Testing a generator to output different draw triangle versions, more gamma correct blending

This commit is contained in:
Krzosa Karol
2022-02-20 17:28:46 +01:00
parent e0b2182d11
commit 8cfd52ed81
10 changed files with 1092 additions and 364 deletions

BIN
graphics3.rdbg Normal file

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168
main.cpp
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@@ -5,22 +5,30 @@ OK Y up coordinate system, left handed
OK Drawing a cube with perspective OK Drawing a cube with perspective
OK Culling triangles facing away from camera OK Culling triangles facing away from camera
OK Texture mapping OK Texture mapping
? Basic math operations on Vec4 Mat4 - Muls, Dot, Cross etc. ? Basic math operations on Vec4 Mat4 - Muls, dot, cross etc.
OK Basic linear transformations - rotation, translation, scaling OK Basic linear transformations - rotation, translation, scaling
OK Bilinear filtering of textures / subpixel precison OK Bilinear filtering of textures / subpixel precison
OK Fix the gaps between triangles (it also improved look of triangle edges) OK Fix the gaps between triangles (it also improved look of triangle edges)
* Perspective matrix vs simple perspective * Perspective matrix vs simple perspective
* Perspective correct interpolation OK Perspective correct interpolation
* Depth buffer OK Depth buffer
KINDA_OK Gamma correct blending
* Alpha blending??
* Premultiplied alpha???
* Lightning
* LookAt Camera
* FPS Camera * FPS Camera
* Reading OBJ files OK Reading OBJ files
* Loading a model from PMX? * Reading PMX files
* Rendering multiple objects, queue renderer * Rendering multiple objects, queue renderer
* Clipping * Clipping
* Optimizations * Optimizations
* SIMD * SIMD
* Multithreading * Multithreading
* *
* Text rendering
* Basic UI
* Gamma correct and alpha blending
*/ */
/* What a codebase needs: /* What a codebase needs:
@@ -34,6 +42,7 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
#define BILINEAR_BLEND 1 #define BILINEAR_BLEND 1
#define PERSPECTIVE_CORRECT_INTERPOLATION 1 #define PERSPECTIVE_CORRECT_INTERPOLATION 1
#define _CRT_SECURE_NO_WARNINGS
#include "main.h" #include "main.h"
#include "platform.h" #include "platform.h"
#include "math.h" #include "math.h"
@@ -41,8 +50,10 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
#include "objparser.h" #include "objparser.h"
#include <float.h> #include <float.h>
GLOBAL OS os = {};
GLOBAL bool draw_rects = 0; GLOBAL bool draw_rects = 0;
GLOBAL bool draw_wireframe = 0; GLOBAL bool draw_wireframe = 0;
#include "rasterization_feature_selection.cpp"
struct Face { struct Face {
int p[3]; int p[3];
@@ -76,7 +87,7 @@ GLOBAL Face cube_faces[] = {
}; };
FUNCTION FUNCTION
void DrawRect(Image* dst, float X, float Y, float w, float h, U32 color) { void draw_rect(Image* dst, float X, float Y, float w, float h, U32 color) {
int max_x = (int)(MIN(X + w, dst->x) + 0.5f); int max_x = (int)(MIN(X + w, dst->x) + 0.5f);
int max_y = (int)(MIN(Y + h, dst->y) + 0.5f); int max_y = (int)(MIN(Y + h, dst->y) + 0.5f);
int min_x = (int)(MAX(0, X) + 0.5f); int min_x = (int)(MAX(0, X) + 0.5f);
@@ -90,7 +101,7 @@ void DrawRect(Image* dst, float X, float Y, float w, float h, U32 color) {
} }
FUNCTION FUNCTION
void DrawBitmap(Image* dst, Image* src, Vec2 pos) { void draw_bitmap(Image* dst, Image* src, Vec2 pos) {
I64 minx = (I64)(pos.x + 0.5); I64 minx = (I64)(pos.x + 0.5);
I64 miny = (I64)(pos.y + 0.5); I64 miny = (I64)(pos.y + 0.5);
I64 maxx = minx + src->x; I64 maxx = minx + src->x;
@@ -124,48 +135,61 @@ void DrawBitmap(Image* dst, Image* src, Vec2 pos) {
} }
FUNCTION FUNCTION
float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) { float edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
float result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y); float result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y);
return result; return result;
} }
FUNCTION
Vec4 srgb_to_almost_linear(Vec4 a) {
Vec4 result = {a.r*a.r, a.g*a.g, a.b*a.b, a.a};
return result; // @Note: Linear would be to power of 2.2
}
FUNCTION
Vec4 almost_linear_to_srgb(Vec4 a) {
Vec4 result = { sqrt(a.r), sqrt(a.g), sqrt(a.b), a.a };
return result;
}
FUNCTION FUNCTION
void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1, Vec4 p2, void draw_triangle(Image* dst, float *depth_buffer, Image *src,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) { Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x))); float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y))); float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x))); float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y))); float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
I64 min_x = (I64)MAX(0, Floor(min_x1)); I64 min_x = (I64)MAX(0, floor(min_x1));
I64 min_y = (I64)MAX(0, Floor(min_y1)); I64 min_y = (I64)MAX(0, floor(min_y1));
I64 max_x = (I64)MIN(dst->x, Ceil(max_x1)); I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
I64 max_y = (I64)MIN(dst->y, Ceil(max_y1)); I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
float area = EdgeFunction(p0, p1, p2); float area = edge_function(p0, p1, p2);
for (I64 y = min_y; y < max_y; y++) { for (I64 y = min_y; y < max_y; y++) {
for (I64 x = min_x; x < max_x; x++) { for (I64 x = min_x; x < max_x; x++) {
float edge1 = EdgeFunction(p0, p1, { (float)x,(float)y }); float edge1 = edge_function(p0, p1, { (float)x,(float)y });
float edge2 = EdgeFunction(p1, p2, { (float)x,(float)y }); float edge2 = edge_function(p1, p2, { (float)x,(float)y });
float edge3 = EdgeFunction(p2, p0, { (float)x,(float)y }); float edge3 = edge_function(p2, p0, { (float)x,(float)y });
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) { if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
float w1 = edge2 / area; float w1 = edge2 / area;
float w2 = edge3 / area; float w2 = edge3 / area;
float w3 = edge1 / area; float w3 = edge1 / area;
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
#if PERSPECTIVE_CORRECT_INTERPOLATION #if PERSPECTIVE_CORRECT_INTERPOLATION
float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w); float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w); float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
u /= interpolated_z; u /= interpolated_z;
v /= interpolated_z; v /= interpolated_z;
interpolated_z = 1.f / interpolated_z;
#else #else
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3; float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3; float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
#endif #endif
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
float* depth = depth_buffer + (x + y * dst->x); float* depth = depth_buffer + (x + y * dst->x);
if (*depth > interpolated_z) { if (*depth < interpolated_z) {
*depth = interpolated_z; *depth = interpolated_z;
u = u * (src->x - 2); u = u * (src->x - 2);
v = v * (src->y - 2); v = v * (src->y - 2);
@@ -175,16 +199,20 @@ void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1,
float vdiff = v - (float)vi; float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left // Origin UV (0,0) is in bottom left
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
#if BILINEAR_BLEND
Vec4 pixelx1y1 = V4ABGR(*pixel);
Vec4 pixelx2y1 = V4ABGR(*(pixel + 1));
