diff options
| author | KonAki <konaki@anokonaki.org> | 2026-10-07 19:03:04 +0800 |
|---|---|---|
| committer | KonAki <konaki@anokonaki.org> | 2026-10-07 19:03:04 +0800 |
| commit | dfa9a616c3d89a935a4c0bf68f7801581d8b5037 (patch) | |
| tree | dbedd97ded9a227751555744fc246943af6e6c77 /kon/konsofren.h | |
| parent | 5eaa99c67ca44bd48d8e2eae7f906c942d565d67 (diff) | |
Move headers to kon/ and add per-lib implementation stubs
Diffstat (limited to 'kon/konsofren.h')
| -rw-r--r-- | kon/konsofren.h | 1276 |
1 files changed, 1276 insertions, 0 deletions
diff --git a/kon/konsofren.h b/kon/konsofren.h new file mode 100644 index 0000000..05e4bf5 --- /dev/null +++ b/kon/konsofren.h @@ -0,0 +1,1276 @@ +/* SPDX-License-Identifier: MIT */ +/* + * konsofren.h + * + * Copyright (c) 2026 KonAki + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#ifndef KONSOFREN_H +#define KONSOFREN_H + +#include <stdint.h> +#include <stdlib.h> +#include <math.h> + +#define KON_BACKGROUND_COLOR 0xFF05050A + +typedef struct kon_framebuffer { + int width, height; + uint32_t *data; + float *depth; /* created the first time something is drawn with KON_RENDER_DEPTH */ +} kon_framebuffer_t; + +typedef kon_framebuffer_t kon_image; + +typedef enum kon_imageFormat { + konFormatRGBA8 = 0, + konFormatABGR8, + konFormatARGB8, + konFormatBGRA8 +} kon_imageFormat_t; + +#define KON_PI 3.14159265358979323846f +#define KON_TAU (2.0f * KON_PI) + +#define KON_DEG2RAD(d) ((float)(d) * (KON_PI / 180.0f)) +#define KON_RAD2DEG(r) ((float)(r) * (180.0f / KON_PI)) + +/* kon_vec3_t built from degrees, handy for rotations: KON_DEG3(0, 45, 0) */ +#define KON_DEG3(x, y, z) ((kon_vec3_t){KON_DEG2RAD(x), KON_DEG2RAD(y), KON_DEG2RAD(z)}) + +#define KON_VEC2(x, y) ((kon_vec2_t){(float)(x), (float)(y)}) +#define KON_VEC3(x, y, z) ((kon_vec3_t){(float)(x), (float)(y), (float)(z)}) +#define KON_VEC4(x, y, z, w) ((kon_vec4_t){(float)(x), (float)(y), (float)(z), (float)(w)}) + +#define KON_VEC3_ZERO KON_VEC3(0, 0, 0) +#define KON_VEC3_ONE KON_VEC3(1, 1, 1) +#define KON_VEC3_UP KON_VEC3(0, 1, 0) + +/* right-handed, +Y up, camera looks down -Z, column-major: m[column * 4 + row] */ + +typedef struct kon_vec2 { float x, y; } kon_vec2_t; +typedef struct kon_vec3 { float x, y, z; } kon_vec3_t; +typedef struct kon_vec4 { float x, y, z, w; } kon_vec4_t; +typedef struct kon_mat4 { float m[16]; } kon_mat4_t; + +/* game is the fixed-size framebuffer you draw into, screen always matches the window */ +typedef struct kon_display { + kon_framebuffer_t *game; + kon_framebuffer_t *screen; + int integerOnly; + + /* where the game image sits inside screen, kept up to date by the functions below */ + int viewX, viewY, viewWidth, viewHeight; + int *columnMap; +} kon_display_t; + +typedef enum kon_projection { + KON_PROJECTION_PERSPECTIVE = 0, + KON_PROJECTION_ORTHOGRAPHIC +} kon_projection_t; + +typedef struct kon_camera { + kon_vec3_t position; + kon_vec3_t target; + kon_vec3_t up; + kon_projection_t projection; + float fov; /* vertical field of view in radians, perspective only */ + float orthoSize; /* half the visible height in world units, orthographic only */ + float nearZ, farZ; +} kon_camera_t; + +/* edges holds pairs of indices into vertices */ +typedef struct kon_wireMesh { + const kon_vec3_t *vertices; + const uint16_t *edges; + int edgeCount; +} kon_wireMesh_t; + +typedef enum kon_renderFlags { + KON_RENDER_NONE = 0, + KON_RENDER_WIREFRAME = 1 << 0, + KON_RENDER_DEPTH = 1 << 1, + KON_RENDER_CULL_BACK = 1 << 2 +} kon_renderFlags_t; + +#define KON_RENDER_DEFAULT ((kon_renderFlags_t)(KON_RENDER_DEPTH | KON_RENDER_CULL_BACK)) + +/* uv (0, 0) is the top-left of the texture, (1, 1) the bottom-right */ +typedef struct kon_vertex { + kon_vec3_t position; + kon_vec2_t uv; +} kon_vertex_t; + +/* front faces are counter-clockwise, indices hold three entries per triangle */ +typedef struct kon_mesh { + const kon_vertex_t *vertices; + const uint16_t *indices; + int triangleCount; +} kon_mesh_t; + +/*** 2D declarations ***/ + +/*** framebuffer declarations ***/ + +kon_framebuffer_t *kon_createFramebuffer(int width, int height); +void kon_freeFramebuffer(kon_framebuffer_t *fb); +void kon_putPixel(kon_framebuffer_t *fb, int x, int y, uint32_t color); +void kon_clearFramebuffer(kon_framebuffer_t *fb, uint32_t color); +void kon_resizeFramebuffer(kon_framebuffer_t *fb, int width, int height); +void kon_exportPixels(kon_framebuffer_t *fb, kon_imageFormat_t format, uint8_t *out); + +/*** image declarations ***/ + +kon_image *kon_loadImage(const uint8_t *pixels, int width, int height, kon_imageFormat_t format); +void kon_freeImage(kon_image *image); + +void kon_drawImage(kon_framebuffer_t *fb, int x, int y, int width, int height, kon_image *image); + +/*** draw function declarations ***/ + +void kon_drawRectangle(kon_framebuffer_t *fb, int x, int y, int width, int height, uint32_t color); +void kon_fillRectangle(kon_framebuffer_t *fb, int x, int y, int width, int height, uint32_t color); +void kon_drawLine(kon_framebuffer_t *fb, int x0, int y0, int x1, int y1, uint32_t color); +void kon_drawCircle(kon_framebuffer_t *fb, int center_x, int center_y, int radius, uint32_t color); +void kon_fillCircle(kon_framebuffer_t *fb, int center_x, int center_y, int radius, uint32_t color); + +/*** math declarations ***/ + +/*** scalar declarations ***/ + +float kon_clamp(float v, float min, float max); +float kon_lerp(float a, float b, float t); + +/*** vec2 declarations ***/ + +kon_vec2_t kon_vec2Add(kon_vec2_t a, kon_vec2_t b); +kon_vec2_t kon_vec2Sub(kon_vec2_t a, kon_vec2_t b); +kon_vec2_t kon_vec2Scale(kon_vec2_t a, float s); +float kon_vec2Dot(kon_vec2_t a, kon_vec2_t b); + +/*** vec3 declarations ***/ + +kon_vec3_t kon_vec3Add(kon_vec3_t a, kon_vec3_t b); +kon_vec3_t kon_vec3Sub(kon_vec3_t a, kon_vec3_t b); +kon_vec3_t kon_vec3Scale(kon_vec3_t a, float s); +float kon_vec3Dot(kon_vec3_t a, kon_vec3_t b); +kon_vec3_t kon_vec3Cross(kon_vec3_t a, kon_vec3_t b); +float kon_vec3Length(kon_vec3_t a); +kon_vec3_t kon_vec3Normalize(kon_vec3_t a); +kon_vec3_t kon_vec3Lerp(kon_vec3_t a, kon_vec3_t b, float t); + +/*** mat4 declarations ***/ + +kon_mat4_t kon_mat4Identity(void); +kon_mat4_t kon_mat4Mul(kon_mat4_t a, kon_mat4_t b); +kon_vec4_t kon_mat4MulVec4(kon_mat4_t m, kon_vec4_t v); +kon_vec3_t kon_mat4MulPoint(kon_mat4_t m, kon_vec3_t p); + +/* like blender's local/global: the plain versions work along the model's own axes, + the World versions along the world's axes. neither rotate nor scale ever moves the model's position. + angles are euler angles in radians (x = pitch, y = yaw, z = roll), see KON_DEG3 */ +kon_mat4_t kon_mat4Translate(kon_mat4_t m, kon_vec3_t v); +kon_mat4_t kon_mat4Rotate(kon_mat4_t m, kon_vec3_t angles); +kon_mat4_t kon_mat4Scale(kon_mat4_t m, kon_vec3_t v); +kon_mat4_t kon_mat4TranslateWorld(kon_mat4_t m, kon_vec3_t v); +kon_mat4_t kon_mat4RotateWorld(kon_mat4_t m, kon_vec3_t angles); +kon_mat4_t kon_mat4ScaleWorld(kon_mat4_t m, kon_vec3_t v); + +kon_mat4_t kon_mat4FromTranslation(kon_vec3_t v); +kon_mat4_t kon_mat4FromRotation(kon_vec3_t angles); +kon_mat4_t kon_mat4FromAxisAngle(kon_vec3_t axis, float angle); +kon_mat4_t kon_mat4FromScale(kon_vec3_t v); +kon_mat4_t kon_mat4FromTransform(kon_vec3_t position, kon_vec3_t angles, kon_vec3_t scale); + +kon_mat4_t kon_mat4LookAt(kon_vec3_t eye, kon_vec3_t target, kon_vec3_t up); +kon_mat4_t kon_mat4Perspective(float fovY, float aspect, float nearZ, float farZ); +kon_mat4_t kon_mat4Ortho(float left, float right, float bottom, float top, float nearZ, float farZ); + +/*** display declarations ***/ + + +kon_display_t *kon_createDisplay(int gameWidth, int gameHeight, int windowWidth, int windowHeight); +void kon_freeDisplay(kon_display_t *display); + +void kon_setGameResolution(kon_display_t *display, int gameWidth, int gameHeight); +void kon_setIntegerScaling(kon_display_t *display, int integerOnly); +void kon_resizeDisplay(kon_display_t *display, int windowWidth, int windowHeight); + +/* scales game into screen, then blit display->screen to the window */ +void kon_presentDisplay(kon_display_t *display); + +/* returns 0 if the window position is on a bar, outside the game image */ +int kon_windowToGame(const kon_display_t *display, int windowX, int windowY, int *gameX, int *gameY); + +/*** 3D declarations ***/ + +/*** camera declarations ***/ + +kon_camera_t kon_cameraDefault(void); +kon_mat4_t kon_cameraView(const kon_camera_t *camera); +kon_mat4_t kon_cameraProjection(const kon_camera_t *camera, int width, int height); +kon_mat4_t kon_cameraViewProjection(const kon_camera_t *camera, int width, int height); + +/*** 3D draw declarations ***/ + +/* returns 0 if the point is behind the camera */ +int kon_worldToScreen(const kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_vec3_t point, kon_vec2_t *out); + +void kon_drawLine3D(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_vec3_t a, kon_vec3_t b, uint32_t color); +void kon_drawWireMesh(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_mat4_t model, const kon_wireMesh_t *mesh, uint32_t color); + +/* texture is used when it isn't NULL, otherwise the triangle is filled with color */ +void kon_drawTriangle3D(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_vertex_t a, kon_vertex_t b, kon_vertex_t c, const kon_image *texture, uint32_t color, kon_renderFlags_t flags); +void kon_drawMesh(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_mat4_t model, const kon_mesh_t *mesh, const kon_image *texture, uint32_t color, kon_renderFlags_t flags); + +/* cube from -1 to 1 with every face mapped to the whole texture */ +extern const kon_mesh_t kon_cubeMesh; + +/*** implementation ***/ + +#ifdef KONSOFREN_IMPLEMENTATION + + +/*** private helper ***/ + +static inline uint32_t kon_blendColor(uint32_t dst, uint32_t src) { + + uint8_t src_a = (uint8_t)((src >> 24) & 0xFF); + uint8_t src_r = (uint8_t)((src >> 16) & 0xFF); + uint8_t src_g = (uint8_t)((src >> 8) & 0xFF); + uint8_t src_b = (uint8_t)((src >> 0) & 0xFF); + + if (src_a == 0xFF) { + return src; + } + + uint8_t dst_a = (uint8_t)((dst >> 24) & 0xFF); + uint8_t dst_r = (uint8_t)((dst >> 16) & 0xFF); + uint8_t dst_g = (uint8_t)((dst >> 8) & 0xFF); + uint8_t dst_b = (uint8_t)((dst >> 0) & 0xFF); + + uint8_t inv_a = (uint8_t)(255 - src_a); + + uint8_t out_r = (uint8_t)((src_r * src_a + dst_r * inv_a) / 255); + uint8_t out_g = (uint8_t)((src_g * src_a + dst_g * inv_a) / 255); + uint8_t out_b = (uint8_t)((src_b * src_a + dst_b * inv_a) / 255); + + return ((uint32_t)dst_a << 24) | ((uint32_t)out_r << 16) | ((uint32_t)out_g << 8) | (uint32_t)out_b; +} + +/* Cohen-Sutherland: clips the line to the framebuffer, returns 0 if nothing is visible */ +static int kon_outCode_(double x, double y, int width, int height) { + int code = 0; + if (x < 0) code |= 1; else if (x > width - 1) code |= 2; + if (y < 0) code |= 4; else if (y > height - 1) code |= 8; + return code; +} + +static int kon_clipLine_(int width, int height, int *x0, int *y0, int *x1, int *y1) { + double ax = *x0, ay = *y0, bx = *x1, by = *y1; + double maxX = width - 1, maxY = height - 1; + int ca = kon_outCode_(ax, ay, width, height); + int cb = kon_outCode_(bx, by, width, height); + + while (ca | cb) { + if (ca & cb) return 0; + + int out = ca ? ca : cb; + double x, y; + + if (out & 8) { + x = ax + (bx - ax) * (maxY - ay) / (by - ay); + y = maxY; + } else if (out & 4) { + x = ax + (bx - ax) * (0 - ay) / (by - ay); + y = 0; + } else if (out & 2) { + y = ay + (by - ay) * (maxX - ax) / (bx - ax); + x = maxX; + } else { + y = ay + (by - ay) * (0 - ax) / (bx - ax); + x = 0; + } + + if (out == ca) { + ax = x; ay = y; + ca = kon_outCode_(ax, ay, width, height); + } else { + bx = x; by = y; + cb = kon_outCode_(bx, by, width, height); + } + } + + *x0 = (int)(ax + 0.5); *y0 = (int)(ay + 0.5); + *x1 = (int)(bx + 0.5); *y1 = (int)(by + 0.5); + return 1; +} + +/*** framebuffer implementation ***/ + +kon_framebuffer_t *kon_createFramebuffer(int width, int height) { + kon_framebuffer_t *fb = calloc(1, sizeof(kon_framebuffer_t)); + if (!fb) return NULL; + + fb->data = calloc((size_t)width * (size_t)height, sizeof(uint32_t)); + if (!fb->data) { + free(fb); + return NULL; + } + + fb->width = width; + fb->height = height; + return fb; +} + +void kon_freeFramebuffer(kon_framebuffer_t *fb) { + if (!fb) return; + + free(fb->data); + free(fb->depth); + free(fb); +} + +void kon_putPixel(kon_framebuffer_t *fb, int x, int y, uint32_t color) { + if (!fb) return; + + if (x < 0 || x >= fb->width || y < 0 || y >= fb->height) return; + + uint32_t dst = fb->data[y * fb->width + x]; + fb->data[y * fb->width + x] = kon_blendColor(dst, color); +} + +void kon_clearFramebuffer(kon_framebuffer_t *fb, uint32_t color) { + if (!fb) return; + + for (int i = 0; i < fb->width * fb->height; i++) { + /* did it directly to not check overhead because of the if in bounds check */ + fb->data[i] = color; + } + + if (fb->depth) { + for (int i = 0; i < fb->width * fb->height; i++) { + fb->depth[i] = 1.0f; + } + } +} + +void kon_resizeFramebuffer(kon_framebuffer_t *fb, int width, int height) { + if (!fb) return; + + uint32_t *tmp = realloc(fb->data, (size_t)width * (size_t)height * sizeof(uint32_t)); + if (!tmp) return; + + fb->data = tmp; + fb->width = width; + fb->height = height; + + if (fb->depth) { + float *depth = realloc(fb->depth, (size_t)width * (size_t)height * sizeof(float)); + if (!depth) free(fb->depth); + fb->depth = depth; + } + + kon_clearFramebuffer(fb, KON_BACKGROUND_COLOR); +} + +void kon_exportPixels(kon_framebuffer_t *fb, kon_imageFormat_t format, uint8_t *out) { + if (!fb || !out) return; + + int fbSize = fb->width * fb->height; + + for (int i = 0; i < fbSize; i++) { + uint32_t color = fb->data[i]; + + uint8_t a = (color >> 24) & 0xFF; + uint8_t r = (color >> 16) & 0xFF; + uint8_t g = (color >> 8) & 0xFF; + uint8_t b = (color >> 0) & 0xFF; + + switch (format) { + case konFormatRGBA8: + out[i * 4 + 0] = r; + out[i * 4 + 1] = g; + out[i * 4 + 2] = b; + out[i * 4 + 3] = a; + break; + case konFormatABGR8: + out[i * 4 + 0] = a; + out[i * 4 + 1] = b; + out[i * 4 + 2] = g; + out[i * 4 + 3] = r; + break; + case konFormatARGB8: + out[i * 4 + 0] = a; + out[i * 4 + 1] = r; + out[i * 4 + 2] = g; + out[i * 4 + 3] = b; + break; + case konFormatBGRA8: + out[i * 4 + 0] = b; + out[i * 4 + 1] = g; + out[i * 4 + 2] = r; + out[i * 4 + 3] = a; + break; + default: + return; + } + } +} + +/*** draw functions implementation ***/ + +void kon_drawRectangle(kon_framebuffer_t *fb, int x, int y, int width, int height, uint32_t color) { + if (!fb) return; + + kon_drawLine(fb, x, y, x + width, y, color); + kon_drawLine(fb, x, y + height, x + width, y + height, color); + kon_drawLine(fb, x, y, x, y + height, color); + kon_drawLine(fb, x + width, y, x + width, y + height, color); +} + +void kon_fillRectangle(kon_framebuffer_t *fb, int x, int y, int width, int height, uint32_t color) { + if (!fb) return; + + if (width < 0 || height < 0) return; + + if (x < 0) { + width += x; + x = 0; + } + if (y < 0) { + height += y; + y = 0; + } + + if (x + width > fb->width ) width = fb->width - x; + if (y + height > fb->height) height = fb->height - y; + + for (int offset_y = 0; offset_y < height; offset_y++) { + for (int offset_x = 0; offset_x < width; offset_x++) { + uint32_t dst = fb->data[(offset_y + y) * fb->width + (offset_x + x)]; + fb->data[(y + offset_y) * fb->width + (x + offset_x)] = kon_blendColor(dst, color); + + } + } +} + +void kon_drawLine(kon_framebuffer_t *fb, int x0, int y0, int x1, int y1, uint32_t color) { + if (!fb) return; + + if (!kon_clipLine_(fb->width, fb->height, &x0, &y0, &x1, &y1)) return; + + int dx = abs(x1 - x0); + int dy = abs(y1 - y0); + + int sx = (x0 < x1) ? 