Burningsvideo 0.52

- scissor for 2D
- downscaled internal rendertargets,interlaced drawing
- supertuxkart gui ok

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6154 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
engineer_apple
2020-11-10 18:49:39 +00:00
parent 6805226b5b
commit 5cb28ea357
59 changed files with 2115 additions and 1848 deletions

View File

@ -12,29 +12,37 @@
namespace irr
{
namespace video
{
const tFixPointu IBurningShader::dithermask[] =
{
0x00,0x80,0x20,0xa0,
0xc0,0x40,0xe0,0x60,
0x30,0xb0,0x10,0x90,
0xf0,0x70,0xd0,0x50
};
const tFixPointu IBurningShader::dithermask[] =
{
0x00,0x80,0x20,0xa0,
0xc0,0x40,0xe0,0x60,
0x30,0xb0,0x10,0x90,
0xf0,0x70,0xd0,0x50
};
void IBurningShader::constructor_IBurningShader(CBurningVideoDriver* driver)
{
#ifdef _DEBUG
#ifdef _DEBUG
setDebugName("IBurningShader");
#endif
#endif
if (((unsigned long long)&scan & 15) || ((unsigned long long)&line & 15))
{
os::Printer::log("BurningVideo Shader not 16 byte aligned", ELL_ERROR);
_IRR_DEBUG_BREAK_IF(1);
}
Interlaced.enable = 0;
Interlaced.bypass = 1;
Interlaced.nr = 0;
EdgeTestPass = edge_test_pass;
EdgeTestPass_stack = edge_test_pass;
for ( u32 i = 0; i < BURNING_MATERIAL_MAX_TEXTURES; ++i )
for (u32 i = 0; i < BURNING_MATERIAL_MAX_TEXTURES; ++i)
{
IT[i].Texture = 0;
}
@ -44,12 +52,12 @@ void IBurningShader::constructor_IBurningShader(CBurningVideoDriver* driver)
RenderTarget = 0;
ColorMask = COLOR_BRIGHT_WHITE;
DepthBuffer = (CDepthBuffer*) driver->getDepthBuffer ();
if ( DepthBuffer )
DepthBuffer = (CDepthBuffer*)driver->getDepthBuffer();
if (DepthBuffer)
DepthBuffer->grab();
Stencil = (CStencilBuffer*) driver->getStencilBuffer ();
if ( Stencil )
Stencil = (CStencilBuffer*)driver->getStencilBuffer();
if (Stencil)
Stencil->grab();
stencilOp[0] = StencilOp_KEEP;
@ -76,7 +84,7 @@ IBurningShader::IBurningShader(
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram ,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName,
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
scene::E_PRIMITIVE_TYPE inType,
@ -109,9 +117,9 @@ IBurningShader::~IBurningShader()
if (Stencil)
Stencil->drop();
for ( u32 i = 0; i != BURNING_MATERIAL_MAX_TEXTURES; ++i )
for (u32 i = 0; i != BURNING_MATERIAL_MAX_TEXTURES; ++i)
{
if ( IT[i].Texture )
if (IT[i].Texture)
IT[i].Texture->drop();
}
@ -121,12 +129,14 @@ IBurningShader::~IBurningShader()
}
//! sets a render target
void IBurningShader::setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort)
void IBurningShader::setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort, const interlaced_control interlaced)
{
Interlaced = interlaced;
if (RenderTarget)
RenderTarget->drop();
RenderTarget = (video::CImage* ) surface;
RenderTarget = (video::CImage*) surface;
if (RenderTarget)
{
@ -138,16 +148,16 @@ void IBurningShader::setRenderTarget(video::IImage* surface, const core::rect<s3
//! sets the Texture
void IBurningShader::setTextureParam( const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor)
void IBurningShader::setTextureParam(const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor)
{
sInternalTexture *it = &IT[stage];
sInternalTexture* it = &IT[stage];
if ( it->Texture)
if (it->Texture)
it->Texture->drop();
it->Texture = texture;
if ( it->Texture)
if (it->Texture)
{
it->Texture->grab();
@ -156,48 +166,52 @@ void IBurningShader::setTextureParam( const size_t stage, video::CSoftwareTextur
//only mipmap chain (means positive lodFactor)
u32 existing_level = it->Texture->getMipmapLevel(lodFactor);
it->data = (tVideoSample*) it->Texture->lock(ETLM_READ_ONLY, existing_level, 0);
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
it->data = (tVideoSample*)it->Texture->lock(ETLM_READ_ONLY, existing_level, 0);
#else
