1220 lines
38 KiB
C++
1220 lines
38 KiB
C++
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/* ========================================================================
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$File: $
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$Date: $
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$Revision: $
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$Creator: Casey Muratori $
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$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
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======================================================================== */
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#define IGNORED_TIMED_FUNCTION TIMED_FUNCTION
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inline v4
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Unpack4x8(uint32 Packed)
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{
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v4 Result = {(real32)((Packed >> 16) & 0xFF),
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(real32)((Packed >> 8) & 0xFF),
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(real32)((Packed >> 0) & 0xFF),
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(real32)((Packed >> 24) & 0xFF)};
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return(Result);
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}
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inline v4
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UnscaleAndBiasNormal(v4 Normal)
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{
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v4 Result;
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real32 Inv255 = 1.0f / 255.0f;
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Result.x = -1.0f + 2.0f*(Inv255*Normal.x);
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Result.y = -1.0f + 2.0f*(Inv255*Normal.y);
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Result.z = -1.0f + 2.0f*(Inv255*Normal.z);
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Result.w = Inv255*Normal.w;
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return(Result);
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}
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internal void
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DrawRectangle(loaded_bitmap *Buffer, v2 vMin, v2 vMax, v4 Color, rectangle2i ClipRect, bool32 Even)
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{
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TIMED_FUNCTION();
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real32 R = Color.r;
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real32 G = Color.g;
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real32 B = Color.b;
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real32 A = Color.a;
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rectangle2i FillRect;
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FillRect.MinX = RoundReal32ToInt32(vMin.x);
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FillRect.MinY = RoundReal32ToInt32(vMin.y);
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FillRect.MaxX = RoundReal32ToInt32(vMax.x);
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FillRect.MaxY = RoundReal32ToInt32(vMax.y);
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FillRect = Intersect(FillRect, ClipRect);
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if(!Even == (FillRect.MinY & 1))
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{
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FillRect.MinY += 1;
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}
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uint32 Color32 = ((RoundReal32ToUInt32(A * 255.0f) << 24) |
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(RoundReal32ToUInt32(R * 255.0f) << 16) |
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(RoundReal32ToUInt32(G * 255.0f) << 8) |
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(RoundReal32ToUInt32(B * 255.0f) << 0));
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uint8 *Row = ((uint8 *)Buffer->Memory +
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FillRect.MinX*BITMAP_BYTES_PER_PIXEL +
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FillRect.MinY*Buffer->Pitch);
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for(int Y = FillRect.MinY;
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Y < FillRect.MaxY;
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Y += 2)
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{
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uint32 *Pixel = (uint32 *)Row;
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for(int X = FillRect.MinX;
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X < FillRect.MaxX;
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++X)
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{
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*Pixel++ = Color32;
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}
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Row += 2*Buffer->Pitch;
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}
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}
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struct bilinear_sample
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{
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uint32 A, B, C, D;
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};
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inline bilinear_sample
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BilinearSample(loaded_bitmap *Texture, int32 X, int32 Y)
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{
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bilinear_sample Result;
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uint8 *TexelPtr = ((uint8 *)Texture->Memory) + Y*Texture->Pitch + X*sizeof(uint32);
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Result.A = *(uint32 *)(TexelPtr);
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Result.B = *(uint32 *)(TexelPtr + sizeof(uint32));
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Result.C = *(uint32 *)(TexelPtr + Texture->Pitch);
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Result.D = *(uint32 *)(TexelPtr + Texture->Pitch + sizeof(uint32));
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return(Result);
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}
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inline v4
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SRGBBilinearBlend(bilinear_sample TexelSample, real32 fX, real32 fY)
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{
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v4 TexelA = Unpack4x8(TexelSample.A);
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v4 TexelB = Unpack4x8(TexelSample.B);
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v4 TexelC = Unpack4x8(TexelSample.C);
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v4 TexelD = Unpack4x8(TexelSample.D);
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// NOTE(casey): Go from sRGB to "linear" brightness space
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TexelA = SRGB255ToLinear1(TexelA);
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TexelB = SRGB255ToLinear1(TexelB);
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TexelC = SRGB255ToLinear1(TexelC);
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TexelD = SRGB255ToLinear1(TexelD);
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v4 Result = Lerp(Lerp(TexelA, fX, TexelB),
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fY,
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Lerp(TexelC, fX, TexelD));
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return(Result);
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}
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inline v3
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SampleEnvironmentMap(v2 ScreenSpaceUV, v3 SampleDirection, real32 Roughness, environment_map *Map,
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real32 DistanceFromMapInZ)
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{
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/* NOTE(casey):
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ScreenSpaceUV tells us where the ray is being cast _from_ in
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normalized screen coordinates.
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SampleDirection tells us what direction the cast is going -
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it does not have to be normalized.
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Roughness says which LODs of Map we sample from.
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DistanceFromMapInZ says how far the map is from the sample point in Z, given
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in meters.
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*/
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// NOTE(casey): Pick which LOD to sample from
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uint32 LODIndex = (uint32)(Roughness*(real32)(ArrayCount(Map->LOD) - 1) + 0.5f);
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Assert(LODIndex < ArrayCount(Map->LOD));
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loaded_bitmap *LOD = &Map->LOD[LODIndex];
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// NOTE(casey): Compute the distance to the map and the scaling
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// factor for meters-to-UVs
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real32 UVsPerMeter = 0.1f; // TODO(casey): Parameterize this, and should be different for X and Y based on map!
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real32 C = (UVsPerMeter*DistanceFromMapInZ) / SampleDirection.y;
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v2 Offset = C * V2(SampleDirection.x, SampleDirection.z);
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// NOTE(casey): Find the intersection point
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v2 UV = ScreenSpaceUV + Offset;
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// NOTE(casey): Clamp to the valid range
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UV.x = Clamp01(UV.x);
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UV.y = Clamp01(UV.y);
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// NOTE(casey): Bilinear sample
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// TODO(casey): Formalize texture boundaries!!!
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real32 tX = ((UV.x*(real32)(LOD->Width - 2)));
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real32 tY = ((UV.y*(real32)(LOD->Height - 2)));
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int32 X = (int32)tX;
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int32 Y = (int32)tY;
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real32 fX = tX - (real32)X;
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real32 fY = tY - (real32)Y;
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Assert((X >= 0) && (X < LOD->Width));
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Assert((Y >= 0) && (Y < LOD->Height));
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DEBUG_IF(Renderer_ShowLightingSamples)
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{
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// NOTE(casey): Turn this on to see where in the map you're sampling!