1 : -1; + int sy = (y0 < y1) ? 1 : -1; + + int err = dx - dy; + + for (;;) { + kon_putPixel(fb, x0, y0, color); + + if (x0 == x1 && y0 == y1) break; + + int e2 = 2 * err; + + if (e2 > -dy) { + err -= dy; + x0 += sx; + } + + if (e2 < dx) { + err += dx; + y0 += sy; + } + } +} + +void kon_drawCircle(kon_framebuffer_t *fb, int center_x, int center_y, int radius, uint32_t color) { + if (!fb) return; + if (radius <= 0) return; + + int x = radius; + int y = 0; + int err = 1 - radius; + + while (x >= y) { + kon_putPixel(fb, center_x + x, center_y + y, color); + kon_putPixel(fb, center_x + y, center_y + x, color); + kon_putPixel(fb, center_x - y, center_y + x, color); + kon_putPixel(fb, center_x - x, center_y + y, color); + kon_putPixel(fb, center_x - x, center_y - y, color); + kon_putPixel(fb, center_x - y, center_y - x, color); + kon_putPixel(fb, center_x + y, center_y - x, color); + kon_putPixel(fb, center_x + x, center_y - y, color); + + y += 1; + + if (err < 0) { + err += 2 * y + 1; + } else { + x -= 1; + err += 2 * (y - x) + 1; + } + } +} + +void kon_fillCircle(kon_framebuffer_t *fb, int center_x, int center_y, int radius, uint32_t color) { + if (!fb) return; + if (radius <= 0) return; + + int x = radius; + int y = 0; + int err = 1 - radius; + + while (x >= y) { + kon_drawLine(fb, center_x - x, center_y + y, center_x + x, center_y + y, color); + kon_drawLine(fb, center_x - x, center_y - y, center_x + x, center_y - y, color); + kon_drawLine(fb, center_x - y, center_y + x, center_x + y, center_y + x, color); + kon_drawLine(fb, center_x - y, center_y - x, center_x + y, center_y - x, color); + + y += 1; + + if (err < 0) { + err += 2 * y + 1; + } else { + x -= 1; + err += 2 * (y - x) + 1; + } + } +} + +/*** image implementation ***/ + +kon_image *kon_loadImage(const uint8_t *pixels, int width, int height, kon_imageFormat_t format) { + kon_image *image = calloc(1, sizeof(kon_image)); + if (!image) return NULL; + + image->data = malloc((size_t)width * (size_t)height * sizeof(uint32_t)); + if (!image->data) { + free(image); + return NULL; + } + + image->width = width; + image->height = height; + + for (int i = 0; i < width * height; i++) { + uint8_t r, g, b, a; + + switch(format) { + case konFormatRGBA8: + r = pixels[i * 4 + 0]; + g = pixels[i * 4 + 1]; + b = pixels[i * 4 + 2]; + a = pixels[i * 4 + 3]; + break; + case konFormatABGR8: + a = pixels[i * 4 + 0]; + b = pixels[i * 4 + 1]; + g = pixels[i * 4 + 2]; + r = pixels[i * 4 + 3]; + break; + case konFormatARGB8: + a = pixels[i * 4 + 0]; + r = pixels[i * 4 + 1]; + g = pixels[i * 4 + 2]; + b = pixels[i * 4 + 3]; + break; + case konFormatBGRA8: + b = pixels[i * 4 + 0]; + g = pixels[i * 4 + 1]; + r = pixels[i * 4 + 2]; + a = pixels[i * 4 + 3]; + break; + default: + free(image->data); + free(image); + return NULL; + } + + image->data[i] = ((uint32_t)a << 24) | ((uint32_t)r << 16) | ((uint32_t)g << 8) | (uint32_t)b; + } + + return image; +} +void kon_freeImage(kon_image *image) { + kon_freeFramebuffer(image); +} + +void kon_drawImage(kon_framebuffer_t *fb, int x, int y, int width, int height, kon_image *image) { + if (!fb || !image) return; + + /* just trying to not draw when it's unnecessary */ + if (image->width <= 0 || image->height <= 0) return; + if (width <= 0 || height <= 0) return; + if (x >= fb->width || y >= fb->height) return; + + /* using this loop to make sure we only the parts of the image that are on screen */ + for (int iy = 0; iy < height; iy++) { + for (int ix = 0; ix < width; ix++) { + int src_x = ix * image->width / width; + int src_y = iy * image->height / height; + + uint32_t color = image->data[src_y * image->width + src_x]; + kon_putPixel(fb, x+ix, y+iy, color); + } + } +} + +/*** math implementation ***/ + + +/*** scalar ***/ + +float kon_clamp(float v, float min, float max) { return v < min ? min : (v > max ? max : v); } +float kon_lerp(float a, float b, float t) { return a + (b - a) * t; } + +/*** vec2 ***/ + +kon_vec2_t kon_vec2Add(kon_vec2_t a, kon_vec2_t b) { return (kon_vec2_t){a.x + b.x, a.y + b.y}; } +kon_vec2_t kon_vec2Sub(kon_vec2_t a, kon_vec2_t b) { return (kon_vec2_t){a.x - b.x, a.y - b.y}; } +kon_vec2_t kon_vec2Scale(kon_vec2_t a, float s) { return (kon_vec2_t){a.x * s, a.y * s}; } +float kon_vec2Dot(kon_vec2_t a, kon_vec2_t b) { return a.x * b.x + a.y * b.y; } + +/*** vec3 ***/ + +kon_vec3_t kon_vec3Add(kon_vec3_t a, kon_vec3_t b) { return (kon_vec3_t){a.x + b.x, a.y + b.y, a.z + b.z}; } +kon_vec3_t kon_vec3Sub(kon_vec3_t a, kon_vec3_t b) { return (kon_vec3_t){a.x - b.x, a.y - b.y, a.z - b.z}; } +kon_vec3_t kon_vec3Scale(kon_vec3_t a, float s) { return (kon_vec3_t){a.x * s, a.y * s, a.z * s}; } +float kon_vec3Dot(kon_vec3_t a, kon_vec3_t b) { return a.x * b.x + a.y * b.y + a.z * b.z; } + +kon_vec3_t kon_vec3Cross(kon_vec3_t a, kon_vec3_t b) { + return (kon_vec3_t){ + a.y * b.z - a.z * b.y, + a.z * b.x - a.x * b.z, + a.x * b.y - a.y * b.x + }; +} + +float kon_vec3Length(kon_vec3_t a) { return sqrtf(kon_vec3Dot(a, a)); } + +kon_vec3_t kon_vec3Normalize(kon_vec3_t a) { + float len = kon_vec3Length(a); + return len > 0.0f ? kon_vec3Scale(a, 1.0f / len) : a; +} + +kon_vec3_t kon_vec3Lerp(kon_vec3_t a, kon_vec3_t b, float t) { + return (kon_vec3_t){kon_lerp(a.x, b.x, t), kon_lerp(a.y, b.y, t), kon_lerp(a.z, b.z, t)}; +} + +/*** mat4 ***/ + +kon_mat4_t kon_mat4Identity(void) { + kon_mat4_t r = {{0}}; + r.m[0] = r.m[5] = r.m[10] = r.m[15] = 1.0f; + return r; +} + +/* returns a * b, b is applied first */ +kon_mat4_t kon_mat4Mul(kon_mat4_t a, kon_mat4_t b) { + kon_mat4_t r; + for (int c = 0; c < 4; c++) { + for (int row = 0; row < 4; row++) { + float sum = 0.0f; + for (int k = 0; k < 4; k++) { + sum += a.m[k * 4 + row] * b.m[c * 4 + k]; + } + r.m[c * 4 + row] = sum; + } + } + return r; +} + +kon_vec4_t kon_mat4MulVec4(kon_mat4_t m, kon_vec4_t v) { + return (kon_vec4_t){ + m.m[0] * v.x + m.m[4] * v.y + m.m[8] * v.z + m.m[12] * v.w, + m.m[1] * v.x + m.m[5] * v.y + m.m[9] * v.z + m.m[13] * v.w, + m.m[2] * v.x + m.m[6] * v.y + m.m[10] * v.z + m.m[14] * v.w, + m.m[3] * v.x + m.m[7] * v.y + m.m[11] * v.z + m.m[15] * v.w + }; +} + +kon_vec3_t kon_mat4MulPoint(kon_mat4_t m, kon_vec3_t p) { + kon_vec4_t r = kon_mat4MulVec4(m, (kon_vec4_t){p.x, p.y, p.z, 1.0f}); + return (kon_vec3_t){r.x, r.y, r.z}; +} + +kon_mat4_t kon_mat4FromTranslation(kon_vec3_t v) { + kon_mat4_t r = kon_mat4Identity(); + r.m[12] = v.x; + r.m[13] = v.y; + r.m[14] = v.z; + return r; +} + +kon_mat4_t kon_mat4FromScale(kon_vec3_t v) { + kon_mat4_t r = kon_mat4Identity(); + r.m[0] = v.x; + r.m[5] = v.y; + r.m[10] = v.z; + return r; +} + +kon_mat4_t kon_mat4FromAxisAngle(kon_vec3_t axis, float angle) { + kon_vec3_t a = kon_vec3Normalize(axis); + float c = cosf(angle), s = sinf(angle), t = 1.0f - c; + kon_mat4_t r = kon_mat4Identity(); + r.m[0] = t * a.x * a.x + c; + r.m[1] = t * a.x * a.y + s * a.z; + r.m[2] = t * a.x * a.z - s * a.y; + r.m[4] = t * a.x * a.y - s * a.z; + r.m[5] = t * a.y * a.y + c; + r.m[6] = t * a.y * a.z + s * a.x; + r.m[8] = t * a.x * a.z + s * a.y; + r.m[9] = t * a.y * a.z - s * a.x; + r.m[10] = t * a.z * a.z + c; + return r; +} + +/* applied in order roll (z), pitch (x), yaw (y) */ +kon_mat4_t kon_mat4FromRotation(kon_vec3_t angles) { + kon_mat4_t x = kon_mat4FromAxisAngle(KON_VEC3(1, 0, 0), angles.x); + kon_mat4_t y = kon_mat4FromAxisAngle(KON_VEC3(0, 1, 0), angles.y); + kon_mat4_t z = kon_mat4FromAxisAngle(KON_VEC3(0, 0, 1), angles.z); + return kon_mat4Mul(y, kon_mat4Mul(x, z)); +} + +kon_mat4_t kon_mat4FromTransform(kon_vec3_t position, kon_vec3_t angles, kon_vec3_t scale) { + kon_mat4_t r = kon_mat4Mul(kon_mat4FromRotation(angles), kon_mat4FromScale(scale)); + return kon_mat4Mul(kon_mat4FromTranslation(position), r); +} + +kon_mat4_t kon_mat4Translate(kon_mat4_t m, kon_vec3_t v) { return kon_mat4Mul(m, kon_mat4FromTranslation(v)); } +kon_mat4_t kon_mat4Rotate(kon_mat4_t m, kon_vec3_t angles) { return kon_mat4Mul(m, kon_mat4FromRotation(angles)); } +kon_mat4_t kon_mat4Scale(kon_mat4_t m, kon_vec3_t v) { return kon_mat4Mul(m, kon_mat4FromScale(v)); } +kon_mat4_t kon_mat4TranslateWorld(kon_mat4_t m, kon_vec3_t v) { return kon_mat4Mul(kon_mat4FromTranslation(v), m); } + +/* pre-multiplying would also swing the position around the world origin, so put it back */ +kon_mat4_t kon_mat4RotateWorld(kon_mat4_t m, kon_vec3_t angles) { + kon_mat4_t r = kon_mat4Mul(kon_mat4FromRotation(angles), m); + r.m[12] = m.m[12]; + r.m[13] = m.m[13]; + r.m[14] = m.m[14]; + return r; +} + +kon_mat4_t kon_mat4ScaleWorld(kon_mat4_t m, kon_vec3_t v) { + kon_mat4_t r = kon_mat4Mul(kon_mat4FromScale(v), m); + r.m[12] = m.m[12]; + r.m[13] = m.m[13]; + r.m[14] = m.m[14]; + return r; +} + +kon_mat4_t kon_mat4LookAt(kon_vec3_t eye, kon_vec3_t target, kon_vec3_t up) { + kon_vec3_t f = kon_vec3Normalize(kon_vec3Sub(target, eye)); + kon_vec3_t s = kon_vec3Normalize(kon_vec3Cross(f, up)); + kon_vec3_t u = kon_vec3Cross(s, f); + + kon_mat4_t r = kon_mat4Identity(); + r.m[0] = s.x; r.m[4] = s.y; r.m[8] = s.z; r.m[12] = -kon_vec3Dot(s, eye); + r.m[1] = u.x; r.m[5] = u.y; r.m[9] = u.z; r.m[13] = -kon_vec3Dot(u, eye); + r.m[2] = -f.x; r.m[6] = -f.y; r.m[10] = -f.z; r.m[14] = kon_vec3Dot(f, eye); + return r; +} + +/* fovY in radians, aspect = width / height */ +kon_mat4_t kon_mat4Perspective(float fovY, float aspect, float nearZ, float farZ) { + kon_mat4_t r = {{0}}; + float f = 1.0f / tanf(fovY * 0.5f); + r.m[0] = f / aspect; + r.m[5] = f; + r.m[10] = (farZ + nearZ) / (nearZ - farZ); + r.m[11] = -1.0f; + r.m[14] = (2.0f * farZ * nearZ) / (nearZ - farZ); + return r; +} + +kon_mat4_t kon_mat4Ortho(float left, float right, float bottom, float top, float nearZ, float farZ) { + kon_mat4_t r = kon_mat4Identity(); + r.m[0] = 2.0f / (right - left); + r.m[5] = 2.0f / (top - bottom); + r.m[10] = -2.0f / (farZ - nearZ); + r.m[12] = -(right + left) / (right - left); + r.m[13] = -(top + bottom) / (top - bottom); + r.m[14] = -(farZ + nearZ) / (farZ - nearZ); + return r; +} + + +/*** display implementation ***/ + +static void kon_updateView_(kon_display_t *display) { + int gameWidth = display->game->width, gameHeight = display->game->height; + int windowWidth = display->screen->width, windowHeight = display->screen->height; + + int scaleX = windowWidth / gameWidth; + int scaleY = windowHeight / gameHeight; + int scale = (scaleX < scaleY) ? scaleX : scaleY; + + if (display->integerOnly && scale >= 1) { + display->viewWidth = gameWidth * scale; + display->viewHeight = gameHeight * scale; + } else if ((int64_t)windowWidth * gameHeight <= (int64_t)windowHeight * gameWidth) { + /* window is narrower than the game: bars on top and bottom */ + display->viewWidth = windowWidth; + display->viewHeight = (int)((int64_t)windowWidth * gameHeight / gameWidth); + } else { + /* window is wider than the game: bars on the sides */ + display->viewHeight = windowHeight; + display->viewWidth = (int)((int64_t)windowHeight * gameWidth / gameHeight); + } + + display->viewX = (windowWidth - display->viewWidth) / 2; + display->viewY = (windowHeight - display->viewHeight) / 2; + + /* which game column each view column shows, worked out once instead of for every pixel */ + int *map = realloc(display->columnMap, (size_t)windowWidth * sizeof(int)); + if (!map) { + display->viewWidth = 0; + return; + } + display->columnMap = map; + + for (int x = 0; x < display->viewWidth; x++) { + map[x] = (int)((int64_t)x * gameWidth / display->viewWidth); + } +} + +kon_display_t *kon_createDisplay(int gameWidth, int gameHeight, int windowWidth, int windowHeight) { + if (gameWidth <= 0 || gameHeight <= 0 || windowWidth <= 0 || windowHeight <= 0) return NULL; + + kon_display_t *display = calloc(1, sizeof(kon_display_t)); + if (!display) return NULL; + + display->game = kon_createFramebuffer(gameWidth, gameHeight); + display->screen = kon_createFramebuffer(windowWidth, windowHeight); + if (!display->game || !display->screen) { + kon_freeDisplay(display); + return NULL; + } + + kon_clearFramebuffer(display->game, KON_BACKGROUND_COLOR); + kon_updateView_(display); + return display; +} + +void kon_freeDisplay(kon_display_t *display) { + if (!display) return; + + kon_freeFramebuffer(display->game); + kon_freeFramebuffer(display->screen); + free(display->columnMap); + free(display); +} + +void kon_setGameResolution(kon_display_t *display, int gameWidth, int gameHeight) { + if (!display || gameWidth <= 0 || gameHeight <= 0) return; + + kon_resizeFramebuffer(display->game, gameWidth, gameHeight); + kon_updateView_(display); +} + +void kon_setIntegerScaling(kon_display_t *display, int integerOnly) { + if (!display) return; + + display->integerOnly = integerOnly; + kon_updateView_(display); +} + +void kon_resizeDisplay(kon_display_t *display, int windowWidth, int windowHeight) { + if (!display || windowWidth <= 0 || windowHeight <= 0) return; + + kon_resizeFramebuffer(display->screen, windowWidth, windowHeight); + kon_updateView_(display); +} + +void kon_presentDisplay(kon_display_t *display) { + if (!display) return; + + const uint32_t barColor = 0xFF000000; + kon_framebuffer_t *game = display->game; + kon_framebuffer_t *screen = display->screen; + int rightX = display->viewX + display->viewWidth; + + for (int y = 0; y < screen->height; y++) { + uint32_t *row = &screen->data[(size_t)y * (size_t)screen->width]; + + if (display->viewWidth <= 0 || y < display->viewY || y >= display->viewY + display->viewHeight) { + for (int x = 0; x < screen->width; x++) row[x] = barColor; + continue; + } + + int srcY = (int)((int64_t)(y - display->viewY) * game->height / display->viewHeight); + const uint32_t *srcRow = &game->data[(size_t)srcY * (size_t)game->width]; + + for (int x = 0; x < display->viewX; x++) row[x] = barColor; + for (int x = 0; x < display->viewWidth; x++) row[display->viewX + x] = srcRow[display->columnMap[x]]; + for (int x = rightX; x < screen->width; x++) row[x] = barColor; + } +} + +int kon_windowToGame(const kon_display_t *display, int windowX, int windowY, int *gameX, int *gameY) { + if (!display || display->viewWidth <= 0 || display->viewHeight <= 0) return 0; + + int localX = windowX - display->viewX; + int localY = windowY - display->viewY; + if (localX < 0 || localX >= display->viewWidth || localY < 0 || localY >= display->viewHeight) return 0; + + if (gameX) *gameX = (int)((int64_t)localX * display->game->width / display->viewWidth); + if (gameY) *gameY = (int)((int64_t)localY * display->game->height / display->viewHeight); + return 1; +} + +/*** 3D implementation ***/ + + +/*** private helper ***/ + +static kon_vec2_t kon_clipToScreen_(const kon_framebuffer_t *fb, kon_vec4_t clip) { + /* clamped so the later float to int conversion can't overflow */ + float ndcX = kon_clamp(clip.x / clip.w, -1.0e5f, 1.0e5f); + float ndcY = kon_clamp(clip.y / clip.w, -1.0e5f, 1.0e5f); + + /* screen +Y points down, NDC +Y points up */ + return KON_VEC2((ndcX + 1.0f) * 0.5f * (float)fb->width, (1.0f - ndcY) * 0.5f * (float)fb->height); +} + +/*** camera implementation ***/ + +kon_camera_t kon_cameraDefault(void) { + kon_camera_t camera; + camera.position = KON_VEC3(0, 0, 5); + camera.target = KON_VEC3_ZERO; + camera.up = KON_VEC3_UP; + camera.projection = KON_PROJECTION_PERSPECTIVE; + camera.fov = KON_DEG2RAD(60); + camera.orthoSize = 5.0f; + camera.nearZ = 0.1f; + camera.farZ = 100.0f; + return camera; +} + +kon_mat4_t kon_cameraView(const kon_camera_t *camera) { + return kon_mat4LookAt(camera->position, camera->target, camera->up); +} + +kon_mat4_t kon_cameraProjection(const kon_camera_t *camera, int