mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
ee754e7edf
I dislike having to do this, but Clang sees them as unused and removes them from the object file, causing linking to fail. The real solution here is to remove all the assembly code because it's 2016 and this game doesn't have to run on 133MHz Pentium now. :)
2064 lines
71 KiB
C++
2064 lines
71 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Brushes/BrushTransformed.h>
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#include <Engine/Light/LightSource.h>
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#include <Engine/Light/Gradient.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Math/FixInt.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Light/Shadows_internal.h>
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#include <Engine/World/WorldEditingProfile.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/DynamicArray.cpp>
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// asm shortcuts
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#define O offset
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#define Q qword ptr
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#define D dword ptr
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#define W word ptr
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#define B byte ptr
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#if (defined USE_PORTABLE_C)
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#define ASMOPT 0
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#elif (defined __MSVC_INLINE__)
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#define ASMOPT 1
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#elif (defined __GNU_INLINE__)
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#define ASMOPT 1
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#else
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#define ASMOPT 0
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#endif
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extern INDEX shd_bFineQuality;
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extern INDEX shd_iFiltering;
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extern INDEX shd_iDithering;
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extern const UBYTE *pubClipByte;
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extern UBYTE aubSqrt[ SQRTTABLESIZE];
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extern UWORD auw1oSqrt[SQRTTABLESIZE];
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extern UWORD auw1oSqrt[SQRTTABLESIZE];
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// static FLOAT3D _v00;
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// internal class for layer mixing
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class CLayerMixer
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{
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public:
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CBrushShadowMap *lm_pbsmShadowMap; // shadow map whose layers are mixed
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CBrushPolygon *lm_pbpoPolygon; // polygon of the shadow map
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BOOL lm_bDynamic; // set while doing dynamic light mixing
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// dimensions of currently processed shadow map
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MEX lm_mexOffsetU; // offsets in mex
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MEX lm_mexOffsetV;
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INDEX lm_iFirstLevel; // mip level of first possible mip-map
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INDEX lm_iMipLevel; // mip level
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INDEX lm_iMipShift; // relative mip level (miplevel-firstlevel)
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PIX lm_pixCanvasSizeU; // shadowmap canvas size in pixels
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PIX lm_pixCanvasSizeV;
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PIX lm_pixPolygonSizeU; // polygon (used part of shadowmap size in pixels
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PIX lm_pixPolygonSizeV;
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ULONG*lm_pulShadowMap; // buffer for final shadow map
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ULONG*lm_pulStaticShadowMap; // precached static shadow map
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// gradients for shadow map walking
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FLOAT3D lm_vO; // upper left corner of shadow map in 3D
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FLOAT3D lm_vStepU; // step between pixels in same row
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FLOAT3D lm_vStepV; // step between rows
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FLOAT3D lm_vLightDirection; // light direction for directional light sources
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CLightSource *lm_plsLight; // current light source
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// color components of current light
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COLOR lm_colLight;
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COLOR lm_colAmbient;
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// constructor
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CLayerMixer( CBrushShadowMap *pbsm, INDEX iFirstMip, INDEX iLastMip, BOOL bDynamic);
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// remember general data
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void CalculateData( CBrushShadowMap *pbsm, INDEX iMipmap);
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// mix one mip-map
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void MixOneMipmap( CBrushShadowMap *pbsm, INDEX iMipmap);
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// mix dynamic lights
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void MixOneMipmapDynamic(CBrushShadowMap *pbsm, INDEX iMipmap);
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// find start of a mip-map inside a layer
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void FindLayerMipmap( CBrushShadowLayer *pbsl, UBYTE *&pub, UBYTE &ubMask);
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// add one point layer to the shadow map
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void AddAmbientPoint(void);
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void AddAmbientMaskPoint( UBYTE *pubMask, UBYTE ubMask);
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void AddDiffusionPoint(void);
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void AddDiffusionMaskPoint( UBYTE *pubMask, UBYTE ubMask);
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BOOL PrepareOneLayerPoint( CBrushShadowLayer *pbsl, BOOL bNoMask);
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void AddOneLayerPoint( CBrushShadowLayer *pbsl, UBYTE *pub, UBYTE ubMask=0);
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// add one directional layer to the shadow map
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void AddDirectional(void);
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void AddMaskDirectional( UBYTE *pubMask, UBYTE ubMask);
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void AddOneLayerDirectional( CBrushShadowLayer *pbsl, UBYTE *pub, UBYTE ubMask=0);
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// add one gradient layer to the shadow map
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void AddOneLayerGradient( CGradientParameters &gp);
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// add the intensity to the pixel
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inline void AddToCluster( UBYTE *pub);
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inline void AddAmbientToCluster( UBYTE *pub);
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inline void AddToCluster( UBYTE *pub, FLOAT fIntensity);
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// additional functions
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__forceinline void CopyShadowLayer(void);
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__forceinline void FillShadowLayer( COLOR col);
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// inline FLOAT IntensityAtDistance( FLOAT fDistance, FLOAT fMinDistance);
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// FLOAT lm_fLightMax, lm_fLightStep;
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};
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// increment a byte without overflowing it
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static inline void IncrementByteWithClip( UBYTE &ub, SLONG slAdd)
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{
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ub = pubClipByte[(SLONG)ub+slAdd];
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}
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// increment a color without overflowing it
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static inline void IncrementColorWithClip( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB,
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SLONG slR, SLONG slG, SLONG slB)
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{
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IncrementByteWithClip( ubR, slR);
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IncrementByteWithClip( ubG, slG);
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IncrementByteWithClip( ubB, slB);
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}
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// add the intensity to the pixel
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inline void CLayerMixer::AddToCluster( UBYTE *pub)
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{
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IncrementByteWithClip(pub[0], ((UBYTE*)&lm_colLight)[3]);
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IncrementByteWithClip(pub[1], ((UBYTE*)&lm_colLight)[2]);
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IncrementByteWithClip(pub[2], ((UBYTE*)&lm_colLight)[1]);
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}
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inline void CLayerMixer::AddAmbientToCluster( UBYTE *pub)
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{
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IncrementByteWithClip(pub[0], ((UBYTE*)&lm_colAmbient)[3]);
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IncrementByteWithClip(pub[1], ((UBYTE*)&lm_colAmbient)[2]);
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IncrementByteWithClip(pub[2], ((UBYTE*)&lm_colAmbient)[1]);
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}
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inline void CLayerMixer::AddToCluster( UBYTE *pub, FLOAT fIntensity)
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{
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IncrementByteWithClip(pub[0], (long) (((UBYTE*)&lm_colLight)[3] *fIntensity));
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IncrementByteWithClip(pub[1], (long) (((UBYTE*)&lm_colLight)[2] *fIntensity));
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IncrementByteWithClip(pub[2], (long) (((UBYTE*)&lm_colLight)[1] *fIntensity));
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}
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// remember general data
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void CLayerMixer::CalculateData( CBrushShadowMap *pbsm, INDEX iMipmap)
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{
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_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_CALCULATEDATA);
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// cache class vars
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lm_pbsmShadowMap = pbsm;
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lm_pbpoPolygon = pbsm->GetBrushPolygon();
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lm_mexOffsetU = pbsm->sm_mexOffsetX;
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lm_mexOffsetV = pbsm->sm_mexOffsetY;
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lm_iFirstLevel = pbsm->sm_iFirstMipLevel;
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lm_iMipLevel = iMipmap;
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lm_iMipShift = lm_iMipLevel - lm_iFirstLevel;
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lm_pixCanvasSizeU = pbsm->sm_mexWidth >>lm_iMipLevel;
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lm_pixCanvasSizeV = pbsm->sm_mexHeight>>lm_iMipLevel;
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lm_pixPolygonSizeU = Min( lm_pixCanvasSizeU, (PIX)(lm_pbsmShadowMap->sm_pixPolygonSizeU >>lm_iMipShift)+1L);
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lm_pixPolygonSizeV = Min( lm_pixCanvasSizeV, (PIX)(lm_pbsmShadowMap->sm_pixPolygonSizeV >>lm_iMipShift)+1L);
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// determine where this mip-map is relative to the allocated shadow map memory
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PIX pixOffset = pbsm->sm_slMemoryUsed/BYTES_PER_TEXEL
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- GetMipmapOffset( 15, lm_pixCanvasSizeU, lm_pixCanvasSizeV);
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// get right pointers to the shadow mipmap
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if( lm_bDynamic) {
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lm_pulShadowMap = pbsm->sm_pulDynamicShadowMap + pixOffset;
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lm_pulStaticShadowMap = pbsm->sm_pulCachedShadowMap + pixOffset;
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} else {
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lm_pulShadowMap = pbsm->sm_pulCachedShadowMap + pixOffset;
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lm_pulStaticShadowMap = NULL;
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}
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// prepare 3D positions
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CEntity *penWithPolygon = lm_pbpoPolygon->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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ASSERT(penWithPolygon!=NULL);
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const FLOATmatrix3D &mPolygonRotation = penWithPolygon->en_mRotation;
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const FLOAT3D &vPolygonTranslation = penWithPolygon->GetPlacement().pl_PositionVector;
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// get first pixel in texture in 3D
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Vector<MEX, 2> vmex0;
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vmex0(1) = -lm_mexOffsetU+(1<<(lm_iMipLevel-1));
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vmex0(2) = -lm_mexOffsetV+(1<<(lm_iMipLevel-1));
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lm_pbpoPolygon->bpo_mdShadow.GetSpaceCoordinates(
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lm_pbpoPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, vmex0, lm_vO);
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lm_vO = lm_vO*mPolygonRotation+vPolygonTranslation;
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// get steps for walking in texture in 3D
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Vector<MEX, 2> vmexU, vmexV;
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vmexU(1) = (1<<lm_iMipLevel)-lm_mexOffsetU+(1<<(lm_iMipLevel-1));
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vmexU(2) = (0<<lm_iMipLevel)-lm_mexOffsetV+(1<<(lm_iMipLevel-1));
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vmexV(1) = (0<<lm_iMipLevel)-lm_mexOffsetU+(1<<(lm_iMipLevel-1));
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vmexV(2) = (1<<lm_iMipLevel)-lm_mexOffsetV+(1<<(lm_iMipLevel-1));
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lm_pbpoPolygon->bpo_mdShadow.GetSpaceCoordinates(
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lm_pbpoPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, vmexU, lm_vStepU);
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lm_vStepU = lm_vStepU*mPolygonRotation+vPolygonTranslation;
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lm_pbpoPolygon->bpo_mdShadow.GetSpaceCoordinates(
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lm_pbpoPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, vmexV, lm_vStepV);
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lm_vStepV = lm_vStepV*mPolygonRotation+vPolygonTranslation;
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lm_vStepU-= lm_vO;
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lm_vStepV-= lm_vO;
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ASSERT( lm_pixPolygonSizeU>0 && lm_pixPolygonSizeV>0);
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_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_CALCULATEDATA);
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}
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// find start of a mip-map inside a layer
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void CLayerMixer::FindLayerMipmap( CBrushShadowLayer *pbsl, UBYTE *&pub, UBYTE &ubMask)
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{
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struct MipmapTable mmtLayer;
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// find mip-mapping information for the layer
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MakeMipmapTable(pbsl->bsl_pixSizeU, pbsl->bsl_pixSizeV, mmtLayer);
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// get pixel offset of the mipmap
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SLONG slPixOffset = mmtLayer.mmt_aslOffsets[lm_iMipLevel-lm_iFirstLevel];
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// convert offset to bits
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pub = pbsl->bsl_pubLayer + (slPixOffset>>3);
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ubMask = 1<<(slPixOffset&7);
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}
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// BEWARE: Changing these #defines WILL screw up the GNU C inline asm...
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#define FTOX 0x10000000
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#define SHIFTX (28-SQRTTABLESIZELOG2)
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// variables for easier transfers
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const FLOAT3D *_vLight;
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FLOAT _fMinLightDistance;
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FLOAT _f1oFallOff;
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INDEX _iPixCt;
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INDEX _iRowCt;
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SLONG _slModulo;
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ULONG _ulLightFlags;
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ULONG _ulPolyFlags;
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SLONG _slL2Row;
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SLONG _slDDL2oDU;
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SLONG _slDDL2oDV;
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SLONG _slDDL2oDUoDV;
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SLONG _slDL2oDURow;
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SLONG _slDL2oDV;
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SLONG _slLightMax;
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SLONG _slHotSpot;
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SLONG _slLightStep;
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ULONG *_pulLayer;
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// !!! FIXME : rcg01072001 These statics are a pain in the ass.
