Merge triangle to textured triangle path

This commit is contained in:
Doyle Thai 2017-06-02 14:12:50 +10:00
parent 68616f3a8b
commit e4913e5242
3 changed files with 175 additions and 159 deletions

View File

@ -1061,7 +1061,7 @@ extern "C" void DTR_Update(PlatformRenderBuffer *const platformRenderBuffer,
DTRDebug_EndCycleCount(DTRDebugCycleCount_DTR_Update_RenderPrimitiveTriangles); DTRDebug_EndCycleCount(DTRDebugCycleCount_DTR_Update_RenderPrimitiveTriangles);
} }
if (0) if (1)
{ {
DTRDebug_BeginCycleCount("DTR_Update_RenderModel", DTRDebugCycleCount_DTR_Update_RenderModel); DTRDebug_BeginCycleCount("DTR_Update_RenderModel", DTRDebugCycleCount_DTR_Update_RenderModel);
//////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////

View File

@ -654,9 +654,9 @@ FILE_SCOPE inline void SIMDSetPixel(DTRRenderBuffer *const renderBuffer, const i
// colorModulate: _mm_set_ps(a, b, g, r) ie. 0=r, 1=g, 2=b, 3=a // colorModulate: _mm_set_ps(a, b, g, r) ie. 0=r, 1=g, 2=b, 3=a
// barycentric: _mm_set_ps(xx, p3, p2, p1) ie. 0=p1, 1=p2, 2=p3, 3=a // barycentric: _mm_set_ps(xx, p3, p2, p1) ie. 0=p1, 1=p2, 2=p3, 3=a
FILE_SCOPE __m128 SIMDSampleTextureForTriangle(DTRBitmap *const texture, const DqnV2 uv1, FILE_SCOPE __m128 SIMDSampleTextureForTriangle(const DTRBitmap *const texture, const DqnV2 uv1,
const DqnV2 uv2SubUv1, const DqnV2 uv3SubUv1, const DqnV2 uv2SubUv1, const DqnV2 uv3SubUv1,
const __m128 barycentric) const __m128 barycentric)
{ {
DTRDebug_BeginCycleCount("SIMDTexturedTriangle_SampleTexture", DTRDebug_BeginCycleCount("SIMDTexturedTriangle_SampleTexture",
DTRDebugCycleCount_SIMDTexturedTriangle_SampleTexture); DTRDebugCycleCount_SIMDTexturedTriangle_SampleTexture);
@ -752,9 +752,11 @@ FILE_SCOPE void DebugRenderMarkers(DTRRenderBuffer *const renderBuffer, const Dq
} }
} }
FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1,
DqnV3 p3, DqnV2 uv1, DqnV2 uv2, DqnV2 uv3, const DqnV3 p2, const DqnV3 p3, const DqnV2 uv1,
DTRBitmap *const texture, DqnV4 color) const DqnV2 uv2, const DqnV2 uv3,
const DTRBitmap *const texture, const DqnV4 color,
const DqnV2i min, const DqnV2i max)
{ {
DTR_DEBUG_EP_TIMED_FUNCTION(); DTR_DEBUG_EP_TIMED_FUNCTION();
@ -767,16 +769,6 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
simdColor = SIMDSRGB1ToLinearSpace(simdColor); simdColor = SIMDSRGB1ToLinearSpace(simdColor);
simdColor = SIMDPreMultiplyAlpha1(simdColor); simdColor = SIMDPreMultiplyAlpha1(simdColor);
////////////////////////////////////////////////////////////////////////////
// Render Bounds
////////////////////////////////////////////////////////////////////////////
DqnV2i max = DqnV2i_2f(DQN_MAX(DQN_MAX(p1.x, p2.x), p3.x), DQN_MAX(DQN_MAX(p1.y, p2.y), p3.y));
DqnV2i min = DqnV2i_2f(DQN_MIN(DQN_MIN(p1.x, p2.x), p3.x), DQN_MIN(DQN_MIN(p1.y, p2.y), p3.y));
min.x = DQN_MAX(min.x, 0);
min.y = DQN_MAX(min.y, 0);
max.x = DQN_MIN(max.x, renderBuffer->width - 1);
max.y = DQN_MIN(max.y, renderBuffer->height - 1);
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
// Setup SIMD data // Setup SIMD data
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
@ -910,7 +902,6 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
} }
signedArea2 = _mm_add_ps(signedArea2, signedAreaPixelDeltaX); signedArea2 = _mm_add_ps(signedArea2, signedAreaPixelDeltaX);
} }
} }
signedAreaPixel1 = _mm_add_ps(signedAreaPixel1, signedAreaPixelDeltaY); signedAreaPixel1 = _mm_add_ps(signedAreaPixel1, signedAreaPixelDeltaY);
@ -920,9 +911,10 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
