]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
dpsoftrast: speed up deluxemapping a bit; support tangentspace deluxemapping too...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Mar 2011 05:47:53 +0000 (05:47 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Wed, 30 Mar 2011 07:01:26 +0000 (09:01 +0200)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10984 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=0859ac5d27a994108ab525c9b8b7e96c3488b866

dpsoftrast.c

index e8eb95706a1fbf7fd082d5fc9473d2f628399847..419a2ffce09d5b6f506ef77ef764967f8e877e25 100644 (file)
@@ -3444,32 +3444,27 @@ void DPSOFTRAST_PixelShader_Lightmap(DPSOFTRAST_State_Thread *thread, const DPSO
 }
 
 
+void DPSOFTRAST_VertexShader_LightDirection(void);
+void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
 
 void DPSOFTRAST_VertexShader_FakeLight(void)
 {
-       DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_VertexShader_LightDirection();
 }
 
 void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
 {
-       // TODO: IMPLEMENT
-       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
-       DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
-       memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
-       DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+       DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
 }
 
 
 
-void DPSOFTRAST_VertexShader_LightDirection(void);
 void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
 {
        DPSOFTRAST_VertexShader_LightDirection();
        DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
 }
 
-void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
 void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
 {
        DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
@@ -3479,13 +3474,13 @@ void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread
 
 void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
 {
-       DPSOFTRAST_VertexShader_Lightmap();
+       DPSOFTRAST_VertexShader_LightDirection();
+       DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
 }
 
 void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
 {
-       DPSOFTRAST_PixelShader_Lightmap(thread, triangle, span);
-       // TODO: IMPLEMENT
+       DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
 }
 
 
@@ -3643,7 +3638,6 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
                LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
                LightColor[3] = 0.0f;
-               DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
                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];
@@ -3661,6 +3655,19 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                        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++)
                {
@@ -3718,6 +3725,29 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                                        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(eyenormal);
+
+                               LightColor[0] = 1.0;
+                               LightColor[1] = 1.0;
+                               LightColor[2] = 1.0;
+                       }
                        else
                        {
                                lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
@@ -3770,7 +3800,6 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
                LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
                LightColor[3] = 0.0f;
-               DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
                DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
 
                if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
@@ -3781,6 +3810,19 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                        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++)
                {
@@ -3827,6 +3869,29 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                                        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(eyenormal);
+
+                               LightColor[0] = 1.0;
+                               LightColor[1] = 1.0;
+                               LightColor[2] = 1.0;
+                       }
                        else
                        {
                                lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
@@ -4336,9 +4401,9 @@ static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COU
        {2, DPSOFTRAST_VertexShader_FlatColor,                      DPSOFTRAST_PixelShader_FlatColor,                      {DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
        {2, DPSOFTRAST_VertexShader_VertexColor,                    DPSOFTRAST_PixelShader_VertexColor,                    {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
        {2, DPSOFTRAST_VertexShader_Lightmap,                       DPSOFTRAST_PixelShader_Lightmap,                       {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
-       {2, DPSOFTRAST_VertexShader_FakeLight,                      DPSOFTRAST_PixelShader_FakeLight,                      {~0}, {~0}},
+       {2, DPSOFTRAST_VertexShader_FakeLight,                      DPSOFTRAST_PixelShader_FakeLight,                      {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
        {2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace,   DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace,   {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
-       {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
+       {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
        {2, DPSOFTRAST_VertexShader_LightDirection,                 DPSOFTRAST_PixelShader_LightDirection,                 {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
        {2, DPSOFTRAST_VertexShader_LightSource,                    DPSOFTRAST_PixelShader_LightSource,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
        {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                     {~0}},