#include "obj_dump.cpp" // #include "multimedia.cpp" // #include "obj.cpp" #include "vec.cpp" #include "work_queue.cpp" #define PROFILE_SCOPE(x) #define MULTITHREADING 1 struct Vertex { Vec3 pos; Vec2 tex; Vec3 norm; }; struct Render_Command{ Bitmap *src; Vec4 p0, p1, p2; Vec2 tex0, tex1, tex2; }; struct Render { Mat4 camera; Mat4 projection; Mat4 transform; Vec3 camera_pos; Vec3 camera_direction; Vec3 camera_forward_velocity; Vec2 camera_yaw; Vec3 camera_target; Bitmap img; B32 plot_ready; Bitmap plot; Bitmap screen320; F32 *depth320; WorkQueue work_queue; Array_List commands; }; struct Render_Tile_Job_Data{ Render *r; Rect2 region; }; enum Scene { Scene_F22, Scene_Sponza, Scene_Count, }; global F32 light_rotation = 0; global F32 zfar_value = 100000.f; 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 = { sqrtf(a.r), sqrtf(a.g), sqrtf(a.b), a.a }; return result; } function Vec4 premultiplied_alpha(Vec4 dst, Vec4 src) { Vec4 result; result.r = src.r + ((1-src.a) * dst.r); result.g = src.g + ((1-src.a) * dst.g); result.b = src.b + ((1-src.a) * dst.b); result.a = src.a + dst.a - src.a*dst.a; return result; } function void draw_rect(Bitmap* dst, F32 X, F32 Y, F32 w, F32 h, Vec4 color) { int max_x = (int)(min(X + w, (F32)dst->x) + 0.5f); int max_y = (int)(min(Y + h, (F32)dst->y) + 0.5f); int min_x = (int)(max(0.f, X) + 0.5f); int min_y = (int)(max(0.f, Y) + 0.5f); color.rgb *= color.a; color = srgb_to_almost_linear(color); for (int y = min_y; y < max_y; y++) { for (int x = min_x; x < max_x; x++) { U32 *dst_pixel = dst->pixels + (x + y * dst->x); Vec4 dstc = srgb_to_almost_linear(vec4abgr(*dst_pixel)); dstc = premultiplied_alpha(dstc, color); U32 color32 = vec4_to_u32abgr(almost_linear_to_srgb(dstc)); *dst_pixel = color32; } } } function void draw_bitmap(Bitmap *dst, Bitmap *src, Vec2 pos){ S64 minx = (S64)(pos.x + 0.5); S64 miny = (S64)(pos.y + 0.5); S64 maxx = minx + src->x; S64 maxy = miny + src->y; S64 offsetx = 0; S64 offsety = 0; if (maxx > dst->x) { maxx = dst->x; } if (maxy > dst->y) { maxy = dst->y; } if (minx < 0) { offsetx = -minx; minx = 0; } if (miny < 0) { offsety = -miny; miny = 0; } for (S64 y = miny; y < maxy; y++) { for (S64 x = minx; x < maxx; x++) { S64 tx = x - minx + offsetx; S64 ty = y - miny + offsety; U32 *dst_pixel = dst->pixels + (x + y * dst->x); U32 *pixel = src->pixels + (tx + ty * src->x); Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel)); Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel)); 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_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size) { S64 minx = (S64)(pos.x + 0.5); S64 miny = (S64)(pos.y + 0.5); S64 maxx = minx + (S64)(size.x + 0.5f); S64 maxy = miny + (S64)(size.y + 0.5f); S64 offsetx = 0; S64 offsety = 0; maxx = clamp_top(maxx, (S64)dst->x); maxy = clamp_top(maxy, (S64)dst->y); if (minx < 0) { offsetx = -minx; minx = 0; } if (miny < 0) { offsety = -miny; miny = 0; } F32 distx = (F32)(maxx - minx); F32 disty = (F32)(maxy - miny); for (S64 y = miny; y < maxy; y++) { for (S64 x = minx; x < maxx; x++) { F32 u = (F32)(x - minx) / distx; F32 v = (F32)(y - miny) / disty; S64 tx = (S64)(u * src->x + 0.5f); S64 ty = (S64)(v * src->y + 0.5f); U32 *dst_pixel = dst->pixels + (x + y * dst->x); U32 *pixel = src->pixels + (tx + ty * src->x); Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel)); Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel)); 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 Vec4 base_string(Bitmap *dst, Font *font, String word, Vec2 pos, B32 draw) { Vec2 og_position = pos; F32 max_x = pos.x; for (U64 i = 0; i < word.len; i++) { if (word.str[i] == ' ') { FontGlyph* g = &font->glyphs['_' - '!']; pos.x += g->xadvance; if (pos.x > max_x) max_x = pos.x; } else if (word.str[i] == '\n') { pos.y -= font->line_advance; pos.x = og_position.x; } else if((word.str[i] >= '!' && word.str[i] <= 127)){ FontGlyph* g = &font->glyphs[word.str[i] - '!']; if(draw) draw_bitmap(dst, &g->bitmap, pos - g->bitmap.align); pos.x += g->xadvance; if (pos.x > max_x) max_x = pos.x; } } Vec4 rect = vec4(og_position.x, pos.y, max_x - og_position.x, og_position.y - pos.y + font->line_advance); return rect; } function Vec4 draw_string(Bitmap *dst, Font *font, String word, Vec2 pos) { return base_string(dst, font, word, pos, true); } function Vec4 get_string_rect(Font *font, String word, Vec2 pos) { return base_string(0, font, word, pos, false); } function F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { F32 result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y); return result; } #define F32x8 __m256 #define S32x8 __m256i S32 render_triangle_test_case_number = 5; S32 render_triangle_test_case_angle = -1; U64 filled_pixel_count; U64 filled_pixel_cycles; U64 triangle_count; #include "optimization_log.cpp" function void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2, Rect2 rect) { if(src->pixels == 0) return; // U64 fill_pixels_begin = __rdtsc(); 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(rect.min_x, floor(min_x1)); S64 min_y = (S64)max(rect.min_y, floor(min_y1)); S64 max_x = (S64)min(rect.max_x, ceil(max_x1)); S64 max_y = (S64)min(rect.max_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); F32x8 var255 = _mm256_set1_ps(255); F32x8 var0 = _mm256_set1_ps(0); F32x8 var1 = _mm256_set1_ps(1); F32x8 var_max_x = _mm256_set1_ps(max_x); F32x8 var07 = _mm256_set_ps(7,6,5,4,3,2,1,0); F32x8 inv255 = _mm256_div_ps(var1, var255); F32x8 var_src_x_minus_one = _mm256_set1_ps(src->x-1); F32x8 var_src_y_minus_one = _mm256_set1_ps(src->y-1); S32x8 var_src_y_minus_one_int = _mm256_set1_epi32(src->y-1); S32x8 var_src_x_int = _mm256_set1_epi32(src->x); S32x8 var_0xff000000 = _mm256_set1_epi32(0xff000000); S32x8 var_0x00ff0000 = _mm256_set1_epi32(0x00ff0000); S32x8 var_0x0000ff00 = _mm256_set1_epi32(0x0000ff00); S32x8 var_0x000000ff = _mm256_set1_epi32(0x000000ff); F32x8 var_tex0x = _mm256_set1_ps(tex0.x); F32x8 var_tex1x = _mm256_set1_ps(tex1.x); F32x8 var_tex2x = _mm256_set1_ps(tex2.x); F32x8 var_tex0y = _mm256_set1_ps(tex0.y); F32x8 var_tex1y = _mm256_set1_ps(tex1.y); F32x8 var_tex2y = _mm256_set1_ps(tex2.y); F32x8 inv_p0w = _mm256_div_ps(var1, _mm256_set1_ps(p0.w)); F32x8 inv_p1w = _mm256_div_ps(var1, _mm256_set1_ps(p1.w)); F32x8 inv_p2w = _mm256_div_ps(var1, _mm256_set1_ps(p2.w)); F32x8 one_over_p0w = _mm256_set1_ps(1.f / p0.w); F32x8 one_over_p1w = _mm256_set1_ps(1.f / p1.w); F32x8 one_over_p2w = _mm256_set1_ps(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); F32x8 inv_area8 = _mm256_div_ps(var1, _mm256_set1_ps(area)); F32x8 _dy10 = _mm256_set1_ps(dy10); F32x8 _dx10 = _mm256_set1_ps(dx10); F32x8 _dy21 = _mm256_set1_ps(dy21); F32x8 _dx21 = _mm256_set1_ps(dx21); F32x8 _dy02 = _mm256_set1_ps(dy02); F32x8 _dx02 = _mm256_set1_ps(dx02); F32x8 p0_x = _mm256_set1_ps(p0.x); F32x8 p0_y = _mm256_set1_ps(p0.y); F32x8 p1_x = _mm256_set1_ps(p1.x); F32x8 p1_y = _mm256_set1_ps(p1.y); F32x8 p2_x = _mm256_set1_ps(p2.x); F32x8 p2_y = _mm256_set1_ps(p2.y); for (S64 y = min_y; y < max_y; y++) { F32x8 Y = _mm256_set1_ps(y); for (S64 x8 = min_x; x8 < max_x; x8+=8) { F32x8 X = _mm256_add_ps(_mm256_set1_ps(x8), var07); // Compute the edges // F32x8 edge0 = (p1.y - p0.y) * (p.x - p0.x) - (p1.x - p0.x) * (p.y - p0.y); F32x8 px_minus_0x = _mm256_sub_ps(X, p0_x); F32x8 py_minus_0y = _mm256_sub_ps(Y, p0_y); F32x8 right0 = _mm256_mul_ps(_dx10, py_minus_0y); F32x8 edge0 = _mm256_fmsub_ps(_dy10, px_minus_0x, right0); // F32 result = (p2.y - p1.y) * (p.x - p1.x) - (p2.x - p1.x) * (p.y - p1.y); F32x8 px_minus_1x = _mm256_sub_ps(X, p1_x); F32x8 py_minus_1y = _mm256_sub_ps(Y, p1_y); F32x8 right1 = _mm256_mul_ps(_dx21, py_minus_1y); F32x8 edge1 = _mm256_fmsub_ps(_dy21, px_minus_1x, right1); // F32 result = (p0.y - p2.y) * (p.x - p2.x) - (p0.x - p2.x) * (p.y - p2.y); F32x8 px_minus_2x = _mm256_sub_ps(X, p2_x); F32x8 py_minus_2y = _mm256_sub_ps(Y, p2_y); F32x8 right2 = _mm256_mul_ps(_dx02, py_minus_2y); F32x8 edge2 = _mm256_fmsub_ps(_dy02, px_minus_2x, right2); F32x8 should_fill; F32x8 test_if_x_should_be_clipped = _mm256_cmp_ps(X, var_max_x, _CMP_LT_OQ); F32x8 test_if_pixel_inside_edge_using_dot_result0 = _mm256_cmp_ps(edge0, var0, _CMP_GE_OQ); F32x8 test_if_pixel_inside_edge_using_dot_result1 = _mm256_cmp_ps(edge1, var0, _CMP_GE_OQ); F32x8 test_if_pixel_inside_edge_using_dot_result2 = _mm256_cmp_ps(edge2, var0, _CMP_GE_OQ); F32x8 dot_result_combination0 = _mm256_and_ps(test_if_pixel_inside_edge_using_dot_result0, test_if_pixel_inside_edge_using_dot_result1); F32x8 dot_result_combination1 = _mm256_and_ps(dot_result_combination0, test_if_pixel_inside_edge_using_dot_result2); should_fill = _mm256_and_ps(test_if_x_should_be_clipped, dot_result_combination1); F32x8 w0 = _mm256_mul_ps(edge1, inv_area8); F32x8 w1 = _mm256_mul_ps(edge2, inv_area8); F32x8 w2 = _mm256_mul_ps(edge0, inv_area8); // @Todo: Turn this into 1 / interpolated_w, turns out in theory it should be // more performant but couldn't make it work // @Old_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 F32x8 interpolated_w = _mm256_mul_ps(one_over_p0w, w0); interpolated_w = _mm256_fmadd_ps(one_over_p1w, w1, interpolated_w); interpolated_w = _mm256_fmadd_ps(one_over_p2w, w2, interpolated_w); F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x)); F32x8 depth = _mm256_loadu_ps(depth_pointer); F32x8 should_fill_term = _mm256_cmp_ps(depth, interpolated_w, _CMP_LT_OQ); should_fill = _mm256_and_ps(should_fill, should_fill_term); // If all pixels are not going to get drawn then opt out F32x8 compare_with_zero = _mm256_cmpeq_epi32(should_fill, var0); int mask = _mm256_movemask_epi8(compare_with_zero); if(mask == 0xffffffff) { continue; } F32x8 invw0 = _mm256_mul_ps(w0, inv_p0w); F32x8 invw1 = _mm256_mul_ps(w1, inv_p1w); F32x8 invw2 = _mm256_mul_ps(w2, inv_p2w); F32x8 u0 = _mm256_mul_ps(var_tex0x, invw0); u0 = _mm256_fmadd_ps(var_tex1x, invw1, u0); u0 = _mm256_fmadd_ps(var_tex2x, invw2, u0); F32x8 v0 = _mm256_mul_ps(var_tex0y, invw0); v0 = _mm256_fmadd_ps(var_tex1y, invw1, v0); v0 = _mm256_fmadd_ps(var_tex2y, invw2, v0); F32x8 u1 = _mm256_div_ps(u0, interpolated_w); F32x8 v1 = _mm256_div_ps(v0, interpolated_w); F32x8 u_floored = _mm256_floor_ps(u1); F32x8 v_floored = _mm256_floor_ps(v1); F32x8 u2 = _mm256_sub_ps(u1, u_floored); F32x8 v2 = _mm256_sub_ps(v1, v_floored); F32x8 u3 = _mm256_mul_ps(u2, var_src_x_minus_one); F32x8 v3 = _mm256_mul_ps(v2, var_src_y_minus_one); F32x8 ui = _mm256_cvtps_epi32(u3); F32x8 vi = _mm256_cvtps_epi32(v3); // Origin UV (0,0) is in bottom left _mm256_maskstore_epi32((int *)depth_pointer, should_fill, interpolated_w); // // Fetch and calculate texel values // S32x8 indices_to_fetch0 = _mm256_sub_epi32(var_src_y_minus_one_int, vi); S32x8 indices_to_fetch1 = _mm256_mullo_epi32(var_src_x_int, indices_to_fetch0); S32x8 indices_to_fetch2 = _mm256_add_epi32(indices_to_fetch1, ui); S32x8 indices_to_fetch3 = _mm256_and_si256(indices_to_fetch2, should_fill); S32x8 pixel = _mm256_set_epi32( src->pixels[_mm256_extract_epi32(indices_to_fetch3, 7)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 6)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 5)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 4)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 3)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 2)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 1)], src->pixels[_mm256_extract_epi32(indices_to_fetch3, 0)] ); S32x8 texel_i_a = _mm256_and_si256(pixel, var_0xff000000); S32x8 texel_i_b = _mm256_and_si256(pixel, var_0x00ff0000); S32x8 texel_i_g = _mm256_and_si256(pixel, var_0x0000ff00); S32x8 texel_i_r = _mm256_and_si256(pixel, var_0x000000ff); texel_i_a = _mm256_srli_epi32(texel_i_a, 24); texel_i_b = _mm256_srli_epi32(texel_i_b, 16); texel_i_g = _mm256_srli_epi32(texel_i_g, 8 ); F32x8 texel_a0 = _mm256_cvtepi32_ps(texel_i_a); F32x8 texel_b0 = _mm256_cvtepi32_ps(texel_i_b); F32x8 texel_g0 = _mm256_cvtepi32_ps(texel_i_g); F32x8 texel_r0 = _mm256_cvtepi32_ps(texel_i_r); F32x8 texel_b1 = _mm256_mul_ps(texel_b0, inv255); F32x8 texel_g1 = _mm256_mul_ps(texel_g0, inv255); F32x8 texel_r1 = _mm256_mul_ps(texel_r0, inv255); F32x8 texel_a1 = _mm256_mul_ps(texel_a0, inv255); texel_r1 = _mm256_mul_ps(texel_r1, texel_r1); texel_g1 = _mm256_mul_ps(texel_g1, texel_g1); texel_b1 = _mm256_mul_ps(texel_b1, texel_b1); // // Fetch and calculate dst pixels // U32 *dst_memory = destination + x8; S32x8 dst_pixel = _mm256_maskload_epi32((const int *)dst_memory, should_fill); S32x8 dst_i_a0 = _mm256_and_si256(dst_pixel, var_0xff000000); S32x8 dst_i_b0 = _mm256_and_si256(dst_pixel, var_0x00ff0000); S32x8 dst_i_g0 = _mm256_and_si256(dst_pixel, var_0x0000ff00); S32x8 dst_i_r0 = _mm256_and_si256(dst_pixel, var_0x000000ff); S32x8 dst_i_a1 = _mm256_srli_epi32(dst_i_a0, 24); S32x8 dst_i_b1 = _mm256_srli_epi32(dst_i_b0, 16); S32x8 dst_i_g1 = _mm256_srli_epi32(dst_i_g0, 8); S32x8 dst_i_r1 = dst_i_r0; F32x8 dst_a = _mm256_cvtepi32_ps(dst_i_a1); F32x8 dst_b = _mm256_cvtepi32_ps(dst_i_b1); F32x8 dst_g = _mm256_cvtepi32_ps(dst_i_g1); F32x8 dst_r = _mm256_cvtepi32_ps(dst_i_r1); dst_a = _mm256_mul_ps(dst_a, inv255); dst_b = _mm256_mul_ps(dst_b, inv255); dst_g = _mm256_mul_ps(dst_g, inv255); dst_r = _mm256_mul_ps(dst_r, inv255); dst_r = _mm256_mul_ps(dst_r, dst_r); dst_g = _mm256_mul_ps(dst_g, dst_g); dst_b = _mm256_mul_ps(dst_b, dst_b); // Premultiplied alpha { F32x8 inv_texel_a = _mm256_sub_ps(var1,texel_a1); dst_r = _mm256_fmadd_ps(inv_texel_a, dst_r, texel_r1); dst_g = _mm256_fmadd_ps(inv_texel_a, dst_g, texel_g1); dst_b = _mm256_fmadd_ps(inv_texel_a, dst_b, texel_b1); dst_a = _mm256_sub_ps(_mm256_add_ps(texel_a1, dst_a), _mm256_mul_ps(texel_a1,dst_a)); } // Almost linear to srgb { dst_r = _mm256_sqrt_ps(dst_r); dst_g = _mm256_sqrt_ps(dst_g); dst_b = _mm256_sqrt_ps(dst_b); } // Convert to integer format dst_r = _mm256_mul_ps(dst_r, var255); dst_g = _mm256_mul_ps(dst_g, var255); dst_b = _mm256_mul_ps(dst_b, var255); dst_a = _mm256_mul_ps(dst_a, var255); S32x8 dst_r_int = _mm256_cvtps_epi32(dst_r); S32x8 dst_g_int = _mm256_cvtps_epi32(dst_g); S32x8 dst_b_int = _mm256_cvtps_epi32(dst_b); S32x8 dst_a_int = _mm256_cvtps_epi32(dst_a); S32x8 dst_int_a_shifted = _mm256_slli_epi32(dst_a_int, 24); S32x8 dst_int_b_shifted = _mm256_slli_epi32(dst_b_int, 16); S32x8 dst_int_g_shifted = _mm256_slli_epi32(dst_g_int, 8); S32x8 dst_int_r_shifted = dst_r_int; S32x8 packed_abgr0 = _mm256_or_si256(dst_int_a_shifted, dst_int_b_shifted); S32x8 packed_abgr1 = _mm256_or_si256(dst_int_r_shifted, dst_int_g_shifted); S32x8 packed_abgr2 = _mm256_or_si256(packed_abgr1, packed_abgr0); _mm256_maskstore_epi32((int *)dst_memory, should_fill, packed_abgr2); } destination += dst->x; } // filled_pixel_cycles += __rdtsc() - fill_pixels_begin; // filled_pixel_count += (max_x - min_x)*(max_y - min_y); } WORK_QUEUE_CALLBACK(draw_tile){ auto d = (Render_Tile_Job_Data *)data; Render *r = d->r; For_It(r->commands){ draw_triangle_nearest(&r->screen320, r->depth320, it.item->src, it.item->p0, it.item->p1, it.item->p2, it.item->tex0, it.item->tex1, it.item->tex2, d->region); } } function void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { for (int i = 0; i < mesh->indices.len; i++) { Obj_Index *index = mesh->indices.data + i; Bitmap *image = &r->img; if(index->material_id != -1) { Obj_Material *material = materials + index->material_id; // @Todo: No size info from OBJ things, this stuff needs a bit of refactor // Need to figure out how to accomodate multiple possible formats of input etc. if(material->texture_ambient.pixels) { image = &material->texture_ambient; } } Vertex vert[] = { { vertices[index->vertex[0] - 1], tex_coords[index->tex[0] - 1], normals[index->normal[0] - 1], }, { vertices[index->vertex[1] - 1], tex_coords[index->tex[1] - 1], normals[index->normal[1] - 1], }, { vertices[index->vertex[2] - 1], tex_coords[index->tex[2] - 1], normals[index->normal[2] - 1], }, }; //@Note: Transform for (int j = 0; j < 3; j++) { vert[j].pos = r->transform * vert[j].pos; } Vec3 p0_to_camera = r->camera_pos - vert[0].pos; Vec3 p0_to_p1 = vert[1].pos - vert[0].pos; Vec3 p0_to_p2 = vert[2].pos - vert[0].pos; Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2)); Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1); if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling /// ## Clipping /// /// There are 3 clipping stages, 2 clipping stages in 3D space against zfar and znear and 1 clipping /// stage in 2D against left, bottom, right, top(2D image bounds). /// /// First the triangles get clipped against the zfar plane, /// if a triangle has even one vertex outside the clipping region, the entire triangle gets cut. /// So far I didn't have problems with that. It simplifies the computations and splitting triangles /// on zfar seems like a waste of power. /// /// The second clipping stage is znear plane. Triangles get fully and nicely clipped against znear. /// Every time a triangle gets partially outside the clipping region it gets cut to the znear and /// either one or two new triangles get derived from the old one. /// /// Last clipping stage is performed in the 2D image space. Every triangle has a corresponding AABB /// box. In this box every pixel gets tested to see if it's in the triangle. In this clipping stage /// the box is clipped to the image metrics - 0, 0, width, height. /// /// // @Note: Zfar B32 vertex_is_outside = false; Vec3 zfar_normal = vec3(0, 0, -1); Vec3 zfar_pos = vec3(0, 0, zfar_value); for (S32 j = 0; j < 3; j++) { // @Note: Camera vert[j].pos = r->camera * vert[j].pos; // @Note: Skip triangle if even one vertex gets outside the clipping plane if ((dot(zfar_normal, vert[j].pos - zfar_pos) < 0)) { vertex_is_outside = true; break; } } if (vertex_is_outside) { continue; } // @Note: Znear, clip triangles to the near clipping plane Vec3 znear_normal = vec3(0, 0, 1); Vec3 znear_pos = vec3(0, 0, 1.f); struct _Vertex { Vec4 pos; Vec2 tex; Vec3 norm; } in[4]; S32 in_count = 0; Vertex *prev = vert + 2; Vertex *curr = vert; F32 prev_dot = dot(znear_normal, prev->pos - znear_pos); F32 curr_dot = 0; for (int j = 0; j < 3; j++) { curr_dot = dot(znear_normal, curr->pos - znear_pos); if (curr_dot * prev_dot < 0) { F32 t = prev_dot / (prev_dot - curr_dot); in[in_count].pos = vec4(lerp(prev->pos, curr->pos, t), 1); in[in_count].tex = lerp(prev->tex, curr->tex, t); in[in_count].norm = lerp(prev->norm, curr->norm, t); in_count += 1; } if (curr_dot > 0) { in[in_count].pos = vec4(vert[j].pos, 1); in[in_count].tex = vert[j].tex; in[in_count++].norm = vert[j].norm; } prev = curr++; prev_dot = curr_dot; } if (in_count == 0) { continue; } for(S64 j = 0; j < in_count; j++) { //@Note: Perspective in[j].pos = r->projection * in[j].pos; in[j].pos.x = in[j].pos.x / in[j].pos.w; in[j].pos.y = in[j].pos.y / in[j].pos.w; // in[j].pos.z = in[j].pos.z / in[j].pos.w; //@Note: To pixel space in[j].pos.x *= r->screen320.x / 2; in[j].pos.y *= r->screen320.y / 2; in[j].pos.x += r->screen320.x / 2; in[j].pos.y += r->screen320.y / 2; } triangle_count++; if (in_count > 3) triangle_count++; #if MULTITHREADING Render_Command *command = array_alloc(os.perm_arena, &r->commands); command->src = image; command->p0 = in[0].pos; command->p1 = in[1].pos; command->p2 = in[2].pos; command->tex0 = in[0].tex; command->tex1 = in[1].tex; command->tex2 = in[2].tex; if(in_count > 3){ Render_Command *command = array_alloc(os.perm_arena, &r->commands); command->src = image; command->p0 = in[0].pos; command->p1 = in[2].pos; command->p2 = in[3].pos; command->tex0 = in[0].tex; command->tex1 = in[2].tex; command->tex2 = in[3].tex; } #else switch(render_triangle_test_case_number){ case 1: draw_triangle_nearest_a(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm); if (in_count > 3) draw_triangle_nearest_a(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); break; case 2: draw_triangle_nearest_b(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm); if (in_count > 3) draw_triangle_nearest_b(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); break; case 3: draw_triangle_nearest_simd_with_overloads(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm); if (in_count > 3) draw_triangle_nearest_simd_with_overloads(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); break; case 4: draw_triangle_nearest_simd_without_overloads(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm); if (in_count > 3) draw_triangle_nearest_simd_without_overloads(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); break; case 5: draw_triangle_nearest_final(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm); if (in_count > 3) draw_triangle_nearest_final(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); break; } #endif } } } #include "ui.cpp" global F32 speed = 100.f; global F32 rotation = 0; global Obj *f22; global Obj *sponza; global Obj *obj; global Render r = {}; global Scene scene = Scene_Sponza; function UI_SIGNAL_CALLBACK(scene_callback) { switch(scene) { case Scene_F22: { speed = 1; r.camera_pos = vec3(0,0,-2); obj = f22; } break; case Scene_Sponza: { speed = 100; r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44); obj = sponza; } break; case Scene_Count: invalid_default_case; } scene = (Scene)(((int)scene + 1) % Scene_Count); } FILE *global_file; function void windows_log(Log_Kind kind, String string, char *file, int line){ fprintf(global_file, "%s", string.str); // OutputDebugStringA((const char *)string.str); } function void next_test_case(B32 first_time){ render_triangle_test_case_number += 1; if(first_time || render_triangle_test_case_number == 6){ render_triangle_test_case_angle += 1; render_triangle_test_case_number = 1; try_again: switch(render_triangle_test_case_angle){ case 0: r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44); break; case 1: r.camera_pos = vec3(-356,89.5,168); r.camera_yaw = vec2(0.2, 0); break; case 2: render_triangle_test_case_angle = 0; goto try_again; break; } } } int main(int argc, char **argv) { global_file = fopen("perfclocks.txt", "a"); thread_ctx.log_proc = windows_log; os.window_size.x = 1920; os.window_size.y = 1080; os.window_resizable = 1; assert(os_init()); Font font = os_load_font(os.perm_arena, 12*os.dpi_scale, "Arial", 0); // test_array_list(); // f22 = load_obj_dump(os.perm_arena, "plane.bin"_s); // sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s); Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s); sponza = &sponza_obj; scene_callback(); next_test_case(true); int screen_x = os.window_size.x; int screen_y = os.window_size.y; r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y); r.commands.block_size = 1024*1024; ThreadStartupInfo thread_infos[16] = {}; init_work_queue(&r.work_queue, buff_cap(thread_infos), thread_infos); String frame_data = {}; String raster_details = {}; UISetup setup[] = { UI_SIGNAL("Change scene"_s, scene_callback), UI_LABEL(&frame_data), UI_LABEL(&raster_details), UI_LABEL(&os.text), }; UI ui = ui_make(setup, buff_cap(setup)); B32 ui_mouse_lock = true; while (os_game_loop()) { PROFILE_SCOPE(main_loop); if (ui_mouse_lock == false) { r.camera_yaw.x += os.delta_mouse_pos.x * 0.01f; r.camera_yaw.y -= os.delta_mouse_pos.y * 0.01f; } if (os.key[Key_Escape].pressed) os_quit(); if (os.key[Key_O].down) light_rotation += 0.05f; if (os.key[Key_P].down) light_rotation -= 0.05f; if (os.key[Key_F2].pressed) { ui_mouse_lock = !ui_mouse_lock; os_show_cursor(!os.cursor_visible); } if (os.key[Key_A].down) r.camera_pos.x -= speed * (F32)os.delta_time; if (os.key[Key_D].down) r.camera_pos.x += speed * (F32)os.delta_time; if (os.key[Key_W].down) { r.camera_forward_velocity = r.camera_direction * speed * (F32)os.delta_time; r.camera_pos = r.camera_pos + r.camera_forward_velocity; } if (os.key[Key_S].down) { r.camera_forward_velocity = r.camera_direction * speed * (F32)os.delta_time; r.camera_pos = r.camera_pos - r.camera_forward_velocity; } if (os.key[Key_R].down) r.camera_pos.y += speed * (F32)os.delta_time; if (os.key[Key_F].down) r.camera_pos.y -= speed * (F32)os.delta_time; // Clear screen and depth buffer U32* p = r.screen320.pixels; for (int y = 0; y < r.screen320.y; y++) { for (int x = 0; x < r.screen320.x; x++) { *p++ = 0x33333333; } } F32* dp = r.depth320; for (int y = 0; y < r.screen320.y; y++) { for (int x = 0; x < r.screen320.x; x++) { *dp++ = -F32MAX; } } Mat4 camera_rotation = mat4_rotation_y(r.camera_yaw.x) * mat4_rotation_x(r.camera_yaw.y); r.camera_direction = (camera_rotation * vec4(0,0,1,1)).xyz; Vec3 target = r.camera_pos + r.camera_direction; r.camera = mat4_look_at(r.camera_pos, target, vec3(0, 1, 0)); r.projection = mat4_perspective(60.f, (F32)os.screen->x, (F32)os.screen->y, 1.f, zfar_value); r.transform = mat4_rotation_z(rotation); r.transform = r.transform * mat4_rotation_y(rotation); for (int i = 0; i < obj->mesh.len; i++) { PROFILE_SCOPE(draw_all_meshes); Vec2* tex_coords = (Vec2*)obj->texture_coordinates.data; Vec3 *normals = (Vec3 *)obj->normals.data; Obj_Mesh *mesh = obj->mesh.data; Vec3* vertices = (Vec3 *)obj->vertices.data; draw_mesh(&r, obj->name, obj->materials.data, mesh+i, vertices, tex_coords, normals); } #if MULTITHREADING Render_Tile_Job_Data tile_job_data[32]; S32 x_tiles = 1; S32 y_tiles = 16; F32 block_size_x = r.screen320.x / x_tiles; F32 