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/*
Matrices:
- Column-major math convention.
- Column-major memory storage.
Coordinate systems:
- Right-handed.
- NDC in [-1, +1].
- Viewport goes up and to the right.
- Window goes down and to the right.
- (x,y) is the center of a pixel.
- Top-left: (x - 1/2, y - 1/2)
- Bottom-right: (x + 1/2, y + 1/2)
*/
#include <swgfx.h>
#include <assert.h>
#include <math.h> // sqrt
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
static constexpr sgVec3 Up3 = (sgVec3){0,1,0};
typedef struct sgViewport_t { int x0, y0, width, height; } sgViewport_t;
typedef struct sgTri2 { sgVec2 p0, p1, p2; } sgTri2;
typedef struct sgAABB2 { sgVec2 pmin, pmax; } sgAABB2;
// Column-major math, column-major storage.
typedef struct sgMat4 {
R val[4][4]; // (col, row)
} sgMat4;
typedef struct swgfx {
sgVec2i dims; // Colour buffer dimensions.
sgPixel* colour; // Colour buffer.
sgViewport_t viewport;
sgMat4 model; // Model matrix.
sgMat4 view; // View matrix.
sgMat4 proj; // Projection matrix.
// Pre-multiplied matrices.
// The model matrix changes once per object, more frequently than view or
// projection. View and projection are expected to change infrequently, maybe
// once per frame.
// Make it so that changing the model matrix only requires one matrix
// multiplication (mvp = model * viewProj) and not two (mvp = model * view * projection)
// before rendering the model's triangles.
sgMat4 viewProj; // View-projection matrix.
sgMat4 mvp; // Model-view-projection matrix.
} swgfx;
static inline sgVec3 neg3(sgVec3 v) { return (sgVec3){-v.x, -v.y, -v.z}; }
static inline sgVec3 sub3(sgVec3 a, sgVec3 b) {
return (sgVec3){a.x - b.x, a.y - b.y, a.z - b.z};
}
static inline R dot3(sgVec3 a, sgVec3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static inline sgVec3 cross3(sgVec3 a, sgVec3 b) {
return (sgVec3) {
a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x};
}
static inline R normsq3(sgVec3 v) { return v.x * v.x + v.y * v.y + v.z * v.z; }
static inline R norm3 (sgVec3 v) { return (R)sqrt(normsq3(v)); }
static inline sgVec3 normalize3(sgVec3 v) {
const R n = norm3(v);
assert(n > 0);
return (sgVec3){v.x / n, v.y / n, v.z / n};
}
static inline sgVec4 Vec4FromVec3(sgVec3 v, R w) {
return (sgVec4){v.x, v.y, v.z, w};
}
static inline sgMat4 Mat4(
R m00, R m01, R m02, R m03, // v0.x v1.x v2.x v3.x
R m10, R m11, R m12, R m13, // v0.y v1.y v2.y v3.y
R m20, R m21, R m22, R m23, // v0.z v1.z v2.z v3.z
R m30, R m31, R m32, R m33) { // v0.w v1.w v2.w v3.w
return (sgMat4) {
.val = {{m00, m10, m20, m30}, // col 0
{m01, m11, m21, m31}, // col 1
{m02, m12, m22, m32}, // col 2
{m03, m13, m23, m33}}}; // col 3
