From 3a4fb4ecdc6483f4de7cef6a76f9c7bb85d8b9f1 Mon Sep 17 00:00:00 2001 From: Krzosa Karol Date: Sat, 2 Jul 2022 09:43:29 +0200 Subject: [PATCH] Fixed the weird moving textures bug --- main.cpp | 15 +- optimization_log.cpp | 334 ++++++++++++++++++++++++++++++++++++++++++- 2 files changed, 340 insertions(+), 9 deletions(-) diff --git a/main.cpp b/main.cpp index 1a2678c..50aefd6 100644 --- a/main.cpp +++ b/main.cpp @@ -289,6 +289,7 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { } // #include "optimization_log.cpp" + function void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, Vec4 p0, Vec4 p1, Vec4 p2, @@ -326,11 +327,13 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; + Vec8 zero8 = vec8(0); Vec8I var07i = vec8i(0,1,2,3,4,5,6,7); Vec8 var07 = vec8(0,1,2,3,4,5,6,7); - Vec8 Dy10 = vec8(dy10) * var07; - Vec8 Dy21 = vec8(dy21) * var07; - Vec8 Dy02 = vec8(dy02) * var07; + Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8); + Vec8 Dy10 = vec8(dy10) * var1_8; + Vec8 Dy21 = vec8(dy21) * var1_8; + Vec8 Dy02 = vec8(dy02) * var1_8; Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w; Vec8I ui, vi; @@ -355,7 +358,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig Vec8 a = (vec8(x8) + var07); Vec8 b = vec8(max_x); should_fill = a < b; - should_fill = should_fill & (Cx0 >= vec8(0) & Cx1 >= vec8(0) & Cx2 >= vec8(0)); + should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8); } w0 = Cx1 / area8; @@ -616,10 +619,6 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh * if (in_count > 3) { draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); } - - - - } } } diff --git a/optimization_log.cpp b/optimization_log.cpp index 5ce433d..b300687 100644 --- a/optimization_log.cpp +++ b/optimization_log.cpp @@ -468,4 +468,336 @@ void draw_triangle_nearest_c(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l Cy2 -= dx02; destination += dst->x; } -} \ No newline at end of file +} + +function +void draw_triangle_nearest_d_bugged(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, + Vec4 p0, Vec4 p1, Vec4 p2, + Vec2 tex0, Vec2 tex1, Vec2 tex2, + Vec3 norm0, Vec3 norm1, Vec3 norm2) { + if(src->pixels == 0) return; + + PROFILE_SCOPE(draw_triangle); + F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x))); + F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y))); + F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x))); + F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y))); + + S64 min_x = (S64)max(0.f, floor(min_x1)); + S64 min_y = (S64)max(0.f, floor(min_y1)); + S64 max_x = (S64)min((F32)dst->x, ceil(max_x1)); + S64 max_y = (S64)min((F32)dst->y, ceil(max_y1)); + + if (min_y >= max_y) return; + if (min_x >= max_x) return; + + F32 dy10 = (p1.y - p0.y); + F32 dy21 = (p2.y - p1.y); + F32 dy02 = (p0.y - p2.y); + + F32 dx10 = (p1.x - p0.x); + F32 dx21 = (p2.x - p1.x); + F32 dx02 = (p0.x - p2.x); + + F32 C0 = dy10 * (p0.x) - dx10 * (p0.y); + F32 C1 = dy21 * (p1.x) - dx21 * (p1.y); + F32 C2 = dy02 * (p2.x) - dx02 * (p2.y); + + F32 Cy0 = dy10 * min_x - dx10 * min_y - C0; + F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; + F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; + + Vec8 zero8 = vec8(0); + Vec8I var07i = vec8i(0,1,2,3,4,5,6,7); + Vec8 var07 = vec8(0,1,2,3,4,5,6,7); + Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8); + Vec8 Dy10 = vec8(dy10) * var1_8; + Vec8 Dy21 = vec8(dy21) * var1_8; + Vec8 Dy02 = vec8(dy02) * var1_8; + Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w; + Vec8I ui, vi; + + U32 *destination = dst->pixels + dst->x*min_y; + F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y); + Vec8 area8 = vec8(area); + for (S64 y = min_y; y < max_y; y++) { + Vec8 Cx0 = vec8(Cy0); + Vec8 Cx1 = vec8(Cy1); + Vec8 Cx2 = vec8(Cy2); + + for (S64 x8 = min_x; x8 < max_x; x8+=8) { + PROFILE_SCOPE(fill_triangle_outer); + Cx0 = vec8(Cx0[7]) + Dy10; + Cx1 = vec8(Cx1[7]) + Dy21; + Cx2 = vec8(Cx2[7]) + Dy02; + + + + Vec8 should_fill; + { + Vec8 a = (vec8(x8) + var07); + Vec8 b = vec8(max_x); + should_fill = a < b; + should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8); + } + + w0 = Cx1 / area8; + w1 = Cx2 / area8; + w2 = Cx0 / area8; + + // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth + // but why waste an instruction, the smaller the depth value the farther the object + interpolated_w = vec8(1.f / p0.w) * w0 + vec8(1.f / p1.w) * w1 + vec8(1.f / p2.w) * w2; + + F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x)); + Vec8 depth = loadu8(depth_pointer); + should_fill = should_fill & (depth < interpolated_w); + + + invw0 = (w0 / vec8(p0.w)); + invw1 = (w1 / vec8(p1.w)); + invw2 = (w2 / vec8(p2.w)); + + u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2; + v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2; + u /= interpolated_w; + v /= interpolated_w; + u = u - floor8(u); + v = v - floor8(v); + u = u * vec8(src->x - 1); + v = v * vec8(src->y - 1); + ui = convert_vec8_to_vec8i(u); + vi = convert_vec8_to_vec8i(v); + + // Origin UV (0,0) is in bottom left + _mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd); + Vec8I indices = ui + ((vec8i(src->y) - vec8i(1) - vi) * vec8i(src->x)); + U32 *pixel[8] = { + src->pixels + indices.e[0], + src->pixels + indices.e[1], + src->pixels + indices.e[2], + src->pixels + indices.e[3], + src->pixels + indices.e[4], + src->pixels + indices.e[5], + src->pixels + indices.e[6], + src->pixels + indices.e[7], + }; + + U32 *dst_pixel = destination + x8; + for(S64 i = 0; i < 8; i++){ + if (should_fill[i]){ + PROFILE_SCOPE(fill_triangle_after_depth_test); + + Vec4 result_color; { + U32 c = *pixel[i]; + F32 a = ((c & 0xff000000) >> 24) / 255.f; + F32 b = ((c & 0x00ff0000) >> 16) / 255.f; + F32 g = ((c & 0x0000ff00) >> 8) / 255.f; + F32 r = ((c & 0x000000ff) >> 0) / 255.f; + r*=r; + g*=g; + b*=b; + result_color = { r,g,b,a }; + } + + Vec4 dst_color; { + U32 c = dst_pixel[i]; + F32 a = ((c & 0xff000000) >> 24) / 255.f; + F32 b = ((c & 0x00ff0000) >> 16) / 255.f; + F32 g = ((c & 0x0000ff00) >> 8) / 255.f; + F32 r = ((c & 0x000000ff) >> 0) / 255.f; + r*=r; g*=g; b*=b; + dst_color = { r,g,b,a }; + } + +#if 0 + Vec3 light_color = vec3(0.8,0.8,1); + constexpr F32 ambient_strength = 0.1f; { + Vec3 ambient = ambient_strength * light_color; + Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color; + result_color.rgb *= (ambient+diffuse); + } +#endif + + // Premultiplied alpha + { + result_color.r = result_color.r + ((1-result_color.a) * dst_color.r); + result_color.g = result_color.g + ((1-result_color.a) * dst_color.g); + result_color.b = result_color.b + ((1-result_color.a) * dst_color.b); + result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a; + } + + // Almost linear to srgb + { + result_color.r = sqrtf(result_color.r); + result_color.g = sqrtf(result_color.g); + result_color.b = sqrtf(result_color.b); + } + + U32 color32; + { + U8 red = (U8)(result_color.r * 255); + U8 green = (U8)(result_color.g * 255); + U8 blue = (U8)(result_color.b * 255); + U8 alpha = (U8)(result_color.a * 255); + color32 = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0); + } + + dst_pixel[i] = color32; + } + } + + } + Cy0 -= dx10; + Cy1 -= dx21; + Cy2 -= dx02; + destination += dst->x; + } +} + + +function +void draw_triangle_nearest_e(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, + Vec4 p0, Vec4 p1, Vec4 p2, + Vec2 tex0, Vec2 tex1, Vec2 tex2, + Vec3 norm0, Vec3 norm1, Vec3 norm2) { + if(src->pixels == 0) return; + + PROFILE_SCOPE(draw_triangle); + F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x))); + F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y))); + F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x))); + F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y))); + + S64 