ref: 086d2bb276e55f81bd13d03c15d9325db4d2bd4f
dir: /render.c/
#include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include <memdraw.h> #include <geometry.h> #include "libobj/obj.h" #include "graphics.h" #include "internal.h" Rectangle UR = {0,0,1,1}; static ulong col2ul(Color c) { uchar cbuf[4]; cbuf[0] = c.a*0xFF; cbuf[1] = c.b*0xFF; cbuf[2] = c.g*0xFF; cbuf[3] = c.r*0xFF; return cbuf[3]<<24 | cbuf[2]<<16 | cbuf[1]<<8 | cbuf[0]; } static void pixel(Memimage *dst, Point p, Memimage *src) { if(dst == nil || src == nil) return; memimagedraw(dst, rectaddpt(UR, p), src, ZP, nil, ZP, SoverD); } static int isvisible(Point3 p) { if(p.x < -p.w || p.x > p.w || p.y < -p.w || p.y > p.w || p.z < -p.w || p.z > p.w) return 0; return 1; } static int isfacingback(Primitive p) { double sa; /* signed area */ sa = p.v[0].p.x * p.v[1].p.y - p.v[0].p.y * p.v[1].p.x + p.v[1].p.x * p.v[2].p.y - p.v[1].p.y * p.v[2].p.x + p.v[2].p.x * p.v[0].p.y - p.v[2].p.y * p.v[0].p.x; return sa <= 0; } /* * transforms p from e's reference frame into * the world. */ Point3 model2world(Entity *e, Point3 p) { return invrframexform3(p, *e); } /* * transforms p from the world reference frame * to c's one (aka Viewing Coordinate System). */ Point3 world2vcs(Camera *c, Point3 p) { return rframexform3(p, *c); } /* * projects p from the VCS to clip space, placing * p.[xyz] ∈ (-∞,-w)∪[-w,w]∪(w,∞) where [-w,w] * represents the visibility volume. * * the clipping planes are: * * | -w | w | * +----------------+ * | left | right | * | bottom | top | * | far | near | */ Point3 vcs2clip(Camera *c, Point3 p) { return xform3(p, c->proj); } Point3 world2clip(Camera *c, Point3 p) { return vcs2clip(c, world2vcs(c, p)); } /* * performs the perspective division, placing * p.[xyz] ∈ [-1,1] and p.w = 1/z * (aka Normalized Device Coordinates). * * p.w is kept as z⁻¹ so we can later do * perspective-correct attribute interpolation. */ static Point3 clip2ndc(Point3 p) { p.w = p.w == 0? 1: 1.0/p.w; p.x *= p.w; p.y *= p.w; p.z *= p.w; return p; } /* * scales p to fit the destination viewport, * placing p.x ∈ [0,width], p.y ∈ [0,height], * p.z ∈ [0,1] and leaving p.w intact. */ static Point3 ndc2viewport(Framebuf *fb, Point3 p) { Matrix3 view = { Dx(fb->r)/2.0, 0, 0, Dx(fb->r)/2.0, 0, -Dy(fb->r)/2.0, 0, Dy(fb->r)/2.0, 0, 0, 1.0/2.0, 1.0/2.0, 0, 0, 0, 1, }; double w; w = p.w; p.w = 1; p = xform3(p, view); p.w = w; return p; } void perspective(Matrix3 m, double fov, double a, double n, double f) { double cotan; cotan = 1/tan(fov/2); identity3(m); m[0][0] = cotan/a; m[1][1] = cotan; m[2][2] = (f+n)/(f-n); m[2][3] = -2*f*n/(f-n); m[3][2] = -1; } void orthographic(Matrix3 m, double l, double r, double b, double t, double n, double f) { identity3(m); m[0][0] = 2/(r - l); m[1][1] = 2/(t - b); m[2][2] = -2/(f - n); m[0][3] = -(r + l)/(r - l); m[1][3] = -(t + b)/(t - b); m[2][3] = -(f + n)/(f - n); } static void rasterize(Rastertask *task) { SUparams *params; Primitive prim; FSparams fsp; Triangle2 t; Rectangle bbox; Point p, dp, Δp, p0, p1; Point3 bc; Color c; double z, depth, dplen, perc; int steep = 0, Δe, e, Δy; params = task->params; prim = task->p; memmove(prim.v, task->p.v, sizeof prim.v); fsp.su = params; memset(&fsp.v, 0, sizeof fsp.v); switch(prim.type){ case PPoint: p = Pt(prim.v[0].p.x, prim.v[0].p.y); depth = fclamp(prim.v[0].p.z, 0, 1); if(depth <= params->fb->zb[p.x + p.y*Dx(params->fb->r)]) break; params->fb->zb[p.x + p.y*Dx(params->fb->r)] = depth; fsp.v = dupvertex(&prim.v[0]); fsp.p = p; c = params->fshader(&fsp); memfillcolor(params->frag, col2ul(c)); pixel(params->fb->cb, p, params->frag); delvattrs(&fsp.v); break; case PLine: p0 = Pt(prim.v[0].p.x, prim.v[0].p.y); p1 = Pt(prim.v[1].p.x, prim.v[1].p.y); /* clip it against our wr */ if(rectclipline(task->wr, &p0, &p1) < 0) break; /* transpose the points */ if(abs(p0.x-p1.x) < abs(p0.y-p1.y)){ steep = 1; swapi(&p0.x, &p0.y); swapi(&p1.x, &p1.y); } /* make them left-to-right */ if(p0.x > p1.x){ swapi(&p0.x, &p1.x); swapi(&p0.y, &p1.y); } dp = subpt(p1, p0); Δe = 2*abs(dp.y); e = 0; Δy = p1.y > p0.y? 1: -1; /* TODO find out why sometimes lines go invisible depending on their location */ for(p = p0; p.x <= p1.x; p.x++){ Δp = subpt(p, p0); dplen = hypot(dp.x, dp.y); perc = dplen == 0? 0: hypot(Δp.x, Δp.y)/dplen; if(steep) swapi(&p.x, &p.y); z = flerp(prim.v[0].p.z, prim.v[1].p.z, perc); depth = fclamp(z, 0, 1); if(depth <= params->fb->zb[p.x + p.y*Dx(params->fb->r)]) break; params->fb->zb[p.x + p.y*Dx(params->fb->r)] = depth; /* interpolate z⁻¹ and get actual z */ z = flerp(prim.v[0].p.w, prim.v[1].p.w, perc); z = 1.0/(z < 1e-5? 1e-5: z); /* perspective-correct attribute interpolation */ perc *= prim.v[0].p.w * z; lerpvertex(&fsp.v, &prim.v[0], &prim.v[1], perc); fsp.p = p; c = params->fshader(&fsp); memfillcolor(params->frag, col2ul(c)); pixel(params->fb->cb, p, params->frag); delvattrs(&fsp.v); if(steep) swapi(&p.x, &p.y); e += Δe; if(e > dp.x){ p.y += Δy; e -= 2*dp.x; } } break; case PTriangle: t.p0 = Pt2(prim.v[0].p.x, prim.v[0].p.y, 1); t.p1 = Pt2(prim.v[1].p.x, prim.v[1].p.y, 1); t.p2 = Pt2(prim.v[2].p.x, prim.v[2].p.y, 1); /* find the triangle's bbox and clip it against our wr */ bbox.min.x = min(min(t.p0.x, t.p1.x), t.p2.x); bbox.min.y = min(min(t.p0.y, t.p1.y), t.p2.y); bbox.max.x = max(max(t.p0.x, t.p1.x), t.p2.x)+1; bbox.max.y = max(max(t.p0.y, t.p1.y), t.p2.y)+1; bbox.min.x = max(bbox.min.x, task->wr.min.x); bbox.min.y = max(bbox.min.y, task->wr.min.y); bbox.max.x = min(bbox.max.x, task->wr.max.x); bbox.max.y = min(bbox.max.y, task->wr.max.y); for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++) for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){ bc = barycoords(t, Pt2(p.x,p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) continue; z = fberp(prim.v[0].p.z, prim.v[1].p.z, prim.v[2].p.z, bc); depth = fclamp(z, 0, 1); if(depth <= params->fb->zb[p.x + p.y*Dx(params->fb->r)]) continue; params->fb->zb[p.x + p.y*Dx(params->fb->r)] = depth; /* interpolate z⁻¹ and get actual z */ z = fberp(prim.v[0].p.w, prim.v[1].p.w, prim.v[2].p.w, bc); z = 1.0/(z < 1e-5? 