}
static inline sgMat4 Mat4FromVec3(sgVec3 right, sgVec3 up, sgVec3 forward, sgVec3 position) {
return Mat4(
right.x, up.x, forward.x, position.x,
right.y, up.y, forward.y, position.y,
right.z, up.z, forward.z, position.z,
0, 0, 0, 1);
}
static inline R Mat4At(sgMat4 m, int row, int col) { return m.val[col][row]; }
static inline sgVec3 Mat4v0(sgMat4 m) { return *((sgVec3*)m.val[0]); }
static inline sgVec3 Mat4v1(sgMat4 m) { return *((sgVec3*)m.val[1]); }
static inline sgVec3 Mat4v2(sgMat4 m) { return *((sgVec3*)m.val[2]); }
static inline sgVec3 Mat4v3(sgMat4 m) { return *((sgVec3*)m.val[3]); }
static inline sgMat4 Mat4Mul(sgMat4 A, sgMat4 B) {
R m00 = Mat4At(A, 0, 0) * Mat4At(B, 0, 0) +
Mat4At(A, 0, 1) * Mat4At(B, 1, 0) +
Mat4At(A, 0, 2) * Mat4At(B, 2, 0) +
Mat4At(A, 0, 3) * Mat4At(B, 3, 0);
R m01 = Mat4At(A, 0, 0) * Mat4At(B, 0, 1) +
Mat4At(A, 0, 1) * Mat4At(B, 1, 1) +
Mat4At(A, 0, 2) * Mat4At(B, 2, 1) +
Mat4At(A, 0, 3) * Mat4At(B, 3, 1);
R m02 = Mat4At(A, 0, 0) * Mat4At(B, 0, 2) +
Mat4At(A, 0, 1) * Mat4At(B, 1, 2) +
Mat4At(A, 0, 2) * Mat4At(B, 2, 2) +
Mat4At(A, 0, 3) * Mat4At(B, 3, 2);
R m03 = Mat4At(A, 0, 0) * Mat4At(B, 0, 3) +
Mat4At(A, 0, 1) * Mat4At(B, 1, 3) +
Mat4At(A, 0, 2) * Mat4At(B, 2, 3) +
Mat4At(A, 0, 3) * Mat4At(B, 3, 3);
R m10 = Mat4At(A, 1, 0) * Mat4At(B, 0, 0) +
Mat4At(A, 1, 1) * Mat4At(B, 1, 0) +
Mat4At(A, 1, 2) * Mat4At(B, 2, 0) +
Mat4At(A, 1, 3) * Mat4At(B, 3, 0);
R m11 = Mat4At(A, 1, 0) * Mat4At(B, 0, 1) +
Mat4At(A, 1, 1) * Mat4At(B, 1, 1) +
Mat4At(A, 1, 2) * Mat4At(B, 2, 1) +
Mat4At(A, 1, 3) * Mat4At(B, 3, 1);
R m12 = Mat4At(A, 1, 0) * Mat4At(B, 0, 2) +
Mat4At(A, 1, 1) * Mat4At(B, 1, 2) +
Mat4At(A, 1, 2) * Mat4At(B, 2, 2) +
Mat4At(A, 1, 3) * Mat4At(B, 3, 2);
R m13 = Mat4At(A, 1, 0) * Mat4At(B, 0, 3) +
Mat4At(A, 1, 1) * Mat4At(B, 1, 3) +
Mat4At(A, 1, 2) * Mat4At(B, 2, 3) +
Mat4At(A, 1, 3) * Mat4At(B, 3, 3);
R m20 = Mat4At(A, 2, 0) * Mat4At(B, 0, 0) +
Mat4At(A, 2, 1) * Mat4At(B, 1, 0) +
Mat4At(A, 2, 2) * Mat4At(B, 2, 0) +
Mat4At(A, 2, 3) * Mat4At(B, 3, 0);
R m21 = Mat4At(A, 2, 0) * Mat4At(B, 0, 1) +
Mat4At(A, 2, 1) * Mat4At(B, 1, 1) +
Mat4At(A, 2, 2) * Mat4At(B, 2, 1) +
Mat4At(A, 2, 3) * Mat4At(B, 3, 1);
R m22 = Mat4At(A, 2, 0) * Mat4At(B, 0, 2) +
Mat4At(A, 2, 1) * Mat4At(B, 1, 2) +
Mat4At(A, 2, 2) * Mat4At(B, 2, 2) +
Mat4At(A, 2, 3) * Mat4At(B, 3, 2);
R m23 = Mat4At(A, 2, 0) * Mat4At(B, 0, 3) +
Mat4At(A, 2, 1) * Mat4At(B, 1, 3) +
Mat4At(A, 2, 2) * Mat4At(B, 2, 3) +
Mat4At(A, 2, 3) * Mat4At(B, 3, 3);
R m30 = Mat4At(A, 3, 0) * Mat4At(B, 0, 0) +
Mat4At(A, 3, 1) * Mat4At(B, 1, 0) +
Mat4At(A, 3, 2) * Mat4At(B, 2, 0) +
Mat4At(A, 3, 3) * Mat4At(B, 3, 0);
R m31 = Mat4At(A, 3, 0) * Mat4At(B, 0, 1) +