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extern "C" {
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__int64 mmDDL2oDU_AddAmbientPoint;
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__int64 mmDDL2oDV_AddAmbientPoint;
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}
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// add one layer point light without diffusion and mask
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void CLayerMixer::AddAmbientPoint(void)
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{
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// prepare some local variables
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mmDDL2oDU_AddAmbientPoint = _slDDL2oDU;
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mmDDL2oDV_AddAmbientPoint = _slDDL2oDV;
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ULONG ulLightRGB = ByteSwap(lm_colLight);
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_slLightMax<<=7;
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_slLightStep>>=1;
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#if (ASMOPT == 1)
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#if (defined __MSVC_INLINE__)
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__asm {
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// prepare interpolants
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movd mm0,D [_slL2Row]
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movd mm1,D [_slDL2oDURow]
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psllq mm1,32
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por mm1,mm0 // MM1 = slDL2oDURow | slL2Row
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movd mm0,D [_slDL2oDV]
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movd mm2,D [_slDDL2oDUoDV]
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psllq mm2,32
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por mm2,mm0 // MM2 = slDDL2oDUoDV | slDL2oDV
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// prepare color
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pxor mm0,mm0
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movd mm7,D [ulLightRGB]
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punpcklbw mm7,mm0
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psllw mm7,1
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// loop thru rows
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mov edi,D [_pulLayer]
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mov ebx,D [_iRowCt]
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rowLoop:
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push ebx
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movd ebx,mm1 // EBX = slL2Point
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movq mm3,mm1
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psrlq mm3,32 // MM3 = 0 | slDL2oDU
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// loop thru pixels in current row
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mov ecx,D [_iPixCt]
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pixLoop:
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// check if pixel need to be drawn
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cmp ebx,FTOX
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jge skipPixel
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// calculate intensities and do actual drawing of shadow pixel ARGB
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movd mm4,ecx
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mov eax,ebx
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sar eax,SHIFTX
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and eax,(SQRTTABLESIZE-1)
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movzx eax,B aubSqrt[eax]
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mov ecx,D [_slLightMax]
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cmp eax,D [_slHotSpot]
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jle skipInterpolation
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mov ecx,255
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sub ecx,eax
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imul ecx,D [_slLightStep]
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skipInterpolation:
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// calculate rgb pixel to add
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movd mm6,ecx
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punpcklwd mm6,mm6
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punpckldq mm6,mm6
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pmulhw mm6,mm7
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// add dynamic light pixel to underlying pixel
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movd mm5,D [edi]
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punpcklbw mm5,mm0
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paddw mm5,mm6
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packuswb mm5,mm0
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movd D [edi],mm5
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movd ecx,mm4
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skipPixel:
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// advance to next pixel
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add edi,4
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movd eax,mm3
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add ebx,eax
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paddd mm3,Q [mmDDL2oDU_AddAmbientPoint]
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dec ecx
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jnz pixLoop
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// advance to the next row
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pop ebx
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add edi,D [_slModulo]
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paddd mm1,mm2
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paddd mm2,Q [mmDDL2oDV_AddAmbientPoint]
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dec ebx
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jnz rowLoop
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emms
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}
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#elif (defined __GNU_INLINE__)
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__asm__ __volatile__ (
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// prepare interpolants
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"pushl %%ebx \n\t"
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"movd (" ASMSYM(_slL2Row) "), %%mm0 \n\t"
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"movd (" ASMSYM(_slDL2oDURow) "), %%mm1 \n\t"
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"psllq $32, %%mm1 \n\t"
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"por %%mm0, %%mm1 \n\t" // MM1 = slDL2oDURow | slL2Row
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"movd (" ASMSYM(_slDL2oDV) "), %%mm0 \n\t"
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"movd (" ASMSYM(_slDDL2oDUoDV) "), %%mm2 \n\t"
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"psllq $32, %%mm2 \n\t"
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"por %%mm0, %%mm2 \n\t" // MM2 = slDDL2oDUoDV | slDL2oDV
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// prepare color
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"pxor %%mm0, %%mm0 \n\t"
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"movd %%eax, %%mm7 \n\t"
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"punpcklbw %%mm0, %%mm7 \n\t"
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"psllw $1, %%mm7 \n\t"
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// loop thru rows
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"movl (" ASMSYM(_pulLayer) "), %%edi \n\t"
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"movl (" ASMSYM(_iRowCt) "), %%ebx \n\t"
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"0: \n\t" // rowLoop
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"pushl %%ebx \n\t"
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"movd %%mm1, %%ebx \n\t" // EBX = slL2Point
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"movq %%mm1, %%mm3 \n\t"
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"psrlq $32, %%mm3 \n\t" // MM3 = 0 | slDL2oDU
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// loop thru pixels in current row
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"movl (" ASMSYM(_iPixCt) "), %%ecx \n\t"
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"1: \n\t" // pixLoop
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// check if pixel need to be drawn
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"cmpl $0x10000000, %%ebx \n\t"
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"jge 3f \n\t" // skipPixel
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// calculate intensities and do actual drawing of shadow pixel ARGB
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"movd %%ecx, %%mm4 \n\t"
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"movl %%ebx, %%eax \n\t"
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"sarl $15, %%eax \n\t"
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"andl $8191, %%eax \n\t"
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"movzbl " ASMSYM(aubSqrt) "(%%eax), %%eax \n\t"
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"movl (" ASMSYM(_slLightMax) "), %%ecx \n\t"
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"cmpl (" ASMSYM(_slHotSpot) "), %%eax \n\t"
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"jle 2f \n\t" // skipInterpolation
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"movl $255, %%ecx \n\t"
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"subl %%eax, %%ecx \n\t"
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"imull (" ASMSYM(_slLightStep) "), %%ecx \n\t"
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"2: \n\t" // skipInterpolation