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uint8 *TexelPtr = ((uint8 *)LOD->Memory) + Y*LOD->Pitch + X*sizeof(uint32);
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*(uint32 *)TexelPtr = 0xFFFFFFFF;
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}
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bilinear_sample Sample = BilinearSample(LOD, X, Y);
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v3 Result = SRGBBilinearBlend(Sample, fX, fY).xyz;
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return(Result);
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}
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internal void
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DrawRectangleSlowly(loaded_bitmap *Buffer, v2 Origin, v2 XAxis, v2 YAxis, v4 Color,
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loaded_bitmap *Texture, loaded_bitmap *NormalMap,
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environment_map *Top,
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environment_map *Middle,
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environment_map *Bottom,
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real32 PixelsToMeters)
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{
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IGNORED_TIMED_FUNCTION();
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// NOTE(casey): Premultiply color up front
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Color.rgb *= Color.a;
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real32 XAxisLength = Length(XAxis);
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real32 YAxisLength = Length(YAxis);
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v2 NxAxis = (YAxisLength / XAxisLength) * XAxis;
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v2 NyAxis = (XAxisLength / YAxisLength) * YAxis;
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// NOTE(casey): NzScale could be a parameter if we want people to
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// have control over the amount of scaling in the Z direction
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// that the normals appear to have.
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real32 NzScale = 0.5f*(XAxisLength + YAxisLength);
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real32 InvXAxisLengthSq = 1.0f / LengthSq(XAxis);
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real32 InvYAxisLengthSq = 1.0f / LengthSq(YAxis);
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uint32 Color32 = ((RoundReal32ToUInt32(Color.a * 255.0f) << 24) |
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(RoundReal32ToUInt32(Color.r * 255.0f) << 16) |
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(RoundReal32ToUInt32(Color.g * 255.0f) << 8) |
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(RoundReal32ToUInt32(Color.b * 255.0f) << 0));
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int WidthMax = (Buffer->Width - 1);
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int HeightMax = (Buffer->Height - 1);
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real32 InvWidthMax = 1.0f / (real32)WidthMax;
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real32 InvHeightMax = 1.0f / (real32)HeightMax;
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// TODO(casey): This will need to be specified separately!!!
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real32 OriginZ = 0.0f;
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real32 OriginY = (Origin + 0.5f*XAxis + 0.5f*YAxis).y;
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real32 FixedCastY = InvHeightMax*OriginY;
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int XMin = WidthMax;
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int XMax = 0;
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int YMin = HeightMax;
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int YMax = 0;
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v2 P[4] = {Origin, Origin + XAxis, Origin + XAxis + YAxis, Origin + YAxis};
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for(int PIndex = 0;
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PIndex < ArrayCount(P);
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++PIndex)
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{
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v2 TestP = P[PIndex];
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int FloorX = FloorReal32ToInt32(TestP.x);
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int CeilX = CeilReal32ToInt32(TestP.x);
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int FloorY = FloorReal32ToInt32(TestP.y);
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int CeilY = CeilReal32ToInt32(TestP.y);
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if(XMin > FloorX) {XMin = FloorX;}
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if(YMin > FloorY) {YMin = FloorY;}
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if(XMax < CeilX) {XMax = CeilX;}
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if(YMax < CeilY) {YMax = CeilY;}
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}
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if(XMin < 0) {XMin = 0;}
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if(YMin < 0) {YMin = 0;}
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if(XMax > WidthMax) {XMax = WidthMax;}
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if(YMax > HeightMax) {YMax = HeightMax;}
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uint8 *Row = ((uint8 *)Buffer->Memory +
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XMin*BITMAP_BYTES_PER_PIXEL +
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YMin*Buffer->Pitch);
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TIMED_BLOCK(PixelFill, (XMax - XMin + 1)*(YMax - YMin + 1));
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for(int Y = YMin;
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Y <= YMax;
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++Y)
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{
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uint32 *Pixel = (uint32 *)Row;
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for(int X = XMin;
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X <= XMax;
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++X)
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{
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#if 1
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v2 PixelP = V2i(X, Y);
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v2 d = PixelP - Origin;
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// TODO(casey): PerpInner
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// TODO(casey): Simpler origin
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real32 Edge0 = Inner(d, -Perp(XAxis));
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real32 Edge1 = Inner(d - XAxis, -Perp(YAxis));
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real32 Edge2 = Inner(d - XAxis - YAxis, Perp(XAxis));
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real32 Edge3 = Inner(d - YAxis, Perp(YAxis));
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if((Edge0 < 0) &&
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(Edge1 < 0) &&
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(Edge2 < 0) &&
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(Edge3 < 0))
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{
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#if 1
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v2 ScreenSpaceUV = {InvWidthMax*(real32)X, FixedCastY};
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real32 ZDiff = PixelsToMeters*((real32)Y - OriginY);
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#else
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v2 ScreenSpaceUV = {InvWidthMax*(real32)X, InvHeightMax*(real32)Y};
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real32 ZDiff = 0.0f;
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#endif
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real32 U = InvXAxisLengthSq*Inner(d, XAxis);
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real32 V = InvYAxisLengthSq*Inner(d, YAxis);
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#if 0
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// TODO(casey): SSE clamping.
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Assert((U >= 0.0f) && (U <= 1.0f));
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Assert((V >= 0.0f) && (V <= 1.0f));
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#endif
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// TODO(casey): Formalize texture boundaries!!!
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real32 tX = ((U*(real32)(Texture->Width - 2)));
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real32 tY = ((V*(real32)(Texture->Height - 2)));
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int32 X = (int32)tX;
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int32 Y = (int32)tY;
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real32 fX = tX - (real32)X;
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real32 fY = tY - (real32)Y;
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Assert((X >= 0) && (X < Texture->Width));
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Assert((Y >= 0) && (Y < Texture->Height));
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bilinear_sample TexelSample = BilinearSample(Texture, X, Y);
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v4 Texel = SRGBBilinearBlend(TexelSample, fX, fY);
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#if 0
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if(NormalMap)
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{
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bilinear_sample NormalSample = BilinearSample(NormalMap, X, Y);
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v4 NormalA = Unpack4x8(NormalSample.A);
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v4 NormalB = Unpack4x8(NormalSample.B);
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v4 NormalC = Unpack4x8(NormalSample.C);
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v4 NormalD = Unpack4x8(NormalSample.D);
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v4 Normal = Lerp(Lerp(NormalA, fX, NormalB),
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fY,
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Lerp(NormalC, fX, NormalD));
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Normal = UnscaleAndBiasNormal(Normal);
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// TODO(casey): Do we really need to do this?
