diff options
| author | 3gg <3gg@shellblade.net> | 2025-11-16 18:23:37 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-11-16 18:23:37 -0800 |
| commit | 403730174aeaadcf7a8aad842bc5319050411ef9 (patch) | |
| tree | ca19383484d51593666fc8add3da2dd00098ef42 /src/swgfx.c | |
Diffstat (limited to 'src/swgfx.c')
| -rw-r--r-- | src/swgfx.c | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/src/swgfx.c b/src/swgfx.c new file mode 100644 index 0000000..772a691 --- /dev/null +++ b/src/swgfx.c | |||
| @@ -0,0 +1,390 @@ | |||
| 1 | /* | ||
| 2 | Matrices: | ||
| 3 | - Column-major math convention. | ||
| 4 | - Column-major memory storage. | ||
| 5 | |||
| 6 | Coordinate systems: | ||
| 7 | - Right-handed. | ||
| 8 | - NDC in [-1, +1]. | ||
| 9 | */ | ||
| 10 | #include <swgfx.h> | ||
| 11 | |||
| 12 | #include <assert.h> | ||
| 13 | #include <math.h> // sqrt | ||
| 14 | #include <stdint.h> | ||
| 15 | #include <stdlib.h> | ||
| 16 | #include <string.h> | ||
| 17 | |||
| 18 | static const sgVec3 Up3 = (sgVec3){0,1,0}; | ||
| 19 | |||
| 20 | typedef struct sgViewport_t { int x0, y0, width, height; } sgViewport_t; | ||
| 21 | typedef struct sgTri2 { sgVec2 p0, p1, p2; } sgTri2; | ||
| 22 | typedef struct sgAABB2 { sgVec2 pmin, pmax; } sgAABB2; | ||
| 23 | |||
| 24 | // Column-major math, column-major storage. | ||
| 25 | typedef struct sgMat4 { | ||
| 26 | R val[4][4]; // (col, row) | ||
| 27 | } sgMat4; | ||
| 28 | |||
| 29 | typedef struct swgfx { | ||
| 30 | sgVec2i dims; // Colour buffer dimensions. | ||
| 31 | sgPixel* colour; // Colour buffer. | ||
| 32 | sgViewport_t viewport; | ||
| 33 | sgMat4 view; // View matrix. | ||
| 34 | sgMat4 proj; // Projection matrix. | ||
| 35 | } swgfx; | ||
| 36 | |||
| 37 | static inline sgVec3 neg3(sgVec3 v) { return (sgVec3){-v.x, -v.y, -v.z}; } | ||
| 38 | |||
| 39 | static inline sgVec3 sub3(sgVec3 a, sgVec3 b) { | ||
| 40 | return (sgVec3){a.x - b.x, a.y - b.y, a.z - b.z}; | ||
| 41 | } | ||
| 42 | |||
| 43 | static inline sgVec3 cross3(sgVec3 a, sgVec3 b) { | ||
| 44 | return (sgVec3) { | ||
| 45 | a.y * b.z - a.z * b.y, | ||
| 46 | a.z * b.x - a.x * b.z, | ||
| 47 | a.x * b.y - a.y * b.x}; | ||
| 48 | } | ||
| 49 | |||
| 50 | static inline R normsq3(sgVec3 v) { return v.x * v.x + v.y * v.y + v.z * v.z; } | ||
| 51 | |||
| 52 | static inline R norm3(sgVec3 v) { return sqrt(normsq3(v)); } | ||
| 53 | |||
| 54 | static inline sgVec3 normalize3(sgVec3 v) { | ||
| 55 | const R n = norm3(v); | ||
| 56 | assert(n > 0); | ||
| 57 | return (sgVec3){v.x / n, v.y / n, v.z / n}; | ||
| 58 | } | ||
| 59 | |||
| 60 | static inline sgMat4 Mat4( | ||
| 61 | R m00, R m01, R m02, R m03, // v0.x v1.x v2.x v3.x | ||
| 62 | R m10, R m11, R m12, R m13, // v0.y v1.y v2.y v3.y | ||
| 63 | R m20, R m21, R m22, R m23, // v0.z v1.z v2.z v3.z | ||
