ref: 406aa46cad83725c4560737aa6f2d4a40277a108
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); static Vertexattr * sparams_getuniform(Shaderparams *sp, char *id) { USED(sp, id); return nil; } static Vertexattr * sparams_getattr(Shaderparams *sp, char *id) { return getvattr(sp->v, id); } static void sparams_setattr(Shaderparams *sp, char *id, int type, void *val) { addvattr(sp->v, id, type, val); } static void sparams_toraster(Shaderparams *sp, char *rname, void *v) { Framebuf *fb; Raster *r; ulong c; /* keep the user away from the color buffer */ if(rname == nil || v == nil) return; fb = sp->su->fb; r = fb->fetchraster(fb, rname); if(r == nil) return; switch(r->chan){ case COLOR32: c = col2ul(*(Color*)v); rasterput(r, sp->p, &c); break; case FLOAT32: rasterput(r, sp->p, v); break; } } static ulong col2ul(Color c) { uchar cbuf[4]; cbuf[0] = fclamp(c.b, 0, 1)*0xFF; cbuf[1] = fclamp(c.g, 0, 1)*0xFF; cbuf[2] = fclamp(c.r, 0, 1)*0xFF; cbuf[3] = fclamp(c.a, 0, 1)*0xFF; return cbuf[3]<<24 | cbuf[2]<<16 | cbuf[1]<<8 | cbuf[0]; } static Color ul2col(ulong l) { Color c; c.b = (l & 0xff)/255.0; c.g = (l>>8 & 0xff)/255.0; c.r = (l>>16 & 0xff)/255.0; c.a = (l>>24 & 0xff)/255.0; return c; } static void pixel(Raster *fb, Point p, Color c, int blend) { Color dc; if(blend){ dc = srgb2linear(ul2col(getpixel(fb, p))); c = lerp3(dc, c, c.a); /* SoverD */ // c = addpt3(mulpt3(dc, 1), mulpt3(c, 1-c.a)); // c = subpt3(Vec3(1,1,1), subpt3(dc, c)); // c = subpt3(addpt3(dc, c), Vec3(1,1,1)); } putpixel(fb, p, col2ul(linear2srgb(c))); } 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; } static void pushtoAbuf(Framebuf *fb, Point p, Color c, float z) { Abuf *buf; Astk *stk; int i; buf = &fb->abuf; stk = &buf->stk[p.y*Dx(fb->r) + p.x]; stk->items = erealloc(stk->items, ++stk->size*sizeof(*stk->items)); memset(&stk->items[stk->size-1], 0, sizeof(*stk->items)); for(i = 0; i < stk->size; i++) if(z > stk->items[i].z) break; if(i < stk->size){ memmove(&stk->items[i+1], &stk->items[i], (stk->size-1 - i)*sizeof(*stk->items)); stk->items[i] = (Fragment){c, z}; }else stk->items[stk->size-1] = (Fragment){c, z}; if(!stk->active){ stk->active++; stk->p = p; qlock(buf); buf->act = erealloc(buf->act, ++buf->nact*sizeof(*buf->act)); buf->act[buf->nact-1] = stk; qunlock(buf); } } static void squashAbuf(Framebuf *fb, int blend) { Abuf *buf; Astk *stk; Raster *cr, *zr; int i, j; buf = &fb->abuf; cr = fb->rasters; zr = cr->next; for(i = 0; i < buf->nact; i++){ stk = buf->act[i]; j = stk->size; while(j--) pixel(cr, stk->p, stk->items[j].c, blend); /* write to the depth buffer as well */ putdepth(zr, stk->p, stk->items[0].z); } } static Point3 _barycoords(Triangle2 t, Point2 p) { Point2 p0p1 = subpt2(t.p1, t.p0); Point2 p0p2 = subpt2(t.p2, t.p0); Point2 pp0 = subpt2(t.p0, p); Point3 v = crossvec3(Vec3(p0p2.x, p0p1.x, pp0.x), Vec3(p0p2.y, p0p1.y, pp0.y)); /* handle degenerate triangles—i.e. the ones where every point lies on the same line */ if(fabs(v.z) < 1e-5) return Pt3(-1,-1,-1,1); return Pt3(1 - (v.x + v.y)/v.z, v.y/v.z, v.x/v.z, 1); } static void rasterize(Rastertask *task) { SUparams *params; Raster *cr, *zr; Primitive prim; Shaderparams fsp; Vertex v; Triangle2 t; Rectangle bbox; Point p, dp, Δp, p0, p1; Point3 bc; Color c; double dplen, perc; float z, pcz; int steep = 0, Δe, e, Δy; params = task->params; prim = task->p; memset(&fsp, 0, sizeof fsp); fsp.su = params; fsp.v = &v; fsp.getuniform = sparams_getuniform; fsp.getattr = sparams_getattr; fsp.setattr = nil; fsp.toraster = sparams_toraster; cr = params->fb->rasters; zr = cr->next; switch(prim.type){ case PPoint: p = Pt(prim.v[0].p.x, prim.v[0].p.y); z = fclamp(prim.v[0].p.z, 0, 1); if(params->camera->enabledepth){ if(z <= getdepth(zr, p)) break; putdepth(zr, p, z); } *fsp.v = dupvertex(&prim.v[0]); fsp.p = p; c = params->fshader(&fsp); if(params->camera->enableAbuff) pushtoAbuf(params->fb, p, c, z); else pixel(cr, p, c, params->camera->enableblend); 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, &prim.v[0], &prim.v[1]) < 0) break; /* transpose the points */ if(abs(p0.x-p1.x) < abs(p0.y-p1.y)){ steep = 1; SWAP(int, &p0.x, &p0.y); SWAP(int, &p1.x, &p1.y); } /* make them left-to-right */ if(p0.x > p1.x){ SWAP(Point, &p0, &p1); SWAP(Vertex, &prim.v[0], &prim.v[1]); } dp = subpt(p1, p0); Δe = 2*abs(dp.y); e = 0; Δy = p1.y > p0.y? 1: -1; 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) SWAP(int, &p.x, &p.y); z = flerp(prim.v[0].p.z, prim.v[1].p.z, perc); /* TODO get rid of the bounds check and make sure the clipping doesn't overflow */ if(params->camera->enabledepth){ if(!ptinrect(p, params->fb->r) || z <= getdepth(zr, p)) goto discard; putdepth(zr, p, z); } /* interpolate z⁻¹ and get actual z */ pcz = flerp(prim.v[0].p.w, prim.v[1].p.w, perc); pcz = 1.0/(pcz < 1e-5? 1e-5: pcz); /* perspective-correct attribute interpolation */ perc *= prim.v[0].p.w * pcz; lerpvertex(fsp.v, &prim.v[0], &prim.v[1], perc); fsp.p = p; c = params->fshader(&fsp); if(params->camera->enableAbuff) pushtoAbuf(params->fb, p, c, z); else pixel(cr, p, c, params->camera->enableblend); delvattrs(fsp.v); discard: if(steep) SWAP(int, &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+0.5,p.y+0.5,1)); 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); if(params->camera->enabledepth){ if(z <= getdepth(zr, p)) continue; putdepth(zr, p, z); } /* interpolate z⁻¹ and get actual z */ pcz = fberp(prim.v[0].p.w, prim.v[1].p.w, prim.v[2].p.w, bc); pcz = 1.0/(pcz < 1e-5? 1e-5: pcz); /* perspective-correct attribute interpolation */ bc = modulapt3(bc, Vec3(prim.v[0].p.w*pcz, prim.v[1].p.w*pcz, prim.v[2].p.w*pcz)); berpvertex(fsp.v, &prim.v[0], &prim.v[1], &prim.v[2], bc); fsp.p = p; c = params->fshader(&fsp); if(params->camera->enableAbuff) pushtoAbuf(params->fb, p, c, z); else pixel(cr, p, c, params->camera->enableblend); delvattrs(fsp.v); } break; default: sysfatal("alien primitive detected"); } } static void rasterizer(void *arg) { Rasterparam *rp; Rastertask *task; SUparams *params; uvlong t0; int i; rp = arg; 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){ if(params->job->camera->enableAbuff) squashAbuf(params->job->fb, params->job->camera->enableblend); nbsend(params->job->donec, nil); free(params); } free(task); continue; } if(params->job->times.Rn.t0 == 0) params->job->times.Rn.t0 = t0; 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 tiler(void *arg) { Tilerparam *tp; SUparams *params, *newparams; Rastertask *task; Shaderparams vsp; Primitive *ep, *cp, *p; /* primitives to raster */ Rectangle *wr, bbox; Channel **taskchans; ulong Δy, nproc; int i, np; uvlong t0; tp = arg; cp = emalloc(sizeof(*cp)*16); taskchans = tp->taskchans; nproc = tp->nproc; wr = emalloc(nproc*sizeof(Rectangle)); memset(&vsp, 0, sizeof vsp); vsp.getuniform = sparams_getuniform; vsp.getattr = sparams_getattr; vsp.setattr = sparams_setattr; vsp.toraster = nil; threadsetname("tiler %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 */ p = ep; switch(p->type){ case PPoint: p->v[0].mtl = p->mtl; p->v[0].attrs = nil; p->v[0].nattrs = 0; vsp.v = &p->v[0]; vsp.idx = 0; p->v[0].p = params->vshader(&vsp); if(!isvisible(p->v[0].p)) break; p->v[0].p = clip2ndc(p->v[0].p); p->v[0].p = ndc2viewport(params->fb, p->v[0].p); bbox.min.x = p->v[0].p.x; bbox.min.y = p->v[0].p.y; bbox.max.x = p->v[0].p.x+1; bbox.max.y = p->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]; task->p = *p; task->p.v[0] = dupvertex(&p->v[0]); sendp(taskchans[i], task); } delvattrs(&p->v[0]); break; case PLine: for(i = 0; i < 2; i++){ p->v[i].mtl = p->mtl; p->v[i].attrs = nil; p->v[i].nattrs = 0; vsp.v = &p->v[i]; vsp.idx = i; p->v[i].p = params->vshader(&vsp); } if(!isvisible(p->v[0].p) || !isvisible(p->v[1].p)){ np = clipprimitive(p, cp); p = cp; } if(np < 1) break; p->v[0].p = clip2ndc(p->v[0].p); p->v[1].p = clip2ndc(p->v[1].p); p->v[0].p = ndc2viewport(params->fb, p->v[0].p); p->v[1].p = ndc2viewport(params->fb, p->v[1].p); bbox.min.x = min(p->v[0].p.x, p->v[1].p.x); bbox.min.y = min(p->v[0].p.y, p->v[1].p.y); bbox.max.x = max(p->v[0].p.x, p->v[1].p.x)+1; bbox.max.y = max(p->v[0].p.y, p->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]; task->p = *p; task->p.v[0] = dupvertex(&p->v[0]); task->p.v[1] = dupvertex(&p->v[1]); sendp(taskchans[i], task); } delvattrs(&p->v[0]); delvattrs(&p->v[1]); break; case PTriangle: for(i = 0; i < 3; i++){ p->v[i].mtl = p->mtl; p->v[i].attrs = nil; p->v[i].nattrs = 0; p->v[i].tangent = p->tangent; vsp.v = &p->v[i]; vsp.idx = i; p->v[i].p = params->vshader(&vsp); } if(!isvisible(p->v[0].p) || !isvisible(p->v[1].p) || !isvisible(p->v[2].p)){ np = clipprimitive(p, cp); p = cp; } for(; np--; p++){ p->v[0].p = clip2ndc(p->v[0].p); p->v[1].p = clip2ndc(p->v[1].p); p->v[2].p = clip2ndc(p->v[2].p); /* culling */ switch(params->camera->cullmode){ case CullFront: if(!isfacingback(p)) goto skiptri; break; case CullBack: if(isfacingback(p)) goto skiptri; break; } p->v[0].p = ndc2viewport(params->fb, p->v[0].p); p->v[1].p = ndc2viewport(params->fb, p->v[1].p); p->v[2].p = ndc2viewport(params->fb, p->v[2].p); bbox.min.x = min(min(p->v[0].p.x, p->v[1].p.x), p->v[2].p.x); bbox.min.y = min(min(p->v[0].p.y, p->v[1].p.y), p->v[2].p.y); bbox.max.x = max(max(p->v[0].p.x, p->v[1].p.x), p->v[2].p.x)+1; bbox.max.y = max(max(p->v[0].p.y, p->v[1].p.y), p->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]; task->p = *p; task->p.v[0] = dupvertex(&p->v[0]); task->p.v[1] = dupvertex(&p->v[1]); task->p.v[2] = dupvertex(&p->v[2]); sendp(taskchans[i], task); } skiptri: delvattrs(&p->v[0]); delvattrs(&p->v[1]); delvattrs(&p->v[2]); } break; default: sysfatal("alien primitive detected"); } } 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(tiler, 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, lastid; threadsetname("renderer"); jobc = arg; lastid = 0; paramsc = chancreate(sizeof(SUparams*), 8); proccreate(entityproc, paramsc, mainstacksize); while((job = recvp(jobc)) != nil){ time = nanosec(); job->times.R.t0 = time; job->id = lastid++; sc = job->scene; if(sc->nents < 1){ nbsend(job->donec, nil); continue; } /* initialize the A-buffer */ if(job->camera->enableAbuff && job->fb->abuf.stk == nil){ job->fb->abuf.stk = emalloc(Dx(job->fb->r)*Dy(job->fb->r)*sizeof(Astk)); memset(job->fb->abuf.stk, 0, Dx(job->fb->r)*Dy(job->fb->r)*sizeof(Astk)); } 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->camera = job->camera; 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; }