Vec4 pixelx1y2 = V4ABGR(*(pixel - src->x));
Vec4 pixelx2y2 = V4ABGR(*(pixel + 1 - src->x));
Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, udiff); #if BILINEAR_BLEND
Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, udiff); Vec4 pixelx1y1 = srgb_to_almost_linear(v4abgr(*pixel));
Vec4 result_color = Lerp(blendx1, blendx2, vdiff); Vec4 pixelx2y1 = srgb_to_almost_linear(v4abgr(*(pixel + 1)));
U32 color32 = ColorToU32ABGR(result_color); Vec4 pixelx1y2 = srgb_to_almost_linear(v4abgr(*(pixel - src->x)));
Vec4 pixelx2y2 = srgb_to_almost_linear(v4abgr(*(pixel + 1 - src->x)));
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
result_color = almost_linear_to_srgb(result_color);
ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1);
U32 color32 = color_to_u32abgr(result_color);
#else #else
U32 color32 = *pixel; U32 color32 = *pixel;
#endif #endif
@@ -195,14 +223,15 @@ void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1,
} }
} }
if (draw_rects) { if (draw_rects) {
DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000); draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00); draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff); draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
} }
} }
#include "raster_functions.cpp"
FUNCTION FUNCTION
void DrawLine(Image *dst, float x0, float y0, float x1, float y1) { void draw_line(Image *dst, float x0, float y0, float x1, float y1) {
float delta_x = (x1 - x0); float delta_x = (x1 - x0);
float delta_y = (y1 - y0); float delta_y = (y1 - y0);
float longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y); float longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y);
@@ -226,16 +255,16 @@ struct FaceA {
}; };
FUNCTION FUNCTION
Obj LoadObj(const char* file) { Obj load_obj(const char* file) {
char* data = OS_ReadFile(file); char* data = os.read_file(file);
char* memory = (char*)malloc(100000); char* memory = (char*)malloc(100000);
Obj result = Obj_Parse(memory, 100000, data); Obj result = obj::parse(memory, 100000, data);
free(data); free(data);
return result; return result;
} }
FUNCTION FUNCTION
Image LoadImage(const char* path) { Image load_image(const char* path) {
int x, y, n; int x, y, n;
unsigned char* data = stbi_load(path, &x, &y, &n, 4); unsigned char* data = stbi_load(path, &x, &y, &n, 4);
Image result = { (U32*)data, x, y }; Image result = { (U32*)data, x, y };
@@ -243,23 +272,25 @@ Image LoadImage(const char* path) {
} }
int main() { int main() {
Obj_Test(); obj::test();
OS_Init({ 1280,720 }); os.init({ 1280,720 });
generate_stuff();
float rotation = 0; float rotation = 0;
Vec3 camera_pos = {0,0,-5}; Vec3 camera_pos = {0,0,-5};
Obj obj = LoadObj("assets/f22.obj"); Obj obj = load_obj("assets/f22.obj");
Vec3* vertices = (Vec3 *)obj.vertices; Vec3* vertices = (Vec3 *)obj.vertices;
Vec2* tex_coords = (Vec2*)obj.texture; Vec2* tex_coords = (Vec2*)obj.texture;
FaceA* faces = (FaceA*)obj.indices; FaceA* faces = (FaceA*)obj.indices;
I64 face_count = obj.indices_count; I64 face_count = obj.indices_count;
Image img = LoadImage("assets/bricksx64.png"); Image img = load_image("assets/bricksx64.png");
Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180}; Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180};
float* depth320 = (float *)malloc(sizeof(float) * 320 * 180); float* depth320 = (float *)malloc(sizeof(float) * 320 * 180);
while (OS_GameLoop()) { while (os.game_loop()) {
Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)screen.y, 0.1f, 100.f); Mat4 perspective = make_matrix_perspective(60.f, (float)os.screen.x, (float)os.screen.y, 0.1f, 100.f);
U32* p = screen320.pixels; U32* p = screen320.pixels;
for (int y = 0; y < screen320.y; y++) { for (int y = 0; y < screen320.y; y++) {
for (int x = 0; x < screen320.x; x++) { for (int x = 0; x < screen320.x; x++) {
@@ -269,16 +300,16 @@ int main() {
float* dp = depth320; float* dp = depth320;
for (int y = 0; y < screen320.y; y++) { for (int y = 0; y < screen320.y; y++) {
for (int x = 0; x < screen320.x; x++) { for (int x = 0; x < screen320.x; x++) {
*dp++ = FLT_MAX; *dp++ = -FLT_MAX;
} }
} }
DrawBitmap(&screen320, &img, {0,0}); draw_bitmap(&screen320, &img, {0,0});
Mat4 transform = Mat4RotationZ(rotation); Mat4 transform = make_matrix_rotation_z(rotation);
transform = transform * Mat4RotationX(rotation); transform = transform * make_matrix_rotation_x(rotation);
if (keydown_a) rotation += 0.05f; if (os.keydown_a) rotation += 0.05f;
if (keydown_b) rotation -= 0.05f; if (os.keydown_b) rotation -= 0.05f;
if (keydown_f1) draw_rects = !draw_rects; if (os.keydown_f1) draw_rects = !draw_rects;
if (keydown_f2) draw_wireframe = !draw_wireframe; if (os.keydown_f2) draw_wireframe = !draw_wireframe;
for (int i = 0; i < face_count; i++) { for (int i = 0; i < face_count; i++) {
FaceA* face = faces + i; FaceA* face = faces + i;
Vec4 pos[3] = { Vec4 pos[3] = {
@@ -300,8 +331,8 @@ int main() {
Vec3 p0_to_camera = camera_pos - pos[0].xyz; Vec3 p0_to_camera = camera_pos - pos[0].xyz;
Vec3 p0_to_p1 = pos[1].xyz - pos[0].xyz; Vec3 p0_to_p1 = pos[1].xyz - pos[0].xyz;
Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz; Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz;
Vec3 normal = Cross(p0_to_p1, p0_to_p2); Vec3 normal = cross(p0_to_p1, p0_to_p2);
if (Dot(normal, p0_to_camera) > 0) { if (dot(normal, p0_to_camera) > 0) {
for (int j = 0; j < 3; j++) { for (int j = 0; j < 3; j++) {
//@Note: Camera //@Note: Camera
pos[j].xyz = pos[j].xyz - camera_pos; pos[j].xyz = pos[j].xyz - camera_pos;
@@ -313,25 +344,32 @@ int main() {
//@Note: To pixel space //@Note: To pixel space
pos[j].x *= screen320.x / 2; pos[j].x *= screen320.x / 2;
pos[j].y *= screen320.y / 2; pos[j].y *= screen320.y / 2;
pos[j].x += screen320.x / 2; //pos[j].x += screen320.x / 2;
pos[j].y += screen320.y / 2; //pos[j].y += screen320.y / 2;
pos[j].x += screen320.x / 4;
pos[j].y += screen320.y / 4;
} }
DrawTriangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_off(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
for (int j = 0; j < 3; j++) {
pos[j].x += screen320.x / 3;
pos[j].y += screen320.y / 3;
}
draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_on(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
if (draw_wireframe) { if (draw_wireframe) {
DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y); draw_line(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y); draw_line(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y); draw_line(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
} }
} }
} }
// @Note: Draw 320screen to OS screen // @Note: Draw 320screen to OS screen
U32* ptr = screen.pixels; U32* ptr = os.screen.pixels;
for (int y = 0; y < screen.y; y++) { for (int y = 0; y < os.screen.y; y++) {
for (int x = 0; x < screen.x; x++) { for (int x = 0; x < os.screen.x; x++) {
float u = (float)x / (float)screen.x; float u = (float)x / (float)os.screen.x;
float v = (float)y / (float)screen.y; float v = (float)y / (float)os.screen.y;
int tx = (int)(u * screen320.x + 0.5f); int tx = (int)(u * screen320.x + 0.5f);
int ty = (int)(v * screen320.y + 0.5f); int ty = (int)(v * screen320.y + 0.5f);
*ptr++ = screen320.pixels[tx + ty * (screen320.x)]; *ptr++ = screen320.pixels[tx + ty * (screen320.x)];

