Merge triangle to textured triangle path
This commit is contained in:
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68616f3a8b
commit
e4913e5242
@ -1061,7 +1061,7 @@ extern "C" void DTR_Update(PlatformRenderBuffer *const platformRenderBuffer,
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DTRDebug_EndCycleCount(DTRDebugCycleCount_DTR_Update_RenderPrimitiveTriangles);
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DTRDebug_EndCycleCount(DTRDebugCycleCount_DTR_Update_RenderPrimitiveTriangles);
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}
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}
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if (0)
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if (1)
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{
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{
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DTRDebug_BeginCycleCount("DTR_Update_RenderModel", DTRDebugCycleCount_DTR_Update_RenderModel);
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DTRDebug_BeginCycleCount("DTR_Update_RenderModel", DTRDebugCycleCount_DTR_Update_RenderModel);
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////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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@ -654,7 +654,7 @@ FILE_SCOPE inline void SIMDSetPixel(DTRRenderBuffer *const renderBuffer, const i
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// colorModulate: _mm_set_ps(a, b, g, r) ie. 0=r, 1=g, 2=b, 3=a
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// colorModulate: _mm_set_ps(a, b, g, r) ie. 0=r, 1=g, 2=b, 3=a
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// barycentric: _mm_set_ps(xx, p3, p2, p1) ie. 0=p1, 1=p2, 2=p3, 3=a
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// barycentric: _mm_set_ps(xx, p3, p2, p1) ie. 0=p1, 1=p2, 2=p3, 3=a
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FILE_SCOPE __m128 SIMDSampleTextureForTriangle(DTRBitmap *const texture, const DqnV2 uv1,
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FILE_SCOPE __m128 SIMDSampleTextureForTriangle(const DTRBitmap *const texture, const DqnV2 uv1,
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const DqnV2 uv2SubUv1, const DqnV2 uv3SubUv1,
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const DqnV2 uv2SubUv1, const DqnV2 uv3SubUv1,
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const __m128 barycentric)
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const __m128 barycentric)
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{
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{
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@ -752,9 +752,11 @@ FILE_SCOPE void DebugRenderMarkers(DTRRenderBuffer *const renderBuffer, const Dq
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}
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}
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}
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}
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FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
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FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1,
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DqnV3 p3, DqnV2 uv1, DqnV2 uv2, DqnV2 uv3,
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const DqnV3 p2, const DqnV3 p3, const DqnV2 uv1,
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DTRBitmap *const texture, DqnV4 color)
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const DqnV2 uv2, const DqnV2 uv3,
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const DTRBitmap *const texture, const DqnV4 color,
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const DqnV2i min, const DqnV2i max)
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{
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{
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DTR_DEBUG_EP_TIMED_FUNCTION();
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DTR_DEBUG_EP_TIMED_FUNCTION();
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@ -767,16 +769,6 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
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simdColor = SIMDSRGB1ToLinearSpace(simdColor);
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simdColor = SIMDSRGB1ToLinearSpace(simdColor);
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simdColor = SIMDPreMultiplyAlpha1(simdColor);
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simdColor = SIMDPreMultiplyAlpha1(simdColor);
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////////////////////////////////////////////////////////////////////////////
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// Render Bounds
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////////////////////////////////////////////////////////////////////////////
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DqnV2i max = DqnV2i_2f(DQN_MAX(DQN_MAX(p1.x, p2.x), p3.x), DQN_MAX(DQN_MAX(p1.y, p2.y), p3.y));
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DqnV2i min = DqnV2i_2f(DQN_MIN(DQN_MIN(p1.x, p2.x), p3.x), DQN_MIN(DQN_MIN(p1.y, p2.y), p3.y));
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min.x = DQN_MAX(min.x, 0);
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min.y = DQN_MAX(min.y, 0);
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max.x = DQN_MIN(max.x, renderBuffer->width - 1);
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max.y = DQN_MIN(max.y, renderBuffer->height - 1);
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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// Setup SIMD data
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// Setup SIMD data
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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@ -910,7 +902,6 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
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}
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}
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signedArea2 = _mm_add_ps(signedArea2, signedAreaPixelDeltaX);
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signedArea2 = _mm_add_ps(signedArea2, signedAreaPixelDeltaX);
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}
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}
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}
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}
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signedAreaPixel1 = _mm_add_ps(signedAreaPixel1, signedAreaPixelDeltaY);
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signedAreaPixel1 = _mm_add_ps(signedAreaPixel1, signedAreaPixelDeltaY);
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@ -920,9 +911,10 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
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DTRDebug_EndCycleCount(DTRDebugCycleCount_SIMDTexturedTriangle);
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DTRDebug_EndCycleCount(DTRDebugCycleCount_SIMDTexturedTriangle);
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}
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}
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FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
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FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1,
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DqnV3 p3, DqnV2 uv1, DqnV2 uv2, DqnV2 uv3,
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const DqnV3 p2, const DqnV3 p3, const DqnV2 uv1,
