///////////////////////////////////////////////////////////////////////////////////// /// /// ### Things to do: /// /// - [x] Drawing triangles /// - [x] Drawing cubes and lines for testing /// - [x] Y up coordinate system, left handed /// - [x] Drawing a cube with perspective /// - [x] Culling triangles facing away from camera /// - [x] Texture mapping /// - [x] Basic linear transformations - rotation, translation, scaling /// - [x] Bilinear filtering of textures /// - [x] Nearest filtering /// - [x] Fix the gaps between triangles (it also improved look of triangle edges) /// - [ ] Perspective matrix vs simple perspective /// - [x] Perspective correct interpolation /// - [x] Depth buffer /// - [x] Gamma correct blending - converting to almost linear space /// - [x] Alpha blending /// - [x] Premultiplied alpha /// - [x] Merge with base /// - [ ] Fill convention /// - [ ] Antialiasing (seems like performance gets really bad with this) /// - [x] LookAt Camera /// - [x] FPS Camera /// - [ ] Quarternions for rotations /// - [x] Reading OBJ models /// - [x] Dumping raw obj files /// - [x] Loading raw obj files, big startup speedup! /// - [ ] Reading more OBJ formats /// - [x] Reading OBJ .mtl files /// - [x] Loading materials /// - [x] Rendering textures obj models /// - [x] Reading complex obj models (sponza) /// - [x] Fix sponza uv coordinates - the issue was uv > 1 and uv < 0 /// - [x] Clipping /// - [x] Triagnle rectangle bound clipping /// - [x] A way of culling Z out triangles /// - [x] Simple test z clipping /// - [x] Maybe should clip a triangle on znear zfar plane? /// - [x] Maybe should clip out triangles that are fully z out before draw_triangle /// - [ ] Effects!!! /// - [ ] Outlines /// - [ ] Lightning /// - [ ] Proper normal interpolation /// * `https://hero.handmade.network/episode/code/day101/#105 /// - [ ] Phong /// - [x] diffuse /// - [x] ambient /// - [ ] specular /// * reflecting vectors /// - [ ] Use all materials from OBJ /// - [ ] Point light /// - [ ] Reading PMX files /// - [ ] Rendering multiple objects, queue renderer /// - [x] Simple function to render a mesh /// - [x] Simple profiling tooling /// - [x] Statistics based on profiler data /// - [x] Find cool profilers - ExtraSleepy, Vtune /// - [ ] Optimizations /// - [ ] Inline edge function /// - [ ] Expand edge functions to more optimized version /// - [ ] Test 4x2 bitmap layout? /// - [ ] Edge function to integer /// - [ ] Use integer bit operations to figure out if plus. (edge0|edge1|edge2)>=0 /// - [ ] SIMD /// - [ ] Multithreading /// /// - [x] Text rendering /// - [ ] UI /// - [x] Labels /// - [x] Settings variables /// - [x] Signals /// - [ ] Sliders /// - [ ] Groups /// - [x] Gamma correct alpha blending for rectangles and bitmaps /// - [ ] Plotting of profile data /// - [x] Simple scatter plot /// /// /// ### Urgent: /// /// - [ ] Simplify the code, especially for the 2d routines /// - [x] Asset processor as second program /// /// #if 0 #include "tracy/Tracy.hpp" #undef assert #endif // #include "obj_dump.cpp" #include "multimedia.cpp" #include "profile.cpp" #include "obj.cpp" #include "vec.cpp" struct Vertex { Vec3 pos; Vec2 tex; Vec3 norm; }; 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; }; 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 I(x,i) (((F32 *)&x)[i]) #define Is(x,i) (((S32 *)&x)[i]) #define F32x8 __m256 #define S32x8 __m256i U64 filled_pixel_count; U64 filled_pixel_total_time; // #include "optimization_log.cpp" function void draw_triangle_nearest(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; 