);
uint32_t dest_b = BPART(dest);
if (ModeT::BlendDest == STYLEALPHA_One)
{
dest_r <<= 8;
dest_g <<= 8;
dest_b <<= 8;
}
else
{
uint32_t dfactor = 256 - sfactor;
dest_r *= dfactor;
dest_g *= dfactor;
dest_b *= dfactor;
}
uint32_t out_r, out_g, out_b;
if (ModeT::BlendOp == STYLEOP_Add)
{
if (ModeT::BlendDest == STYLEALPHA_One)
{
out_r = MIN<int32_t>((dest_r + src_r + 128) >> 8, 255);
out_g = MIN<int32_t>((dest_g + src_g + 128) >> 8, 255);
out_b = MIN<int32_t>((dest_b + src_b + 128) >> 8, 255);
}
else
{
out_r = (dest_r + src_r + 128) >> 8;
out_g = (dest_g + src_g + 128) >> 8;
out_b = (dest_b + src_b + 128) >> 8;
}
}
else if (ModeT::BlendOp == STYLEOP_RevSub)
{
out_r = MAX<int32_t>(static_cast<int32_t>(dest_r - src_r + 128) >> 8, 0);
out_g = MAX<int32_t>(static_cast<int32_t>(dest_g - src_g + 128) >> 8, 0);
out_b = MAX<int32_t>(static_cast<int32_t>(dest_b - src_b + 128) >> 8, 0);
}
else //if (ModeT::BlendOp == STYLEOP_Sub)
{
out_r = MAX<int32_t>(static_cast<int32_t>(src_r - dest_r + 128) >> 8, 0);
out_g = MAX<int32_t>(static_cast<int32_t>(src_g - dest_g + 128) >> 8, 0);
out_b = MAX<int32_t>(static_cast<int32_t>(src_b - dest_b + 128) >> 8, 0);
}
destLine[x] = MAKEARGB(255, out_r, out_g, out_b);
}
}
}
}
template<typename ModeT>
void DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
{
using namespace TriScreenDrawerModes;
if (thread->drawargs.NumLights() == 0 && thread->drawargs.DynLightColor() == 0)
{
if (!thread->drawargs.FixedLight())
{
if (thread->drawargs.SimpleShade())
DrawSpanOpt32<ModeT, DrawerOpt>(y, x0, x1, args, thread);
else
DrawSpanOpt32<ModeT, DrawerOptC>(y, x0, x1, args, thread);
}
else
{
if (thread->drawargs.SimpleShade())
DrawSpanOpt32<ModeT, DrawerOptF>(y, x0, x1, args, thread);
else
DrawSpanOpt32<ModeT, DrawerOptCF>(y, x0, x1, args, thread);
}
}
else
{
if (!thread->drawargs.FixedLight())
{
if (thread->drawargs.SimpleShade())
DrawSpanOpt32<ModeT, DrawerOptL>(y, x0, x1, args, thread);
else
DrawSpanOpt32<ModeT, DrawerOptLC>(y, x0, x1, args, thread);
}
else
{
if (thread->drawargs.SimpleShade())
DrawSpanOpt32<ModeT, DrawerOptLF>(y, x0, x1, args, thread);
else
DrawSpanOpt32<ModeT, DrawerOptLCF>(y, x0, x1, args, thread);
}
}
}
template<typename ModeT, typename OptT>
void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
{
using namespace TriScreenDrawerModes;
StepSpan<ModeT, OptT, 8>(y, x0, x1, args, thread);
uint32_t fixedlight, capcolor;
fixed_t fuzzscale;
int _fuzzpos;
const uint8_t *colormaps, *texPixels, *translation;
uint32_t fillcolor;
int actoralpha;
uint32_t *texel = thread->texel;
int32_t *texelV = thread->texelV;
uint16_t *lightarray = thread->lightarray;
uint32_t *dynlights = thread->dynlights;
colormaps = thread->drawargs.BaseColormap();
if (!(ModeT::SWFlags & SWSTYLEF_Fill) && !(ModeT::SWFlags & SWSTYLEF_FogBoundary))
{
texPixels = thread->drawargs.TexturePixels();
}
if (ModeT::SWFlags & SWSTYLEF_Translated)
{
translation = thread->drawargs.Translation();
}
if ((ModeT::SWFlags & SWSTYLEF_Fill) || (ModeT::SWFlags & SWSTYLEF_Skycap) || (ModeT::Flags & STYLEF_ColorIsFixed))
{
fillcolor = thread->drawargs.Color();
}
if (!(ModeT::Flags & STYLEF_Alpha1))
{
actoralpha = thread->drawargs.Alpha();
}
if (ModeT::SWFlags & SWSTYLEF_Skycap)
capcolor = GPalette.BaseColors[fillcolor].d;
if (OptT::Flags & SWOPT_FixedLight)
{