width, int height) { + float aspect = (height > 0) ? (float)width / (float)height : 1.0f; + + if (camera->projection == KON_PROJECTION_ORTHOGRAPHIC) { + float halfH = camera->orthoSize; + float halfW = halfH * aspect; + return kon_mat4Ortho(-halfW, halfW, -halfH, halfH, camera->nearZ, camera->farZ); + } + + return kon_mat4Perspective(camera->fov, aspect, camera->nearZ, camera->farZ); +} + +kon_mat4_t kon_cameraViewProjection(const kon_camera_t *camera, int width, int height) { + return kon_mat4Mul(kon_cameraProjection(camera, width, height), kon_cameraView(camera)); +} + +/*** 3D draw implementation ***/ + +int kon_worldToScreen(const kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_vec3_t point, kon_vec2_t *out) { + if (!fb || !out) return 0; + + kon_vec4_t clip = kon_mat4MulVec4(viewProjection, KON_VEC4(point.x, point.y, point.z, 1)); + + /* in front of the near plane when z >= -w */ + if (clip.z < -clip.w || clip.w <= 0.0f) return 0; + + *out = kon_clipToScreen_(fb, clip); + return 1; +} + +void kon_drawLine3D(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_vec3_t a, kon_vec3_t b, uint32_t color) { + if (!fb) return; + + kon_vec4_t ca = kon_mat4MulVec4(viewProjection, KON_VEC4(a.x, a.y, a.z, 1)); + kon_vec4_t cb = kon_mat4MulVec4(viewProjection, KON_VEC4(b.x, b.y, b.z, 1)); + + /* clip against the near plane (z + w >= 0) before dividing, so points behind the camera never get projected */ + float da = ca.z + ca.w; + float db = cb.z + cb.w; + + if (da < 0.0f && db < 0.0f) return; + + if (da < 0.0f || db < 0.0f) { + float t = da / (da - db); + kon_vec4_t hit = KON_VEC4( + ca.x + (cb.x - ca.x) * t, + ca.y + (cb.y - ca.y) * t, + ca.z + (cb.z - ca.z) * t, + ca.w + (cb.w - ca.w) * t + ); + + if (da < 0.0f) ca = hit; + else cb = hit; + } + + if (ca.w <= 0.0f || cb.w <= 0.0f) return; + + kon_vec2_t sa = kon_clipToScreen_(fb, ca); + kon_vec2_t sb = kon_clipToScreen_(fb, cb); + + kon_drawLine(fb, (int)sa.x, (int)sa.y, (int)sb.x, (int)sb.y, color); +} + +void kon_drawWireMesh(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_mat4_t model, const kon_wireMesh_t *mesh, uint32_t color) { + if (!fb || !mesh) return; + + kon_mat4_t mvp = kon_mat4Mul(viewProjection, model); + + for (int i = 0; i < mesh->edgeCount; i++) { + kon_vec3_t a = mesh->vertices[mesh->edges[i * 2 + 0]]; + kon_vec3_t b = mesh->vertices[mesh->edges[i * 2 + 1]]; + kon_drawLine3D(fb, mvp, a, b, color); + } +} + +/* the triangle rasterizer works in doubles so huge coordinates near the camera don't lose precision */ +typedef struct kon_rasterVertex { + double x, y, z, w; /* clip space */ + double u, v; +} kon_rasterVertex_t; + +static kon_rasterVertex_t kon_lerpRasterVertex_(kon_rasterVertex_t a, kon_rasterVertex_t b, double t) { + kon_rasterVertex_t r; + r.x = a.x + (b.x - a.x) * t; + r.y = a.y + (b.y - a.y) * t; + r.z = a.z + (b.z - a.z) * t; + r.w = a.w + (b.w - a.w) * t; + r.u = a.u + (b.u - a.u) * t; + r.v = a.v + (b.v - a.v) * t; + return r; +} + +/* keeps the part of the triangle in front of the near plane (z + w >= 0), returns 0 to 4 vertices */ +static int kon_clipNear_(const kon_rasterVertex_t in[3], kon_rasterVertex_t out[4]) { + int count = 0; + + for (int i = 0; i < 3; i++) { + kon_rasterVertex_t current = in[i]; + kon_rasterVertex_t next = in[(i + 1) % 3]; + double dc = current.z + current.w; + double dn = next.z + next.w; + + if (dc >= 0.0) out[count++] = current; + if ((dc >= 0.0) != (dn >= 0.0)) out[count++] = kon_lerpRasterVertex_(current, next, dc / (dc - dn)); + } + + return count; +} + +static double kon_edge_(double ax, double ay, double bx, double by, double px, double py) { + return (bx - ax) * (py - ay) - (by - ay) * (px - ax); +} + +static void kon_rasterizeTriangle_(kon_framebuffer_t *fb, const kon_rasterVertex_t *a, const kon_rasterVertex_t *b, const kon_rasterVertex_t *c, + const kon_image *texture, uint32_t color, kon_renderFlags_t flags) { + const kon_rasterVertex_t *in[3] = {a, b, c}; + double sx[3], sy[3], sz[3], invW[3], uw[3], vw[3]; + + for (int i = 0; i < 3; i++) { + if (in[i]->w <= 1.0e-12) return; + invW[i] = 1.0 / in[i]->w; + sx[i] = (in[i]->x * invW[i] + 1.0) * 0.5 * fb->width; + sy[i] = (1.0 - in[i]->y * invW[i]) * 0.5 * fb->height; + sz[i] = in[i]->z * invW[i]; + uw[i] = in[i]->u * invW[i]; + vw[i] = in[i]->v * invW[i]; + } + + /* screen +Y points down, so a counter-clockwise (front) triangle has a negative area here */ + double area = kon_edge_(sx[0], sy[0], sx[1], sy[1], sx[2], sy[2]); + if (area == 0.0) return; + + if (area > 0.0) { + if (flags & KON_RENDER_CULL_BACK) return; + + /* back face with culling off: swap two vertices so the math below only deals with one winding */ + double t; + t = sx[1]; sx[1] = sx[2]; sx[2] = t; + t = sy[1]; sy[1] = sy[2]; sy[2] = t; + t = sz[1]; sz[1] = sz[2]; sz[2] = t; + t = invW[1]; invW[1] = invW[2]; invW[2] = t; + t = uw[1]; uw[1] = uw[2]; uw[2] = t; + t = vw[1]; vw[1] = vw[2]; vw[2] = t; + area = -area; + } + + double minX = sx[0], maxX = sx[0], minY = sy[0], maxY = sy[0]; + for (int i = 1; i < 3; i++) { + if (sx[i] < minX) minX = sx[i]; + if (sx[i] > maxX) maxX = sx[i]; + if (sy[i] < minY) minY = sy[i]; + if (sy[i] > maxY) maxY = sy[i]; + } + + /* pixel centers sit