// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/texture_far.h" #include "nel/3d/tile_far_bank.h" #include "nel/3d/patch.h" #include "nel/3d/tile_color.h" #include "nel/3d/zone.h" #include "nel/3d/landscape.h" #include "nel/misc/system_info.h" using namespace NLMISC; using namespace NL3D; using namespace std; namespace NL3D { CRGBA CTextureFar::_LightmapExpanded[NL_NUM_PIXELS_ON_FAR_TILE_EDGE*NL_MAX_TILES_BY_PATCH_EDGE*NL_NUM_PIXELS_ON_FAR_TILE_EDGE*NL_MAX_TILES_BY_PATCH_EDGE]; uint8 CTextureFar::_LumelExpanded[(NL_MAX_TILES_BY_PATCH_EDGE*NL_LUMEL_BY_TILE+1)*(NL_MAX_TILES_BY_PATCH_EDGE*NL_LUMEL_BY_TILE+1)]; CRGBA CTextureFar::_TileTLIColors[(NL_MAX_TILES_BY_PATCH_EDGE+1)*(NL_MAX_TILES_BY_PATCH_EDGE+1)]; // *************************************************************************** CTextureFar::CTextureFar() { /* NB: define Values work only if NL_MAX_TILES_BY_PATCH_EDGE is 16. Else must change NL_MAX_FAR_EDGE and NL_NUM_RECTANGLE_RATIO */ nlctassert(NL_MAX_TILES_BY_PATCH_EDGE==16); // This texture is releasable. It doesn't stays in standard memory after been uploaded into video memory. setReleasable (true); // Init upload format 16 bits setUploadFormat(RGB565); // Set filter mode. No mipmap! setFilterMode (Linear, LinearMipMapOff); // Wrap setWrapS (Clamp); setWrapT (Clamp); // init update Lighting _ULPrec= this; _ULNext= this; // Start With All Patch of Max Far (64x64) Frees! uint freeListId= getFreeListId(NL_MAX_FAR_PATCH_EDGE, NL_MAX_FAR_PATCH_EDGE); for(uint i=0;i_ULPrec= _ULPrec; _ULPrec->_ULNext= _ULNext; // link to igNext. _ULNext= textNext; _ULPrec= textNext->_ULPrec; // link others to me. _ULNext->_ULPrec= this; _ULPrec->_ULNext= this; } // *************************************************************************** void CTextureFar::unlinkUL() { // first, unlink others from me. NB: works even if _ULPrec==_ULNext==this. _ULNext->_ULPrec= _ULPrec; _ULPrec->_ULNext= _ULNext; // reset _ULPrec= this; _ULNext= this; } // *************************************************************************** uint CTextureFar::getFreeListId(uint width, uint height) { nlassert(width>=height); nlassert(isPowerOf2(width)); nlassert(isPowerOf2(height)); nlassert(width<=NL_MAX_FAR_PATCH_EDGE); // compute the level index uint sizeIndex= getPowerOf2(NL_MAX_FAR_PATCH_EDGE / width); nlassert(sizeIndex < NL_NUM_FAR_PATCH_EDGE_LEVEL); // Compute the aspect ratio index. uint aspectRatioIndex= getPowerOf2(width/height); nlassert(aspectRatioIndex < NL_NUM_FAR_RECTANGLE_RATIO ); return sizeIndex*NL_NUM_FAR_RECTANGLE_RATIO + aspectRatioIndex; } // *************************************************************************** bool CTextureFar::getUpperSize(uint &width, uint &height) { nlassert(width>=height); nlassert(isPowerOf2(width)); nlassert(isPowerOf2(height)); // if height is smaller than widht, then reduce the ratio if(width>height) { height*= 2; return true; } else { // else raise up to the next square level, if possible if(widthgetOrderS ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); uint height=(pPatch->getOrderT ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); // make width the biggest if(width no more space => -1 return -1; } } // *************************************************************************** void CTextureFar::recursSplitNext(uint wson, uint hson) { // get the upper subTexture uint wup= wson, hup= hson; nlverify( getUpperSize(wup, hup) ); // get the list id. uint fatherListId= getFreeListId(wup, hup); // if must split bigger patch... if(_FreeSpaces[fatherListId].empty()) { // recurs, try to get a bigger subtexture and split it. recursSplitNext(wup, hup); } // OK, now we should have a free entry. nlassert( !_FreeSpaces[fatherListId].empty() ); // remove from free list, because it is split now! CVector2s fatherPos= _FreeSpaces[fatherListId].front(); _FreeSpaces[fatherListId].pop_front(); // Create New free rectangles for sons uint sonListId= getFreeListId(wson, hson); CVector2s sonPos; // if my son is a rectangle son if(wson>hson) { // Then Add 2 free Spaces! sonPos.x= fatherPos.x; // 1st. sonPos.y= fatherPos.y; _FreeSpaces[sonListId].push_back(sonPos); // 2nd. sonPos.y= fatherPos.y+hson; _FreeSpaces[sonListId].push_back(sonPos); } else { // Then Add 4 free Spaces! // 1st. sonPos.x= fatherPos.x; sonPos.y= fatherPos.y; _FreeSpaces[sonListId].push_back(sonPos); // 2nd. sonPos.x= fatherPos.x+wson; sonPos.y= fatherPos.y; _FreeSpaces[sonListId].push_back(sonPos); // 3rd. sonPos.x= fatherPos.x; sonPos.y= fatherPos.y+hson; _FreeSpaces[sonListId].push_back(sonPos); // 4th. sonPos.x= fatherPos.x+wson; sonPos.y= fatherPos.y+hson; _FreeSpaces[sonListId].push_back(sonPos); } } // *************************************************************************** void CTextureFar::allocatePatch (CPatch *pPatch, uint farIndex, float& farUScale, float& farVScale, float& farUBias, float& farVBias, bool& bRot) { // get the size of the subtexture to allocate uint width=(pPatch->getOrderS ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); uint height=(pPatch->getOrderT ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); // make width the biggest if(widthgetOrderS() < pPatch->getOrderT() ); // Scale