| 64 | R m30, R m31, R m32, R m33) { // v0.w v1.w v2.w v3.w | ||
| 65 | return (sgMat4) { | ||
| 66 | .val = {{m00, m10, m20, m30}, // col 0 | ||
| 67 | {m01, m11, m21, m31}, // col 1 | ||
| 68 | {m02, m12, m22, m32}, // col 2 | ||
| 69 | {m03, m13, m23, m33}}}; // col 3 | ||
| 70 | } | ||
| 71 | |||
| 72 | static inline sgMat4 Mat4FromVec3(sgVec3 right, sgVec3 up, sgVec3 forward, sgVec3 position) { | ||
| 73 | return Mat4( | ||
| 74 | right.x, up.x, forward.x, position.x, | ||
| 75 | right.y, up.y, forward.y, position.y, | ||
| 76 | right.z, up.z, forward.z, position.z, | ||
| 77 | 0, 0, 0, 1); | ||
| 78 | } | ||
| 79 | |||
| 80 | static inline R Mat4At(sgMat4 m, int row, int col) { return m.val[col][row]; } | ||
| 81 | |||
| 82 | static inline sgMat4 Mat4Mul(sgMat4 A, sgMat4 B) { | ||
| 83 | R m00 = Mat4At(A, 0, 0) * Mat4At(B, 0, 0) + | ||
| 84 | Mat4At(A, 0, 1) * Mat4At(B, 1, 0) + | ||
| 85 | Mat4At(A, 0, 2) * Mat4At(B, 2, 0) + | ||
| 86 | Mat4At(A, 0, 3) * Mat4At(B, 3, 0); | ||
| 87 | R m01 = Mat4At(A, 0, 0) * Mat4At(B, 0, 1) + | ||
| 88 | Mat4At(A, 0, 1) * Mat4At(B, 1, 1) + | ||
| 89 | Mat4At(A, 0, 2) * Mat4At(B, 2, 1) + | ||
| 90 | Mat4At(A, 0, 3) * Mat4At(B, 3, 1); | ||
| 91 | R m02 = Mat4At(A, 0, 0) * Mat4At(B, 0, 2) + | ||
| 92 | Mat4At(A, 0, 1) * Mat4At(B, 1, 2) + | ||
| 93 | Mat4At(A, 0, 2) * Mat4At(B, 2, 2) + | ||
| 94 | Mat4At(A, 0, 3) * Mat4At(B, 3, 2); | ||
| 95 | R m03 = Mat4At(A, 0, 0) * Mat4At(B, 0, 3) + | ||
| 96 | Mat4At(A, 0, 1) * Mat4At(B, 1, 3) + | ||
| 97 | Mat4At(A, 0, 2) * Mat4At(B, 2, 3) + | ||
| 98 | Mat4At(A, 0, 3) * Mat4At(B, 3, 3); | ||
| 99 | |||
| 100 | R m10 = Mat4At(A, 1, 0) * Mat4At(B, 0, 0) + | ||
| 101 | Mat4At(A, 1, 1) * Mat4At(B, 1, 0) + | ||
| 102 | Mat4At(A, 1, 2) * Mat4At(B, 2, 0) + | ||
| 103 | Mat4At(A, 1, 3) * Mat4At(B, 3, 0); | ||
| 104 | R m11 = Mat4At(A, 1, 0) * Mat4At(B, 0, 1) + | ||
| 105 | Mat4At(A, 1, 1) * Mat4At(B, 1, 1) + | ||
| 106 | Mat4At(A, 1, 2) * Mat4At(B, 2, 1) + | ||
| 107 | Mat4At(A, 1, 3) * Mat4At(B, 3, 1); | ||
| 108 | R m12 = Mat4At(A, 1, 0) * Mat4At(B, 0, 2) + | ||
| 109 | Mat4At(A, 1, 1) * Mat4At(B, 1, 2) + | ||
| 110 | Mat4At(A, 1, 2) * Mat4At(B, 2, 2) + | ||
| 111 | Mat4At(A, 1, 3) * Mat4At(B, 3, 2); | ||
| 112 | R m13 = Mat4At(A, 1, 0) * Mat4At(B, 0, 3) + | ||
| 113 | Mat4At(A, 1, 1) * Mat4At(B, 1, 3) + | ||
| 114 | Mat4At(A, 1, 2) * Mat4At(B, 2, 3) + | ||
| 115 | Mat4At(A, 1, 3) * Mat4At(B, 3, 3); | ||
| 116 | |||
| 117 | R m20 = Mat4At(A, 2, 0) * Mat4At(B, 0, 0) + | ||
| 118 | Mat4At(A, 2, 1) * Mat4At(B, 1, 0) + | ||
| 119 | Mat4At(A, 2, 2) * Mat4At(B, 2, 0) + | ||
| 120 | Mat4At(A, 2, 3) * Mat4At(B, 3, 0); | ||
| 121 | R m21 = Mat4At(A, 2, 0) * Mat4At(B, 0, 1) + | ||
| 122 | Mat4At(A, 2, 1) * Mat4At(B, 1, 1) + | ||
| 123 | Mat4At(A, 2, 2) * Mat4At(B, 2, 1) + | ||
| 124 | Mat4At(A, 2, 3) * Mat4At(B, 3, 1); | ||