Mat4At(A, 3, 1) * Mat4At(B, 1, 1) +
Mat4At(A, 3, 2) * Mat4At(B, 2, 1) +
Mat4At(A, 3, 3) * Mat4At(B, 3, 1);
R m32 = Mat4At(A, 3, 0) * Mat4At(B, 0, 2) +
Mat4At(A, 3, 1) * Mat4At(B, 1, 2) +
Mat4At(A, 3, 2) * Mat4At(B, 2, 2) +
Mat4At(A, 3, 3) * Mat4At(B, 3, 2);
R m33 = Mat4At(A, 3, 0) * Mat4At(B, 0, 3) +
Mat4At(A, 3, 1) * Mat4At(B, 1, 3) +
Mat4At(A, 3, 2) * Mat4At(B, 2, 3) +
Mat4At(A, 3, 3) * Mat4At(B, 3, 3);
return Mat4(
m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
m30, m31, m32, m33);
}
static inline sgVec3 Mat4MulVec3(sgMat4 m, sgVec3 v, R w) {
return (sgVec3) {
.x = Mat4At(m, 0, 0) * v.x + Mat4At(m, 0, 1) * v.y + Mat4At(m, 0, 2) * v.z + Mat4At(m, 0, 3) * w,
.y = Mat4At(m, 1, 0) * v.x + Mat4At(m, 1, 1) * v.y + Mat4At(m, 1, 2) * v.z + Mat4At(m, 1, 3) * w,
.z = Mat4At(m, 2, 0) * v.x + Mat4At(m, 2, 1) * v.y + Mat4At(m, 2, 2) * v.z + Mat4At(m, 2, 3) * w};
}
static inline sgVec4 Mat4MulVec4(sgMat4 m, sgVec4 v) {
sgVec4 u;
u.x = Mat4At(m, 0, 0) * v.x + Mat4At(m, 0, 1) * v.y +
Mat4At(m, 0, 2) * v.z + Mat4At(m, 0, 3) * v.w;
u.y = Mat4At(m, 1, 0) * v.x + Mat4At(m, 1, 1) * v.y +
Mat4At(m, 1, 2) * v.z + Mat4At(m, 1, 3) * v.w;
u.z = Mat4At(m, 2, 0) * v.x + Mat4At(m, 2, 1) * v.y +
Mat4At(m, 2, 2) * v.z + Mat4At(m, 2, 3) * v.w;
u.w = Mat4At(m, 3, 0) * v.x + Mat4At(m, 3, 1) * v.y +
Mat4At(m, 3, 2) * v.z + Mat4At(m, 3, 3) * v.w;
return u;
}
static inline sgMat4 Mat4InverseTransform(sgMat4 m) {
const sgVec3 r = Mat4v0(m);
const sgVec3 u = Mat4v1(m);
const sgVec3 f = Mat4v2(m);
const sgVec3 t = Mat4v3(m);
return Mat4(
r.x, r.y, r.z, -dot3(r, t),
u.x, u.y, u.z, -dot3(u, t),
f.x, f.y, f.z, -dot3(f, t),
0.f, 0.f, 0.f, 1.f);
}
static inline sgMat4 Mat4Look(sgVec3 position, sgVec3 forward, sgVec3 up) {
const sgVec3 right = normalize3(cross3(forward, up));
up = normalize3(cross3(right, forward));
return Mat4FromVec3(right, up, neg3(forward), position);
}
static inline sgMat4 Mat4Perspective(R fovy, R aspect, R near, R far) {
R f = (R)tan(fovy / 2.0);
assert(f > 0.0);
f = 1.f / f;
const R a = near - far;
return Mat4(
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (far + near) / a, (2 * far * near / a),
0, 0, -1, 0);
}
#ifndef _NDEBUG
static bool InBounds(int width, int height, sgVec2i p) {
return (0 <= p.x) && (p.x < width) &&
(0 <= p.y) && (p.y < height);
}
#endif // _NDEBUG
static inline sgPixel* Pixel(sgPixel* image, int width, int height, int x, int y) {
assert(InBounds(width, height, (sgVec2i){x,y}));
return image + (y * width) + x;
}
static inline R rmin(R a, R b) { return (a <= b) ? a : b; }
static inline R rmax(R a, R b) { return (a >= b) ? a : b; }
static inline int imin(int a, int b) { return (a <= b) ? a : b; }
