Files
raylib/src/external/rlsw.h
2025-09-29 18:05:07 +02:00

4939 lines
198 KiB
C

/**********************************************************************************************
*
* rlsw v1.0 - An OpenGL 1.1-style software renderer implementation
*
* DESCRIPTION:
* rlsw is a custom OpenGL 1.1-style implementation on software, intended to provide all
* functionality available on rlgl.h library used by raylib, becoming a direct software
* rendering replacement for OpenGL 1.1 backend and allowing to run raylib on GPU-less
* devices when required.
*
* FEATURES:
* - Rendering to custom internal framebuffer with multiple color modes supported:
* - Color buffer: RGB - 8-bit (3:3:2) | RGB - 16-bit (5:6:5) | RGB - 24-bit (8:8:8)
* - Depth buffer: D - 8-bit (unorm) | D - 16-bit (unorm) | D - 24-bit (unorm)
* - Rendering modes supported: POINT, LINES, TRIANGLE, QUADS
* - Additional features: Polygon modes, Point width, Line width
* - Clipping support for all rendering modes
* - Texture features supported:
* - All uncompressed texture formats supported by raylib
* - Texture Minification/Magnification checks
* - Point and Bilinear filtering
* - Texture Wrap Modes with separate checks for S/T coordinates
* - Vertex Arrays support with direct primitive drawing mode
* - Matrix Stack support (Matrix Push/Pop)
* - Other GL misc features:
* - GL-style getter functions
* - Framebuffer resizing
* - Perspective correction
* - Scissor clipping
* - Depth testing
* - Blend modes
* - Face culling
*
* ADDITIONAL NOTES:
* Check PR for more info: https://github.com/raysan5/raylib/pull/4832
*
* CONFIGURATION:
* #define RLSW_IMPLEMENTATION
* Generates the implementation of the library into the included file
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation
*
* rlsw capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define SW_GL_FRAMEBUFFER_COPY_BGRA true
* #define SW_GL_BINDING_COPY_TEXTURE true
* #define SW_COLOR_BUFFER_BITS 24
* #define SW_DEPTH_BUFFER_BITS 16
* #define SW_MAX_PROJECTION_STACK_SIZE 2
* #define SW_MAX_MODELVIEW_STACK_SIZE 8
* #define SW_MAX_TEXTURE_STACK_SIZE 2
* #define SW_MAX_TEXTURES 128
*
*
* LICENSE: MIT
*
* Copyright (c) 2025-2026 Le Juez Victor (@Bigfoot71), reviewed by Ramon Santamaria (@raysan5)
*
* 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 RLSW_H
#define RLSW_H
#include <stdbool.h>
#include <stdint.h>
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Function specifiers definition
#ifndef SWAPI
#define SWAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
#ifndef SW_MALLOC
#define SW_MALLOC(sz) malloc(sz)
#endif
#ifndef SW_REALLOC
#define SW_REALLOC(ptr, newSz) realloc(ptr, newSz)
#endif
#ifndef SW_FREE
#define SW_FREE(ptr) free(ptr)
#endif
#ifndef SW_RESTRICT
#ifdef _MSC_VER
#define SW_RESTRICT __restrict
#else
#define SW_RESTRICT restrict
#endif
#endif
#ifndef SW_GL_FRAMEBUFFER_COPY_BGRA
#define SW_GL_FRAMEBUFFER_COPY_BGRA true
#endif
#ifndef SW_GL_BINDING_COPY_TEXTURE
#define SW_GL_BINDING_COPY_TEXTURE true
#endif
#ifndef SW_COLOR_BUFFER_BITS
#define SW_COLOR_BUFFER_BITS 24
#endif
#ifndef SW_DEPTH_BUFFER_BITS
#define SW_DEPTH_BUFFER_BITS 16
#endif
#ifndef SW_MAX_PROJECTION_STACK_SIZE
#define SW_MAX_PROJECTION_STACK_SIZE 2
#endif
#ifndef SW_MAX_MODELVIEW_STACK_SIZE
#define SW_MAX_MODELVIEW_STACK_SIZE 8
#endif
#ifndef SW_MAX_TEXTURE_STACK_SIZE
#define SW_MAX_TEXTURE_STACK_SIZE 2
#endif
#ifndef SW_MAX_TEXTURES
#define SW_MAX_TEXTURES 128
#endif
// Under normal circumstances, clipping a polygon can add at most one vertex per clipping plane.
// Considering the largest polygon involved is a quadrilateral (4 vertices),
// and that clipping occurs against both the frustum (6 planes) and the scissors (4 planes),
// the maximum number of vertices after clipping is:
// 4 (original vertices) + 6 (frustum planes) + 4 (scissors planes) = 14
#ifndef SW_MAX_CLIPPED_POLYGON_VERTICES
#define SW_MAX_CLIPPED_POLYGON_VERTICES 14
#endif
#ifndef SW_CLIP_EPSILON
#define SW_CLIP_EPSILON 1e-4f
#endif
//----------------------------------------------------------------------------------
// OpenGL Compatibility Types
//----------------------------------------------------------------------------------
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef void GLvoid;
typedef signed char GLbyte;
typedef short GLshort;
typedef int GLint;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef int GLsizei;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
//----------------------------------------------------------------------------------
// OpenGL Definitions
// NOTE: Not used/supported definitions are commented
//----------------------------------------------------------------------------------
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_SCISSOR_TEST 0x0C11
#define GL_TEXTURE_2D 0x0DE1
#define GL_DEPTH_TEST 0x0B71
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
//#define GL_ATTRIB_STACK_DEPTH 0x0BB0
//#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_COLOR_CLEAR_VALUE 0x0C22
//#define GL_COLOR_WRITEMASK 0x0C23
//#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_COLOR 0x0B00
//#define GL_CURRENT_NORMAL 0x0B02
//#define GL_CURRENT_RASTER_COLOR 0x0B04
//#define GL_CURRENT_RASTER_DISTANCE 0x0B09
//#define GL_CURRENT_RASTER_INDEX 0x0B05
//#define GL_CURRENT_RASTER_POSITION 0x0B07
//#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
//#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_POINT_SIZE 0x0B11
#define GL_LINE_WIDTH 0x0B21
//#define GL_INDEX_CLEAR_VALUE 0x0C20
//#define GL_INDEX_MODE 0x0C30
//#define GL_INDEX_WRITEMASK 0x0C21
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
//#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
//#define GL_RENDER_MODE 0x0C40
//#define GL_RGBA_MODE 0x0C31
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_VIEWPORT 0x0BA2
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075 // WARNING: Not implemented (defined for RLGL)
#define GL_COLOR_ARRAY 0x8076
//#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
//#define GL_LINE_LOOP 0x0002
//#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
//#define GL_TRIANGLE_STRIP 0x0005
//#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
//#define GL_QUAD_STRIP 0x0008
//#define GL_POLYGON 0x0009
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_REPEAT 0x2901
#define GL_CLAMP 0x2900
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_ALPHA 0x1906
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
// OpenGL Definitions NOT USED
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_LINE_SMOOTH 0x0B20
#define GL_SMOOTH 0x1D01
#define GL_NICEST 0x1102
#define GL_CCW 0x0901
#define GL_CW 0x0900
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
//----------------------------------------------------------------------------------
// OpenGL Bindings to rlsw
//----------------------------------------------------------------------------------
#define glReadPixels(x, y, w, h, f, t, p) swCopyFramebuffer((x), (y), (w), (h), (f), (t), (p))
#define glEnable(state) swEnable((state))
#define glDisable(state) swDisable((state))
#define glGetFloatv(pname, params) swGetFloatv((pname), (params))
#define glGetString(pname) swGetString((pname))
#define glGetError() swGetError()
#define glViewport(x, y, w, h) swViewport((x), (y), (w), (h))
#define glScissor(x, y, w, h) swScissor((x), (y), (w), (h))
#define glClearColor(r, g, b, a) swClearColor((r), (g), (b), (a))
#define glClear(bitmask) swClear((bitmask))
#define glBlendFunc(sfactor, dfactor) swBlendFunc((sfactor), (dfactor))
#define glPolygonMode(face, mode) swPolygonMode((mode))
#define glCullFace(face) swCullFace((face))
#define glPointSize(size) swPointSize((size))
#define glLineWidth(width) swLineWidth((width))
#define glMatrixMode(mode) swMatrixMode((mode))
#define glPushMatrix() swPushMatrix()
#define glPopMatrix() swPopMatrix()
#define glLoadIdentity() swLoadIdentity()
#define glTranslatef(x, y, z) swTranslatef((x), (y), (z))
#define glRotatef(a, x, y, z) swRotatef((a), (x), (y), (z))
#define glScalef(x, y, z) swScalef((x), (y), (z))
#define glMultMatrixf(v) swMultMatrixf((v))
#define glFrustum(l, r, b, t, n, f) swFrustum((l), (r), (b), (t), (n), (f))
#define glOrtho(l, r, b, t, n, f) swOrtho((l), (r), (b), (t), (n), (f))
#define glBegin(mode) swBegin((mode))
#define glEnd() swEnd()
#define glVertex2i(x, y) swVertex2i((x), (y))
#define glVertex2f(x, y) swVertex2f((x), (y))
#define glVertex2fv(v) swVertex2fv((v))
#define glVertex3i(x, y, z) swVertex3i((x), (y), (z))
#define glVertex3f(x, y, z) swVertex3f((x), (y), (z))
#define glvertex3fv(v) swVertex3fv((v))
#define glVertex4i(x, y, z, w) swVertex4i((x), (y), (z), (w))
#define glVertex4f(x, y, z, w) swVertex4f((x), (y), (z), (w))
#define glVertex4fv(v) swVertex4fv((v))
#define glColor3ub(r, g, b) swColor3ub((r), (g), (b))
#define glColor3ubv(v) swColor3ubv((v))
#define glColor3f(r, g, b) swColor3f((r), (g), (b))
#define glColor3fv(v) swColor3fv((v))
#define glColor4ub(r, g, b, a) swColor4ub((r), (g), (b), (a))
#define glColor4ubv(v) swColor4ubv((v))
#define glColor4f(r, g, b, a) swColor4f((r), (g), (b), (a))
#define glColor4fv(v) swColor4fv((v))
#define glTexCoord2f(u, v) swTexCoord2f((u), (v))
#define glTexCoord2fv(v) swTexCoord2fv((v))
#define glEnableClientState(t) ((void)(t))
#define glDisableClientState(t) swBindArray((t), 0)
#define glVertexPointer(sz, t, s, p) swBindArray(SW_VERTEX_ARRAY, (p))
#define glTexCoordPointer(sz, t, s, p) swBindArray(SW_TEXTURE_COORD_ARRAY, (p))
#define glColorPointer(sz, t, s, p) swBindArray(SW_COLOR_ARRAY, (p))
#define glDrawArrays(m, o, c) swDrawArrays((m), (o), (c))
#define glGenTextures(c, v) swGenTextures((c), (v))
#define glDeleteTextures(c, v) swDeleteTextures((c), (v))
#define glTexImage2D(tr, l, if, w, h, b, f, t, p) swTexImage2D((w), (h), (f), (t), SW_GL_BINDING_COPY_TEXTURE, (p))
#define glTexParameteri(tr, pname, param) swTexParameteri((pname), (param))
#define glBindTexture(tr, id) swBindTexture((id))
// OpenGL functions NOT IMPLEMENTED by rlsw
#define glClearDepth(X) ((void)(X))
