mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-01-22 09:01:57 -05:00
SoftGPU: Add faster path for 2D triangles
This commit is contained in:
parent
c2be079943
commit
c1f4104ddd
3 changed files with 147 additions and 19 deletions
|
@ -4,13 +4,14 @@
|
||||||
* AndrewPH - Advice on how to improve ui of both client and launcher, multiple
|
* AndrewPH - Advice on how to improve ui of both client and launcher, multiple
|
||||||
suggestions, and hosting the automatic build bot for ClassiCube.
|
suggestions, and hosting the automatic build bot for ClassiCube.
|
||||||
* 123DMWM - many suggestions, and assistance in identifying bugs and their causes.
|
* 123DMWM - many suggestions, and assistance in identifying bugs and their causes.
|
||||||
* video_error - Allowing remote use of an OSX machine, pointing out many flaws in the plugin API.
|
* video_error - Allowing remote use of an macOS machine, pointing out many flaws in the plugin API.
|
||||||
The OSX port would not have been possible without you, thanks!
|
The macOS port would not have been possible without you, thanks!
|
||||||
* Jerralish - reverse engineering and documenting the original classic map generation algorithm.
|
* Jerralish - reverse engineering and documenting the original classic map generation algorithm.
|
||||||
* Cybertoon - Adding water animation, better metal step/dig sounds, identifying multiple flaws
|
* Cybertoon - Adding water animation, better metal step/dig sounds, identifying multiple flaws
|
||||||
* Cheesse - multiple suggestions, testing ClassicalSharp on AMD graphics cards.
|
* Cheesse - multiple suggestions, testing ClassicalSharp on AMD graphics cards.
|
||||||
* Hemsindor - testing ClassicalSharp on OSX.
|
* Hemsindor - testing ClassicalSharp on macOS.
|
||||||
* headshotnoby - developing the Switch port
|
* headshotnoby - developing the Switch port.
|
||||||
|
* Beyond_5D - identifying many differences from original Classic
|
||||||
|
|
||||||
And a big thanks to everyone else in the ClassiCube community (who I didn't mention here),
|
And a big thanks to everyone else in the ClassiCube community (who I didn't mention here),
|
||||||
who in the past have provided many suggestions and assisted in identifying bugs.
|
who in the past have provided many suggestions and assisted in identifying bugs.
|
||||||
|
|
|
@ -286,7 +286,27 @@ typedef struct Vertex_ {
|
||||||
PackedCol c;
|
PackedCol c;
|
||||||
} Vertex;
|
} Vertex;
|
||||||
|
|
||||||
static void TransformVertex(int index, Vertex* vertex) {
|
static void TransformVertex2D(int index, Vertex* vertex) {
|
||||||
|
// TODO: avoid the multiply, just add down in DrawTriangles
|
||||||
|
char* ptr = (char*)gfx_vertices + index * gfx_stride;
|
||||||
|
Vector3* pos = (Vector3*)ptr;
|
||||||
|
vertex->x = pos->x;
|
||||||
|
vertex->y = pos->y;
|
||||||
|
|
||||||
|
if (gfx_format != VERTEX_FORMAT_TEXTURED) {
|
||||||
|
struct VertexColoured* v = (struct VertexColoured*)ptr;
|
||||||
|
vertex->u = 0.0f;
|
||||||
|
vertex->v = 0.0f;
|
||||||
|
vertex->c = v->Col;
|
||||||
|
} else {
|
||||||
|
struct VertexTextured* v = (struct VertexTextured*)ptr;
|
||||||
|
vertex->u = v->U;
|
||||||
|
vertex->v = v->V;
|
||||||
|
