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- add light array

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dpjudas committed Aug 6, 2019
1 parent b34658d commit 7746b2c6fd4d6315556cae539f16e5426c04dfd6
@@ -340,19 +340,6 @@ void PolyTriangleThreadData::PushStreamData(const StreamData &data, const PolyPu
}
}
drawargs.SetLights(polyLights, numLights);

#if 0
FColormap cm;
cm.Clear();
if (constants.uLightLevel >= 0.0f)
{
drawargs.SetLight(GetColorTable(cm), (int)(constants.uLightLevel * 255.0f), mainVertexShader.Viewpoint->mGlobVis * 32.0f, false);
}
else
{
drawargs.SetLight(GetColorTable(cm), 255, mainVertexShader.Viewpoint->mGlobVis * 32.0f, true);
}
#endif
}

void PolyTriangleThreadData::PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix)
@@ -207,10 +207,8 @@ class PolyTriangleThreadData
float WorldY[MAXWIDTH];
float WorldZ[MAXWIDTH];
uint32_t FragColor[MAXWIDTH];
#if 0
uint16_t lightarray[MAXWIDTH];
uint32_t dynlights[MAXWIDTH];
#endif
//uint32_t dynlights[MAXWIDTH];
} scanline;

static PolyTriangleThreadData *Get(DrawerThread *thread);
@@ -54,6 +54,69 @@ static void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyT
}
}

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;
}
}*/
}
}

static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
{
for (int x = x0; x < x1; x++)
@@ -450,13 +513,29 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)

if (constants->uLightLevel >= 0.0f)
{
// To do: apply diminishing light and fog
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())

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