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DTRBitmap *const texture, DqnV4 color)
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const DqnV2 uv2, const DqnV2 uv3, DTRBitmap *const texture,
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DqnV4 color, const DqnV2i min, const DqnV2i max)
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{
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{
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DTR_DEBUG_EP_TIMED_FUNCTION();
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DTR_DEBUG_EP_TIMED_FUNCTION();
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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@ -934,13 +926,6 @@ FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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// Scan and Render
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// Scan and Render
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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DqnV2i max = DqnV2i_2f(DQN_MAX(DQN_MAX(p1.x, p2.x), p3.x), DQN_MAX(DQN_MAX(p1.y, p2.y), p3.y));
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DqnV2i min = DqnV2i_2f(DQN_MIN(DQN_MIN(p1.x, p2.x), p3.x), DQN_MIN(DQN_MIN(p1.y, p2.y), p3.y));
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min.x = DQN_MAX(min.x, 0);
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min.y = DQN_MAX(min.y, 0);
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max.x = DQN_MIN(max.x, renderBuffer->width - 1);
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max.y = DQN_MIN(max.y, renderBuffer->height - 1);
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DqnV2i startP = min;
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DqnV2i startP = min;
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f32 signedArea1Pixel = Triangle2TimesSignedArea(p2.xy, p3.xy, DqnV2_V2i(startP));
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f32 signedArea1Pixel = Triangle2TimesSignedArea(p2.xy, p3.xy, DqnV2_V2i(startP));
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f32 signedArea1DeltaX = p2.y - p3.y;
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f32 signedArea1DeltaX = p2.y - p3.y;
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@ -1063,134 +1048,6 @@ FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
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}
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}
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}
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}
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void DTRRender_TexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, DqnV3 p3,
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DqnV2 uv1, DqnV2 uv2, DqnV2 uv3, DTRBitmap *const texture,
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DqnV4 color, const DTRRenderTransform transform)
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{
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////////////////////////////////////////////////////////////////////////////
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// Transform vertexes p1, p2, p3 inplace
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////////////////////////////////////////////////////////////////////////////
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Make3PointsClockwise(&p1, &p2, &p3);
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// TODO(doyle): Transform is only in 2d right now
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DqnV2 origin = Get2DOriginFromTransformAnchor(p1.xy, p2.xy, p3.xy, transform);
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DqnV2 pList[3] = {p1.xy - origin, p2.xy - origin, p3.xy - origin};
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TransformPoints(origin, pList, DQN_ARRAY_COUNT(pList), transform.scale, transform.rotation);
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p1.xy = pList[0];
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p2.xy = pList[1];
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p3.xy = pList[2];
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////////////////////////////////////////////////////////////////////////////
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// SIMD/Slow Path
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////////////////////////////////////////////////////////////////////////////
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if (globalDTRPlatformFlags.canUseSSE2)
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{
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SIMDTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color);
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}
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else
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{
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SlowTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color);
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}
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////////////////////////////////////////////////////////////////////////////
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// Debug
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////////////////////////////////////////////////////////////////////////////
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DTRDebug_CounterIncrement(DTRDebugCounter_RenderTriangle);
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{
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bool drawBoundingBox = false;
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bool drawBasis = false;
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bool drawVertexMarkers = false;
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DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
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drawBasis, drawVertexMarkers);
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}
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}
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void DTRRender_Mesh(DTRRenderBuffer *const renderBuffer, DTRMesh *const mesh, const DqnV3 pos,
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const f32 scale, const DqnV3 lightVector)
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{
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if (!mesh) return;
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for (u32 i = 0; i < mesh->numFaces; i++)
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{
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DTRMeshFace face = mesh->faces[i];
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DQN_ASSERT(face.numVertexIndex == 3);
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i32 vertAIndex = face.vertexIndex[0];
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i32 vertBIndex = face.vertexIndex[1];
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i32 vertCIndex = face.vertexIndex[2];
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DqnV4 vertA = mesh->vertexes[vertAIndex];
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DqnV4 vertB = mesh->vertexes[vertBIndex];
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DqnV4 vertC = mesh->vertexes[vertCIndex];
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// TODO(doyle): Some models have -ve indexes to refer to relative
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// vertices. We should resolve that to positive indexes at run time.