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Normal.xy = Normal.x*NxAxis + Normal.y*NyAxis;
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Normal.z *= NzScale;
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Normal.xyz = Normalize(Normal.xyz);
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// NOTE(casey): The eye vector is always assumed to be [0, 0, 1]
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// This is just the simplified version of the reflection -e + 2e^T N N
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v3 BounceDirection = 2.0f*Normal.z*Normal.xyz;
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BounceDirection.z -= 1.0f;
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// TODO(casey): Eventually we need to support two mappings,
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// one for top-down view (which we don't do now) and one
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// for sideways, which is what's happening here.
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BounceDirection.z = -BounceDirection.z;
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environment_map *FarMap = 0;
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real32 Pz = OriginZ + ZDiff;
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real32 MapZ = 2.0f;
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real32 tEnvMap = BounceDirection.y;
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real32 tFarMap = 0.0f;
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if(tEnvMap < -0.5f)
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{
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// TODO(casey): This path seems PARTICULARLY broken!
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FarMap = Bottom;
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tFarMap = -1.0f - 2.0f*tEnvMap;
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}
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else if(tEnvMap > 0.5f)
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{
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FarMap = Top;
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tFarMap = 2.0f*(tEnvMap - 0.5f);
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}
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tFarMap *= tFarMap;
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tFarMap *= tFarMap;
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v3 LightColor = {0, 0, 0}; // TODO(casey): How do we sample from the middle map???
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if(FarMap)
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{
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real32 DistanceFromMapInZ = FarMap->Pz - Pz;
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v3 FarMapColor = SampleEnvironmentMap(ScreenSpaceUV, BounceDirection, Normal.w, FarMap,
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DistanceFromMapInZ);
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LightColor = Lerp(LightColor, tFarMap, FarMapColor);
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}
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// TODO(casey): ? Actually do a lighting model computation here
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Texel.rgb = Texel.rgb + Texel.a*LightColor;
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#if 0
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// NOTE(casey): Draws the bounce direction
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Texel.rgb = V3(0.5f, 0.5f, 0.5f) + 0.5f*BounceDirection;
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Texel.rgb *= Texel.a;
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#endif
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}
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#endif
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Texel = Hadamard(Texel, Color);
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Texel.r = Clamp01(Texel.r);
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Texel.g = Clamp01(Texel.g);
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Texel.b = Clamp01(Texel.b);
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v4 Dest = {(real32)((*Pixel >> 16) & 0xFF),
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(real32)((*Pixel >> 8) & 0xFF),
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(real32)((*Pixel >> 0) & 0xFF),
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(real32)((*Pixel >> 24) & 0xFF)};
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// NOTE(casey): Go from sRGB to "linear" brightness space
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Dest = SRGB255ToLinear1(Dest);
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v4 Blended = (1.0f-Texel.a)*Dest + Texel;
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// NOTE(casey): Go from "linear" brightness space to sRGB
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v4 Blended255 = Linear1ToSRGB255(Blended);
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|
||
|
*Pixel = (((uint32)(Blended255.a + 0.5f) << 24) |
|
||
|
((uint32)(Blended255.r + 0.5f) << 16) |
|
||
|
((uint32)(Blended255.g + 0.5f) << 8) |
|
||
|
((uint32)(Blended255.b + 0.5f) << 0));
|
||
|
}
|
||
|
#else
|
||
|