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 var_1_8 = _mm256_set_ps(8,7,6,5,4,3,2,1); F32x8 Dy10 = _mm256_mul_ps(_mm256_set1_ps(dy10), var_1_8); F32x8 Dy21 = _mm256_mul_ps(_mm256_set1_ps(dy21), var_1_8); F32x8 Dy02 = _mm256_mul_ps(_mm256_set1_ps(dy02), var_1_8); 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_255 = _mm256_set1_ps(255); 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 var_p0w = _mm256_set1_ps(p0.w); F32x8 var_p1w = _mm256_set1_ps(p1.w); F32x8 var_p2w = _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 area8 = _mm256_set1_ps(area); U64 fill_pixels_begin = __rdtsc(); for (S64 y = min_y; y < max_y; y++) { F32x8 Cx0 = _mm256_set1_ps(Cy0); F32x8 Cx1 = _mm256_set1_ps(Cy1); F32x8 Cx2 = _mm256_set1_ps(Cy2); for (S64 x8 = min_x; x8 < max_x; x8+=8) { { F32x8 i0 = _mm256_set1_ps(I(Cx0, 7)); Cx0 = _mm256_add_ps(i0, Dy10); F32x8 i2 = _mm256_set1_ps(I(Cx1, 7)); Cx1 = _mm256_add_ps(i2, Dy21); F32x8 i4 = _mm256_set1_ps(I(Cx2, 7)); Cx2 = _mm256_add_ps(i4, Dy02); } F32x8 should_fill; F32x8 i11 = _mm256_set1_ps(x8); F32x8 i12 = _mm256_add_ps(i11, var07); F32x8 i13 = _mm256_cmp_ps(i12, var_max_x, _CMP_LT_OQ); F32x8 i6 = _mm256_cmp_ps(Cx0, var0, _CMP_GE_OQ); F32x8 i7 = _mm256_cmp_ps(Cx1, var0, _CMP_GE_OQ); F32x8 i8 = _mm256_cmp_ps(Cx2, var0, _CMP_GE_OQ); F32x8 i9 = _mm256_and_ps(i6, i7); F32x8 i10 = _mm256_and_ps(i9, i8); should_fill = _mm256_and_ps(i13, i10); F32x8 w0 = _mm256_div_ps(Cx1, area8); F32x8 w1 = _mm256_div_ps(Cx2, area8); F32x8 w2 = _mm256_div_ps(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 F32x8 interpolated_w; F32x8 i14 = _mm256_mul_ps(one_over_p0w, w0); // F32x8 i15 = _mm256_mul_ps(one_over_p1w, w1); F32x8 i16 = _mm256_mul_ps(one_over_p2w, w2); F32x8 i17 = _mm256_add_ps(i14, i15); F32x8 i18 = _mm256_add_ps(i16, i17); interpolated_w = {i18}; F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x)); F32x8 depth = _mm256_loadu_ps((float *)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 0 // If all pixels are not going to get drawn then opt out // Seems to decrease perf F32x8 compare_with_zero = _mm256_cmpeq_epi32(should_fill, var0); int mask = _mm256_movemask_epi8(compare_with_zero); if(mask == 1) continue; #endif F32x8 invw0 = _mm256_div_ps(w0, var_p0w); F32x8 invw1 = _mm256_div_ps(w1, var_p1w); F32x8 invw2 = _mm256_div_ps(w2, var_p2w); F32x8 u_term0 = _mm256_mul_ps(var_tex0x, invw0); F32x8 u_term1 = _mm256_mul_ps(var_tex1x, invw1); F32x8 u_term2 = _mm256_mul_ps(var_tex2x, invw2); F32x8 u_term3 = _mm256_add_ps(u_term0, u_term1); F32x8 u0 = _mm256_add_ps(u_term2, u_term3); F32x8 v_term0 = _mm256_mul_ps(var_tex0y, invw0); F32x8 v_term1 = _mm256_mul_ps(var_tex1y, invw1); F32x8 v_term2 = _mm256_mul_ps(var_tex2y, invw2); F32x8 v_term3 = _mm256_add_ps(v_term0, v_term1); F32x8 v0 = _mm256_add_ps(v_term2, v_term3); 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); S32x8 indices1 = _mm256_sub_epi32(var_src_y_minus_one_int, vi); S32x8 indices3 = _mm256_mullo_epi32(var_src_x_int, indices1); S32x8 indices = _mm256_add_epi32(indices3, ui); // // Fetch and calculate texel values // S32x8 pixel; if(I(should_fill, 0)) Is(pixel, 0) = src->pixels[Is(indices, 0)]; if(I(should_fill, 1)) Is(pixel, 1) = src->pixels[Is(indices, 1)]; if(I(should_fill, 2)) Is(pixel, 2) = src->pixels[Is(indices, 2)]; if(I(should_fill, 3)) Is(pixel, 3) = src->pixels[Is(indices, 3)]; if(I(should_fill, 4)) Is(pixel, 4) = src->pixels[Is(indices, 4)]; if(I(should_fill, 5)) Is(pixel, 5) = src->pixels[Is(indices, 5)]; if(I(should_fill, 6)) Is(pixel, 6) = src->pixels[Is(indices, 