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DQN_ASSERT(vertAIndex < (i32)mesh->numVertexes);
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DQN_ASSERT(vertBIndex < (i32)mesh->numVertexes);
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DQN_ASSERT(vertCIndex < (i32)mesh->numVertexes);
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DqnV4 vertAB = vertB - vertA;
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DqnV4 vertAC = vertC - vertA;
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DqnV3 normal = DqnV3_Cross(vertAC.xyz, vertAB.xyz);
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f32 intensity = DqnV3_Dot(DqnV3_Normalise(normal), lightVector);
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if (intensity < 0) continue;
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DqnV4 modelCol = DqnV4_4f(1, 1, 1, 1);
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modelCol.rgb *= DQN_ABS(intensity);
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DqnV3 screenVA = (vertA.xyz * scale) + pos;
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DqnV3 screenVB = (vertB.xyz * scale) + pos;
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DqnV3 screenVC = (vertC.xyz * scale) + pos;
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// TODO(doyle): Why do we need rounding here? Maybe it's because
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// I don't do any interpolation in the triangle routine for jagged
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// edges.
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#if 1
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screenVA.x = (f32)(i32)(screenVA.x + 0.5f);
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screenVA.y = (f32)(i32)(screenVA.y + 0.5f);
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screenVB.x = (f32)(i32)(screenVB.x + 0.5f);
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screenVB.y = (f32)(i32)(screenVB.y + 0.5f);
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screenVC.x = (f32)(i32)(screenVC.x + 0.5f);
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screenVC.y = (f32)(i32)(screenVC.y + 0.5f);
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#endif
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i32 textureAIndex = face.texIndex[0];
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i32 textureBIndex = face.texIndex[1];
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i32 textureCIndex = face.texIndex[2];
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DqnV2 texA = mesh->texUV[textureAIndex].xy;
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DqnV2 texB = mesh->texUV[textureBIndex].xy;
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DqnV2 texC = mesh->texUV[textureCIndex].xy;
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DQN_ASSERT(textureAIndex < (i32)mesh->numTexUV);
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DQN_ASSERT(textureBIndex < (i32)mesh->numTexUV);
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DQN_ASSERT(textureCIndex < (i32)mesh->numTexUV);
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bool DEBUG_SIMPLE_MODE = false;
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if (DTR_DEBUG && DEBUG_SIMPLE_MODE)
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{
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DTRRender_Triangle(renderBuffer, screenVA, screenVB, screenVC, modelCol);
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}
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else
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{
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DTRRender_TexturedTriangle(renderBuffer, screenVA, screenVB, screenVC, texA, texB,
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texC, &mesh->tex, modelCol);
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}
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bool DEBUG_WIREFRAME = false;
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if (DTR_DEBUG && DEBUG_WIREFRAME)
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{
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DqnV4 wireColor = DqnV4_4f(1.0f, 1.0f, 1.0f, 0.01f);
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DTRRender_Line(renderBuffer, DqnV2i_V2(screenVA.xy), DqnV2i_V2(screenVB.xy),
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wireColor);
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DTRRender_Line(renderBuffer, DqnV2i_V2(screenVB.xy), DqnV2i_V2(screenVC.xy),
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wireColor);
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DTRRender_Line(renderBuffer, DqnV2i_V2(screenVC.xy), DqnV2i_V2(screenVA.xy),
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wireColor);
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}
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}
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}
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FILE_SCOPE void SIMDTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1, const DqnV3 p2,
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FILE_SCOPE void SIMDTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1, const DqnV3 p2,
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const DqnV3 p3, DqnV4 color)
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const DqnV3 p3, DqnV4 color)
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{
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{
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@ -1528,9 +1385,158 @@ FILE_SCOPE void SlowTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1
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DTRDebug_EndCycleCount(DTRDebugCycleCount_SlowTriangle);
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DTRDebug_EndCycleCount(DTRDebugCycleCount_SlowTriangle);
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}
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}
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void DTRRender_TexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, DqnV3 p3,