81
math.h
View File

@@ -1,6 +1,8 @@
#include "main.h" #include "main.h"
#include <intrin.h> #include <intrin.h>
constexpr float PI32 = 3.14159265359f;
struct Mat4 { struct Mat4 {
float p[4][4]; float p[4][4];
}; };
@@ -20,8 +22,6 @@ union Vec4 {
struct { Vec3 xyz; }; struct { Vec3 xyz; };
}; };
constexpr float PI32 = 3.14159265359f;
FUNCTION FUNCTION
Vec4 vec4(Vec3 a, float b) { Vec4 vec4(Vec3 a, float b) {
Vec4 result = { a.x,a.y,a.z,b }; Vec4 result = { a.x,a.y,a.z,b };
@@ -29,7 +29,7 @@ Vec4 vec4(Vec3 a, float b) {
} }
FUNCTION FUNCTION
Mat4 Mat4Identity() { Mat4 make_matrix_identity() {
Mat4 result = { Mat4 result = {
1,0,0,0, 1,0,0,0,
0,1,0,0, 0,1,0,0,
@@ -40,7 +40,7 @@ Mat4 Mat4Identity() {
} }
FUNCTION FUNCTION
float Sin(float value) { float sin(float value) {
__m128 result128 = _mm_set_ps1(value); __m128 result128 = _mm_set_ps1(value);
result128 = _mm_sin_ps(result128); result128 = _mm_sin_ps(result128);
float result = *(float *)&result128; float result = *(float *)&result128;
@@ -48,7 +48,7 @@ float Sin(float value) {
} }
FUNCTION FUNCTION
float Cos(float value) { float cos(float value) {
__m128 result128 = _mm_set_ps1(value); __m128 result128 = _mm_set_ps1(value);
result128 = _mm_cos_ps(result128); result128 = _mm_cos_ps(result128);
float result = *(float*)&result128; float result = *(float*)&result128;
@@ -56,7 +56,7 @@ float Cos(float value) {
} }
FUNCTION FUNCTION
float Tan(float value) { float tan(float value) {
__m128 result128 = _mm_set_ps1(value); __m128 result128 = _mm_set_ps1(value);
result128 = _mm_tan_ps(result128); result128 = _mm_tan_ps(result128);
float result = *(float*)&result128; float result = *(float*)&result128;
@@ -64,7 +64,7 @@ float Tan(float value) {
} }
FUNCTION FUNCTION
float Floor(float value) { float floor(float value) {
__m128 result128 = _mm_set_ps1(value); __m128 result128 = _mm_set_ps1(value);
result128 = _mm_floor_ps(result128); result128 = _mm_floor_ps(result128);
float result = *(float*)&result128; float result = *(float*)&result128;
@@ -72,7 +72,7 @@ float Floor(float value) {
} }
FUNCTION FUNCTION
float Ceil(float value) { float ceil(float value) {
__m128 result128 = _mm_set_ps1(value); __m128 result128 = _mm_set_ps1(value);
result128 = _mm_ceil_ps(result128); result128 = _mm_ceil_ps(result128);
float result = *(float*)&result128; float result = *(float*)&result128;
@@ -80,7 +80,7 @@ float Ceil(float value) {
} }
FUNCTION FUNCTION
float Round(float value) { float round(float value) {
__m128 result128 = _mm_set_ps1(value); __m128 result128 = _mm_set_ps1(value);
result128 = _mm_round_ps(result128, _MM_FROUND_TO_NEAREST_INT| _MM_FROUND_NO_EXC); result128 = _mm_round_ps(result128, _MM_FROUND_TO_NEAREST_INT| _MM_FROUND_NO_EXC);
float result = *(float*)&result128; float result = *(float*)&result128;
@@ -88,9 +88,17 @@ float Round(float value) {
} }
FUNCTION FUNCTION
Mat4 Mat4RotationZ(float rotation) { float sqrt(float value) {
float s = Sin(rotation); __m128 result128 = _mm_set_ps1(value);
float c = Cos(rotation); result128 = _mm_sqrt_ps(result128);
float result = *(float*)&result128;
return result;
}
FUNCTION
Mat4 make_matrix_rotation_x(float rotation) {
float s = sin(rotation);
float c = cos(rotation);
Mat4 result = { Mat4 result = {
c, s, 0, 0, c, s, 0, 0,
-s, c, 0, 0, -s, c, 0, 0,
@@ -101,9 +109,9 @@ Mat4 Mat4RotationZ(float rotation) {
} }
FUNCTION FUNCTION
Mat4 Mat4RotationY(float rotation) { Mat4 make_matrix_rotation_y(float rotation) {
float s = Sin(rotation); float s = sin(rotation);
float c = Cos(rotation); float c = cos(rotation);
Mat4 result = { Mat4 result = {
c, 0, -s, 0, c, 0, -s, 0,
0, 1, 0, 0, 0, 1, 0, 0,
@@ -114,9 +122,9 @@ Mat4 Mat4RotationY(float rotation) {
} }
FUNCTION FUNCTION
Mat4 Mat4RotationX(float rotation) { Mat4 make_matrix_rotation_z(float rotation) {
float s = Sin(rotation); float s = sin(rotation);
float c = Cos(rotation); float c = cos(rotation);
Mat4 result = { Mat4 result = {
1, 0, 0, 0, 1, 0, 0, 0,
0, c, s, 0, 0, c, s, 0,
@@ -127,9 +135,9 @@ Mat4 Mat4RotationX(float rotation) {
} }
FUNCTION FUNCTION
Mat4 Mat4Perspective(float fov, float window_x, float window_y, float znear, float zfar) { Mat4 make_matrix_perspective(float fov, float window_x, float window_y, float znear, float zfar) {
float aspect_ratio = window_y / window_x; float aspect_ratio = window_y / window_x;
float f = (1.f / Tan((fov/2.f)*(180.f/PI32))); float f = (1.f / tan((fov/2.f)*(180.f/PI32)));
Mat4 result = { Mat4 result = {
aspect_ratio*f, 0, 0, 0, aspect_ratio*f, 0, 0, 0,
0, f, 0, 0, 0, f, 0, 0,
@@ -140,7 +148,19 @@ Mat4 Mat4Perspective(float fov, float window_x, float window_y, float znear, flo
} }
FUNCTION FUNCTION
Mat4 Mat4Translate(Mat4 a, Vec3 translation) { Mat4 transpose(Mat4 a) {
Mat4 result = a;
result.p[0][1] = result.p[1][0];
result.p[0][2] = result.p[2][0];
result.p[0][3] = result.p[3][0];
result.p[2][1] = result.p[1][2];
result.p[3][1] = result.p[1][3];
result.p[3][2] = result.p[2][3];
return result;
}
FUNCTION
Mat4 translate(Mat4 a, Vec3 translation) {
a.p[0][0] += translation.x; a.p[0][0] += translation.x;
a.p[0][1] += translation.y; a.p[0][1] += translation.y;
a.p[0][2] += translation.z; a.p[0][2] += translation.z;
@@ -189,7 +209,6 @@ Vec3 operator+(Vec3 a, Vec3 b) {
return result; return result;
} }
FUNCTION FUNCTION
Vec4 operator*(Mat4 a, Vec4 b) { Vec4 operator*(Mat4 a, Vec4 b) {
Vec4 result = { Vec4 result = {
@@ -225,13 +244,13 @@ Mat4 operator*(Mat4 a, Mat4 b) {
} }
FUNCTION FUNCTION
float Dot(Vec3 a, Vec3 b) { float dot(Vec3 a, Vec3 b) {
float result = a.x * b.x + a.y * b.y + a.z * b.z; float result = a.x * b.x + a.y * b.y + a.z * b.z;
return result; return result;
} }
FUNCTION FUNCTION
Vec3 Cross(Vec3 a, Vec3 b) { Vec3 cross(Vec3 a, Vec3 b) {
Vec3 result = { Vec3 result = {
a.y * b.z - a.z * b.y, a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z, a.z * b.x - a.x * b.z,
@@ -241,7 +260,7 @@ Vec3 Cross(Vec3 a, Vec3 b) {
} }
FUNCTION FUNCTION
U32 ColorToU32ARGB(Vec4 a) { U32 color_to_u32argb(Vec4 a) {
uint8_t r8 = (uint8_t)(a.r * 255.f); uint8_t r8 = (uint8_t)(a.r * 255.f);
uint8_t g8 = (uint8_t)(a.g * 255.f); uint8_t g8 = (uint8_t)(a.g * 255.f);
uint8_t b8 = (uint8_t)(a.b * 255.f); uint8_t b8 = (uint8_t)(a.b * 255.f);
@@ -251,7 +270,7 @@ U32 ColorToU32ARGB(Vec4 a) {
} }
FUNCTION FUNCTION
U32 ColorToU32ABGR(Vec4 a) { U32 color_to_u32abgr(Vec4 a) {
uint8_t r8 = (uint8_t)(a.r * 255.f); uint8_t r8 = (uint8_t)(a.r * 255.f);
uint8_t g8 = (uint8_t)(a.g * 255.f); uint8_t g8 = (uint8_t)(a.g * 255.f);
uint8_t b8 = (uint8_t)(a.b * 255.f); uint8_t b8 = (uint8_t)(a.b * 255.f);
@@ -261,7 +280,7 @@ U32 ColorToU32ABGR(Vec4 a) {
} }
FUNCTION FUNCTION
Vec4 V4ARGB(U32 c) { Vec4 v4argb(U32 c) {
float a = ((c & 0xff000000) >> 24) / 255.f; float a = ((c & 0xff000000) >> 24) / 255.f;
float r = ((c & 0x00ff0000) >> 16) / 255.f; float r = ((c & 0x00ff0000) >> 16) / 255.f;
float g = ((c & 0x0000ff00) >> 8) / 255.f; float g = ((c & 0x0000ff00) >> 8) / 255.f;
@@ -271,7 +290,7 @@ Vec4 V4ARGB(U32 c) {
} }
FUNCTION FUNCTION
Vec4 V4ABGR(U32 c) { Vec4 v4abgr(U32 c) {
float a = ((c & 0xff000000) >> 24) / 255.f; float a = ((c & 0xff000000) >> 24) / 255.f;
float b = ((c & 0x00ff0000) >> 16) / 255.f; float b = ((c & 0x00ff0000) >> 16) / 255.f;
float g = ((c & 0x0000ff00) >> 8) / 255.f; float g = ((c & 0x0000ff00) >> 8) / 255.f;
@@ -281,13 +300,13 @@ Vec4 V4ABGR(U32 c) {
} }
FUNCTION FUNCTION
float Lerp(float a, float b, float t) { float lerp(float a, float b, float t) {
float result = (1.0f - t) * a + t * b; float result = (1.0f - t) * a + t * b;
return result; return result;
} }
FUNCTION FUNCTION
Vec4 Lerp(Vec4 a, Vec4 b, float t) { Vec4 lerp(Vec4 a, Vec4 b, float t) {
Vec4 result = {Lerp(a.x,b.x,t), Lerp(a.y,b.y,t), Lerp(a.z,b.z,t), Lerp(a.w,b.w,t) }; Vec4 result = {lerp(a.x,b.x,t), lerp(a.y,b.y,t), lerp(a.z,b.z,t), lerp(a.w,b.w,t) };
return result; return result;
} }