at +0.5, clamped to the framebuffer before turning into ints */ + minX = ceil(minX - 0.5); maxX = floor(maxX - 0.5); + minY = ceil(minY - 0.5); maxY = floor(maxY - 0.5); + if (minX < 0) minX = 0; + if (minY < 0) minY = 0; + if (maxX > fb->width - 1) maxX = fb->width - 1; + if (maxY > fb->height - 1) maxY = fb->height - 1; + if (minX > maxX || minY > maxY) return; + + int x0 = (int)minX, x1 = (int)maxX, y0 = (int)minY, y1 = (int)maxY; + double px = x0 + 0.5, py = y0 + 0.5; + + /* edge i is opposite vertex i, inside means all three are <= 0 for this winding */ + double e0Row = kon_edge_(sx[1], sy[1], sx[2], sy[2], px, py); + double e1Row = kon_edge_(sx[2], sy[2], sx[0], sy[0], px, py); + double e2Row = kon_edge_(sx[0], sy[0], sx[1], sy[1], px, py); + double e0Dx = -(sy[2] - sy[1]), e0Dy = sx[2] - sx[1]; + double e1Dx = -(sy[0] - sy[2]), e1Dy = sx[0] - sx[2]; + double e2Dx = -(sy[1] - sy[0]), e2Dy = sx[1] - sx[0]; + double invArea = 1.0 / area; + + int useDepth = (flags & KON_RENDER_DEPTH) != 0; + + for (int y = y0; y <= y1; y++) { + double e0 = e0Row, e1 = e1Row, e2 = e2Row; + + for (int x = x0; x <= x1; x++) { + if (e0 <= 0.0 && e1 <= 0.0 && e2 <= 0.0) { + double l0 = e0 * invArea, l1 = e1 * invArea, l2 = e2 * invArea; + size_t index = (size_t)y * (size_t)fb->width + (size_t)x; + double z = l0 * sz[0] + l1 * sz[1] + l2 * sz[2]; + + if (!useDepth || z < (double)fb->depth[index]) { + uint32_t texel = color; + + if (texture) { + /* uv / w is what varies linearly on screen, dividing by 1 / w again undoes the perspective */ + double iw = l0 * invW[0] + l1 * invW[1] + l2 * invW[2]; + double u = (l0 * uw[0] + l1 * uw[1] + l2 * uw[2]) / iw; + double v = (l0 * vw[0] + l1 * vw[1] + l2 * vw[2]) / iw; + + u -= floor(u); + v -= floor(v); + + int tx = (int)(u * texture->width); + int ty = (int)(v * texture->height); + if (tx > texture->width - 1) tx = texture->width - 1; + if (ty > texture->height - 1) ty = texture->height - 1; + + texel = texture->data[(size_t)ty * (size_t)texture->width + (size_t)tx]; + } + + uint32_t alpha = texel >> 24; + if (alpha == 0xFF) { + fb->data[index] = texel; + if (useDepth) fb->depth[index] = (float)z; + } else if (alpha != 0) { + fb->data[index] = kon_blendColor(fb->data[index], texel); + } + } + } + + e0 += e0Dx; e1 += e1Dx; e2 += e2Dx; + } + + e0Row += e0Dy; e1Row += e1Dy; e2Row += e2Dy; + } +} + +void kon_drawTriangle3D(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_vertex_t a, kon_vertex_t b, kon_vertex_t c, + const kon_image *texture, uint32_t color, kon_renderFlags_t flags) { + if (!fb) return; + + if (flags & KON_RENDER_WIREFRAME) { + kon_drawLine3D(fb, viewProjection, a.position, b.position, color); + kon_drawLine3D(fb, viewProjection, b.position, c.position, color); + kon_drawLine3D(fb, viewProjection, c.position, a.position, color); + return; + } + + if ((flags & KON_RENDER_DEPTH) && !fb->depth) { + fb->depth = malloc((size_t)fb->width * (size_t)fb->height * sizeof(float)); + if (!fb->depth) return; + + for (int i = 0; i < fb->width * fb->height; i++) { + fb->depth[i] = 1.0f; + } + } + + const kon_vertex_t *source[3] = {&a, &b, &c}; + kon_rasterVertex_t in[3], clipped[4]; + + for (int i = 0; i < 3; i++) { + kon_vec4_t clip = kon_mat4MulVec4(viewProjection, KON_VEC4(source[i]->position.x, source[i]->position.y, source[i]->position.z, 1)); + in[i].x = clip.x; in[i].y = clip.y; in[i].z = clip.z; in[i].w = clip.w; + in[i].u = source[i]->uv.x; + in[i].v = source[i]->uv.y; + } + + int count = kon_clipNear_(in, clipped); + for (int i = 1; i + 1 < count; i++) { + kon_rasterizeTriangle_(fb, &clipped[0], &clipped[i], &clipped[i + 1], texture, color, flags); + } +} + +void kon_drawMesh(kon_framebuffer_t *fb, kon_mat4_t viewProjection, kon_mat4_t model, const kon_mesh_t *mesh, + const kon_image *texture, uint32_t color, kon_renderFlags_t flags) { + if (!fb || !mesh) return; + + kon_mat4_t mvp = kon_mat4Mul(viewProjection, model); + + for (int i = 0; i < mesh->triangleCount; i++) { + kon_drawTriangle3D(fb, mvp, + mesh->vertices[mesh->indices[i * 3 + 0]], + mesh->vertices[mesh->indices[i * 3 + 1]], + mesh->vertices[mesh->indices[i * 3 + 2]], + texture, color, flags); + } +} + +/*** built-in meshes ***/ + +static const kon_vertex_t kon_cubeVertices_[24] = { + /* +Z */ {{-1, -1, 1}, {0, 1}}, {{ 1, -1, 1}, {1, 1}}, {{ 1, 1, 1}, {1, 0}}, {{-1, 1, 1}, {0, 0}}, + /* -Z */ {{ 1, -1, -1}, {0, 1}}, {{-1, -1, -1}, {1, 1}}, {{-1, 1, -1}, {1, 0}}, {{ 1, 1, -1}, {0, 0}}, + /* +X */ {{ 1, -1, 1}, {0, 1}}, {{ 1, -1, -1}, {1, 1}}, {{ 1, 1, -1}, {1, 0}}, {{ 1, 1, 1}, {0, 0}}, + /* -X */ {{-1, -1, -1}, {0, 1}}, {{-1, -1, 1}, {1, 1}}, {{-1, 1, 1}, {1, 0}}, {{-1, 1, -1}, {0, 0}}, + /* +Y */ {{-1, 1, 1}, {0, 1}}, {{ 1, 1, 1}, {1, 1}}, {{ 1, 1, -1}, {1, 0}}, {{-1, 1, -1}, {0, 0}}, + /* -Y */ {{-1, -1, -1}, {0, 1}}, {{ 1, -1, -1}, {1, 1}}, {{ 1, -1, 1}, {1, 0}}, {{-1, -1, 1}, {0, 0}} +}; + +static const uint16_t kon_cubeIndices_[36] = { + 0, 1, 2, 0, 2, 3, + 4, 5, 6, 4, 6, 7, + 8, 9, 10, 8, 10, 11, + 12, 13, 14, 12, 14, 15, + 16, 17, 18, 16, 18, 19, + 20, 21, 22, 20, 22, 23 +}; + +const kon_mesh_t kon_cubeMesh = { kon_cubeVertices_, kon_cubeIndices_, 12 }; + +#endif /* end of KONSOFREN_IMPLEMENTATION */ + +#endif |