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DqnV2 uv1, DqnV2 uv2, DqnV2 uv3, DTRBitmap *const texture,
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DqnV4 color, const DTRRenderTransform transform)
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{
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////////////////////////////////////////////////////////////////////////////
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// Transform vertexes p1, p2, p3 inplace
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////////////////////////////////////////////////////////////////////////////
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Make3PointsClockwise(&p1, &p2, &p3);
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// TODO(doyle): Transform is only in 2d right now
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DqnV2 origin = Get2DOriginFromTransformAnchor(p1.xy, p2.xy, p3.xy, transform);
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DqnV2 pList[] = {p1.xy - origin, p2.xy - origin, p3.xy - origin};
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TransformPoints(origin, pList, DQN_ARRAY_COUNT(pList), transform.scale, transform.rotation);
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p1.xy = pList[0];
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p2.xy = pList[1];
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p3.xy = pList[2];
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DqnRect bounds = GetBoundingBox(pList, DQN_ARRAY_COUNT(pList));
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DqnRect screenSpace = DqnRect_4i(0, 0, renderBuffer->width - 1, renderBuffer->height - 1);
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bounds = DqnRect_ClipRect(bounds, screenSpace);
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DqnV2i min = DqnV2i_V2(bounds.min);
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DqnV2i max = DqnV2i_V2(bounds.max);
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////////////////////////////////////////////////////////////////////////////
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// SIMD/Slow Path
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////////////////////////////////////////////////////////////////////////////
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if (texture)
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{
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if (globalDTRPlatformFlags.canUseSSE2)
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{
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SIMDTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color, min, max);
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}
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else
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{
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SlowTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color, min, max);
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}
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}
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else
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{
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if (globalDTRPlatformFlags.canUseSSE2)
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{
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SIMDTriangle(renderBuffer, p1, p2, p3, color);
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}
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else
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{
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SlowTriangle(renderBuffer, p1, p2, p3, color);
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}
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}
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////////////////////////////////////////////////////////////////////////////
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// Debug
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////////////////////////////////////////////////////////////////////////////
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DTRDebug_CounterIncrement(DTRDebugCounter_RenderTriangle);
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{
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bool drawBoundingBox = false;
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bool drawBasis = false;
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bool drawVertexMarkers = false;
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DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
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drawBasis, drawVertexMarkers);
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}
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}
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void DTRRender_Mesh(DTRRenderBuffer *const renderBuffer, DTRMesh *const mesh, const DqnV3 pos,
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const f32 scale, const DqnV3 lightVector)
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{
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if (!mesh) return;
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for (u32 i = 0; i < mesh->numFaces; i++)
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{
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DTRMeshFace face = mesh->faces[i];
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DQN_ASSERT(face.numVertexIndex == 3);
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i32 vertAIndex = face.vertexIndex[0];
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i32 vertBIndex = face.vertexIndex[1];
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i32 vertCIndex = face.vertexIndex[2];
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DqnV4 vertA = mesh->vertexes[vertAIndex];
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||||||
|
DqnV4 vertB = mesh->vertexes[vertBIndex];
|
||||||
|
DqnV4 vertC = mesh->vertexes[vertCIndex];
|
||||||
|
// TODO(doyle): Some models have -ve indexes to refer to relative
|
||||||
|
// vertices. We should resolve that to positive indexes at run time.