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// calculate rgb pixel to add
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"movd %%ecx, %%mm6 \n\t"
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"punpcklwd %%mm6, %%mm6 \n\t"
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"punpckldq %%mm6, %%mm6 \n\t"
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"pmulhw %%mm7, %%mm6 \n\t"
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// add dynamic light pixel to underlying pixel
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"movd (%%edi), %%mm5 \n\t"
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"punpcklbw %%mm0, %%mm5 \n\t"
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"paddw %%mm6, %%mm5 \n\t"
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"packuswb %%mm0, %%mm5 \n\t"
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"movd %%mm5, (%%edi) \n\t"
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"movd %%mm4, %%ecx \n\t"
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"3: \n\t" // skipPixel
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// advance to next pixel
|
|
"addl $4, %%edi \n\t"
|
|
"movd %%mm3, %%eax \n\t"
|
|
"addl %%eax, %%ebx \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDU_AddAmbientPoint) "), %%mm3 \n\t"
|
|
"decl %%ecx \n\t"
|
|
"jnz 1b \n\t" // pixLoop
|
|
// advance to the next row
|
|
"popl %%ebx \n\t"
|
|
"addl (" ASMSYM(_slModulo) "), %%edi \n\t"
|
|
"paddd %%mm2, %%mm1 \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDV_AddAmbientPoint) "), %%mm2 \n\t"
|
|
"decl %%ebx \n\t"
|
|
"jnz 0b \n\t" // rowLoop
|
|
"popl %%ebx \n\t"
|
|
"emms \n\t"
|
|
: // no outputs.
|
|
: "a" (ulLightRGB)
|
|
: "ecx", "edx", "edi", "esi", "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Write inline asm for your platform.
|
|
#endif
|
|
|
|
#else
|
|
|
|
// !!! FIXME WARNING: I have not checked this code, and it could be
|
|
// !!! FIXME totally and utterly wrong. --ryan.
|
|
STUBBED("may not work");
|
|
|
|
for( PIX pixV=0; pixV<_iRowCt; pixV++)
|
|
{
|
|
SLONG slL2Point = _slL2Row;
|
|
SLONG slDL2oDU = _slDL2oDURow;
|
|
for( PIX pixU=0; pixU<_iPixCt; pixU++)
|
|
{
|
|
// if the point is not masked
|
|
if( slL2Point < FTOX ) {
|
|
SLONG slL = (slL2Point>>SHIFTX)&(SQRTTABLESIZE-1); // and is just for degenerate cases
|
|
SLONG slIntensity = _slLightMax;
|
|
slL = aubSqrt[slL];
|
|
if( slL>_slHotSpot) slIntensity = ((255-slL)*_slLightStep)>>8;
|
|
// add the intensity to the pixel
|
|
AddToCluster( (UBYTE*)_pulLayer, slIntensity/255.0f);
|
|
}
|
|
// go to the next pixel
|
|
_pulLayer++;
|
|
slL2Point += slDL2oDU;
|
|
slDL2oDU += _slDDL2oDU;
|
|
}
|
|
// go to the next row
|
|
_pulLayer += _slModulo/BYTES_PER_TEXEL;
|
|
_slL2Row += _slDL2oDV;
|
|
_slDL2oDV += _slDDL2oDV;
|
|
_slDL2oDURow += _slDDL2oDUoDV;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
extern "C" {
|
|
__int64 mmDDL2oDU_addAmbientMaskPoint;
|
|
__int64 mmDDL2oDV_addAmbientMaskPoint;
|
|
}
|
|
|
|
// add one layer point light without diffusion and with mask
|
|
void CLayerMixer::AddAmbientMaskPoint( UBYTE *pubMask, UBYTE ubMask)
|
|
{
|
|
// prepare some local variables
|
|
mmDDL2oDU_addAmbientMaskPoint = _slDDL2oDU;
|
|
mmDDL2oDV_addAmbientMaskPoint = _slDDL2oDV;
|
|
ULONG ulLightRGB = ByteSwap(lm_colLight);
|
|
_slLightMax<<=7;
|
|
_slLightStep>>=1;
|
|
|
|
|
|
#if (ASMOPT == 1)
|
|
#if (defined __MSVC_INLINE__)
|
|
__asm {
|
|
// prepare interpolants
|
|
movd mm0,D [_slL2Row]
|
|
movd mm1,D [_slDL2oDURow]
|
|
psllq mm1,32
|
|
por mm1,mm0 // MM1 = slDL2oDURow | slL2Row
|
|
movd mm0,D [_slDL2oDV]
|
|
movd mm2,D [_slDDL2oDUoDV]
|
|
psllq mm2,32
|
|
por mm2,mm0 // MM2 = slDDL2oDUoDV | slDL2oDV
|
|
// prepare color
|
|
pxor mm0,mm0 // MM0 = 0 | 0 (for unpacking purposes)
|
|
movd mm7,D [ulLightRGB]
|
|
punpcklbw mm7,mm0
|
|
psllw mm7,1
|
|
// loop thru rows
|
|
mov esi,D [pubMask]
|
|
mov edi,D [_pulLayer]
|
|
movzx edx,B [ubMask]
|
|
mov ebx,D [_iRowCt]
|
|
rowLoop:
|
|
push ebx
|
|
movd ebx,mm1 // EBX = slL2Point
|
|
movq mm3,mm1
|
|
psrlq mm3,32 // MM3 = 0 | slDL2oDU
|
|
// loop thru pixels in current row
|
|
mov ecx,D [_iPixCt]
|
|
pixLoop:
|
|
// check if pixel need to be drawn; i.e. draw if( [esi] & ubMask && (slL2Point<FTOX))
|
|
cmp ebx,FTOX
|
|
jge skipPixel
|
|
test dl,B [esi]
|
|
je skipPixel
|
|
// calculate intensities and do actual drawing of shadow pixel ARGB
|
|
movd mm4,ecx
|
|
mov eax,ebx
|
|
sar eax,SHIFTX
|
|
and eax,(SQRTTABLESIZE-1)
|
|
movzx eax,B aubSqrt[eax]
|
|
mov ecx,D [_slLightMax]
|
|
cmp eax,D [_slHotSpot]
|
|
jle skipInterpolation
|
|
mov ecx,255
|
|
sub ecx,eax
|
|
imul ecx,D [_slLightStep]
|
|
skipInterpolation:
|
|
// mix underlaying pixels with the calculated one
|
|
movd mm6,ecx
|
|
punpcklwd mm6,mm6
|
|
punpckldq mm6,mm6
|
|
pmulhw mm6,mm7
|
|
// add light pixel to underlying pixel
|
|
movd mm5,D [edi]
|
|
punpcklbw mm5,mm0
|
|
paddw mm5,mm6
|
|
packuswb mm5,mm0
|
|
movd D [edi],mm5
|
|
movd ecx,mm4
|
|
skipPixel:
|
|
// advance to next pixel
|
|
add edi,4
|
|
movd eax,mm3
|
|
add ebx,eax
|
|
paddd mm3,Q [mmDDL2oDU_addAmbientMaskPoint]
|
|
rol dl,1
|
|
adc esi,0
|
|
dec ecx
|
|
jnz pixLoop
|
|
// advance to the next row
|
|
pop ebx
|
|
add edi,D [_slModulo]
|
|
paddd mm1,mm2
|
|
paddd mm2,Q [mmDDL2oDV_addAmbientMaskPoint]
|
|
dec ebx
|
|
jnz rowLoop
|
|
emms
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
// prepare interpolants
|
|
"pushl %%ebx \n\t"
|
|
"movl %%ecx, %%ebx \n\t"
|
|
"movd (" ASMSYM(_slL2Row) "), %%mm0 \n\t"
|
|
"movd (" ASMSYM(_slDL2oDURow) "), %%mm1 \n\t"
|
|
"psllq $32, %%mm1 \n\t"
|
|
"por %%mm0, %%mm1 \n\t" // MM1 = slDL2oDURow | slL2Row
|
|
"movd (" ASMSYM(_slDL2oDV) "), %%mm0 \n\t"
|
|
"movd (" ASMSYM(_slDDL2oDUoDV) "), %%mm2 \n\t"
|
|
"psllq $32, %%mm2 \n\t"
|
|
"por %%mm0, %%mm2 \n\t" // MM2 = slDDL2oDUoDV | slDL2oDV
|
|
// prepare color
|
|
"pxor %%mm0, %%mm0 \n\t" // MM0 = 0 | 0 (for unpacking purposes)
|
|
"movd %%eax, %%mm7 \n\t" // eax == ulLightRGB
|
|
"punpcklbw %%mm0, %%mm7 \n\t"
|
|
"psllw $1, %%mm7 \n\t"
|
|
// loop thru rows
|
|
"movl (" ASMSYM(_pulLayer) "), %%edi \n\t"
|
|
"movzbl (%%ebx), %%edx \n\t" // ebx == &ubMask
|
|
"movl (" ASMSYM(_iRowCt) "), %%ebx \n\t"
|
|
"0: \n\t" // rowLoop
|
|
"pushl %%ebx \n\t"
|
|
"movd %%mm1, %%ebx \n\t" // EBX = slL2Point
|
|
"movq %%mm1, %%mm3 \n\t"
|
|
"psrlq $32, %%mm3 \n\t" // MM3 = 0 | slDL2oDU
|
|
// loop thru pixels in current row
|
|
"movl (" ASMSYM(_iPixCt) "), %%ecx \n\t"
|
|
"1: \n\t" // pixLoop
|
|
// check if pixel need to be drawn; i.e. draw if( [esi] & ubMask && (slL2Point<FTOX))
|
|
"cmpl $0x10000000, %%ebx \n\t"
|
|
"jge 3f \n\t" // skipPixel
|
|
"testb (%%esi), %%dl \n\t"
|
|
"je 3f \n\t" // skipPixel
|
|
// calculate intensities and do actual drawing of shadow pixel ARGB
|
|
"movd %%ecx, %%mm4 \n\t"
|
|
"movl %%ebx, %%eax \n\t"
|
|
"sarl $15, %%eax \n\t"
|
|
"andl $8191, %%eax \n\t"
|
|
"movzbl " ASMSYM(aubSqrt) "(%%eax), %%eax \n\t"
|
|
"movl (" ASMSYM(_slLightMax) "), %%ecx \n\t"
|
|
"cmpl (" ASMSYM(_slHotSpot) "), %%eax \n\t"
|
|
"jle 2f \n\t" // skipInterpolation
|
|
"movl $255, %%ecx \n\t"
|
|
"subl %%eax, %%ecx \n\t"
|
|
"imull (" ASMSYM(_slLightStep) "), %%ecx \n\t"
|
|
"2: \n\t" // skipInterpolation
|
|
// mix underlaying pixels with the calculated one
|
|
"movd %%ecx, %%mm6 \n\t"
|
|
"punpcklwd %%mm6, %%mm6 \n\t"
|
|
"punpckldq %%mm6, %%mm6 \n\t"
|
|
"pmulhw %%mm7, %%mm6 \n\t"
|
|
// add light pixel to underlying pixel
|
|
"movd (%%edi), %%mm5 \n\t"
|
|
"punpcklbw %%mm0, %%mm5 \n\t"
|
|
"paddw %%mm6, %%mm5 \n\t"
|
|
"packuswb %%mm0, %%mm5 \n\t"
|
|
"movd %%mm5, (%%edi) \n\t"
|
|
"movd %%mm4, %%ecx \n\t"
|
|
"3: \n\t" // skipPixel
|
|
// advance to next pixel
|
|
"addl $4, %%edi \n\t"
|
|
"movd %%mm3, %%eax \n\t"
|
|
"addl %%eax, %%ebx \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDU_addAmbientMaskPoint) "), %%mm3 \n\t"
|
|
"rolb $1, %%dl \n\t"
|
|
"adcl $0, %%esi \n\t"
|
|
"decl %%ecx \n\t"
|
|
"jnz 1b \n\t" // pixLoop
|
|
// advance to the next row
|
|
"popl %%ebx \n\t"
|
|
"addl (" ASMSYM(_slModulo) "), %%edi \n\t"
|
|
"paddd %%mm2, %%mm1 \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDV_addAmbientMaskPoint) "), %%mm2 \n\t"
|
|
"decl %%ebx \n\t"
|
|
"jnz 0b \n\t" // rowLoop
|
|
"popl %%ebx \n\t"
|
|
"emms \n\t"
|
|
: // no outputs.
|
|
: "a" (ulLightRGB), "S" (pubMask), "c" (&ubMask)
|
|
: "edx", "edi", "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Please write inline assembly for your platform.
|
|
#endif
|
|
|
|
#else // Portable C version...
|
|
|
|
for( PIX pixV=0; pixV<_iRowCt; pixV++)
|
|
{
|
|
SLONG slL2Point = _slL2Row;
|
|
SLONG slDL2oDU = _slDL2oDURow;
|
|
for( PIX pixU=0; pixU<_iPixCt; pixU++)
|
|
{
|
|
// if the point is not masked
|
|
if( *pubMask & ubMask && (slL2Point<FTOX)) {
|
|
SLONG slL = (slL2Point>>SHIFTX)&(SQRTTABLESIZE-1); // and is just for degenerate cases
|
|
SLONG slIntensity = _slLightMax;
|
|
slL = aubSqrt[slL];
|
|
if( slL>_slHotSpot) slIntensity = ((255-slL)*_slLightStep)>>8;
|
|
// add the intensity to the pixel
|
|
AddToCluster( (UBYTE*)_pulLayer, slIntensity/255.0f);
|
|
}
|
|
// go to the next pixel
|
|
_pulLayer++;
|
|
slL2Point += slDL2oDU;
|
|
slDL2oDU += _slDDL2oDU;
|
|
ubMask<<=1;
|
|
if( ubMask==0) {
|
|
pubMask++;
|
|
ubMask = 1;
|
|
}
|
|
}
|
|
// go to the next row
|
|
_pulLayer += _slModulo/BYTES_PER_TEXEL;
|
|
_slL2Row += _slDL2oDV;
|
|
_slDL2oDV += _slDDL2oDV;
|
|
_slDL2oDURow += _slDDL2oDUoDV;
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
extern "C" {
|
|
__int64 mmDDL2oDU_AddDiffusionPoint;
|
|
__int64 mmDDL2oDV_AddDiffusionPoint;
|
|
}
|
|
|
|
// add one layer point light with diffusion and without mask
|
|
void CLayerMixer::AddDiffusionPoint(void)
|
|
{
|
|
// adjust params for diffusion lighting
|
|
SLONG slMax1oL = MAX_SLONG;
|
|
_slLightStep = FloatToInt(_slLightStep * _fMinLightDistance * _f1oFallOff);
|
|
if( _slLightStep!=0) slMax1oL = (256<<8) / _slLightStep +256;
|
|
|
|
// prepare some local variables
|
|
mmDDL2oDU_AddDiffusionPoint = _slDDL2oDU;
|
|
mmDDL2oDV_AddDiffusionPoint = _slDDL2oDV;
|
|
ULONG ulLightRGB = ByteSwap(lm_colLight);
|
|
_slLightMax<<=7;
|
|
_slLightStep>>=1;
|
|
|
|
#if ASMOPT == 1
|
|
#if (defined __MSVC_INLINE__)