| 125 | R m22 = Mat4At(A, 2, 0) * Mat4At(B, 0, 2) + | ||
| 126 | Mat4At(A, 2, 1) * Mat4At(B, 1, 2) + | ||
| 127 | Mat4At(A, 2, 2) * Mat4At(B, 2, 2) + | ||
| 128 | Mat4At(A, 2, 3) * Mat4At(B, 3, 2); | ||
| 129 | R m23 = Mat4At(A, 2, 0) * Mat4At(B, 0, 3) + | ||
| 130 | Mat4At(A, 2, 1) * Mat4At(B, 1, 3) + | ||
| 131 | Mat4At(A, 2, 2) * Mat4At(B, 2, 3) + | ||
| 132 | Mat4At(A, 2, 3) * Mat4At(B, 3, 3); | ||
| 133 | |||
| 134 | R m30 = Mat4At(A, 3, 0) * Mat4At(B, 0, 0) + | ||
| 135 | Mat4At(A, 3, 1) * Mat4At(B, 1, 0) + | ||
| 136 | Mat4At(A, 3, 2) * Mat4At(B, 2, 0) + | ||
| 137 | Mat4At(A, 3, 3) * Mat4At(B, 3, 0); | ||
| 138 | R m31 = Mat4At(A, 3, 0) * Mat4At(B, 0, 1) + | ||
| 139 | Mat4At(A, 3, 1) * Mat4At(B, 1, 1) + | ||
| 140 | Mat4At(A, 3, 2) * Mat4At(B, 2, 1) + | ||
| 141 | Mat4At(A, 3, 3) * Mat4At(B, 3, 1); | ||
| 142 | R m32 = Mat4At(A, 3, 0) * Mat4At(B, 0, 2) + | ||
| 143 | Mat4At(A, 3, 1) * Mat4At(B, 1, 2) + | ||
| 144 | Mat4At(A, 3, 2) * Mat4At(B, 2, 2) + | ||
| 145 | Mat4At(A, 3, 3) * Mat4At(B, 3, 2); | ||
| 146 | R m33 = Mat4At(A, 3, 0) * Mat4At(B, 0, 3) + | ||
| 147 | Mat4At(A, 3, 1) * Mat4At(B, 1, 3) + | ||
| 148 | Mat4At(A, 3, 2) * Mat4At(B, 2, 3) + | ||
| 149 | Mat4At(A, 3, 3) * Mat4At(B, 3, 3); | ||
| 150 | |||
| 151 | return Mat4( | ||
| 152 | m00, m01, m02, m03, | ||
| 153 | m10, m11, m12, m13, | ||
| 154 | m20, m21, m22, m23, | ||
| 155 | m30, m31, m32, m33); | ||
| 156 | } | ||
| 157 | |||
| 158 | static inline sgVec3 Mat4MulVec3(sgMat4 m, sgVec3 v, R w) { | ||
| 159 | return (sgVec3) { | ||
| 160 | .x = Mat4At(m, 0, 0) * v.x + Mat4At(m, 0, 1) * v.y + Mat4At(m, 0, 2) * v.z + Mat4At(m, 0, 3) * w, | ||
| 161 | .y = Mat4At(m, 1, 0) * v.x + Mat4At(m, 1, 1) * v.y + Mat4At(m, 1, 2) * v.z + Mat4At(m, 1, 3) * w, | ||
| 162 | .z = Mat4At(m, 2, 0) * v.x + Mat4At(m, 2, 1) * v.y + Mat4At(m, 2, 2) * v.z + Mat4At(m, 2, 3) * w}; | ||
| 163 | } | ||
| 164 | |||
| 165 | static inline sgMat4 Mat4Look(sgVec3 position, sgVec3 forward, sgVec3 up) { | ||
| 166 | const sgVec3 right = normalize3(cross3(forward, up)); | ||
| 167 | up = normalize3(cross3(right, forward)); | ||
| 168 | return Mat4FromVec3(right, up, neg3(forward), position); | ||
| 169 | } | ||
| 170 | |||
| 171 | static inline sgMat4 Mat4Perspective(R fovy, R aspect, R near, R far) { | ||
| 172 | R f = tan(fovy / 2.0); | ||
| 173 | assert(f > 0.0); | ||
| 174 | f = 1.0 / f; | ||
| 175 | const R a = near - far; | ||
| 176 | return Mat4( | ||
| 177 | f / aspect, 0, 0, 0, | ||
| 178 | 0, f, 0, 0, | ||
| 179 | 0, 0, (far + near) / a, (2 * far * near / a), | ||
| 180 | 0, 0, -1, 0); | ||
| 181 | } | ||
| 182 | |||
| 183 | static inline sgPixel* PixelRow(sgPixel* image, int width, int y) { | ||
| 184 | return image + (y * width); | ||
| 185 | } | ||
| 186 | |||
| 187 | static inline sgPixel* Pixel(sgPixel* image, int width, int x, int y) { | ||