1e-5: z); /* perspective-correct attribute interpolation */ bc.x *= prim.v[0].p.w; bc.y *= prim.v[1].p.w; bc.z *= prim.v[2].p.w; bc = mulpt3(bc, z); berpvertex(&fsp.v, &prim.v[0], &prim.v[1], &prim.v[2], bc); fsp.p = p; c = params->fshader(&fsp); memfillcolor(params->frag, col2ul(c)); pixel(params->fb->cb, p, params->frag); delvattrs(&fsp.v); } break; } } static void rasterizer(void *arg) { Rasterparam *rp; Rastertask *task; SUparams *params; Memimage *frag; uvlong t0; int i; rp = arg; frag = rgb(DBlack); threadsetname("rasterizer %d", rp->id); while((task = recvp(rp->taskc)) != nil){ t0 = nanosec(); params = task->params; /* end of job */ if(params->entity == nil){ if(decref(params->job) < 1){ nbsend(params->job->donec, nil); free(params); } free(task); continue; } if(params->job->times.Rn.t0 == 0) params->job->times.Rn.t0 = t0; params->frag = frag; rasterize(task); for(i = 0; i < task->p.type+1; i++) delvattrs(&task->p.v[i]); params->job->times.Rn.t1 = nanosec(); free(params); free(task); } } static void tilerdurden(void *arg) { Tilerparam *tp; SUparams *params, *newparams; Rastertask *task; VSparams vsp; Primitive *ep, *p; /* primitives to raster */ Rectangle *wr, bbox; Channel **taskchans; ulong Δy, nproc; int i, np; uvlong t0; tp = arg; p = emalloc(sizeof(*p)*16); taskchans = tp->taskchans; nproc = tp->nproc; wr = emalloc(nproc*sizeof(Rectangle)); threadsetname("tilerdurden %d", tp->id); while((params = recvp(tp->paramsc)) != nil){ t0 = nanosec(); if(params->job->times.Tn.t0 == 0) params->job->times.Tn.t0 = t0; /* end of job */ if(params->entity == nil){ if(decref(params->job) < 1){ params->job->ref = nproc; for(i = 0; i < nproc; i++){ task = emalloc(sizeof *task); memset(task, 0, sizeof *task); task->params = params; sendp(taskchans[i], task); } } continue; } vsp.su = params; wr[0] = params->fb->r; Δy = Dy(wr[0])/nproc; wr[0].max.y = wr[0].min.y + Δy; for(i = 1; i < nproc; i++) wr[i] = rectaddpt(wr[i-1], Pt(0,Δy)); if(wr[nproc-1].max.y < params->fb->r.max.y) wr[nproc-1].max.y = params->fb->r.max.y; for(ep = params->eb; ep != params->ee; ep++){ np = 1; /* start with one. after clipping it might change */ memmove(p, ep, sizeof *p); switch(ep->type){ case PPoint: p[0].v[0].c = Pt3(1,1,1,1); p[0].v[0].mtl = ep->mtl; p[0].v[0].attrs = nil; p[0].v[0].nattrs = 0; vsp.v = &p[0].v[0]; vsp.idx = 0; p[0].v[0].p = params->vshader(&vsp); if(!isvisible(p[0].v[0].p)) break; p[0].v[0].p = clip2ndc(p[0].v[0].p); p[0].v[0].p = ndc2viewport(params->fb, p[0].v[0].p); bbox.min.x = p[0].v[0].p.x; bbox.min.y = p[0].v[0].p.y; bbox.max.x = p[0].v[0].p.x+1; bbox.max.y = p[0].v[0].p.y+1; for(i = 0; i < nproc; i++) if(rectXrect(bbox,wr[i])){ newparams = emalloc(sizeof *newparams); *newparams = *params; task = emalloc(sizeof *task); task->params = newparams; task->wr = wr[i]; memmove(&task->p, &p[0], sizeof task->p); task->p.v[0] = dupvertex(&p[0].v[0]); sendp(taskchans[i], task); } delvattrs(&p[0].v[0]); break; case PLine: for(i = 0; i < 2; i++){ p[0].v[i].c = Pt3(1,1,1,1); p[0].v[i].mtl = ep->mtl; p[0].v[i].attrs = nil; p[0].v[i].nattrs = 0; vsp.v = &p[0].v[i]; vsp.idx = i; p[0].v[i].p = params->vshader(&vsp); } if(!isvisible(p[0].v[0].p) || !isvisible(p[0].v[1].p)) np = clipprimitive(p); while(np--){ p[np].v[0].p = clip2ndc(p[np].v[0].p); p[np].v[1].p = clip2ndc(p[np].v[1].p); /* culling */ // if(isfacingback(p[np])) // goto skiptri2; p[np].v[0].p = ndc2viewport(params->fb, p[np].v[0].p); p[np].v[1].p = ndc2viewport(params->fb, p[np].v[1].p); bbox.min.x = min(p[np].v[0].p.x, p[np].v[1].p.x); bbox.min.y = min(p[np].v[0].p.y, p[np].v[1].p.y); bbox.max.x = max(p[np].v[0].p.x, p[np].v[1].p.x)+1; bbox.max.y = max(p[np].v[0].p.y, p[np].v[1].p.y)+1; for(i = 0; i < nproc; i++) if(rectXrect(bbox,wr[i])){ newparams = emalloc(sizeof *newparams); *newparams = *params; task = emalloc(sizeof *task); task->params = newparams; task->wr = wr[i]; memmove(&task->p, &p[np], sizeof task->p); task->p.v[0] = dupvertex(&p[np].v[0]); task->p.v[1] = dupvertex(&p[np].v[1]); sendp(taskchans[i], task); } //skiptri2: delvattrs(&p[np].v[0]); delvattrs(&p[np].v[1]); } break; case PTriangle: for(i = 0; i < 3; i++){ p[0].v[i].c = Pt3(1,1,1,1); p[0].v[i].mtl = p->mtl; p[0].v[i].attrs = nil; p[0].v[i].nattrs = 0; vsp.v = &p[0].v[i]; vsp.idx = i; p[0].v[i].p = params->vshader(&vsp); } if(!isvisible(p[0].v[0].p) || !isvisible(p[0].v[1].p) || !isvisible(p[0].v[2].p)) np = clipprimitive(p); while(np--){ p[np].v[0].p = clip2ndc(p[np].v[0].p); p[np].v[1].p = clip2ndc(p[np].v[1].p); p[np].v[2].p = clip2ndc(p[np].v[2].p); /* culling */ // if(isfacingback(p[np])) // goto skiptri; p[np].v[0].p = ndc2viewport(params->fb, p[np].v[0].p); p[np].v[1].p = ndc2viewport(params->fb, p[np].v[1].p); p[np].v[2].p = ndc2viewport(params->fb, p[np].v[2].p); bbox.min.x = min(min(p[np].v[0].p.x, p[np].v[1].p.x), p[np].v[2].p.x); bbox.min.y = min(min(p[np].v[0].p.y, p[np].v[1].p.y), p[np].v[2].p.y); bbox.max.x = max(max(p[np].v[0].p.x, p[np].v[1].p.x), p[np].v[2].p.x)+1; bbox.max.y = max(max(p[np].v[0].p.y, p[np].v[1].p.y), p[np].v[2].p.y)+1; for(i = 0; i < nproc; i++) if(rectXrect(bbox,wr[i])){ newparams = emalloc(sizeof *newparams); *newparams = *params; task = emalloc(sizeof *task); task->params = newparams; task->wr = wr[i]; memmove(&task->p, &p[np], sizeof task->p); task->p.v[0] = dupvertex(&p[np].v[0]); task->p.v[1] = dupvertex(&p[np].v[1]); task->p.v[2] = dupvertex(&p[np].v[2]); sendp(taskchans[i], task); } //skiptri: delvattrs(&p[np].v[0]); delvattrs(&p[np].v[1]); delvattrs(&p[np].v[2]); } break; } } params->job->times.Tn.t1 = nanosec(); free(params); } } static void entityproc(void *arg) { Channel *paramsin, **paramsout, **taskchans; Tilerparam *tp; Rasterparam *rp; SUparams *params, *newparams; Primitive *eb, *ee; char *nprocs; ulong stride, nprims, nproc, nworkers; int i; uvlong t0; threadsetname("entityproc"); paramsin = arg; nprocs = getenv("NPROC"); if(nprocs == nil || (nproc = strtoul(nprocs, nil, 10)) < 2) nproc = 1; else nproc /= 2; free(nprocs); paramsout = emalloc(nproc*sizeof(*paramsout)); taskchans = emalloc(nproc*sizeof(*taskchans)); for(i = 0; i < nproc; i++){ paramsout[i] = chancreate(sizeof(SUparams*), 8); tp = emalloc(sizeof *tp); tp->id = i; tp->paramsc = paramsout[i]; tp->taskchans = taskchans; tp->nproc = nproc; proccreate(tilerdurden, tp, mainstacksize); } for(i = 0; i < nproc; i++){ rp = emalloc(sizeof *rp); rp->id = i; rp->taskc = taskchans[i] = chancreate(sizeof(Rastertask*), 32); proccreate(rasterizer, rp, mainstacksize); } while((params = recvp(paramsin)) != nil){ t0 = nanosec(); if(params->job->times.E.t0 == 0) params->job->times.E.t0 = t0; /* end of job */ if(params->entity == nil){ params->job->ref = nproc; for(i = 0; i < nproc; i++) sendp(paramsout[i], params); continue; } eb = params->entity->mdl->prims; nprims = params->entity->mdl->nprims; ee = eb + nprims; if(nprims <= nproc){ nworkers = nprims; stride = 1; }else{ nworkers = nproc; stride = nprims/nproc; } for(i = 0; i < nworkers; i++){ newparams = emalloc(sizeof *newparams); *newparams = *params; newparams->eb = eb + i*stride; newparams->ee = i == nworkers-1? ee: newparams->eb + stride; sendp(paramsout[i], newparams); } params->job->times.E.t1 = nanosec(); free(params); } } static void renderer(void *arg) { Channel *jobc; Renderjob *job; Scene *sc; Entity *ent; SUparams *params; Channel *paramsc; uvlong time; threadsetname("renderer"); jobc = arg; paramsc = chancreate(sizeof(SUparams*), 8); proccreate(entityproc, paramsc, mainstacksize); while((job = recvp(jobc)) != nil){ time = nanosec(); job->times.R.t0 = time; sc = job->scene; if(sc->nents < 1){ nbsend(job->donec, nil); continue; } for(ent = sc->ents.next; ent != &sc->ents; ent = ent->next){ params = emalloc(sizeof *params); memset(params, 0, sizeof *params); params->fb = job->fb; params->job = job; params->entity = ent; params->uni_time = time; params->vshader = job->shaders->vshader; params->fshader = job->shaders->fshader; sendp(paramsc, params); } /* mark end of job */ params = emalloc(sizeof *params); memset(params, 0, sizeof *params); params->job = job; sendp(paramsc, params); job->times.R.t1 = nanosec(); } } Renderer * initgraphics(void) { Renderer *r; r = emalloc(sizeof *r); r->c = chancreate(sizeof(Renderjob*), 8); proccreate(renderer, r->c, mainstacksize); return r; }