1#include <SDL2/SDL.h>
2#include <stdlib.h>
3#include <string.h>
4#include <stb_image_c89.h>
5
6#include "util.h"
7#include "types.h"
8#include "platform/platform.h"
9#include "renderer/renderer.h"
10#include "renderer_backend.h"
11
12#define MAX_MESHES (1024)
13#define MAX_TEXTURES (512)
14#define S3L_MAX_WIDTH (4096)
15#define S3L_MAX_HEIGHT (4096)
16#define SOFTWARE_MAX_WIDTH (800)
17#define SOFTWARE_MAX_HEIGHT (600)
18#define TEXTURE_SAMPLE_PERIOD (4)
19
20#define S3L_MAX_PIXELS (S3L_MAX_WIDTH * S3L_MAX_HEIGHT)
21#define S3L_PERSPECTIVE_CORRECTION 2
22#define S3L_PC_APPROX_LENGTH 32
23#define S3L_NEAR_CROSS_STRATEGY 1
24#define S3L_Z_BUFFER 1
25#define S3L_PIXEL_FUNCTION small3dlib_pixel
26#include <small3dlib.h>
27
28typedef struct {
29 float x;
30 float y;
31 float z;
32 float w;
33} ClipVertex;
34
35typedef struct {
36 MGVertex* vtc; /* vertices */
37 u16* idc; /* indices */
38 u32 vc; /* vertex count */
39 u32 ic; /* index count */
40 i8 used;
41} RendererMesh;
42
43typedef struct {
44 u32* pixels;
45 i32 width;
46 i32 height;
47 i8 used;
48} RendererTexture;
49
50typedef struct {
51 MGContext* ctx;
52 i8 pass; /* basically a bool; in
53 render pass or not */
54
55 SDL_Texture* screen_texture;
56 u16* framebuffer;
57 i32 width;
58 i32 height;
59
60 RendererMesh meshes[MAX_MESHES];
61 RendererTexture textures[MAX_TEXTURES];
62
63 RendererMesh* active_mesh;
64 RendererTexture* active_texture;
65 u32 active_triangle;
66 i32 tri_uvs[6];
67 u32 sampled_colour;
68 u8 texture_sample_count;
69
70 ClipVertex* clip_vertices;
71 S3L_Vec4* screen_vertices;
72 u32 scratch_capacity;
73} RendererState;
74
75static RendererState ren;
76
77/* create or resize the SDL texture used to present the software framebuffer */
78static void create_screen_texture(i32 width, i32 height);
79
80/* destroy the SDL texture and software framebuffer */
81static void destroy_screen_texture(void);
82
83static ClipVertex transform_vertex(const MGMat4* mvp, const MGVertex* v);
84static i8 triangle_outside(const ClipVertex* a, const ClipVertex* b, const ClipVertex* c);
85static i8 triangle_front_facing(const ClipVertex* a, const ClipVertex* b, const ClipVertex* c);
86static S3L_Vec4 clip_to_screen(const ClipVertex* v);
87static u32 sample_texture(const RendererMesh* mesh, const RendererTexture* texture,
88 const S3L_PixelInfo* pixel);
89static u16 rgba_to_rgb565(u32 rgba);
90static u32 pack_texture_pixel(u32 rgba);
91
92static inline void small3dlib_pixel(S3L_PixelInfo* pixel)
93{
94 u32 index;
95 u32 sampled;
96
97 if (!ren.active_mesh || !ren.active_texture || !ren.framebuffer)
98 return;
99
100 if (ren.active_triangle != (u32)pixel->triangleIndex)
101 ren.texture_sample_count = 0;
102 if (ren.texture_sample_count == 0) {
103 ren.sampled_colour = sample_texture(ren.active_mesh, ren.active_texture, pixel);
104 if ((ren.sampled_colour >> 24) == 0xff)
105 ren.texture_sample_count = TEXTURE_SAMPLE_PERIOD;
106 }
107 sampled = ren.sampled_colour;
108 if (ren.texture_sample_count)
109 --ren.texture_sample_count;
110 if ((sampled >> 24) < 128) {
111 S3L_zBufferWrite(pixel->x, pixel->y, pixel->previousZ);
112 return;
113 }
114 index = (u32)pixel->y * (u32)ren.width + (u32)pixel->x;
115 ren.framebuffer[index] = (u16)sampled;
116}
117
118static void create_screen_texture(i32 width, i32 height)