| 188 | return image + (y * width) + x; | ||
| 189 | } | ||
| 190 | |||
| 191 | #define XY(X,Y) Pixel(gfx->colour, gfx->dims.x, X, Y) | ||
| 192 | |||
| 193 | static inline R rmin(R a, R b) { return (a <= b) ? a : b; } | ||
| 194 | static inline R rmax(R a, R b) { return (a >= b) ? a : b; } | ||
| 195 | |||
| 196 | static inline sgVec2 min2(sgVec2 a, sgVec2 b) { | ||
| 197 | return (sgVec2){.x = rmin(a.x, b.x), .y = rmin(a.y, b.y) }; | ||
| 198 | } | ||
| 199 | |||
| 200 | static inline sgVec2 max2(sgVec2 a, sgVec2 b) { | ||
| 201 | return (sgVec2){.x = rmax(a.x, b.x), .y = rmax(a.y, b.y) }; | ||
| 202 | } | ||
| 203 | |||
| 204 | static inline sgAABB2 TriangleAabb2(const sgTri2 tri) { | ||
| 205 | return (sgAABB2){.pmin = min2(min2(tri.p0, tri.p1), tri.p2), | ||
| 206 | .pmax = max2(max2(tri.p0, tri.p1), tri.p2)}; | ||
| 207 | } | ||
| 208 | |||
| 209 | static inline R f(sgVec2 a, sgVec2 b, sgVec2 p) { | ||
| 210 | return (a.y - b.y)*p.x + (b.x - a.x)*p.y + a.x*b.y - b.x*a.y; | ||
| 211 | } | ||
| 212 | |||
| 213 | static inline sgVec3 Barycentric(const sgTri2 tri, sgVec2 p) { | ||
| 214 | // There is no need to compute the third coordinate explicitly: a + b + c = 1. | ||
| 215 | // But this results in a worse rasterization of the triangle along one of the edges. | ||
| 216 | // It seems we can patch it with a small epsilon, though. | ||
| 217 | // --- | ||
| 218 | // Division by zero is only possible if the triangle has zero area. | ||
| 219 | /*return (sgVec3){ | ||
| 220 | f(tri.p1, tri.p2, p) / f(tri.p1, tri.p2, tri.p0), | ||
| 221 | f(tri.p2, tri.p0, p) / f(tri.p2, tri.p0, tri.p1), | ||
| 222 | f(tri.p0, tri.p1, p) / f(tri.p0, tri.p1, tri.p2)};*/ | ||
| 223 | const R b = f(tri.p0, tri.p2, p) / f(tri.p0, tri.p2, tri.p1); | ||
| 224 | const R c = f(tri.p0, tri.p1, p) / f(tri.p0, tri.p1, tri.p2); | ||
| 225 | const R a = /*f(tri.p1, tri.p2, p) / f(tri.p1, tri.p2, tri.p0);*/1 - b - c - 1e-7; | ||
| 226 | return (sgVec3){a,b,c}; | ||
| 227 | } | ||
| 228 | |||
| 229 | #define is_pow2_or_0(X) ((X & (X - 1)) == 0) | ||
| 230 | |||
| 231 | static size_t align(size_t size) { | ||
| 232 | static_assert(is_pow2_or_0(SG_ALIGN)); | ||
| 233 | constexpr size_t mask = SG_ALIGN - 1; | ||
| 234 | return (size + mask) & (~mask); | ||
| 235 | } | ||
| 236 | |||
| 237 | void* sgAlloc(size_t count, size_t size) { | ||
| 238 | const size_t total = align(count * size); | ||
| 239 | void* const ptr = aligned_alloc(SG_ALIGN, total); | ||
| 240 | memset(ptr, 0, total); | ||
| 241 | return ptr; | ||
| 242 | } | ||
| 243 | |||
| 244 | void sgFree(void** pp) { | ||
| 245 | assert(pp); | ||
| 246 | if (*pp) { | ||
| 247 | free(*pp); | ||
| 248 | *pp = nullptr; | ||
| 249 | } | ||
| 250 | } | ||
| 251 | |||
| 252 | swgfx* sgNew() { | ||
| 253 | swgfx* gfx = SG_ALIGN_ALLOC(1, swgfx); | ||
