diff --git a/build.bat b/build.bat index 166cfa3..fa0ac4e 100644 --- a/build.bat +++ b/build.bat @@ -1,8 +1,8 @@ @echo off -clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib -assets.exe +rem clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib +rem assets.exe rem tracy/TracyClient.cpp -DTRACY_ENABLE diff --git a/main.cpp b/main.cpp index 0f0af34..6812128 100644 --- a/main.cpp +++ b/main.cpp @@ -411,7 +411,6 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig } // if(os.frame > 10) PROFILE_END(draw_triangle); - } function diff --git a/optimization_log.cpp b/optimization_log.cpp new file mode 100644 index 0000000..e5b7025 --- /dev/null +++ b/optimization_log.cpp @@ -0,0 +1,224 @@ +function +void draw_triangle_nearest1(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) { + 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)); + + 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++) { + for (S64 x = min_x; x < max_x; x++) { + F32 Cx0 = edge_function(p0, p1, { (F32)x,(F32)y }); + F32 Cx1 = edge_function(p1, p2, { (F32)x,(F32)y }); + F32 Cx2 = edge_function(p2, p0, { (F32)x,(F32)y }); + if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) { + // ZoneNamedN(fill, "fill_pixel", true); + F32 w1 = Cx1 / area; + F32 w2 = Cx2 / area; + F32 w3 = Cx0 / 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 + y * dst->x); + if (*depth < interpolated_w) { + *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; + 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; + } + } + } + destination += dst->x; + } +} + + +function +void draw_triangle_nearest_b(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(os.frame > 10) PROFILE_BEGIN(draw_triangle); + // ZoneScopedN("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)); + + 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; + + 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++) { + F32 Cx0 = Cy0; + F32 Cx1 = Cy1; + F32 Cx2 = Cy2; + for (S64 x = min_x; x < max_x; x++) { + if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) { + // ZoneNamedN(fill, "fill_pixel", true); + F32 w1 = Cx1 / area; + F32 w2 = Cx2 / area; + F32 w3 = Cx0 / 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 + y * dst->x); + if (*depth < interpolated_w) { + *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; + 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; + } + } + Cx0 += dy10; + Cx1 += dy21; + Cx2 += dy02; + } + Cy0 -= dx10; + Cy1 -= dx21; + Cy2 -= dx02; + destination += dst->x; + } + + // if(os.frame > 10) PROFILE_END(draw_triangle); +} \ No newline at end of file