*Pixel = Color32;
|
||
|
#endif
|
||
|
|
||
|
++Pixel;
|
||
|
}
|
||
|
|
||
|
Row += Buffer->Pitch;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
DrawBitmap(loaded_bitmap *Buffer, loaded_bitmap *Bitmap,
|
||
|
real32 RealX, real32 RealY, real32 CAlpha = 1.0f)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
int32 MinX = RoundReal32ToInt32(RealX);
|
||
|
int32 MinY = RoundReal32ToInt32(RealY);
|
||
|
int32 MaxX = MinX + Bitmap->Width;
|
||
|
int32 MaxY = MinY + Bitmap->Height;
|
||
|
|
||
|
int32 SourceOffsetX = 0;
|
||
|
if(MinX < 0)
|
||
|
{
|
||
|
SourceOffsetX = -MinX;
|
||
|
MinX = 0;
|
||
|
}
|
||
|
|
||
|
int32 SourceOffsetY = 0;
|
||
|
if(MinY < 0)
|
||
|
{
|
||
|
SourceOffsetY = -MinY;
|
||
|
MinY = 0;
|
||
|
}
|
||
|
|
||
|
if(MaxX > Buffer->Width)
|
||
|
{
|
||
|
MaxX = Buffer->Width;
|
||
|
}
|
||
|
|
||
|
if(MaxY > Buffer->Height)
|
||
|
{
|
||
|
MaxY = Buffer->Height;
|
||
|
}
|
||
|
|
||
|
uint8 *SourceRow = (uint8 *)Bitmap->Memory + SourceOffsetY*Bitmap->Pitch + BITMAP_BYTES_PER_PIXEL*SourceOffsetX;
|
||
|
uint8 *DestRow = ((uint8 *)Buffer->Memory +
|
||
|
MinX*BITMAP_BYTES_PER_PIXEL +
|
||
|
MinY*Buffer->Pitch);
|
||
|
for(int Y = MinY;
|
||
|
Y < MaxY;
|
||
|
++Y)
|
||
|
{
|
||
|
uint32 *Dest = (uint32 *)DestRow;
|
||
|
uint32 *Source = (uint32 *)SourceRow;
|
||
|
for(int X = MinX;
|
||
|
X < MaxX;
|
||
|
++X)
|
||
|
{
|
||
|
v4 Texel = {(real32)((*Source >> 16) & 0xFF),
|
||
|
(real32)((*Source >> 8) & 0xFF),
|
||
|
(real32)((*Source >> 0) & 0xFF),
|
||
|
(real32)((*Source >> 24) & 0xFF)};
|
||
|
|
||
|
Texel = SRGB255ToLinear1(Texel);
|
||
|
|
||
|
Texel *= CAlpha;
|
||
|
|
||
|
v4 D = {(real32)((*Dest >> 16) & 0xFF),
|
||
|
(real32)((*Dest >> 8) & 0xFF),
|
||
|
(real32)((*Dest >> 0) & 0xFF),
|
||
|
(real32)((*Dest >> 24) & 0xFF)};
|
||
|
|
||
|
D = SRGB255ToLinear1(D);
|
||
|
|
||
|
v4 Result = (1.0f-Texel.a)*D + Texel;
|
||
|
|
||
|
Result = Linear1ToSRGB255(Result);
|
||
|
|
||
|
*Dest = (((uint32)(Result.a + 0.5f) << 24) |
|
||
|
((uint32)(Result.r + 0.5f) << 16) |
|
||
|
((uint32)(Result.g + 0.5f) << 8) |
|
||
|
((uint32)(Result.b + 0.5f) << 0));
|
||
|
|
||
|
++Dest;
|
||
|
++Source;
|
||
|
}
|
||
|
|
||
|
DestRow += Buffer->Pitch;
|
||
|
SourceRow += Bitmap->Pitch;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
ChangeSaturation(loaded_bitmap *Buffer, real32 Level)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
uint8 *DestRow = (uint8 *)Buffer->Memory;
|
||
|
for(int Y = 0;
|
||
|
Y < Buffer->Height;
|
||
|
++Y)
|
||
|
{
|
||
|
uint32 *Dest = (uint32 *)DestRow;
|
||
|
for(int X = 0;
|
||
|
X < Buffer->Width;
|
||
|
++X)
|
||
|
{
|
||
|
v4 D = {(real32)((*Dest >> 16) & 0xFF),
|
||
|
(real32)((*Dest >> 8) & 0xFF),
|
||
|
(real32)((*Dest >> 0) & 0xFF),
|
||
|
(real32)((*Dest >> 24) & 0xFF)};
|
||
|
|
||
|
D = SRGB255ToLinear1(D);
|
||
|
|
||
|
real32 Avg = (1.0f / 3.0f) * (D.r + D.g + D.b);
|
||
|
v3 Delta = V3(D.r - Avg, D.g - Avg, D.b - Avg);
|
||
|
|
||
|
v4 Result = V4(V3(Avg, Avg, Avg) + Level*Delta, D.a);
|
||
|
|
||
|
Result = Linear1ToSRGB255(Result);
|
||
|
|
||
|
*Dest = (((uint32)(Result.a + 0.5f) << 24) |
|
||
|
((uint32)(Result.r + 0.5f) << 16) |
|
||
|
((uint32)(Result.g + 0.5f) << 8) |
|
||
|
((uint32)(Result.b + 0.5f) << 0));
|
||
|
|
||
|
++Dest;
|
||
|
}
|
||
|
|
||
|
DestRow += Buffer->Pitch;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
DrawMatte(loaded_bitmap *Buffer, loaded_bitmap *Bitmap,
|
||
|
real32 RealX, real32 RealY, real32 CAlpha = 1.0f)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
int32 MinX = RoundReal32ToInt32(RealX);
|
||
|
int32 MinY = RoundReal32ToInt32(RealY);
|
||
|
int32 MaxX = MinX + Bitmap->Width;
|
||
|
int32 MaxY = MinY + Bitmap->Height;
|
||
|
|
||
|
int32 SourceOffsetX = 0;
|
||
|
if(MinX < 0)
|
||
|
{
|
||
|
SourceOffsetX = -MinX;
|
||
|
MinX = 0;
|
||
|
}
|
||
|
|
||
|
int32 SourceOffsetY = 0;
|
||
|
if(MinY < 0)
|
||
|
{
|
||
|
SourceOffsetY = -MinY;
|
||
|
MinY = 0;
|
||
|
}
|
||
|
|
||
|
if(MaxX > Buffer->Width)
|
||
|
{
|
||
|
MaxX = Buffer->Width;
|
||
|
}
|
||
|
|
||
|
if(MaxY > Buffer->Height)
|
||
|
{
|
||
|
MaxY = Buffer->Height;
|
||
|
}
|
||
|
|
||
|
uint8 *SourceRow = (uint8 *)Bitmap->Memory + SourceOffsetY*Bitmap->Pitch + BITMAP_BYTES_PER_PIXEL*SourceOffsetX;
|
||
|
uint8 *DestRow = ((uint8 *)Buffer->Memory +
|
||
|
MinX*BITMAP_BYTES_PER_PIXEL +
|
||
|
MinY*Buffer->Pitch);
|
||
|
for(int Y = MinY;
|
||
|
Y < MaxY;
|
||
|
++Y)
|
||
|
{
|
||
|
uint32 *Dest = (uint32 *)DestRow;
|
||
|
uint32 *Source = (uint32 *)SourceRow;
|
||
|
for(int X = MinX;
|
||
|
X < MaxX;
|
||
|
++X)
|
||
|
{
|
||
|
real32 SA = (real32)((*Source >> 24) & 0xFF);
|
||
|
real32 RSA = (SA / 255.0f) * CAlpha;
|
||
|
real32 SR = CAlpha*(real32)((*Source >> 16) & 0xFF);
|
||
|
real32 SG = CAlpha*(real32)((*Source >> 8) & 0xFF);
|
||
|
real32 SB = CAlpha*(real32)((*Source >> 0) & 0xFF);
|
||
|
|
||
|
real32 DA = (real32)((*Dest >> 24) & 0xFF);
|
||
|
real32 DR = (real32)((*Dest >> 16) & 0xFF);
|
||
|
real32 DG = (real32)((*Dest >> 8) & 0xFF);
|
||
|
real32 DB = (real32)((*Dest >> 0) & 0xFF);
|
||
|
real32 RDA = (DA / 255.0f);
|
||
|
|
||
|
real32 InvRSA = (1.0f-RSA);
|
||
|
// TODO(casey): Check this for math errors
|
||
|
// real32 A = 255.0f*(RSA + RDA - RSA*RDA);
|
||
|
real32 A = InvRSA*DA;
|
||
|
real32 R = InvRSA*DR;
|
||
|
real32 G = InvRSA*DG;
|
||
|
real32 B = InvRSA*DB;
|
