Update README, add images

This commit is contained in:
Krzosa Karol
2022-07-27 09:20:15 +02:00
parent 1ffb77d09d
commit 3deb94aad6
6 changed files with 92 additions and 83 deletions

View File

@@ -78,12 +78,13 @@
/// - [x] Simple scatter plot
/// - [x] Asset processor as second program
// #include "obj_dump.cpp"
#include "multimedia.cpp"
#include "obj.cpp"
#include "obj_dump.cpp"
// #include "multimedia.cpp"
// #include "obj.cpp"
#include "vec.cpp"
#include "work_queue.cpp"
#define PROFILE_SCOPE(x)
#define MULTITHREADING 1
struct Vertex {
Vec3 pos;
@@ -296,7 +297,7 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
#define S32x8 __m256i
S32 render_triangle_test_case_number = 5;
S32 render_triangle_test_case_angle = 1;
S32 render_triangle_test_case_angle = -1;
U64 filled_pixel_count;
U64 filled_pixel_cycles;
U64 triangle_count;
@@ -635,7 +636,7 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
Vec3 p0_to_p1 = vert[1].pos - vert[0].pos;
Vec3 p0_to_p2 = vert[2].pos - vert[0].pos;
Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2));
// Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1);
Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1);
if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling
/// ## Clipping
@@ -731,6 +732,7 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
triangle_count++;
if (in_count > 3) triangle_count++;
#if MULTITHREADING
Render_Command *command = array_alloc(os.perm_arena, &r->commands);
command->src = image;
command->p0 = in[0].pos;
@@ -750,12 +752,12 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
command->tex2 = in[3].tex;
}
#if 0
#else
switch(render_triangle_test_case_number){
case 0: break;
case 1:
draw_triangle_nearest_a(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
if (in_count > 3) draw_triangle_nearest_a(&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);
break;
case 2:
draw_triangle_nearest_b(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
if (in_count > 3) draw_triangle_nearest_b(&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);
@@ -797,8 +799,7 @@ UI_SIGNAL_CALLBACK(scene_callback) {
} break;
case Scene_Sponza: {
speed = 100;
r.camera_pos = vec3(-228,94.5,-107);
r.camera_yaw = vec2(-1.25, 0.21);
r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44);
obj = sponza;
} break;
case Scene_Count:
@@ -810,36 +811,49 @@ UI_SIGNAL_CALLBACK(scene_callback) {
FILE *global_file;
function void
windows_log(Log_Kind kind, String string, char *file, int line){
// fprintf(global_file, "%s", string.str);
fprintf(global_file, "%s", string.str);
// OutputDebugStringA((const char *)string.str);
}
function void
next_test_case(B32 first_time){
render_triangle_test_case_number += 1;
if(first_time || render_triangle_test_case_number == 6){
render_triangle_test_case_angle += 1;
render_triangle_test_case_number = 1;
try_again: switch(render_triangle_test_case_angle){
case 0: r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44); break;
case 1: r.camera_pos = vec3(-356,89.5,168); r.camera_yaw = vec2(0.2, 0); break;
case 2: render_triangle_test_case_angle = 0; goto try_again; break;
}
}
}
int
main(int argc, char **argv) {
global_file = fopen("perfclocks.txt", "a");
thread_ctx.log_proc = windows_log;
fprintf(global_file, "\n---------------------");
os.window_size.x = 1920;
os.window_size.y = 1080;
os.window_resizable = 1;
assert(os_init());
Font font = os_load_font(os.perm_arena, 12*os.dpi_scale, "Arial", 0);
test_array_list();
// test_array_list();
f22 = load_obj_dump(os.perm_arena, "plane.bin"_s);
sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s);
// Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
// sponza = &sponza_obj;
// f22 = load_obj_dump(os.perm_arena, "plane.bin"_s);
// sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s);
Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
sponza = &sponza_obj;
scene_callback();
next_test_case(true);
int screen_x = os.window_size.x;
int screen_y = os.window_size.y;
r.camera_pos = vec3(-228,94.5,-107);
r.camera_yaw = vec2(-1.25, 0.21);
r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y);
r.commands.block_size = 1024*1024;
ThreadStartupInfo thread_infos[16] = {};
init_work_queue(&r.work_queue, buff_cap(thread_infos), thread_infos);
@@ -911,8 +925,8 @@ main(int argc, char **argv) {
draw_mesh(&r, obj->name, obj->materials.data, mesh+i, vertices, tex_coords, normals);
}
Render_Tile_Job_Data tile_job_data[16];
#if MULTITHREADING
Render_Tile_Job_Data tile_job_data[32];
S32 x_tiles = 1;
S32 y_tiles = 16;
F32 block_size_x = r.screen320.x / x_tiles;
@@ -935,7 +949,7 @@ main(int argc, char **argv) {
wait_until_completion(&r.work_queue);
array_free_all_nodes(&r.commands);
#endif
// @Note: Draw 320screen to OS screen
U32* ptr = os.screen->pixels;
@@ -952,30 +966,23 @@ main(int argc, char **argv) {
ui_end_frame(os.screen, &ui, &font);
frame_data = string_fmt(os.frame_arena, "FPS:%f dt:%f frame:%u camera_pos: %f %f %f camera_yaw: %f %f",
os.fps, os.delta_time*1000, os.frame, r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y);
if(filled_pixel_count){
raster_details = string_fmt(os.frame_arena, "\nAngle:%d Case:%d Cycle per pixel: %llu Cycles:%llu Pixels:%llu Triangles:%llu",
render_triangle_test_case_angle, render_triangle_test_case_number, filled_pixel_cycles/filled_pixel_count, filled_pixel_cycles, filled_pixel_count, triangle_count);
#if MULTITHREADING
if(os.frame == 1) log_info("Angle;Frame_Time\n");
log_info("%d;%f\n", render_triangle_test_case_angle, os.delta_time*1000);
#else
if(os.frame == 1) log_info("Angle;Algorithm;Frame_Time;Cycles_Per_Pixel;Cycles_To_Process_Triangles;Pixels_Processed;Triangles\n");
log_info("%d;%d;%f;%llu;%llu;%llu;%llu\n", render_triangle_test_case_angle, render_triangle_test_case_number,
os.delta_time*1000, filled_pixel_cycles/filled_pixel_count, filled_pixel_cycles, filled_pixel_count, triangle_count);
#endif
filled_pixel_count = 0;
filled_pixel_cycles = 0;
triangle_count = 0;
}
filled_pixel_count = 0;
filled_pixel_cycles = 0;
triangle_count = 0;
// @Todo I think there is bug with test_case_number, after doing full round it
// skips a phase
if(os.frame % 60 == 0){
continue;
render_triangle_test_case_number++;
if(render_triangle_test_case_number == 6){
render_triangle_test_case_number = 0;
try_again: switch(render_triangle_test_case_angle){
case 0: r.camera_pos = vec3(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); break;
case 1: r.camera_pos = vec3(-356,89.5,168); r.camera_yaw = vec2(0.2, 0); break;
case 2: r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44); break;
case 3: render_triangle_test_case_angle = 0; goto try_again; break;
}
render_triangle_test_case_angle += 1;
}
if(os.frame % 15 == 0){
next_test_case(false);
}
}