min_x = (S64)max(0.f, floor(min_x1)); + S64 min_y = (S64)max(0.f, floor(min_y1)); + S64 max_x = (S64)min((F32)dst->x, ceil(max_x1)); + S64 max_y = (S64)min((F32)dst->y, ceil(max_y1)); + + if (min_y >= max_y) return; + if (min_x >= max_x) return; + + F32 dy10 = (p1.y - p0.y); + F32 dy21 = (p2.y - p1.y); + F32 dy02 = (p0.y - p2.y); + + F32 dx10 = (p1.x - p0.x); + F32 dx21 = (p2.x - p1.x); + F32 dx02 = (p0.x - p2.x); + + F32 C0 = dy10 * (p0.x) - dx10 * (p0.y); + F32 C1 = dy21 * (p1.x) - dx21 * (p1.y); + F32 C2 = dy02 * (p2.x) - dx02 * (p2.y); + + F32 Cy0 = dy10 * min_x - dx10 * min_y - C0; + F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; + F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; + + Vec8I var07i = vec8i(0,1,2,3,4,5,6,7); + Vec8 var07 = vec8(0,1,2,3,4,5,6,7); + Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8); + Vec8 Dy10 = vec8(dy10) * var07; + Vec8 Dy21 = vec8(dy21) * var07; + Vec8 Dy02 = vec8(dy02) * var07; + + + U32 *destination = dst->pixels + dst->x*min_y; + F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y); + for (S64 y = min_y; y < max_y; y++) { + Vec8 Cx0 = vec8(Cy0); + Vec8 Cx1 = vec8(Cy1); + Vec8 Cx2 = vec8(Cy2); + + for (S64 x8 = min_x; x8 < max_x; x8+=8) { + PROFILE_SCOPE(fill_triangle_outer); + Cx0 = vec8(Cx0[7]) + Dy10*var1_8; + Cx1 = vec8(Cx1[7]) + Dy21*var1_8; + Cx2 = vec8(Cx2[7]) + Dy02*var1_8; + + Vec8I x = vec8i(x8) + var07i; + for(S64 i = 0; i < 8; i++){ + // S64 x = x8+i; + + if (Cx0[i] >= 0 && Cx1[i] >= 0 && Cx2[i] >= 0) { + PROFILE_SCOPE(fill_triangle_inner); + F32 w1 = Cx1[i] / area; + F32 w2 = Cx2[i] / area; + F32 w3 = Cx0[i] / area; + + // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth + // but why waste an instruction, the smaller the depth value the farther the object + F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; + F32* depth = depth_buffer + (x[i] + y * dst->x); + if (*depth < interpolated_w) { + PROFILE_SCOPE(fill_triangle_after_depth_test); + *depth = interpolated_w; + F32 invw0 = (w1 / p0.w); + F32 invw1 = (w2 / p1.w); + F32 invw2 = (w3 / p2.w); + + Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w; + F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2; + F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2; + { + u /= interpolated_w; + v /= interpolated_w; + u = u - floor(u); + v = v - floor(v); + u = u * (src->x - 1); + v = v * (src->y - 1); + } + S64 ui = (S64)(u); + S64 vi = (S64)(v); + //F32 udiff = u - (F32)ui; + //F32 vdiff = v - (F32)vi; + // Origin UV (0,0) is in bottom left + U32 *dst_pixel = destination + x[i]; + U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); + + Vec4 result_color; { + U32 c = *pixel; + F32 a = ((c & 0xff000000) >> 24) / 255.f; + F32 b = ((c & 0x00ff0000) >> 16) / 255.f; + F32 g = ((c & 0x0000ff00) >> 8) / 255.f; + F32 r = ((c & 0x000000ff) >> 0) / 255.f; + r*=r; + g*=g; + b*=b; + result_color = { r,g,b,a }; + } + + Vec4 dst_color; { + U32 c = *dst_pixel; + F32 a = ((c & 0xff000000) >> 24) / 255.f; + F32 b = ((c & 0x00ff0000) >> 16) / 255.f; + F32 g = ((c & 0x0000ff00) >> 8) / 255.f; + F32 r = ((c & 0x000000ff) >> 0) / 255.f; + r*=r; g*=g; b*=b; + dst_color = { r,g,b,a }; + } + + #if 0 + Vec3 light_color = vec3(0.8,0.8,1); + constexpr F32 ambient_strength = 0.1f; { + Vec3 ambient = ambient_strength * light_color; + Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color; + result_color.rgb *= (ambient+diffuse); + } + #endif + + result_color = premultiplied_alpha(dst_color, result_color); + result_color = almost_linear_to_srgb(result_color); + U32 color32 = vec4_to_u32abgr(result_color); + + *dst_pixel = color32; + } + } + } + + } + Cy0 -= dx10; + Cy1 -= dx21; + Cy2 -= dx02; + destination += dst->x; + } +}