softgpu: Store color values as integers instead of as floating points.

This commit is contained in:
Tony Wasserka 2013-06-29 00:35:48 +02:00 committed by neobrain
parent 7fdce30199
commit b42b30e795
4 changed files with 38 additions and 33 deletions

View File

@ -26,40 +26,40 @@ void Process(VertexData& vertex)
if (!gstate.isLightingEnabled())
return;
Vec3<float> mec = Vec3<float>(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB())/255.f;
Vec3<int> mec = Vec3<int>(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB());
Vec3<float> mac = (gstate.materialupdate&1)
? Vec3<float>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB())/255.f
Vec3<int> mac = (gstate.materialupdate&1)
? Vec3<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB())
: vertex.color0.rgb();
vertex.color0.r() = mec.r() + mac.r() * gstate.getAmbientR()/255.f;
vertex.color0.g() = mec.g() + mac.g() * gstate.getAmbientG()/255.f;
vertex.color0.b() = mec.b() + mac.b() * gstate.getAmbientB()/255.f;
vertex.color0.r() = mec.r() + mac.r() * gstate.getAmbientR()/255;
vertex.color0.g() = mec.g() + mac.g() * gstate.getAmbientG()/255;
vertex.color0.b() = mec.b() + mac.b() * gstate.getAmbientB()/255;
float maa = (gstate.materialupdate&1) ? gstate.getMaterialAmbientA()/255.f : vertex.color0.a();
vertex.color0.a() = gstate.getAmbientA()/255.f * maa;
int maa = (gstate.materialupdate&1) ? gstate.getMaterialAmbientA() : vertex.color0.a();
vertex.color0.a() = gstate.getAmbientA() * maa / 255;
for (unsigned int light = 0; light < 4; ++light) {
if (!gstate.isLightChanEnabled(light))
continue;
Vec3<float> ldc = Vec3<float>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light))/255.f;
Vec3<float> mdc = (gstate.materialupdate&2)
? Vec3<float>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())/255.f
Vec3<int> ldc = Vec3<int>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light));
Vec3<int> mdc = (gstate.materialupdate&2)
? Vec3<int>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())
: vertex.color0.rgb();
Vec3<float> L = Vec3<float>(getFloat24(gstate.lpos[3*light]&0xFFFFFF), getFloat24(gstate.lpos[3*light+1]&0xFFFFFF),getFloat24(gstate.lpos[3*light+2]&0xFFFFFF));
L -= vertex.worldpos;
float factor = Dot(L,vertex.normal) / L.Length() / vertex.worldpos.Length();
vertex.color0.r() += ldc.r() * mdc.r() * factor;
vertex.color0.g() += ldc.g() * mdc.g() * factor;
vertex.color0.b() += ldc.b() * mdc.b() * factor;
vertex.color0.r() += ldc.r() * mdc.r() * factor / 255;
vertex.color0.g() += ldc.g() * mdc.g() * factor / 255;
vertex.color0.b() += ldc.b() * mdc.b() * factor / 255;
}
// Currently only implementing ambient+diffuse lighting, so secondary color is always zero anyway
//if (!gstate.isUsingSecondaryColor())
{
vertex.color1 = Vec3<float>(0.f, 0.f, 0.f);
vertex.color1 = Vec3<int>(0, 0, 0);
}
}