View File

@@ -2,6 +2,7 @@
#include <stdint.h> #include <stdint.h>
#include <stdlib.h> #include <stdlib.h>
#include <assert.h> #include <assert.h>
#define FUNCTION static
enum class TokenType { enum class TokenType {
none, word, number, whitespace, end none, word, number, whitespace, end
@@ -18,223 +19,213 @@ struct Token {
}; };
}; };
static
bool Obj_IsAlphabetic(char w) {
bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z');
return result;
}
static
bool Obj_IsNumber(char w) {
bool result = w >= '0' && w <= '9';
return result;
}
static
bool Obj_IsWhitespace(char w) {
bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r';
return result;
}
static
int Obj_StringLen(char* a) {
int result = 0;
while (*a++ != 0) result++;
return result;
}
static
bool Obj_Equals(Token a, const char* b) {
int len = Obj_StringLen((char*)b);
if (a.type != TokenType::word) return false;
if (a.len != len) return false;
for (int i = 0; i < len; i++) {
if (a.s[i] != b[i]) return false;
}
return true;
}
static
Token Obj_NextTokenRaw(char** data) {
Token result = {};
result.s = *data;
*data += 1;
if (Obj_IsAlphabetic(*result.s)) {
result.type = TokenType::word;
while (!Obj_IsWhitespace(**data)) {
*data+=1;
}
result.len = (int)(*data - result.s);
}
else if (Obj_IsNumber(*result.s) || *result.s == '-') {
result.type = TokenType::number;
while (Obj_IsNumber(**data) || **data == '.') {
*data += 1;
}
result.number = atof(result.s);
}
else if (*result.s == '#') {
while (**data != '\n') *data += 1;
result = Obj_NextTokenRaw(data);
}
else if (Obj_IsWhitespace(*result.s)) {
result.type = TokenType::whitespace;
while (Obj_IsWhitespace(**data)) *data += 1;
result.len = (int)(*data - result.s);
}
else if (*result.s == 0) {
result.type = TokenType::end;
}
else if(*result.s >= '!') {
result.type = (TokenType)*result.s;
}
return result;
}
static
Token Obj_NextToken(char** data) {
Token result;
do {
result = Obj_NextTokenRaw(data);
} while (result.type == TokenType::whitespace);
return result;
}
static
double Obj_ExpectNumber(char** data) {
Token t = Obj_NextToken(data);
assert(t.type == TokenType::number); // @Todo: Error handling, error flag
return t.number;
}
static
void Obj_ExpectToken(char** data, char token) {
Token t = Obj_NextToken(data);
assert(t.type == (TokenType)token); // @Todo: Error handling, error flag
}
static
void Obj_Debug_ExpectRaw(char** data, TokenType type) {
char* data_temp = *data;
assert(Obj_NextTokenRaw(&data_temp).type == type);
}
struct Obj_Arena { struct Obj_Arena {
char* base; char* base;
size_t size; size_t size;
size_t p; size_t p;
}; };
static namespace obj {
char* Obj_Push(Obj_Arena *a, size_t size) { FUNCTION bool is_alphabetic(char w) {
char* ptr = a->base; bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z');
if (a->p + size < a->size) { return result;
ptr += a->p;
a->p += size;
} }
else {
assert(!"Buffer is too small to hold the data!"); FUNCTION bool is_number(char w) {
bool result = w >= '0' && w <= '9';
return result;
} }
return ptr;
}
Obj Obj_Parse(char* memory, size_t memory_size, char* data) { FUNCTION bool is_whitespace(char w) {
Obj_Arena arena = { memory, memory_size }; bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r';
Obj result = {}; return result;
int parsing_vertices = 0; }
int parsing_normals = 0;
int parsing_textures = 0;
for (;;) { FUNCTION int string_len(char* a) {
Token token = Obj_NextToken(&data); int result = 0;
if (token.type == TokenType::end) break; while (*a++ != 0) result++;
else if (token.type == TokenType::word) { return result;
if (Obj_Equals(token, "v")) { }
assert(parsing_vertices != 2);
parsing_vertices = 1; FUNCTION bool equals(Token a, const char* b) {
float* ptr = (float*)Obj_Push(&arena, sizeof(float) * 3); int len = string_len((char*)b);
ptr[0] = (float)Obj_ExpectNumber(&data); if (a.type != TokenType::word) return false;
ptr[1] = (float)Obj_ExpectNumber(&data); if (a.len != len) return false;
ptr[2] = (float)Obj_ExpectNumber(&data); for (int i = 0; i < len; i++) {
if (result.vertices == 0) result.vertices = ptr; if (a.s[i] != b[i]) return false;
result.vertices_count++; }
Obj_Debug_ExpectRaw(&data, TokenType::whitespace); return true;
}
FUNCTION Token next_token_raw(char** data) {
Token result = {};
result.s = *data;
*data += 1;
if (is_alphabetic(*result.s)) {
result.type = TokenType::word;
while (!is_whitespace(**data)) {
*data += 1;
} }
else if (Obj_Equals(token, "vt")) { result.len = (int)(*data - result.s);
assert(parsing_textures != 2); }
parsing_textures = 1; else if (is_number(*result.s) || *result.s == '-') {
parsing_vertices = 2; result.type = TokenType::number;
while (is_number(**data) || **data == '.') {
float* ptr = (float*)Obj_Push(&arena, sizeof(float) * 2); *data += 1;
ptr[0] = (float)Obj_ExpectNumber(&data);
ptr[1] = (float)Obj_ExpectNumber(&data);
if (result.texture == 0) result.texture = ptr;
Obj_Debug_ExpectRaw(&data, TokenType::whitespace);
} }
else if (Obj_Equals(token, "vn")) { result.number = atof(result.s);
assert((parsing_textures == 1 || parsing_textures == 2) && parsing_vertices == 2); }
parsing_textures = 2; else if (*result.s == '#') {
parsing_normals = 1; while (**data != '\n') *data += 1;
result = next_token_raw(data);
}
else if (is_whitespace(*result.s)) {
result.type = TokenType::whitespace;
while (is_whitespace(**data)) *data += 1;
result.len = (int)(*data - result.s);
}
else if (*result.s == 0) {
result.type = TokenType::end;
}
else if (*result.s >= '!') {
result.type = (TokenType)*result.s;
}
float* ptr = (float*)Obj_Push(&arena, sizeof(float) * 3); return result;
ptr[0] = (float)Obj_ExpectNumber(&data); }
ptr[1] = (float)Obj_ExpectNumber(&data);
ptr[2] = (float)Obj_ExpectNumber(&data);
