471 lines
17 KiB
C++
471 lines
17 KiB
C++
function
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void draw_triangle_nearest_a(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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U32 *destination = dst->pixels + dst->x*min_y;
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F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
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for (S64 y = min_y; y < max_y; y++) {
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for (S64 x = min_x; x < max_x; x++) {
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F32 Cx0 = edge_function(p0, p1, { (F32)x,(F32)y });
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F32 Cx1 = edge_function(p1, p2, { (F32)x,(F32)y });
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F32 Cx2 = edge_function(p2, p0, { (F32)x,(F32)y });
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if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
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// ZoneNamedN(fill, "fill_pixel", true);
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F32 w1 = Cx1 / area;
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F32 w2 = Cx2 / area;
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F32 w3 = Cx0 / area;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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F32* depth = depth_buffer + (x + y * dst->x);
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if (*depth < interpolated_w) {
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*depth = interpolated_w;
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F32 invw0 = (w1 / p0.w);
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F32 invw1 = (w2 / p1.w);
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F32 invw2 = (w3 / p2.w);
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Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
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F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
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F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
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{
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u /= interpolated_w;
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v /= interpolated_w;
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u = u - floor(u);
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v = v - floor(v);
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u = u * (src->x - 1);
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v = v * (src->y - 1);
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}
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S64 ui = (S64)(u);
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S64 vi = (S64)(v);
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//F32 udiff = u - (F32)ui;
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//F32 vdiff = v - (F32)vi;
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// Origin UV (0,0) is in bottom left
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U32 *dst_pixel = destination + x;
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U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
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Vec4 result_color; {
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U32 c = *pixel;
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F32 a = ((c & 0xff000000) >> 24) / 255.f;
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F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
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F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
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F32 r = ((c & 0x000000ff) >> 0) / 255.f;
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r*=r;
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g*=g;
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b*=b;
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result_color = { r,g,b,a };
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}
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Vec4 dst_color; {
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U32 c = *dst_pixel;
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F32 a = ((c & 0xff000000) >> 24) / 255.f;
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F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
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F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
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F32 r = ((c & 0x000000ff) >> 0) / 255.f;
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r*=r; g*=g; b*=b;
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dst_color = { r,g,b,a };
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}
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#if 0
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Vec3 light_color = vec3(0.8,0.8,1);
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constexpr F32 ambient_strength = 0.1f; {
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Vec3 ambient = ambient_strength * light_color;
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Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
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result_color.rgb *= (ambient+diffuse);
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}
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#endif
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result_color = premultiplied_alpha(dst_color, result_color);
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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*dst_pixel = color32;
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}
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}
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}
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destination += dst->x;
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}
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}
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function
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void draw_triangle_nearest_b(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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// if(os.frame > 10) PROFILE_BEGIN(draw_triangle);
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// ZoneScopedN("draw_triangle");
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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F32 dy10 = (p1.y - p0.y);
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F32 dy21 = (p2.y - p1.y);
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F32 dy02 = (p0.y - p2.y);
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F32 dx10 = (p1.x - p0.x);
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F32 dx21 = (p2.x - p1.x);
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F32 dx02 = (p0.x - p2.x);
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F32 C0 = dy10 * (p0.x) - dx10 * (p0.y);
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F32 C1 = dy21 * (p1.x) - dx21 * (p1.y);
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F32 C2 = dy02 * (p2.x) - dx02 * (p2.y);
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F32 Cy0 = dy10 * min_x - dx10 * min_y - C0;
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F32 Cy1 = dy21 * min_x - dx21 * min_y - C1;
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F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
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U32 *destination = dst->pixels + dst->x*min_y;
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F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
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for (S64 y = min_y; y < max_y; y++) {
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F32 Cx0 = Cy0;
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F32 Cx1 = Cy1;
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F32 Cx2 = Cy2;
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for (S64 x = min_x; x < max_x; x++) {
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if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
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// ZoneNamedN(fill, "fill_pixel", true);
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F32 w1 = Cx1 / area;
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F32 w2 = Cx2 / area;
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F32 w3 = Cx0 / area;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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F32* depth = depth_buffer + (x + y * dst->x);
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if (*depth < interpolated_w) {
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*depth = interpolated_w;
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F32 invw0 = (w1 / p0.w);
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F32 invw1 = (w2 / p1.w);
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F32 invw2 = (w3 / p2.w);
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Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
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F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
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F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
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{
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u /= interpolated_w;
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v /= interpolated_w;
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u = u - floor(u);
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v = v - floor(v);
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u = u * (src->x - 1);
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v = v * (src->y - 1);
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}
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S64 ui = (S64)(u);
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S64 vi = (S64)(v);
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//F32 udiff = u - (F32)ui;
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//F32 vdiff = v - (F32)vi;
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// Origin UV (0,0) is in bottom left
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U32 *dst_pixel = destination + x;
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U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
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Vec4 result_color; {
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U32 c = *pixel;
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F32 a = ((c & 0xff000000) >> 24) / 255.f;
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F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
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F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
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F32 r = ((c & 0x000000ff) >> 0) / 255.f;
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r*=r;
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g*=g;
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b*=b;
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result_color = { r,g,b,a };
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}
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Vec4 dst_color; {
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U32 c = *dst_pixel;
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F32 a = ((c & 0xff000000) >> 24) / 255.f;
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F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