block_size_y = r.screen320.y / y_tiles; S32 i = 0; for(S32 x = 0; x < x_tiles; x++){ for(S32 y = 0; y < y_tiles; y++){ Rect2 bounding_rect; bounding_rect.min_x = block_size_x * x; bounding_rect.min_y = block_size_y * y; bounding_rect.max_x = bounding_rect.min_x + block_size_x; bounding_rect.max_y = bounding_rect.min_y + block_size_y; tile_job_data[i].region = bounding_rect; tile_job_data[i].r = &r; push_work(&r.work_queue, (void *)(tile_job_data + i), draw_tile); i += 1; } } wait_until_completion(&r.work_queue); array_free_all_nodes(&r.commands); #endif // @Note: Draw 320screen to OS screen U32* ptr = os.screen->pixels; for (int y = 0; y < os.screen->y; y++) { for (int x = 0; x < os.screen->x; x++) { F32 u = (F32)x / (F32)os.screen->x; F32 v = (F32)y / (F32)os.screen->y; int tx = (int)(u * r.screen320.x ); int ty = (int)(v * r.screen320.y ); *ptr++ = r.screen320.pixels[tx + ty * (r.screen320.x)]; } } ui_end_frame(os.screen, &ui, &font); frame_data = string_fmt(os.frame_arena, "FPS:%f dt:%f frame:%u camera_pos: %f %f %f camera_yaw: %f %f", os.fps, os.delta_time*1000, os.frame, r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y); #if MULTITHREADING if(os.frame == 1) log_info("Angle;Frame_Time\n"); log_info("%d;%f\n", render_triangle_test_case_angle, os.delta_time*1000); #else if(os.frame == 1) log_info("Angle;Algorithm;Frame_Time;Cycles_Per_Pixel;Cycles_To_Process_Triangles;Pixels_Processed;Triangles\n"); log_info("%d;%d;%f;%llu;%llu;%llu;%llu\n", render_triangle_test_case_angle, render_triangle_test_case_number, os.delta_time*1000, filled_pixel_cycles/filled_pixel_count, filled_pixel_cycles, filled_pixel_count, triangle_count); #endif filled_pixel_count = 0; filled_pixel_cycles = 0; triangle_count = 0; // @Todo I think there is bug with test_case_number, after doing full round it // skips a phase if(os.frame % 15 == 0){ next_test_case(false); } } } ///////////////////////////////////////////////////////////////////////////////////// /// ### Resources that helped me build the rasterizer (Might be helpful to you too): /// /// * Algorithm I used for triangle rasterization by Juan Pineda is described in paper called "A Parallel Algorithm for Polygon Rasterization" /// * Casey Muratori's series on making a game from scratch(including a 2D software rasterizer(episode ~82) and 3d gpu renderer): https://hero.handmade.network/episode/code# /// * Fabian Giessen's "Optimizing Software Occlusion Culling": https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/ /// * Fabian Giessen's optimized software renderer: https://github.com/rygorous/intel_occlusion_cull/tree/blog/SoftwareOcclusionCulling /// * Fabian Giessen's javascript triangle rasterizer: https://gist.github.com/rygorous/2486101 /// * Fabian Giessen's C++ triangle rasterizer: https://github.com/rygorous/trirast/blob/master/main.cpp /// * Joy's Kenneth lectures about computer graphics: https://www.youtube.com/playlist?list=PL_w_qWAQZtAZhtzPI5pkAtcUVgmzdAP8g /// * Joy's Kenneth article on clipping: https://import.cdn.thinkific.com/167815/JoyKennethClipping-200905-175314.pdf /// * A bunch of helpful notes and links to resources: https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/ /// * Very nice paid course on making a software rasterizer using a scanline method: https://pikuma.com/courses/learn-3d-computer-graphics-programming /// * Reference for obj loader: https://github.com/tinyobjloader/tinyobjloader/blob/master/tiny_obj_loader.h /// /// ### To read /// /// * http://ce-publications.et.tudelft.nl/publications/1362_hardware_algorithms_for_tilebased_realtime_rendering.pdf