if (result.normals == 0) result.normals = ptr;
Obj_Debug_ExpectRaw(&data, TokenType::whitespace);
}
else if (Obj_Equals(token, "f")) {
assert(parsing_normals == 1 && parsing_textures == 2 && parsing_vertices == 2);
int* ptr = (int*)Obj_Push(&arena, sizeof(int) * 9);
ptr[0] = (int)Obj_ExpectNumber(&data);
Obj_ExpectToken(&data, '/');
ptr[3] = (int)Obj_ExpectNumber(&data);
Obj_ExpectToken(&data, '/');
ptr[6] = (int)Obj_ExpectNumber(&data);
ptr[1] = (int)Obj_ExpectNumber(&data); FUNCTION Token next_token(char** data) {
Obj_ExpectToken(&data, '/'); Token result;
ptr[4] = (int)Obj_ExpectNumber(&data); do {
Obj_ExpectToken(&data, '/'); result = next_token_raw(data);
ptr[7] = (int)Obj_ExpectNumber(&data); } while (result.type == TokenType::whitespace);
return result;
}
ptr[2] = (int)Obj_ExpectNumber(&data); FUNCTION double expect_number(char** data) {
Obj_ExpectToken(&data, '/'); Token t = next_token(data);
ptr[5] = (int)Obj_ExpectNumber(&data); assert(t.type == TokenType::number); // @Todo: Error handling, error flag
Obj_ExpectToken(&data, '/'); return t.number;
ptr[8] = (int)Obj_ExpectNumber(&data); }
if (result.indices == 0) result.indices = ptr;
result.indices_count += 1;
Obj_Debug_ExpectRaw(&data, TokenType::whitespace); FUNCTION void expect_token(char** data, char token) {
Token t = next_token(data);
assert(t.type == (TokenType)token); // @Todo: Error handling, error flag
}
FUNCTION void debug_expect_raw(char** data, TokenType type) {
char* data_temp = *data;
assert(next_token_raw(&data_temp).type == type);
}
FUNCTION char* push(Obj_Arena *a, size_t size) {
char* ptr = a->base;
if (a->p + size < a->size) {
ptr += a->p;
a->p += size;
}
else {
assert(!"Buffer is too small to hold the data!");
}
return ptr;
}
Obj parse(char* memory, size_t memory_size, char* data) {
Obj_Arena arena = { memory, memory_size };
Obj result = {};
int parsing_vertices = 0;
int parsing_normals = 0;
int parsing_textures = 0;
for (; ; ) {
Token token = next_token(&data);
if (token.type == TokenType::end) break;
else if (token.type == TokenType::word) {
if (equals(token, "v")) {
assert(parsing_vertices != 2);
parsing_vertices = 1;
float* ptr = (float*)push(&arena, sizeof(float) * 3);
ptr[0] = (float)expect_number(&data);
ptr[1] = (float)expect_number(&data);
ptr[2] = (float)expect_number(&data);
if (result.vertices == 0) result.vertices = ptr;
result.vertices_count++;
debug_expect_raw(&data, TokenType::whitespace);
}
else if (equals(token, "vt")) {
assert(parsing_textures != 2);
parsing_textures = 1;
parsing_vertices = 2;
float* ptr = (float*)push(&arena, sizeof(float) * 2);
ptr[0] = (float)expect_number(&data);
ptr[1] = (float)expect_number(&data);
if (result.texture == 0) result.texture = ptr;
debug_expect_raw(&data, TokenType::whitespace);
}
else if (equals(token, "vn")) {
assert((parsing_textures == 1 || parsing_textures == 2) && parsing_vertices == 2);
parsing_textures = 2;
parsing_normals = 1;
float* ptr = (float*)push(&arena, sizeof(float) * 3);
ptr[0] = (float)expect_number(&data);
ptr[1] = (float)expect_number(&data);
ptr[2] = (float)expect_number(&data);
if (result.normals == 0) result.normals = ptr;
debug_expect_raw(&data, TokenType::whitespace);
}
else if (equals(token, "f")) {
assert(parsing_normals == 1 && parsing_textures == 2 && parsing_vertices == 2);
int* ptr = (int*)push(&arena, sizeof(int) * 9);
ptr[0] = (int)expect_number(&data);
expect_token(&data, '/');
ptr[3] = (int)expect_number(&data);
expect_token(&data, '/');
ptr[6] = (int)expect_number(&data);
ptr[1] = (int)expect_number(&data);
expect_token(&data, '/');
ptr[4] = (int)expect_number(&data);
expect_token(&data, '/');
ptr[7] = (int)expect_number(&data);
ptr[2] = (int)expect_number(&data);
expect_token(&data, '/');
ptr[5] = (int)expect_number(&data);
expect_token(&data, '/');
ptr[8] = (int)expect_number(&data);
if (result.indices == 0) result.indices = ptr;
result.indices_count += 1;
debug_expect_raw(&data, TokenType::whitespace);
}
} }
} }
result.memory_taken = arena.p;
return result;
} }
result.memory_taken = arena.p;
return result;
}
static FUNCTION void test_lex() {
void Obj_TestLex() { const char* d = "v 0.885739 0.001910 -0.380334";
const char* d = "v 0.885739 0.001910 -0.380334"; char* dd = (char *)d;
char* dd = (char *)d; assert(next_token(&dd).type == TokenType::word);
assert(Obj_NextToken(&dd).type == TokenType::word); Token t = next_token(&dd); assert(t.type == TokenType::number && t.number > 0.8857);
Token t = Obj_NextToken(&dd); assert(t.type == TokenType::number && t.number > 0.8857); t = next_token(&dd); assert(t.type == TokenType::number && t.number > 0.0019);
t = Obj_NextToken(&dd); assert(t.type == TokenType::number && t.number > 0.0019); t = next_token(&dd); assert(t.type == TokenType::number && t.number < -0.38);
t = Obj_NextToken(&dd); assert(t.type == TokenType::number && t.number < -0.38); d = "# Blender v2.79 (sub 0) OBJ File: 'fighters_0.blend'\n"
d = "# Blender v2.79 (sub 0) OBJ File: 'fighters_0.blend'\n" "# www.blender.org\n"
"# www.blender.org\n" "mtllib f-22.mtl\n"
"mtllib f-22.mtl\n" "o F-22\n";
"o F-22\n"; dd = (char *)d;
dd = (char *)d; t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"mtllib"));
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"mtllib")); t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"f-22.mtl"));
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"f-22.mtl")); t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"o"));
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"o")); t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"F-22"));
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"F-22")); }
}
void Obj_Test() { void test() {
Obj_TestLex(); test_lex();
}
} }