is the same for all farUScale=(float)(width-1)/(float)NL_FAR_TEXTURE_EDGE_SIZE; farVScale=(float)(height-1)/(float)NL_FAR_TEXTURE_EDGE_SIZE; // UBias is the same for all farUBias=((float)pos.x+0.5f)/(float)NL_FAR_TEXTURE_EDGE_SIZE; // UBias is the same for all farVBias=((float)pos.y+0.5f)/(float)NL_FAR_TEXTURE_EDGE_SIZE; } // *************************************************************************** // Remove a patch in the CTexture Patch void CTextureFar::removePatch (CPatch *pPatch, uint farIndex) { // must be found CPatchIdent pid; pid.Patch= pPatch; pid.FarIndex= farIndex; TPatchToPosMap::iterator it= _PatchToPosMap.find(pid); nlassert( it != _PatchToPosMap.end() ); // get the pos where this patch texture is stored CVector2s pos= it->second; // If I erase the patch wihch must next UL, then update UL if( it == _ItULPatch ) _ItULPatch++; // erase from the 1st map _PatchToPosMap.erase(it); // erase from the second map _PosToPatchMap.erase(pos); // Append to the free list. uint width=(pPatch->getOrderS ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); uint height=(pPatch->getOrderT ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); if(widthsecond.x; int y = _ItULPatch->second.y; uint farIndex= _ItULPatch->first.FarIndex; CPatch *pPatch= _ItULPatch->first.Patch; // recompute the correct size. uint width=(pPatch->getOrderS ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); uint height=(pPatch->getOrderT ()*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(farIndex-1); if(width::iterator ite=_ListInvalidRect.begin(); while (ite!=_ListInvalidRect.end()) { // Get the PatchIdent. CVector2s pos((uint16)ite->left(), (uint16)ite->top()); TPosToPatchMap::iterator itPosToPid= _PosToPatchMap.find( pos ); // If the patch is still here... if( itPosToPid!=_PosToPatchMap.end() ) { // ReBuild the rectangle. rebuildPatch (pos, itPosToPid->second); } // Next rectangle ite++; } } else { // Parse all existing Patchs. TPosToPatchMap::iterator itPosToPid= _PosToPatchMap.begin(); while( itPosToPid!= _PosToPatchMap.end() ) { // ReBuild the rectangle. rebuildPatch (itPosToPid->first, itPosToPid->second); itPosToPid++; } } } // *************************************************************************** // Rebuild the rectangle passed with coordinate passed in parameter void CTextureFar::rebuildPatch (const CVector2s texturePos, const CPatchIdent &pid) { uint x= texturePos.x; uint y= texturePos.y; // Patch pointer CPatch* patch= pid.Patch; // Check it exists nlassert (patch); // get the order uint nS=patch->getOrderS(); uint nT=patch->getOrderT(); // get the size of the texture to compute uint subTextWidth=(nS*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)>>(pid.FarIndex-1); // Check it is a 16 bits texture nlassert (getPixelFormat()==RGBA); // Check pixels exist nlassert (getPixels().size()!=0); // Base offset of the first pixel of the patch's texture uint nBaseOffset; // Delta to add to the destination offset when walk for a pixel to the right in the source tile sint dstDeltaX; // Delta to add to the destination offset when walk for a pixel to the bottom in the source tile sint dstDeltaY; // larger than higher (regular) if (nS>=nT) { // Regular offset, top left nBaseOffset= x + y*_Width; // Regular deltaX, to the right dstDeltaX=1; // Regular deltaY, to the bottom dstDeltaY=_Width; } // higher than larger (goofy), the patch is stored with a rotation of 1 (to the left of course) else { // Goofy offset, bottom left nBaseOffset= x + y*_Width; nBaseOffset+=(subTextWidth-1)*_Width; // Goofy deltaX, to the top dstDeltaX=-(sint)_Width; // Goofy deltaY, to the right dstDeltaY=1; } // Compute the order of the patch CTileFarBank::TFarOrder orderX=CTileFarBank::order0; uint tileSize=0; switch (pid.FarIndex) { case 3: // Ratio 1:4 orderX=CTileFarBank::order2; tileSize=NL_NUM_PIXELS_ON_FAR_TILE_EDGE>>2; break; case 2: // Ratio 1:2 orderX=CTileFarBank::order1; tileSize=NL_NUM_PIXELS_ON_FAR_TILE_EDGE>>1; break; case 1: // Ratio 1:1 orderX=CTileFarBank::order0; tileSize=NL_NUM_PIXELS_ON_FAR_TILE_EDGE; break; default: // no!: must be one of the previous values nlassert (0); } // Must have a far tile bank pointer set in the CFarTexture nlassert (_Bank); // For all the tiles in the textures sint nTileInPatch=0; // ** Fill the struct for the tile fill method for each layers NL3D_CComputeTileFar TileFar; TileFar.SrcDiffusePixels = NULL; TileFar.SrcAdditivePixels = NULL; TileFar.SrcDeltaX = 0; TileFar.SrcDeltaY = 0; TileFar.AsmMMX= false; #if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) TileFar.AsmMMX= NLMISC::CSystemInfo::hasMMX(); #endif // Destination pointer // Destination delta TileFar.DstDeltaX=dstDeltaX; TileFar.DstDeltaY=dstDeltaY; // ** Build expand lightmap.. NL3D_CExpandLightmap lightMap; // Fill the structure lightMap.MulFactor=tileSize; lightMap.ColorTile=&patch->TileColors[0]; lightMap.Width=nS+1; lightMap.Height=nT+1; lightMap.StaticLightColor=patch->getZone()->getLandscape()->getStaticLight(); lightMap.DstPixels=_LightmapExpanded; // Compute current TLI colors. patch->computeCurrentTLILightmapDiv2(_TileTLIColors); lightMap.TLIColor= _TileTLIColors; // Expand the shadowmap patch->unpackShadowMap (_LumelExpanded); lightMap.LumelTile=_LumelExpanded; // Expand the patch lightmap now NL3D_expandLightmap (&lightMap); // DeltaY for lightmap TileFar.SrcLightingDeltaY=nS*tileSize; // Base Dst pointer on the tile line uint nBaseDstTileLine=nBaseOffset; for (uint t=0; tTiles[nTileInPatch]; // Check for 256 tiles... bool is256x256; uint8 uvOff; tileElm.getTile256Info(is256x256, uvOff); // Get the tile number sint tile=tileElm.Tile[l]; // Is the last layer ? bool lastLayer = ( (l == 2) || (tileElm.Tile[l+1] == NL_TILE_ELM_LAYER_EMPTY) ); // Is an non-empty layer ? if (tile!