||
|
|
||
|
*Dest = (((uint32)(A + 0.5f) << 24) |
|
||
|
((uint32)(R + 0.5f) << 16) |
|
||
|
((uint32)(G + 0.5f) << 8) |
|
||
|
((uint32)(B + 0.5f) << 0));
|
||
|
|
||
|
++Dest;
|
||
|
++Source;
|
||
|
}
|
||
|
|
||
|
DestRow += Buffer->Pitch;
|
||
|
SourceRow += Bitmap->Pitch;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
RenderGroupToOutput(render_group *RenderGroup, loaded_bitmap *OutputTarget,
|
||
|
rectangle2i ClipRect, bool Even)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
real32 NullPixelsToMeters = 1.0f;
|
||
|
|
||
|
for(uint32 BaseAddress = 0;
|
||
|
BaseAddress < RenderGroup->PushBufferSize;
|
||
|
)
|
||
|
{
|
||
|
render_group_entry_header *Header = (render_group_entry_header *)
|
||
|
(RenderGroup->PushBufferBase + BaseAddress);
|
||
|
BaseAddress += sizeof(*Header);
|
||
|
|
||
|
void *Data = (uint8 *)Header + sizeof(*Header);
|
||
|
switch(Header->Type)
|
||
|
{
|
||
|
case RenderGroupEntryType_render_entry_clear:
|
||
|
{
|
||
|
render_entry_clear *Entry = (render_entry_clear *)Data;
|
||
|
|
||
|
DrawRectangle(OutputTarget, V2(0.0f, 0.0f),
|
||
|
V2((real32)OutputTarget->Width, (real32)OutputTarget->Height),
|
||
|
Entry->Color, ClipRect, Even);
|
||
|
|
||
|
BaseAddress += sizeof(*Entry);
|
||
|
} break;
|
||
|
|
||
|
case RenderGroupEntryType_render_entry_bitmap:
|
||
|
{
|
||
|
render_entry_bitmap *Entry = (render_entry_bitmap *)Data;
|
||
|
Assert(Entry->Bitmap);
|
||
|
|
||
|
#if 0
|
||
|
// DrawBitmap(OutputTarget, Entry->Bitmap, P.x, P.y, Entry->Color.a);
|
||
|
DrawRectangleSlowly(OutputTarget, Entry->P,
|
||
|
V2(Entry->Size.x, 0),
|
||
|
V2(0, Entry->Size.y), Entry->Color,
|
||
|
Entry->Bitmap, 0, 0, 0, 0, NullPixelsToMeters);
|
||
|
#else
|
||
|
v2 XAxis = {1, 0};
|
||
|
v2 YAxis = {0, 1};
|
||
|
DrawRectangleQuickly(OutputTarget, Entry->P,
|
||
|
Entry->Size.x*XAxis,
|
||
|
Entry->Size.y*YAxis, Entry->Color,
|
||
|
Entry->Bitmap, NullPixelsToMeters, ClipRect, Even);
|
||
|
#endif
|
||
|
|
||
|
BaseAddress += sizeof(*Entry);
|
||
|
} break;
|
||
|
|
||
|
case RenderGroupEntryType_render_entry_rectangle:
|
||
|
{
|
||
|
render_entry_rectangle *Entry = (render_entry_rectangle *)Data;
|
||
|
DrawRectangle(OutputTarget, Entry->P, Entry->P + Entry->Dim, Entry->Color, ClipRect, Even);
|
||
|
|
||
|
BaseAddress += sizeof(*Entry);
|
||
|
} break;
|
||
|
|
||
|
case RenderGroupEntryType_render_entry_coordinate_system:
|
||
|
{
|
||
|
render_entry_coordinate_system *Entry = (render_entry_coordinate_system *)Data;
|
||
|
|
||
|
#if 0
|
||
|
v2 vMax = (Entry->Origin + Entry->XAxis + Entry->YAxis);
|
||
|
DrawRectangleSlowly(OutputTarget,
|
||
|
Entry->Origin,
|
||
|
Entry->XAxis,
|
||
|
Entry->YAxis,
|
||
|
Entry->Color,
|
||
|
Entry->Texture,
|
||
|
Entry->NormalMap,
|
||
|
Entry->Top, Entry->Middle, Entry->Bottom,
|
||
|
PixelsToMeters);
|
||
|
|
||
|
v4 Color = {1, 1, 0, 1};
|
||
|
v2 Dim = {2, 2};
|
||
|
v2 P = Entry->Origin;
|
||
|
DrawRectangle(OutputTarget, P - Dim, P + Dim, Color);
|
||
|
|
||
|
P = Entry->Origin + Entry->XAxis;
|
||
|
DrawRectangle(OutputTarget, P - Dim, P + Dim, Color);
|
||
|
|
||
|
P = Entry->Origin + Entry->YAxis;
|
||
|
DrawRectangle(OutputTarget, P - Dim, P + Dim, Color);
|
||
|
|
||
|
DrawRectangle(OutputTarget, vMax - Dim, vMax + Dim, Color);
|
||
|
|
||
|
#if 0
|
||
|
for(uint32 PIndex = 0;
|
||
|
PIndex < ArrayCount(Entry->Points);
|
||
|
++PIndex)
|
||
|
{
|
||
|
v2 P = Entry->Points[PIndex];
|
||
|
P = Entry->Origin + P.x*Entry->XAxis + P.y*Entry->YAxis;
|
||
|
DrawRectangle(OutputTarget, P - Dim, P + Dim, Entry->Color.r, Entry->Color.g, Entry->Color.b);
|
||
|
}
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
BaseAddress += sizeof(*Entry);
|
||
|
} break;
|
||
|
|
||
|
InvalidDefaultCase;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
struct tile_render_work
|
||
|
{
|
||
|
render_group *RenderGroup;
|
||
|
loaded_bitmap *OutputTarget;
|
||
|
rectangle2i ClipRect;
|
||
|
};
|
||
|
|
||
|
internal PLATFORM_WORK_QUEUE_CALLBACK(DoTiledRenderWork)
|
||
|
{
|
||
|
TIMED_FUNCTION();
|
||
|
|
||
|
tile_render_work *Work = (tile_render_work *)Data;
|
||
|
|
||
|
RenderGroupToOutput(Work->RenderGroup, Work->OutputTarget, Work->ClipRect, true);
|
||
|
RenderGroupToOutput(Work->RenderGroup, Work->OutputTarget, Work->ClipRect, false);
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
RenderGroupToOutput(render_group *RenderGroup, loaded_bitmap *OutputTarget)
|
||
|
{
|
||
|
TIMED_FUNCTION();
|
||
|
|
||
|
Assert(RenderGroup->InsideRender);
|
||
|
|
||
|
Assert(((uintptr)OutputTarget->Memory & 15) == 0);
|
||
|
|
||
|
rectangle2i ClipRect;
|
||
|
ClipRect.MinX = 0;
|
||
|
ClipRect.MaxX = OutputTarget->Width;
|
||
|
ClipRect.MinY = 0;
|
||
|
ClipRect.MaxY = OutputTarget->Height;
|
||
|
|
||
|
tile_render_work Work;
|
||
|
Work.RenderGroup = RenderGroup;
|
||
|
Work.OutputTarget = OutputTarget;
|
||
|
Work.ClipRect = ClipRect;
|
||
|
|
||
|
DoTiledRenderWork(0, &Work);
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
TiledRenderGroupToOutput(platform_work_queue *RenderQueue,
|
||
|
render_group *RenderGroup, loaded_bitmap *OutputTarget)
|
||
|
{
|
||
|
TIMED_FUNCTION();
|
||
|
|
||
|
Assert(RenderGroup->InsideRender);
|
||
|
|
||
|
/*
|
||
|
TODO(casey):
|
||
|
|
||
|
- Make sure that tiles are all cache-aligned
|
||
|
- Can we get hyperthreads synced so they do interleaved lines?