View File

@@ -10,5 +10,7 @@ struct Obj {
size_t memory_taken; size_t memory_taken;
}; };
Obj Obj_Parse(char* memory, size_t memory_size, char* data); namespace obj {
void Obj_Test(); Obj parse(char* memory, size_t memory_size, char* data);
void test();
}

View File

@@ -7,50 +7,41 @@
#include <windows.h> #include <windows.h>
#include <shellscalingapi.h> #include <shellscalingapi.h>
struct OSWin32 {
HBITMAP screen_dib;
HDC screen_dc;
HDC window_dc;
HWND hwnd;
HINSTANCE hinstance;
};
typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS); typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS);
GLOBAL OS *wnd_proc_os = 0;
Image screen;
bool keydown_a;
bool keydown_b;
bool keydown_f1;
bool keydown_f2;
bool keydown_f3;
GLOBAL bool g_app_is_running = true;
GLOBAL HBITMAP g_screen_dib;
GLOBAL HDC g_screen_dc;
GLOBAL HDC g_window_dc;
GLOBAL HWND g_hwnd;
GLOBAL HINSTANCE g_hinstance;
GLOBAL int g_cmdshow;
FUNCTION
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
LRESULT result = 0; LRESULT result = 0;
switch (uMsg) { switch (uMsg) {
case WM_CLOSE: DestroyWindow(hwnd); g_app_is_running = false; break; case WM_CLOSE: DestroyWindow(hwnd); wnd_proc_os->app_is_running = false; break;
case WM_DESTROY: PostQuitMessage(0); g_app_is_running = false; break; case WM_DESTROY: PostQuitMessage(0); wnd_proc_os->app_is_running = false; break;
case WM_SYSKEYDOWN: case WM_SYSKEYDOWN:
case WM_KEYDOWN: { case WM_KEYDOWN: {
switch (wParam) { switch (wParam) {
case VK_ESCAPE: g_app_is_running = false; break; case VK_ESCAPE: wnd_proc_os->app_is_running = false; break;
case 0x4F: keydown_a = true; break; case 0x4F: wnd_proc_os->keydown_a = true; break;
case 0x50: keydown_b = true; break; case 0x50: wnd_proc_os->keydown_b = true; break;
case VK_F1: keydown_f1 = true; break; case VK_F1: wnd_proc_os->keydown_f1 = true; break;
case VK_F2: keydown_f2 = true; break; case VK_F2: wnd_proc_os->keydown_f2 = true; break;
case VK_F3: keydown_f3 = true; break; case VK_F3: wnd_proc_os->keydown_f3 = true; break;
} }
} break; } break;
case WM_SYSKEYUP: case WM_SYSKEYUP:
case WM_KEYUP: { case WM_KEYUP: {
switch (wParam) { switch (wParam) {
case 0x4F: keydown_a = false; break; case 0x4F: wnd_proc_os->keydown_a = false; break;
case 0x50: keydown_b = false; break; case 0x50: wnd_proc_os->keydown_b = false; break;
case VK_F1: keydown_f1 = false; break; case VK_F1: wnd_proc_os->keydown_f1 = false; break;
case VK_F2: keydown_f2 = false; break; case VK_F2: wnd_proc_os->keydown_f2 = false; break;
case VK_F3: keydown_f3 = false; break; case VK_F3: wnd_proc_os->keydown_f3 = false; break;
} }
} break; } break;
default: result = DefWindowProc(hwnd, uMsg, wParam, lParam); default: result = DefWindowProc(hwnd, uMsg, wParam, lParam);
@@ -59,7 +50,8 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
} }
FUNCTION FUNCTION
void Win32_ScreenInit(int window_x, int window_y) { void win32_screen_init(OS *os, int window_x, int window_y) {
OSWin32 *w32 = (OSWin32 *)os->os_internal_data;
BITMAPINFO bminfo = {}; BITMAPINFO bminfo = {};
bminfo.bmiHeader.biSize = sizeof(bminfo.bmiHeader); bminfo.bmiHeader.biSize = sizeof(bminfo.bmiHeader);
bminfo.bmiHeader.biWidth = window_x; bminfo.bmiHeader.biWidth = window_x;
@@ -71,14 +63,16 @@ void Win32_ScreenInit(int window_x, int window_y) {
bminfo.bmiHeader.biYPelsPerMeter = 1; bminfo.bmiHeader.biYPelsPerMeter = 1;
void* mem = 0; void* mem = 0;
g_screen_dib = CreateDIBSection(g_window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0); w32->screen_dib = CreateDIBSection(w32->window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0);
g_screen_dc = CreateCompatibleDC(g_window_dc); w32->screen_dc = CreateCompatibleDC(w32->window_dc);
screen.pixels = (U32*)mem; os->screen.pixels = (U32*)mem;
screen.x = window_x; os->screen.x = window_x;
screen.y = window_y; os->screen.y = window_y;
} }
void OS_Init(OSInitArgs i) { void OS::init(OSInitArgs i) {
OSWin32 *w32 = (OSWin32 *)os_internal_data;
w32->hinstance = (HINSTANCE)GetModuleHandle(NULL);
HMODULE shcore = LoadLibraryA("Shcore.dll"); HMODULE shcore = LoadLibraryA("Shcore.dll");
if (shcore) { if (shcore) {
tSetProcessDpiAwareness* set_dpi_awr = (tSetProcessDpiAwareness*)GetProcAddress(shcore, "SetProcessDpiAwareness"); tSetProcessDpiAwareness* set_dpi_awr = (tSetProcessDpiAwareness*)GetProcAddress(shcore, "SetProcessDpiAwareness");
@@ -91,11 +85,11 @@ void OS_Init(OSInitArgs i) {
const wchar_t CLASS_NAME[] = L"Hello!"; const wchar_t CLASS_NAME[] = L"Hello!";
WNDCLASS wc = { }; WNDCLASS wc = { };
wc.lpfnWndProc = WindowProc; wc.lpfnWndProc = WindowProc;
wc.hInstance = g_hinstance; wc.hInstance = w32->hinstance;
wc.lpszClassName = CLASS_NAME; wc.lpszClassName = CLASS_NAME;
ASSERT(RegisterClass(&wc)); ASSERT(RegisterClass(&wc));
g_hwnd = CreateWindowEx( w32->hwnd = CreateWindowEx(
0, // Optional window styles. 0, // Optional window styles.
CLASS_NAME, // Window class CLASS_NAME, // Window class
L"Have a wonderful day!", // Window text L"Have a wonderful day!", // Window text
@@ -103,24 +97,28 @@ void OS_Init(OSInitArgs i) {
CW_USEDEFAULT, CW_USEDEFAULT, i.window_x, i.window_y, // Size and position CW_USEDEFAULT, CW_USEDEFAULT, i.window_x, i.window_y, // Size and position
NULL, // Parent window NULL, // Parent window
NULL, // Menu NULL, // Menu
g_hinstance, // Instance handle w32->hinstance, // Instance handle
NULL // Additional application data NULL // Additional application data
); );
if (g_hwnd == 0) { if (w32->hwnd == 0) {
ASSERT(!"Failed to create window"); ASSERT(!"Failed to create window");
return; return;
} }
ShowWindow(g_hwnd, SW_SHOW); ShowWindow(w32->hwnd, SW_SHOW);
RECT rect; RECT rect;
GetWindowRect(g_hwnd, &rect); GetWindowRect(w32->hwnd, &rect);
g_window_dc = GetWindowDC(g_hwnd); w32->window_dc = GetWindowDC(w32->hwnd);
Win32_ScreenInit(rect.right - rect.left, rect.bottom - rect.top); win32_screen_init(this, rect.right - rect.left, rect.bottom - rect.top);
app_is_running = true;
} }
bool OS_GameLoop() { bool OS::game_loop() {
OSWin32 *w32 = (OSWin32 *)os_internal_data;
MSG msg = { }; MSG msg = { };