vertex->c = v->Col;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void TransformVertex3D(int index, Vertex* vertex) {
|
||||||
// TODO: avoid the multiply, just add down in DrawTriangles
|
// TODO: avoid the multiply, just add down in DrawTriangles
|
||||||
char* ptr = (char*)gfx_vertices + index * gfx_stride;
|
char* ptr = (char*)gfx_vertices + index * gfx_stride;
|
||||||
Vector3* pos = (Vector3*)ptr;
|
Vector3* pos = (Vector3*)ptr;
|
||||||
|
@ -305,6 +325,8 @@ static void TransformVertex(int index, Vertex* vertex) {
|
||||||
|
|
||||||
if (gfx_format != VERTEX_FORMAT_TEXTURED) {
|
if (gfx_format != VERTEX_FORMAT_TEXTURED) {
|
||||||
struct VertexColoured* v = (struct VertexColoured*)ptr;
|
struct VertexColoured* v = (struct VertexColoured*)ptr;
|
||||||
|
vertex->u = 0.0f;
|
||||||
|
vertex->v = 0.0f;
|
||||||
vertex->c = v->Col;
|
vertex->c = v->Col;
|
||||||
} else {
|
} else {
|
||||||
struct VertexTextured* v = (struct VertexTextured*)ptr;
|
struct VertexTextured* v = (struct VertexTextured*)ptr;
|
||||||
|
@ -322,7 +344,96 @@ static CC_INLINE int FastFloor(float value) {
|
||||||
|
|
||||||
#define edgeFunction(ax,ay, bx,by, cx,cy) (((bx) - (ax)) * ((cy) - (ay)) - ((by) - (ay)) * ((cx) - (ax)))
|
#define edgeFunction(ax,ay, bx,by, cx,cy) (((bx) - (ax)) * ((cy) - (ay)) - ((by) - (ay)) * ((cx) - (ax)))
|
||||||
|
|
||||||
static void DrawTriangle(Vertex* V0, Vertex* V1, Vertex* V2) {
|
static void DrawTriangle2D(Vertex* V0, Vertex* V1, Vertex* V2) {
|
||||||
|
int x0 = (int)V0->x, y0 = (int)V0->y;
|
||||||
|
int x1 = (int)V1->x, y1 = (int)V1->y;
|
||||||
|
int x2 = (int)V2->x, y2 = (int)V2->y;
|
||||||
|
int minX = min(x0, min(x1, x2));
|
||||||
|
int minY = min(y0, min(y1, y2));
|
||||||
|
int maxX = max(x0, max(x1, x2));
|
||||||
|
int maxY = max(y0, max(y1, y2));
|
||||||
|
|
||||||
|
int area = edgeFunction(x0,y0, x1,y1, x2,y2);
|
||||||
|
// Reject triangles completely outside
|
||||||
|
if (maxX < 0 || minX > fb_maxX) return;
|
||||||
|
if (maxY < 0 || minY > fb_maxY) return;
|
||||||
|
|
||||||
|
// Perform scissoring
|
||||||
|
minX = max(minX, 0); maxX = min(maxX, fb_maxX);
|
||||||
|
minY = max(minY, 0); maxY = min(maxY, fb_maxY);
|
||||||
|
float factor = 1.0f / area;
|
||||||
|
|
||||||
|
float u0 = V0->u * curTexWidth, u1 = V1->u * curTexWidth, u2 = V2->u * curTexWidth;
|
||||||
|
float v0 = V0->v * curTexHeight, v1 = V1->v * curTexHeight, v2 = V2->v * curTexHeight;
|
||||||
|
PackedCol color = V0->c;
|
||||||
|
|
||||||
|
// https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
|
||||||
|
// Essentially these are the deltas of edge functions between X/Y and X/Y + 1 (i.e. one X/Y step)
|
||||||
|
int dx01 = y0 - y1, dy01 = x1 - x0;
|
||||||
|
int dx12 = y1 - y2, dy12 = x2 - x1;
|
||||||
|
int dx20 = y2 - y0, dy20 = x0 - x2;
|
||||||
|
|
||||||
|
float bc0_start = edgeFunction(x1,y1, x2,y2, minX+0.5f,minY+0.5f);
|
||||||
|
float bc1_start = edgeFunction(x2,y2, x0,y0, minX+0.5f,minY+0.5f);
|
||||||
|
float bc2_start = edgeFunction(x0,y0, x1,y1, minX+0.5f,minY+0.5f);
|
||||||
|
|
||||||
|
for (int y = minY; y <= maxY; y++, bc0_start += dy12, bc1_start += dy20, bc2_start += dy01)
|
||||||
|
{
|
||||||
|
float bc0 = bc0_start;
|
||||||
|
float bc1 = bc1_start;
|
||||||
|
float bc2 = bc2_start;