|
|
__asm {
|
|
// prepare interpolants
|
|
movd mm0,D [_slL2Row]
|
|
movd mm1,D [_slDL2oDURow]
|
|
psllq mm1,32
|
|
por mm1,mm0 // MM1 = slDL2oDURow | slL2Row
|
|
movd mm0,D [_slDL2oDV]
|
|
movd mm2,D [_slDDL2oDUoDV]
|
|
psllq mm2,32
|
|
por mm2,mm0 // MM2 = slDDL2oDUoDV | slDL2oDV
|
|
// prepare color
|
|
pxor mm0,mm0
|
|
movd mm7,D [ulLightRGB]
|
|
punpcklbw mm7,mm0
|
|
psllw mm7,1
|
|
// loop thru rows
|
|
mov edi,D [_pulLayer]
|
|
mov ebx,D [_iRowCt]
|
|
rowLoop:
|
|
push ebx
|
|
movd ebx,mm1 // EBX = slL2Point
|
|
movq mm3,mm1
|
|
psrlq mm3,32 // MM3 = 0 | slDL2oDU
|
|
// loop thru pixels in current row
|
|
mov ecx,D [_iPixCt]
|
|
pixLoop:
|
|
// check if pixel need to be drawn
|
|
cmp ebx,FTOX
|
|
jge skipPixel
|
|
// calculate intensities and do actual drawing of shadow pixel ARGB
|
|
movd mm4,ecx
|
|
mov eax,ebx
|
|
sar eax,SHIFTX
|
|
and eax,(SQRTTABLESIZE-1)
|
|
movzx eax,W auw1oSqrt[eax*2]
|
|
mov ecx,D [_slLightMax]
|
|
cmp eax,D [slMax1oL]
|
|
jge skipInterpolation
|
|
lea ecx,[eax-256]
|
|
imul ecx,D [_slLightStep]
|
|
skipInterpolation:
|
|
// calculate rgb pixel to add
|
|
movd mm6,ecx
|
|
punpcklwd mm6,mm6
|
|
punpckldq mm6,mm6
|
|
pmulhw mm6,mm7
|
|
// add dynamic light pixel to underlying pixel
|
|
movd mm5,D [edi]
|
|
punpcklbw mm5,mm0
|
|
paddw mm5,mm6
|
|
packuswb mm5,mm0
|
|
movd D [edi],mm5
|
|
movd ecx,mm4
|
|
skipPixel:
|
|
// advance to next pixel
|
|
add edi,4
|
|
movd eax,mm3
|
|
add ebx,eax
|
|
paddd mm3,Q [mmDDL2oDU_AddDiffusionPoint]
|
|
dec ecx
|
|
jnz pixLoop
|
|
// advance to the next row
|
|
pop ebx
|
|
add edi,D [_slModulo]
|
|
paddd mm1,mm2
|
|
paddd mm2,Q [mmDDL2oDV_AddDiffusionPoint]
|
|
dec ebx
|
|
jnz rowLoop
|
|
emms
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
"pushl %%ebx \n\t"
|
|
"movl %%ecx, %%ebx \n\t"
|
|
"pushl %%ebx \n\t"
|
|
// prepare interpolants
|
|
"movd (" ASMSYM(_slL2Row) "), %%mm0 \n\t"
|
|
"movd (" ASMSYM(_slDL2oDURow) "), %%mm1 \n\t"
|
|
"psllq $32, %%mm1 \n\t"
|
|
"por %%mm0, %%mm1 \n\t" // MM1 = slDL2oDURow | slL2Row
|
|
"movd (" ASMSYM(_slDL2oDV) "), %%mm0 \n\t"
|
|
"movd (" ASMSYM(_slDDL2oDUoDV) "), %%mm2 \n\t"
|
|
"psllq $32, %%mm2 \n\t"
|
|
"por %%mm0, %%mm2 \n\t" // MM2 = slDDL2oDUoDV | slDL2oDV
|
|
|
|
// prepare color
|
|
"pxor %%mm0, %%mm0 \n\t"
|
|
"movd %%eax, %%mm7 \n\t"
|
|
"punpcklbw %%mm0, %%mm7 \n\t"
|
|
"psllw $1, %%mm7 \n\t"
|
|
// loop thru rows
|
|
"movl (" ASMSYM(_pulLayer) "), %%edi \n\t"
|
|
"movl (" ASMSYM(_iRowCt) "), %%ebx \n\t"
|
|
"0: \n\t" // rowLoop
|
|
"pushl %%ebx \n\t"
|
|
"movd %%mm1, %%ebx \n\t" // EBX = slL2Point
|
|
"movq %%mm1, %%mm3 \n\t"
|
|
"psrlq $32, %%mm3 \n\t" // MM3 = 0 | slDL2oDU
|
|
// loop thru pixels in current row
|
|
"movl (" ASMSYM(_iPixCt) "), %%ecx \n\t"
|
|
"1: \n\t" // pixLoop
|
|
// check if pixel need to be drawn
|
|
"cmpl $0x10000000, %%ebx \n\t"
|
|
"jge 3f \n\t" // skipPixel
|
|
// calculate intensities and do actual drawing of shadow pixel ARGB
|
|
"movd %%ecx, %%mm4 \n\t"
|
|
"movl %%ebx, %%eax \n\t"
|
|
"sarl $15, %%eax \n\t"
|
|
"andl $8191, %%eax \n\t"
|
|
"movzwl " ASMSYM(auw1oSqrt) "(, %%eax, 2), %%eax \n\t"
|
|
"movl (" ASMSYM(_slLightMax) "), %%ecx \n\t"
|
|
"cmpl 4(%%esp), %%eax \n\t"
|
|
"jge 2f \n\t" // skipInterpolation
|
|
"leal -256(%%eax), %%ecx \n\t"
|
|
"imull (" ASMSYM(_slLightStep) "), %%ecx \n\t"
|
|
"2: \n\t" // skipInterpolation
|
|
// calculate rgb pixel to add
|
|
"movd %%ecx, %%mm6 \n\t"
|
|
"punpcklwd %%mm6, %%mm6 \n\t"
|
|
"punpckldq %%mm6, %%mm6 \n\t"
|
|
"pmulhw %%mm7, %%mm6 \n\t"
|
|
// add dynamic light pixel to underlying pixel
|
|
"movd (%%edi), %%mm5 \n\t"
|
|
"punpcklbw %%mm0, %%mm5 \n\t"
|
|
"paddw %%mm6, %%mm5 \n\t"
|
|
"packuswb %%mm0, %%mm5 \n\t"
|
|
"movd %%mm5, (%%edi) \n\t"
|
|
"movd %%mm4, %%ecx \n\t"
|
|
"3: \n\t" // skipPixel
|
|
// advance to next pixel
|
|
"addl $4, %%edi \n\t"
|
|
"movd %%mm3, %%eax \n\t"
|
|
"addl %%eax, %%ebx \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDU_AddDiffusionPoint) "), %%mm3 \n\t"
|
|
"decl %%ecx \n\t"
|
|
"jnz 1b \n\t" // pixLoop
|
|
// advance to the next row
|
|
"popl %%ebx \n\t"
|
|
"addl (" ASMSYM(_slModulo) "), %%edi \n\t"
|
|
"paddd %%mm2, %%mm1 \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDV_AddDiffusionPoint) "), %%mm2 \n\t"
|
|
"decl %%ebx \n\t"
|
|
"jnz 0b \n\t" // rowLoop
|
|
"addl $4, %%esp \n\t"
|
|
"popl %%ebx \n\t"
|
|
"emms \n\t"
|
|
: // no outputs.
|
|
: "a" (ulLightRGB), "c" (slMax1oL)
|
|
: "edx", "edi", "esi", "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Write inline assembly for your platform.
|
|
#endif
|
|
|
|
#else
|
|
STUBBED("Some layer junk");
|
|
#endif
|
|
|
|
}
|
|
|
|
extern "C" {
|
|
__int64 mmDDL2oDU_AddDiffusionMaskPoint;
|
|
__int64 mmDDL2oDV_AddDiffusionMaskPoint;
|
|
}
|
|
|
|
// add one layer point light with diffusion and mask
|
|
void CLayerMixer::AddDiffusionMaskPoint( UBYTE *pubMask, UBYTE ubMask)
|
|
{
|
|
// adjust params for diffusion lighting
|
|
SLONG slMax1oL = MAX_SLONG;
|
|
_slLightStep = FloatToInt(_slLightStep * _fMinLightDistance * _f1oFallOff);
|
|
if( _slLightStep!=0) slMax1oL = (256<<8) / _slLightStep +256;
|
|
|
|
// prepare some local variables
|
|
mmDDL2oDU_AddDiffusionMaskPoint = _slDDL2oDU;
|
|
mmDDL2oDV_AddDiffusionMaskPoint = _slDDL2oDV;
|
|
ULONG ulLightRGB = ByteSwap(lm_colLight);
|
|
_slLightMax<<=7;
|
|
_slLightStep>>=1;
|
|
|
|
#if (ASMOPT == 1)
|
|
#if (defined __MSVC_INLINE__)
|
|
__asm {
|
|
// prepare interpolants
|
|
movd mm0,D [_slL2Row]
|
|
movd mm1,D [_slDL2oDURow]
|
|
psllq mm1,32
|
|
por mm1,mm0 // MM1 = slDL2oDURow | slL2Row
|
|
movd mm0,D [_slDL2oDV]
|
|
movd mm2,D [_slDDL2oDUoDV]
|
|
psllq mm2,32
|
|
por mm2,mm0 // MM2 = slDDL2oDUoDV | slDL2oDV
|
|
// prepare color
|
|
pxor mm0,mm0 // MM0 = 0 | 0 (for unpacking purposes)
|
|
movd mm7,D [ulLightRGB]
|
|
punpcklbw mm7,mm0
|
|
psllw mm7,1
|
|
// loop thru rows
|
|
mov esi,D [pubMask]
|
|
mov edi,D [_pulLayer]
|
|
movzx edx,B [ubMask]
|
|
mov ebx,D [_iRowCt]
|
|
rowLoop:
|
|
push ebx
|
|
movd ebx,mm1 // EBX = slL2Point
|
|
movq mm3,mm1
|
|
psrlq mm3,32 // MM3 = 0 | slDL2oDU
|
|
// loop thru pixels in current row
|
|
mov ecx,D [_iPixCt]
|
|
pixLoop:
|
|
// check if pixel need to be drawn; i.e. draw if( [esi] & ubMask && (slL2Point<FTOX))
|
|
cmp ebx,FTOX
|
|
jge skipPixel
|
|
test dl,B [esi]
|
|
je skipPixel
|
|
// calculate intensities and do actual drawing of shadow pixel ARGB
|
|
movd mm4,ecx
|
|
mov eax,ebx
|
|
sar eax,SHIFTX
|
|
and eax,(SQRTTABLESIZE-1)
|
|
movzx eax,W auw1oSqrt[eax*2]
|
|
mov ecx,D [_slLightMax]
|
|
cmp eax,D [slMax1oL]
|
|
jge skipInterpolation
|
|
lea ecx,[eax-256]
|
|
imul ecx,D [_slLightStep]
|
|
skipInterpolation:
|
|
// mix underlaying pixels with the calculated one
|
|
movd mm6,ecx
|
|
punpcklwd mm6,mm6
|
|
punpckldq mm6,mm6
|
|
pmulhw mm6,mm7
|
|
// add light pixel to underlying pixel
|
|
movd mm5,D [edi]
|
|
punpcklbw mm5,mm0
|
|
paddw mm5,mm6
|
|
packuswb mm5,mm0
|
|
movd D [edi],mm5
|
|
movd ecx,mm4
|
|
skipPixel:
|
|
// advance to next pixel
|
|
add edi,4
|
|
movd eax,mm3
|
|
add ebx,eax
|
|
paddd mm3,Q [mmDDL2oDU_AddDiffusionMaskPoint]
|
|
rol dl,1
|
|
adc esi,0
|
|
dec ecx
|
|
jnz pixLoop
|
|
// advance to the next row
|
|
pop ebx
|
|
add edi,D [_slModulo]
|
|
paddd mm1,mm2
|
|
paddd mm2,Q [mmDDL2oDV_AddDiffusionMaskPoint]
|
|
dec ebx
|
|
jnz rowLoop
|
|
emms
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
// prepare interpolants
|
|
"pushl %%edx \n\t" // slMax1oL
|
|
"movd (" ASMSYM(_slL2Row) "), %%mm0 \n\t"
|
|
"movd (" ASMSYM(_slDL2oDURow) "), %%mm1 \n\t"
|
|
"psllq $32, %%mm1 \n\t"
|
|
"por %%mm0, %%mm1 \n\t" // MM1 = slDL2oDURow | slL2Row
|
|
"movd (" ASMSYM(_slDL2oDV) "), %%mm0 \n\t"
|
|
"movd (" ASMSYM(_slDDL2oDUoDV) "), %%mm2 \n\t"
|
|
"psllq $32, %%mm2 \n\t"
|
|
"por %%mm0, %%mm2 \n\t" // MM2 = slDDL2oDUoDV | slDL2oDV
|
|
// prepare color
|
|
"pxor %%mm0, %%mm0 \n\t" // MM0 = 0 | 0 (for unpacking purposes)
|
|
"movd %%eax, %%mm7 \n\t" // eax == ulLightRGB
|
|
"punpcklbw %%mm0, %%mm7 \n\t"
|
|
"psllw $1, %%mm7 \n\t"
|
|
// loop thru rows
|
|
"movl (" ASMSYM(_pulLayer) "), %%edi \n\t"
|
|
"movzbl (%%ecx), %%edx \n\t" // ecx == &ubMask
|
|
"movl (" ASMSYM(_iRowCt) "), %%ebx \n\t"
|
|
"0: \n\t" // rowLoop
|
|
"pushl %%ebx \n\t"
|
|
"movd %%mm1, %%ebx \n\t" // EBX = slL2Point
|
|
"movq %%mm1, %%mm3 \n\t"
|
|
"psrlq $32, %%mm3 \n\t" // MM3 = 0 | slDL2oDU
|
|
// loop thru pixels in current row
|
|
"movl (" ASMSYM(_iPixCt) "), %%ecx \n\t"
|
|
"1: \n\t" // pixLoop
|
|
// check if pixel need to be drawn; i.e. draw if( [esi] & ubMask && (slL2Point<FTOX))
|
|
"cmpl $0x10000000, %%ebx \n\t"
|
|
"jge 3f \n\t" // skipPixel
|
|
"testb (%%esi), %%dl \n\t"
|
|
"je 3f \n\t" // skipPixel
|
|
// calculate intensities and do actual drawing of shadow pixel ARGB
|
|
"movd %%ecx, %%mm4 \n\t"
|
|
"movl %%ebx, %%eax \n\t"
|
|
"sarl $15, %%eax \n\t"
|
|
"andl $8191, %%eax \n\t"
|
|
"movzwl " ASMSYM(auw1oSqrt) "(, %%eax, 2), %%eax \n\t"
|
|
"movl (" ASMSYM(_slLightMax) "), %%ecx \n\t"
|
|
"cmpl 4(%%esp), %%eax \n\t" // slMax1oL
|
|
"jge 2f \n\t" // skipInterpolation
|
|
"leal -256(%%eax), %%ecx \n\t"
|
|
"imull (" ASMSYM(_slLightStep) "), %%ecx \n\t"
|
|
"2: \n\t" // skipInterpolation
|
|
// mix underlaying pixels with the calculated one
|
|
"movd %%ecx, %%mm6 \n\t"
|
|
"punpcklwd %%mm6, %%mm6 \n\t"
|
|
"punpckldq %%mm6, %%mm6 \n\t"
|
|
"pmulhw %%mm7, %%mm6 \n\t"
|
|
// add light pixel to underlying pixel
|
|
"movd (%%edi), %%mm5 \n\t"
|
|
"punpcklbw %%mm0, %%mm5 \n\t"
|
|
"paddw %%mm6, %%mm5 \n\t"
|
|
"packuswb %%mm0, %%mm5 \n\t"
|
|
"movd %%mm5, (%%edi) \n\t"
|
|
"movd %%mm4, %%ecx \n\t"
|
|
"3: \n\t" // skipPixel
|
|
// advance to next pixel
|
|
"addl $4, %%edi \n\t"
|
|
"movd %%mm3, %%eax \n\t"
|
|
"addl %%eax, %%ebx \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDU_AddDiffusionMaskPoint) "), %%mm3 \n\t"
|
|
"rolb $1, %%dl \n\t"
|
|
"adcl $0, %%esi \n\t"
|
|
"decl %%ecx \n\t"
|
|
"jnz 1b \n\t" // pixLoop
|
|
// advance to the next row
|
|
"popl %%ebx \n\t"
|
|
"addl (" ASMSYM(_slModulo) "), %%edi \n\t"
|
|
"paddd %%mm2, %%mm1 \n\t"
|
|
"paddd (" ASMSYM(mmDDL2oDV_AddDiffusionMaskPoint) "), %%mm2 \n\t"
|
|
"decl %%ebx \n\t"
|
|
"jnz 0b \n\t" // rowLoop
|
|
"addl $4, %%esp \n\t" // ditch our temporaries.