wnd_proc_os = this;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE) > 0) { while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE) > 0) {
TranslateMessage(&msg); TranslateMessage(&msg);
DispatchMessage(&msg); DispatchMessage(&msg);
@@ -128,7 +126,7 @@ bool OS_GameLoop() {
// @Note: Free the screen on window resize // @Note: Free the screen on window resize
RECT rect; RECT rect;
GetWindowRect(g_hwnd, &rect); GetWindowRect(w32->hwnd, &rect);
int new_width = rect.right - rect.left; int new_width = rect.right - rect.left;
int new_height = rect.bottom - rect.top; int new_height = rect.bottom - rect.top;
if (new_width != screen.x || new_height != screen.y) { if (new_width != screen.x || new_height != screen.y) {
@@ -136,14 +134,14 @@ bool OS_GameLoop() {
screen.y = new_height; screen.y = new_height;
if (screen.pixels) { if (screen.pixels) {
screen.pixels = 0; screen.pixels = 0;
DeleteDC(g_screen_dc); DeleteDC(w32->screen_dc);
DeleteObject(g_screen_dib); DeleteObject(w32->screen_dib);
} }
} }
// @Note: Create drawable screen // @Note: Create drawable screen
if (!screen.pixels) { if (!screen.pixels) {
Win32_ScreenInit((LONG)screen.x, (LONG)screen.y); win32_screen_init(this, (LONG)screen.x, (LONG)screen.y);
} }
// @Note: Draw screen to window // @Note: Draw screen to window
@@ -157,33 +155,35 @@ bool OS_GameLoop() {
} }
} }
SelectObject(g_screen_dc, g_screen_dib); SelectObject(w32->screen_dc, w32->screen_dib);
BitBlt(g_window_dc, 0, 0, (int)screen.x, (int)screen.y, g_screen_dc, 0, 0, SRCCOPY); BitBlt(w32->window_dc, 0, 0, (int)screen.x, (int)screen.y, w32->screen_dc, 0, 0, SRCCOPY);
} }
Sleep(16); Sleep(16);
return g_app_is_running; return app_is_running;
} }
int main(); int main();
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow) { int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow) {
g_hinstance = hInstance;
g_cmdshow = nCmdShow;
return main(); return main();
} }
#include <stdio.h> #include <stdio.h>
void OS_Message(const char* format, ...) { void OS::message(int debug, const char* format, ...) {
char buffer[1024]; char buffer[1024];
va_list args; va_list args;
va_start(args, format); va_start(args, format);
vsnprintf(buffer, 1024, format, args); vsnprintf(buffer, 1024, format, args);
va_end(args); va_end(args);
if (debug) {
MessageBoxA(0, buffer, "Error!", 0); OutputDebugStringA(buffer);
}
else {
MessageBoxA(0, buffer, "Error!", 0);
}
} }
char* OS_ReadFile(const char* path) { char* OS::read_file(const char* path) {
char* result = 0; char* result = 0;
FILE* f = fopen(path, "rb"); FILE* f = fopen(path, "rb");
if (f) { if (f) {

View File

@@ -11,13 +11,22 @@ struct OSInitArgs {
int window_y; int window_y;
}; };
extern Image screen; struct OS {
extern bool keydown_a; Image screen;
extern bool keydown_b; bool keydown_a;
extern bool keydown_f1; bool keydown_b;
extern bool keydown_f2; bool keydown_f1;
extern bool keydown_f3; bool keydown_f2;
bool keydown_f3;
bool app_is_running;
bool OS_GameLoop(); void init(OSInitArgs args);
void OS_Init(OSInitArgs); bool game_loop();
char* OS_ReadFile(const char* path);
void message(int debug, const char *msg, ...);
char *read_file(const char *path);
OS() = default;
OS(OSInitArgs args) { init(args); }
char os_internal_data[1024];
};

255
raster_functions.cpp Normal file
View File

@@ -0,0 +1,255 @@
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_off (Image* dst, float *depth_buffer, Image *src,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
I64 min_x = (I64)MAX(0, floor(min_x1));
I64 min_y = (I64)MAX(0, floor(min_y1));
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
float area = edge_function(p0, p1, p2);
for (I64 y = min_y; y < max_y; y++) {
for (I64 x = min_x; x < max_x; x++) {
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
float w1 = edge2 / area;
float w2 = edge3 / area;
float w3 = edge1 / area;
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
// PERSPECTIVE_CORRECT_INTERPOLATION
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
float* depth = depth_buffer + (x + y * dst->x);
if (*depth < interpolated_z) {
*depth = interpolated_z;
u = u * (src->x - 2);
v = v * (src->y - 2);
I64 ui = (I64)(u);
I64 vi = (I64)(v);
float udiff = u - (float)ui;
float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
// BILINEAR_BLEND
U32 color32 = *pixel;
dst->pixels[x + y * dst->x] = color32;
}
}
}
}
if (draw_rects) {
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
}
}
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
I64 min_x = (I64)MAX(0, floor(min_x1));
I64 min_y = (I64)MAX(0, floor(min_y1));
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
float area = edge_function(p0, p1, p2);
for (I64 y = min_y; y < max_y; y++) {
for (I64 x = min_x; x < max_x; x++) {
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
float w1 = edge2 / area;
float w2 = edge3 / area;
float w3 = edge1 / area;
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
// PERSPECTIVE_CORRECT_INTERPOLATION
float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
u /= interpolated_z;
v /= interpolated_z;
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
float* depth = depth_buffer + (x + y * dst->x);
if (*depth < interpolated_z) {
*depth = interpolated_z;
u = u * (src->x - 2);
v = v * (src->y - 2);
I64 ui = (I64)(u);
I64 vi = (I64)(v);
float udiff = u - (float)ui;
float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
// BILINEAR_BLEND
Vec4 pixelx1y1 = srgb_to_almost_linear(v4abgr(*pixel));
Vec4 pixelx2y1 = srgb_to_almost_linear(v4abgr(*(pixel + 1)));
Vec4 pixelx1y2 = srgb_to_almost_linear(v4abgr(*(pixel - src->x)));
Vec4 pixelx2y2 = srgb_to_almost_linear(v4abgr(*(pixel + 1 - src->x)));
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
result_color = almost_linear_to_srgb(result_color);
ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1);
U32 color32 = color_to_u32abgr(result_color);
dst->pixels[x + y * dst->x] = color32;
}
}
}
}
if (draw_rects) {
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
}
}
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,