119{
120 u64 pixel_count;
121 u16* framebuffer;
122
123 if (width == ren.width && height == ren.height && ren.framebuffer && ren.screen_texture)
124 return;
125
126 if (width <= 0 || height <= 0)
127 return;
128
129 if (width > S3L_MAX_WIDTH || height > S3L_MAX_HEIGHT)
130 mg_die(MG_ERR_REN_CREATE, "small3dlib framebuffer exceeds %dx%d", S3L_MAX_WIDTH,
131 S3L_MAX_HEIGHT);
132
133 pixel_count = (u64)width * (u64)height;
134 framebuffer = malloc(pixel_count * sizeof(*framebuffer));
135 if (!framebuffer)
136 mg_die(MG_ERR_REN_CREATE, "Failed to allocate small3dlib framebuffer");
137
138 if (ren.screen_texture)
139 SDL_DestroyTexture(ren.screen_texture);
140
141 ren.screen_texture = SDL_CreateTexture(ren.ctx->vbe.renderer, SDL_PIXELFORMAT_RGB565,
142 SDL_TEXTUREACCESS_STREAMING, width, height);
143
144 if (!ren.screen_texture)
145 mg_die(MG_ERR_REN_CREATE, "Failed to create small3dlib texture: %s",
146 SDL_GetError());
147
148 free(ren.framebuffer);
149 ren.framebuffer = framebuffer;
150 ren.width = width;
151 ren.height = height;
152
153 S3L_resolutionX = (uint16_t)width;
154 S3L_resolutionY = (uint16_t)height;
155}
156
157static void destroy_screen_texture(void)
158{
159 if (ren.screen_texture) {
160 SDL_DestroyTexture(ren.screen_texture);
161 ren.screen_texture = NULL;
162 }
163
164 free(ren.framebuffer);
165 ren.framebuffer = NULL;
166 ren.width = 0;
167 ren.height = 0;
168}
169
170static ClipVertex transform_vertex(const MGMat4* mvp, const MGVertex* v)
171{
172 ClipVertex r;
173
174 r.x = mvp->Elements[0][0] * v->x + mvp->Elements[1][0] * v->y + mvp->Elements[2][0] * v->z +
175 mvp->Elements[3][0];
176 r.y = mvp->Elements[0][1] * v->x + mvp->Elements[1][1] * v->y + mvp->Elements[2][1] * v->z +
177 mvp->Elements[3][1];
178 r.z = mvp->Elements[0][2] * v->x + mvp->Elements[1][2] * v->y + mvp->Elements[2][2] * v->z +
179 mvp->Elements[3][2];
180 r.w = mvp->Elements[0][3] * v->x + mvp->Elements[1][3] * v->y + mvp->Elements[2][3] * v->z +
181 mvp->Elements[3][3];
182
183 return r;
184}
185
186static i8 triangle_outside(const ClipVertex* a, const ClipVertex* b, const ClipVertex* c)
187{
188 if (a->w <= 0.0001f || b->w <= 0.0001f || c->w <= 0.0001f)
189 return 1;
190
191 if (a->x < -a->w && b->x < -b->w && c->x < -c->w)
192 return 1;
193 if (a->x > a->w && b->x > b->w && c->x > c->w)
194 return 1;
195 if (a->y < -a->w && b->y < -b->w && c->y < -c->w)
196 return 1;
197 if (a->y > a->w && b->y > b->w && c->y > c->w)
198 return 1;
199 if (a->z < -a->w || b->z < -b->w || c->z < -c->w)
200 return 1;
201 if (a->z > a->w && b->z > b->w && c->z > c->w)
202 return 1;
203
204 return 0;
205}
206
207static i8 triangle_front_facing(const ClipVertex* a, const ClipVertex* b, const ClipVertex* c)
208{
209 float ax = a->x / a->w;
210 float ay = a->y / a->w;
211 float bx = b->x / b->w;
212 float by = b->y / b->w;
213 float cx = c->x / c->w;
214 float cy = c->y / c->w;
215 float area = (bx - ax) * (cy - ay) - (by - ay) * (cx - ax);
216
217 return area > 0.0f;
218}
219
220static S3L_Vec4 clip_to_screen(const ClipVertex* v)
221{
222 S3L_Vec4 r;
223 float inv_w = 1.0f / v->w;
224 float ndc_x = v->x * inv_w;
225 float ndc_y = v->y * inv_w;
226
227 r.x = (S3L_Unit)((ndc_x * 0.5f + 0.5f) * (float)(ren.width - 1));