=NL_TILE_ELM_LAYER_EMPTY) { // Get the read only pointer on the far tile const CTileFarBank::CTileFar* pTile=_Bank->getTile (tile); // This pointer must not be null, else the farBank is not valid! if (pTile==NULL) nlwarning ("FarBank is not valid!"); // If the tile exist if (pTile) { // Tile exist ? if (pTile->isFill (CTileFarBank::diffuse)) { // Get rotation of the tile in this layer sint nRot=tileElm.getTileOrient(l); // Source pointer const CRGBA* pSrcDiffusePixels=pTile->getPixels (CTileFarBank::diffuse, orderX); const CRGBA* pSrcAdditivePixels=NULL; // Additive ? if (pTile->isFill (CTileFarBank::additive)) { // Use it bAdditive=true; // Get additive pointer pSrcAdditivePixels=pTile->getPixels (CTileFarBank::additive, orderX); } // Source size sint sourceSize; // Source offset (for 256) uint sourceOffset=0; // 256 ? if (is256x256) { // On the left ? if (uvOff&0x02) sourceOffset+=tileSize; // On the bottom ? if ((uvOff==1)||(uvOff==2)) sourceOffset+=2*tileSize*tileSize; // Yes, 256 sourceSize=tileSize<<1; } else { // No, 128 sourceSize=tileSize; } // Compute offset and deltas switch (nRot) { case 0: // Source pointers TileFar.SrcDiffusePixels=pSrcDiffusePixels+sourceOffset; TileFar.SrcAdditivePixels=pSrcAdditivePixels+sourceOffset; // Source delta TileFar.SrcDeltaX=1; TileFar.SrcDeltaY=sourceSize; break; case 1: { // Source pointers uint newOffset=sourceOffset+(tileSize-1); TileFar.SrcDiffusePixels=pSrcDiffusePixels+newOffset; TileFar.SrcAdditivePixels=pSrcAdditivePixels+newOffset; // Source delta TileFar.SrcDeltaX=sourceSize; TileFar.SrcDeltaY=-1; } break; case 2: { // Destination pointer uint newOffset=sourceOffset+(tileSize-1)*sourceSize+tileSize-1; TileFar.SrcDiffusePixels=pSrcDiffusePixels+newOffset; TileFar.SrcAdditivePixels=pSrcAdditivePixels+newOffset; // Source delta TileFar.SrcDeltaX=-1; TileFar.SrcDeltaY=-sourceSize; } break; case 3: { // Destination pointer uint newOffset=sourceOffset+(tileSize-1)*sourceSize; TileFar.SrcDiffusePixels=pSrcDiffusePixels+newOffset; TileFar.SrcAdditivePixels=pSrcAdditivePixels+newOffset; // Source delta TileFar.SrcDeltaX=-sourceSize; TileFar.SrcDeltaY=1; } break; } // *** Draw the layer // Alpha layer ? if (l>0) { // Additive layer ? if (bAdditive && lastLayer) NL3D_drawFarTileInFarTextureAdditiveAlpha (&TileFar); else // No additive layer NL3D_drawFarTileInFarTextureAlpha (&TileFar); } else // no alpha { // Additive layer ? if (bAdditive && lastLayer) NL3D_drawFarTileInFarTextureAdditive (&TileFar); else // No additive layer NL3D_drawFarTileInFarTexture (&TileFar); } } } } else // Stop, no more layer break; } // Next tile nTileInPatch++; // Next tile on the line nBaseDstTilePixels+=dstDeltaX*tileSize; } // Next line of tiles nBaseDstTileLine+=dstDeltaY*tileSize; } } } // NL3D // *************************************************************************** // *************************************************************************** // NL3D_ExpandLightmap. C and Asm Part // *************************************************************************** // *************************************************************************** #if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) // EMMS called not in __asm block. # pragma warning (disable : 4799) // *************************************************************************** inline void NL3D_asmEndMMX() { __asm { // close MMX computation emms } } // *************************************************************************** /** Expand a line of color with MMX. * NB: start to write at pixel 1. */ inline void NL3D_asmExpandLineColor565(const uint16 *src, CRGBA *dst, uint du, uint len) { static uint64 blank = 0; static uint64 cF800 = INT64_CONSTANT (0x0000F8000000F800); static uint64 cE000 = INT64_CONSTANT (0x0000E0000000E000); static uint64 c07E0 = INT64_CONSTANT (0x000007E0000007E0); static uint64 c0600 = INT64_CONSTANT (0x0000060000000600); static uint64 c001F = INT64_CONSTANT (0x0000001F0000001F); static uint64 c001C = INT64_CONSTANT (0x0000001C0000001C); if(len==0) return; // Loop for pix. __asm { movq mm7, blank // start at pixel 1 => increment dst, and start u= du mov esi, src mov edi, dst add edi, 4 mov ecx, len mov edx, du // Loop myLoop: // Read 565 colors //---------- // index u. mov ebx, edx shr ebx, 8 // pack the 2 colors in eax: // Hedx= color0, Ledx= color1 xor eax, eax // avoid partial stall. mov ax, [esi + ebx*2] shl eax, 16 mov ax, [esi + ebx*2 +2] // store and unpack in mm2: Hmm2= color0, Lmm2= color1 movd mm2, eax punpcklwd mm2, mm7 // reset accumulator mm3 to black