|
||||||
|
|
||||||
|
for (int x = minX; x <= maxX; x++, bc0 += dx12, bc1 += dx20, bc2 += dx01)
|
||||||
|
{
|
||||||
|
float ic0 = bc0 * factor;
|
||||||
|
float ic1 = bc1 * factor;
|
||||||
|
float ic2 = bc2 * factor;
|
||||||
|
|
||||||
|
if (ic0 < 0 || ic1 < 0 || ic2 < 0) continue;
|
||||||
|
int index = y * fb_width + x;
|
||||||
|
|
||||||
|
int R, G, B, A;
|
||||||
|
if (gfx_format == VERTEX_FORMAT_TEXTURED) {
|
||||||
|
float u = ic0 * u0 + ic1 * u1 + ic2 * u2;
|
||||||
|
float v = ic0 * v0 + ic1 * v1 + ic2 * v2;
|
||||||
|
int texX = ((int)u) & texWidthMask;
|
||||||
|
int texY = ((int)v) & texHeightMask;
|
||||||
|
int texIndex = texY * curTexWidth + texX;
|
||||||
|
|
||||||
|
BitmapCol tColor = curTexPixels[texIndex];
|
||||||
|
int a1 = PackedCol_A(color), a2 = BitmapCol_A(tColor);
|
||||||
|
A = ( a1 * a2 ) >> 8;
|
||||||
|
int r1 = PackedCol_R(color), r2 = BitmapCol_R(tColor);
|
||||||
|
R = ( r1 * r2 ) >> 8;
|
||||||
|
int g1 = PackedCol_G(color), g2 = BitmapCol_G(tColor);
|
||||||
|
G = ( g1 * g2 ) >> 8;
|
||||||
|
int b1 = PackedCol_B(color), b2 = BitmapCol_B(tColor);
|
||||||
|
B = ( b1 * b2 ) >> 8;
|
||||||
|
} else {
|
||||||
|
R = PackedCol_R(color);
|
||||||
|
G = PackedCol_G(color);
|
||||||
|
B = PackedCol_B(color);
|
||||||
|
A = PackedCol_A(color);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gfx_alphaBlend) {
|
||||||
|
BitmapCol dst = colorBuffer[index];
|
||||||
|
int dstR = BitmapCol_R(dst);
|
||||||
|
int dstG = BitmapCol_G(dst);
|
||||||
|
int dstB = BitmapCol_B(dst);
|
||||||
|
|
||||||
|
R = (R * A + dstR * (255 - A)) >> 8;
|
||||||
|
G = (G * A + dstG * (255 - A)) >> 8;
|
||||||
|
B = (B * A + dstB * (255 - A)) >> 8;
|
||||||
|
}
|
||||||
|
if (gfx_alphaTest && A < 0x80) continue;
|
||||||
|
|
||||||
|
colorBuffer[index] = BitmapCol_Make(R, G, B, 0xFF);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void DrawTriangle3D(Vertex* V0, Vertex* V1, Vertex* V2) {
|
||||||
int x0 = (int)V0->x, y0 = (int)V0->y;
|
int x0 = (int)V0->x, y0 = (int)V0->y;
|
||||||
int x1 = (int)V1->x, y1 = (int)V1->y;
|
int x1 = (int)V1->x, y1 = (int)V1->y;
|
||||||
int x2 = (int)V2->x, y2 = (int)V2->y;
|
int x2 = (int)V2->x, y2 = (int)V2->y;
|
||||||
|
@ -436,16 +547,30 @@ void DrawQuads(int startVertex, int verticesCount) {
|
||||||
Vertex vertices[4];
|
Vertex vertices[4];
|
||||||
int j = startVertex;
|
int j = startVertex;
|
||||||
|
|
||||||
// 4 vertices = 1 quad = 2 triangles
|
if (gfx_rendering2D) {
|
||||||
for (int i = 0; i < verticesCount / 4; i++, j += 4)
|
// 4 vertices = 1 quad = 2 triangles
|
||||||
{
|
for (int i = 0; i < verticesCount / 4; i++, j += 4)
|
||||||
TransformVertex(j + 0, &vertices[0]);
|
{
|
||||||
TransformVertex(j + 1, &vertices[1]);
|
TransformVertex2D(j + 0, &vertices[0]);
|
||||||
TransformVertex(j + 2, &vertices[2]);
|
TransformVertex2D(j + 1, &vertices[1]);
|
||||||
TransformVertex(j + 3, &vertices[3]);
|
TransformVertex2D(j + 2, &vertices[2]);
|
||||||
|
TransformVertex2D(j + 3, &vertices[3]);
|
||||||
|
|
||||||
DrawTriangle(&vertices[0], &vertices[2], &vertices[1]);
|
DrawTriangle2D(&vertices[0], &vertices[2], &vertices[1]);
|
||||||
DrawTriangle(&vertices[2], &vertices[0], &vertices[3]);
|
