+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
+ float LightVectordata[4];
+ float LightVectorslope[4];
+ float EyeVectordata[4];
+ float EyeVectorslope[4];
+ float VectorSdata[4];
+ float VectorSslope[4];
+ float VectorTdata[4];
+ float VectorTslope[4];
+ float VectorRdata[4];
+ float VectorRslope[4];
+ float z;
+ float diffusetex[4];
+ float glosstex[4];
+ float surfacenormal[4];
+ float lightnormal[4];
+ float lightnormal_modelspace[4];
+ float eyenormal[4];
+ float specularnormal[4];
+ float diffuse;
+ float specular;
+ float SpecularPower;
+ int d[4];
+ Color_Glow[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0];
+ Color_Glow[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1];
+ Color_Glow[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2];
+ Color_Glow[3] = 0.0f;
+ Color_Ambient[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Pants[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0];
+ Color_Pants[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1];
+ Color_Pants[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2];
+ Color_Pants[3] = 0.0f;
+ Color_Shirt[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0];
+ Color_Shirt[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1];
+ Color_Shirt[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2];
+ Color_Shirt[3] = 0.0f;
+ DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ Color_Specular[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
+ Color_Specular[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
+ Color_Specular[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+ Color_Specular[3] = 0.0f;
+ SpecularPower = thread->uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ }
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ // nothing of this needed
+ }
+ else
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
+ }
+
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+ glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+ glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+ glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n";
+ lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+
+ // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+ lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x);
+
+ // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+ lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x);
+
+ // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+ lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x);
+
+ // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n";
+ {
+ float f = 1.0f / (256.0f * max(0.25f, lightnormal[2]));
+ LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+ LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+ LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+ }
+ }
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ lightnormal[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ {
+ float f = 1.0f / 256.0f;
+ LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+ LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+ LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+ }
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ lightnormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ lightnormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ lightnormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ LightColor[0] = 1.0;
+ LightColor[1] = 1.0;
+ LightColor[2] = 1.0;
+ }
+ else
+ {
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+ }
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+
+ if(thread->shader_exactspecularmath)
+ {
+ // reflect lightnormal at surfacenormal, take the negative of that
+ // i.e. we want (2*dot(N, i) * N - I) for N=surfacenormal, I=lightnormal
+ float f;
+ f = DPSOFTRAST_Vector3Dot(lightnormal, surfacenormal);
+ specularnormal[0] = 2*f*surfacenormal[0] - lightnormal[0];
+ specularnormal[1] = 2*f*surfacenormal[1] - lightnormal[1];
+ specularnormal[2] = 2*f*surfacenormal[2] - lightnormal[2];
+
+ // dot of this and normalize(EyeVectorFogDepth.xyz)
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
+
+ specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ }
+ else
+ {
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
+
+ specularnormal[0] = lightnormal[0] + eyenormal[0];
+ specularnormal[1] = lightnormal[1] + eyenormal[1];
+ specularnormal[2] = lightnormal[2] + eyenormal[2];
+ DPSOFTRAST_Vector3Normalize(specularnormal);
+
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ }
+
+ specular = pow(specular, SpecularPower * glosstex[3]);
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ }
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
+ }
+ else
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
+ }
+
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n";
+ lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+
+ // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+ lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x);
+
+ // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+ lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x);
+
+ // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+ lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x);
+
+ // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n";
+ {
+ float f = 1.0f / (256.0f * max(0.25f, lightnormal[2]));
+ LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+ LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+ LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+ }
+ }
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ lightnormal[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ {
+ float f = 1.0f / 256.0f;
+ LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+ LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+ LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+ }
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ lightnormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ lightnormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ lightnormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ LightColor[0] = 1.0;
+ LightColor[1] = 1.0;
+ LightColor[2] = 1.0;
+ }
+ else
+ {
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+ }
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);