DTRDebug_EndCycleCount(DTRDebugCycleCount_SIMDTexturedTriangle); DTRDebug_EndCycleCount(DTRDebugCycleCount_SIMDTexturedTriangle);
} }
FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1,
DqnV3 p3, DqnV2 uv1, DqnV2 uv2, DqnV2 uv3, const DqnV3 p2, const DqnV3 p3, const DqnV2 uv1,
DTRBitmap *const texture, DqnV4 color) const DqnV2 uv2, const DqnV2 uv3, DTRBitmap *const texture,
DqnV4 color, const DqnV2i min, const DqnV2i max)
{ {
DTR_DEBUG_EP_TIMED_FUNCTION(); DTR_DEBUG_EP_TIMED_FUNCTION();
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
@ -934,13 +926,6 @@ FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
// Scan and Render // Scan and Render
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
DqnV2i max = DqnV2i_2f(DQN_MAX(DQN_MAX(p1.x, p2.x), p3.x), DQN_MAX(DQN_MAX(p1.y, p2.y), p3.y));
DqnV2i min = DqnV2i_2f(DQN_MIN(DQN_MIN(p1.x, p2.x), p3.x), DQN_MIN(DQN_MIN(p1.y, p2.y), p3.y));
min.x = DQN_MAX(min.x, 0);
min.y = DQN_MAX(min.y, 0);
max.x = DQN_MIN(max.x, renderBuffer->width - 1);
max.y = DQN_MIN(max.y, renderBuffer->height - 1);
DqnV2i startP = min; DqnV2i startP = min;
f32 signedArea1Pixel = Triangle2TimesSignedArea(p2.xy, p3.xy, DqnV2_V2i(startP)); f32 signedArea1Pixel = Triangle2TimesSignedArea(p2.xy, p3.xy, DqnV2_V2i(startP));
f32 signedArea1DeltaX = p2.y - p3.y; f32 signedArea1DeltaX = p2.y - p3.y;
@ -1063,136 +1048,8 @@ FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
} }
} }
void DTRRender_TexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, DqnV3 p3,
DqnV2 uv1, DqnV2 uv2, DqnV2 uv3, DTRBitmap *const texture,
DqnV4 color, const DTRRenderTransform transform)
{
////////////////////////////////////////////////////////////////////////////
// Transform vertexes p1, p2, p3 inplace
////////////////////////////////////////////////////////////////////////////
Make3PointsClockwise(&p1, &p2, &p3);
// TODO(doyle): Transform is only in 2d right now
DqnV2 origin = Get2DOriginFromTransformAnchor(p1.xy, p2.xy, p3.xy, transform);
DqnV2 pList[3] = {p1.xy - origin, p2.xy - origin, p3.xy - origin};
TransformPoints(origin, pList, DQN_ARRAY_COUNT(pList), transform.scale, transform.rotation);
p1.xy = pList[0];
p2.xy = pList[1];
p3.xy = pList[2];
////////////////////////////////////////////////////////////////////////////
// SIMD/Slow Path
////////////////////////////////////////////////////////////////////////////
if (globalDTRPlatformFlags.canUseSSE2)
{
SIMDTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color);
}
else
{
SlowTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color);
}
////////////////////////////////////////////////////////////////////////////
// Debug
////////////////////////////////////////////////////////////////////////////
DTRDebug_CounterIncrement(DTRDebugCounter_RenderTriangle);
{
bool drawBoundingBox = false;
bool drawBasis = false;
bool drawVertexMarkers = false;
DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
drawBasis, drawVertexMarkers);
}
}
void DTRRender_Mesh(DTRRenderBuffer *const renderBuffer, DTRMesh *const mesh, const DqnV3 pos,
const f32 scale, const DqnV3 lightVector)
{
if (!mesh) return;
for (u32 i = 0; i < mesh->numFaces; i++)
{
DTRMeshFace face = mesh->faces[i];
DQN_ASSERT(face.numVertexIndex == 3);
i32 vertAIndex = face.vertexIndex[0];
i32 vertBIndex = face.vertexIndex[1];
i32 vertCIndex = face.vertexIndex[2];
DqnV4 vertA = mesh->vertexes[vertAIndex];
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);
}
}
}