|
||
|
- How big should the tiles be for performance?
|
||
|
- Actually ballpark the memory bandwidth for our DrawRectangleQuickly
|
||
|
- Re-test some of our instruction choices
|
||
|
*/
|
||
|
|
||
|
int const TileCountX = 4;
|
||
|
int const TileCountY = 4;
|
||
|
tile_render_work WorkArray[TileCountX*TileCountY];
|
||
|
|
||
|
Assert(((uintptr)OutputTarget->Memory & 15) == 0);
|
||
|
int TileWidth = OutputTarget->Width / TileCountX;
|
||
|
int TileHeight = OutputTarget->Height / TileCountY;
|
||
|
|
||
|
TileWidth = ((TileWidth + 3) / 4) * 4;
|
||
|
|
||
|
int WorkCount = 0;
|
||
|
for(int TileY = 0;
|
||
|
TileY < TileCountY;
|
||
|
++TileY)
|
||
|
{
|
||
|
for(int TileX = 0;
|
||
|
TileX < TileCountX;
|
||
|
++TileX)
|
||
|
{
|
||
|
tile_render_work *Work = WorkArray + WorkCount++;
|
||
|
|
||
|
rectangle2i ClipRect;
|
||
|
ClipRect.MinX = TileX*TileWidth;
|
||
|
ClipRect.MaxX = ClipRect.MinX + TileWidth;
|
||
|
ClipRect.MinY = TileY*TileHeight;
|
||
|
ClipRect.MaxY = ClipRect.MinY + TileHeight;
|
||
|
|
||
|
if(TileX == (TileCountX - 1))
|
||
|
{
|
||
|
ClipRect.MaxX = OutputTarget->Width;
|
||
|
}
|
||
|
if(TileY == (TileCountY - 1))
|
||
|
{
|
||
|
ClipRect.MaxY = OutputTarget->Height;
|
||
|
}
|
||
|
|
||
|
Work->RenderGroup = RenderGroup;
|
||
|
Work->OutputTarget = OutputTarget;
|
||
|
Work->ClipRect = ClipRect;
|
||
|
#if 1
|
||
|
// NOTE(casey): This is the multi-threaded path
|
||
|
Platform.AddEntry(RenderQueue, DoTiledRenderWork, Work);
|
||
|
#else
|
||
|
// NOTE(casey): This is the single-threaded path
|
||
|
DoTiledRenderWork(RenderQueue, Work);
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Platform.CompleteAllWork(RenderQueue);
|
||
|
}
|
||
|
|
||
|
internal render_group *
|
||
|
AllocateRenderGroup(game_assets *Assets, memory_arena *Arena, uint32 MaxPushBufferSize,
|
||
|
b32 RendersInBackground)
|
||
|
{
|
||
|
render_group *Result = PushStruct(Arena, render_group);
|
||
|
|
||
|
if(MaxPushBufferSize == 0)
|
||
|
{
|
||
|
// TODO(casey): Safe cast from memory_uint to uint32?
|
||
|
MaxPushBufferSize = (uint32)GetArenaSizeRemaining(Arena);
|
||
|
}
|
||
|
Result->PushBufferBase = (uint8 *)PushSize(Arena, MaxPushBufferSize);
|
||
|
|
||
|
Result->MaxPushBufferSize = MaxPushBufferSize;
|
||
|
Result->PushBufferSize = 0;
|
||
|
|
||
|
Result->Assets = Assets;
|
||
|
Result->GlobalAlpha = 1.0f;
|
||
|
|
||
|
Result->GenerationID = 0;
|
||
|
|
||
|
// NOTE(casey): Default transform
|
||
|
Result->Transform.OffsetP = V3(0.0f, 0.0f, 0.0f);
|
||
|
Result->Transform.Scale = 1.0f;
|
||
|
|
||
|
Result->MissingResourceCount = 0;
|
||
|
Result->RendersInBackground = RendersInBackground;
|
||
|
|
||
|
Result->InsideRender = false;
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
BeginRender(render_group *Group)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
if(Group)
|
||
|
{
|
||
|
Assert(!Group->InsideRender);
|
||
|
Group->InsideRender = true;
|
||
|
|
||
|
Group->GenerationID = BeginGeneration(Group->Assets);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
EndRender(render_group *Group)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
if(Group)
|
||
|
{
|
||
|
Assert(Group->InsideRender);
|
||
|
Group->InsideRender = false;
|
||
|
|
||
|
EndGeneration(Group->Assets, Group->GenerationID);
|
||
|
Group->GenerationID = 0;
|
||
|
Group->PushBufferSize = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
inline void
|
||
|
Perspective(render_group *RenderGroup, int32 PixelWidth, int32 PixelHeight,
|
||
|
real32 MetersToPixels, real32 FocalLength, real32 DistanceAboveTarget)
|
||
|
{
|
||
|
// TODO(casey): Need to adjust this based on buffer size
|
||
|
real32 PixelsToMeters = SafeRatio1(1.0f, MetersToPixels);
|
||
|
|
||
|
RenderGroup->MonitorHalfDimInMeters = {0.5f*PixelWidth*PixelsToMeters,
|
||
|
0.5f*PixelHeight*PixelsToMeters};
|
||
|
|
||
|
RenderGroup->Transform.MetersToPixels = MetersToPixels;
|
||
|
RenderGroup->Transform.FocalLength = FocalLength; // NOTE(casey): Meters the person is sitting from their monitor
|
||
|
RenderGroup->Transform.DistanceAboveTarget = DistanceAboveTarget;
|
||
|
RenderGroup->Transform.ScreenCenter = V2(0.5f*PixelWidth, 0.5f*PixelHeight);
|
||
|
|
||
|
RenderGroup->Transform.Orthographic = false;
|
||
|
RenderGroup->Transform.OffsetP = V3(0, 0, 0);
|
||
|
RenderGroup->Transform.Scale = 1.0f;
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
Orthographic(render_group *RenderGroup, int32 PixelWidth, int32 PixelHeight, real32 MetersToPixels)
|
||
|
{
|
||
|
real32 PixelsToMeters = SafeRatio1(1.0f, MetersToPixels);