#define glDepthMask(X) ((void)(X))
#define glColorMask(X,Y,Z,W) ((void)(X),(void)(Y),(void)(Z),(void)(W))
#define glPixelStorei(X,Y) ((void)(X),(void)(Y))
#define glHint(X,Y) ((void)(X),(void)(Y))
#define glShadeModel(X) ((void)(X))
#define glFrontFace(X) ((void)(X))
#define glDepthFunc(X) ((void)(X))
#define glTexSubImage2D(X,Y,Z,W,A,B,C,D,E) ((void)(X),(void)(Y),(void)(Z),(void)(W),(void)(A),(void)(B),(void)(C),(void)(D),(void)(E))
#define glGetTexImage(X,Y,Z,W,A) ((void)(X),(void)(Y),(void)(Z),(void)(W),(void)(A))
#define glDrawElements(X,Y,Z,W) ((void)(X),(void)(Y),(void)(Z),(void)(W))
#define glNormal3f(X,Y,Z) ((void)(X),(void)(Y),(void)(Z))
#define glNormal3fv(X) ((void)(X))
#define glNormalPointer(X,Y,Z) ((void)(X),(void)(Y),(void)(Z))
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum {
SW_SCISSOR_TEST = GL_SCISSOR_TEST,
SW_TEXTURE_2D = GL_TEXTURE_2D,
SW_DEPTH_TEST = GL_DEPTH_TEST,
SW_CULL_FACE = GL_CULL_FACE,
SW_BLEND = GL_BLEND
} SWstate;
typedef enum {
SW_VENDOR = GL_VENDOR,
SW_RENDERER = GL_RENDERER,
SW_VERSION = GL_VERSION,
SW_EXTENSIONS = GL_EXTENSIONS,
SW_COLOR_CLEAR_VALUE = GL_COLOR_CLEAR_VALUE,
SW_CURRENT_COLOR = GL_CURRENT_COLOR,
SW_CURRENT_TEXTURE_COORDS = GL_CURRENT_TEXTURE_COORDS,
SW_POINT_SIZE = GL_POINT_SIZE,
SW_LINE_WIDTH = GL_LINE_WIDTH,
SW_MODELVIEW_MATRIX = GL_MODELVIEW_MATRIX,
SW_MODELVIEW_STACK_DEPTH = GL_MODELVIEW_STACK_DEPTH,
SW_PROJECTION_MATRIX = GL_PROJECTION_MATRIX,
SW_PROJECTION_STACK_DEPTH = GL_PROJECTION_STACK_DEPTH,
SW_TEXTURE_MATRIX = GL_TEXTURE_MATRIX,
SW_TEXTURE_STACK_DEPTH = GL_TEXTURE_STACK_DEPTH,
SW_VIEWPORT = GL_VIEWPORT
} SWget;
typedef enum {
SW_COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT,
SW_DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT
} SWbuffer;
typedef enum {
SW_PROJECTION = GL_PROJECTION,
SW_MODELVIEW = GL_MODELVIEW,
SW_TEXTURE = GL_TEXTURE
} SWmatrix;
typedef enum {
SW_VERTEX_ARRAY = GL_VERTEX_ARRAY,
SW_TEXTURE_COORD_ARRAY = GL_TEXTURE_COORD_ARRAY,
SW_COLOR_ARRAY = GL_COLOR_ARRAY
} SWarray;
typedef enum {
SW_POINTS = GL_POINTS,
SW_LINES = GL_LINES,
SW_TRIANGLES = GL_TRIANGLES,
SW_QUADS = GL_QUADS
} SWdraw;
typedef enum {
SW_POINT = GL_POINT,
SW_LINE = GL_LINE,
SW_FILL = GL_FILL
} SWpoly;
typedef enum {
SW_FRONT = GL_FRONT,
SW_BACK = GL_BACK,
} SWface;
typedef enum {
SW_ZERO = GL_ZERO,
SW_ONE = GL_ONE,
SW_SRC_COLOR = GL_SRC_COLOR,
SW_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
SW_SRC_ALPHA = GL_SRC_ALPHA,
SW_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
SW_DST_ALPHA = GL_DST_ALPHA,
SW_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
SW_DST_COLOR = GL_DST_COLOR,
SW_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
SW_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE
} SWfactor;
typedef enum {
SW_LUMINANCE = GL_LUMINANCE,
SW_LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA,
SW_RGB = GL_RGB,
SW_RGBA = GL_RGBA,
} SWformat;
typedef enum {
SW_UNSIGNED_BYTE = GL_UNSIGNED_BYTE,
SW_BYTE = GL_BYTE,
SW_UNSIGNED_SHORT = GL_UNSIGNED_SHORT,
SW_SHORT = GL_SHORT,
SW_UNSIGNED_INT = GL_UNSIGNED_INT,
SW_INT = GL_INT,
SW_FLOAT = GL_FLOAT
} SWtype;
typedef enum {
SW_NEAREST = GL_NEAREST,
SW_LINEAR = GL_LINEAR
} SWfilter;
typedef enum {
SW_REPEAT = GL_REPEAT,
SW_CLAMP = GL_CLAMP,
} SWwrap;
typedef enum {
SW_TEXTURE_MIN_FILTER = GL_TEXTURE_MIN_FILTER,
SW_TEXTURE_MAG_FILTER = GL_TEXTURE_MAG_FILTER,
SW_TEXTURE_WRAP_S = GL_TEXTURE_WRAP_S,
SW_TEXTURE_WRAP_T = GL_TEXTURE_WRAP_T
} SWtexparam;
typedef enum {
SW_NO_ERROR = GL_NO_ERROR,
SW_INVALID_ENUM = GL_INVALID_ENUM,
SW_INVALID_VALUE = GL_INVALID_VALUE,
SW_STACK_OVERFLOW = GL_STACK_OVERFLOW,
SW_STACK_UNDERFLOW = GL_STACK_UNDERFLOW,
SW_INVALID_OPERATION = GL_INVALID_OPERATION,
} SWerrcode;
//------------------------------------------------------------------------------------
// Functions Declaration - Public API
//------------------------------------------------------------------------------------
SWAPI bool swInit(int w, int h);
SWAPI void swClose(void);
SWAPI bool swResizeFramebuffer(int w, int h);
SWAPI void swCopyFramebuffer(int x, int y, int w, int h, SWformat format, SWtype type, void *pixels);
SWAPI void swBlitFramebuffer(int xDst, int yDst, int wDst, int hDst, int xSrc, int ySrc, int wSrc, int hSrc, SWformat format, SWtype type, void *pixels);
SWAPI void *swGetColorBuffer(int *w, int *h);
SWAPI void swEnable(SWstate state);
SWAPI void swDisable(SWstate state);
SWAPI void swGetFloatv(SWget name, float *v);
SWAPI const char *swGetString(SWget name);
SWAPI SWerrcode swGetError(void);
SWAPI void swViewport(int x, int y, int width, int height);
SWAPI void swScissor(int x, int y, int width, int height);
SWAPI void swClearColor(float r, float g, float b, float a);
SWAPI void swClear(uint32_t bitmask);
SWAPI void swBlendFunc(SWfactor sfactor, SWfactor dfactor);
SWAPI void swPolygonMode(SWpoly mode);
SWAPI void swCullFace(SWface face);
SWAPI void swPointSize(float size);
SWAPI void swLineWidth(float width);
SWAPI void swMatrixMode(SWmatrix mode);
SWAPI void swPushMatrix(void);
SWAPI void swPopMatrix(void);
SWAPI void swLoadIdentity(void);
SWAPI void swTranslatef(float x, float y, float z);
SWAPI void swRotatef(float angle, float x, float y, float z);
SWAPI void swScalef(float x, float y, float z);
SWAPI void swMultMatrixf(const float *mat);
SWAPI void swFrustum(double left, double right, double bottom, double top, double znear, double zfar);
SWAPI void swOrtho(double left, double right, double bottom, double top, double znear, double zfar);
SWAPI void swBegin(SWdraw mode);
SWAPI void swEnd(void);
SWAPI void swVertex2i(int x, int y);
SWAPI void swVertex2f(float x, float y);
SWAPI void swVertex2fv(const float *v);
SWAPI void swVertex3i(int x, int y, int z);
SWAPI void swVertex3f(float x, float y, float z);
SWAPI void swVertex3fv(const float *v);
SWAPI void swVertex4i(int x, int y, int z, int w);
SWAPI void swVertex4f(float x, float y, float z, float w);
SWAPI void swVertex4fv(const float *v);
SWAPI void swColor3ub(uint8_t r, uint8_t g, uint8_t b);
SWAPI void swColor3ubv(const uint8_t *v);
SWAPI void swColor3f(float r, float g, float b);
SWAPI void swColor3fv(const float *v);
SWAPI void swColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
SWAPI void swColor4ubv(const uint8_t *v);
SWAPI void swColor4f(float r, float g, float b, float a);
SWAPI void swColor4fv(const float *v);
SWAPI void swTexCoord2f(float u, float v);
SWAPI void swTexCoord2fv(const float *v);
SWAPI void swBindArray(SWarray type, void *buffer);
SWAPI void swDrawArrays(SWdraw mode, int offset, int count);
SWAPI void swGenTextures(int count, uint32_t *textures);
SWAPI void swDeleteTextures(int count, uint32_t *textures);
SWAPI void swTexImage2D(int width, int height, SWformat format, SWtype type, bool copy, const void *data);
SWAPI void swTexParameteri(int param, int value);
SWAPI void swBindTexture(uint32_t id);
#endif // RLSW_H
/***********************************************************************************
*
* RLSW IMPLEMENTATION
*
************************************************************************************/
#define RLSW_IMPLEMENTATION
#if defined(RLSW_IMPLEMENTATION)
#include <stdlib.h>
#include <stddef.h>
#include <math.h> // Required for: floorf(), fabsf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define SW_PI 3.14159265358979323846f
#define SW_DEG2RAD (SW_PI/180.0f)
#define SW_RAD2DEG (180.0f/SW_PI)
#define SW_COLOR_PIXEL_SIZE (SW_COLOR_BUFFER_BITS/8)
#define SW_DEPTH_PIXEL_SIZE (SW_DEPTH_BUFFER_BITS/8)
#define SW_STATE_CHECK(flags) ((RLSW.stateFlags & (flags)) == (flags))
#define SW_STATE_SCISSOR_TEST (1 << 0)
#define SW_STATE_TEXTURE_2D (1 << 1)
#define SW_STATE_DEPTH_TEST (1 << 2)
#define SW_STATE_CULL_FACE (1 << 3)
#define SW_STATE_BLEND (1 << 4)
//----------------------------------------------------------------------------------
// Module Types and Structures Definition
//----------------------------------------------------------------------------------
// Pixel data format type
// NOTE: Enum aligned with raylib PixelFormat
typedef enum {
SW_PIXELFORMAT_UNKNOWN = 0,
SW_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE, // 8 bit per pixel (no alpha)
SW_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
SW_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
SW_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
SW_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
SW_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
SW_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
} sw_pixelformat_t;
typedef void (*sw_factor_f)(
float *SW_RESTRICT factor,
const float *SW_RESTRICT src,
const float *SW_RESTRICT dst
);
typedef float sw_matrix_t[4*4];
typedef uint16_t sw_half_t;
typedef struct {
float position[4]; // Position coordinates
float texcoord[2]; // Texture coordinates
float color[4]; // Color value (RGBA)
float homogeneous[4]; // Homogeneous coordinates
float screen[2]; // Screen coordinates
} sw_vertex_t;
typedef struct {
// Dirty hack for copied data
// TODO: Rework copied image handling
union {
const void *cptr; // NOTE: Is used for all data reads
void *ptr; // WARNING: Should only be used to allocate and free data
} pixels;
int width, height; // Dimensions of the texture
int wMinus1, hMinus1; // Dimensions minus one
sw_pixelformat_t format; // Pixel format (internal representation)
SWfilter minFilter; // Minification filter
SWfilter magFilter; // Magnification filter
SWwrap sWrap; // texcoord.x wrap mode
SWwrap tWrap; // texcoord.y wrap mode
float tx; // Texel width
float ty; // Texel height
bool copy; // Flag indicating whether memory has been allocated
} sw_texture_t;
typedef struct {
void *color;
void *depth;
int width;
int height;
int allocSz;
} sw_framebuffer_t;
typedef struct {
sw_framebuffer_t framebuffer; // Main framebuffer
float clearColor[4]; // Color used to clear the screen
float clearDepth; // Depth value used to clear the screen
int vpCenter[2]; // Viewport center
int vpHalfSize[2]; // Viewport half dimensions
int vpSize[2]; // Viewport dimensions (minus one)
int vpMin[2]; // Viewport minimum renderable point (top-left)