|
|
"emms \n\t"
|
|
: // no outputs.
|
|
: "a" (ulLightRGB), "S" (pubMask), "c" (&ubMask), "d" (slMax1oL)
|
|
: "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Write inline ASM for your platform.
|
|
|
|
#endif
|
|
|
|
#else
|
|
|
|
// for each pixel in the shadow map
|
|
for( PIX pixV=0; pixV<_iRowCt; pixV++)
|
|
{
|
|
SLONG slL2Point = _slL2Row;
|
|
SLONG slDL2oDU = _slDL2oDURow;
|
|
for( PIX pixU=0; pixU<_iPixCt; pixU++)
|
|
{
|
|
// if the point is not masked
|
|
if( *pubMask&ubMask && (slL2Point<FTOX)) {
|
|
SLONG sl1oL = (slL2Point>>SHIFTX)&(SQRTTABLESIZE-1); // and is just for degenerate cases
|
|
sl1oL = auw1oSqrt[sl1oL];
|
|
SLONG slIntensity = _slLightMax;
|
|
if( sl1oL<slMax1oL) slIntensity = ((sl1oL-256)*_slLightStep)>>16;
|
|
// add the intensity to the pixel
|
|
AddToCluster( (UBYTE*)_pulLayer, slIntensity/255.0f);
|
|
}
|
|
// advance to next pixel
|
|
_pulLayer++;
|
|
slL2Point += slDL2oDU;
|
|
slDL2oDU += _slDDL2oDU;
|
|
ubMask<<=1;
|
|
if( ubMask==0) {
|
|
pubMask++;
|
|
ubMask = 1;
|
|
}
|
|
}
|
|
// advance to next row
|
|
_pulLayer += _slModulo/BYTES_PER_TEXEL;
|
|
_slL2Row += _slDL2oDV;
|
|
_slDL2oDV += _slDDL2oDV;
|
|
_slDL2oDURow += _slDDL2oDUoDV;
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
// prepares point light that creates layer (returns TRUE if there is infulence)
|
|
BOOL CLayerMixer::PrepareOneLayerPoint( CBrushShadowLayer *pbsl, BOOL bNoMask)
|
|
{
|
|
// determine light infulence dimensions
|
|
_iPixCt = pbsl->bsl_pixSizeU >>lm_iMipShift;
|
|
_iRowCt = pbsl->bsl_pixSizeV >>lm_iMipShift;
|
|
PIX pixMinU = pbsl->bsl_pixMinU >>lm_iMipShift;
|
|
PIX pixMinV = pbsl->bsl_pixMinV >>lm_iMipShift;
|
|
// clamp influence to polygon size
|
|
if( (pixMinU+_iPixCt) > lm_pixPolygonSizeU && bNoMask) _iPixCt = lm_pixPolygonSizeU-pixMinU;
|
|
if( (pixMinV+_iRowCt) > lm_pixPolygonSizeV) _iRowCt = lm_pixPolygonSizeV-pixMinV;
|
|
_slModulo = (lm_pixCanvasSizeU-_iPixCt) *BYTES_PER_TEXEL;
|
|
_pulLayer = lm_pulShadowMap + (pixMinV*lm_pixCanvasSizeU)+pixMinU;
|
|
ASSERT( pixMinU>=0 && pixMinU<lm_pixCanvasSizeU && pixMinV>=0 && pixMinV<lm_pixCanvasSizeV);
|
|
|
|
// get the light source properties of the layer
|
|
lm_plsLight = pbsl->bsl_plsLightSource;
|
|
_vLight = &lm_plsLight->ls_penEntity->GetPlacement().pl_PositionVector;
|
|
_fMinLightDistance = lm_pbpoPolygon->bpo_pbplPlane->bpl_plAbsolute.PointDistance(*_vLight);
|
|
_f1oFallOff = 1.0f / lm_plsLight->ls_rFallOff;
|
|
_ulLightFlags = lm_plsLight->ls_ulFlags;
|
|
_ulPolyFlags = lm_pbpoPolygon->bpo_ulFlags;
|
|
lm_colLight = lm_plsLight->GetLightColor();
|
|
pbsl->bsl_colLastAnim = lm_colLight;
|
|
|
|
// if there is no influence, do nothing
|
|
if( (pbsl->bsl_pixSizeU>>lm_iMipShift)==0 || (pbsl->bsl_pixSizeV>>lm_iMipShift)==0
|
|
|| _iPixCt<=0 || _iRowCt<=0) return FALSE;
|
|
|
|
// adjust for sector ambient
|
|
if( _ulLightFlags&LSF_SUBSTRACTSECTORAMBIENT) {
|
|
COLOR colAmbient = lm_pbpoPolygon->bpo_pbscSector->bsc_colAmbient;
|
|
IncrementByteWithClip( ((UBYTE*)&lm_colLight)[1], -((UBYTE*)&colAmbient)[1]);
|
|
IncrementByteWithClip( ((UBYTE*)&lm_colLight)[2], -((UBYTE*)&colAmbient)[2]);
|
|
IncrementByteWithClip( ((UBYTE*)&lm_colLight)[3], -((UBYTE*)&colAmbient)[3]);
|
|
if( _ulPolyFlags&BPOF_HASDIRECTIONALAMBIENT)
|
|
{ // find directional layers for each shadow layer
|
|
FOREACHINLIST( CBrushShadowLayer, bsl_lnInShadowMap, lm_pbsmShadowMap->bsm_lhLayers, itbsl)
|
|
{ // loop thru layers
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
if( bsl.bsl_plsLightSource->ls_ulFlags&LSF_DIRECTIONAL)
|
|
{ // skip if no ambient color
|
|
colAmbient = bsl.bsl_plsLightSource->ls_colAmbient & 0xFFFFFF00;
|
|
if( IsBlack(colAmbient)) continue;
|
|
// substract ambient
|
|
IncrementByteWithClip( ((UBYTE*)&lm_colLight)[1], -((UBYTE*)&colAmbient)[1]);
|
|
IncrementByteWithClip( ((UBYTE*)&lm_colLight)[2], -((UBYTE*)&colAmbient)[2]);
|
|
IncrementByteWithClip( ((UBYTE*)&lm_colLight)[3], -((UBYTE*)&colAmbient)[3]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// prepare intermediate light interpolants
|
|
FLOAT3D v00 = (lm_vO+lm_vStepU*pixMinU + lm_vStepV*pixMinV) - *_vLight;
|
|
FLOAT fFactor = FTOX * _f1oFallOff*_f1oFallOff;
|
|
FLOAT fL2Row = v00%v00;
|
|
FLOAT fDDL2oDU = lm_vStepU%lm_vStepU;
|
|
FLOAT fDDL2oDV = lm_vStepV%lm_vStepV;
|
|
FLOAT fDDL2oDUoDV = lm_vStepU%lm_vStepV;
|
|
FLOAT fDL2oDURow = fDDL2oDU + 2*(lm_vStepU%v00);
|
|
FLOAT fDL2oDV = fDDL2oDV + 2*(lm_vStepV%v00);
|
|
//_v00 = v00;
|
|
|
|
#if ((ASMOPT == 1) && (!defined __GNU_INLINE__))
|
|
#if (defined __MSVC_INLINE__)
|
|
__asm {
|
|
fld D [fDDL2oDU]
|
|
fadd D [fDDL2oDU]
|
|
fld D [fDDL2oDV]
|
|
fadd D [fDDL2oDV]
|
|
fld D [fDDL2oDUoDV]
|
|
fadd D [fDDL2oDUoDV]
|
|
// st0=2*fDDL2oDUoDV, st1=2*fDDL2oDV, st2=2*fDDL2oDU
|
|
fld D [fL2Row]
|
|
fmul D [fFactor]
|
|
fld D [fDL2oDURow]
|
|
fmul D [fFactor]
|
|
fld D [fDL2oDV]
|
|
fmul D [fFactor]
|
|
// st0=fDL2oDV*fFactor, st1=fDL2oDURow*fFactor, st2=fL2Row*fFactor,
|
|
// st3=2*fDDL2oDUoDV, st4=2*fDDL2oDV, st5=2*fDDL2oDU
|
|
fld D [fFactor]
|
|
fmul st(4),st(0)
|
|
fmul st(5),st(0)
|
|
fmulp st(6),st(0)
|
|
fistp D [_slDL2oDV]
|
|
fistp D [_slDL2oDURow]
|
|
fistp D [_slL2Row]
|
|
fistp D [_slDDL2oDUoDV]
|
|
fistp D [_slDDL2oDV]
|
|
fistp D [_slDDL2oDU]
|
|
}
|
|
#elif (defined __GNU_INLINE__)
|
|
STUBBED("inline asm.");
|
|
#else
|
|
#error Please write inline assembly for your platform.
|
|
#endif
|
|
|
|
#else
|
|
fDDL2oDU *= 2;
|
|
fDDL2oDV *= 2;
|
|
fDDL2oDUoDV *= 2;
|
|
_slL2Row = FloatToInt( fL2Row * fFactor);
|
|
_slDDL2oDU = FloatToInt( fDDL2oDU * fFactor);
|
|
_slDDL2oDV = FloatToInt( fDDL2oDV * fFactor);
|
|
_slDDL2oDUoDV = FloatToInt( fDDL2oDUoDV * fFactor);
|
|
_slDL2oDURow = FloatToInt( fDL2oDURow * fFactor);
|
|
_slDL2oDV = FloatToInt( fDL2oDV * fFactor);
|
|
#endif
|
|
|
|
// prepare final light interpolants
|
|
_slLightMax = 255;
|
|
_slHotSpot = FloatToInt( 255.0f * lm_plsLight->ls_rHotSpot * _f1oFallOff);
|
|
_slLightStep = FloatToInt( 65535.0f / (255.0f - _slHotSpot));
|
|
// dark light inverts parameters
|
|
if( _ulLightFlags & LSF_DARKLIGHT) {
|
|
_slLightMax = -_slLightMax;
|
|
_slLightStep = -_slLightStep;
|
|
}
|
|
|
|
// saturate light color
|
|
lm_colLight = AdjustColor( lm_colLight, _slShdHueShift, _slShdSaturation);
|
|
// all done
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
// add one layer to the shadow map (pubMask=NULL for no mask)
|
|
void CLayerMixer::AddOneLayerPoint( CBrushShadowLayer *pbsl, UBYTE *pubMask, UBYTE ubMask)
|
|
{
|
|
// try to prepare layer for this point light
|
|
_pfWorldEditingProfile.StartTimer( CWorldEditingProfile::PTI_ADDONELAYERPOINT);
|
|
if( !PrepareOneLayerPoint( pbsl, pubMask==NULL)) {
|
|
_pfWorldEditingProfile.StopTimer( CWorldEditingProfile::PTI_ADDONELAYERPOINT);
|
|
return;
|
|
}
|
|
|
|
// determine diffusion presence and corresponding routine
|
|
BOOL bDiffusion = (_ulLightFlags&LSF_DIFFUSION) && !(_ulPolyFlags&BPOF_NOPLANEDIFFUSION);
|
|
// masked or non-masked?