static inline int imax(int a, int b) { return (a >= b) ? a : b; }
static inline sgVec2 min2(sgVec2 a, sgVec2 b) {
return (sgVec2){.x = rmin(a.x, b.x), .y = rmin(a.y, b.y) };
}
static inline sgVec2 max2(sgVec2 a, sgVec2 b) {
return (sgVec2){.x = rmax(a.x, b.x), .y = rmax(a.y, b.y) };
}
static inline sgVec2i min2i(sgVec2i a, sgVec2i b) {
return (sgVec2i){.x = imin(a.x, b.x), .y = imin(a.y, b.y) };
}
static inline sgVec2i max2i(sgVec2i a, sgVec2i b) {
return (sgVec2i){.x = imax(a.x, b.x), .y = imax(a.y, b.y) };
}
static inline sgAABB2 TriangleAabb2(const sgTri2 tri) {
return (sgAABB2){.pmin = min2(min2(tri.p0, tri.p1), tri.p2),
.pmax = max2(max2(tri.p0, tri.p1), tri.p2)};
}
static inline sgVec2i Clip(const swgfx* gfx, const sgVec2i p) {
assert(gfx);
constexpr sgVec2i lower = (sgVec2i){0,0};
const sgVec2i upper = (sgVec2i){gfx->viewport.width - 1,
gfx->viewport.height - 1};
return max2i(lower, min2i(upper, p));
}
static inline R f(sgVec2 a, sgVec2 b, sgVec2 p) {
return (a.y - b.y)*p.x + (b.x - a.x)*p.y + a.x*b.y - b.x*a.y;
}
static inline sgVec3 Barycentric(const sgTri2 tri, sgVec2 p) {
// There is no need to compute the third coordinate explicitly: a + b + c = 1.
// But this results in a worse rasterization of the triangle along one of the edges.
// It seems we can patch it with a small epsilon, though.
// ---
// Division by zero is only possible if the triangle has zero area.
/*return (sgVec3){
f(tri.p1, tri.p2, p) / f(tri.p1, tri.p2, tri.p0),
f(tri.p2, tri.p0, p) / f(tri.p2, tri.p0, tri.p1),
f(tri.p0, tri.p1, p) / f(tri.p0, tri.p1, tri.p2)};*/
const R b = f(tri.p0, tri.p2, p) / f(tri.p0, tri.p2, tri.p1);
const R c = f(tri.p0, tri.p1, p) / f(tri.p0, tri.p1, tri.p2);
const R a = /*f(tri.p1, tri.p2, p) / f(tri.p1, tri.p2, tri.p0);*/1.f - b - c - (R)1e-7;
return (sgVec3){a,b,c};
}
static void DrawTriangle2(swgfx* gfx, const sgTri2* tri) {
assert(gfx);
assert(tri);
const sgAABB2 bbox = TriangleAabb2(*tri);
// We consider (x,y) to be the pixel center.
// Draw all pixels touched by the bounding box. TODO: Multi-sampling.
sgVec2i pmin = (sgVec2i){(int)bbox.pmin.x, (int)bbox.pmin.y};
sgVec2i pmax = (sgVec2i){(int)(bbox.pmax.x + 0.5f), (int)(bbox.pmax.y + 0.5f)};
// Clip to screen space.
pmin = Clip(gfx, pmin);
pmax = Clip(gfx, pmax);
// Draw.
for (int y = pmin.y; y <= pmax.y; ++y) {
for (int x = pmin.x; x <= pmax.x; ++x) {
const sgVec2 p = (sgVec2){(R)x, (R)y};
// TODO: there is an incremental optimization to computing barycentric coordinates;
// read more about it.
const sgVec3 bar = Barycentric(*tri, p);
// We need to check the third coordinate.
// a + b + c = 1
// So, e.g., if a >= 0 and b >= 0, then we have c <= 1, but we could also have c <= 0.