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F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
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F32 r = ((c & 0x000000ff) >> 0) / 255.f;
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r*=r; g*=g; b*=b;
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dst_color = { r,g,b,a };
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}
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#if 0
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Vec3 light_color = vec3(0.8,0.8,1);
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constexpr F32 ambient_strength = 0.1f; {
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Vec3 ambient = ambient_strength * light_color;
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Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
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result_color.rgb *= (ambient+diffuse);
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}
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#endif
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result_color = premultiplied_alpha(dst_color, result_color);
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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*dst_pixel = color32;
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}
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}
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Cx0 += dy10;
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Cx1 += dy21;
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Cx2 += dy02;
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}
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Cy0 -= dx10;
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Cy1 -= dx21;
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Cy2 -= dx02;
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destination += dst->x;
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}
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// if(os.frame > 10) PROFILE_END(draw_triangle);
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}
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function
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void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)clamp_bot(0.f, floor(min_x1));
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S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
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S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
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F32 area = edge_function(p0, p1, p2);
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for (S64 y = min_y; y < max_y; y++) {
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for (S64 x = min_x; x < max_x; x++) {
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F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y });
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F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
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F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
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if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
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F32 w1 = edge1 / area;
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F32 w2 = edge2 / area;
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F32 w3 = edge0 / area;
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F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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F32* depth = depth_buffer + (x + y * dst->x);
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if (*depth < interpolated_w) {
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*depth = interpolated_w;
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F32 invw0 = (w1 / p0.w);
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F32 invw1 = (w2 / p1.w);
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F32 invw2 = (w3 / p2.w);
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Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
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F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
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F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
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{
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u /= interpolated_w;
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v /= interpolated_w;
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u = u - floor(u);
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v = v - floor(v);
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u = u * (src->x - 1);
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v = v * (src->y - 1);
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}
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S64 ui = (S64)(u);
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S64 vi = (S64)(v);
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F32 udiff = u - (F32)ui;
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F32 vdiff = v - (F32)vi;
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// Origin UV (0,0) is in bottom left
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U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
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U32 *dst_pixel = dst->pixels + (x + y * dst->x);
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#if 0
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Vec4 result_color = vec4abgr(*pixel);
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#else
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Vec4 pixelx1y1 = vec4abgr(*pixel);
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Vec4 pixelx2y1 = vec4abgr(*(pixel + 1));
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Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x));
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Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x));
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pixelx1y1 = srgb_to_almost_linear(pixelx1y1);
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pixelx2y1 = srgb_to_almost_linear(pixelx2y1);
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pixelx1y2 = srgb_to_almost_linear(pixelx1y2);
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pixelx2y2 = srgb_to_almost_linear(pixelx2y2);
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Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 result_color = lerp(blendx1, blendx2, vdiff);
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#endif
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Vec3 light_color = vec3(0.8,0.8,1);
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constexpr F32 ambient_strength = 0.1f; {
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Vec3 ambient = ambient_strength * light_color;
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Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
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result_color.rgb *= (ambient+diffuse);
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}
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Vec4 dst_color = vec4abgr(*dst_pixel);
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dst_color = srgb_to_almost_linear(dst_color);
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result_color = premultiplied_alpha(dst_color, result_color);
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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*dst_pixel = color32;
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}
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}
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}
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}
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}
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function
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void draw_triangle_nearest_c(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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if(src->pixels == 0) return;
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PROFILE_SCOPE(draw_triangle);
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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if (min_y >= max_y) return;
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if (min_x >= max_x) return;
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F32 dy10 = (p1.y - p0.y);
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F32 dy21 = (p2.y - p1.y);
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F32 dy02 = (p0.y - p2.y);
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F32 dx10 = (p1.x - p0.x);
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F32 dx21 = (p2.x - p1.x);
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F32 dx02 = (p0.x - p2.x);
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F32 C0 = dy10 * (p0.x) - dx10 * (p0.y);
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F32 C1 = dy21 * (p1.x) - dx21 * (p1.y);
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F32 C2 = dy02 * (p2.x) - dx02 * (p2.y);
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F32 Cy0 = dy10 * min_x - dx10 * min_y - C0;
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F32 Cy1 = dy21 * min_x - dx21 * min_y - C1;
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F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
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Vec8 Cx0;
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Vec8 Cx1;
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Vec8 Cx2;
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Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
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Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
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Vec8 Dy10 = vec8(dy10) * var07;
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Vec8 Dy21 = vec8(dy21) * var07;
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Vec8 Dy02 = vec8(dy02) * var07;
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U32 *destination = dst->pixels + dst->x*min_y;
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F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
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for (S64 y = min_y; y < max_y; y++) {
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Cx0 = vec8(Cy0);
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Cx1 = vec8(Cy1);
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Cx2 = vec8(Cy2);
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for (S64 x8 = min_x; x8 < max_x; x8+=8) {
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PROFILE_SCOPE(fill_triangle_outer);
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Cx0 += Dy10;
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Cx1 += Dy21;
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Cx2 += Dy02;
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Vec8I x = vec8i(x8) + var07i;
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for(S64 i = 0; i < 8; i++){
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// S64 x = x8+i;
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|
|
|
if (Cx0[0] >= 0 && Cx1[0] >= 0 && Cx2[0] >= 0) {
|
|
PROFILE_SCOPE(fill_triangle_inner);
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|
F32 w1 = Cx1[0] / area;
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|
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;
|
|
}
|
|
} |