|
|
if( pubMask==NULL) {
|
|
// non-masked
|
|
if( !lm_bDynamic && bDiffusion) {
|
|
// non-masked diffusion
|
|
AddDiffusionPoint();
|
|
} else {
|
|
// non-masked ambient
|
|
AddAmbientPoint();
|
|
}
|
|
} else {
|
|
// masked
|
|
if( bDiffusion) {
|
|
// masked diffusion
|
|
AddDiffusionMaskPoint( pubMask, ubMask);
|
|
} else {
|
|
AddAmbientMaskPoint( pubMask, ubMask);
|
|
}
|
|
}
|
|
|
|
// all done
|
|
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_ADDONELAYERPOINT);
|
|
}
|
|
|
|
|
|
|
|
// apply gradient to layer
|
|
void CLayerMixer::AddOneLayerGradient( CGradientParameters &gp)
|
|
{
|
|
// convert gradient parameters for plane
|
|
ASSERT( Abs(gp.gp_fH1-gp.gp_fH0)>0.0001f);
|
|
FLOAT f1oDH = 1.0f / (gp.gp_fH1-gp.gp_fH0);
|
|
FLOAT fGr00 = (lm_vO % gp.gp_vGradientDir - gp.gp_fH0) *f1oDH;
|
|
FLOAT fDGroDI = (lm_vStepU % gp.gp_vGradientDir) *f1oDH;
|
|
FLOAT fDGroDJ = (lm_vStepV % gp.gp_vGradientDir) *f1oDH;
|
|
fDGroDI += fDGroDI/lm_pixPolygonSizeU;
|
|
fDGroDJ += fDGroDJ/lm_pixPolygonSizeV;
|
|
SLONG fixDGroDI = FloatToInt(fDGroDI*32767.0f); // 16:15
|
|
SLONG fixDGroDJ = FloatToInt(fDGroDJ*32767.0f); // 16:15
|
|
COLOR col0 = gp.gp_col0;
|
|
COLOR col1 = gp.gp_col1;
|
|
_pulLayer = lm_pulShadowMap;
|
|
FLOAT fStart = Clamp( fGr00-(fDGroDJ+fDGroDI)*0.5f, 0.0f, 1.0f);
|
|
|
|
#if ((ASMOPT == 1) && (!defined __GNU_INLINE__))
|
|
#if (defined __MSVC_INLINE__)
|
|
__int64 mmRowAdv;
|
|
SLONG fixGRow = (fGr00-(fDGroDJ+fDGroDI)*0.5f)*32767.0f; // 16:15
|
|
SLONG slModulo = (lm_pixCanvasSizeU-lm_pixPolygonSizeU) *BYTES_PER_TEXEL;
|
|
COLOR colStart = LerpColor( col0, col1, fStart);
|
|
INDEX ctCols = lm_pixPolygonSizeU;
|
|
INDEX ctRows = lm_pixPolygonSizeV;
|
|
BOOL bDarkLight = gp.gp_bDark;
|
|
|
|
__asm {
|
|
mov eax,D [colStart]
|
|
mov ebx,D [col0]
|
|
mov edx,D [col1]
|
|
bswap eax
|
|
bswap ebx
|
|
bswap edx
|
|
movd mm1,eax
|
|
movd mm2,ebx
|
|
movd mm3,edx
|
|
punpcklbw mm1,mm1
|
|
punpcklbw mm2,mm2
|
|
punpcklbw mm3,mm3
|
|
psrlw mm1,2
|
|
psrlw mm2,1
|
|
psrlw mm3,1
|
|
// eventually adjust for dark light
|
|
cmp D [bDarkLight],0
|
|
je skipDark
|
|
pcmpeqd mm0,mm0
|
|
pxor mm1,mm0
|
|
pxor mm2,mm0
|
|
pxor mm3,mm0
|
|
psubw mm1,mm0
|
|
psubw mm2,mm0
|
|
psubw mm3,mm0
|
|
skipDark:
|
|
// keep colors
|
|
movq mm0,mm2
|
|
movq mm7,mm3
|
|
// find row and column advancers
|
|
psubw mm3,mm2
|
|
movq mm2,mm3
|
|
movd mm5,D [fixDGroDI]
|
|
movd mm6,D [fixDGroDJ]
|
|
punpcklwd mm5,mm5
|
|
punpcklwd mm6,mm6
|
|
punpckldq mm5,mm5
|
|
punpckldq mm6,mm6
|
|
pmulhw mm2,mm5 // column color advancer (8:6)
|
|
pmulhw mm3,mm6 // row color advancer (8:6)
|
|
movq Q [mmRowAdv],mm3
|
|
|
|
// prepare starting variables
|
|
movq mm5,mm0
|
|
movq mm6,mm7
|
|
psraw mm5,1 // starting color
|
|
psraw mm6,1 // ending color
|
|
pxor mm0,mm0
|
|
mov esi,D [fixGRow]
|
|
mov edi,D [_pulLayer]
|
|
mov edx,D [ctRows]
|
|
rowLoop:
|
|
mov ebx,esi
|
|
movq mm4,mm1
|
|
mov ecx,D [ctCols]
|
|
pixLoop:
|
|
// add or substract light pixel to underlying pixel
|
|
movq mm7,mm4
|
|
psraw mm7,6
|
|
movd mm3,D [edi]
|
|
punpcklbw mm3,mm0
|
|
paddw mm3,mm7
|
|
packuswb mm3,mm0
|
|
movd D [edi],mm3
|
|
|
|
// advance to next pixel
|
|
add ebx,D [fixDGroDI]
|
|
cmp ebx,0x8000
|
|
ja pixClamp
|
|
paddw mm4,mm2
|
|
add edi,4
|
|
dec ecx
|
|
jnz pixLoop
|
|
jmp pixDone
|
|
pixClamp:
|
|
movq mm4,mm6
|
|
jg pixNext
|
|
movq mm4,mm5
|
|
pixNext:
|
|
add edi,4
|
|
dec ecx
|
|
jnz pixLoop
|
|
pixDone:
|
|
|
|
// advance to next row
|
|
add esi,D [fixDGroDJ]
|
|
cmp esi,0x8000
|
|
ja rowClamp
|
|
paddw mm1,Q [mmRowAdv]
|
|
add edi,D [slModulo]
|
|
dec edx
|
|
jnz rowLoop
|
|
jmp rowDone
|
|
rowClamp:
|
|
movq mm1,mm6
|
|
jg rowNext
|
|
movq mm1,mm5
|
|
rowNext:
|
|
add edi,D [slModulo]
|
|
dec edx
|
|
jnz rowLoop
|
|
rowDone:
|
|
emms
|
|
}
|
|
#elif (defined __GNU_INLINE__)
|
|
|
|
STUBBED("WRITE ME. Argh.");
|
|
|
|
#else
|
|
#error Need inline assembly for your platform.
|
|
#endif
|
|
|
|
#else
|
|
// well, make gradient ...
|
|
SLONG slR0=0,slG0=0,slB0=0;
|
|
SLONG slR1=0,slG1=0,slB1=0;
|
|
ColorToRGB( col0, (UBYTE&)slR0,(UBYTE&)slG0,(UBYTE&)slB0);
|
|
ColorToRGB( col1, (UBYTE&)slR1,(UBYTE&)slG1,(UBYTE&)slB1);
|
|
if( gp.gp_bDark) {
|
|
slR0 = -slR0; slG0 = -slG0; slB0 = -slB0;
|
|
slR1 = -slR1; slG1 = -slG1; slB1 = -slB1;
|
|
}
|
|
fixDGroDI >>= 1; // 16:14
|
|
fixDGroDJ >>= 1; // 16:14
|
|
SWORD fixRrow = Lerp( slR0,slR1,fStart) <<6; // 8:6
|
|
SWORD fixGrow = Lerp( slG0,slG1,fStart) <<6; // 8:6
|
|
SWORD fixBrow = Lerp( slB0,slB1,fStart) <<6; // 8:6
|
|
SWORD fixDRoDI = ((slR1-slR0)*fixDGroDI)>>8;
|
|
SWORD fixDGoDI = ((slG1-slG0)*fixDGroDI)>>8;
|
|
SWORD fixDBoDI = ((slB1-slB0)*fixDGroDI)>>8;
|
|
SWORD fixDRoDJ = ((slR1-slR0)*fixDGroDJ)>>8;
|
|
SWORD fixDGoDJ = ((slG1-slG0)*fixDGroDJ)>>8;
|
|
SWORD fixDBoDJ = ((slB1-slB0)*fixDGroDJ)>>8;
|
|
|
|
// loop it, baby
|
|
FLOAT fGrRow = fGr00 - (fDGroDJ+fDGroDI)*0.5f;
|
|
PIX pixOffset = 0;
|
|
PIX pixModulo = lm_pixCanvasSizeU-lm_pixPolygonSizeU;
|
|
for( INDEX j=0; j<lm_pixPolygonSizeV; j++)
|
|
{ // prepare row
|
|
FLOAT fGrCol = fGrRow;
|
|
SWORD fixRcol = fixRrow;
|
|
SWORD fixGcol = fixGrow;
|
|
SWORD fixBcol = fixBrow;
|
|
for( INDEX i=0; i<lm_pixPolygonSizeU; i++)
|
|
{ // loop pixels
|
|
SLONG slR = Clamp( fixRcol>>6, -255, +255);
|
|
SLONG slG = Clamp( fixGcol>>6, -255, +255);
|
|
SLONG slB = Clamp( fixBcol>>6, -255, +255);
|
|
IncrementByteWithClip( ((UBYTE*)&_pulLayer[pixOffset])[0], slR);
|
|
IncrementByteWithClip( ((UBYTE*)&_pulLayer[pixOffset])[1], slG);
|
|
IncrementByteWithClip( ((UBYTE*)&_pulLayer[pixOffset])[2], slB);
|
|
// advance to next pixel
|
|
fGrCol += fDGroDI;
|
|
pixOffset++;
|
|
if( fGrCol<0) {
|
|
fixRcol = slR0<<6;
|
|
fixGcol = slG0<<6;
|
|
fixBcol = slB0<<6;
|
|
} else if( fGrCol>1) {
|
|
fixRcol = slR1<<6;
|
|
fixGcol = slG1<<6;
|
|
fixBcol = slB1<<6;
|
|
} else {
|
|
fixRcol += fixDRoDI;
|
|
fixGcol += fixDGoDI;
|
|
fixBcol += fixDBoDI;
|
|
}
|
|
}
|
|
// advance to next row
|
|
fGrRow += fDGroDJ;
|
|
pixOffset += pixModulo;
|
|
if( fGrRow<0) {
|
|
fixRrow = slR0<<6;
|
|
fixGrow = slG0<<6;
|
|
fixBrow = slB0<<6;
|
|
} else if( fGrRow>1) {
|
|
fixRrow = slR1<<6;
|
|
fixGrow = slG1<<6;
|
|
fixBrow = slB1<<6;
|
|
} else {
|
|
fixRrow += fixDRoDJ;
|
|
fixGrow += fixDGoDJ;
|
|
fixBrow += fixDBoDJ;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// apply directional light or ambient to layer
|
|
void CLayerMixer::AddDirectional(void)
|
|
{
|
|
#if ASMOPT == 1
|
|
ULONG ulLight = ByteSwap( lm_colLight);
|
|
#if (defined __MSVC_INLINE__)
|
|
__asm {
|
|
// prepare pointers and variables
|
|
mov edi,D [_pulLayer]
|
|
mov ebx,D [_iRowCt]
|
|
movd mm6,D [ulLight]
|
|
punpckldq mm6,mm6
|
|
rowLoop:
|
|
mov ecx,D [_iPixCt]
|
|
shr ecx,1
|
|
jz pixRest
|
|
pixLoop:
|
|
// mix underlaying pixels with the constant color pixel
|
|
movq mm5,Q [edi]
|
|
paddusb mm5,mm6
|
|
movq Q [edi],mm5
|
|
// advance to next pixel
|
|
add edi,8
|
|
dec ecx
|
|
jnz pixLoop
|
|
pixRest:
|
|
test D [_iPixCt],1
|
|
jz rowNext
|
|
movd mm5,D [edi]
|
|
paddusb mm5,mm6
|
|
movd D [edi],mm5
|
|
add edi,4
|
|
rowNext:
|
|
// advance to the next row
|
|
add edi,D [_slModulo]
|
|
dec ebx
|
|
jnz rowLoop
|
|
emms
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
// prepare pointers and variables
|
|
"pushl %%ebx \n\t"
|
|
"movl %%ecx,%%ebx \n\t"
|
|
|
|
"movd (%%eax), %%mm6 \n\t"
|
|
"punpckldq %%mm6, %%mm6 \n\t"
|
|
|
|
"0: \n\t" // rowLoop
|
|
"movl %%edx, %%ecx \n\t"
|
|
"shrl $1, %%ecx \n\t"
|
|
"jz 2f \n\t" // pixRest
|
|
|
|
"1: \n\t" // pixLoop
|
|
// mix underlaying pixels with the constant color pixel
|
|
"movq (%%edi), %%mm5 \n\t"
|
|
"paddusb %%mm6, %%mm5 \n\t"
|
|
"movq %%mm5, (%%edi) \n\t"
|
|
|
|
// advance to next pixel
|
|
"addl $8, %%edi \n\t"
|
|
"decl %%ecx \n\t"
|
|
"jnz 1b \n\t" // pixLoop
|
|
"2: \n\t" // pixRest
|
|
"testl $1, %%edx \n\t"
|
|
"jz 3f \n\t" // rowNext
|
|
"movd (%%edi), %%mm5 \n\t"
|
|
"paddusb %%mm6, %%mm5 \n\t"
|
|
"movd %%mm5, (%%edi) \n\t"
|
|
"addl $4, %%edi \n\t"
|
|
|
|
"3: \n\t" // rowNext
|
|
// advance to the next row
|
|
"addl %%esi, %%edi \n\t"
|
|
"decl %%ebx \n\t"
|
|
"jnz 0b \n\t" // rowLoop
|
|
"popl %%ebx \n\t"
|
|
"emms \n\t"
|
|
: // no outputs.