| 254 | return gfx; | ||
| 255 | } | ||
| 256 | |||
| 257 | void sgDel(swgfx** ppSwgfx) { | ||
| 258 | assert(ppSwgfx); | ||
| 259 | if (*ppSwgfx) { | ||
| 260 | free(*ppSwgfx); | ||
| 261 | *ppSwgfx = 0; | ||
| 262 | } | ||
| 263 | } | ||
| 264 | |||
| 265 | void sgColourBuffer(swgfx* gfx, sgVec2i dimensions, sgPixel* buffer) { | ||
| 266 | assert(gfx); | ||
| 267 | gfx->dims = dimensions; | ||
| 268 | gfx->colour = buffer; | ||
| 269 | } | ||
| 270 | |||
| 271 | void sgPresent(swgfx* gfx, sgVec2i dimensions, sgPixel* screen) { | ||
| 272 | assert(gfx); | ||
| 273 | assert(screen); | ||
| 274 | // Integer scaling only. | ||
| 275 | assert((dimensions.x % gfx->dims.x) == 0); | ||
| 276 | assert((dimensions.y % gfx->dims.y) == 0); | ||
| 277 | |||
| 278 | const int sx = dimensions.x / gfx->dims.x; | ||
| 279 | const int sy = dimensions.y / gfx->dims.y; | ||
| 280 | |||
| 281 | const sgPixel* src = gfx->colour; | ||
| 282 | sgPixel* dst = screen; | ||
| 283 | |||
| 284 | // Replicate each row 'sy' times. | ||
| 285 | for (int y = 0; y < gfx->dims.y; ++y, src += gfx->dims.x) { | ||
| 286 | for (int yy = y*sy; yy < (y+1)*sy; ++yy) { | ||
| 287 | // Replicate each column 'sx' times. | ||
| 288 | const sgPixel* src_col = src; | ||
| 289 | for (int x = 0; x < gfx->dims.x; ++x, ++src_col) { | ||
| 290 | for (int xx = x*sx; xx < (x+1)*sx; ++xx, ++dst) { | ||
| 291 | *dst = *src_col; | ||
| 292 | } | ||
| 293 | } | ||
| 294 | } | ||
| 295 | } | ||
| 296 | } | ||
| 297 | |||
| 298 | void sgCam(swgfx* gfx, sgVec3 position, sgVec3 forward) { | ||
| 299 | assert(gfx); | ||
| 300 | gfx->view = Mat4Look(position, forward, Up3); | ||
| 301 | } | ||
| 302 | |||
| 303 | void sgPerspective(swgfx* gfx, R fovy, R aspect, R near, R far) { | ||
| 304 | assert(gfx); | ||
| 305 | gfx->proj = Mat4Perspective(fovy, aspect, near, far); | ||
| 306 | } | ||
| 307 | |||
| 308 | void sgViewport(swgfx* gfx, int x0, int y0, int width, int height) { | ||
| 309 | assert(gfx); | ||
| 310 | gfx->viewport = (sgViewport_t){x0, y0, width, height}; | ||
| 311 | } | ||
| 312 | |||
| 313 | void sgClear(swgfx* gfx) { | ||
| 314 | assert(gfx); | ||
| 315 | memset(gfx->colour, 0, gfx->dims.x * gfx->dims.y * sizeof(sgPixel)); | ||
| 316 | } | ||
| 317 | |||
| 318 | void sgPixels(swgfx* gfx, size_t count, const sgVec2i* positions, sgPixel colour) { | ||
| 319 | assert(gfx); | ||
| 320 | for (size_t i = 0; i < count; ++i) { | ||
| 321 | const sgVec2i p = positions[i]; | ||
| 322 | *XY(p.x, p.y) = colour; | ||
| 323 | } | ||
| 324 | } | ||
| 325 | |||
| 326 | static void DrawTriangle2(swgfx* gfx, const sgTri2* tri) { | ||
| 327 | assert(gfx); | ||
| 328 | assert(tri); | ||
| 329 | const sgAABB2 bbox = TriangleAabb2(*tri); | ||
| 330 | for (int y = bbox.pmin.y; y <= bbox.pmax.y; ++y) { | ||
