adding pipeline dynamic state and vertex output interpollation
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@@ -8,14 +8,76 @@ const VkError = base.VkError;
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const lib = @import("../lib.zig");
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const Renderer = @import("Renderer.zig");
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const spv = @import("spv");
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pub const F32x4 = zm.F32x4;
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pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: F32x4, v1: F32x4) VkError!void {
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var x0: i32 = @intFromFloat(v0[0]);
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var y0: i32 = @intFromFloat(v0[1]);
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var x1: i32 = @intFromFloat(v1[0]);
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var y1: i32 = @intFromFloat(v1[1]);
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fn writePacked(comptime T: type, bytes: []u8, value: T) void {
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const raw: [@sizeOf(T)]u8 = @bitCast(value);
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@memcpy(bytes[0..@sizeOf(T)], raw[0..]);
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}
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fn interpolateF32x4(value0: F32x4, value1: F32x4, value2: F32x4, b0: f32, b1: f32, b2: f32) F32x4 {
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return (value0 * @as(F32x4, @splat(b0))) + (value1 * @as(F32x4, @splat(b1))) + (value2 * @as(F32x4, @splat(b2)));
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}
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fn interpolateVertexOutputs(
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allocator: std.mem.Allocator,
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v0: *const Renderer.Vertex,
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v1: *const Renderer.Vertex,
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v2: *const Renderer.Vertex,
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b0: f32,
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b1: f32,
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b2: f32,
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) VkError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 {
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var inputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 = undefined;
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for (0..spv.SPIRV_MAX_OUTPUT_LOCATIONS) |location| {
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const out0 = v0.outputs[location] orelse continue;
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const out1 = v1.outputs[location] orelse continue;
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const out2 = v2.outputs[location] orelse continue;
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if (out0.len == 0) {
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inputs[location] = out0;
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continue;
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}
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const len = @min(out0.len, out1.len, out2.len);
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const input = allocator.alloc(u8, len) catch return VkError.OutOfDeviceMemory;
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var byte_index: usize = 0;
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while (byte_index + @sizeOf(F32x4) <= len) : (byte_index += @sizeOf(F32x4)) {
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const value0 = std.mem.bytesToValue(F32x4, out0[byte_index..]);
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const value1 = std.mem.bytesToValue(F32x4, out1[byte_index..]);
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const value2 = std.mem.bytesToValue(F32x4, out2[byte_index..]);
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writePacked(F32x4, input[byte_index..], interpolateF32x4(value0, value1, value2, b0, b1, b2));
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}
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while (byte_index + @sizeOf(f32) <= len) : (byte_index += @sizeOf(f32)) {
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const value0 = std.mem.bytesToValue(f32, out0[byte_index..]);
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const value1 = std.mem.bytesToValue(f32, out1[byte_index..]);
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const value2 = std.mem.bytesToValue(f32, out2[byte_index..]);
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writePacked(f32, input[byte_index..], (value0 * b0) + (value1 * b1) + (value2 * b2));
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}
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if (byte_index < len)
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@memcpy(input[byte_index..], out0[byte_index..len]);
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inputs[location] = input;
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}
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return inputs;
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}
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fn interpolateLineOutputs(allocator: std.mem.Allocator, v0: *const Renderer.Vertex, v1: *const Renderer.Vertex, t: f32) VkError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 {
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return interpolateVertexOutputs(allocator, v0, v1, v0, 1.0 - t, t, 0.0);
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}
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pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: *Renderer.Vertex, v1: *Renderer.Vertex) VkError!void {
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var x0: i32 = @intFromFloat(v0.position[0]);
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var y0: i32 = @intFromFloat(v0.position[1]);
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var x1: i32 = @intFromFloat(v1.position[0]);
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var y1: i32 = @intFromFloat(v1.position[1]);
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const steep = blk: {
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if (@abs(y1 - y0) > @abs(x1 - x0)) {
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@@ -26,9 +88,12 @@ pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList
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break :blk false;
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};
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var start_vertex = v0;
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var end_vertex = v1;