View File

@ -120,12 +120,12 @@ void DrawTriangle(VertexData vertexdata[3])
float t = (vertexdata[0].texturecoords.t() * w0 / vertexdata[0].clippos.w + vertexdata[1].texturecoords.t() * w1 / vertexdata[1].clippos.w + vertexdata[2].texturecoords.t() * w2 / vertexdata[2].clippos.w) / den;
u32 vcol0 = 0;
if ((gstate.shademodel&1) == GE_SHADE_GOURAUD)
vcol0 = (int)((vertexdata[0].color0.r() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.r() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.r() * w2 / vertexdata[2].clippos.w) / den * 255) +
(int)((vertexdata[0].color0.g() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.g() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.g() * w2 / vertexdata[2].clippos.w) / den * 255)*256 +
(int)((vertexdata[0].color0.b() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.b() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.b() * w2 / vertexdata[2].clippos.w) / den * 255)*256*256 +
(int)((vertexdata[0].color0.a() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.a() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.a() * w2 / vertexdata[2].clippos.w) / den * 255)*256*256*256;
vcol0 = (int)((vertexdata[0].color0.r() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.r() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.r() * w2 / vertexdata[2].clippos.w) / den) +
(int)((vertexdata[0].color0.g() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.g() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.g() * w2 / vertexdata[2].clippos.w) / den)*256 +
(int)((vertexdata[0].color0.b() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.b() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.b() * w2 / vertexdata[2].clippos.w) / den)*256*256 +
(int)((vertexdata[0].color0.a() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.a() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.a() * w2 / vertexdata[2].clippos.w) / den)*256*256*256;
else
vcol0 = vertexdata[2].color0.r() + (vertexdata[2].color0.g()*256) + (vertexdata[2].color0.b()*256*256) + (vertexdata[2].color0.a()*256*256*256);
vcol0 = vertexdata[2].color0.r() | (vertexdata[2].color0.g()<<8) | (vertexdata[2].color0.b()<<16) | (vertexdata[2].color0.a()<<24);
u32 color = /*TextureDecoder::*/SampleNearest(0, s, t);
*(u32*)&fb[p.x*4+p.y*FB_WIDTH*4] = color | vcol0;

View File

@ -124,17 +124,17 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
if (vreader.hasColor0()) {
float col[4];
vreader.ReadColor0(col);
data[i].color0 = Vec4<float>(col[0], col[1], col[2], col[3]);
data[i].color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
} else {
data[i].color0 = Vec4<float>((gstate.materialdiffuse&0xFF)/255.f, ((gstate.materialdiffuse>>8)&0xFF)/255.f, ((gstate.materialdiffuse>>16)&0xFF)/255.f, (gstate.materialalpha&0xFF)/255.f);
data[i].color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
}
if (vreader.hasColor1()) {
float col[3];
vreader.ReadColor0(col);
data[i].color1 = Vec3<float>(col[0], col[1], col[2]);
data[i].color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
} else {
data[i].color1 = Vec3<float>(0.f, 0.f, 0.f);
data[i].color1 = Vec3<int>(0, 0, 0);
}
if (!gstate.isModeThrough()) {

View File

@ -42,6 +42,7 @@ struct VertexData
void Lerp(float t, const VertexData& a, const VertexData& b)
{
#define LINTERP(T, OUT, IN) (OUT) + ((IN - OUT) * T)
#define LINTERP_INT(T, OUT, IN) (OUT) + (((IN - OUT) * T) >> 8)
// World coords only needed for lighting, so we don't Lerp those
@ -60,14 +61,18 @@ struct VertexData
normal.y = LINTERP(t, a.normal.y, b.normal.y);
normal.z = LINTERP(t, a.normal.z, b.normal.z);
color0.x = LINTERP(t, a.color0.x, b.color0.x);
color0.y = LINTERP(t, a.color0.y, b.color0.y);
color0.z = LINTERP(t, a.color0.z, b.color0.z);
color0.w = LINTERP(t, a.color0.w, b.color0.w);
u16 t_int =(u16)(t*256);
color0.x = LINTERP_INT(t_int, a.color0.x, b.color0.x);
color0.y = LINTERP_INT(t_int, a.color0.y, b.color0.y);
color0.z = LINTERP_INT(t_int, a.color0.z, b.color0.z);
color0.w = LINTERP_INT(t_int, a.color0.w, b.color0.w);
color1.x = LINTERP(t, a.color1.x, b.color1.x);
color1.y = LINTERP(t, a.color1.y, b.color1.y);
color1.z = LINTERP(t, a.color1.z, b.color1.z);
color1.x = LINTERP_INT(t_int, a.color1.x, b.color1.x);
color1.y = LINTERP_INT(t_int, a.color1.y, b.color1.y);
color1.z = LINTERP_INT(t_int, a.color1.z, b.color1.z);
#undef LINTERP
#undef LINTERP_INT
}
WorldCoords worldpos; // TODO: Storing this is dumb, should transform the light to clip space instead
@ -75,8 +80,8 @@ struct VertexData
DrawingCoords drawpos; // TODO: Shouldn't store this ?
Vec2<float> texturecoords;
Vec3<float> normal;
Vec4<float> color0; // TODO: Should be an int vector!
Vec3<float> color1; // TODO: Should be an int vector!
Vec4<int> color0;
Vec3<int> color1;
};
class TransformUnit