fixedlight = thread->drawargs.Light();
fixedlight += fixedlight >> 7; // 255 -> 256
fixedlight = ((256 - fixedlight) * NUMCOLORMAPS) & 0xffffff00;
}
if (ModeT::BlendOp == STYLEOP_Fuzz)
{
fuzzscale = (200 << FRACBITS) / thread->dest_height;
_fuzzpos = swrenderer::fuzzpos;
}
uint8_t *dest = (uint8_t*)thread->dest;
uint8_t *destLine = dest + thread->dest_pitch * y;
for (int x = x0; x < x1; x++)
{
if (ModeT::BlendOp == STYLEOP_Fuzz)
{
using namespace swrenderer;
unsigned int sampleshadeout = (texPixels[texel[x]] != 0) ? 256 : 0;
int scaled_x = (x * fuzzscale) >> FRACBITS;
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + _fuzzpos;
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
unsigned int alpha = fuzzoffset[fuzz >> FRACBITS];
sampleshadeout = (sampleshadeout * alpha) >> 5;
uint32_t a = 256 - sampleshadeout;
uint32_t dest = GPalette.BaseColors[destLine[x]].d;
uint32_t r = (RPART(dest) * a) >> 8;
uint32_t g = (GPART(dest) * a) >> 8;
uint32_t b = (BPART(dest) * a) >> 8;
destLine[x] = RGB256k.All[((r >> 2) << 12) | ((g >> 2) << 6) | (b >> 2)];
}
else if (ModeT::SWFlags & SWSTYLEF_Skycap)
{
int32_t v = texelV[x];
int fg = texPixels[texel[x]];
int start_fade = 2; // How fast it should fade out
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
int a = MIN(alpha_top, alpha_bottom);
int inv_a = 256 - a;
if (a == 256)
{
destLine[x] = fg;
}
else
{
uint32_t texelrgb = GPalette.BaseColors[fg].d;
uint32_t r = RPART(texelrgb);
uint32_t g = GPART(texelrgb);
uint32_t b = BPART(texelrgb);
uint32_t fg_a = APART(texelrgb);
uint32_t bg_red = RPART(capcolor);
uint32_t bg_green = GPART(capcolor);
uint32_t bg_blue = BPART(capcolor);
r = (r * a + bg_red * inv_a + 127) >> 8;
g = (g * a + bg_green * inv_a + 127) >> 8;
b = (b * a + bg_blue * inv_a + 127) >> 8;
destLine[x] = RGB256k.All[((r >> 2) << 12) | ((g >> 2) << 6) | (b >> 2)];
}
}
else if (ModeT::SWFlags & SWSTYLEF_FogBoundary)
{
int fg = destLine[x];
uint8_t shadedfg;
if (OptT::Flags & SWOPT_FixedLight)
{
shadedfg = colormaps[fixedlight + fg];
}
else
{
shadedfg = colormaps[lightarray[x] + fg];
}
destLine[x] = shadedfg;
}
else
{
int fg;
if (ModeT::SWFlags & SWSTYLEF_Fill)
{
fg = fillcolor;
}
else
{
fg = texPixels[texel[x]];
}
int fgalpha = 255;
if (ModeT::BlendDest == STYLEALPHA_InvSrc)
{
if (fg == 0)
fgalpha = 0;
}
if ((ModeT::Flags & STYLEF_ColorIsFixed) && !(ModeT::SWFlags & SWSTYLEF_Fill))
{
if (ModeT::Flags & STYLEF_RedIsAlpha)
fgalpha = fg;
fg = fillcolor;
}
if (!(ModeT::Flags & STYLEF_Alpha1))
{
fgalpha = (fgalpha * actoralpha) >> 8;
}
if (ModeT::SWFlags & SWSTYLEF_Translated)
fg = translation[fg];
uint8_t shadedfg;
if (OptT::Flags & SWOPT_FixedLight)
{
shadedfg = colormaps[fixedlight + fg];
}
else
{
shadedfg = colormaps[lightarray[x] + fg];
}
if (OptT::Flags & SWOPT_DynLights)
{
uint32_t lit = dynlights[x];
if (lit & 0x00ffffff)
{
uint32_t fgrgb = GPalette.BaseColors[fg];
uint32_t shadedfgrgb = GPalette.BaseColors[shadedfg];
uint32_t out_r = MIN(((RPART(fgrgb) * RPART(lit)) >> 8) + RPART(shadedfgrgb), (uint32_t)255);
uint32_t out_g = MIN(((GPART(fgrgb) * GPART(lit)) >> 8) + GPART(shadedfgrgb), (uint32_t)255);
uint32_t out_b = MIN(((BPART(fgrgb) * BPART(lit)) >> 8) + BPART(shadedfgrgb), (uint32_t)255);
shadedfg = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
}
}