int vpMax[2]; // Viewport maximum renderable point (bottom-right)
int scMin[2]; // Scissor rectangle minimum renderable point (top-left)
int scMax[2]; // Scissor rectangle maximum renderable point (bottom-right)
float scClipMin[2]; // Scissor rectangle minimum renderable point in clip space
float scClipMax[2]; // Scissor rectangle maximum renderable point in clip space
uint32_t currentTexture; // Current active texture id
struct {
float *positions;
float *texcoords;
uint8_t *colors;
} array;
struct {
float texcoord[2];
float color[4];
} current;
sw_vertex_t vertexBuffer[SW_MAX_CLIPPED_POLYGON_VERTICES]; // Buffer used for storing primitive vertices, used for processing and rendering
int vertexCounter; // Number of vertices in 'ctx.vertexBuffer'
SWdraw drawMode; // Current primitive mode (e.g., lines, triangles)
SWpoly polyMode; // Current polygon filling mode (e.g., lines, triangles)
int reqVertices; // Number of vertices required for the primitive being drawn
float pointRadius; // Rasterized point radius
float lineWidth; // Rasterized line width
sw_matrix_t stackProjection[SW_MAX_PROJECTION_STACK_SIZE]; // Projection matrix stack for push/pop operations
sw_matrix_t stackModelview[SW_MAX_MODELVIEW_STACK_SIZE]; // Modelview matrix stack for push/pop operations
sw_matrix_t stackTexture[SW_MAX_TEXTURE_STACK_SIZE]; // Texture matrix stack for push/pop operations
uint32_t stackProjectionCounter; // Counter for matrix stack operations
uint32_t stackModelviewCounter; // Counter for matrix stack operations
uint32_t stackTextureCounter; // Counter for matrix stack operations
SWmatrix currentMatrixMode; // Current matrix mode (e.g., sw_MODELVIEW, sw_PROJECTION)
sw_matrix_t *currentMatrix; // Pointer to the currently used matrix according to the mode
sw_matrix_t matMVP; // Model view projection matrix, calculated and used internally
bool isDirtyMVP; // Indicates if the MVP matrix should be rebuilt
SWfactor srcFactor;
SWfactor dstFactor;
sw_factor_f srcFactorFunc;
sw_factor_f dstFactorFunc;
SWface cullFace; // Faces to cull
SWerrcode errCode; // Last error code
sw_texture_t *loadedTextures;
int loadedTextureCount;
uint32_t *freeTextureIds;
int freeTextureIdCount;
uint32_t stateFlags;
} sw_context_t;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static sw_context_t RLSW = { 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static inline void sw_matrix_id(sw_matrix_t dst)
{
dst[0] = 1, dst[1] = 0, dst[2] = 0, dst[3] = 0;
dst[4] = 0, dst[5] = 1, dst[6] = 0, dst[7] = 0;
dst[8] = 0, dst[9] = 0, dst[10] = 1, dst[11] = 0;
dst[12] = 0, dst[13] = 0, dst[14] = 0, dst[15] = 1;
}
static inline void sw_matrix_mul_rst(float *SW_RESTRICT dst, const float *SW_RESTRICT left, const float *SW_RESTRICT right)
{
float l00 = left[0], l01 = left[1], l02 = left[2], l03 = left[3];
float l10 = left[4], l11 = left[5], l12 = left[6], l13 = left[7];
float l20 = left[8], l21 = left[9], l22 = left[10], l23 = left[11];
float l30 = left[12], l31 = left[13], l32 = left[14], l33 = left[15];
dst[0] = l00*right[0] + l01*right[4] + l02*right[8] + l03*right[12];
dst[4] = l10*right[0] + l11*right[4] + l12*right[8] + l13*right[12];
dst[8] = l20*right[0] + l21*right[4] + l22*right[8] + l23*right[12];
dst[12] = l30*right[0] + l31*right[4] + l32*right[8] + l33*right[12];
dst[1] = l00*right[1] + l01*right[5] + l02*right[9] + l03*right[13];
dst[5] = l10*right[1] + l11*right[5] + l12*right[9] + l13*right[13];
dst[9] = l20*right[1] + l21*right[5] + l22*right[9] + l23*right[13];
dst[13] = l30*right[1] + l31*right[5] + l32*right[9] + l33*right[13];
dst[2] = l00*right[2] + l01*right[6] + l02*right[10] + l03*right[14];
dst[6] = l10*right[2] + l11*right[6] + l12*right[10] + l13*right[14];
dst[10] = l20*right[2] + l21*right[6] + l22*right[10] + l23*right[14];
dst[14] = l30*right[2] + l31*right[6] + l32*right[10] + l33*right[14];
dst[3] = l00*right[3] + l01*right[7] + l02*right[11] + l03*right[15];
dst[7] = l10*right[3] + l11*right[7] + l12*right[11] + l13*right[15];
dst[11] = l20*right[3] + l21*right[7] + l22*right[11] + l23*right[15];
dst[15] = l30*right[3] + l31*right[7] + l32*right[11] + l33*right[15];
}
static inline void sw_matrix_mul(sw_matrix_t dst, const sw_matrix_t left, const sw_matrix_t right)
{
float result[16];
sw_matrix_mul_rst(result, left, right);
for (int i = 0; i < 16; i++) dst[i] = result[i];
}
static inline float sw_saturate(float x)
{
union { float f; uint32_t u; } fb;
fb.f = x;
// Check if x < 0.0f
// If sign bit is set (MSB), x is negative
if ((fb.u & 0x80000000) != 0) return 0.0f;
// Check if x > 1.0f
// Works for positive floats: IEEE 754 ordering matches integer ordering
if (fb.u > 0x3F800000) return 1.0f;
// x is in [0.0f, 1.0f]
return x;
}
static inline float sw_fract(float x)
{
return (x - floorf(x));
}
static inline int sw_clampi(int v, int min, int max)
{
if (v < min) return min;
if (v > max) return max;
return v;
}
static inline void sw_lerp_vertex_PTCH(
sw_vertex_t *SW_RESTRICT out,
const sw_vertex_t *SW_RESTRICT a,
const sw_vertex_t *SW_RESTRICT b,
float t)
{
const float tInv = 1.0f - t;
// Position interpolation (4 components)
out->position[0] = a->position[0]*tInv + b->position[0]*t;
out->position[1] = a->position[1]*tInv + b->position[1]*t;
out->position[2] = a->position[2]*tInv + b->position[2]*t;
out->position[3] = a->position[3]*tInv + b->position[3]*t;
// Texture coordinate interpolation (2 components)
out->texcoord[0] = a->texcoord[0]*tInv + b->texcoord[0]*t;
out->texcoord[1] = a->texcoord[1]*tInv + b->texcoord[1]*t;
// Color interpolation (4 components)
out->color[0] = a->color[0]*tInv + b->color[0]*t;
out->color[1] = a->color[1]*tInv + b->color[1]*t;
out->color[2] = a->color[2]*tInv + b->color[2]*t;
out->color[3] = a->color[3]*tInv + b->color[3]*t;
// Homogeneous coordinate interpolation (4 components)
out->homogeneous[0] = a->homogeneous[0]*tInv + b->homogeneous[0]*t;
out->homogeneous[1] = a->homogeneous[1]*tInv + b->homogeneous[1]*t;
out->homogeneous[2] = a->homogeneous[2]*tInv + b->homogeneous[2]*t;
out->homogeneous[3] = a->homogeneous[3]*tInv + b->homogeneous[3]*t;
}
static inline void sw_get_vertex_grad_PTCH(
sw_vertex_t *SW_RESTRICT out,
const sw_vertex_t *SW_RESTRICT a,
const sw_vertex_t *SW_RESTRICT b,
float scale)
{
// Calculate gradients for Position
out->position[0] = (b->position[0] - a->position[0])*scale;
out->position[1] = (b->position[1] - a->position[1])*scale;
out->position[2] = (b->position[2] - a->position[2])*scale;
out->position[3] = (b->position[3] - a->position[3])*scale;
// Calculate gradients for Texture coordinates
out->texcoord[0] = (b->texcoord[0] - a->texcoord[0])*scale;
out->texcoord[1] = (b->texcoord[1] - a->texcoord[1])*scale;
// Calculate gradients for Color
out->color[0] = (b->color[0] - a->color[0])*scale;
out->color[1] = (b->color[1] - a->color[1])*scale;
out->color[2] = (b->color[2] - a->color[2])*scale;
out->color[3] = (b->color[3] - a->color[3])*scale;
// Calculate gradients for Homogeneous coordinates
out->homogeneous[0] = (b->homogeneous[0] - a->homogeneous[0])*scale;
out->homogeneous[1] = (b->homogeneous[1] - a->homogeneous[1])*scale;
out->homogeneous[2] = (b->homogeneous[2] - a->homogeneous[2])*scale;
out->homogeneous[3] = (b->homogeneous[3] - a->homogeneous[3])*scale;
}
static inline void sw_add_vertex_grad_PTCH(
sw_vertex_t *SW_RESTRICT out,
const sw_vertex_t *SW_RESTRICT gradients)
{
// Add gradients to Position
out->position[0] += gradients->position[0];
out->position[1] += gradients->position[1];
out->position[2] += gradients->position[2];
out->position[3] += gradients->position[3];
// Add gradients to Texture coordinates
out->texcoord[0] += gradients->texcoord[0];
out->texcoord[1] += gradients->texcoord[1];
// Add gradients to Color
out->color[0] += gradients->color[0];
out->color[1] += gradients->color[1];
out->color[2] += gradients->color[2];
out->color[3] += gradients->color[3];
// Add gradients to Homogeneous coordinates
out->homogeneous[0] += gradients->homogeneous[0];
out->homogeneous[1] += gradients->homogeneous[1];
out->homogeneous[2] += gradients->homogeneous[2];
out->homogeneous[3] += gradients->homogeneous[3];
}
// Half floating point management functions
static inline uint32_t sw_f16_to_f32_ui(uint16_t h)
{
uint32_t s = (uint32_t)(h & 0x8000) << 16;
int32_t em = h & 0x7fff;
// bias exponent and pad mantissa with 0; 112 is relative exponent bias (127-15)
int32_t r = (em + (112 << 10)) << 13;
// denormal: flush to zero
r = (em < (1 << 10))? 0 : r;
// infinity/NaN; note that we preserve NaN payload as a byproduct of unifying inf/nan cases
// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
r += (em >= (31 << 10))? (112 << 23) : 0;
return s | r;
}
static inline float sw_f16_to_f32(sw_half_t y)
{
union { float f; uint32_t i; } v = { .i = sw_f16_to_f32_ui(y) };
return v.f;
}
static inline uint16_t sw_f16_from_f32_ui(uint32_t ui)
{
int32_t s = (ui >> 16) & 0x8000;
int32_t em = ui & 0x7fffffff;
// Bias exponent and round to nearest; 112 is relative exponent bias (127-15)
int32_t h = (em - (112 << 23) + (1 << 12)) >> 13;
// Underflow: flush to zero; 113 encodes exponent -14
h = (em < (113 << 23))? 0 : h;
// Overflow: infinity; 143 encodes exponent 16
h = (em >= (143 << 23))? 0x7c00 : h;
// NaN; note that we convert all types of NaN to qNaN
h = (em > (255 << 23))? 0x7e00 : h;
return (uint16_t)(s | h);
}
static inline sw_half_t sw_f16_from_f32(float i)
{
union { float f; uint32_t i; } v;
v.f = i;
return sw_f16_from_f32_ui(v.i);
}
// Framebuffer management functions
static inline bool sw_framebuffer_load(int w, int h)
{
int size = w*h;
RLSW.framebuffer.color = SW_MALLOC(SW_COLOR_PIXEL_SIZE*size);
if (RLSW.framebuffer.color == NULL) return false;
RLSW.framebuffer.depth = SW_MALLOC(SW_DEPTH_PIXEL_SIZE*size);
if (RLSW.framebuffer.depth == NULL) return false;
RLSW.framebuffer.width = w;
RLSW.framebuffer.height = h;
RLSW.framebuffer.allocSz = size;
return true;
}
static inline bool sw_framebuffer_resize(int w, int h)
{
int newSize = w*h;
if (newSize <= RLSW.framebuffer.allocSz)
{
RLSW.framebuffer.width = w;