it->data = (tVideoSample*)it->Texture->lock(ETLM_READ_ONLY, existing_level);
#endif
// prepare for optimal fixpoint
it->pitchlog2 = s32_log2_s32 ( it->Texture->getPitch() );
it->pitchlog2 = s32_log2_s32(it->Texture->getPitch());
const core::dimension2d<u32> &dim = it->Texture->getSize();
it->textureXMask = s32_to_fixPoint ( dim.Width - 1 ) & FIX_POINT_UNSIGNED_MASK;
it->textureYMask = s32_to_fixPoint ( dim.Height - 1 ) & FIX_POINT_UNSIGNED_MASK;
const core::dimension2d<u32>& dim = it->Texture->getSize();
it->textureXMask = s32_to_fixPoint(dim.Width - 1) & FIX_POINT_UNSIGNED_MASK;
it->textureYMask = s32_to_fixPoint(dim.Height - 1) & FIX_POINT_UNSIGNED_MASK;
}
}
//emulate a line with degenerate triangle and special shader mode (not perfect...)
void IBurningShader::drawLine ( const s4DVertex *a,const s4DVertex *b)
void IBurningShader::drawLine(const s4DVertex* a, const s4DVertex* b)
{
sVec2 d;
d.x = b->Pos.x - a->Pos.x; d.x *= d.x;
d.y = b->Pos.y - a->Pos.y; d.y *= d.y;
//if ( d.x * d.y < 0.001f ) return;
if ( a->Pos.x > b->Pos.x ) swapVertexPointer(&a, &b);
if (a->Pos.x > b->Pos.x) swapVertexPointer(&a, &b);
s4DVertex c = *a;
const f32 w = (f32)RenderTarget->getDimension().Width-1;
const f32 h = (f32)RenderTarget->getDimension().Height-1;
const f32 w = (f32)RenderTarget->getDimension().Width - 1;
const f32 h = (f32)RenderTarget->getDimension().Height - 1;
if ( d.x < 2.f ) { c.Pos.x = b->Pos.x + 1.f + d.y; if ( c.Pos.x > w ) c.Pos.x = w; }
if (d.x < 2.f) { c.Pos.x = b->Pos.x + 1.f + d.y; if (c.Pos.x > w) c.Pos.x = w; }
else c.Pos.x = b->Pos.x;
if ( d.y < 2.f ) { c.Pos.y = b->Pos.y + 1.f; if ( c.Pos.y > h ) c.Pos.y = h; EdgeTestPass |= edge_test_first_line; }
if (d.y < 2.f) { c.Pos.y = b->Pos.y + 1.f; if (c.Pos.y > h) c.Pos.y = h; EdgeTestPass |= edge_test_first_line; }
drawTriangle ( a,b,&c );
drawTriangle(a, b, &c);
EdgeTestPass &= ~edge_test_first_line;
}
void IBurningShader::drawPoint(const s4DVertex *a)
void IBurningShader::drawPoint(const s4DVertex* a)
{
}
void IBurningShader::drawWireFrameTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
void IBurningShader::drawWireFrameTriangle(const s4DVertex* a, const s4DVertex* b, const s4DVertex* c)
{
if ( EdgeTestPass & edge_test_pass ) drawTriangle(a, b, c);
if (EdgeTestPass & edge_test_pass) drawTriangle(a, b, c);
else if (EdgeTestPass & edge_test_point)
{
drawPoint(a);
@ -256,7 +270,7 @@ void IBurningShader::setBasicRenderStates(const SMaterial& material, const SMate
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
s32 IBurningShader::getShaderConstantID(EBurningUniformFlags flags,const c8* name)
s32 IBurningShader::getShaderConstantID(EBurningUniformFlags flags, const c8* name)
{
if (!name || !name[0])
return -1;
@ -285,7 +299,7 @@ const char* tiny_itoa(s32 value, int base)
b[p] = '\0';
do {
b[--p] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"[value%base];
b[--p] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"[value % base];
value /= base;
} while (value && p > 0);
@ -302,7 +316,7 @@ bool IBurningShader::setShaderConstantID(EBurningUniformFlags flags, s32 index,
BurningUniform add;
while ((u32)index >= UniformInfo.size())
{
tiny_strcpy(add.name, tiny_itoa(UniformInfo.size(),10));
tiny_strcpy(add.name, tiny_itoa(UniformInfo.size(), 10));
add.type = flags;
UniformInfo.push_back(add);
}
@ -340,7 +354,7 @@ void IBurningShader::setVertexShaderConstant(const f32* data, s32 startRegister,
c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
tiny_strcpy(name, tiny_itoa(startRegister, 10));
setShaderConstantID(BL_VERTEX_FLOAT, getShaderConstantID(BL_VERTEX_PROGRAM,name), data, constantAmount);
setShaderConstantID(BL_VERTEX_FLOAT, getShaderConstantID(BL_VERTEX_PROGRAM, name), data, constantAmount);
}
void IBurningShader::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)