6)]; if(I(should_fill, 7)) Is(pixel, 7) = src->pixels[Is(indices, 7)]; 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); // 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 = _mm256_srai_epi32(texel_i_a, 24); texel_i_a = _mm256_and_si256(texel_i_a, var_0x000000ff); texel_i_b = _mm256_srai_epi32(texel_i_b, 16); texel_i_g = _mm256_srai_epi32(texel_i_g, 8 ); texel_i_r = _mm256_srai_epi32(texel_i_r, 0 ); 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_a1 = _mm256_div_ps(texel_a0, var_255); F32x8 texel_b1 = _mm256_div_ps(texel_b0, var_255); F32x8 texel_g1 = _mm256_div_ps(texel_g0, var_255); F32x8 texel_r1 = _mm256_div_ps(texel_r0, var_255); 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_srai_epi32(dst_i_a0, 24); dst_i_a1 = _mm256_and_si256(dst_i_a1, var_0x000000ff); S32x8 dst_i_b1 = _mm256_srai_epi32(dst_i_b0, 16); S32x8 dst_i_g1 = _mm256_srai_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_div_ps(dst_a, var255); dst_b = _mm256_div_ps(dst_b, var255); dst_g = _mm256_div_ps(dst_g, var255); dst_r = _mm256_div_ps(dst_r, var255); 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 { dst_r = _mm256_add_ps(texel_r1, _mm256_mul_ps(_mm256_sub_ps(var1,texel_a1), dst_r)); dst_g = _mm256_add_ps(texel_g1, _mm256_mul_ps(_mm256_sub_ps(var1,texel_a1), dst_g)); dst_b = _mm256_add_ps(texel_b1, _mm256_mul_ps(_mm256_sub_ps(var1,texel_a1), dst_b)); 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); } 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); } function void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { // ZoneNamedN(m, "draw_all_meshes", true); PROFILE_SCOPE(draw_all_meshes); for (int i = 0; i < mesh->indices.len; i++) { PROFILE_SCOPE(draw_set_of_mesh_indices); // ZoneNamedN(m, "draw_single_mesh", true); 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; } draw_triangle_nearest(&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(&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); } } } } #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(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); 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); } int main(int argc, char **argv) { global_file = fopen("perfclocks.txt", "a"); thread_ctx.log_proc = windows_log; fprintf(global_file, "\n---------------------"); os.window_size.x = 1280; os.window_size.y = 720; os.window_resizable = 1; assert(os_init()); Font font = os_load_font(os.perm_arena, 12*os.dpi_scale, "Arial", 0); 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(); int screen_x = 1280; int screen_y = 720; r.camera_pos = vec3(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y); String frame_data = {}; UISetup setup[] = { UI_SIGNAL("Change scene"_s, scene_callback), UI_LABEL(&frame_data), 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); } // @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, os.frame, r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y); // log_info("\nAvg_Time: %llu Time:%llu Count:%llu", filled_pixel_total_time/filled_pixel_count, filled_pixel_total_time, filled_pixel_count); for(int i = 0; i < ProfileScopeName_Count; i++){ auto *scope = &profile_scopes[i]; if(scope->i == 0) continue; U64 total = 0; for(int i = 0; i < scope->i; i++){ total += scope->samples[i]; } log_info("\n%s :: Total: %llu Hits: %llu, Avg: %llu", profile_scope_names[i], total, (U64)scope->i, total / scope->i); scope->i = 0; } } } ///////////////////////////////////////////////////////////////////////////////////// /// ### 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