RLSW.framebuffer.height = h;
return true;
}
void *newColor = SW_REALLOC(RLSW.framebuffer.color, newSize);
if (newColor == NULL) return false;
void *newDepth = SW_REALLOC(RLSW.framebuffer.depth, newSize);
if (newDepth == NULL) return false;
RLSW.framebuffer.color = newColor;
RLSW.framebuffer.depth = newDepth;
RLSW.framebuffer.width = w;
RLSW.framebuffer.height = h;
RLSW.framebuffer.allocSz = newSize;
return true;
}
static inline void *sw_framebuffer_get_color_addr(const void *ptr, uint32_t offset)
{
return (uint8_t *)ptr + offset*SW_COLOR_PIXEL_SIZE;
}
static inline void sw_framebuffer_inc_color_addr(void **ptr)
{
*ptr = (void *)(((uint8_t *)*ptr) + SW_COLOR_PIXEL_SIZE);
}
static inline void sw_framebuffer_inc_const_color_addr(const void **ptr)
{
*ptr = (const void *)(((const uint8_t *)*ptr) + SW_COLOR_PIXEL_SIZE);
}
static inline void *sw_framebuffer_get_depth_addr(const void *ptr, uint32_t offset)
{
return (uint8_t *)ptr + offset*SW_DEPTH_PIXEL_SIZE;
}
static inline void sw_framebuffer_inc_depth_addr(void* *ptr)
{
*ptr = (void*)(((uint8_t *)*ptr) + SW_DEPTH_PIXEL_SIZE);
}
#if (SW_COLOR_BUFFER_BITS == 8) // RGB - (3:3:2)
static inline void sw_framebuffer_read_color(float dst[4], const void *src)
{
uint8_t pixel = ((uint8_t *)src)[0];
dst[0] = ((pixel >> 5) & 0x07)*(1.0f/7.0f);
dst[1] = ((pixel >> 2) & 0x07)*(1.0f/7.0f);
dst[2] = (pixel & 0x03)*(1.0f/3.0f);
dst[3] = 1.0f;
}
static inline void sw_framebuffer_read_color8(uint8_t dst[4], const void *src)
{
uint8_t pixel = ((const uint8_t *)src)[0];
uint8_t r = (pixel >> 5) & 0x07;
uint8_t g = (pixel >> 2) & 0x07;
uint8_t b = pixel & 0x03;
dst[0] = (r*255 + 3)/7;
dst[1] = (g*255 + 3)/7;
dst[2] = (b*255 + 1)/3;
dst[3] = 255;
}
static inline void sw_framebuffer_write_color(void *dst, const float color[3])
{
uint8_t r = ((uint8_t)(color[0]*UINT8_MAX) >> 5) & 0x07;
uint8_t g = ((uint8_t)(color[1]*UINT8_MAX) >> 5) & 0x07;
uint8_t b = ((uint8_t)(color[2]*UINT8_MAX) >> 6) & 0x03;
((uint8_t *)dst)[0] = (r << 5) | (g << 2) | b;
}
static inline void sw_framebuffer_fill_color(void *ptr, int size, const float color[3])
{
uint8_t r8 = (uint8_t)(color[0]*7.0f + 0.5f);
uint8_t g8 = (uint8_t)(color[1]*7.0f + 0.5f);
uint8_t b8 = (uint8_t)(color[2]*3.0f + 0.5f);
uint8_t packedColor = ((r8 & 0x07) << 5) | ((g8 & 0x07) << 2) | (b8 & 0x03);
uint8_t *p = (uint8_t *)ptr;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
uint8_t *curPtr = p + y*RLSW.framebuffer.width + RLSW.scMin[0];
for (int xCount = 0; xCount < wScissor; xCount++) *curPtr++ = packedColor;
}
}
else
{
for (int i = 0; i < size; i++) *p++ = packedColor;
}
}
#elif (SW_COLOR_BUFFER_BITS == 16) // RGB - (5:6:5)
static inline void sw_framebuffer_read_color(float dst[4], const void *src)
{
uint16_t pixel = ((uint16_t *)src)[0];
dst[0] = ((pixel >> 11) & 0x1F)*(1.0f/31.0f);
dst[1] = ((pixel >> 5) & 0x3F)*(1.0f/63.0f);
dst[2] = (pixel & 0x1F)*(1.0f/31.0f);
dst[3] = 1.0f;
}
static inline void sw_framebuffer_read_color8(uint8_t dst[4], const void *src)
{
uint16_t pixel = ((const uint16_t *)src)[0];
uint8_t r = (pixel >> 11) & 0x1F;
uint8_t g = (pixel >> 5) & 0x3F;
uint8_t b = pixel & 0x1F;
dst[0] = (r*255 + 15)/31;
dst[1] = (g*255 + 31)/63;
dst[2] = (b*255 + 15)/31;
dst[3] = 255;
}
static inline void sw_framebuffer_write_color(void *dst, const float color[3])
{
uint8_t r = (uint8_t)(color[0]*31.0f + 0.5f) & 0x1F;
uint8_t g = (uint8_t)(color[1]*63.0f + 0.5f) & 0x3F;
uint8_t b = (uint8_t)(color[2]*31.0f + 0.5f) & 0x1F;
((uint16_t *)dst)[0] = (r << 11) | (g << 5) | b;
}
static inline void sw_framebuffer_fill_color(void *ptr, int size, const float color[3])
{
uint16_t r16 = (uint16_t)(color[0]*31.0f + 0.5f);
uint16_t g_16 = (uint16_t)(color[1]*63.0f + 0.5f);
uint16_t b_16 = (uint16_t)(color[2]*31.0f + 0.5f);
uint16_t packedColor = ((r16 & 0x1F) << 11) | ((g_16 & 0x3F) << 5) | (b_16 & 0x1F);
uint16_t *p = (uint16_t *)ptr;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
uint16_t *curPtr = p + y*RLSW.framebuffer.width + RLSW.scMin[0];
for (int xCount = 0; xCount < wScissor; xCount++) *curPtr++ = packedColor;
}
}
else
{
for (int i = 0; i < size; i++) *p++ = packedColor;
}
}
#elif (SW_COLOR_BUFFER_BITS == 24) // RGB - (8:8:8)
static inline void sw_framebuffer_read_color(float dst[4], const void *src)
{
dst[0] = ((uint8_t *)src)[0]*(1.0f/255.0f);
dst[1] = ((uint8_t *)src)[1]*(1.0f/255.0f);
dst[2] = ((uint8_t *)src)[2]*(1.0f/255.0f);
dst[3] = 1.0f;
}
static inline void sw_framebuffer_read_color8(uint8_t dst[4], const void *src)
{
dst[0] = ((uint8_t *)src)[0];
dst[1] = ((uint8_t *)src)[1];
dst[2] = ((uint8_t *)src)[2];
dst[3] = 255;
}
static inline void sw_framebuffer_write_color(void *dst, const float color[3])
{
((uint8_t *)dst)[0] = (uint8_t)(color[0]*UINT8_MAX);
((uint8_t *)dst)[1] = (uint8_t)(color[1]*UINT8_MAX);
((uint8_t *)dst)[2] = (uint8_t)(color[2]*UINT8_MAX);
}
static inline void sw_framebuffer_fill_color(void *ptr, int size, const float color[3])
{
uint8_t r = (uint8_t)(color[0]*255.0f);
uint8_t g = (uint8_t)(color[1]*255.0f);
uint8_t b = (uint8_t)(color[2]*255.0f);
uint8_t *p = (uint8_t *)ptr;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
uint8_t *curPtr = p + 3*(y*RLSW.framebuffer.width + RLSW.scMin[0]);
for (int xCount = 0; xCount < wScissor; xCount++)
{
*curPtr++ = r;
*curPtr++ = g;
*curPtr++ = b;
}
}
}
else
{
for (int i = 0; i < size; i++)
{
*p++ = r;
*p++ = g;
*p++ = b;
}
}
}
#endif // SW_COLOR_BUFFER_BITS
#if (SW_DEPTH_BUFFER_BITS == 8)
static inline float sw_framebuffer_read_depth(const void *src)
{
return (float)((uint8_t *)src)[0]*(1.0f/UINT8_MAX);
}
static inline void sw_framebuffer_write_depth(void *dst, float depth)
{
((uint8_t *)dst)[0] = (uint8_t)(depth*UINT8_MAX);
}
static inline void sw_framebuffer_fill_depth(void *ptr, int size, float value)
{
uint8_t d8 = (uint8_t)(value*UINT8_MAX);
uint8_t *p = (uint8_t *)ptr;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
uint8_t *curPtr = p + y*RLSW.framebuffer.width + RLSW.scMin[0];
for (int xCount = 0; xCount < wScissor; xCount++) *curPtr++ = d8;
}
}
else
{
for (int i = 0; i < size; i++) *p++ = d8;
}
}
#elif (SW_DEPTH_BUFFER_BITS == 16)
static inline float sw_framebuffer_read_depth(const void *src)
{
return (float)((uint16_t *)src)[0]*(1.0f/UINT16_MAX);
}
static inline void sw_framebuffer_write_depth(void *dst, float depth)
{
((uint16_t *)dst)[0] = (uint16_t)(depth*UINT16_MAX);
}
static inline void sw_framebuffer_fill_depth(void *ptr, int size, float value)
{
uint16_t d16 = (uint16_t)(value*UINT16_MAX);
uint16_t *p = (uint16_t *)ptr;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
uint16_t *curPtr = p + y*RLSW.framebuffer.width + RLSW.scMin[0];
for (int xCount = 0; xCount < wScissor; xCount++) *curPtr++ = d16;
}
}
else
{
for (int i = 0; i < size; i++) *p++ = d16;
}
}
#elif (SW_DEPTH_BUFFER_BITS == 24)
static inline float sw_framebuffer_read_depth(const void *src)
{
uint32_t depth24 = (((uint8_t *)src)[0] << 16) |
(((uint8_t *)src)[1] << 8) |
((uint8_t *)src)[2];
return depth24/(float)0xFFFFFF;
}
static inline void sw_framebuffer_write_depth(void *dst, float depth)
{
uint32_t depth24 = (uint32_t)(depth*0xFFFFFF);
((uint8_t *)dst)[0] = (depth24 >> 16) & 0xFF;
((uint8_t *)dst)[1] = (depth24 >> 8) & 0xFF;
((uint8_t *)dst)[2] = depth24 & 0xFF;
}
static inline void sw_framebuffer_fill_depth(void *ptr, int size, float value)
{
uint32_t d32 = (uint32_t)(value*UINT32_MAX);
uint8_t d_byte0 = (uint8_t)((d32 >> 16) & 0xFF);
uint8_t d_byte1 = (uint8_t)((d32 >> 8) & 0xFF);
uint8_t d_byte2 = (uint8_t)(d32 & 0xFF);
uint8_t *p = (uint8_t *)ptr;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
uint8_t *curPtr = p + 3*(y*RLSW.framebuffer.width + RLSW.scMin[0]);
for (int xCount = 0; xCount < wScissor; xCount++)
{
*curPtr++ = d_byte0;
*curPtr++ = d_byte1;
*curPtr++ = d_byte2;
}
}
}
else
{
for (int i = 0; i < size; i++)
{
*p++ = d_byte0;
*p++ = d_byte1;
*p++ = d_byte2;
}
}
}
#endif // SW_DEPTH_BUFFER_BITS
static inline void sw_framebuffer_fill(void *colorPtr, void *depthPtr, int size, float color[4], float depth_value)
{
#if (SW_COLOR_BUFFER_BITS == 8)
// Calculate and pack 3:3:2 color
// Scale color components to the max value for each bit depth and round
uint8_t r8 = (uint8_t)(color[0]*7.0f + 0.5f);
uint8_t g8 = (uint8_t)(color[1]*7.0f + 0.5f);
uint8_t b8 = (uint8_t)(color[2]*3.0f + 0.5f);
// Pack the components into a single byte
uint8_t packedColor = ((r8 & 0x07) << 5) | ((g8 & 0x07) << 2) | (b8 & 0x03);
uint8_t *cptr = (uint8_t *)colorPtr;
#elif (SW_COLOR_BUFFER_BITS == 16)
// Calculate and pack 5:6:5 color
// Scale color components to the max value for each bit depth and round
uint16_t r16 = (uint16_t)(color[0]*31.0f + 0.5f);
uint16_t g16 = (uint16_t)(color[1]*63.0f + 0.5f);
uint16_t b16 = (uint16_t)(color[2]*31.0f + 0.5f);
// Pack the components into a 16-bit value
uint16_t packedColor = ((r16 & 0x1F) << 11) | ((g16 & 0x3F) << 5) | (b16 & 0x1F);
uint16_t *cptr = (uint16_t *)colorPtr;
#elif (SW_COLOR_BUFFER_BITS == 24)
// Calculate 8:8:8 color components
uint8_t r24 = (uint8_t)(color[0]*255.0f);
uint8_t g24 = (uint8_t)(color[1]*255.0f);
uint8_t b24 = (uint8_t)(color[2]*255.0f);
uint8_t *cptr = (uint8_t *)colorPtr;
#endif
#if (SW_DEPTH_BUFFER_BITS == 8)
// Calculate 8-bit depth
uint8_t d8 = (uint8_t)(depth_value*UINT8_MAX);
uint8_t *dptr = (uint8_t *)depthPtr;
#elif (SW_DEPTH_BUFFER_BITS == 16)
// Calculate 16-bit depth
uint16_t d16 = (uint16_t)(depth_value*UINT16_MAX);
uint16_t *dptr = (uint16_t *)depthPtr;
#elif (SW_DEPTH_BUFFER_BITS == 24)
// Calculate 24-bit depth and pre-calculate bytes
uint32_t d32 = (uint32_t)(depth_value*UINT32_MAX);
uint8_t dByte0 = (uint8_t)((d32 >> 16) & 0xFF);
uint8_t dByte1 = (uint8_t)((d32 >> 8) & 0xFF);
uint8_t dByte2 = (uint8_t)(d32 & 0xFF);
uint8_t *dptr = (uint8_t *)depthPtr;
#endif
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
int wScissor = RLSW.scMax[0] - RLSW.scMin[0] + 1;
for (int y = RLSW.scMin[1]; y <= RLSW.scMax[1]; y++)
{
int rowStartIdx = y*RLSW.framebuffer.width + RLSW.scMin[0];
// Calculate starting pointers for the current row within the scissor rectangle