228 r.y = (S3L_Unit)((0.5f - ndc_y * 0.5f) * (float)(ren.height - 1));
229 /* keep enough reciprocal depth precision for a
230 useful amount of perspective correction */
231 r.z = (S3L_Unit)(v->w * 16.0f);
232 if (r.z < 1)
233 r.z = 1;
234 r.w = S3L_F;
235
236 return r;
237}
238
239static u32 sample_texture(const RendererMesh* mesh, const RendererTexture* texture,
240 const S3L_PixelInfo* pixel)
241{
242 u32 tri;
243 const MGVertex* v[3];
244 i32 x;
245 i32 y;
246 i32 weighted_x;
247 i32 weighted_y;
248
249 if (!texture || !texture->pixels)
250 return 0xffffffff;
251
252 if (ren.active_triangle != (u32)pixel->triangleIndex) {
253 ren.active_triangle = pixel->triangleIndex;
254 tri = (u32)pixel->triangleIndex * 3;
255 v[0] = &mesh->vtc[mesh->idc[tri + 0]];
256 v[1] = &mesh->vtc[mesh->idc[tri + 1]];
257 v[2] = &mesh->vtc[mesh->idc[tri + 2]];
258
259 ren.tri_uvs[0] = (i32)(v[0]->u * (float)texture->width);
260 ren.tri_uvs[1] = (i32)(v[0]->v * (float)texture->height);
261 ren.tri_uvs[2] = (i32)(v[1]->u * (float)texture->width);
262 ren.tri_uvs[3] = (i32)(v[1]->v * (float)texture->height);
263 ren.tri_uvs[4] = (i32)(v[2]->u * (float)texture->width);
264 ren.tri_uvs[5] = (i32)(v[2]->v * (float)texture->height);
265 }
266
267 weighted_x = pixel->barycentric[0] * ren.tri_uvs[0] +
268 pixel->barycentric[1] * ren.tri_uvs[2] +
269 pixel->barycentric[2] * ren.tri_uvs[4];
270 weighted_y = pixel->barycentric[0] * ren.tri_uvs[1] +
271 pixel->barycentric[1] * ren.tri_uvs[3] +
272 pixel->barycentric[2] * ren.tri_uvs[5];
273 x = weighted_x >> 9;
274 y = weighted_y >> 9;
275 if (x < 0) {
276 x = 0;
277 } else if (x >= texture->width) {
278 x = texture->width - 1;
279 }
280 if (y < 0) {
281 y = 0;
282 } else if (y >= texture->height) {
283 y = texture->height - 1;
284 }
285 return texture->pixels[y * texture->width + x];
286}
287
288static u16 rgba_to_rgb565(u32 rgba)
289{
290 u32 r = (rgba >> 0) & 0xff;
291 u32 g = (rgba >> 8) & 0xff;
292 u32 b = (rgba >> 16) & 0xff;
293
294 return (u16)(((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3));
295}
296
297static u32 pack_texture_pixel(u32 rgba) { return ((rgba >> 24) << 24) | rgba_to_rgb565(rgba); }
298
299void renderer_backend_create(MGContext* ctx)
300{
301 ren.ctx = ctx;
302 ren.pass = 0;
303 ren.active_mesh = NULL;
304 ren.active_texture = NULL;
305 ren.active_triangle = (u32)-1;
306}
307
308void renderer_backend_begin(void)
309{
310 i32 width;
311 i32 height;
312 i32 scaled_width;
313 i32 scaled_height;
314 u64 i;
315 u64 pixel_count;
316 u16 clear_colour = rgba_to_rgb565(0xffb3cce6);
317
318 ren.pass = 0;
319 platform_get_drawable_size(ren.ctx, &width, &height);
320 if (width <= 0 || height <= 0)
321 return;
322
323 scaled_width = width;
324 scaled_height = height;
325 if (scaled_width > SOFTWARE_MAX_WIDTH) {
326 scaled_height = (i32)(((i64)scaled_height * SOFTWARE_MAX_WIDTH) / scaled_width);
327 scaled_width = SOFTWARE_MAX_WIDTH;
328 }
329 if (scaled_height > SOFTWARE_MAX_HEIGHT) {
330 scaled_width = (i32)(((i64)scaled_width * SOFTWARE_MAX_HEIGHT) / scaled_height);
331 scaled_height = SOFTWARE_MAX_HEIGHT;
332 }
333 create_screen_texture(scaled_width, scaled_height);
334
335 pixel_count = (u64)ren.width * (u64)ren.height;
336 for (i = 0; i < pixel_count; i++)
337 ren.framebuffer[i] = clear_colour;
338