movq mm3, mm7 // Expand 565 to 888: color0 and color1 in parrallel // R movq mm0, mm2 movq mm1, mm2 pand mm0, cF800 pand mm1, cE000 psrld mm0, 8 psrld mm1, 13 por mm3, mm0 por mm3, mm1 // G movq mm0, mm2 movq mm1, mm2 pand mm0, c07E0 pand mm1, c0600 pslld mm0, 5 psrld mm1, 1 por mm3, mm0 por mm3, mm1 // B movq mm0, mm2 movq mm1, mm2 pand mm0, c001F pand mm1, c001C pslld mm0, 19 pslld mm1, 14 por mm3, mm0 por mm3, mm1 // unpack mm3 quad to mm0=color0 and mm1=color1. movq mm0, mm3 movq mm1, mm3 psrlq mm0, 32 // Blend. //---------- // blend factors mov ebx, edx mov eax, 256 and ebx, 0xFF sub eax, ebx movd mm2, ebx // mm2= factor movd mm3, eax // mm3= 1-factor // replicate to the 4 words. punpckldq mm2, mm2 // mm2= 0000 00AA 0000 00AA punpckldq mm3, mm3 // mm3= 0000 00AA 0000 00AA packssdw mm2, mm2 // mm2= 00AA 00AA 00AA 00AA packssdw mm3, mm3 // mm3= 00AA 00AA 00AA 00AA // mul punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm3 // color0*(1-factor) pmullw mm1, mm2 // color1*factor // add, and unpack paddusw mm0, mm1 psrlw mm0, 8 packuswb mm0, mm0 // store movd [edi], mm0 // next pix add edx, du add edi, 4 dec ecx jnz myLoop } } // *************************************************************************** /** Expand a line of color with MMX. * NB: start to write at pixel 1. */ inline void NL3D_asmExpandLineColor8888(const CRGBA *src, CRGBA *dst, uint du, uint len) { static uint64 blank = 0; if(len==0) return; // Loop for pix. __asm { movq mm7, blank // start at pixel 1 => increment dst, and start u= du mov esi, src mov edi, dst add edi, 4 mov ecx, len mov edx, du // Loop myLoop: // Read 8888 colors //---------- // index u. mov ebx, edx shr ebx, 8 // read the 2 colors: mm0= color0, mm1= color1 movd mm0 , [esi + ebx*4] movd mm1 , [esi + ebx*4 + 4] // Blend. //---------- // blend factors mov ebx, edx mov eax, 256 and ebx, 0xFF sub eax, ebx movd mm2, ebx // mm2= factor movd mm3, eax // mm3= 1-factor // replicate to the 4 words. punpckldq mm2, mm2 // mm2= 0000 00AA 0000 00AA punpckldq mm3, mm3 // mm3= 0000 00AA 0000 00AA packssdw mm2, mm2 // mm2= 00AA 00AA 00AA 00AA packssdw mm3, mm3 // mm3= 00AA 00AA 00AA 00AA // mul punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm3 // color0*(1-factor) pmullw mm1, mm2 // color1*factor // add, and unpack paddusw mm0, mm1 psrlw mm0, 8 packuswb mm0, mm0 // store movd [edi], mm0 // next pix add edx, du add edi, 4 dec ecx jnz myLoop } } // *************************************************************************** /** Blend 2 lines of color into one line. * NB: start at pix 0 here */ inline void NL3D_asmBlendLines(CRGBA *dst, const CRGBA *src0, const CRGBA *src1, uint index, uint len) { static uint64 blank = 0; if(len==0) return; // Loop for pix. __asm { movq mm7, blank // read the factor and expand it to 4 words. mov ebx, index mov eax, 256 and ebx, 0xFF sub eax, ebx movd mm2, ebx // mm2= factor movd mm3, eax // mm3= 1-factor punpckldq mm2, mm2 // mm2= 0000 00AA 0000 00AA punpckldq mm3, mm3 // mm3= 0000 00AA 0000 00AA packssdw mm2, mm2 // mm2= 00AA 00AA 00AA 00AA packssdw mm3, mm3 // mm3= 00AA 00AA 00AA 00AA // setup ptrs mov esi, src0 mov edx, src1 sub edx, esi // difference between 2 src mov edi, dst mov ecx, len // Loop myLoop: // Read movd mm0, [esi] movd mm1, [esi+edx] // mul punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm3 // color0*(1-factor) pmullw mm1, mm2 // color1*factor // add, and unpack paddusw mm0, mm1 psrlw mm0, 8 packuswb mm0, mm0 // store movd [edi], mm0 // next pix add esi, 4 add edi, 4 dec ecx jnz myLoop } } // *************************************************************************** /** Lightmap Combining for Far level 2 (farthest) * Average 16 lumels, and deals with UserColor and TLI */ static void NL3D_asmAssembleShading1x1(const uint8 *lumels, const CRGBA *colorMap, const CRGBA *srcTLIs, const CRGBA *srcUSCs, CRGBA *dst, uint lineWidth, uint nbTexel) { static uint64 blank = 0; if(nbTexel==0) return; // local var uint offsetTLIs= ((uint)srcTLIs-(uint)dst); uint offsetUSCs= ((uint)srcUSCs-(uint)dst); // Loop for pix. __asm { movq mm7, blank // setup ptrs mov esi, lumels mov edi, dst mov ecx, nbTexel // Loop myLoop: // Average shade part //------------ mov ebx, colorMap mov edx, lineWidth // read and accumulate shade xor eax,eax // avoid partial stall // add with line 0 mov al, [esi + 0] add al, [esi + 1] adc ah, 0 add al, [esi + 2] adc ah, 0 add al, [esi + 3] adc ah, 0 // add with line 1 add al, [esi + edx + 0] adc ah, 0 add al, [esi + edx + 1] adc ah, 0 add al, [esi + edx + 2] adc ah, 0 add al, [esi + edx + 3] adc ah, 0 // add with line 2 add al, [esi + edx*2 + 0] adc ah, 0 add al, [esi + edx*2 + 1] adc ah, 0 add al, [esi + edx*2 + 2] adc ah, 0 add al, [esi + edx*2 + 3] adc ah, 0 // add with line 3 lea edx, [edx + edx*2] add al, [esi + edx + 0] adc ah, 0 add al, [esi + edx + 1] adc ah, 0 add al, [esi + edx + 2] adc ah, 0 add al, [esi + edx + 3] adc ah, 0 // average shr eax, 4 // convert to RGBA from the color Map movd mm0, [ebx + eax*4] // Assemble part //------------ mov edx, offsetTLIs mov ebx, offsetUSCs // Add with TLI, and clamp. paddusb mm0, [edi + edx] // mul with USC movd mm1, [edi + ebx] punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm1 // unpack psrlw mm0, 7 packuswb mm0, mm0 // store movd [edi], mm0 // next pix add esi, 4 // skip 4 lumels add edi, 4 // next texel dec ecx jnz myLoop } } // *************************************************************************** /** Lightmap Combining for Far level 1 (middle) * Average 4 lumels, and deals with UserColor and TLI */ static void NL3D_asmAssembleShading2x2(const uint8 *lumels, const CRGBA *colorMap, const CRGBA *srcTLIs, const CRGBA *srcUSCs, CRGBA *dst, uint lineWidth, uint nbTexel) { static uint64 blank = 0; if(nbTexel==0) return; // local var uint offsetTLIs= ((uint)srcTLIs-(uint)dst); uint offsetUSCs= ((uint)srcUSCs-(uint)dst); // Loop for pix. __asm { movq mm7, blank // setup ptrs mov esi, lumels mov edi, dst mov ecx, nbTexel // Loop myLoop: // Average shade part //------------ mov ebx, colorMap mov edx, lineWidth // read and accumulate shade xor eax,eax // avoid partial stall mov al, [esi] // read lumel // add with nbors add al, [esi + 1] adc ah, 0 add al, [esi + edx] adc ah, 0 add al, [esi + edx + 1] adc ah, 0 // average shr eax, 2 // convert to RGBA from the color Map movd mm0, [ebx + eax*4] // Assemble part //------------ mov edx, offsetTLIs mov ebx, offsetUSCs // Add with TLI, and clamp. paddusb mm0, [edi + edx] // mul with USC movd mm1, [edi + ebx] punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm1 // unpack psrlw mm0, 7 packuswb mm0, mm0 // store movd [edi], mm0 // next pix add esi, 2 // skip 2 lumels add edi, 4 // next texel dec ecx jnz myLoop } } // *************************************************************************** # pragma warning (disable : 4731) // frame pointer register 'ebp' modified by inline assembly code /** Lightmap Combining for Far level 0 (nearest) * read 1 lumel, and deals with UserColor and TLI */ static void NL3D_asmAssembleShading4x4(const uint8 *lumels, const CRGBA *colorMap, const CRGBA *srcTLIs, const CRGBA *srcUSCs, CRGBA *dst, uint nbTexel) { static uint64 blank = 0; if(nbTexel==0) return; // Loop for pix. __asm { // Use ebp as a register for faster access... push ebp movq mm7, blank // setup ptrs mov esi, lumels mov edi, dst mov edx, srcTLIs sub edx, edi // difference src and dest mov ebx, srcUSCs sub ebx, edi // difference src and dest mov ecx, nbTexel // set ebp after reading locals... mov ebp, colorMap // Loop myLoop: // read shade RGBA into the color Map xor eax,eax // avoid partial stall mov al,[esi] // read lumel movd mm0, [ebp + eax*4] // Add with TLI, and clamp. paddusb mm0, [edi + edx] // mul with USC movd mm1, [edi + ebx] punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm1 // unpack psrlw mm0, 7 packuswb mm0, mm0 // store movd [edi], mm0 // next pix add esi, 1 // next lumel add edi, 4 // next texel dec ecx jnz myLoop // restore pop ebp } } # pragma warning (default : 4731) // frame pointer register 'ebp' modified by inline assembly code #else // NL_OS_WINDOWS // Dummy for non-windows platforms inline void NL3D_asmEndMMX() {} inline void NL3D_asmExpandLineColor565(const uint16 *src, CRGBA *dst, uint du, uint len) {} inline void NL3D_asmExpandLineColor8888(const CRGBA *src, CRGBA *dst, uint du, uint len) {} inline void NL3D_asmBlendLines(CRGBA *dst, const CRGBA *src0, const CRGBA *src1, uint index, uint len) {} static void NL3D_asmAssembleShading1x1(const uint8 *lumels, const CRGBA *colorMap, const CRGBA *srcTLIs, const CRGBA *srcUSCs, CRGBA *dst, uint lineWidth, uint nbTexel) { } static void NL3D_asmAssembleShading2x2(const uint8 *lumels, const CRGBA *colorMap, const CRGBA *srcTLIs, const CRGBA *srcUSCs, CRGBA *dst, uint lineWidth, uint nbTexel) { } static void NL3D_asmAssembleShading4x4(const uint8 *lumels, const CRGBA *colorMap, const CRGBA *srcTLIs, const CRGBA *srcUSCs, CRGBA *dst, uint nbTexel) { } #endif // NL_OS_WINDOWS // *************************************************************************** extern "C" void NL3D_expandLightmap (const NL3D_CExpandLightmap* pLightmap) { bool asmMMX= false; #if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) asmMMX= CSystemInfo::hasMMX(); // A CTileColor must be a 565 only. nlassert(sizeof(CTileColor)==2); #endif // Expanded width uint dstWidth=(pLightmap->Width-1)*pLightmap->MulFactor; uint dstHeight=(pLightmap->Height-1)*pLightmap->MulFactor; // *** First expand user color and TLI colors // First pass, expand on U static CRGBA expandedUserColorLine[ (NL_MAX_TILES_BY_PATCH_EDGE+1)* (NL_MAX_TILES_BY_PATCH_EDGE+1)*NL_LUMEL_BY_TILE ]; static CRGBA expandedTLIColorLine[ (NL_MAX_TILES_BY_PATCH_EDGE+1)* (NL_MAX_TILES_BY_PATCH_EDGE+1)*NL_LUMEL_BY_TILE ]; // Second pass, expand on V. static CRGBA expandedUserColor[ (NL_MAX_TILES_BY_PATCH_EDGE+1)*NL_LUMEL_BY_TILE * (NL_MAX_TILES_BY_PATCH_EDGE+1)*NL_LUMEL_BY_TILE ]; static CRGBA expandedTLIColor[ (NL_MAX_TILES_BY_PATCH_EDGE+1)*NL_LUMEL_BY_TILE * (NL_MAX_TILES_BY_PATCH_EDGE+1)*NL_LUMEL_BY_TILE ]; // ** Expand on U //========= uint u, v; // Expansion factor uint expandFactor=((pLightmap->Width-1)<<8)/(dstWidth-1); // Destination pointer CRGBA *expandedUserColorLinePtr= expandedUserColorLine; CRGBA *expandedTLIColorLinePtr= expandedTLIColorLine; // Source pointer