#if (SW_COLOR_BUFFER_BITS == 8)
uint8_t *curCPtr = cptr + rowStartIdx;
#elif (SW_COLOR_BUFFER_BITS == 16)
uint16_t *curCPtr = cptr + rowStartIdx;
#elif (SW_COLOR_BUFFER_BITS == 24)
uint8_t *curCPtr = cptr + 3*rowStartIdx;
#endif
#if (SW_DEPTH_BUFFER_BITS == 8)
uint8_t *curDPtr = dptr + rowStartIdx;
#elif (SW_DEPTH_BUFFER_BITS == 16)
uint16_t *curDPtr = dptr + rowStartIdx;
#elif (SW_DEPTH_BUFFER_BITS == 24)
uint8_t *curDPtr = dptr + 3*rowStartIdx;
#endif
// Fill the current row within the scissor rectangle
for (int xCount = 0; xCount < wScissor; xCount++)
{
// Write color
#if (SW_COLOR_BUFFER_BITS == 8)
*curCPtr++ = packedColor;
#elif (SW_COLOR_BUFFER_BITS == 16)
*curCPtr++ = packedColor;
#elif (SW_COLOR_BUFFER_BITS == 24)
*curCPtr++ = r24;
*curCPtr++ = g24;
*curCPtr++ = b24;
#endif
// Write depth
#if (SW_DEPTH_BUFFER_BITS == 8)
*curDPtr++ = d8;
#elif (SW_DEPTH_BUFFER_BITS == 16)
*curDPtr++ = d16;
#elif (SW_DEPTH_BUFFER_BITS == 24)
*curDPtr++ = dByte0;
*curDPtr++ = dByte1;
*curDPtr++ = dByte2;
#endif
}
}
return;
}
for (int i = 0; i < size; i++)
{
// Write color
#if (SW_COLOR_BUFFER_BITS == 8)
*cptr++ = packedColor;
#elif (SW_COLOR_BUFFER_BITS == 16)
*cptr++ = packedColor;
#elif (SW_COLOR_BUFFER_BITS == 24)
*cptr++ = r24;
*cptr++ = g24;
*cptr++ = b24;
#endif
// Write depth
#if (SW_DEPTH_BUFFER_BITS == 8)
*dptr++ = d8;
#elif (SW_DEPTH_BUFFER_BITS == 16)
*dptr++ = d16;
#elif (SW_DEPTH_BUFFER_BITS == 24)
*dptr++ = dByte0;
*dptr++ = dByte1;
*dptr++ = dByte2;
#endif
}
}
#define DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(name, DST_PTR_T) \
static inline void sw_framebuffer_copy_to_##name(int x, int y, int w, int h, DST_PTR_T *dst) \
{ \
const void *src = RLSW.framebuffer.color; \
\
for (int iy = y; iy < h; iy++) { \
for (int ix = x; ix < w; ix++) { \
uint8_t color[4]; \
sw_framebuffer_read_color8(color, src); \
#define DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(name, DST_PTR_T) \
static inline void sw_framebuffer_copy_to_##name(int x, int y, int w, int h, DST_PTR_T *dst) \
{ \
const void *src = RLSW.framebuffer.color; \
\
for (int iy = y; iy < h; iy++) { \
for (int ix = x; ix < w; ix++) { \
float color[4]; \
sw_framebuffer_read_color(color, src); \
#define DEFINE_FRAMEBUFFER_COPY_END() \
sw_framebuffer_inc_const_color_addr(&src); \
} \
} \
}
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(GRAYSCALE, uint8_t)
{
// NTSC grayscale conversion: Y = 0.299R + 0.587G + 0.114B
uint8_t gray = (uint8_t)((color[0]*299 + color[1]*587 + color[2]*114 + 500)/1000);
*dst++ = gray;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(GRAYALPHA, uint8_t)
{
// Convert RGB to grayscale using NTSC formula
uint8_t gray = (uint8_t)((color[0]*299 + color[1]*587 + color[2]*114 + 500)/1000);
dst[0] = gray;
dst[1] = color[3]; // alpha
dst += 2;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(R5G6B5, uint16_t)
{
// Convert 8-bit RGB to 5:6:5 format
uint8_t r5 = (color[0]*31 + 127)/255;
uint8_t g6 = (color[1]*63 + 127)/255;
uint8_t b5 = (color[2]*31 + 127)/255;
#if SW_GL_FRAMEBUFFER_COPY_BGRA
uint16_t rgb565 = (b5 << 11) | (g6 << 5) | r5;
#else // RGBA
uint16_t rgb565 = (r5 << 11) | (g6 << 5) | b5;
#endif
*dst++ = rgb565;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(R8G8B8, uint8_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst += 3;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(R5G5B5A1, uint16_t)
{
uint8_t r5 = (color[0]*31 + 127)/255;
uint8_t g5 = (color[1]*31 + 127)/255;
uint8_t b5 = (color[2]*31 + 127)/255;
uint8_t a1 = color[3] >= 128 ? 1 : 0;
#if SW_GL_FRAMEBUFFER_COPY_BGRA
uint16_t pixel = (b5 << 11) | (g5 << 6) | (r5 << 1) | a1;
#else // RGBA
uint16_t pixel = (r5 << 11) | (g5 << 6) | (b5 << 1) | a1;
#endif
*dst++ = pixel;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(R4G4B4A4, uint16_t)
{
uint8_t r4 = (color[0]*15 + 127)/255;
uint8_t g4 = (color[1]*15 + 127)/255;
uint8_t b4 = (color[2]*15 + 127)/255;
uint8_t a4 = (color[3]*15 + 127)/255;
#if SW_GL_FRAMEBUFFER_COPY_BGRA
uint16_t pixel = (b4 << 12) | (g4 << 8) | (r4 << 4) | a4;
#else // RGBA
uint16_t pixel = (r4 << 12) | (g4 << 8) | (b4 << 4) | a4;
#endif
*dst++ = pixel;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_U32_BEGIN(R8G8B8A8, uint8_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst[3] = color[3];
dst += 4;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(R32, float)
{
dst[0] = color[0];
dst++;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(R32G32B32, float)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst += 3;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(R32G32B32A32, float)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst[3] = color[3];
dst += 4;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(R16, sw_half_t)
{
dst[0] = sw_f16_from_f32(color[0]);
dst++;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(R16G16B16, sw_half_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = sw_f16_from_f32(color[2]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[0]);
#else // RGBA
dst[0] = sw_f16_from_f32(color[0]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[2]);
#endif
dst += 3;
}
DEFINE_FRAMEBUFFER_COPY_END()
DEFINE_FRAMEBUFFER_COPY_F32_BEGIN(R16G16B16A16, sw_half_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = sw_f16_from_f32(color[2]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[0]);
#else // RGBA
dst[0] = sw_f16_from_f32(color[0]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[2]);
#endif
dst[3] = sw_f16_from_f32(color[3]);
dst += 4;
}
DEFINE_FRAMEBUFFER_COPY_END()
#define DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(name, DST_PTR_T) \
static inline void sw_framebuffer_blit_to_##name( \
int xDst, int yDst, int wDst, int hDst, \
int xSrc, int ySrc, int wSrc, int hSrc, \
DST_PTR_T *dst) \
{ \
const uint8_t *srcBase = RLSW.framebuffer.color; \
int fbWidth = RLSW.framebuffer.width; \
\
uint32_t xScale = ((uint32_t)wSrc << 16)/(uint32_t)wDst; \
uint32_t yScale = ((uint32_t)hSrc << 16)/(uint32_t)hDst; \
\
for (int dy = 0; dy < hDst; dy++) { \
uint32_t yFix = ((uint32_t)ySrc << 16) + dy*yScale; \
int sy = yFix >> 16; \
\
for (int dx = 0; dx < wDst; dx++) { \
uint32_t xFix = dx*xScale; \
int sx = xFix >> 16; \
const void *srcPtr = sw_framebuffer_get_color_addr(srcBase, sy*fbWidth + sx); \
uint8_t color[4]; \
sw_framebuffer_read_color8(color, srcPtr); \
#define DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(name, DST_PTR_T) \
static inline void sw_framebuffer_blit_to_##name( \
int xDst, int yDst, int wDst, int hDst, \
int xSrc, int ySrc, int wSrc, int hSrc, \
DST_PTR_T *dst) \
{ \
const uint8_t *srcBase = RLSW.framebuffer.color; \
int fbWidth = RLSW.framebuffer.width; \
\
uint32_t xScale = ((uint32_t)wSrc << 16)/(uint32_t)wDst; \
uint32_t yScale = ((uint32_t)hSrc << 16)/(uint32_t)hDst; \
\
for (int dy = 0; dy < hDst; dy++) { \
uint32_t yFix = ((uint32_t)ySrc << 16) + dy*yScale; \
int sy = yFix >> 16; \
\
for (int dx = 0; dx < wDst; dx++) { \
uint32_t xFix = dx*xScale; \
int sx = xFix >> 16; \
const void *srcPtr = sw_framebuffer_get_color_addr(srcBase, sy*fbWidth + sx); \
float color[4]; \
sw_framebuffer_read_color(color, srcPtr); \
#define DEFINE_FRAMEBUFFER_BLIT_END() \
} \
} \
}
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(GRAYSCALE, uint8_t)
{
uint8_t gray = (uint8_t)((color[0]*299 + color[1]*587 + color[2]*114 + 500)/1000);
*dst++ = gray;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(GRAYALPHA, uint8_t)
{
uint8_t gray = (uint8_t)((color[0]*299 + color[1]*587 + color[2]*114 + 500)/1000);
dst[0] = gray;
dst[1] = color[3]; // alpha
dst += 2;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(R5G6B5, uint16_t)
{
uint8_t r5 = (color[0]*31 + 127)/255;
uint8_t g6 = (color[1]*63 + 127)/255;
uint8_t b5 = (color[2]*31 + 127)/255;
#if SW_GL_FRAMEBUFFER_COPY_BGRA
uint16_t rgb565 = (b5 << 11) | (g6 << 5) | r5;
#else // RGBA
uint16_t rgb565 = (r5 << 11) | (g6 << 5) | b5;
#endif
*dst++ = rgb565;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(R8G8B8, uint8_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst += 3;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(R5G5B5A1, uint16_t)
{
uint8_t r5 = (color[0]*31 + 127)/255;
uint8_t g5 = (color[1]*31 + 127)/255;
uint8_t b5 = (color[2]*31 + 127)/255;
uint8_t a1 = color[3] >= 128 ? 1 : 0;
#if SW_GL_FRAMEBUFFER_COPY_BGRA
uint16_t pixel = (b5 << 11) | (g5 << 6) | (r5 << 1) | a1;
#else // RGBA
uint16_t pixel = (r5 << 11) | (g5 << 6) | (b5 << 1) | a1;
#endif
*dst++ = pixel;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(R4G4B4A4, uint16_t)
{
uint8_t r4 = (color[0]*15 + 127)/255;
uint8_t g4 = (color[1]*15 + 127)/255;
uint8_t b4 = (color[2]*15 + 127)/255;
uint8_t a4 = (color[3]*15 + 127)/255;
#if SW_GL_FRAMEBUFFER_COPY_BGRA
uint16_t pixel = (b4 << 12) | (g4 << 8) | (r4 << 4) | a4;
#else // RGBA
uint16_t pixel = (r4 << 12) | (g4 << 8) | (b4 << 4) | a4;
#endif
*dst++ = pixel;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_U32_BEGIN(R8G8B8A8, uint8_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst[3] = color[3];
dst += 4;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(R32, uint8_t)
{
dst[0] = color[0];
dst++;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(R32G32B32, float)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst += 3;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(R32G32B32A32, float)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = color[2];
dst[1] = color[1];
dst[2] = color[0];
#else // RGBA
dst[0] = color[0];
dst[1] = color[1];
dst[2] = color[2];
#endif
dst[3] = color[3];
dst += 4;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(R16, sw_half_t)
{
dst[0] = sw_f16_from_f32(color[0]);
dst++;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(R16G16B16, sw_half_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = sw_f16_from_f32(color[2]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[0]);
#else // RGBA
dst[0] = sw_f16_from_f32(color[0]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[2]);
#endif
dst += 3;
}
DEFINE_FRAMEBUFFER_BLIT_END()