View File

@@ -0,0 +1,165 @@
struct Token {
char* s;
int len;
};
FUNCTION bool is_alphabetic(char w) {
bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z');
return result;
}
FUNCTION bool is_number(char w) {
bool result = w >= '0' && w <= '9';
return result;
}
FUNCTION bool is_whitespace(char w) {
bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r';
return result;
}
FUNCTION int string_len(char* a) {
int result = 0;
while (*a++ != 0) result++;
return result;
}
FUNCTION bool equals(Token a, const char* b) {
int len = string_len((char*)b);
if (a.len != len) return false;
for (int i = 0; i < len; i++) {
if (a.s[i] != b[i]) return false;
}
return true;
}
bool combinations[64][8] = { { 0, 0 }, { 1, 1 }, { 0, 1 }, { 1, 0 } };
int combinations_to_make = 4;
struct Lexer {
char* stream;
char* data;
char output[10000];
Token next() {
while (is_whitespace(*stream)) stream++;
Token result = {};
result.s = stream++;
if (is_alphabetic(*result.s)) {
while (is_alphabetic(*stream) || *stream == '_') stream++;
}
result.len = (int)(stream - result.s);
return result;
}
bool match(const char* str, Token* out = 0) {
Lexer l = *this;
Token token = next();
if (out) *out = token;
if (equals(token, str)) {
return true;
}
*this = l;
return false;
}
};
struct Section {
char* begin, * end;
char* name, * name_end;
int if_clause_i;
bool is_else;
};
FUNCTION void generate_stuff() {
char* data = os.read_file("main.cpp");
FILE* f = fopen("raster_functions.cpp", "w");
ASSERT(f);
Section sections[100] = {};
int sections_count = 0;
int if_clause_count = 0;
Lexer lexer = { data, data };
for (;;) {
Token token = lexer.next();
if (*token.s == 0) break;
if (equals(token, "FUNCTION") &&
lexer.match("void") &&
lexer.match("draw_triangle", &token)) {
Section* section = sections + sections_count++;
section->begin = token.s + token.len;
int indent = 1;
while (lexer.next().s[0] != '{');
for (; ; ) {
token = lexer.next();
if (token.s[0] == '{') indent++;
else if (token.s[0] == '}') indent--;
else if (token.s[0] == '#') {
if (lexer.match("if")) {
section->end = token.s;
if_clause_count++;
token = lexer.next();
section = sections + sections_count++;
section->if_clause_i = if_clause_count;
section->is_else = false;
section->name = token.s;
section->name_end = token.s + token.len;
section->begin = section->name_end;
}
else if (lexer.match("else")) {
section->end = token.s;
char* name = section->name;
char* name_end = section->name_end;
section = sections + sections_count++;
section->is_else = true;
section->if_clause_i = if_clause_count;
section->name = name;
section->name_end = name_end;
section->begin = token.s + 5;
}
else if (lexer.match("endif")) {
section->end = token.s;
section = sections + sections_count++;
section->begin = token.s + 6;
}
}
if (indent == 0) {
section->end = token.s + 1;
break;
}
}
for (int ci = 0; ci < combinations_to_make; ci++) {
// @Note: Figure out function name
fprintf(f, "\nFUNCTION void draw_triangle");
for (int i = 0; i < sections_count; i++) {
section = sections + i;
if (section->name && section->is_else == !combinations[ci][section->if_clause_i - 1]) {
fprintf(f, "_%.*s_", (int)(section->name_end - section->name), section->name);
fprintf(f, "%s", section->is_else ? "off" : "on");
}
}
// @Note: Figure out function content
for (int i = 0; i < sections_count; i++) {
section = sections + i;
if (!section->name) {
fprintf(f, "%.*s %.*s", (int)(section->name_end - section->name), section->name, (int)(section->end - section->begin), section->begin);
}
else {
if (section->is_else == !combinations[ci][section->if_clause_i - 1]) {
fprintf(f, "// %.*s %.*s", (int)(section->name_end - section->name), section->name, (int)(section->end - section->begin), section->begin);
}
}
}
}
fclose(f);
}
}
}

249
test.txt Normal file
View File

@@ -0,0 +1,249 @@
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_off (Image* dst, float *depth_buffer, Image *src,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
I64 min_x = (I64)MAX(0, floor(min_x1));
I64 min_y = (I64)MAX(0, floor(min_y1));
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
float area = edge_function(p0, p1, p2);
for (I64 y = min_y; y < max_y; y++) {
for (I64 x = min_x; x < max_x; x++) {
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
float w1 = edge2 / area;
float w2 = edge3 / area;
float w3 = edge1 / area;
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
// PERSPECTIVE_CORRECT_INTERPOLATION
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
float* depth = depth_buffer + (x + y * dst->x);
if (*depth < interpolated_z) {
*depth = interpolated_z;
u = u * (src->x - 2);
v = v * (src->y - 2);
I64 ui = (I64)(u);
I64 vi = (I64)(v);
float udiff = u - (float)ui;
float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
// BILINEAR_BLEND
U32 color32 = *pixel;
dst->pixels[x + y * dst->x] = color32;
}
}
}
}
if (draw_rects) {
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
}
}
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
I64 min_x = (I64)MAX(0, floor(min_x1));
I64 min_y = (I64)MAX(0, floor(min_y1));
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
float area = edge_function(p0, p1, p2);
for (I64 y = min_y; y < max_y; y++) {
for (I64 x = min_x; x < max_x; x++) {
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
float w1 = edge2 / area;
float w2 = edge3 / area;
float w3 = edge1 / area;
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
// PERSPECTIVE_CORRECT_INTERPOLATION
float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
u /= interpolated_z;
v /= interpolated_z;
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
float* depth = depth_buffer + (x + y * dst->x);
if (*depth < interpolated_z) {
*depth = interpolated_z;
u = u * (src->x - 2);
v = v * (src->y - 2);
I64 ui = (I64)(u);
I64 vi = (I64)(v);
float udiff = u - (float)ui;
float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
// BILINEAR_BLEND
Vec4 pixelx1y1 = v4abgr(*pixel);
Vec4 pixelx2y1 = v4abgr(*(pixel + 1));
Vec4 pixelx1y2 = v4abgr(*(pixel - src->x));
Vec4 pixelx2y2 = v4abgr(*(pixel + 1 - src->x));
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
U32 color32 = color_to_u32abgr(result_color);
dst->pixels[x + y * dst->x] = color32;
}
}
}
}
if (draw_rects) {
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
}
}
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,