if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_Zero)
{
destLine[x] = shadedfg;
}
else if (ModeT::BlendSrc == STYLEALPHA_One && ModeT::BlendDest == STYLEALPHA_One)
{
uint32_t src = GPalette.BaseColors[shadedfg];
uint32_t dest = GPalette.BaseColors[destLine[x]];
if (ModeT::BlendOp == STYLEOP_Add)
{
uint32_t out_r = MIN<uint32_t>(RPART(dest) + RPART(src), 255);
uint32_t out_g = MIN<uint32_t>(GPART(dest) + GPART(src), 255);
uint32_t out_b = MIN<uint32_t>(BPART(dest) + BPART(src), 255);
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
}
else if (ModeT::BlendOp == STYLEOP_RevSub)
{
uint32_t out_r = MAX<uint32_t>(RPART(dest) - RPART(src), 0);
uint32_t out_g = MAX<uint32_t>(GPART(dest) - GPART(src), 0);
uint32_t out_b = MAX<uint32_t>(BPART(dest) - BPART(src), 0);
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
}
else //if (ModeT::BlendOp == STYLEOP_Sub)
{
uint32_t out_r = MAX<uint32_t>(RPART(src) - RPART(dest), 0);
uint32_t out_g = MAX<uint32_t>(GPART(src) - GPART(dest), 0);
uint32_t out_b = MAX<uint32_t>(BPART(src) - BPART(dest), 0);
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
}
}
else if (ModeT::SWFlags & SWSTYLEF_SrcColorOneMinusSrcColor)
{
uint32_t src = GPalette.BaseColors[shadedfg];
uint32_t dest = GPalette.BaseColors[destLine[x]];
uint32_t sfactor_r = RPART(src); sfactor_r += sfactor_r >> 7; // 255 -> 256
uint32_t sfactor_g = GPART(src); sfactor_g += sfactor_g >> 7; // 255 -> 256
uint32_t sfactor_b = BPART(src); sfactor_b += sfactor_b >> 7; // 255 -> 256
uint32_t sfactor_a = fgalpha; sfactor_a += sfactor_a >> 7; // 255 -> 256
uint32_t dfactor_r = 256 - sfactor_r;
uint32_t dfactor_g = 256 - sfactor_g;
uint32_t dfactor_b = 256 - sfactor_b;
uint32_t out_r = (RPART(dest) * dfactor_r + RPART(src) * sfactor_r + 128) >> 8;
uint32_t out_g = (GPART(dest) * dfactor_g + GPART(src) * sfactor_g + 128) >> 8;
uint32_t out_b = (BPART(dest) * dfactor_b + BPART(src) * sfactor_b + 128) >> 8;
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
}
else if (ModeT::BlendSrc == STYLEALPHA_Src && ModeT::BlendDest == STYLEALPHA_InvSrc && fgalpha == 255)
{
destLine[x] = shadedfg;
}
else if (ModeT::BlendSrc != STYLEALPHA_Src || ModeT::BlendDest != STYLEALPHA_InvSrc || fgalpha != 0)
{
uint32_t src = GPalette.BaseColors[shadedfg];
uint32_t dest = GPalette.BaseColors[destLine[x]];
uint32_t sfactor = fgalpha; sfactor += sfactor >> 7; // 255 -> 256
uint32_t dfactor = 256 - sfactor;
uint32_t src_r = RPART(src) * sfactor;
uint32_t src_g = GPART(src) * sfactor;
uint32_t src_b = BPART(src) * sfactor;
uint32_t dest_r = RPART(dest);
uint32_t dest_g = GPART(dest);
uint32_t dest_b = BPART(dest);
if (ModeT::BlendDest == STYLEALPHA_One)
{
dest_r <<= 8;
dest_g <<= 8;
dest_b <<= 8;
}
else
{
uint32_t dfactor = 256 - sfactor;
dest_r *= dfactor;
dest_g *= dfactor;
dest_b *= dfactor;
}
uint32_t out_r, out_g, out_b;
if (ModeT::BlendOp == STYLEOP_Add)
{
if (ModeT::BlendDest == STYLEALPHA_One)
{
out_r = MIN<int32_t>((dest_r + src_r + 128) >> 8, 255);
out_g = MIN<int32_t>((dest_g + src_g + 128) >> 8, 255);
out_b = MIN<int32_t>((dest_b + src_b + 128) >> 8, 255);
}
else
{
out_r = (dest_r + src_r + 128) >> 8;
out_g = (dest_g + src_g + 128) >> 8;
out_b = (dest_b + src_b + 128) >> 8;
}
}
else if (ModeT::BlendOp == STYLEOP_RevSub)
{
out_r = MAX<int32_t>(static_cast<int32_t>(dest_r - src_r + 128) >> 8, 0);
