mirror of
https://github.com/kmc-jp/n64-emu.git
synced 2025-04-02 10:21:43 -04:00
145 lines
No EOL
4.6 KiB
C
145 lines
No EOL
4.6 KiB
C
/* Copyright (c) 2020 Themaister
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef BLENDER_H_
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#define BLENDER_H_
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struct BlendInputs
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{
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u8x4 pixel_color;
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u8x4 memory_color;
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u8x4 fog_color;
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u8x4 blend_color;
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u8 shade_alpha;
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};
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const int BLEND_MODE_1A_PIXEL_COLOR = 0;
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const int BLEND_MODE_1A_MEMORY_COLOR = 1;
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const int BLEND_MODE_1A_BLEND_COLOR = 2;
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const int BLEND_MODE_1A_FOG_COLOR = 3;
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const int BLEND_MODE_1B_PIXEL_ALPHA = 0;
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const int BLEND_MODE_1B_FOG_ALPHA = 1;
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const int BLEND_MODE_1B_SHADE_ALPHA = 2;
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const int BLEND_MODE_1B_ZERO = 3;
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const int BLEND_MODE_2A_PIXEL_COLOR = 0;
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const int BLEND_MODE_2A_MEMORY_COLOR = 1;
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const int BLEND_MODE_2A_BLEND_COLOR = 2;
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const int BLEND_MODE_2A_FOG_COLOR = 3;
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const int BLEND_MODE_2B_INV_PIXEL_ALPHA = 0;
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const int BLEND_MODE_2B_MEMORY_ALPHA = 1;
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const int BLEND_MODE_2B_ONE = 2;
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const int BLEND_MODE_2B_ZERO = 3;
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u8x3 blender(BlendInputs inputs, u8x4 blend_modes,
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bool force_blend, bool blend_en, bool color_on_coverage, bool coverage_wrap, u8x2 blend_shift,
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bool final_cycle)
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{
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u8x3 rgb1;
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switch (int(blend_modes.z))
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{
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case BLEND_MODE_2A_PIXEL_COLOR: rgb1 = inputs.pixel_color.rgb; break;
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case BLEND_MODE_2A_MEMORY_COLOR: rgb1 = inputs.memory_color.rgb; break;
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case BLEND_MODE_2A_BLEND_COLOR: rgb1 = inputs.blend_color.rgb; break;
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case BLEND_MODE_2A_FOG_COLOR: rgb1 = inputs.fog_color.rgb; break;
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}
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if (final_cycle)
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{
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if (color_on_coverage && !coverage_wrap)
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return rgb1;
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}
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u8x3 rgb0;
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switch (int(blend_modes.x))
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{
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case BLEND_MODE_1A_PIXEL_COLOR: rgb0 = inputs.pixel_color.rgb; break;
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case BLEND_MODE_1A_MEMORY_COLOR: rgb0 = inputs.memory_color.rgb; break;
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case BLEND_MODE_1A_BLEND_COLOR: rgb0 = inputs.blend_color.rgb; break;
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case BLEND_MODE_1A_FOG_COLOR: rgb0 = inputs.fog_color.rgb; break;
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}
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if (final_cycle)
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{
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if (!blend_en || (blend_modes.y == BLEND_MODE_1B_PIXEL_ALPHA &&
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blend_modes.w == BLEND_MODE_2B_INV_PIXEL_ALPHA &&
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inputs.pixel_color.a == U8_C(0xff)))
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{
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return rgb0;
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}
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}
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u8 a0;
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u8 a1;
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switch (int(blend_modes.y))
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{
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case BLEND_MODE_1B_PIXEL_ALPHA: a0 = inputs.pixel_color.a; break;
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case BLEND_MODE_1B_FOG_ALPHA: a0 = inputs.fog_color.a; break;
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case BLEND_MODE_1B_SHADE_ALPHA: a0 = inputs.shade_alpha; break;
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case BLEND_MODE_1B_ZERO: a0 = U8_C(0); break;
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}
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switch (int(blend_modes.w))
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{
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case BLEND_MODE_2B_INV_PIXEL_ALPHA: a1 = ~a0 & U8_C(0xff); break;
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case BLEND_MODE_2B_MEMORY_ALPHA: a1 = inputs.memory_color.a; break;
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case BLEND_MODE_2B_ONE: a1 = U8_C(0xff); break;
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case BLEND_MODE_2B_ZERO: a1 = U8_C(0); break;
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}
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a0 >>= U8_C(3);
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a1 >>= U8_C(3);
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if (blend_modes.w == BLEND_MODE_2B_MEMORY_ALPHA)
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{
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a0 = (a0 >> blend_shift.x) & U8_C(0x3c);
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a1 = (a1 >> blend_shift.y) | U8_C(3);
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}
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i16x3 blended = i16x3(rgb0) * i16(a0) + i16x3(rgb1) * (i16(a1) + I16_C(1));
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if (!final_cycle || force_blend)
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{
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rgb0 = u8x3(blended >> I16_C(5));
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}
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else
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{
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// Serious funk here. Somehow the RDP implemented a divider to deal with weighted average.
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// Typically relevant when using blender shifters from interpenetrating Z mode.
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// Under normal condition, this is implemented as a straight integer divider, but
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// for edge cases, we need a look-up table. The results make no sense.
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int blend_sum = (int(a0) >> 2) + (int(a1) >> 2) + 1;
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blended >>= I16_C(2);
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blended &= I16_C(0x7ff);
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rgb0.r = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.x).x);
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rgb0.g = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.y).x);
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rgb0.b = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.z).x);
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}
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return rgb0 & U8_C(0xff);
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}
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#endif |