|
||
|
RenderGroup->MonitorHalfDimInMeters = {0.5f*PixelWidth*PixelsToMeters,
|
||
|
0.5f*PixelHeight*PixelsToMeters};
|
||
|
|
||
|
RenderGroup->Transform.MetersToPixels = MetersToPixels;
|
||
|
RenderGroup->Transform.FocalLength = 1.0f; // NOTE(casey): Meters the person is sitting from their monitor
|
||
|
RenderGroup->Transform.DistanceAboveTarget = 1.0f;
|
||
|
RenderGroup->Transform.ScreenCenter = V2(0.5f*PixelWidth, 0.5f*PixelHeight);
|
||
|
|
||
|
RenderGroup->Transform.Orthographic = true;
|
||
|
RenderGroup->Transform.OffsetP = V3(0, 0, 0);
|
||
|
RenderGroup->Transform.Scale = 1.0f;
|
||
|
}
|
||
|
|
||
|
inline entity_basis_p_result GetRenderEntityBasisP(render_transform *Transform, v3 OriginalP)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
entity_basis_p_result Result = {};
|
||
|
|
||
|
v3 P = V3(OriginalP.xy, 0.0f) + Transform->OffsetP;
|
||
|
|
||
|
if(Transform->Orthographic)
|
||
|
{
|
||
|
Result.P = Transform->ScreenCenter + Transform->MetersToPixels*P.xy;
|
||
|
Result.Scale = Transform->MetersToPixels;
|
||
|
Result.Valid = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
real32 OffsetZ = 0.0f;
|
||
|
|
||
|
real32 DistanceAboveTarget = Transform->DistanceAboveTarget;
|
||
|
|
||
|
DEBUG_IF(Renderer_Camera_UseDebug)
|
||
|
{
|
||
|
DEBUG_VARIABLE(r32, Renderer_Camera, DebugDistance);
|
||
|
|
||
|
DistanceAboveTarget += DebugDistance;
|
||
|
}
|
||
|
|
||
|
real32 DistanceToPZ = (DistanceAboveTarget - P.z);
|
||
|
real32 NearClipPlane = 0.2f;
|
||
|
|
||
|
v3 RawXY = V3(P.xy, 1.0f);
|
||
|
|
||
|
if(DistanceToPZ > NearClipPlane)
|
||
|
{
|
||
|
v3 ProjectedXY = (1.0f / DistanceToPZ) * Transform->FocalLength*RawXY;
|
||
|
Result.Scale = Transform->MetersToPixels*ProjectedXY.z;
|
||
|
Result.P = Transform->ScreenCenter + Transform->MetersToPixels*ProjectedXY.xy + V2(0.0f, Result.Scale*OffsetZ);
|
||
|
Result.Valid = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
#define PushRenderElement(Group, type) (type *)PushRenderElement_(Group, sizeof(type), RenderGroupEntryType_##type)
|
||
|
inline void *
|
||
|
PushRenderElement_(render_group *Group, uint32 Size, render_group_entry_type Type)
|
||
|
{
|
||
|
IGNORED_TIMED_FUNCTION();
|
||
|
|
||
|
Assert(Group->InsideRender);
|
||
|
|
||
|
void *Result = 0;
|
||
|
|
||
|
Size += sizeof(render_group_entry_header);
|
||
|
|
||
|
if((Group->PushBufferSize + Size) < Group->MaxPushBufferSize)
|
||
|
{
|
||
|
render_group_entry_header *Header = (render_group_entry_header *)(Group->PushBufferBase + Group->PushBufferSize);
|
||
|
Header->Type = Type;
|
||
|
Result = (uint8 *)Header + sizeof(*Header);
|
||
|
Group->PushBufferSize += Size;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
InvalidCodePath;
|
||
|
}
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline used_bitmap_dim
|
||
|
GetBitmapDim(render_group *Group, loaded_bitmap *Bitmap, real32 Height, v3 Offset, r32 CAlign)
|
||
|
{
|
||
|
used_bitmap_dim Dim;
|
||
|
|
||
|
Dim.Size = V2(Height*Bitmap->WidthOverHeight, Height);
|
||
|
Dim.Align = CAlign*Hadamard(Bitmap->AlignPercentage, Dim.Size);
|
||
|
Dim.P = Offset - V3(Dim.Align, 0);
|
||
|
Dim.Basis = GetRenderEntityBasisP(&Group->Transform, Dim.P);
|
||
|
|
||
|
return(Dim);
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
PushBitmap(render_group *Group, loaded_bitmap *Bitmap, real32 Height, v3 Offset, v4 Color = V4(1, 1, 1, 1), r32 CAlign = 1.0f)
|
||
|
{
|
||
|
used_bitmap_dim Dim = GetBitmapDim(Group, Bitmap, Height, Offset, CAlign);
|
||
|
if(Dim.Basis.Valid)
|
||
|
{
|
||
|
render_entry_bitmap *Entry = PushRenderElement(Group, render_entry_bitmap);
|
||
|
if(Entry)
|
||
|
{
|
||
|
Entry->Bitmap = Bitmap;
|
||
|
Entry->P = Dim.Basis.P;
|
||
|
Entry->Color = Group->GlobalAlpha*Color;
|
||
|
Entry->Size = Dim.Basis.Scale*Dim.Size;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
PushBitmap(render_group *Group, bitmap_id ID, real32 Height, v3 Offset, v4 Color = V4(1, 1, 1, 1), r32 CAlign = 1.0f)
|
||
|
{
|
||
|
loaded_bitmap *Bitmap = GetBitmap(Group->Assets, ID, Group->GenerationID);
|
||
|
if(Group->RendersInBackground && !Bitmap)
|
||
|
{
|
||
|
LoadBitmap(Group->Assets, ID, true);
|
||
|
Bitmap = GetBitmap(Group->Assets, ID, Group->GenerationID);
|
||
|
}
|
||
|
|
||
|
if(Bitmap)
|
||
|
{
|
||
|
PushBitmap(Group, Bitmap, Height, Offset, Color, CAlign);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert(!Group->RendersInBackground);
|
||
|
LoadBitmap(Group->Assets, ID, false);
|
||
|
++Group->MissingResourceCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline loaded_font *