out_g = MAX<int32_t>(static_cast<int32_t>(dest_g - src_g + 128) >> 8, 0);
out_b = MAX<int32_t>(static_cast<int32_t>(dest_b - src_b + 128) >> 8, 0);
}
else //if (ModeT::BlendOp == STYLEOP_Sub)
{
out_r = MAX<int32_t>(static_cast<int32_t>(src_r - dest_r + 128) >> 8, 0);
out_g = MAX<int32_t>(static_cast<int32_t>(src_g - dest_g + 128) >> 8, 0);
out_b = MAX<int32_t>(static_cast<int32_t>(src_b - dest_b + 128) >> 8, 0);
}
destLine[x] = RGB256k.All[((out_r >> 2) << 12) | ((out_g >> 2) << 6) | (out_b >> 2)];
}
}
}
}
template<typename ModeT>
void DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread)
{
using namespace TriScreenDrawerModes;
if (thread->drawargs.NumLights() == 0 && thread->drawargs.DynLightColor() == 0)
{
if (!thread->drawargs.FixedLight())
DrawSpanOpt8<ModeT, DrawerOptC>(y, x0, x1, args, thread);
else
DrawSpanOpt8<ModeT, DrawerOptCF>(y, x0, x1, args, thread);
}
else
{
if (!thread->drawargs.FixedLight())
DrawSpanOpt8<ModeT, DrawerOptLC>(y, x0, x1, args, thread);
else
DrawSpanOpt8<ModeT, DrawerOptLCF>(y, x0, x1, args, thread);
}
}
void(*ScreenTriangle::SpanDrawers8[])(int, int, int, const TriDrawTriangleArgs *, PolyTriangleThreadData *) =
{
&DrawSpan8<TriScreenDrawerModes::StyleOpaque>,
&DrawSpan8<TriScreenDrawerModes::StyleSkycap>,
&DrawSpan8<TriScreenDrawerModes::StyleFogBoundary>,
&DrawSpan8<TriScreenDrawerModes::StyleSrcColor>,
&DrawSpan8<TriScreenDrawerModes::StyleFill>,
&DrawSpan8<TriScreenDrawerModes::StyleFillTranslucent>,
&DrawSpan8<TriScreenDrawerModes::StyleNormal>,
&DrawSpan8<TriScreenDrawerModes::StyleAlphaTest>,
&DrawSpan8<TriScreenDrawerModes::StyleFuzzy>,
&DrawSpan8<TriScreenDrawerModes::StyleStencil>,
&DrawSpan8<TriScreenDrawerModes::StyleTranslucent>,
&DrawSpan8<TriScreenDrawerModes::StyleAdd>,
&DrawSpan8<TriScreenDrawerModes::StyleShaded>,
&DrawSpan8<TriScreenDrawerModes::StyleTranslucentStencil>,
&DrawSpan8<TriScreenDrawerModes::StyleShadow>,
&DrawSpan8<TriScreenDrawerModes::StyleSubtract>,
&DrawSpan8<TriScreenDrawerModes::StyleAddStencil>,
&DrawSpan8<TriScreenDrawerModes::StyleAddShaded>,
&DrawSpan8<TriScreenDrawerModes::StyleOpaqueTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleSrcColorTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleNormalTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleStencilTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleTranslucentTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleAddTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleShadedTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleTranslucentStencilTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleShadowTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleSubtractTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleAddStencilTranslated>,
&DrawSpan8<TriScreenDrawerModes::StyleAddShadedTranslated>
};
void(*ScreenTriangle::SpanDrawers32[])(int, int, int, const TriDrawTriangleArgs *, PolyTriangleThreadData *) =
{
&DrawSpan32<TriScreenDrawerModes::StyleOpaque>,
&DrawSpan32<TriScreenDrawerModes::StyleSkycap>,
&DrawSpan32<TriScreenDrawerModes::StyleFogBoundary>,
&DrawSpan32<TriScreenDrawerModes::StyleSrcColor>,
&DrawSpan32<TriScreenDrawerModes::StyleFill>,
&DrawSpan32<TriScreenDrawerModes::StyleFillTranslucent>,
&DrawSpan32<TriScreenDrawerModes::StyleNormal>,