DEFINE_FRAMEBUFFER_BLIT_F32_BEGIN(R16G16B16A16, sw_half_t)
{
#if SW_GL_FRAMEBUFFER_COPY_BGRA
dst[0] = sw_f16_from_f32(color[2]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[0]);
#else // RGBA
dst[0] = sw_f16_from_f32(color[0]);
dst[1] = sw_f16_from_f32(color[1]);
dst[2] = sw_f16_from_f32(color[2]);
#endif
dst[3] = sw_f16_from_f32(color[3]);
dst += 4;
}
DEFINE_FRAMEBUFFER_BLIT_END()
// Pixel format management functions
static inline int sw_get_pixel_format(SWformat format, SWtype type)
{
int channels = 0;
int bitsPerChannel = 8; // Default: 8 bits per channel
// Determine the number of channels (format)
switch (format)
{
case SW_LUMINANCE: channels = 1; break;
case SW_LUMINANCE_ALPHA: channels = 2; break;
case SW_RGB: channels = 3; break;
case SW_RGBA: channels = 4; break;
default: return SW_PIXELFORMAT_UNKNOWN;
}
// Determine the depth of each channel (type)
switch (type)
{
case SW_UNSIGNED_BYTE: bitsPerChannel = 8; break;
case SW_BYTE: bitsPerChannel = 8; break;
case SW_UNSIGNED_SHORT: bitsPerChannel = 16; break;
case SW_SHORT: bitsPerChannel = 16; break;
case SW_UNSIGNED_INT: bitsPerChannel = 32; break;
case SW_INT: bitsPerChannel = 32; break;
case SW_FLOAT: bitsPerChannel = 32; break;
default: return SW_PIXELFORMAT_UNKNOWN;
}
// Map the format and type to the correct internal format
if (bitsPerChannel == 8)
{
if (channels == 1) return SW_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE;
if (channels == 2) return SW_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA;
if (channels == 3) return SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8;
if (channels == 4) return SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
}
else if (bitsPerChannel == 16)
{
if (channels == 1) return SW_PIXELFORMAT_UNCOMPRESSED_R16;
if (channels == 3) return SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16;
if (channels == 4) return SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16;
}
else if (bitsPerChannel == 32)
{
if (channels == 1) return SW_PIXELFORMAT_UNCOMPRESSED_R32;
if (channels == 3) return SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32;
if (channels == 4) return SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32;
}
return SW_PIXELFORMAT_UNKNOWN;
}
int sw_get_pixel_bytes(sw_pixelformat_t format)
{
int bpp = 0;
switch (format)
{
case SW_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 1; break;
case SW_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
case SW_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
case SW_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
case SW_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 2; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 4; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 3; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 4; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 4*3; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 4*4; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 2; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 2*3; break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 2*4; break;
default: break;
}
return bpp;
}
static inline void sw_get_pixel_grayscale(float *color, const void *pixels, uint32_t offset)
{
float gray = (float)((uint8_t *)pixels)[offset]*(1.0f/255);
color[0] = gray;
color[1] = gray;
color[2] = gray;
color[3] = 1.0f;
}
static inline void sw_get_pixel_red_16(float *color, const void *pixels, uint32_t offset)
{
float value = sw_f16_to_f32(((sw_half_t *)pixels)[offset]);
color[0] = value;
color[1] = value;
color[2] = value;
color[3] = 1.0f;
}
static inline void sw_get_pixel_red_32(float *color, const void *pixels, uint32_t offset)
{
float value = ((float *)pixels)[offset];
color[0] = value;
color[1] = value;
color[2] = value;
color[3] = 1.0f;
}
static inline void sw_get_pixel_grayscale_alpha(float *color, const void *pixels, uint32_t offset)
{
const uint8_t *pixelData = (const uint8_t *)pixels + 2*offset;
color[0] = color[1] = color[2] = (float)pixelData[0]*(1.0f/255);
color[3] = (float)pixelData[1]*(1.0f/255);
}
static inline void sw_get_pixel_rgb_565(float *color, const void *pixels, uint32_t offset)
{
uint16_t pixel = ((uint16_t *)pixels)[offset];
color[0] = (float)((pixel & 0xF800) >> 11)/31;
color[1] = (float)((pixel & 0x7E0) >> 5)/63;
color[2] = (float)(pixel & 0x1F)/31;
color[3] = 1.0f;
}
static inline void sw_get_pixel_rgb_888(float *color, const void *pixels, uint32_t offset)
{
const uint8_t *pixel = (const uint8_t *)pixels + 3*offset;
color[0] = (float)pixel[0]*(1.0f/255);
color[1] = (float)pixel[1]*(1.0f/255);
color[2] = (float)pixel[2]*(1.0f/255);
color[3] = 1.0f;
}
static inline void sw_get_pixel_rgb_161616(float *color, const void *pixels, uint32_t offset)
{
const sw_half_t *pixel = (sw_half_t *)pixels + 3*offset;
color[0] = sw_f16_to_f32(pixel[0]);
color[1] = sw_f16_to_f32(pixel[1]);
color[2] = sw_f16_to_f32(pixel[2]);
color[3] = 1.0f;
}
static inline void sw_get_pixel_rgb_323232(float *color, const void *pixels, uint32_t offset)
{
const float *pixel = (float *)pixels + 3*offset;
color[0] = pixel[0];
color[1] = pixel[1];
color[2] = pixel[2];
color[3] = 1.0f;
}
static inline void sw_get_pixel_rgba_5551(float *color, const void *pixels, uint32_t offset)
{
uint16_t pixel = ((uint16_t *)pixels)[offset];
color[0] = (float)((pixel & 0xF800) >> 11)/31;
color[1] = (float)((pixel & 0x7C0) >> 6)/31;
color[2] = (float)((pixel & 0x3E) >> 1)/31;
color[3] = (float)(pixel & 0x1);
}
static inline void sw_get_pixel_rgba_4444(float *color, const void *pixels, uint32_t offset)
{
uint16_t pixel = ((uint16_t *)pixels)[offset];
color[0] = (float)((pixel & 0xF000) >> 12)/15;
color[1] = (float)((pixel & 0xF00) >> 8)/15;
color[2] = (float)((pixel & 0xF0) >> 4)/15;
color[3] = (float)(pixel & 0xF)/15;
}
static inline void sw_get_pixel_rgba_8888(float *color, const void *pixels, uint32_t offset)
{
const uint8_t *pixel = (uint8_t *)pixels + 4*offset;
color[0] = (float)pixel[0]*(1.0f/255);
color[1] = (float)pixel[1]*(1.0f/255);
color[2] = (float)pixel[2]*(1.0f/255);
color[3] = (float)pixel[3]*(1.0f/255);
}
static inline void sw_get_pixel_rgba_16161616(float *color, const void *pixels, uint32_t offset)
{
const sw_half_t *pixel = (sw_half_t *)pixels + 4*offset;
color[0] = sw_f16_to_f32(pixel[0]);
color[1] = sw_f16_to_f32(pixel[1]);
color[2] = sw_f16_to_f32(pixel[2]);
color[3] = sw_f16_to_f32(pixel[3]);
}
static inline void sw_get_pixel_rgba_32323232(float *color, const void *pixels, uint32_t offset)
{
const float *pixel = (float *)pixels + 4*offset;
color[0] = pixel[0];
color[1] = pixel[1];
color[2] = pixel[2];
color[3] = pixel[3];
}
static inline void sw_get_pixel(float *color, const void *pixels, uint32_t offset, sw_pixelformat_t format)
{
switch (format)
{
case SW_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: sw_get_pixel_grayscale(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: sw_get_pixel_grayscale_alpha(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R5G6B5: sw_get_pixel_rgb_565(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8: sw_get_pixel_rgb_888(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: sw_get_pixel_rgba_5551(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: sw_get_pixel_rgba_4444(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: sw_get_pixel_rgba_8888(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32: sw_get_pixel_red_32(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32: sw_get_pixel_rgb_323232(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: sw_get_pixel_rgba_32323232(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16: sw_get_pixel_red_16(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16: sw_get_pixel_rgb_161616(color, pixels, offset); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: sw_get_pixel_rgba_16161616(color, pixels, offset); break;
case SW_PIXELFORMAT_UNKNOWN: break;
default: break;
}
}
// Texture sampling functionality
static inline void sw_texture_sample_nearest(float *color, const sw_texture_t *tex, float u, float v)
{
u = (tex->sWrap == SW_REPEAT)? sw_fract(u) : sw_saturate(u);
v = (tex->tWrap == SW_REPEAT)? sw_fract(v) : sw_saturate(v);
int x = u*tex->width, y = v*tex->height;
sw_get_pixel(color, tex->pixels.cptr, y*tex->width + x, tex->format);
}
static inline void sw_texture_sample_linear(float *color, const sw_texture_t *tex, float u, float v)
{
// TODO: REVIEW: With a bit more cleverness we could clearly reduce the
// number of operations here, but for now it works fine.
float xf = u*tex->width - 0.5f;
float yf = v*tex->height - 0.5f;
int x0 = (int)floorf(xf);
int y0 = (int)floorf(yf);
float fx = xf - x0;
float fy = yf - y0;
int x1 = x0 + 1;
int y1 = y0 + 1;
if (tex->sWrap == SW_CLAMP)
{
x0 = (x0 > tex->wMinus1)? tex->wMinus1 : x0;
x1 = (x1 > tex->wMinus1)? tex->wMinus1 : x1;
}
else
{
x0 = (x0%tex->width + tex->width)%tex->width;
x1 = (x1%tex->width + tex->width)%tex->width;
}
if (tex->tWrap == SW_CLAMP)
{
y0 = (y0 > tex->hMinus1)? tex->hMinus1 : y0;
y1 = (y1 > tex->hMinus1)? tex->hMinus1 : y1;
}
else
{
y0 = (y0%tex->height + tex->height)%tex->height;
y1 = (y1%tex->height + tex->height)%tex->height;
}
float c00[4], c10[4], c01[4], c11[4];
sw_get_pixel(c00, tex->pixels.cptr, y0*tex->width + x0, tex->format);
sw_get_pixel(c10, tex->pixels.cptr, y0*tex->width + x1, tex->format);
sw_get_pixel(c01, tex->pixels.cptr, y1*tex->width + x0, tex->format);
sw_get_pixel(c11, tex->pixels.cptr, y1*tex->width + x1, tex->format);
for (int i = 0; i < 4; i++)
{
float t = c00[i] + fx*(c10[i] - c00[i]);
float b = c01[i] + fx*(c11[i] - c01[i]);
color[i] = t + fy*(b - t);
}
}
static inline void sw_texture_sample(float *color, const sw_texture_t *tex, float u, float v, float duDx, float duDy, float dvDx, float dvDy)
{
// Previous method: There is no need to compute the square root
// because using the squared value, the comparison remains `L2 > 1.0f*1.0f`
//float du = sqrtf(duDx*duDx + duDy*duDy);
//float dv = sqrtf(dvDx*dvDx + dvDy*dvDy);
//float L = (du > dv)? du : dv;
// Calculate the derivatives for each axis