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if (x0 > x1) {
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std.mem.swap(i32, &x0, &x1);
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std.mem.swap(i32, &y0, &y1);
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std.mem.swap(*Renderer.Vertex, &start_vertex, &end_vertex);
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}
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const d_err = @abs(y1 - y0);
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@@ -42,10 +107,14 @@ pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList
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while (x <= x1) : (x += 1) {
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const x_fragment: f32 = @floatFromInt(if (steep) y else x);
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const y_fragment: f32 = @floatFromInt(if (steep) x else y);
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const t = @as(f32, @floatFromInt(x - x0)) / @as(f32, @floatFromInt(@max(d_x, 1)));
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const z = ((1.0 - t) * start_vertex.position[2]) + (t * end_vertex.position[2]);
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fragments.append(allocator, .{
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.position = zm.f32x4(x_fragment, y_fragment, 0.0, 1.0),
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.position = zm.f32x4(x_fragment, y_fragment, z, 1.0),
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.color = zm.f32x4(1.0, 1.0, 1.0, 1.0),
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.inputs = try interpolateLineOutputs(allocator, start_vertex, end_vertex, t),
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}) catch return VkError.OutOfDeviceMemory;
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err -= @intCast(d_err);
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@@ -60,14 +129,15 @@ fn edgeFunction(a: F32x4, b: F32x4, p: F32x4) f32 {
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return ((p[0] - a[0]) * (b[1] - a[1])) - ((p[1] - a[1]) * (b[0] - a[0]));
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}
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pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: F32x4, v1: F32x4, v2: F32x4) VkError!void {
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const min_x: i32 = @intFromFloat(@floor(@min(v0[0], @min(v1[0], v2[0]))));
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const max_x: i32 = @intFromFloat(@ceil(@max(v0[0], @max(v1[0], v2[0]))));
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const min_y: i32 = @intFromFloat(@floor(@min(v0[1], @min(v1[1], v2[1]))));
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const max_y: i32 = @intFromFloat(@ceil(@max(v0[1], @max(v1[1], v2[1]))));
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pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: *Renderer.Vertex, v1: *Renderer.Vertex, v2: *Renderer.Vertex) VkError!void {
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const min_x: i32 = @intFromFloat(@floor(@min(v0.position[0], v1.position[0], v2.position[0])));
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const max_x: i32 = @intFromFloat(@ceil(@max(v0.position[0], v1.position[0], v2.position[0])));
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const min_y: i32 = @intFromFloat(@floor(@min(v0.position[1], v1.position[1], v2.position[1])));
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const max_y: i32 = @intFromFloat(@ceil(@max(v0.position[1], v1.position[1], v2.position[1])));
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const area = edgeFunction(v0, v1, v2);
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if (area == 0.0) return;
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const area = edgeFunction(v0.position, v1.position, v2.position);
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if (area == 0.0)
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return;
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var y = min_y;
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while (y <= max_y) : (y += 1) {
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@@ -75,25 +145,27 @@ pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayLis
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while (x <= max_x) : (x += 1) {
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const p = zm.f32x4(@as(f32, @floatFromInt(x)) + 0.5, @as(f32, @floatFromInt(y)) + 0.5, 0.0, 1.0);
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const w0 = edgeFunction(v1, v2, p);
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const w1 = edgeFunction(v2, v0, p);
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const w2 = edgeFunction(v0, v1, p);
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const w0 = edgeFunction(v1.position, v2.position, p);
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const w1 = edgeFunction(v2.position, v0.position, p);
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const w2 = edgeFunction(v0.position, v1.position, p);
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const inside = if (area > 0.0)
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w0 >= 0.0 and w1 >= 0.0 and w2 >= 0.0
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else
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w0 <= 0.0 and w1 <= 0.0 and w2 <= 0.0;
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if (!inside) continue;
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if (!inside)
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continue;
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const b0 = w0 / area;
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const b1 = w1 / area;
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const b2 = w2 / area;
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const z = (b0 * v0[2]) + (b1 * v1[2]) + (b2 * v2[2]);
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const z = (b0 * v0.position[2]) + (b1 * v1.position[2]) + (b2 * v2.position[2]);
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fragments.append(allocator, .{
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.position = zm.f32x4(@floatFromInt(x), @floatFromInt(y), z, 1.0),
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.color = zm.f32x4(1.0, 1.0, 1.0, 1.0),
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.inputs = try interpolateVertexOutputs(allocator, v0, v1, v2, b0, b1, b2),
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}) catch return VkError.OutOfDeviceMemory;
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}
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}
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