// In the case c <= 0, then point is outside the triangle.
if ((bar.x >= 0) && (bar.y >= 0) && (bar.z >= 0)) {
const sgVec2i pi = (sgVec2i){(int)x, (int)y};
sgPixels(gfx, 1, &pi, (sgPixel){255, 255, 255, 255});
}
}
}
}
static inline sgVec3 PerspDivide(sgVec4 v) {
return (sgVec3){v.x / v.w, v.y / v.w, v.z / v.w};
}
// TODO: Compute a viewport matrix in sgViewport() instead.
static inline sgVec2 ViewportTransform(sgViewport_t vp, sgVec3 ndc) {
return (sgVec2){
.x = (ndc.x+1.f) * ((R)vp.width/2.f) + (R)vp.x0,
.y = (ndc.y+1.f) * ((R)vp.height/2.f) + (R)vp.y0};
}
static inline sgVec2 ViewportToWindow(sgViewport_t vp, sgVec2 p) {
return (sgVec2){p.x, (R)vp.height - p.y};
}
static inline sgVec2 TransformPosition(const swgfx* gfx, sgVec3 p) {
assert(gfx);
// Model to clip space.
const sgVec4 p_clip = Mat4MulVec4(gfx->mvp, Vec4FromVec3(p, 1));
// TODO: Backface culling.
// Perspective divide.
const sgVec3 p_ndc = PerspDivide(p_clip);
// TODO: Clip.
const sgVec2 p_vp = ViewportTransform(gfx->viewport, p_ndc);
return ViewportToWindow(gfx->viewport, p_vp);
}
static void DrawTriangle3(swgfx* gfx, const sgTri3* tri) {
assert(gfx);
assert(tri);
const sgVec2 p0 = TransformPosition(gfx, tri->p0);
const sgVec2 p1 = TransformPosition(gfx, tri->p1);
const sgVec2 p2 = TransformPosition(gfx, tri->p2);
const sgTri2 tri2 = (sgTri2){p0, p1, p2};
DrawTriangle2(gfx, &tri2);
}
#define is_pow2_or_0(X) ((X & (X - 1)) == 0)
static size_t align(size_t size) {
static_assert(is_pow2_or_0(SG_ALIGN));
constexpr size_t mask = SG_ALIGN - 1;
return (size + mask) & (~mask);
}
void* sgAlloc(size_t count, size_t size) {
const size_t total = align(count * size);
void* const ptr = aligned_alloc(SG_ALIGN, total);
memset(ptr, 0, total);
return ptr;
}
void sgFree(void** pp) {
assert(pp);
if (*pp) {
free(*pp);
*pp = nullptr;
}
}
swgfx* sgNew() {
swgfx* gfx = SG_ALIGN_ALLOC(1, swgfx);
return gfx;
}
void sgDel(swgfx** ppSwgfx) {
assert(ppSwgfx);
if (*ppSwgfx) {
free(*ppSwgfx);
*ppSwgfx = 0;
}
}
void sgColourBuffer(swgfx* gfx, sgVec2i dimensions, sgPixel* buffer) {
assert(gfx);
gfx->dims = dimensions;
gfx->colour = buffer;
}
void sgPresent(swgfx* gfx, sgVec2i dimensions, sgPixel* screen) {
assert(gfx);
assert(screen);
// Integer scaling only.
assert((dimensions.x % gfx->dims.x) == 0);
assert((dimensions.y % gfx->dims.y) == 0);
const int sx = dimensions.x / gfx->dims.x;
const int sy = dimensions.y / gfx->dims.y;
const sgPixel* src = gfx->colour;
sgPixel* dst = screen;
// Replicate each row 'sy' times.
for (int y = 0; y < gfx->dims.y; ++y, src += gfx->dims.x) {
for (int yy = y*sy; yy < (y+1)*sy; ++yy) {
// Replicate each column 'sx' times.