|
||
|
PushFont(render_group *Group, font_id ID)
|
||
|
{
|
||
|
loaded_font *Font = GetFont(Group->Assets, ID, Group->GenerationID);
|
||
|
if(Font)
|
||
|
{
|
||
|
// NOTE(casey): Nothing to do
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert(!Group->RendersInBackground);
|
||
|
LoadFont(Group->Assets, ID, false);
|
||
|
++Group->MissingResourceCount;
|
||
|
}
|
||
|
|
||
|
return(Font);
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
PushRect(render_group *Group, v3 Offset, v2 Dim, v4 Color = V4(1, 1, 1, 1))
|
||
|
{
|
||
|
v3 P = (Offset - V3(0.5f*Dim, 0));
|
||
|
entity_basis_p_result Basis = GetRenderEntityBasisP(&Group->Transform, P);
|
||
|
if(Basis.Valid)
|
||
|
{
|
||
|
render_entry_rectangle *Rect = PushRenderElement(Group, render_entry_rectangle);
|
||
|
if(Rect)
|
||
|
{
|
||
|
Rect->P = Basis.P;
|
||
|
Rect->Color = Color;
|
||
|
Rect->Dim = Basis.Scale*Dim;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
PushRect(render_group *Group, rectangle2 Rectangle, r32 Z, v4 Color = V4(1, 1, 1, 1))
|
||
|
{
|
||
|
PushRect(Group, V3(GetCenter(Rectangle), Z), GetDim(Rectangle), Color);
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
PushRectOutline(render_group *Group, v3 Offset, v2 Dim, v4 Color = V4(1, 1, 1, 1), real32 Thickness = 0.1f)
|
||
|
{
|
||
|
// NOTE(casey): Top and bottom
|
||
|
PushRect(Group, Offset - V3(0, 0.5f*Dim.y, 0), V2(Dim.x, Thickness), Color);
|
||
|
PushRect(Group, Offset + V3(0, 0.5f*Dim.y, 0), V2(Dim.x, Thickness), Color);
|
||
|
|
||
|
// NOTE(casey): Left and right
|
||
|
PushRect(Group, Offset - V3(0.5f*Dim.x, 0, 0), V2(Thickness, Dim.y), Color);
|
||
|
PushRect(Group, Offset + V3(0.5f*Dim.x, 0, 0), V2(Thickness, Dim.y), Color);
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
Clear(render_group *Group, v4 Color)
|
||
|
{
|
||
|
render_entry_clear *Entry = PushRenderElement(Group, render_entry_clear);
|
||
|
if(Entry)
|
||
|
{
|
||
|
Entry->Color = Color;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void
|
||
|
CoordinateSystem(render_group *Group, v2 Origin, v2 XAxis, v2 YAxis, v4 Color,
|
||
|
loaded_bitmap *Texture, loaded_bitmap *NormalMap,
|
||
|
environment_map *Top, environment_map *Middle, environment_map *Bottom)
|
||
|
{
|
||
|
#if 0
|
||
|
entity_basis_p_result Basis = GetRenderEntityBasisP(RenderGroup, &Entry->EntityBasis, ScreenDim);
|
||
|
if(Basis.Valid)
|
||
|
{
|
||
|
render_entry_coordinate_system *Entry = PushRenderElement(Group, render_entry_coordinate_system);
|
||
|
if(Entry)
|
||
|
{
|
||
|
Entry->Origin = Origin;
|
||
|
Entry->XAxis = XAxis;
|
||
|
Entry->YAxis = YAxis;
|
||
|
Entry->Color = Color;
|
||
|
Entry->Texture = Texture;
|
||
|
Entry->NormalMap = NormalMap;
|
||
|
Entry->Top = Top;
|
||
|
Entry->Middle = Middle;
|
||
|
Entry->Bottom = Bottom;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
inline v3
|
||
|
Unproject(render_group *Group, v2 PixelsXY)
|
||
|
{
|
||
|
render_transform *Transform = &Group->Transform;
|
||
|
|
||
|
v2 UnprojectedXY;
|
||
|
if(Transform->Orthographic)
|
||
|
{
|
||
|
UnprojectedXY = (1.0f / Transform->MetersToPixels)*(PixelsXY - Transform->ScreenCenter);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
v2 A = (PixelsXY - Transform->ScreenCenter) * (1.0f / Transform->MetersToPixels);
|
||
|
UnprojectedXY = ((Transform->DistanceAboveTarget - Transform->OffsetP.z)/Transform->FocalLength) * A;
|
||
|
}
|
||
|
|
||
|
v3 Result = V3(UnprojectedXY, Transform->OffsetP.z);
|
||
|
Result -= Transform->OffsetP;
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline v2
|
||
|
UnprojectOld(render_group *Group, v2 ProjectedXY, real32 AtDistanceFromCamera)
|
||
|
{
|
||
|
v2 WorldXY = (AtDistanceFromCamera / Group->Transform.FocalLength)*ProjectedXY;
|
||
|
return(WorldXY);
|
||
|
}
|
||
|
|
||
|
inline rectangle2
|
||
|
GetCameraRectangleAtDistance(render_group *Group, real32 DistanceFromCamera)
|
||
|
{
|
||
|
v2 RawXY = UnprojectOld(Group, Group->MonitorHalfDimInMeters, DistanceFromCamera);
|
||
|
|
||
|
rectangle2 Result = RectCenterHalfDim(V2(0, 0), RawXY);
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline rectangle2
|
||
|
GetCameraRectangleAtTarget(render_group *Group)
|
||
|
{
|
||
|
rectangle2 Result = GetCameraRectangleAtDistance(Group, Group->Transform.DistanceAboveTarget);
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline bool32
|
||
|
AllResourcesPresent(render_group *Group)
|
||
|
{
|
||
|
bool32 Result = (Group->MissingResourceCount == 0);
|
||
|
|
||
|
return(Result);
|
||
|
}
|