DrawTriangle2D(&vertices[2], &vertices[0], &vertices[3]);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// 4 vertices = 1 quad = 2 triangles
|
||||||
|
for (int i = 0; i < verticesCount / 4; i++, j += 4)
|
||||||
|
{
|
||||||
|
TransformVertex3D(j + 0, &vertices[0]);
|
||||||
|
TransformVertex3D(j + 1, &vertices[1]);
|
||||||
|
TransformVertex3D(j + 2, &vertices[2]);
|
||||||
|
TransformVertex3D(j + 3, &vertices[3]);
|
||||||
|
|
||||||
|
DrawTriangle3D(&vertices[0], &vertices[2], &vertices[1]);
|
||||||
|
DrawTriangle3D(&vertices[2], &vertices[0], &vertices[3]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
10
src/String.h
10
src/String.h
|
@ -25,17 +25,19 @@ static CC_INLINE cc_string String_Init(STRING_REF char* buffer, int length, int
|
||||||
CC_API int String_CalcLen(const char* raw, int capacity);
|
CC_API int String_CalcLen(const char* raw, int capacity);
|
||||||
/* Counts number of characters until a '\0' is found. */
|
/* Counts number of characters until a '\0' is found. */
|
||||||
int String_Length(const char* raw);
|
int String_Length(const char* raw);
|
||||||
/* Constructs a string from a (maybe null terminated) buffer. */
|
|
||||||
CC_NOINLINE cc_string String_FromRaw(STRING_REF char* buffer, int capacity);
|
|
||||||
/* Constructs a string from a null-terminated constant readonly buffer. */
|
|
||||||
CC_API cc_string String_FromReadonly(STRING_REF const char* buffer);
|
|
||||||
|
|
||||||
/* Constructs a string from a compile time string constant */
|
/* Constructs a string from a compile time string constant */
|
||||||
#define String_FromConst(text) { (char*)(text), (sizeof(text) - 1), (sizeof(text) - 1)}
|
#define String_FromConst(text) { (char*)(text), (sizeof(text) - 1), (sizeof(text) - 1)}
|
||||||
/* Constructs a string from a compile time array */
|
/* Constructs a string from a compile time array */
|
||||||
#define String_FromArray(buffer) { buffer, 0, sizeof(buffer)}
|
#define String_FromArray(buffer) { buffer, 0, sizeof(buffer)}
|
||||||
|
|
||||||
|
/* Constructs a string from a (maybe null terminated) buffer. */
|
||||||
|
CC_NOINLINE cc_string String_FromRaw(STRING_REF char* buffer, int capacity);
|
||||||
|
/* Constructs a string from a null-terminated constant readonly buffer. */
|
||||||
|
CC_API cc_string String_FromReadonly(STRING_REF const char* buffer);
|
||||||
/* Constructs a string from a compile time array, that may have arbitary actual length of data at runtime */
|
/* Constructs a string from a compile time array, that may have arbitary actual length of data at runtime */
|
||||||
#define String_FromRawArray(buffer) String_FromRaw(buffer, sizeof(buffer))
|
#define String_FromRawArray(buffer) String_FromRaw(buffer, sizeof(buffer))
|
||||||
|
|
||||||
/* Constructs a string from a compile time array (leaving 1 byte of room for null terminator) */
|
/* Constructs a string from a compile time array (leaving 1 byte of room for null terminator) */
|
||||||
#define String_NT_Array(buffer) { buffer, 0, (sizeof(buffer) - 1)}
|
#define String_NT_Array(buffer) { buffer, 0, (sizeof(buffer) - 1)}
|
||||||
/* Initialises a string from a compile time array. */
|
/* Initialises a string from a compile time array. */
|
||||||
|
|
Loading…
Reference in a new issue