| 331 | for (int x = bbox.pmin.x; x <= bbox.pmax.x; ++x) { | ||
| 332 | const sgVec2 p = (sgVec2){x, y}; | ||
| 333 | // TODO: there is an incremental optimization to computing barycentric coordinates; | ||
| 334 | // read more about it. | ||
| 335 | const sgVec3 bar = Barycentric(*tri, p); | ||
| 336 | // We need to check the third coordinate. | ||
| 337 | // a + b + c = 1 | ||
| 338 | // So, e.g., if a > 0 and b > 0, then we have c < 1, but we could also have c < 0. | ||
| 339 | // In the case c < 0, then point is outside the triangle. | ||
| 340 | if ((bar.x > 0) && (bar.y > 0) && (bar.z > 0)) { | ||
| 341 | const sgVec2i pi = (sgVec2i){(int)x, (int)y}; | ||
| 342 | sgPixels(gfx, 1, &pi, (sgPixel){255, 255, 255, 255}); | ||
| 343 | } | ||
| 344 | } | ||
| 345 | } | ||
| 346 | } | ||
| 347 | |||
| 348 | // TODO: DrawTriangle3 with clipping. Leave DrawTriangle2 to not clip for | ||
| 349 | // performance; assume that 2D triangles are within bounds. | ||
| 350 | // TODO: If the triangle is out of bounds, skip entirely. | ||
| 351 | // TODO: Otherwise, rasterize the triangle the simple way and check whether each | ||
| 352 | // individual pixel is within bounds; do not explicitly clip the triangle. | ||
| 353 | // TODO: Actually, I think we can just clip the triangle's AABB and then walk | ||
| 354 | // over those pixels instead of checking every individual pixel in the | ||
| 355 | // non-clipped AABB. Edit: I think this doesn't work; draw it and you'll | ||
| 356 | // see. Some pixels that should be rasterized will fall out of the clipped | ||
| 357 | // AABB. | ||
| 358 | |||
| 359 | void sgTriangles2(swgfx* gfx, size_t count, const sgTri2* tris) { | ||
| 360 | assert(gfx); | ||
| 361 | for (size_t i = 0; i < count; ++i) { | ||
| 362 | DrawTriangle2(gfx, &tris[i]); | ||
| 363 | } | ||
| 364 | } | ||
| 365 | |||
| 366 | void sgTriangles(swgfx* gfx, size_t count, const sgTri3* tris, const sgNormal*) { | ||
| 367 | assert(gfx); | ||
| 368 | for (size_t i = 0; i < count; ++i) { | ||
| 369 | // Ignore projection matrix for now. Rasterize 2D triangles. | ||
| 370 | const sgTri3* tri3 = &tris[i]; | ||
| 371 | const sgTri2 tri2 = (sgTri2) { | ||
| 372 | .p0 = (sgVec2){tri3->p0.x, tri3->p0.y}, | ||
| 373 | .p1 = (sgVec2){tri3->p1.x, tri3->p1.y}, | ||
| 374 | .p2 = (sgVec2){tri3->p2.x, tri3->p2.y}, | ||
| 375 | }; | ||
| 376 | DrawTriangle2(gfx, &tri2); | ||
| 377 | } | ||
| 378 | } | ||
| 379 | |||
| 380 | static inline void AssertViewportWithinBuffer(swgfx* gfx) { | ||
| 381 | assert(gfx); | ||
| 382 | const sgViewport_t vp = gfx->viewport; | ||
| 383 | assert((vp.x0 + vp.width) <= gfx->dims.x); | ||
| 384 | assert((vp.y0 + vp.height) <= gfx->dims.y); | ||
| 385 | } | ||
| 386 | |||
| 387 | void sgCheck(swgfx* gfx) { | ||
| 388 | assert(gfx); | ||
| 389 | AssertViewportWithinBuffer(gfx); | ||
| 390 | } | ||
