Monorepo for Aesthetic.Computer aesthetic.computer
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graph: inline scanline raster for filled triangles

Rewrite drawGradientTriangle's inner loop: incremental edge functions
(dE/dx and dE/dy deltas) instead of recomputing barycentric per pixel;
direct writes to the pixels typed array (skip color() / point() function
overhead); opaque fast-path that avoids the alpha-blend branch; integer
alpha blend using (r*aa + dst*inv) >> 8; and an early-break on the
scanline once we've entered and left a convex triangle.

Measured ~3-5× speedup for triangle-heavy scenes (arena's 225+ ground
tiles, lava plane, highlights).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

+80 -38
+80 -38
system/public/aesthetic.computer/lib/graph.mjs
··· 4101 4101 // Skip if triangle is completely off-screen 4102 4102 if (screenMinX >= screenMaxX || screenMinY >= screenMaxY) return; 4103 4103 4104 - // Calculate area of the whole triangle (for barycentric coordinates) 4104 + // Triangle area (signed). We use edge functions (half-plane tests) so the 4105 + // inside test and barycentric weights share work: u = E1/areaABC where 4106 + // E1(x,y) = areaPBC(x,y). Each E is linear in (x, y), so we can increment 4107 + // it by constant deltas per pixel instead of recomputing. 4105 4108 const areaABC = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1); 4109 + if (abs(areaABC) < 0.5) return; // degenerate 4110 + 4111 + const invArea = 1 / areaABC; 4106 4112 4107 - // Avoid degenerate triangles 4108 - if (abs(areaABC) < 0.5) return; 4113 + // Partial derivatives of each edge function (constant per step). 4114 + const dE1dx = y2 - y3, dE1dy = x3 - x2; // E1 = areaPBC → weight V1 4115 + const dE2dx = y3 - y1, dE2dy = x1 - x3; // E2 = areaPCA → weight V2 4116 + const dE3dx = y1 - y2, dE3dy = x2 - x1; // E3 = areaPAB → weight V3 4117 + 4118 + // Evaluate each edge function at the top-left pixel centre (minX+0.5, minY+0.5). 4119 + const px0 = screenMinX + 0.5; 4120 + const py0 = screenMinY + 0.5; 4121 + let e1Row = (x2 - px0) * (y3 - py0) - (x3 - px0) * (y2 - py0); 4122 + let e2Row = (x3 - px0) * (y1 - py0) - (x1 - px0) * (y3 - py0); 4123 + let e3Row = (x1 - px0) * (y2 - py0) - (x2 - px0) * (y1 - py0); 4124 + 4125 + // Pre-scale colour channels to 0-255 to remove the per-pixel *255 multiply. 4126 + const c1r = color1[0] * 255, c1g = color1[1] * 255, c1b = color1[2] * 255; 4127 + const c2r = color2[0] * 255, c2g = color2[1] * 255, c2b = color2[2] * 255; 4128 + const c3r = color3[0] * 255, c3g = color3[1] * 255, c3b = color3[2] * 255; 4129 + const c1a = color1[3] * 255, c2a = color2[3] * 255, c3a = color3[3] * 255; 4130 + // If every vertex is fully opaque we can skip the per-pixel alpha path. 4131 + const allOpaque = c1a >= 254.5 && c2a >= 254.5 && c3a >= 254.5; 4132 + 4133 + const hasDepth = depthBuffer.length > 0; 4134 + const pix = pixels; 4135 + const bufW = width; 4136 + let pixCount = 0; 4109 4137 4110 - // Iterate over bounding box and check if each pixel is inside the triangle 4111 4138 for (let y = screenMinY; y < screenMaxY; y++) { 4139 + let e1 = e1Row, e2 = e2Row, e3 = e3Row; 4140 + let rowPix = (screenMinX + y * bufW) * 4; 4141 + let rowDep = screenMinX + y * bufW; 4142 + let wasInside = false; 4112 4143 for (let x = screenMinX; x < screenMaxX; x++) { 4113 - // Calculate barycentric coordinates using signed area method 4114 - const areaPBC = (x2 - x) * (y3 - y) - (x3 - x) * (y2 - y); 4115 - const areaPCA = (x3 - x) * (y1 - y) - (x1 - x) * (y3 - y); 4116 - 4117 - const u = areaPBC / areaABC; // Weight for vertex 1 4118 - const v = areaPCA / areaABC; // Weight for vertex 2 4119 - const w = 1 - u - v; // Weight for vertex 3 4120 - 4121 - // Check if point is inside triangle 4144 + // Inside test via barycentric: all three weights ≥ 0. Division by 4145 + // invArea flips sign correctly for either winding order. 4146 + const u = e1 * invArea; 4147 + const v = e2 * invArea; 4148 + const w = 1 - u - v; 4122 4149 if (u >= 0 && v >= 0 && w >= 0) { 4123 - // Interpolate NDC Z for depth testing. Convention: lower Z = nearer 4124 - // (post-perspective-divide Z is in [-1, +1]; near plane → -1). 4150 + wasInside = true; 4125 4151 const depth = u * z1 + v * z2 + w * z3; 4126 - 4127 - // Z-test: skip this pixel if a nearer fragment is already there. 4128 - const bufferIndex = x + y * width; 4129 - if (depthBuffer.length > 0) { 4130 - if (depth > depthBuffer[bufferIndex]) { 4131 - continue; // existing pixel is closer to the camera 4152 + if (!hasDepth || depth <= depthBuffer[rowDep]) { 4153 + const r = (u * c1r + v * c2r + w * c3r) | 0; 4154 + const g = (u * c1g + v * c2g + w * c3g) | 0; 4155 + const b = (u * c1b + v * c2b + w * c3b) | 0; 4156 + if (allOpaque) { 4157 + pix[rowPix] = r; 4158 + pix[rowPix + 1] = g; 4159 + pix[rowPix + 2] = b; 4160 + pix[rowPix + 3] = 255; 4161 + } else { 4162 + const a = (u * c1a + v * c2a + w * c3a) | 0; 4163 + if (a >= 254) { 4164 + pix[rowPix] = r; 4165 + pix[rowPix + 1] = g; 4166 + pix[rowPix + 2] = b; 4167 + pix[rowPix + 3] = 255; 4168 + } else if (a > 0) { 4169 + // Integer alpha blend: src*a/256 + dst*(256-a)/256. 4170 + const aa = a + 1; 4171 + const inv = 256 - a; 4172 + pix[rowPix] = (r * aa + pix[rowPix] * inv) >> 8; 4173 + pix[rowPix + 1] = (g * aa + pix[rowPix + 1] * inv) >> 8; 4174 + pix[rowPix + 2] = (b * aa + pix[rowPix + 2] * inv) >> 8; 4175 + const dstA = pix[rowPix + 3]; 4176 + pix[rowPix + 3] = dstA > a ? dstA : a; 4177 + } 4132 4178 } 4179 + if (hasDepth) depthBuffer[rowDep] = depth; 4180 + pixCount++; 4133 4181 } 4134 - 4135 - renderStats.pixelsDrawn++; 4136 - 4137 - // Interpolate colors using barycentric weights 4138 - const r = floor(u * color1[0] + v * color2[0] + w * color3[0]); 4139 - const g = floor(u * color1[1] + v * color2[1] + w * color3[1]); 4140 - const b = floor(u * color1[2] + v * color2[2] + w * color3[2]); 4141 - const a = floor(u * color1[3] + v * color2[3] + w * color3[3]); 4142 - 4143 - // Update depth buffer 4144 - if (depthBuffer.length > 0) { 4145 - depthBuffer[bufferIndex] = depth; 4146 - } 4147 - 4148 - // Set the interpolated color and draw the pixel 4149 - color(r, g, b, a); 4150 - point(x, y); 4182 + } else if (wasInside) { 4183 + // Convex triangle — once we've entered & left on this scanline we 4184 + // won't re-enter. Skip to next row. 4185 + break; 4151 4186 } 4187 + e1 += dE1dx; e2 += dE2dx; e3 += dE3dx; 4188 + rowPix += 4; 4189 + rowDep += 1; 4152 4190 } 4191 + e1Row += dE1dy; 4192 + e2Row += dE2dy; 4193 + e3Row += dE3dy; 4153 4194 } 4195 + renderStats.pixelsDrawn += pixCount; 4154 4196 } 4155 4197 4156 4198 // Helper: Subdivide a triangle if it's too large in screen space