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simple software renderer, behold glorious 3d

 
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hcavolsdsadgadsg
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PostPosted: Thu Apr 01, 2010 8:28 pm    Post subject: simple software renderer, behold glorious 3d Reply with quote

...barely, it's about as simple as you can hope to get.

Line drawing is bugged atm and seems to mysteriously break so it's still just pure verticies. Later comes a reworking of an .obj file loader so I can stop doing models by hand.

Use the arrow keys to rotate it!

http://www.mediafire.com/?mmk2u23jnjt
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Womanizer
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PostPosted: Fri Apr 02, 2010 5:46 am    Post subject: Reply with quote

Nice man, but sadly there are only dots.

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hcavolsdsadgadsg
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PostPosted: Wed Apr 07, 2010 1:50 am    Post subject: Reply with quote

i'm bad at SSE, this took me longer to work out than i'd like to admit

it seems right, fun exercise either way


Code:
void GFX_Vec_Mul(Vector* out, Vector* v, Matrix* m)
{   
   __m128 vx = _mm_shuffle_ps(v->v128, v->v128, 0x00);
   __m128 vy = _mm_shuffle_ps(v->v128, v->v128, 0x55);
   __m128 vz = _mm_shuffle_ps(v->v128, v->v128, 0xAA);   

   vx = _mm_mul_ps(vx, m->m128[0]);
   vy = _mm_mul_ps(vy, m->m128[1]);
   vz = _mm_mul_ps(vz, m->m128[2]);

   vx         = _mm_add_ps(vx, vy);
   vx         = _mm_add_ps(vx, vz);
   out->v128   = _mm_add_ps(vx, m->m128[3]);
}
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hcavolsdsadgadsg
I'm a spammer
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Joined: 11 Jun 2007
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PostPosted: Fri Apr 09, 2010 3:56 am    Post subject: Reply with quote

wow, i spent a good fucking chunk of time trying to wrap my head around why my function wasn't working right. after walking through it step by step a few times i came to realize that it was fucking up because i had brilliantly mixed up my matricies.

'm2' should have been 'm1' and vice-versa

the best part was the end result seemed right until i tried to move it... and it still was right, kinda. it kept its shape fine, it just moved "weird". i kinda want to slam my head on the desk right now, not my finest moment.


Code:
int i;
for(i = 0; i < 4; i++)
{
   __m128 s0 = _mm_shuffle_ps(m1->m128[i], m1->m128[i], 0x00);
   __m128 s1 = _mm_shuffle_ps(m1->m128[i], m1->m128[i], 0x55);
   __m128 s2 = _mm_shuffle_ps(m1->m128[i], m1->m128[i], 0xAA);
   __m128 s3 = _mm_shuffle_ps(m1->m128[i], m1->m128[i], 0xFF);

   s0 = _mm_mul_ps(s0, m2->m128[0]);
   s1 = _mm_mul_ps(s1, m2->m128[1]);
   s2 = _mm_mul_ps(s2, m2->m128[2]);
   s3 = _mm_mul_ps(s3, m2->m128[3]);

   s0            = _mm_add_ps(s0, s1);
   s0            = _mm_add_ps(s0, s2);
   out->m128[i]   = _mm_add_ps(s0, s3);
}


maybe manually unroll it if you're feeling spunky.
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