use of a single global vertex buffer

This commit is contained in:
Bigfoot71 2025-05-15 02:23:43 +02:00
parent 1c7162271c
commit 5e181ede7e

108
src/external/rlsw.h vendored
View File

@ -646,7 +646,7 @@ typedef struct {
uint8_t* colors;
} array;
sw_vertex_t vertexBuffer[4]; // Buffer used for storing primitive vertices, used for processing and rendering
sw_vertex_t vertexBuffer[SW_MAX_CLIPPED_POLYGON_VERTICES]; // Buffer used for storing primitive vertices, used for processing and rendering
int vertexCounter; // Number of vertices in 'ctx.vertexBuffer'
SWdraw drawMode; // Current primitive mode (e.g., lines, triangles)
@ -2287,8 +2287,11 @@ static inline bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VE
/* === Triangle Rendering Part === */
static inline void sw_triangle_clip_and_project(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES], int* vertexCounter)
static inline void sw_triangle_clip_and_project(void)
{
sw_vertex_t* polygon = RLSW.vertexBuffer;
int* vertexCounter = &RLSW.vertexCounter;
// Step 1: Face culling - discard triangles facing away
if (RLSW.stateFlags & SW_STATE_CULL_FACE) {
@ -2619,26 +2622,21 @@ DEFINE_TRIANGLE_RASTER(sw_triangle_raster_TEX_BLEND, sw_triangle_raster_scanline
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_DEPTH_BLEND, sw_triangle_raster_scanline_DEPTH_BLEND, false)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH_BLEND, sw_triangle_raster_scanline_TEX_DEPTH_BLEND, true)
static inline void sw_triangle_render(const sw_vertex_t* v0, const sw_vertex_t* v1, const sw_vertex_t* v2)
static inline void sw_triangle_render(void)
{
int vertexCounter = 3;
sw_triangle_clip_and_project();
sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES];
polygon[0] = *v0;
polygon[1] = *v1;
polygon[2] = *v2;
sw_triangle_clip_and_project(polygon, &vertexCounter);
if (vertexCounter < 3) {
if (RLSW.vertexCounter < 3) {
return;
}
# define TRIANGLE_RASTER(RASTER_FUNC) \
{ \
for (int i = 0; i < vertexCounter - 2; i++) { \
for (int i = 0; i < RLSW.vertexCounter - 2; i++) { \
RASTER_FUNC( \
&polygon[0], &polygon[i + 1], &polygon[i + 2], \
&RLSW.vertexBuffer[0], \
&RLSW.vertexBuffer[i + 1], \
&RLSW.vertexBuffer[i + 2], \
&RLSW.loadedTextures[RLSW.currentTexture] \
); \
} \
@ -2668,13 +2666,18 @@ static inline void sw_triangle_render(const sw_vertex_t* v0, const sw_vertex_t*
else {
TRIANGLE_RASTER(sw_triangle_raster)
}
# undef TRIANGLE_RASTER
}
/* === Quad Rendering Part === */
static inline void sw_quad_clip_and_project(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES], int* vertexCounter)
static inline void sw_quad_clip_and_project()
{
sw_vertex_t* polygon = RLSW.vertexBuffer;
int* vertexCounter = &RLSW.vertexCounter;
// Step 1: Face culling - discard quads facing away
if (RLSW.stateFlags & SW_STATE_CULL_FACE) {
@ -2749,27 +2752,21 @@ static inline void sw_quad_clip_and_project(sw_vertex_t polygon[SW_MAX_CLIPPED_P
}
}
static inline void sw_quad_render(const sw_vertex_t* v0, const sw_vertex_t* v1, const sw_vertex_t* v2, const sw_vertex_t* v3)
static inline void sw_quad_render(void)
{
int vertexCounter = 4;
sw_quad_clip_and_project();
sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES];
polygon[0] = *v0;
polygon[1] = *v1;
polygon[2] = *v2;
polygon[3] = *v3;
