Fixed the weird moving textures bug

This commit is contained in:
Krzosa Karol
2022-07-02 09:43:29 +02:00
parent 345acba124
commit 3a4fb4ecdc
2 changed files with 340 additions and 9 deletions

View File

@@ -289,6 +289,7 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
} }
// #include "optimization_log.cpp" // #include "optimization_log.cpp"
function function
void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2, 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 Cy1 = dy21 * min_x - dx21 * min_y - C1;
F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
Vec8 zero8 = vec8(0);
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7); Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(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 var1_8 = vec8(1,2,3,4,5,6,7,8);
Vec8 Dy21 = vec8(dy21) * var07; Vec8 Dy10 = vec8(dy10) * var1_8;
Vec8 Dy02 = vec8(dy02) * var07; Vec8 Dy21 = vec8(dy21) * var1_8;
Vec8 Dy02 = vec8(dy02) * var1_8;
Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w; Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w;
Vec8I ui, vi; 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 a = (vec8(x8) + var07);
Vec8 b = vec8(max_x); Vec8 b = vec8(max_x);
should_fill = a < b; 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; w0 = Cx1 / area8;
@@ -616,10 +619,6 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
if (in_count > 3) { 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); 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);
} }
} }
} }
} }

View File

@@ -468,4 +468,336 @@ void draw_triangle_nearest_c(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l
Cy2 -= dx02; Cy2 -= dx02;
destination += dst->x; destination += dst->x;
} }
} }
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;
}
}