function void draw_triangle_nearest_a(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); U64 fill_pixels_begin = __rdtsc(); 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; } U64 end_time = __rdtsc(); filled_pixel_total_time += end_time - fill_pixels_begin; filled_pixel_count += (max_x - min_x)*(max_y - min_y); // if(os.frame > 10) PROFILE_END(draw_triangle); } function void draw_triangle_bilinear(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)clamp_bot(0.f, floor(min_x1)); S64 min_y = (S64)clamp_bot(0.f, floor(min_y1)); S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1)); S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1)); F32 area = edge_function(p0, p1, p2); for (S64 y = min_y; y < max_y; y++) { for (S64 x = min_x; x < max_x; x++) { F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y }); F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y }); F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y }); if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) { F32 w1 = edge1 / area; F32 w2 = edge2 / area; F32 w3 = edge0 / area; F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; // @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* 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 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); U32 *dst_pixel = dst->pixels + (x + y * dst->x); #if 0 Vec4 result_color = vec4abgr(*pixel); #else Vec4 pixelx1y1 = vec4abgr(*pixel); Vec4 pixelx2y1 = vec4abgr(*(pixel + 1)); Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x)); Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x)); pixelx1y1 = srgb_to_almost_linear(pixelx1y1); pixelx2y1 = srgb_to_almost_linear(pixelx2y1); pixelx1y2 = srgb_to_almost_linear(pixelx1y2); pixelx2y2 = srgb_to_almost_linear(pixelx2y2); Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff); Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff); Vec4 result_color = lerp(blendx1, blendx2, vdiff); #endif 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); } Vec4 dst_color = vec4abgr(*dst_pixel); dst_color = srgb_to_almost_linear(dst_color); 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; } } } } } function void draw_triangle_nearest_c(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 Cx0; Vec8 Cx1; Vec8 Cx2; 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; 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++) { Cx0 = vec8(Cy0); Cx1 = vec8(Cy1); Cx2 = vec8(Cy2); for (S64 x8 = min_x; x8 < max_x; x8+=8) { PROFILE_SCOPE(fill_triangle_outer); Cx0 += Dy10; Cx1 += Dy21; Cx2 += Dy02; Vec8I x = vec8i(x8) + var07i; for(S64 i = 0; i < 8; i++){ // S64 x = x8+i; if (Cx0[0] >= 0 && Cx1[0] >= 0 && Cx2[0] >= 0) { PROFILE_SCOPE(fill_triangle_inner); F32 w1 = Cx1[0] / area; F32 w2 = Cx2[0] / area; F32 w3 = Cx0[0] / 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; } } Cx0[0] += dy10; Cx1[0] += dy21; Cx2[0] += dy02; } } Cy0 -= dx10; Cy1 -= dx21; Cy2 -= dx02; 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; } } function void draw_triangle_nearest_f(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 var255 = vec8(255); Vec8 zero8 = vec8(0); Vec8 var1 = vec8(1); Vec8I var0i = vec8i(0); Vec8I var1i = vec8i(1); 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 iw_term0 = vec8(1.f / p0.w); Vec8 iw_term1 = vec8(1.f / p1.w); Vec8 iw_term2 = vec8(1.f / p2.w); 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); U64 fill_pixels_begin = __rdtsc(); 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) { 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); } Vec8 w0 = Cx1 / area8; Vec8 w1 = Cx2 / area8; Vec8 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 Vec8 interpolated_w = iw_term0 * w0 + iw_term1 * w1 + iw_term2 * w2; F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x)); Vec8 depth = loadu8(depth_pointer); should_fill = should_fill & (depth < interpolated_w); Vec8 invw0 = (w0 / vec8(p0.w)); Vec8 invw1 = (w1 / vec8(p1.w)); Vec8 invw2 = (w2 / vec8(p2.w)); Vec8 u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2; Vec8 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); Vec8I ui = convert_vec8_to_vec8i(u); Vec8I 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) - var1i - vi) * vec8i(src->x)); S32 size = src->x * src->y; indices.simd = _mm256_min_epi32(_mm256_set1_ps(size), indices.simd); indices.simd = _mm256_max_epi32(var0i.simd, indices.simd); // // Fetch and calculate texel values // Vec8I pixel; if(should_fill[0]) pixel.e[0] = src->pixels[indices.e[0]]; if(should_fill[1]) pixel.e[1] = src->pixels[indices.e[1]]; if(should_fill[2]) pixel.e[2] = src->pixels[indices.e[2]]; if(should_fill[3]) pixel.e[3] = src->pixels[indices.e[3]]; if(should_fill[4]) pixel.e[4] = src->pixels[indices.e[4]]; if(should_fill[5]) pixel.e[5] = src->pixels[indices.e[5]]; if(should_fill[6]) pixel.e[6] = src->pixels[indices.e[6]]; if(should_fill[7]) pixel.e[7] = src->pixels[indices.e[7]]; Vec8I texel_i_a = pixel & vec8i(0xff000000); Vec8I texel_i_b = pixel & vec8i(0x00ff0000); Vec8I texel_i_g = pixel & vec8i(0x0000ff00); Vec8I texel_i_r = pixel & vec8i(0x000000ff); // Alpha is done this way because signed integer shift is weird // When sign bit is set it sets all bits that we shift the sign through // So first we shift texel_i_a = (texel_i_a >> 24); texel_i_a = texel_i_a & vec8i(0x000000ff); texel_i_b = (texel_i_b >> 16); texel_i_g = (texel_i_g >> 8 ); texel_i_r = (texel_i_r >> 0 ); Vec8 texel_a = convert_vec8i_to_vec8(texel_i_a); Vec8 texel_b = convert_vec8i_to_vec8(texel_i_b); Vec8 texel_g = convert_vec8i_to_vec8(texel_i_g); Vec8 texel_r = convert_vec8i_to_vec8(texel_i_r); Vec8 v255 = vec8(255.f); texel_a = texel_a / v255; texel_b = texel_b / v255; texel_g = texel_g / v255; texel_r = texel_r / v255; texel_r = texel_r * texel_r; texel_g = texel_g * texel_g; texel_b = texel_b * texel_b; // // Fetch and calculate dst pixels // U32 *dst_memory = destination + x8; Vec8I dst_pixel = {_mm256_maskload_epi32((const int *)dst_memory, should_fill.simd)}; Vec8I dst_i_a = dst_pixel & vec8i(0xff000000); Vec8I dst_i_b = dst_pixel & vec8i(0x00ff0000); Vec8I dst_i_g = dst_pixel & vec8i(0x0000ff00); Vec8I dst_i_r = dst_pixel & vec8i(0x000000ff); dst_i_a = dst_i_a >> 24; dst_i_a = dst_i_a & vec8i(0x000000ff); dst_i_b = dst_i_b >> 16 ; dst_i_g = dst_i_g >> 8; Vec8 dst_a = convert_vec8i_to_vec8(dst_i_a) / var255; Vec8 dst_b = convert_vec8i_to_vec8(dst_i_b) / var255; Vec8 dst_g = convert_vec8i_to_vec8(dst_i_g) / var255; Vec8 dst_r = convert_vec8i_to_vec8(dst_i_r) / var255; dst_r *= dst_r; dst_g *= dst_g; dst_b *= dst_b; // Premultiplied alpha { dst_r = texel_r + ((var1-texel_a) * dst_r); dst_g = texel_g + ((var1-texel_a) * dst_g); dst_b = texel_b + ((var1-texel_a) * dst_b); dst_a = texel_a + dst_a - texel_a*dst_a; } // Almost linear to srgb { dst_r.simd = {_mm256_sqrt_ps(dst_r.simd)}; dst_g.simd = {_mm256_sqrt_ps(dst_g.simd)}; dst_b.simd = {_mm256_sqrt_ps(dst_b.simd)}; } Vec8I result; for(S64 i = 0; i < 8; i++){ if (should_fill[i]){ U8 red = (U8)(dst_r[i] * 255); U8 green = (U8)(dst_g[i] * 255); U8 blue = (U8)(dst_b[i] * 255); U8 alpha = (U8)(dst_a[i] * 255); result.e[i] = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0); } } _mm256_maskstore_epi32((int *)dst_memory, should_fill.simd, result.simd); } Cy0 -= dx10; Cy1 -= dx21; Cy2 -= dx02; destination += dst->x; } U64 end_time = __rdtsc(); filled_pixel_total_time += end_time - fill_pixels_begin; filled_pixel_count += (max_x - min_x)*(max_y - min_y); }