sw_quad_clip_and_project(polygon, &vertexCounter);
if (vertexCounter < 4) {
if (RLSW.vertexCounter < 4) {
return;
}
# define TRIANGLE_RASTER(RASTER_FUNC) \
{ \
for (int i = 0; i < vertexCounter - 2; i++) { \
for (int i = 0; i < RLSW.vertexCounter - 2; i++) { \
RASTER_FUNC( \
&polygon[0], &polygon[i + 1], &polygon[i + 2], \
&RLSW.vertexBuffer[0], \
&RLSW.vertexBuffer[i + 1], \
&RLSW.vertexBuffer[i + 2], \
&RLSW.loadedTextures[RLSW.currentTexture] \
); \
} \
@ -2799,6 +2796,8 @@ static inline void sw_quad_render(const sw_vertex_t* v0, const sw_vertex_t* v1,
else {
TRIANGLE_RASTER(sw_triangle_raster)
}
# undef TRIANGLE_RASTER
}
@ -3083,38 +3082,38 @@ DEFINE_LINE_THICK_RASTER(sw_line_thick_raster_DEPTH, sw_line_raster_DEPTH)
DEFINE_LINE_THICK_RASTER(sw_line_thick_raster_BLEND, sw_line_raster_BLEND)
DEFINE_LINE_THICK_RASTER(sw_line_thick_raster_DEPTH_BLEND, sw_line_raster_DEPTH_BLEND)
static inline void sw_line_render(sw_vertex_t* v0, sw_vertex_t* v1)
static inline void sw_line_render(sw_vertex_t* vertices)
{
if (!sw_line_clip_and_project(v0, v1)) {
if (!sw_line_clip_and_project(&vertices[0], &vertices[1])) {
return;
}
if (RLSW.lineWidth >= 2.0f) {
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) {
sw_line_thick_raster_DEPTH_BLEND(v0, v1);
sw_line_thick_raster_DEPTH_BLEND(&vertices[0], &vertices[1]);
}
else if (SW_STATE_CHECK(SW_STATE_BLEND)) {
sw_line_thick_raster_BLEND(v0, v1);
sw_line_thick_raster_BLEND(&vertices[0], &vertices[1]);
}
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) {
sw_line_thick_raster_DEPTH(v0, v1);
sw_line_thick_raster_DEPTH(&vertices[0], &vertices[1]);
}
else {
sw_line_thick_raster(v0, v1);
sw_line_thick_raster(&vertices[0], &vertices[1]);
}
}
else {
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) {
sw_line_raster_DEPTH_BLEND(v0, v1);
sw_line_raster_DEPTH_BLEND(&vertices[0], &vertices[1]);
}
else if (SW_STATE_CHECK(SW_STATE_BLEND)) {
sw_line_raster_BLEND(v0, v1);
sw_line_raster_BLEND(&vertices[0], &vertices[1]);
}
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) {
sw_line_raster_DEPTH(v0, v1);
sw_line_raster_DEPTH(&vertices[0], &vertices[1]);
}
else {
sw_line_raster(v0, v1);
sw_line_raster(&vertices[0], &vertices[1]);
}
}
}
@ -3338,45 +3337,32 @@ static inline void sw_poly_line_render(void)
{
const sw_vertex_t* vertices = RLSW.vertexBuffer;
int cm1 = RLSW.vertexCounter - 1;
sw_vertex_t v0, v1;
for (int i = 0; i < cm1; i++) {
v0 = vertices[i], v1 = vertices[i + 1];
sw_line_render(&v0, &v1);
sw_line_render((sw_vertex_t[2]){
vertices[i], vertices[i + 1]
});
}
v0 = vertices[cm1], v1 = vertices[0];
sw_line_render(&v0, &v1);
sw_line_render((sw_vertex_t[2]){
vertices[cm1], vertices[0]
});
}
static inline void sw_poly_fill_render(void)
{
switch (RLSW.drawMode) {
case SW_POINTS:
sw_point_render(
&RLSW.vertexBuffer[0]
);
sw_point_render(&RLSW.vertexBuffer[0]);
break;
case SW_LINES:
sw_line_render(
&RLSW.vertexBuffer[0],
&RLSW.vertexBuffer[1]
);
sw_line_render(RLSW.vertexBuffer);
break;
case SW_TRIANGLES:
sw_triangle_render(
&RLSW.vertexBuffer[0],
&RLSW.vertexBuffer[1],
&RLSW.vertexBuffer[2]
);
sw_triangle_render();
break;
case SW_QUADS:
sw_quad_render(
&RLSW.vertexBuffer[0],
&RLSW.vertexBuffer[1],
&RLSW.vertexBuffer[2],
&RLSW.vertexBuffer[3]
);
sw_quad_render();
break;
}
}