|
|
: "S" (_slModulo), "D" (_pulLayer), "a" (&ulLight), "c" (_iRowCt),
|
|
"d" (_iPixCt)
|
|
: "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Write inline assembly for your platform.
|
|
#endif
|
|
|
|
#else
|
|
|
|
// for each pixel in the shadow map
|
|
for( PIX pixV=0; pixV<_iRowCt; pixV++) {
|
|
for( PIX pixU=0; pixU<_iPixCt; pixU++) {
|
|
// add the intensity to the pixel
|
|
AddToCluster( (UBYTE*)_pulLayer);
|
|
_pulLayer++; // go to the next pixel
|
|
} // go to the next row
|
|
_pulLayer += _slModulo;
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
// apply directional light thru mask to layer
|
|
void CLayerMixer::AddMaskDirectional( UBYTE *pubMask, UBYTE ubMask)
|
|
{
|
|
#if ASMOPT == 1
|
|
ULONG ulLight = ByteSwap( lm_colLight);
|
|
#if (defined __MSVC_INLINE__)
|
|
// prepare some local variables
|
|
__asm {
|
|
// prepare pointers and variables
|
|
movzx edx,B [ubMask]
|
|
mov esi,D [pubMask]
|
|
mov edi,D [_pulLayer]
|
|
mov ebx,D [_iRowCt]
|
|
movd mm6,D [ulLight]
|
|
rowLoop:
|
|
mov ecx,D [_iPixCt]
|
|
pixLoop:
|
|
// mix underlaying pixels with the constant light color if not shaded
|
|
test dl,B [esi]
|
|
jz skipLight
|
|
movd mm5,D [edi]
|
|
paddusb mm5,mm6
|
|
movd D [edi],mm5
|
|
skipLight:
|
|
// advance to next pixel
|
|
add edi,4
|
|
rol dl,1
|
|
adc esi,0
|
|
dec ecx
|
|
jnz pixLoop
|
|
// advance to the next row
|
|
add edi,D [_slModulo]
|
|
dec ebx
|
|
jnz rowLoop
|
|
emms
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
// prepare pointers and variables
|
|
"pushl %%ebx \n\t" // save GCC's register.
|
|
"movl (" ASMSYM(_iRowCt) "), %%ebx \n\t"
|
|
"pushl %%ecx \n\t"
|
|
"movzbl (%%edx), %%edx \n\t"
|
|
"movd (%%eax), %%mm6 \n\t"
|
|
|
|
"0: \n\t" // rowLoop
|
|
"movl (%%esp), %%ecx \n\t"
|
|
|
|
"1: \n\t" // pixLoop
|
|
// mix underlaying pixels with the constant light color if not shaded
|
|
"testb (%%esi), %%dl \n\t"
|
|
"jz 2f \n\t" // skipLight
|
|
"movd (%%edi), %%mm5 \n\t"
|
|
"paddusb %%mm6, %%mm5 \n\t"
|
|
"movd %%mm5, (%%edi) \n\t"
|
|
|
|
"2: \n\t" // skipLight
|
|
// advance to next pixel
|
|
"addl $4, %%edi \n\t"
|
|
"rolb $1, %%dl \n\t"
|
|
"adcl $0, %%esi \n\t"
|
|
"decl %%ecx \n\t"
|
|
"jnz 1b \n\t" // pixLoop
|
|
|
|
// advance to the next row
|
|
"addl (" ASMSYM(_slModulo) "), %%edi \n\t"
|
|
"decl %%ebx \n\t"
|
|
"jnz 0b \n\t" // rowLoop
|
|
"emms \n\t"
|
|
"popl %%ebx \n\t" // lose _iPixCt we pushed.
|
|
"popl %%ebx \n\t" // restore GCC's register.
|
|
:
|
|
: "d" (&ubMask), "S" (pubMask), "D" (_pulLayer),
|
|
"a" (&ulLight), "c" (_iPixCt)
|
|
: "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Please write inline assembly for your platform.
|
|
#endif
|
|
|
|
#else
|
|
|
|
// for each pixel in the shadow map
|
|
for( PIX pixV=0; pixV<_iRowCt; pixV++) {
|
|
for( PIX pixU=0; pixU<_iPixCt; pixU++) {
|
|
// if the point is not masked
|
|
if( *pubMask&ubMask) {
|
|
// add the intensity to the pixel
|
|
AddToCluster( (UBYTE*)_pulLayer);
|
|
} // go to the next pixel
|
|
_pulLayer++;
|
|
ubMask<<=1;
|
|
if( ubMask==0) {
|
|
pubMask ++;
|
|
ubMask = 1;
|
|
}
|
|
} // go to the next row
|
|
_pulLayer += _slModulo;
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
// apply directional light to layer
|
|
// (pubMask=NULL for no mask, ubMask = 0xFF for full mask)
|
|
void CLayerMixer::AddOneLayerDirectional( CBrushShadowLayer *pbsl, UBYTE *pubMask, UBYTE ubMask)
|
|
{
|
|
// only if there is color light (ambient is added at initial fill)
|
|
if( !(lm_pbpoPolygon->bpo_ulFlags&BPOF_HASDIRECTIONALLIGHT)) return;
|
|
_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_ADDONELAYERDIRECTIONAL);
|
|
|
|
// determine light influence dimensions
|
|
_iPixCt = pbsl->bsl_pixSizeU >>lm_iMipShift;
|
|
_iRowCt = pbsl->bsl_pixSizeV >>lm_iMipShift;
|
|
PIX pixMinU = pbsl->bsl_pixMinU >>lm_iMipShift;
|
|
PIX pixMinV = pbsl->bsl_pixMinV >>lm_iMipShift;
|
|
ASSERT( pixMinU==0 && pixMinV==0);
|
|
// clamp influence to polygon size
|
|
if( _iPixCt > lm_pixPolygonSizeU && pubMask==NULL) _iPixCt = lm_pixPolygonSizeU;
|
|
if( _iRowCt > lm_pixPolygonSizeV) _iRowCt = lm_pixPolygonSizeV;
|
|
_slModulo = (lm_pixCanvasSizeU-_iPixCt) *BYTES_PER_TEXEL;
|
|
_pulLayer = lm_pulShadowMap;
|
|
|
|
// if there is no influence, do nothing
|
|
if( (pbsl->bsl_pixSizeU>>lm_iMipShift)==0 || (pbsl->bsl_pixSizeV>>lm_iMipShift)==0
|
|
|| _iPixCt<=0 || _iRowCt<=0) {
|
|
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_ADDONELAYERDIRECTIONAL);
|
|
return;
|
|
}
|
|
|
|
// get the light source of the layer
|
|
lm_plsLight = pbsl->bsl_plsLightSource;
|
|
const FLOAT3D &vLight = lm_plsLight->ls_penEntity->GetPlacement().pl_PositionVector;
|
|
AnglesToDirectionVector( lm_plsLight->ls_penEntity->GetPlacement().pl_OrientationAngle,
|
|
lm_vLightDirection);
|
|
// calculate intensity
|
|
FLOAT fIntensity = 1.0f;
|
|
if( !(lm_pbpoPolygon->bpo_ulFlags&BPOF_NOPLANEDIFFUSION)) {
|
|
fIntensity = -((lm_pbpoPolygon->bpo_pbplPlane->bpl_plAbsolute)%lm_vLightDirection);
|
|
fIntensity = ClampDn( fIntensity, 0.0f);
|
|
}
|
|
// calculate light color and ambient
|
|
lm_colLight = lm_plsLight->GetLightColor();
|
|
pbsl->bsl_colLastAnim = lm_colLight;
|
|
ULONG ulIntensity = NormFloatToByte(fIntensity);
|
|
ulIntensity = (ulIntensity<<CT_RSHIFT)|(ulIntensity<<CT_GSHIFT)|(ulIntensity<<CT_BSHIFT);
|
|
lm_colLight = MulColors( lm_colLight, ulIntensity);
|
|
lm_colLight = AdjustColor( lm_colLight, _slShdHueShift, _slShdSaturation);
|
|
|
|
// masked or non-masked?
|
|
if( pubMask==NULL) {
|
|
// non-masked
|
|
AddDirectional();
|
|
} else {
|
|
// masked
|
|
AddMaskDirectional( pubMask, ubMask);
|
|
}
|
|
|
|
// all done
|
|
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_ADDONELAYERDIRECTIONAL);
|
|
}
|
|
|
|
|
|
|
|
// clamper helper
|
|
static INDEX GetDither(void)
|
|
{
|
|
shd_iDithering = Clamp( shd_iDithering, 0L, 5L);
|
|
INDEX iDither = shd_iDithering;
|
|
if( iDither>2) iDither++;
|
|
return iDither;
|
|
}
|
|
|
|
|
|
// mix one mip-map
|
|
void CLayerMixer::MixOneMipmap(CBrushShadowMap *pbsm, INDEX iMipmap)
|
|
{
|
|
// remember general data
|
|
CalculateData( pbsm, iMipmap);
|
|
const BOOL bDynamicOnly = lm_pbpoPolygon->bpo_ulFlags&BPOF_DYNAMICLIGHTSONLY;
|
|
|
|
// fill with sector ambient
|
|
_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_AMBIENTFILL);
|
|
|
|
// eventually add ambient component of all directional layers that might contribute
|
|
COLOR colAmbient = 0x80808000UL; // overide ambient light color for dynamic lights only
|
|
if( !bDynamicOnly) {
|
|
colAmbient = AdjustColor( lm_pbpoPolygon->bpo_pbscSector->bsc_colAmbient, _slShdHueShift, _slShdSaturation);
|
|
if( lm_pbpoPolygon->bpo_ulFlags&BPOF_HASDIRECTIONALAMBIENT) {
|
|
{FOREACHINLIST( CBrushShadowLayer, bsl_lnInShadowMap, lm_pbsmShadowMap->bsm_lhLayers, itbsl) {
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
CLightSource &ls = *bsl.bsl_plsLightSource;
|
|
ASSERT( &ls!=NULL); if( &ls==NULL) continue; // safety check
|
|
if( !(ls.ls_ulFlags&LSF_DIRECTIONAL)) continue; // skip non-directional layers
|
|
COLOR col = AdjustColor( ls.GetLightAmbient(), _slShdHueShift, _slShdSaturation);
|
|
colAmbient = AddColors( colAmbient, col);
|
|
}}
|
|
}
|
|
} // set initial color
|
|
|
|
#if (defined USE_PORTABLE_C)
|
|
register ULONG count = this->lm_pixCanvasSizeU * this->lm_pixCanvasSizeV;
|
|
#if PLATFORM_LITTLEENDIAN
|
|
// Forces C fallback; BYTESWAP itself is a no-op on little endian.
