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);
}
if (0)
if (1)
{
DTRDebug_BeginCycleCount("DTR_Update_RenderModel", DTRDebugCycleCount_DTR_Update_RenderModel);
////////////////////////////////////////////////////////////////////////

View File

@ -654,7 +654,7 @@ 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
// 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 __m128 barycentric)
{
@ -752,9 +752,11 @@ FILE_SCOPE void DebugRenderMarkers(DTRRenderBuffer *const renderBuffer, const Dq
}
}
FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
DqnV3 p3, DqnV2 uv1, DqnV2 uv2, DqnV2 uv3,
DTRBitmap *const texture, DqnV4 color)
FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1,
const DqnV3 p2, const DqnV3 p3, const DqnV2 uv1,
const DqnV2 uv2, const DqnV2 uv3,
const DTRBitmap *const texture, const DqnV4 color,
const DqnV2i min, const DqnV2i max)
{
DTR_DEBUG_EP_TIMED_FUNCTION();
@ -767,16 +769,6 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
simdColor = SIMDSRGB1ToLinearSpace(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
////////////////////////////////////////////////////////////////////////////
@ -910,7 +902,6 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
}
signedArea2 = _mm_add_ps(signedArea2, signedAreaPixelDeltaX);
}
}
signedAreaPixel1 = _mm_add_ps(signedAreaPixel1, signedAreaPixelDeltaY);
@ -920,9 +911,10 @@ FILE_SCOPE void SIMDTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
DTRDebug_EndCycleCount(DTRDebugCycleCount_SIMDTexturedTriangle);
}
FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
DqnV3 p3, DqnV2 uv1, DqnV2 uv2, DqnV2 uv3,
DTRBitmap *const texture, DqnV4 color)
FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1,
const DqnV3 p2, const DqnV3 p3, const DqnV2 uv1,
const DqnV2 uv2, const DqnV2 uv3, DTRBitmap *const texture,
DqnV4 color, const DqnV2i min, const DqnV2i max)
{
DTR_DEBUG_EP_TIMED_FUNCTION();
////////////////////////////////////////////////////////////////////////////
@ -934,13 +926,6 @@ FILE_SCOPE void SlowTexturedTriangle(DTRRenderBuffer *const renderBuffer, DqnV3
////////////////////////////////////////////////////////////////////////////
// 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;
f32 signedArea1Pixel = Triangle2TimesSignedArea(p2.xy, p3.xy, DqnV2_V2i(startP));
f32 signedArea1DeltaX = p2.y - p3.y;
@ -1063,134 +1048,6 @@ 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,
const DqnV3 p3, DqnV4 color)
{
@ -1528,9 +1385,158 @@ FILE_SCOPE void SlowTriangle(DTRRenderBuffer *const renderBuffer, const DqnV3 p1
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,
DqnV4 color, const DTRRenderTransform transform)
{
#if 0
DTR_DEBUG_EP_TIMED_FUNCTION();
////////////////////////////////////////////////////////////////////////////
// Transform vertexes p1, p2, p3 inplace
@ -1546,6 +1552,12 @@ void DTRRender_Triangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
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
////////////////////////////////////////////////////////////////////////////
@ -1570,6 +1582,10 @@ void DTRRender_Triangle(DTRRenderBuffer *const renderBuffer, DqnV3 p1, DqnV3 p2,
DebugRenderMarkers(renderBuffer, pList, DQN_ARRAY_COUNT(pList), transform, drawBoundingBox,
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,

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@ -39,7 +39,7 @@ REM wd4100 unused argument parameters
REM wd4201 nonstandard extension used: nameless struct/union
REM wd4189 local variable is initialised but not referenced
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 Win32Flags=/FmWin32DTRenderer /FeWin32DTRenderer