const sgPixel* src_col = src;
for (int x = 0; x < gfx->dims.x; ++x, ++src_col) {
for (int xx = x*sx; xx < (x+1)*sx; ++xx, ++dst) {
*dst = *src_col;
}
}
}
}
}
static void sgUpdateViewProjection(swgfx* gfx) {
assert(gfx);
gfx->viewProj = Mat4Mul(gfx->proj, gfx->view);
}
static void sgUpdateMvp(swgfx* gfx) {
assert(gfx);
gfx->mvp = Mat4Mul(gfx->viewProj, gfx->model);
}
void sgModelId(swgfx* gfx) {
assert(gfx);
sgModel(gfx,
(sgVec3){0,0,0},
(sgVec3){1, 0, 0},
(sgVec3){0, 1, 0},
(sgVec3){0, 0, 1});
}
void sgModel(swgfx* gfx, sgVec3 position, sgVec3 right, sgVec3 up, sgVec3 forward) {
assert(gfx);
gfx->model = Mat4FromVec3(right, up, forward, position);
sgUpdateMvp(gfx);
}
void sgView(swgfx* gfx, sgVec3 position, sgVec3 forward) {
assert(gfx);
const sgMat4 camera = Mat4Look(position, forward, Up3);
gfx->view = Mat4InverseTransform(camera);
sgUpdateViewProjection(gfx);
sgUpdateMvp(gfx);
}
void sgPerspective(swgfx* gfx, R fovy, R aspect, R near, R far) {
assert(gfx);
gfx->proj = Mat4Perspective(fovy, aspect, near, far);
sgUpdateViewProjection(gfx);
sgUpdateMvp(gfx);
}
void sgViewport(swgfx* gfx, int x0, int y0, int width, int height) {
assert(gfx);
gfx->viewport = (sgViewport_t){x0, y0, width, height};
}
void sgClear(swgfx* gfx) {
assert(gfx);
memset(gfx->colour, 0, gfx->dims.x * gfx->dims.y * sizeof(sgPixel));
}
void sgPixels(swgfx* gfx, size_t count, const sgVec2i* positions, sgPixel colour) {
assert(gfx);
#define XY(X,Y) Pixel(gfx->colour, gfx->dims.x, gfx->dims.y, X, Y)
for (size_t i = 0; i < count; ++i) {
const sgVec2i p = positions[i];
*XY(p.x, p.y) = colour;
}
}
// TODO: DrawTriangle3 with clipping. Leave DrawTriangle2 to not clip for
// performance; assume that 2D triangles are within bounds.
// TODO: If the triangle is out of bounds, skip entirely.
// TODO: Otherwise, rasterize the triangle the simple way and check whether each
// individual pixel is within bounds; do not explicitly clip the triangle.
// TODO: Actually, I think we can just clip the triangle's AABB and then walk
// over those pixels instead of checking every individual pixel in the
// non-clipped AABB. Edit: I think this doesn't work; draw it and you'll
// see. Some pixels that should be rasterized will fall out of the clipped
// AABB.
void sgTriangles2(swgfx* gfx, size_t count, const sgTri2* tris) {
assert(gfx);
for (size_t i = 0; i < count; ++i) {
DrawTriangle2(gfx, &tris[i]);
}
}
void sgTriangles(swgfx* gfx, size_t count, const sgTri3* tris, const sgNormal*) {
assert(gfx);
assert(tris);
for (size_t i = 0; i < count; ++i) {
const sgTri3* tri = &tris[i];
DrawTriangle3(gfx, tri);
}
}
void sgTrianglesIndexed(swgfx* gfx, size_t numIndices, const sgIdx* indices, const sgVec3* positions) {
assert(gfx);
assert(indices);
assert(positions);
for (size_t i = 0; i < numIndices; i+=3) {
const sgIdx i0 = indices[i];
const sgIdx i1 = indices[i+1];
const sgIdx i2 = indices[i+2];
const sgVec3 p0 = positions[i0];
const sgVec3 p1 = positions[i1];
const sgVec3 p2 = positions[i2];
const sgTri3 tri = (sgTri3){p0, p1, p2};
DrawTriangle3(gfx, &tri);
}
}
void sgTrianglesIndexedNonUniform(swgfx* gfx, size_t numTris, const sgTriIdx* tris, const sgVec3* positions) {
assert(gfx);
assert(tris);
assert(positions);
for (size_t t = 0; t < numTris; ++t) {
const sgTriIdx* triIdx = &tris[t];
const sgTri3 tri = (sgTri3){
positions[triIdx->v0.position],
positions[triIdx->v1.position],
positions[triIdx->v2.position]};
DrawTriangle3(gfx, &tri);
}
}
static bool ViewportWithinBuffer(swgfx* gfx) {
assert(gfx);
const sgViewport_t vp = gfx->viewport;
return ((vp.x0 + vp.width) <= gfx->dims.x) &&
((vp.y0 + vp.height) <= gfx->dims.y);
}
void sgCheck(swgfx* gfx) {
assert(gfx);
assert(ViewportWithinBuffer(gfx));
}
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