339 S3L_newFrame();
340 ren.pass = 1;
341}
342
343void renderer_backend_end(void)
344{
345 if (!ren.pass)
346 return;
347
348 SDL_UpdateTexture(ren.screen_texture, NULL, ren.framebuffer,
349 ren.width * (i32)sizeof(*ren.framebuffer));
350 SDL_RenderClear(ren.ctx->vbe.renderer);
351 SDL_RenderCopy(ren.ctx->vbe.renderer, ren.screen_texture, NULL, NULL);
352 ren.pass = 0;
353}
354
355void renderer_backend_destroy(void)
356{
357 u32 id;
358
359 /* the values could be different in future so
360 probably should keep them separate */
361 for (id = 1; id < MAX_MESHES; id++)
362 renderer_backend_mesh_destroy(id);
363 for (id = 1; id < MAX_TEXTURES; id++)
364 renderer_backend_texture_destroy(id);
365
366 destroy_screen_texture();
367 free(ren.clip_vertices);
368 free(ren.screen_vertices);
369
370 ren.ctx = NULL;
371 ren.clip_vertices = NULL;
372 ren.screen_vertices = NULL;
373 ren.scratch_capacity = 0;
374 ren.active_mesh = NULL;
375 ren.active_texture = NULL;
376 ren.active_triangle = (u32)-1;
377 ren.pass = 0;
378}
379
380MGMesh renderer_backend_mesh_create(const MGMeshDesc* desc)
381{
382 RendererMesh* mesh;
383 u32 id;
384
385 if (!desc || !desc->vtc || !desc->idc || desc->vtcc == 0 || desc->idcc == 0)
386 return MGMESH_INVALID;
387
388 if (desc->idcc % 3 != 0)
389 return MGMESH_INVALID;
390
391 /* find free mesh slot */
392 for (id = 1; id < MAX_MESHES; id++) {
393 if (!ren.meshes[id].used)
394 break;
395 }
396
397 if (id == MAX_MESHES) {
398 mg_log(LOG_ERR, "Maximum mesh limit reached");
399 return MGMESH_INVALID;
400 }
401
402 /* copy vertex and index data */
403 mesh = &ren.meshes[id];
404 mesh->vtc = malloc(desc->vtcc * sizeof(*mesh->vtc));
405 mesh->idc = malloc(desc->idcc * sizeof(*mesh->idc));
406 if (!mesh->vtc || !mesh->idc) {
407 free(mesh->vtc);
408 free(mesh->idc);
409 *mesh = (RendererMesh){ 0 };
410 mg_log(LOG_ERR, "Failed to allocate mesh data");
411 return MGMESH_INVALID;
412 }
413
414 memcpy(mesh->vtc, desc->vtc, desc->vtcc * sizeof(*mesh->vtc));
415 memcpy(mesh->idc, desc->idc, desc->idcc * sizeof(*mesh->idc));
416 mesh->vc = desc->vtcc;
417 mesh->ic = desc->idcc;
418 mesh->used = 1;
419
420 return id;
421}
422
423void renderer_backend_mesh_draw(MGMesh mesh, MGTexture texture, const MGMat4* mvp)
424{
425 RendererMesh* rmesh;
426 RendererTexture* rtexture;
427 u32 vertex;
428 u32 tri;
429
430 if (!ren.pass || !mvp)
431 return;
432
433 if (mesh == MGMESH_INVALID || mesh >= MAX_MESHES)
434 return;
435
436 if (texture == MGTEXTURE_INVALID || texture >= MAX_TEXTURES)
437 return;
438
439 rmesh = &ren.meshes[mesh];
440 rtexture = &ren.textures[texture];
441 if (!rmesh->used || !rtexture->used)
442 return;
443
444 if (rmesh->vc > ren.scratch_capacity) {
445 ClipVertex* clip_vertices;
446 S3L_Vec4* screen_vertices;
447 clip_vertices =
448 (ClipVertex*)realloc(ren.clip_vertices, rmesh->vc * sizeof(*clip_vertices));
449 if (!clip_vertices)
450 return;
451 ren.clip_vertices = clip_vertices;
452 screen_vertices =
453 (S3L_Vec4*)realloc(ren.screen_vertices, rmesh->vc * sizeof(*screen_vertices));
454 if (!screen_vertices)
455 return;
456 ren.screen_vertices = screen_vertices;
457 ren.scratch_capacity = rmesh->vc;
458 }
459 for (vertex = 0; vertex < rmesh->vc; ++vertex) {
460 ren.clip_vertices[vertex] = transform_vertex(mvp, &rmesh->vtc[vertex]);