const NL3D::CTileColor *colorTilePtr=pLightmap->ColorTile; const NLMISC::CRGBA *colorTLIPtr= pLightmap->TLIColor; // Go for U for (v=0; vHeight; v++) { // First pixel expandedUserColorLinePtr[0].set565 (colorTilePtr[0].Color565); expandedTLIColorLinePtr[0]= colorTLIPtr[0]; // MMX implementation. //------------- if(asmMMX) { NL3D_asmExpandLineColor565(&colorTilePtr->Color565, expandedUserColorLinePtr, expandFactor, dstWidth-2); NL3D_asmExpandLineColor8888(colorTLIPtr, expandedTLIColorLinePtr, expandFactor, dstWidth-2); } // C implementation //------------- else { // Index next pixel uint srcIndexPixel=expandFactor; for (u=1; u>8; //nlassert (srcIndex>=0); // uint => always >= 0 nlassert (srcIndexWidth-1); // Compute current color CRGBA color0; CRGBA color1; color0.A = 255; color0.set565 (colorTilePtr[srcIndex].Color565); color1.A = 255; color1.set565 (colorTilePtr[srcIndex+1].Color565); expandedUserColorLinePtr[u].blendFromui (color0, color1, srcIndexPixel&0xff); // Compute current TLI color color0= colorTLIPtr[srcIndex]; color1= colorTLIPtr[srcIndex+1]; expandedTLIColorLinePtr[u].blendFromui (color0, color1, srcIndexPixel&0xff); // Next index srcIndexPixel+=expandFactor; } } // Last pixel expandedUserColorLinePtr[dstWidth-1].set565 (colorTilePtr[pLightmap->Width-1].Color565); expandedTLIColorLinePtr[dstWidth-1]= colorTLIPtr[pLightmap->Width-1]; // Next line expandedUserColorLinePtr+= dstWidth; expandedTLIColorLinePtr+= dstWidth; colorTilePtr+=pLightmap->Width; colorTLIPtr+=pLightmap->Width; } // stop MMX if used if(asmMMX) NL3D_asmEndMMX(); // ** Expand on V //========= // Expansion factor expandFactor=((pLightmap->Height-1)<<8)/(dstHeight-1); // Destination pointer CRGBA *expandedUserColorPtr= expandedUserColor; CRGBA *expandedTLIColorPtr= expandedTLIColor; // Src pointer expandedUserColorLinePtr= expandedUserColorLine; expandedTLIColorLinePtr= expandedTLIColorLine; // Copy first row memcpy(expandedUserColorPtr, expandedUserColorLinePtr, dstWidth*sizeof(CRGBA)); memcpy(expandedTLIColorPtr, expandedTLIColorLinePtr, dstWidth*sizeof(CRGBA)); // Next line expandedUserColorPtr+=dstWidth; expandedTLIColorPtr+=dstWidth; // Index next pixel uint indexPixel=expandFactor; // Go for V for (v=1; v>8; // Source pointer CRGBA *colorTilePtr0= expandedUserColorLine + index*dstWidth; CRGBA *colorTilePtr1= expandedUserColorLine + (index+1)*dstWidth; CRGBA *colorTLIPtr0= expandedTLIColorLine + index*dstWidth; CRGBA *colorTLIPtr1= expandedTLIColorLine + (index+1)*dstWidth; // MMX implementation. //------------- if(asmMMX) { NL3D_asmBlendLines(expandedUserColorPtr, colorTilePtr0, colorTilePtr1, indexPixel, dstWidth); NL3D_asmBlendLines(expandedTLIColorPtr, colorTLIPtr0, colorTLIPtr1, indexPixel, dstWidth); } // C implementation //------------- else { // Copy the row for (u=0; uHeight-1); expandedTLIColorLinePtr= expandedTLIColorLine + dstWidth*(pLightmap->Height-1); // Copy last row memcpy(expandedUserColorPtr, expandedUserColorLinePtr, dstWidth*sizeof(CRGBA)); memcpy(expandedTLIColorPtr, expandedTLIColorLinePtr, dstWidth*sizeof(CRGBA)); // *** Now combine with shading //========= // Switch to the optimal method for each expansion value switch (pLightmap->MulFactor) { case 1: { // Make 4x4 -> 1x1 blend CRGBA *lineUSCPtr= expandedUserColor; CRGBA *lineTLIPtr= expandedTLIColor; CRGBA *lineDestPtr=pLightmap->DstPixels; const uint8 *lineLumelPtr=pLightmap->LumelTile; uint lineWidth=dstWidth<<2; uint lineWidthx2=lineWidth<<1; uint lineWidthx3=lineWidthx2+lineWidth; uint lineWidthx4=lineWidth<<2; // For each line for (v=0; vStaticLightColor, lineTLIPtr, lineUSCPtr, lineDestPtr, lineWidth, dstWidth); } // C implementation //------------- else { // For each lumel block for (u=0; u>4; // Add shading with TLI color. CRGBA col; col.addRGBOnly(pLightmap->StaticLightColor[shading], lineTLIPtr[u]); // Mul by the userColor lineDestPtr[u].modulateFromColorRGBOnly(col, lineUSCPtr[u]); lineDestPtr[u].R = min(((uint)lineDestPtr[u].R)*2, 255U); lineDestPtr[u].G = min(((uint)lineDestPtr[u].G)*2, 255U); lineDestPtr[u].B = min(((uint)lineDestPtr[u].B)*2, 255U); } } // Next line lineUSCPtr+=dstWidth; lineTLIPtr+=dstWidth; lineDestPtr+=dstWidth; lineLumelPtr+=lineWidthx4; } break; } case 2: { // Make 2x2 -> 1x1 blend CRGBA *lineUSCPtr= expandedUserColor; CRGBA *lineTLIPtr= expandedTLIColor; CRGBA *lineDestPtr=pLightmap->DstPixels; const uint8 *lineLumelPtr=pLightmap->LumelTile; uint lineWidth=dstWidth*2; uint lineWidthx2=lineWidth<<1; // For each line for (v=0; vStaticLightColor, lineTLIPtr, lineUSCPtr, lineDestPtr, lineWidth, dstWidth); } // C implementation //------------- else { // For each lumel block for (u=0; u>2; // Add shading with TLI color. CRGBA col; col.addRGBOnly(pLightmap->StaticLightColor[shading], lineTLIPtr[u]); // Mul by the userColor lineDestPtr[u].modulateFromColorRGBOnly(col, lineUSCPtr[u]); lineDestPtr[u].R = min(((uint)lineDestPtr[u].R)*2, 255U); lineDestPtr[u].G = min(((uint)lineDestPtr[u].G)*2, 255U); lineDestPtr[u].B = min(((uint)lineDestPtr[u].B)*2, 255U); } } // Next line lineUSCPtr+=dstWidth; lineTLIPtr+=dstWidth; lineDestPtr+=dstWidth; lineLumelPtr+=lineWidthx2; } break; } case 4: // Make copy