|
|
register ULONG swapped = BYTESWAP32_unsigned(colAmbient);
|
|
#else
|
|
STUBBED("actually need byteswap?");
|
|
// (uses inline asm on MacOS PowerPC)
|
|
register ULONG swapped = colAmbient;
|
|
BYTESWAP(swapped);
|
|
#endif
|
|
|
|
for (ULONG *ptr = this->lm_pulShadowMap; count; count--)
|
|
{
|
|
*ptr = swapped;
|
|
ptr++;
|
|
}
|
|
|
|
#elif (defined __MSVC_INLINE__)
|
|
__asm {
|
|
cld
|
|
mov ebx,D [this]
|
|
mov ecx,D [ebx].lm_pixCanvasSizeU
|
|
imul ecx,D [ebx].lm_pixCanvasSizeV
|
|
mov edi,D [ebx].lm_pulShadowMap
|
|
mov eax,D [colAmbient]
|
|
bswap eax
|
|
rep stosd
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
"cld \n\t"
|
|
"imull %%esi, %%ecx \n\t"
|
|
"bswapl %%eax \n\t"
|
|
"rep \n\t"
|
|
"stosl \n\t"
|
|
: // no outputs.
|
|
: "c" (this->lm_pixCanvasSizeU), "S" (this->lm_pixCanvasSizeV),
|
|
"a" (colAmbient), "D" (this->lm_pulShadowMap)
|
|
: "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Please write inline assembly for your platform.
|
|
#endif
|
|
|
|
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_AMBIENTFILL);
|
|
|
|
// find gradient layer
|
|
CGradientParameters gpGradient;
|
|
BOOL bHasGradient = FALSE;
|
|
ULONG ulGradientType = lm_pbpoPolygon->bpo_bppProperties.bpp_ubGradientType;
|
|
if( ulGradientType>0) {
|
|
CEntity *pen = lm_pbpoPolygon->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
|
if( pen!=NULL) bHasGradient = pen->GetGradient( ulGradientType, gpGradient);
|
|
}
|
|
// add gradient if gradient is light
|
|
if( bHasGradient && !gpGradient.gp_bDark) AddOneLayerGradient( gpGradient);
|
|
|
|
// for each shadow layer
|
|
lm_pbsmShadowMap->sm_ulFlags &= ~SMF_ANIMATINGLIGHTS;
|
|
{FORDELETELIST( CBrushShadowLayer, bsl_lnInShadowMap, lm_pbsmShadowMap->bsm_lhLayers, itbsl)
|
|
{
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
CLightSource &ls = *bsl.bsl_plsLightSource;
|
|
ASSERT( &ls!=NULL); if( &ls==NULL) continue; // safety check
|
|
|
|
// skip if should not be applied
|
|
if( (bDynamicOnly && !(ls.ls_ulFlags&LSF_NONPERSISTENT)) || ls.ls_ulFlags&LSF_DYNAMIC) continue;
|
|
|
|
// set corresponding shadowmap flag if this is an animating light
|
|
if( ls.ls_paoLightAnimation!=NULL) lm_pbsmShadowMap->sm_ulFlags |= SMF_ANIMATINGLIGHTS;
|
|
|
|
// if the layer is calculated
|
|
if( bsl.bsl_pubLayer!=NULL)
|
|
{
|
|
UBYTE *pub;
|
|
UBYTE ubMask;
|
|
FindLayerMipmap( itbsl, pub, ubMask);
|
|
// add the layer to the shadow map with masking
|
|
if( ls.ls_ulFlags&LSF_DIRECTIONAL) {
|
|
AddOneLayerDirectional( itbsl, pub, ubMask);
|
|
} else {
|
|
AddOneLayerPoint( itbsl, pub, ubMask);
|
|
}
|
|
}
|
|
// if the layer is all light
|
|
else if( !(bsl.bsl_ulFlags&BSLF_CALCULATED) || (bsl.bsl_ulFlags&BSLF_ALLLIGHT))
|
|
{
|
|
// add the layer to the shadow map without masking
|
|
if( ls.ls_ulFlags&LSF_DIRECTIONAL) {
|
|
AddOneLayerDirectional( itbsl, NULL);
|
|
} else {
|
|
AddOneLayerPoint( itbsl, NULL);
|
|
}
|
|
}
|
|
}}
|
|
|
|
// if gradient is dark, substract gradient
|
|
if( bHasGradient && gpGradient.gp_bDark) AddOneLayerGradient( gpGradient);
|
|
|
|
// do eventual filtering of shadow layer
|
|
shd_iFiltering = Clamp( shd_iFiltering, 0L, +6L);
|
|
if( shd_iFiltering>0) {
|
|
FilterBitmap( shd_iFiltering, lm_pulShadowMap, lm_pulShadowMap,
|
|
lm_pixPolygonSizeU, lm_pixPolygonSizeV, lm_pixCanvasSizeU, lm_pixCanvasSizeV);
|
|
}
|
|
// do eventual dithering of shadow layer
|
|
const INDEX iDither = GetDither();
|
|
if( !(_pGfx->gl_ulFlags&GLF_32BITTEXTURES)) shd_bFineQuality = FALSE;
|
|
if( iDither && !(shd_bFineQuality)) {
|
|
DitherBitmap( iDither, lm_pulShadowMap, lm_pulShadowMap,
|
|
lm_pixPolygonSizeU, lm_pixPolygonSizeV, lm_pixCanvasSizeU, lm_pixCanvasSizeV);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// copy from static shadow map to dynamic layer
|
|
__forceinline void CLayerMixer::CopyShadowLayer(void)
|
|
{
|
|
#if (defined USE_PORTABLE_C)
|
|
STUBBED("shadow layer stuff");
|
|
|
|
#elif (defined __MSVC_INLINE__)
|
|
__asm {
|
|
cld
|
|
mov ebx,D [this]
|
|
mov ecx,D [ebx].lm_pixCanvasSizeU
|
|
imul ecx,D [ebx].lm_pixCanvasSizeV
|
|
mov esi,D [ebx].lm_pulStaticShadowMap
|
|
mov edi,D [ebx].lm_pulShadowMap
|
|
rep movsd
|
|
}
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
"cld \n\t"
|
|
"imull %%eax, %%ecx \n\t"
|
|
"rep \n\t"
|
|
"movsl \n\t"
|
|
: // no outputs.
|
|
: "c" (this->lm_pixCanvasSizeU), "a" (this->lm_pixCanvasSizeV),
|
|
"S" (this->lm_pulStaticShadowMap), "D" (this->lm_pulShadowMap)
|
|
: "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Please write inline assembly for your platform.
|
|
#endif
|
|
}
|
|
|
|
|
|
// copy from static shadow map to dynamic layer
|
|
__forceinline void CLayerMixer::FillShadowLayer( COLOR col)
|
|
{
|
|
#if (defined USE_PORTABLE_C)
|
|
STUBBED("FillShadowLayer");
|
|
|
|
#elif (defined __MSVC_INLINE__)
|
|
__asm {
|
|
cld
|
|
mov ebx,D [this]
|
|
mov ecx,D [ebx].lm_pixCanvasSizeU
|
|
imul ecx,D [ebx].lm_pixCanvasSizeV
|
|
mov edi,D [ebx].lm_pulShadowMap
|
|
mov eax,D [col]
|
|
bswap eax // convert to R,G,B,A memory format!
|
|
rep stosd
|
|
}
|
|
|
|
#elif (defined __GNU_INLINE__)
|
|
__asm__ __volatile__ (
|
|
"cld \n\t"
|
|
"imull %%edx, %%ecx \n\t"
|
|
"bswapl %%eax \n\t" // convert to R,G,B,A memory format!
|
|
"rep \n\t"
|
|
"stosl \n\t"
|
|
: // no outputs.
|
|
: "c" (this->lm_pixCanvasSizeU), "d" (this->lm_pixCanvasSizeV),
|
|
"a" (col), "D" (this->lm_pulShadowMap)
|
|
: "cc", "memory"
|
|
);
|
|
|
|
#else
|
|
#error Please write inline assembly for your platform.
|
|
#endif
|
|
}
|
|
|
|
|
|
// mix dynamic lights
|
|
void CLayerMixer::MixOneMipmapDynamic( CBrushShadowMap *pbsm, INDEX iMipmap)
|
|
{
|
|
// remember general data
|
|
CalculateData( pbsm, iMipmap);
|
|
// if static shadow map is all flat
|
|
if( pbsm->sm_pulCachedShadowMap==&pbsm->sm_colFlat) {
|
|
// just fill dynamic shadow map with flat color
|
|
FillShadowLayer( pbsm->sm_colFlat);
|
|
} // if not flat
|
|
else {
|
|
// copy static layer
|
|
CopyShadowLayer();
|
|
}
|
|
|
|
// for each shadow layer
|
|
{FORDELETELIST( CBrushShadowLayer, bsl_lnInShadowMap, lm_pbsmShadowMap->bsm_lhLayers, itbsl)
|
|
{ // the layer's light source must be valid
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
CLightSource &ls = *bsl.bsl_plsLightSource;
|
|
ASSERT( &ls!=NULL);
|
|
if( !(ls.ls_ulFlags&LSF_DYNAMIC)) continue;
|
|
COLOR colLight = ls.GetLightColor() & ~CT_AMASK;
|
|
if( IsBlack(colLight)) continue;
|
|
// apply one layer
|
|
colLight = AdjustColor( colLight, _slShdHueShift, _slShdSaturation);
|
|
AddOneLayerPoint( itbsl, NULL);
|
|
}}
|
|
}
|
|
|
|
|
|
// constructor
|
|
CLayerMixer::CLayerMixer( CBrushShadowMap *pbsm, INDEX iFirstMip, INDEX iLastMip, BOOL bDynamic)
|
|
{
|
|
lm_bDynamic = bDynamic;
|
|
if( bDynamic) {
|
|
// check dynamic layers for complete blackness
|
|
BOOL bAllBlack = TRUE;
|
|
pbsm->sm_ulFlags &= ~SMF_DYNAMICBLACK;
|
|
{FORDELETELIST( CBrushShadowLayer, bsl_lnInShadowMap, pbsm->bsm_lhLayers, itbsl) {
|
|
CLightSource &ls = *itbsl->bsl_plsLightSource;
|
|
ASSERT( &ls!=NULL);
|
|
if( !(ls.ls_ulFlags&LSF_DYNAMIC)) continue;
|
|
COLOR colLight = ls.GetLightColor() & ~CT_AMASK;
|
|
itbsl->bsl_colLastAnim = colLight;
|
|
if( !IsBlack(colLight)) bAllBlack = FALSE; // must continue because of layer info update (light anim and such stuff)
|
|
}}
|
|
// skip mixing if dynamic layers were all black
|
|
if( bAllBlack) {
|
|
pbsm->sm_ulFlags |= SMF_DYNAMICBLACK;
|
|
return;
|
|
}
|
|
// need to mix in
|
|
for( INDEX iMipmap=iFirstMip; iMipmap<=iLastMip; iMipmap++) MixOneMipmapDynamic( pbsm, iMipmap);
|
|
}
|
|
// mix static layers
|
|
else {
|
|
for( INDEX iMipmap=iFirstMip; iMipmap<=iLastMip; iMipmap++) MixOneMipmap( pbsm, iMipmap);
|
|
}
|
|
}
|
|
|
|
|
|
// mix all layers into cached shadow map
|
|
void CBrushShadowMap::MixLayers( INDEX iFirstMip, INDEX iLastMip, BOOL bDynamic/*=FALSE*/)
|
|
{
|
|
_sfStats.StartTimer( CStatForm::STI_SHADOWUPDATE);
|
|
_pfWorldEditingProfile.StartTimer( CWorldEditingProfile::PTI_MIXLAYERS);
|
|
// mix the layers with a shadow mixer
|
|
CLayerMixer lmMixer( this, iFirstMip, iLastMip, bDynamic);
|
|
_pfWorldEditingProfile.StopTimer( CWorldEditingProfile::PTI_MIXLAYERS);
|
|
_sfStats.StopTimer( CStatForm::STI_SHADOWUPDATE);
|
|
}
|