float du2 = duDx*duDx + duDy*duDy;
float dv2 = dvDx*dvDx + dvDy*dvDy;
float L2 = (du2 > dv2)? du2 : dv2;
SWfilter filter = (L2 > 1.0f)? tex->minFilter : tex->magFilter;
switch (filter)
{
case SW_NEAREST: sw_texture_sample_nearest(color, tex, u, v); break;
case SW_LINEAR: sw_texture_sample_linear(color, tex, u, v); break;
default: break;
}
}
// Color Blending functionality
static inline void sw_factor_zero(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = factor[1] = factor[2] = factor[3] = 0.0f;
}
static inline void sw_factor_one(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = factor[1] = factor[2] = factor[3] = 1.0f;
}
static inline void sw_factor_src_color(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = src[0]; factor[1] = src[1]; factor[2] = src[2]; factor[3] = src[3];
}
static inline void sw_factor_one_minus_src_color(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = 1.0f - src[0]; factor[1] = 1.0f - src[1];
factor[2] = 1.0f - src[2]; factor[3] = 1.0f - src[3];
}
static inline void sw_factor_src_alpha(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = factor[1] = factor[2] = factor[3] = src[3];
}
static inline void sw_factor_one_minus_src_alpha(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
float invAlpha = 1.0f - src[3];
factor[0] = factor[1] = factor[2] = factor[3] = invAlpha;
}
static inline void sw_factor_dst_alpha(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = factor[1] = factor[2] = factor[3] = dst[3];
}
static inline void sw_factor_one_minus_dst_alpha(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
float invAlpha = 1.0f - dst[3];
factor[0] = factor[1] = factor[2] = factor[3] = invAlpha;
}
static inline void sw_factor_dst_color(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = dst[0]; factor[1] = dst[1]; factor[2] = dst[2]; factor[3] = dst[3];
}
static inline void sw_factor_one_minus_dst_color(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = 1.0f - dst[0]; factor[1] = 1.0f - dst[1];
factor[2] = 1.0f - dst[2]; factor[3] = 1.0f - dst[3];
}
static inline void sw_factor_src_alpha_saturate(float *SW_RESTRICT factor, const float *SW_RESTRICT src, const float *SW_RESTRICT dst)
{
factor[0] = factor[1] = factor[2] = 1.0f;
factor[3] = (src[3] < 1.0f)? src[3] : 1.0f;
}
static inline void sw_blend_colors(float *SW_RESTRICT dst/*[4]*/, const float *SW_RESTRICT src/*[4]*/)
{
float srcFactor[4], dstFactor[4];
RLSW.srcFactorFunc(srcFactor, src, dst);
RLSW.dstFactorFunc(dstFactor, src, dst);
dst[0] = srcFactor[0]*src[0] + dstFactor[0]*dst[0];
dst[1] = srcFactor[1]*src[1] + dstFactor[1]*dst[1];
dst[2] = srcFactor[2]*src[2] + dstFactor[2]*dst[2];
dst[3] = srcFactor[3]*src[3] + dstFactor[3]*dst[3];
}
// Projection helper functions
static inline void sw_project_ndc_to_screen(float screen[2], const float ndc[4])
{
screen[0] = RLSW.vpCenter[0] + ndc[0]*RLSW.vpHalfSize[0];
screen[1] = RLSW.vpCenter[1] - ndc[1]*RLSW.vpHalfSize[1];
}
// Polygon Clipping management
#define DEFINE_CLIP_FUNC(name, FUNC_IS_INSIDE, FUNC_COMPUTE_T) \
static inline int sw_clip_##name( \
sw_vertex_t output[SW_MAX_CLIPPED_POLYGON_VERTICES], \
const sw_vertex_t input[SW_MAX_CLIPPED_POLYGON_VERTICES], \
int n) \
{ \
const sw_vertex_t *prev = &input[n - 1]; \
int prevInside = FUNC_IS_INSIDE(prev->homogeneous); \
int outputCount = 0; \
\
for (int i = 0; i < n; i++) { \
const sw_vertex_t *curr = &input[i]; \
int currInside = FUNC_IS_INSIDE(curr->homogeneous); \
\
/* If transition between interior/exterior, calculate intersection point */ \
if (prevInside != currInside) { \
float t = FUNC_COMPUTE_T(prev->homogeneous, curr->homogeneous); \
sw_lerp_vertex_PTCH(&output[outputCount++], prev, curr, t); \
} \
\
/* If current vertex inside, add it */ \
if (currInside) { \
output[outputCount++] = *curr; \
} \
\
prev = curr; \
prevInside = currInside; \
} \
\
return outputCount; \
}
// Frustum cliping functions
#define IS_INSIDE_PLANE_W(h) ((h)[3] >= SW_CLIP_EPSILON)
#define IS_INSIDE_PLANE_X_POS(h) ((h)[0] <= (h)[3])
#define IS_INSIDE_PLANE_X_NEG(h) (-(h)[0] <= (h)[3])
#define IS_INSIDE_PLANE_Y_POS(h) ((h)[1] <= (h)[3])
#define IS_INSIDE_PLANE_Y_NEG(h) (-(h)[1] <= (h)[3])
#define IS_INSIDE_PLANE_Z_POS(h) ((h)[2] <= (h)[3])
#define IS_INSIDE_PLANE_Z_NEG(h) (-(h)[2] <= (h)[3])
#define COMPUTE_T_PLANE_W(hPrev, hCurr) ((SW_CLIP_EPSILON - (hPrev)[3])/((hCurr)[3] - (hPrev)[3]))
#define COMPUTE_T_PLANE_X_POS(hPrev, hCurr) (((hPrev)[3] - (hPrev)[0])/(((hPrev)[3] - (hPrev)[0]) - ((hCurr)[3] - (hCurr)[0])))
#define COMPUTE_T_PLANE_X_NEG(hPrev, hCurr) (((hPrev)[3] + (hPrev)[0])/(((hPrev)[3] + (hPrev)[0]) - ((hCurr)[3] + (hCurr)[0])))
#define COMPUTE_T_PLANE_Y_POS(hPrev, hCurr) (((hPrev)[3] - (hPrev)[1])/(((hPrev)[3] - (hPrev)[1]) - ((hCurr)[3] - (hCurr)[1])))
#define COMPUTE_T_PLANE_Y_NEG(hPrev, hCurr) (((hPrev)[3] + (hPrev)[1])/(((hPrev)[3] + (hPrev)[1]) - ((hCurr)[3] + (hCurr)[1])))
#define COMPUTE_T_PLANE_Z_POS(hPrev, hCurr) (((hPrev)[3] - (hPrev)[2])/(((hPrev)[3] - (hPrev)[2]) - ((hCurr)[3] - (hCurr)[2])))
#define COMPUTE_T_PLANE_Z_NEG(hPrev, hCurr) (((hPrev)[3] + (hPrev)[2])/(((hPrev)[3] + (hPrev)[2]) - ((hCurr)[3] + (hCurr)[2])))
DEFINE_CLIP_FUNC(w, IS_INSIDE_PLANE_W, COMPUTE_T_PLANE_W)
DEFINE_CLIP_FUNC(x_pos, IS_INSIDE_PLANE_X_POS, COMPUTE_T_PLANE_X_POS)
DEFINE_CLIP_FUNC(x_neg, IS_INSIDE_PLANE_X_NEG, COMPUTE_T_PLANE_X_NEG)
DEFINE_CLIP_FUNC(y_pos, IS_INSIDE_PLANE_Y_POS, COMPUTE_T_PLANE_Y_POS)
DEFINE_CLIP_FUNC(y_neg, IS_INSIDE_PLANE_Y_NEG, COMPUTE_T_PLANE_Y_NEG)
DEFINE_CLIP_FUNC(z_pos, IS_INSIDE_PLANE_Z_POS, COMPUTE_T_PLANE_Z_POS)
DEFINE_CLIP_FUNC(z_neg, IS_INSIDE_PLANE_Z_NEG, COMPUTE_T_PLANE_Z_NEG)
// Scissor clip functions
#define COMPUTE_T_SCISSOR_X_MIN(hPrev, hCurr) (((RLSW.scClipMin[0])*(hPrev)[3] - (hPrev)[0])/(((hCurr)[0] - (RLSW.scClipMin[0])*(hCurr)[3]) - ((hPrev)[0] - (RLSW.scClipMin[0])*(hPrev)[3])))
#define COMPUTE_T_SCISSOR_X_MAX(hPrev, hCurr) (((RLSW.scClipMax[0])*(hPrev)[3] - (hPrev)[0])/(((hCurr)[0] - (RLSW.scClipMax[0])*(hCurr)[3]) - ((hPrev)[0] - (RLSW.scClipMax[0])*(hPrev)[3])))
#define COMPUTE_T_SCISSOR_Y_MIN(hPrev, hCurr) (((RLSW.scClipMin[1])*(hPrev)[3] - (hPrev)[1])/(((hCurr)[1] - (RLSW.scClipMin[1])*(hCurr)[3]) - ((hPrev)[1] - (RLSW.scClipMin[1])*(hPrev)[3])))
#define COMPUTE_T_SCISSOR_Y_MAX(hPrev, hCurr) (((RLSW.scClipMax[1])*(hPrev)[3] - (hPrev)[1])/(((hCurr)[1] - (RLSW.scClipMax[1])*(hCurr)[3]) - ((hPrev)[1] - (RLSW.scClipMax[1])*(hPrev)[3])))
#define IS_INSIDE_SCISSOR_X_MIN(h) ((h)[0] >= (RLSW.scClipMin[0])*(h)[3])
#define IS_INSIDE_SCISSOR_X_MAX(h) ((h)[0] <= (RLSW.scClipMax[0])*(h)[3])
#define IS_INSIDE_SCISSOR_Y_MIN(h) ((h)[1] >= (RLSW.scClipMin[1])*(h)[3])
#define IS_INSIDE_SCISSOR_Y_MAX(h) ((h)[1] <= (RLSW.scClipMax[1])*(h)[3])
DEFINE_CLIP_FUNC(scissor_x_min, IS_INSIDE_SCISSOR_X_MIN, COMPUTE_T_SCISSOR_X_MIN)
DEFINE_CLIP_FUNC(scissor_x_max, IS_INSIDE_SCISSOR_X_MAX, COMPUTE_T_SCISSOR_X_MAX)
DEFINE_CLIP_FUNC(scissor_y_min, IS_INSIDE_SCISSOR_Y_MIN, COMPUTE_T_SCISSOR_Y_MIN)
DEFINE_CLIP_FUNC(scissor_y_max, IS_INSIDE_SCISSOR_Y_MAX, COMPUTE_T_SCISSOR_Y_MAX)
// Main clip function
static inline bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES], int *vertexCounter)
{
static sw_vertex_t tmp[SW_MAX_CLIPPED_POLYGON_VERTICES];
int n = *vertexCounter;
#define CLIP_AGAINST_PLANE(FUNC_CLIP) \
{ \
n = FUNC_CLIP(tmp, polygon, n); \
if (n < 3) \
{ \
*vertexCounter = 0; \
return false; \
} \
for (int i = 0; i < n; i++) polygon[i] = tmp[i]; \
}
CLIP_AGAINST_PLANE(sw_clip_w);
CLIP_AGAINST_PLANE(sw_clip_x_pos);
CLIP_AGAINST_PLANE(sw_clip_x_neg);
CLIP_AGAINST_PLANE(sw_clip_y_pos);
CLIP_AGAINST_PLANE(sw_clip_y_neg);
CLIP_AGAINST_PLANE(sw_clip_z_pos);
CLIP_AGAINST_PLANE(sw_clip_z_neg);
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
CLIP_AGAINST_PLANE(sw_clip_scissor_x_min);
CLIP_AGAINST_PLANE(sw_clip_scissor_x_max);
CLIP_AGAINST_PLANE(sw_clip_scissor_y_min);
CLIP_AGAINST_PLANE(sw_clip_scissor_y_max);
}
*vertexCounter = n;
return (n >= 3);
}
// Triangle rendering logic
static inline bool sw_triangle_face_culling(void)
{
// NOTE: Face culling is done before clipping to avoid unnecessary computations.
// To handle triangles crossing the w=0 plane correctly,
// we perform the winding order test in homogeneous coordinates directly,
// before the perspective division (division by w).
// This test determines the orientation of the triangle in the (x,y,w) plane,
// which corresponds to the projected 2D winding order sign,
// even with negative w values.
// Preload homogeneous coordinates into local variables
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
const float *h1 = RLSW.vertexBuffer[1].homogeneous;
const float *h2 = RLSW.vertexBuffer[2].homogeneous;
// Compute a value proportional to the signed area in the projected 2D plane,
// calculated directly using homogeneous coordinates BEFORE division by w.
// This is the determinant of the matrix formed by the (x, y, w) components
// of the vertices, which correctly captures the winding order in homogeneous
// space and its relationship to the projected 2D winding order, even with
// negative w values.
// The determinant formula used here is:
// h0.x*(h1.y*h2.w - h2.y*h1.w) +
// h1.x*(h2.y*h0.w - h0.y*h2.w) +
// h2.x*(h0.y*h1.w - h1.y*h0.w)
const float hSgnArea =
h0[0]*(h1[1]*h2[3] - h2[1]*h1[3]) +
h1[0]*(h2[1]*h0[3] - h0[1]*h2[3]) +
h2[0]*(h0[1]*h1[3] - h1[1]*h0[3]);
// Discard the triangle if its winding order (determined by the sign
// of the homogeneous area/determinant) matches the culled direction.
// A positive hSgnArea typically corresponds to a counter-clockwise
// winding in the projected space when all w > 0.
// This test is robust for points with w > 0 or w < 0, correctly
// capturing the change in orientation when crossing the w=0 plane.
// The culling logic remains the same based on the signed area/determinant.
// A value of 0 for hSgnArea means the points are collinear in (x, y, w)
// space, which corresponds to a degenerate triangle projection.
// Such triangles are typically not culled by this test (0 < 0 is false, 0 > 0 is false)
// and should be handled by the clipper if necessary.