CRGBA *lineUSCPtr= expandedUserColor; CRGBA *lineTLIPtr= expandedTLIColor; CRGBA *lineDestPtr=pLightmap->DstPixels; const uint8 *lineLumelPtr=pLightmap->LumelTile; uint nbTexel=dstWidth*dstHeight; // MMX implementation. //------------- if(asmMMX) { NL3D_asmAssembleShading4x4(lineLumelPtr, pLightmap->StaticLightColor, lineTLIPtr, lineUSCPtr, lineDestPtr, nbTexel); } // C implementation //------------- else { // For each pixel for (u=0; uStaticLightColor[shading], lineTLIPtr[u]); // Mul by the userColor lineDestPtr[u].modulateFromColorRGBOnly(col, lineUSCPtr[u]); lineDestPtr[u].R = min(((uint)lineDestPtr[u].R)*2, 255U); lineDestPtr[u].G = min(((uint)lineDestPtr[u].G)*2, 255U); lineDestPtr[u].B = min(((uint)lineDestPtr[u].B)*2, 255U); } } break; } // stop MMX if used if(asmMMX) NL3D_asmEndMMX(); } // *************************************************************************** // *************************************************************************** // NL3D_drawFarTileInFar*. C and Asm Part // *************************************************************************** // *************************************************************************** #if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) // *************************************************************************** inline void NL3D_asmModulateLineColors(CRGBA *dst, const CRGBA *src0, const CRGBA *src1, uint len, uint src0DeltaX, uint dstDeltaX) { static uint64 blank= 0; if(len==0) return; __asm { movq mm7, blank mov esi, src0 // esi point to src Pixels mov edx, src1 // edx point to src lighting pixels mov edi, dst mov ecx, len // compute increments for esi and edi mov eax, src0DeltaX mov ebx, dstDeltaX sal eax, 2 sal ebx, 2 myLoop: // read colors movd mm0, [esi] movd mm1, [edx] // mul mm0 and mm1 punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm1 psrlw mm0, 8 // pack packuswb mm0, mm0 // out movd [edi], mm0 // increment add esi, eax add edi, ebx add edx, 4 dec ecx jnz myLoop } } // *************************************************************************** inline void NL3D_asmModulateAndBlendLineColors(CRGBA *dst, const CRGBA *src0, const CRGBA *src1, uint len, uint src0DeltaX, uint dstDeltaX) { static uint64 blank= 0; static uint64 one= INT64_CONSTANT (0x0100010001000100); if(len==0) return; __asm { movq mm7, blank movq mm6, one mov esi, src0 // esi point to src Pixels mov edx, src1 // edx point to src lighting pixels mov edi, dst mov ecx, len // compute increments for esi and edi mov eax, src0DeltaX mov ebx, dstDeltaX sal eax, 2 sal ebx, 2 myLoop: // read colors movd mm0, [esi] movd mm1, [edx] // save and unpack Alpha. NB: ABGR movq mm2, mm0 psrld mm2, 24 // mm2= 0000 0000 0000 00AA punpckldq mm2, mm2 // mm2= 0000 00AA 0000 00AA packssdw mm2, mm2 // mm2= 00AA 00AA 00AA 00AA // negate with 256. movq mm3, mm6 psubusw mm3, mm2 // mul mm0 and mm1 punpcklbw mm0, mm7 punpcklbw mm1, mm7 pmullw mm0, mm1 psrlw mm0, 8 // Alpha Blend with mm3 and mm2 movd mm1, [edi] // read dest punpcklbw mm1, mm7 pmullw mm0, mm2 // mm0= srcColor*A pmullw mm1, mm3 // mm1= dstColor*(1-A) // add and pack paddusw mm0, mm1 psrlw mm0, 8 packuswb mm0, mm0 // out movd [edi], mm0 // increment add esi, eax add edi, ebx add edx, 4 dec ecx jnz myLoop } } #else // NL_OS_WINDOWS // Dummy for non-windows platforms inline void NL3D_asmModulateLineColors(CRGBA *dst, const CRGBA *src0, const CRGBA *src1, uint len, uint src0DeltaX, uint dstDeltaX) { } inline void NL3D_asmModulateAndBlendLineColors(CRGBA *dst, const CRGBA *src0, const CRGBA *src1, uint len, uint src0DeltaX, uint dstDeltaX) { } #endif // *************************************************************************** void NL3D_drawFarTileInFarTexture (const NL3D_CComputeTileFar* pTileFar) { // Pointer of the Src diffuse pixels const CRGBA* pSrcPixels=pTileFar->SrcDiffusePixels; // Pointer of the Dst pixels const CRGBA* pSrcLightPixels=pTileFar->SrcLightingPixels; // Pointer of the Dst pixels CRGBA* pDstPixels=pTileFar->DstPixels; // For each pixels int x, y; for (y=0; ySize; y++) { // MMX implementation //--------- if(pTileFar->AsmMMX) { NL3D_asmModulateLineColors(pDstPixels, pSrcPixels, pSrcLightPixels, pTileFar->Size, pTileFar->SrcDeltaX, pTileFar->DstDeltaX); } // C Implementation. //--------- else { // Pointer of the source line const CRGBA* pSrcLine=pSrcPixels; // Pointer of the source lighting line const CRGBA* pSrcLightingLine=pSrcLightPixels; // Pointer of the destination line CRGBA* pDstLine=pDstPixels; // For each pixels on the line for (x=0; xSize; x++) { // Read and write a pixel pDstLine->R=(uint8)(((uint)pSrcLine->R*(uint)pSrcLightingLine->R)>>8); pDstLine->G=(uint8)(((uint)pSrcLine->G*(uint)pSrcLightingLine->G)>>8); pDstLine->B=(uint8)(((uint)pSrcLine->B*(uint)pSrcLightingLine->B)>>8); // Next pixel pSrcLine+=pTileFar->SrcDeltaX; pSrcLightingLine++; pDstLine+=pTileFar->DstDeltaX; } } // Next line pSrcPixels+=pTileFar->SrcDeltaY; pSrcLightPixels+=pTileFar->SrcLightingDeltaY; pDstPixels+=pTileFar->DstDeltaY; } // stop MMX if used if(pTileFar->AsmMMX) NL3D_asmEndMMX(); } // *************************************************************************** void NL3D_drawFarTileInFarTextureAlpha (const NL3D_CComputeTileFar* pTileFar) { // Pointer of the Src pixels const CRGBA* pSrcPixels=pTileFar->SrcDiffusePixels; // Pointer of the Dst pixels const CRGBA* pSrcLightPixels=pTileFar->SrcLightingPixels; // Pointer of the Dst pixels CRGBA* pDstPixels=pTileFar->DstPixels; // Fill the buffer with layer 0 int x, y; for (y=0; ySize; y++) { // MMX implementation //--------- if(pTileFar->AsmMMX) { NL3D_asmModulateAndBlendLineColors(pDstPixels, pSrcPixels, pSrcLightPixels, pTileFar->Size, pTileFar->SrcDeltaX, pTileFar->DstDeltaX); } // C Implementation. //--------- else { // Pointer of the source line const CRGBA* pSrcLine=pSrcPixels; // Pointer of the source lighting line const CRGBA* pSrcLightingLine=pSrcLightPixels; // Pointer of the Dst pixels CRGBA* pDstLine=pDstPixels; // For each pixels on the line for (x=0; xSize; x++) { // Read and write a pixel register uint alpha=pSrcLine->A; register uint oneLessAlpha=255-pSrcLine->A; pDstLine->R=(uint8)(((((uint)pSrcLine->R*(uint)pSrcLightingLine->R)>>8)*alpha+(uint)pDstLine->R*oneLessAlpha)>>8); pDstLine->G=(uint8)(((((uint)pSrcLine->G*(uint)pSrcLightingLine->G)>>8)*alpha+(uint)pDstLine->G*oneLessAlpha)>>8); pDstLine->B=(uint8)(((((uint)pSrcLine->B*(uint)pSrcLightingLine->B)>>8)*alpha+(uint)pDstLine->B*oneLessAlpha)>>8); // Next pixel pSrcLine+=pTileFar->SrcDeltaX; pSrcLightingLine++; pDstLine+=pTileFar->DstDeltaX; } } // Next line pSrcPixels+=pTileFar->SrcDeltaY; pSrcLightPixels+=pTileFar->SrcLightingDeltaY; pDstPixels+=pTileFar->DstDeltaY; } // stop MMX if used if(pTileFar->AsmMMX) NL3D_asmEndMMX(); } // *************************************************************************** // TODO: asm implementation of this function \\// //#ifdef NL_NO_ASM void NL3D_drawFarTileInFarTextureAdditive (const NL3D_CComputeTileFar* pTileFar) { // Pointer of the Src diffuse pixels const CRGBA* pSrcPixels=pTileFar->SrcDiffusePixels; // Pointer of the Src additive pixels const CRGBA* pSrcAddPixels=pTileFar->SrcAdditivePixels; // Pointer of the Dst pixels const CRGBA* pSrcLightPixels=pTileFar->SrcLightingPixels; // Pointer of the Dst pixels CRGBA* pDstPixels=pTileFar->DstPixels; // For each pixels int x, y; for (y=0; ySize; y++) { // Pointer of the source line const CRGBA* pSrcLine=pSrcPixels; // Pointer of the source line const CRGBA* pSrcAddLine=pSrcAddPixels; // Pointer of the source lighting line const CRGBA* pSrcLightingLine=pSrcLightPixels; // Pointer of the destination line CRGBA* pDstLine=pDstPixels; // For each pixels on the line for (x=0; xSize; x++) { // Read and write a pixel uint nTmp=(((uint)pSrcLine->R*(uint)pSrcLightingLine->R)>>8)+(uint)pSrcAddLine->R; if (nTmp>255) nTmp=255; pDstLine->R=(uint8)nTmp; nTmp=(((uint)pSrcLine->G*(uint)pSrcLightingLine->G)>>8)+(uint)pSrcAddLine->G; if (nTmp>255) nTmp=255; pDstLine->G=(uint8)nTmp; nTmp=(((uint)pSrcLine->B*(uint)pSrcLightingLine->B)>>8)+(uint)pSrcAddLine->B; if (nTmp>255) nTmp=255; pDstLine->B=(uint8)nTmp; // Next pixel pSrcLine+=pTileFar->SrcDeltaX; pSrcAddLine+=pTileFar->SrcDeltaX; pSrcLightingLine++; pDstLine+=pTileFar->DstDeltaX; } // Next line pSrcPixels+=pTileFar->SrcDeltaY; pSrcAddPixels+=pTileFar->SrcDeltaY; pSrcLightPixels+=pTileFar->SrcLightingDeltaY; pDstPixels+=pTileFar->DstDeltaY; } } //#endif // NL_NO_ASM // *************************************************************************** // TODO: asm implementation of this function \\// //#ifdef NL_NO_ASM void NL3D_drawFarTileInFarTextureAdditiveAlpha (const NL3D_CComputeTileFar* pTileFar) { // Pointer of the Src pixels const CRGBA* pSrcPixels=pTileFar->SrcDiffusePixels; // Pointer of the Src pixels const CRGBA* pSrcAddPixels=pTileFar->SrcAdditivePixels; // Pointer of the Src pixels const CRGBA* pSrcLightPixels=pTileFar->SrcLightingPixels; // Pointer of the Dst pixels CRGBA* pDstPixels=pTileFar->DstPixels; // Fill the buffer with layer 0 int x, y; for (y=0; ySize; y++) { // Pointer of the source line const CRGBA* pSrcLine=pSrcPixels; // Pointer of the source line const CRGBA* pSrcAddLine=pSrcAddPixels; // Pointer of the source lighting line const CRGBA* pSrcLightingLine=pSrcLightPixels; // Pointer of the Dst pixels CRGBA* pDstLine=pDstPixels; // For each pixels on the line for (x=0; xSize; x++) { // Read and write a pixel register uint alpha=pSrcLine->A; register uint oneLessAlpha=255-pSrcLine->A; // Read and write a pixel uint nTmp=(((uint)pSrcLine->R*(uint)pSrcLightingLine->R)>>8)+(uint)pSrcAddLine->R; if (nTmp>255) nTmp=255; pDstLine->R=(uint8)((nTmp*alpha+pDstLine->R*oneLessAlpha)>>8); nTmp=(((uint)pSrcLine->G*(uint)pSrcLightingLine->G)>>8)+(uint)pSrcAddLine->G; if (nTmp>255) nTmp=255; pDstLine->G=(uint8)((nTmp*alpha+pDstLine->G*oneLessAlpha)>>8); nTmp=(((uint)pSrcLine->B*(uint)pSrcLightingLine->B)>>8)+(uint)pSrcAddLine->B; if (nTmp>255) nTmp=255; pDstLine->B=(uint8)((nTmp*alpha+pDstLine->B*oneLessAlpha)>>8); // Next pixel pSrcLine+=pTileFar->SrcDeltaX; pSrcAddLine+=pTileFar->SrcDeltaX; pSrcLightingLine++; pDstLine+=pTileFar->DstDeltaX; } // Next line pSrcPixels+=pTileFar->SrcDeltaY; pSrcAddPixels+=pTileFar->SrcDeltaY; pSrcLightPixels+=pTileFar->SrcLightingDeltaY; pDstPixels+=pTileFar->DstDeltaY; } } //#endif // NL_NO_ASM