|
||||||
|
DQN_ASSERT(vertAIndex < (i32)mesh->numVertexes);
|
||||||
|
DQN_ASSERT(vertBIndex < (i32)mesh->numVertexes);
|
||||||
|
DQN_ASSERT(vertCIndex < (i32)mesh->numVertexes);
|
||||||
|
|
||||||
|
DqnV4 vertAB = vertB - vertA;
|
||||||
|
DqnV4 vertAC = vertC - vertA;
|
||||||
|
DqnV3 normal = DqnV3_Cross(vertAC.xyz, vertAB.xyz);
|
||||||
|
|
||||||
|
f32 intensity = DqnV3_Dot(DqnV3_Normalise(normal), lightVector);
|
||||||
|
if (intensity < 0) continue;
|
||||||
|
DqnV4 modelCol = DqnV4_4f(1, 1, 1, 1);
|
||||||
|
modelCol.rgb *= DQN_ABS(intensity);
|
||||||
|
|
||||||
|
DqnV3 screenVA = (vertA.xyz * scale) + pos;
|
||||||
|
DqnV3 screenVB = (vertB.xyz * scale) + pos;
|
||||||
|
DqnV3 screenVC = (vertC.xyz * scale) + pos;
|
||||||
|
|
||||||
|
// TODO(doyle): Why do we need rounding here? Maybe it's because
|
||||||
|
// I don't do any interpolation in the triangle routine for jagged
|
||||||
|
// edges.
|
||||||
|
#if 1
|
||||||
|
screenVA.x = (f32)(i32)(screenVA.x + 0.5f);
|
||||||
|
screenVA.y = (f32)(i32)(screenVA.y + 0.5f);
|
||||||
|
screenVB.x = (f32)(i32)(screenVB.x + 0.5f);
|
||||||
|
screenVB.y = (f32)(i32)(screenVB.y + 0.5f);
|
||||||
|
screenVC.x = (f32)(i32)(screenVC.x + 0.5f);
|
||||||
|
screenVC.y = (f32)(i32)(screenVC.y + 0.5f);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
i32 textureAIndex = face.texIndex[0];
|
||||||
|
i32 textureBIndex = face.texIndex[1];
|
||||||
|
i32 textureCIndex = face.texIndex[2];
|
||||||
|
|
||||||
|
DqnV2 texA = mesh->texUV[textureAIndex].xy;
|
||||||
|
DqnV2 texB = mesh->texUV[textureBIndex].xy;
|
||||||
|
DqnV2 texC = mesh->texUV[textureCIndex].xy;
|
||||||
|
DQN_ASSERT(textureAIndex < (i32)mesh->numTexUV);
|
||||||
|
DQN_ASSERT(textureBIndex < (i32)mesh->numTexUV);
|
||||||
|
DQN_ASSERT(textureCIndex < (i32)mesh->numTexUV);
|
||||||
|
|
||||||
|
bool DEBUG_SIMPLE_MODE = false;
|
||||||
|
if (DTR_DEBUG && DEBUG_SIMPLE_MODE)
|
||||||
|
{
|
||||||
|
DTRRender_Triangle(renderBuffer, screenVA, screenVB, screenVC, modelCol);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DTRRender_TexturedTriangle(renderBuffer, screenVA, screenVB, screenVC, texA, texB,
|
||||||
|
texC, &mesh->tex, modelCol);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DEBUG_WIREFRAME = false;
|
||||||
|
if (DTR_DEBUG && DEBUG_WIREFRAME)
|
||||||
|
{
|
||||||
|
DqnV4 wireColor = DqnV4_4f(1.0f, 1.0f, 1.0f, 0.01f);
|
||||||
|
DTRRender_Line(renderBuffer, DqnV2i_V2(screenVA.xy), DqnV2i_V2(screenVB.xy),
|
||||||
|
wireColor);
|
||||||
|
DTRRender_Line(renderBuffer, DqnV2i_V2(screenVB.xy), DqnV2i_V2(screenVC.xy),
|
||||||
|
wireColor);
|
||||||
|
DTRRender_Line(renderBuffer, DqnV2i_V2(screenVC.xy), DqnV2i_V2(screenVA.xy),
|
||||||
|
wireColor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void DTRRender_Triangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, DqnV3 p3,
|
