ref: 8c41416c09ee0f0f7f9427e0d1eda92db5f63c63
dir: /src/ztriangle.h.backup/
/* * An eXtReMeLy complicated, delicate, tuned triangle rasterizer * Aight, so basically this is the most complicated code you'll ever read in your life. * The lifetime of variables has been... SUPER Optimized, that's why there's so many random ass curly braces everywhere. * Yes, it is necessary to do that. This code is extremely delicate * and even a minor fuck-up is gonna tank the framerate Before committing any changes, run gears, model, and texture on your changed code to make sure you didn't fuck up! Things to keep in mind: 1) Tight control of the lifetimes of variables lets us use registers more often and memory less 2) Doing the same operation on multiple items is faster than doing different things on different items, generally, because they will be able to take advantage of any/all applicable SIMD/vector ops on your hardware. 3) Divide operations are vastly more expensive than add/sub/bitwise/etc 4) Bit shifting is your friend, it's the fast way to multiply or divide by 2. 5) Fixed point math is used for the depth "z" buffer 6) We're not just using floats for everything because this is still supposed to be fast on platforms without SSE2 7) */ { GLfloat fdx1, fdx2, fdy1, fdy2; GLushort* pz1; PIXEL* pp1; GLint update_left, update_right; GLint nb_lines, dx1, dy1, dx2, dy2; #if TGL_FEATURE_POLYGON_STIPPLE == 1 GLushort the_y; #endif GLint error, derror; GLint x1, dxdy_min, dxdy_max; /* warning: x2 is multiplied by 2^16 */ GLint x2, dx2dy2; #ifdef INTERP_Z GLint z1, dzdx, dzdy, dzdl_min, dzdl_max; #endif #ifdef INTERP_RGB GLint r1, drdx, drdy, drdl_min, drdl_max; GLint g1, dgdx, dgdy, dgdl_min, dgdl_max; GLint b1, dbdx, dbdy, dbdl_min, dbdl_max; #endif #ifdef INTERP_ST GLint s1, dsdx, dsdy, dsdl_min, dsdl_max; GLint t1, dtdx, dtdy, dtdl_min, dtdl_max; #endif #ifdef INTERP_STZ GLfloat sz1, dszdx, dszdy, dszdl_min, dszdl_max; GLfloat tz1, dtzdx, dtzdy, dtzdl_min, dtzdl_max; #endif /* we sort the vertex with increasing y */ if (p1->y < p0->y) { ZBufferPoint *t = p0; p0 = p1; p1 = t; } if (p2->y < p0->y) { ZBufferPoint *t = p2; p2 = p1; p1 = p0; p0 = t; } else if (p2->y < p1->y) { ZBufferPoint *t = p1; p1 = p2; p2 = t; } /* we compute dXdx and dXdy for all GLinterpolated values */ fdx1 = p1->x - p0->x;//fdx1 first usage (VALUE_FDX1_USED) fdy1 = p1->y - p0->y;//fdy1 first usage (VALUE_FDY1_USED) fdx2 = p2->x - p0->x; fdy2 = p2->y - p0->y; GLfloat fz = fdx1 * fdy2 - fdx2 * fdy1;//fz first usage if (fz == 0) return; fz = 1.0 / fz; //value of fz is used (VALUE_FZ_USED) //for these (VALUE_FZ_USED) fdx1 *= fz; fdy1 *= fz; fdx2 *= fz; fdy2 *= fz; //and then #ifdef INTERP_Z { GLfloat d1 = p1->z - p0->z; //d1 first usage GLfloat d2 = p2->z - p0->z; dzdx = (GLint)(fdy2 * d1 - fdy1 * d2); dzdy = (GLint)(fdx1 * d2 - fdx2 * d1); } #endif #ifdef INTERP_RGB {GLfloat d1, d2; d1 = p1->r - p0->r; d2 = p2->r - p0->r; drdx = (GLint)(fdy2 * d1 - fdy1 * d2); drdy = (GLint)(fdx1 * d2 - fdx2 * d1); } {GLfloat d1, d2; d1 = p1->g - p0->g; d2 = p2->g - p0->g; dgdx = (GLint)(fdy2 * d1 - fdy1 * d2); dgdy = (GLint)(fdx1 * d2 - fdx2 * d1); } {GLfloat d1, d2; d1 = p1->b - p0->b; d2 = p2->b - p0->b; dbdx = (GLint)(fdy2 * d1 - fdy1 * d2); dbdy = (GLint)(fdx1 * d2 - fdx2 * d1); } #endif #ifdef INTERP_ST {GLfloat d1, d2; d1 = p1->s - p0->s; d2 = p2->s - p0->s; dsdx = (GLint)(fdy2 * d1 - fdy1 * d2); dsdy = (GLint)(fdx1 * d2 - fdx2 * d1); } {GLfloat d1, d2; d1 = p1->t - p0->t; d2 = p2->t - p0->t; dtdx = (GLint)(fdy2 * d1 - fdy1 * d2); dtdy = (GLint)(fdx1 * d2 - fdx2 * d1); } #endif #ifdef INTERP_STZ { GLfloat zedzed; zedzed = (GLfloat)p0->z; p0->sz = (GLfloat)p0->s * zedzed; p0->tz = (GLfloat)p0->t * zedzed; zedzed = (GLfloat)p1->z; p1->sz = (GLfloat)p1->s * zedzed; p1->tz = (GLfloat)p1->t * zedzed; zedzed = (GLfloat)p2->z; p2->sz = (GLfloat)p2->s * zedzed; p2->tz = (GLfloat)p2->t * zedzed; } {GLfloat d1, d2; d1 = p1->sz - p0->sz; d2 = p2->sz - p0->sz; dszdx = (fdy2 * d1 - fdy1 * d2); dszdy = (fdx1 * d2 - fdx2 * d1); } {GLfloat d1, d2; d1 = p1->tz - p0->tz; d2 = p2->tz - p0->tz; dtzdx = (fdy2 * d1 - fdy1 * d2); dtzdy = (fdx1 * d2 - fdx2 * d1); } #endif /* screen coordinates */ pp1 = (PIXEL*)(zb->pbuf) + zb->xsize * p0->y; //pp1 first usage #if TGL_FEATURE_POLYGON_STIPPLE == 1 the_y = p0->y; #endif pz1 = zb->zbuf + p0->y * zb->xsize; DRAW_INIT(); //part used here and down. for (GLint part = 0; part < 2; part++) { {ZBufferPoint *pr1, *pr2, *l1, *l2; //BEGINNING OF LIFETIME FOR ZBUFFERPOINT VARS!!! if (part == 0) { if (fz > 0) { //Here! (VALUE_FZ_USED) update_left = 1; update_right = 1; l1 = p0; //MARK l1 first usage l2 = p2; //MARK l2 first usage pr1 = p0; //MARK first usage of pr1 pr2 = p1; //MARK first usage pf pr2 } else { update_left = 1; update_right = 1; l1 = p0; l2 = p1; pr1 = p0; pr2 = p2; } nb_lines = p1->y - p0->y; } else { //SECOND PART~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /* second part */ if (fz > 0) { //fz last usage (VALUE_FZ_USED) update_left = 0; update_right = 1; pr1 = p1; pr2 = p2; } else { update_left = 1; update_right = 0; l1 = p1; l2 = p2; } nb_lines = p2->y - p1->y + 1; } //EOF SECOND PART /* compute the values for the left edge */ //pr1 and pr2 are not used inside this area. if (update_left) { { register GLint tmp; dy1 = l2->y - l1->y; dx1 = l2->x - l1->x; if (dy1 > 0) tmp = (dx1 << 16) / dy1; else tmp = 0; x1 = l1->x; error = 0; derror = tmp & 0x0000ffff; dxdy_min = tmp >> 16; } dxdy_max = dxdy_min + 1; #ifdef INTERP_Z z1 = l1->z; dzdl_min = (dzdy + dzdx * dxdy_min); dzdl_max = dzdl_min + dzdx; #endif #ifdef INTERP_RGB r1 = l1->r; drdl_min = (drdy + drdx * dxdy_min); drdl_max = drdl_min + drdx; g1 = l1->g; dgdl_min = (dgdy + dgdx * dxdy_min); dgdl_max = dgdl_min + dgdx; b1 = l1->b; dbdl_min = (dbdy + dbdx * dxdy_min); dbdl_max = dbdl_min + dbdx; #endif #ifdef INTERP_ST s1 = l1->s; dsdl_min = (dsdy + dsdx * dxdy_min); dsdl_max = dsdl_min + dsdx; t1 = l1->t; dtdl_min = (dtdy + dtdx * dxdy_min); dtdl_max = dtdl_min + dtdx; #endif #ifdef INTERP_STZ sz1 = l1->sz; dszdl_min = (dszdy + dszdx * dxdy_min); dszdl_max = dszdl_min + dszdx; tz1 = l1->tz; dtzdl_min = (dtzdy + dtzdx * dxdy_min); dtzdl_max = dtzdl_min + dtzdx; #endif } //EOF update left //Is l1 used after update_left? /* compute values for the right edge */ if (update_right) { dx2 = (pr2->x - pr1->x); dy2 = (pr2->y - pr1->y); //LAST USAGE OF PR2 if (dy2 > 0) dx2dy2 = (dx2 << 16) / dy2; else dx2dy2 = 0; x2 = pr1->x << 16; //LAST USAGE OF PR1 } //EOF update right } //End of lifetime for ZBufferpoints /* we draw all the scan line of the part */ while (nb_lines > 0) { nb_lines--; #ifndef DRAW_LINE /* generic draw line */ { register PIXEL* pp; register GLint n; #ifdef INTERP_Z register GLushort* pz; register GLuint z; #endif #ifdef INTERP_RGB register GLuint or1, og1, ob1; #endif #ifdef INTERP_ST register GLuint s, t; #endif #ifdef INTERP_STZ //GLfloat sz, tz; //These variables go unused in this draw line function. #endif n = (x2 >> 16) - x1; //pp = (PIXEL*)((GLbyte*)pp1 + x1 * PSZB); pp = (PIXEL*)pp1 + x1; #ifdef INTERP_Z pz = pz1 + x1; z = z1; #endif #ifdef INTERP_RGB or1 = r1; og1 = g1; ob1 = b1; #endif #ifdef INTERP_ST s = s1; t = t1; #endif #ifdef INTERP_STZ // sz = sz1; //What is SZ used for? // tz = tz1; //What is TZ used for? #endif while (n >= 3) { PUT_PIXEL(0); /*the_x++;*/ PUT_PIXEL(1); /*the_x++;*/ PUT_PIXEL(2); /*the_x++;*/ PUT_PIXEL(3); /*the_x++;*/ #ifdef INTERP_Z pz += 4; #endif // pp = (PIXEL*)((GLbyte*)pp + 4 * PSZB); pp += 4; n -= 4; } while (n >= 0) { PUT_PIXEL(0); /*the_x++;*/ #ifdef INTERP_Z pz += 1; #endif pp = (PIXEL*)((GLbyte*)pp + PSZB); n--; } } #else DRAW_LINE(); #endif /* left edge */ error += derror; if (error > 0) { error -= 0x10000; x1 += dxdy_max; #ifdef INTERP_Z z1 += dzdl_max; #endif #ifdef INTERP_RGB r1 += drdl_max; g1 += dgdl_max; b1 += dbdl_max; #endif #ifdef INTERP_ST s1 += dsdl_max; t1 += dtdl_max; #endif #ifdef INTERP_STZ sz1 += dszdl_max; tz1 += dtzdl_max; #endif } else { x1 += dxdy_min; #ifdef INTERP_Z z1 += dzdl_min; #endif #ifdef INTERP_RGB r1 += drdl_min; g1 += dgdl_min; b1 += dbdl_min; #endif #ifdef INTERP_ST s1 += dsdl_min; t1 += dtdl_min; #endif #ifdef INTERP_STZ sz1 += dszdl_min; tz1 += dtzdl_min; #endif } /* right edge */ x2 += dx2dy2; /* screen coordinates */ pp1 = (PIXEL*)((GLbyte*)pp1 + zb->linesize); #if TGL_FEATURE_POLYGON_STIPPLE == 1 the_y++; #endif pz1 += zb->xsize; } } } #undef INTERP_Z #undef INTERP_RGB #undef INTERP_ST #undef INTERP_STZ #undef DRAW_INIT #undef DRAW_LINE #undef PUT_PIXEL