461 if (ren.clip_vertices[vertex].w > 0.0001f)
462 ren.screen_vertices[vertex] = clip_to_screen(&ren.clip_vertices[vertex]);
463 }
464
465 ren.active_mesh = rmesh;
466 ren.active_texture = rtexture;
467 ren.active_triangle = (u32)-1;
468 ren.texture_sample_count = 0;
469
470 for (tri = 0; tri < rmesh->ic; tri += 3) {
471 u16 ia = rmesh->idc[tri + 0];
472 u16 ib = rmesh->idc[tri + 1];
473 u16 ic = rmesh->idc[tri + 2];
474 ClipVertex* ca = &ren.clip_vertices[ia];
475 ClipVertex* cb = &ren.clip_vertices[ib];
476 ClipVertex* cc = &ren.clip_vertices[ic];
477
478 if (triangle_outside(ca, cb, cc))
479 continue;
480 if (!triangle_front_facing(ca, cb, cc))
481 continue;
482
483 S3L_drawTriangle(ren.screen_vertices[ia], ren.screen_vertices[ib],
484 ren.screen_vertices[ic], 0, (S3L_Index)(tri / 3));
485 }
486
487 ren.active_mesh = NULL;
488 ren.active_texture = NULL;
489 ren.active_triangle = (u32)-1;
490}
491
492void renderer_backend_mesh_destroy(MGMesh id)
493{
494 RendererMesh* mesh;
495
496 if (id == MGMESH_INVALID || id >= MAX_MESHES)
497 return;
498
499 mesh = &ren.meshes[id];
500 if (!mesh->used)
501 return;
502
503 free(mesh->idc);
504 free(mesh->vtc);
505 *mesh = (RendererMesh){ 0 };
506}
507
508MGTexture renderer_backend_texture_load(const char* path)
509{
510 stbi_uc* pixels;
511 int width;
512 int height;
513 int channels;
514 MGTextureDesc desc;
515 MGTexture texture;
516
517 if (!path)
518 return MGTEXTURE_INVALID;
519 pixels = stbi_load(path, &width, &height, &channels, 4);
520 if (!pixels) {
521 mg_log(LOG_ERR, "Failed to load texture: %s", path);
522 return MGTEXTURE_INVALID;
523 }
524 desc.pixels = pixels;
525 desc.width = width;
526 desc.height = height;
527 texture = renderer_backend_texture_create(&desc);
528 stbi_image_free(pixels);
529 return texture;
530}
531
532MGTexture renderer_backend_texture_create(const MGTextureDesc* desc)
533{
534 RendererTexture* texture;
535 size_t size;
536 size_t pixel_count;
537 size_t i;
538 u32 id;
539
540 if (!desc || !desc->pixels || desc->width <= 0 || desc->height <= 0)
541 return MGTEXTURE_INVALID;
542 for (id = 1; id < MAX_TEXTURES; id++)
543 if (!ren.textures[id].used)
544 break;
545
546 if (id == MAX_TEXTURES) {
547 mg_log(LOG_ERR, "Maximum texture limit reached");
548 return MGTEXTURE_INVALID;
549 }
550
551 texture = &ren.textures[id];
552 pixel_count = (size_t)desc->width * (size_t)desc->height;
553 size = pixel_count * sizeof(*texture->pixels);
554 texture->pixels = (u32*)malloc(size);
555 if (!texture->pixels) {
556 mg_log(LOG_ERR, "Failed to create texture");
557 return MGTEXTURE_INVALID;
558 }
559
560 for (i = 0; i < pixel_count; ++i) {
561 const u8* source = desc->pixels + i * 4;
562 u32 rgba = (u32)source[0] | ((u32)source[1] << 8) | ((u32)source[2] << 16) |
563 ((u32)source[3] << 24);
564 texture->pixels[i] = pack_texture_pixel(rgba);
565 }
566 texture->width = desc->width;
567 texture->height = desc->height;
568 texture->used = 1;
569
570 return id;
571}
572
573void renderer_backend_texture_destroy(MGTexture id)
574{
575 RendererTexture* texture;
576
577 if (id == MGTEXTURE_INVALID || id >= MAX_TEXTURES)
578 return;
579
580 texture = &ren.textures[id];
581 if (!texture->used)
582 return;
583
584 free(texture->pixels);
585 *texture = (RendererTexture){ 0 };
586}