FILE_SCOPE void SIMDTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1, const DqnV3 p2, FILE_SCOPE void SIMDTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1, const DqnV3 p2,
const DqnV3 p3, DqnV4 color) const DqnV3 p3, DqnV4 color)
{ {
DTR_DEBUG_EP_TIMED_FUNCTION(); DTR_DEBUG_EP_TIMED_FUNCTION();
DTRDebug_BeginCycleCount("SIMDTriangle", DTRDebugCycleCount_SIMDTriangle); DTRDebug_BeginCycleCount("SIMDTriangle", DTRDebugCycleCount_SIMDTriangle);
@ -1349,7 +1206,7 @@ FILE_SCOPE void SIMDTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1
} }
FILE_SCOPE void SlowTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1, const DqnV3 p2, FILE_SCOPE void SlowTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1, const DqnV3 p2,
const DqnV3 p3, DqnV4 color) const DqnV3 p3, DqnV4 color)
{ {
DTRDebug_BeginCycleCount("SlowTriangle", DTRDebugCycleCount_SlowTriangle); DTRDebug_BeginCycleCount("SlowTriangle", DTRDebugCycleCount_SlowTriangle);
color = DTRRender_SRGB1ToLinearSpaceV4(color); color = DTRRender_SRGB1ToLinearSpaceV4(color);
@ -1528,9 +1385,158 @@ FILE_SCOPE void SlowTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1
DTRDebug_EndCycleCount(DTRDebugCycleCount_SlowTriangle); DTRDebug_EndCycleCount(DTRDebugCycleCount_SlowTriangle);
} }
void DTRRender_TexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2, DqnV3 p3,
DqnV2 uv1, DqnV2 uv2, DqnV2 uv3, DTRBitmap *const texture,
DqnV4 color, const DTRRenderTransform transform)
{
////////////////////////////////////////////////////////////////////////////
// Transform vertexes p1, p2, p3 inplace
////////////////////////////////////////////////////////////////////////////
Make3PointsClockwise(&p1, &p2, &p3);
// TODO(doyle): Transform is only in 2d right now
DqnV2 origin = Get2DOriginFromTransformAnchor(p1.xy, p2.xy, p3.xy, transform);
DqnV2 pList[] = {p1.xy - origin, p2.xy - origin, p3.xy - origin};
TransformPoints(origin, pList, DQN_ARRAY_COUNT(pList), transform.scale, transform.rotation);
p1.xy = pList[0];
p2.xy = pList[1];
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
////////////////////////////////////////////////////////////////////////////
if (texture)
{
if (globalDTRPlatformFlags.canUseSSE2)
{
SIMDTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color, min, max);
}
else
{
SlowTexturedTriangle(renderBuffer, p1, p2, p3, uv1, uv2, uv3, texture, color, min, max);
}
}
else
{
if (globalDTRPlatformFlags.canUseSSE2)
{
SIMDTriangle(renderBuffer, p1, p2, p3, color);
}
else
{
SlowTriangle(renderBuffer, p1, p2, p3, color);
}
}
////////////////////////////////////////////////////////////////////////////
// Debug
////////////////////////////////////////////////////////////////////////////
DTRDebug_CounterIncrement(DTRDebugCounter_RenderTriangle);
{
bool drawBoundingBox = false;
bool drawBasis = false;
bool drawVertexMarkers = false;
DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
drawBasis, drawVertexMarkers);
}
}
void DTRRender_Mesh(DTRRenderBuffer *const renderBuffer, DTRMesh *const mesh, const DqnV3 pos,
const f32 scale, const DqnV3 lightVector)
{
if (!mesh) return;
for (u32 i = 0; i < mesh->numFaces; i++)
{
DTRMeshFace face = mesh->faces[i];
DQN_ASSERT(face.numVertexIndex == 3);
i32 vertAIndex = face.vertexIndex[0];
i32 vertBIndex = face.vertexIndex[1];
i32 vertCIndex = face.vertexIndex[2];
DqnV4 vertA = mesh->vertexes[vertAIndex];
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,

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@ -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