void DTRRender_Triangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, DqnV3 p3,
|
||||||
DqnV4 color, const DTRRenderTransform transform)
|
DqnV4 color, const DTRRenderTransform transform)
|
||||||
{
|
{
|
||||||
|
#if 0
|
||||||
DTR_DEBUG_EP_TIMED_FUNCTION();
|
DTR_DEBUG_EP_TIMED_FUNCTION();
|
||||||
////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////
|
||||||
// Transform vertexes p1, p2, p3 inplace
|
// Transform vertexes p1, p2, p3 inplace
|
||||||
@ -1546,6 +1552,12 @@ void DTRRender_Triangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
|
|||||||
p2.xy = pList[1];
|
p2.xy = pList[1];
|
||||||
p3.xy = pList[2];
|
p3.xy = pList[2];
|
||||||
|
|
||||||
|
DqnRect bounds = GetBoundingBox(pList, DQN_ARRAY_COUNT(pList));
|
||||||
|
DqnRect screenSpace = DqnRect_4i(0, 0, renderBuffer->width - 1, renderBuffer->height - 1);
|
||||||
|
bounds = DqnRect_ClipRect(bounds, screenSpace);
|
||||||
|
DqnV2i min = DqnV2i_V2(bounds.min);
|
||||||
|
DqnV2i max = DqnV2i_V2(bounds.max);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////
|
||||||
// SIMD/Slow Path
|
// SIMD/Slow Path
|
||||||
////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////
|
||||||
@ -1570,6 +1582,10 @@ void DTRRender_Triangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
|
|||||||
DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
|
DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
|
||||||
drawBasis, drawVertexMarkers);
|
drawBasis, drawVertexMarkers);
|
||||||
}
|
}
|
||||||
|
#else
|
||||||
|
const DqnV2 noUV = {};
|
||||||
|
DTRRender_TexturedTriangle(renderBuffer, p1, p2, p3, noUV, noUV, noUV, NULL, color, transform);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void DTRRender_Bitmap(DTRRenderBuffer *const renderBuffer, DTRBitmap *const bitmap, DqnV2 pos,
|
void DTRRender_Bitmap(DTRRenderBuffer *const renderBuffer, DTRBitmap *const bitmap, DqnV2 pos,
|
||||||
|
@ -39,7 +39,7 @@ REM wd4100 unused argument parameters
|
|||||||
REM wd4201 nonstandard extension used: nameless struct/union
|
REM wd4201 nonstandard extension used: nameless struct/union
|
||||||
REM wd4189 local variable is initialised but not referenced
|
REM wd4189 local variable is initialised but not referenced
|
||||||
REM wd4505 unreferenced local function not used will be removed
|
REM wd4505 unreferenced local function not used will be removed
|
||||||
set CompileFlags=-EHsc -GR- -Oi -MT -Z7 -W4 -wd4100 -wd4201 -wd4189 -wd4505 -Od -FAsc /I..\src\external\
|
set CompileFlags=-EHsc -GR- -Oi -MT -Z7 -W4 -wd4100 -wd4201 -wd4189 -wd4505 -O2 -FAsc /I..\src\external\
|
||||||
set DLLFlags=/Fm%ProjectName% /Fo%ProjectName% /Fa%ProjectName% /Fe%ProjectName%
|
set DLLFlags=/Fm%ProjectName% /Fo%ProjectName% /Fa%ProjectName% /Fe%ProjectName%
|
||||||
set Win32Flags=/FmWin32DTRenderer /FeWin32DTRenderer
|
set Win32Flags=/FmWin32DTRenderer /FeWin32DTRenderer
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user