&DrawSpan32<TriScreenDrawerModes::StyleAlphaTest>,
&DrawSpan32<TriScreenDrawerModes::StyleFuzzy>,
&DrawSpan32<TriScreenDrawerModes::StyleStencil>,
&DrawSpan32<TriScreenDrawerModes::StyleTranslucent>,
&DrawSpan32<TriScreenDrawerModes::StyleAdd>,
&DrawSpan32<TriScreenDrawerModes::StyleShaded>,
&DrawSpan32<TriScreenDrawerModes::StyleTranslucentStencil>,
&DrawSpan32<TriScreenDrawerModes::StyleShadow>,
&DrawSpan32<TriScreenDrawerModes::StyleSubtract>,
&DrawSpan32<TriScreenDrawerModes::StyleAddStencil>,
&DrawSpan32<TriScreenDrawerModes::StyleAddShaded>,
&DrawSpan32<TriScreenDrawerModes::StyleOpaqueTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleSrcColorTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleNormalTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleStencilTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleTranslucentTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleAddTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleShadedTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleTranslucentStencilTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleShadowTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleSubtractTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleAddStencilTranslated>,
&DrawSpan32<TriScreenDrawerModes::StyleAddShadedTranslated>
};
void(*ScreenTriangle::TriangleDrawers[])(const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread, int16_t *edges, int topY, int bottomY) =
{
&DrawTriangle<TriScreenDrawerModes::TriangleOpt0>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt1>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt2>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt3>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt4>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt5>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt6>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt7>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt8>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt9>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt10>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt11>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt12>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt13>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt14>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt15>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt16>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt17>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt18>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt19>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt20>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt21>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt22>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt23>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt24>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt25>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt26>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt27>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt28>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt29>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt30>,
&DrawTriangle<TriScreenDrawerModes::TriangleOpt31>
};
int ScreenTriangle::FuzzStart = 0;
#endif