return (RLSW.cullFace == SW_FRONT)
? (hSgnArea < 0) // Cull if winding is "clockwise" in the projected sense
: (hSgnArea > 0); // Cull if winding is "counter-clockwise" in the projected sense
}
static inline void sw_triangle_clip_and_project(void)
{
sw_vertex_t *polygon = RLSW.vertexBuffer;
int *vertexCounter = &RLSW.vertexCounter;
if (sw_polygon_clip(polygon, vertexCounter))
{
// Transformation to screen space and normalization
for (int i = 0; i < *vertexCounter; i++)
{
sw_vertex_t *v = &polygon[i];
// Calculation of the reciprocal of W for normalization
// as well as perspective-correct attributes
const float invW = 1.0f/v->homogeneous[3];
v->homogeneous[3] = invW;
// Division of XYZ coordinates by weight
v->homogeneous[0] *= invW;
v->homogeneous[1] *= invW;
v->homogeneous[2] *= invW;
// Division of texture coordinates (perspective-correct)
v->texcoord[0] *= invW;
v->texcoord[1] *= invW;
// Division of colors (perspective-correct)
v->color[0] *= invW;
v->color[1] *= invW;
v->color[2] *= invW;
v->color[3] *= invW;
// Transformation to screen space
sw_project_ndc_to_screen(v->screen, v->homogeneous);
}
}
}
#define DEFINE_TRIANGLE_RASTER_SCANLINE(FUNC_NAME, ENABLE_TEXTURE, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
static inline void FUNC_NAME(const sw_texture_t *tex, const sw_vertex_t *start, \
const sw_vertex_t *end, float duDy, float dvDy) \
{ \
/* Convert and center the screen coordinates */ \
int xStart = (int)(start->screen[0] + 0.5f); \
int xEnd = (int)(end->screen[0] + 0.5f); \
int y = (int)start->screen[1]; \
\
/* Compute the inverse horizontal distance along the X axis */ \
float dx = end->screen[0] - start->screen[0]; \
if (fabsf(dx) < 1e-6f) return; \
float dxRcp = 1.0f/dx; \
\
/* Compute the interpolation steps along the X axis */ \
float dzDx = (end->homogeneous[2] - start->homogeneous[2])*dxRcp; \
float dwDx = (end->homogeneous[3] - start->homogeneous[3])*dxRcp; \
\
float dcDx[4] = { 0 }; \
dcDx[0] = (end->color[0] - start->color[0])*dxRcp; \
dcDx[1] = (end->color[1] - start->color[1])*dxRcp; \
dcDx[2] = (end->color[2] - start->color[2])*dxRcp; \
dcDx[3] = (end->color[3] - start->color[3])*dxRcp; \
\
float duDx = 0.0f, dvDx = 0.0f; \
if (ENABLE_TEXTURE) { \
duDx = (end->texcoord[0] - start->texcoord[0])*dxRcp; \
dvDx = (end->texcoord[1] - start->texcoord[1])*dxRcp; \
} \
\
/* Initializing the interpolation starting values */ \
float z = start->homogeneous[2]; \
float w = start->homogeneous[3]; \
\
float color[4] = { 0 }; \
color[0] = start->color[0]; \
color[1] = start->color[1]; \
color[2] = start->color[2]; \
color[3] = start->color[3]; \
\
float u = 0.0f, v = 0.0f; \
if (ENABLE_TEXTURE) { \
u = start->texcoord[0]; \
v = start->texcoord[1]; \
} \
\
/* Pre-calculate the starting pointers for the framebuffer row */ \
void *cptr = sw_framebuffer_get_color_addr(RLSW.framebuffer.color, y*RLSW.framebuffer.width + xStart); \
void *dptr = sw_framebuffer_get_depth_addr(RLSW.framebuffer.depth, y*RLSW.framebuffer.width + xStart); \
\
/* Scanline rasterization */ \
for (int x = xStart; x < xEnd; x++) \
{ \
/* Test and write depth */ \
if (ENABLE_DEPTH_TEST) \
{ \
/* TODO: Implement different depth funcs? */ \
float depth = sw_framebuffer_read_depth(dptr); \
if (z > depth) goto discard; \
} \
\
sw_framebuffer_write_depth(dptr, z); \
\
/* Pixel color computation */ \
float wRcp = 1.0f/w; \
float srcColor[4] = { \
color[0]*wRcp, \
color[1]*wRcp, \
color[2]*wRcp, \
color[3]*wRcp \
}; \
\
if (ENABLE_TEXTURE) \
{ \
float texColor[4]; \
float s = u*wRcp; \
float t = v*wRcp; \
sw_texture_sample(texColor, tex, s, t, duDx, duDy, dvDx, dvDy); \
srcColor[0] *= texColor[0]; \
srcColor[1] *= texColor[1]; \
srcColor[2] *= texColor[2]; \
srcColor[3] *= texColor[3]; \
} \
\
if (ENABLE_COLOR_BLEND) \
{ \
float dstColor[4]; \
sw_framebuffer_read_color(dstColor, cptr); \
\
sw_blend_colors(dstColor, srcColor); \
dstColor[0] = sw_saturate(dstColor[0]); \
dstColor[1] = sw_saturate(dstColor[1]); \
dstColor[2] = sw_saturate(dstColor[2]); \
\
sw_framebuffer_write_color(cptr, dstColor); \
} \
else \
{ \
sw_framebuffer_write_color(cptr, srcColor); \
} \
\
/* Increment the interpolation parameter, UVs, and pointers */ \
discard: \
z += dzDx; \
w += dwDx; \
color[0] += dcDx[0]; \
color[1] += dcDx[1]; \
color[2] += dcDx[2]; \
color[3] += dcDx[3]; \
if (ENABLE_TEXTURE) \
{ \
u += duDx; \
v += dvDx; \
} \
\
sw_framebuffer_inc_color_addr(&cptr); \
sw_framebuffer_inc_depth_addr(&dptr); \
} \
}
#define DEFINE_TRIANGLE_RASTER(FUNC_NAME, FUNC_SCANLINE, ENABLE_TEXTURE) \
static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1, \
const sw_vertex_t *v2, const sw_texture_t *tex) \
{ \
/* Swap vertices by increasing y */ \
if (v0->screen[1] > v1->screen[1]) { const sw_vertex_t *tmp = v0; v0 = v1; v1 = tmp; } \
if (v1->screen[1] > v2->screen[1]) { const sw_vertex_t *tmp = v1; v1 = v2; v2 = tmp; } \
if (v0->screen[1] > v1->screen[1]) { const sw_vertex_t *tmp = v0; v0 = v1; v1 = tmp; } \
\
/* Extracting coordinates from the sorted vertices */ \
float x0 = v0->screen[0], y0 = v0->screen[1]; \
float x1 = v1->screen[0], y1 = v1->screen[1]; \
float x2 = v2->screen[0], y2 = v2->screen[1]; \
\
/* Compute height differences */ \
float h02 = y2 - y0; \
float h01 = y1 - y0; \
float h12 = y2 - y1; \
\
if (h02 < 1e-6f) return; \
\
/* Precompute the inverse values without additional checks */ \
float invH02 = 1.0f/h02; \
float invH01 = (h01 > 1e-6f)? 1.0f/h01 : 0.0f; \
float invH12 = (h12 > 1e-6f)? 1.0f/h12 : 0.0f; \
\
/* Pre-calculation of slopes */ \
float dx02 = (x2 - x0)*invH02; \
float dx01 = (x1 - x0)*invH01; \
float dx12 = (x2 - x1)*invH12; \
\
/* Y bounds (vertical clipping) */ \
int yTop = (int)(y0 + 0.5f); \
int yMiddle = (int)(y1 + 0.5f); \
int yBottom = (int)(y2 + 0.5f); \
\
/* Compute gradients for each side of the triangle */ \
sw_vertex_t vDy02, vDy01, vDy12; \
sw_get_vertex_grad_PTCH(&vDy02, v0, v2, invH02); \
sw_get_vertex_grad_PTCH(&vDy01, v0, v1, invH01); \
sw_get_vertex_grad_PTCH(&vDy12, v1, v2, invH12); \
\
/* Initializing scanline variables */ \
sw_vertex_t vLeft = *v0; \
vLeft.screen[0] = x0; \
sw_vertex_t vRight = *v0; \
vRight.screen[0] = x0; \
\
/* Scanline for the upper part of the triangle */ \
for (int y = yTop; y < yMiddle; y++) \
{ \
vLeft.screen[1] = vRight.screen[1] = y; \
\
if (vLeft.screen[0] < vRight.screen[0]) FUNC_SCANLINE(tex, &vLeft, &vRight, vDy02.texcoord[0], vDy02.texcoord[1]); \
else FUNC_SCANLINE(tex, &vRight, &vLeft, vDy02.texcoord[0], vDy02.texcoord[1]); \
\
sw_add_vertex_grad_PTCH(&vLeft, &vDy02); \
vLeft.screen[0] += dx02; \
sw_add_vertex_grad_PTCH(&vRight, &vDy01); \
vRight.screen[0] += dx01; \
} \
\
/* Scanline for the lower part of the triangle */ \
vRight = *v1, vRight.screen[0] = x1; \
\
for (int y = yMiddle; y < yBottom; y++) \
{ \
vLeft.screen[1] = vRight.screen[1] = y; \
\
if (vLeft.screen[0] < vRight.screen[0]) FUNC_SCANLINE(tex, &vLeft, &vRight, vDy02.texcoord[0], vDy02.texcoord[1]); \
else FUNC_SCANLINE(tex, &vRight, &vLeft, vDy02.texcoord[0], vDy02.texcoord[1]); \
\
sw_add_vertex_grad_PTCH(&vLeft, &vDy02); \
vLeft.screen[0] += dx02; \
sw_add_vertex_grad_PTCH(&vRight, &vDy12); \
vRight.screen[0] += dx12; \
} \
}
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline, 0, 0, 0)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_TEX, 1, 0, 0)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_DEPTH, 0, 1, 0)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_BLEND, 0, 0, 1)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_TEX_DEPTH, 1, 1, 0)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_TEX_BLEND, 1, 0, 1)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_DEPTH_BLEND, 0, 1, 1)
DEFINE_TRIANGLE_RASTER_SCANLINE(sw_triangle_raster_scanline_TEX_DEPTH_BLEND, 1, 1, 1)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster, sw_triangle_raster_scanline, false)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_TEX, sw_triangle_raster_scanline_TEX, true)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_DEPTH, sw_triangle_raster_scanline_DEPTH, false)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_BLEND, sw_triangle_raster_scanline_BLEND, false)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH, sw_triangle_raster_scanline_TEX_DEPTH, true)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_TEX_BLEND, sw_triangle_raster_scanline_TEX_BLEND, true)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_DEPTH_BLEND, sw_triangle_raster_scanline_DEPTH_BLEND, false)
DEFINE_TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH_BLEND, sw_triangle_raster_scanline_TEX_DEPTH_BLEND, true)
static inline void sw_triangle_render(void)
{
if (RLSW.stateFlags & SW_STATE_CULL_FACE)
{
if (!sw_triangle_face_culling()) return;
}
sw_triangle_clip_and_project();
if (RLSW.vertexCounter < 3) return;
#define TRIANGLE_RASTER(RASTER_FUNC) \
{ \
for (int i = 0; i < RLSW.vertexCounter - 2; i++) \
{ \
RASTER_FUNC( \
&RLSW.vertexBuffer[0], \
&RLSW.vertexBuffer[i + 1], \
&RLSW.vertexBuffer[i + 2], \
&RLSW.loadedTextures[RLSW.currentTexture] \
); \
} \
}
if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH_BLEND)
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_DEPTH_BLEND)
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_TEX_BLEND)
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST)) TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH)
else if (SW_STATE_CHECK(SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_BLEND)
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) TRIANGLE_RASTER(sw_triangle_raster_DEPTH)
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D)) TRIANGLE_RASTER(sw_triangle_raster_TEX)
else TRIANGLE_RASTER(sw_triangle_raster)
#undef TRIANGLE_RASTER
}
// Quad rendering logic
static inline bool sw_quad_face_culling(void)
{
// NOTE: Face culling is done before clipping to avoid unnecessary computations.
// To handle quads crossing the w=0 plane correctly,
// we perform the winding order test in homogeneous coordinates directly,
// before the perspective division (division by w).
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
// the winding order of the quad is the same as the winding order
// of the triangle P0 P1 P2. We use the homogeneous triangle
// winding test on this first triangle.
// Preload homogeneous coordinates into local variables
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
const float *h1 = RLSW.vertexBuffer[1].homogeneous;
const float *h2 = RLSW.vertexBuffer[2].homogeneous;
// NOTE: h3 is not needed for this test
// const float *h3 = RLSW.vertexBuffer[3].homogeneous;
// Compute a value proportional to the signed area of the triangle P0 P1 P2
// in the projected 2D plane, calculated directly using homogeneous coordinates
// BEFORE division by w.
// This is the determinant of the matrix formed by the (x, y, w) components
// of the vertices P0, P1, and P2. Its sign correctly indicates the winding order
// in homogeneous space and its relationship to the projected 2D winding order,
// even with negative w values.
// The determinant formula used here is:
// h0.x*(h1.y*h2.w - h2.y*h1.w) +
// h1.x*(h2.y*h0.w - h0.y*h2.w) +
// h2.x*(h0.y*h1.w - h1.y*h0.w)
const float hSgnArea =
h0[0]*(h1[1]*h2[3] - h2[1]*h1[3]) +
h1[0]*(h2[1]*h0[3] - h0[1]*h2[3]) +
h2[0]*(h0[1]*h1[3] - h1[1]*h0[3]);
// Perform face culling based on the winding order determined by the sign
// of the homogeneous area/determinant of triangle P0 P1 P2.
// This test is robust for points with w > 0 or w < 0 within the triangle,
// correctly capturing the change in orientation when crossing the w=0 plane.
// A positive hSgnArea typically corresponds to a counter-clockwise
// winding in the projected space when all w > 0.
// A value of 0 for hSgnArea means P0, P1, P2 are collinear in (x, y, w)
// space, which corresponds to a degenerate triangle projection.
// Such quads might also be degenerate or non-planar. They are typically
// not culled by this test (0 < 0 is false, 0 > 0 is false)
// and should be handled by the clipper if necessary.
return (RLSW.cullFace == SW_FRONT)
? (hSgnArea < 0.0f) // Cull if winding is "clockwise" in the projected sense
: (hSgnArea > 0.0f); // Cull if winding is "counter-clockwise" in the projected sense
}
static inline void sw_quad_clip_and_project(void)
{
sw_vertex_t *polygon = RLSW.vertexBuffer;
int *vertexCounter = &RLSW.vertexCounter;
if (sw_polygon_clip(polygon, vertexCounter))
{
// Transformation to screen space and normalization
for (int i = 0; i < *vertexCounter; i++)
{
sw_vertex_t *v = &polygon[i];
// Calculation of the reciprocal of W for normalization
// as well as perspective-correct attributes
const float invW = 1.0f/v->homogeneous[3];
v->homogeneous[3] = invW;
// Division of XYZ coordinates by weight
v->homogeneous[0] *= invW;
v->homogeneous[1] *= invW;
v->homogeneous[2] *= invW;
// Division of texture coordinates (perspective-correct)
v->texcoord[0] *= invW;
v->texcoord[1] *= invW;
// Division of colors (perspective-correct)
v->color[0] *= invW;
v->color[1] *= invW;
v->color[2] *= invW;
v->color[3] *= invW;
// Transformation to screen space
sw_project_ndc_to_screen(v->screen, v->homogeneous);
}
}
}
static inline bool sw_quad_is_axis_aligned(void)
{
int horizontal = 0;
int vertical = 0;
for (int i = 0; i < 4; i++)
{
if (RLSW.vertexBuffer[i].homogeneous[3] != 1.0f) return false;
const float *v0 = RLSW.vertexBuffer[i].position;
const float *v1 = RLSW.vertexBuffer[(i + 1)%4].position;
float dx = v1[0] - v0[0];
float dy = v1[1] - v0[1];
if (fabsf(dx) > 1e-6f && fabsf(dy) < 1e-6f) horizontal++;
else if (fabsf(dy) > 1e-6f && fabsf(dx) < 1e-6f) vertical++;
else return false; // Diagonal edge -> not axis-aligned
}
return ((horizontal == 2) && (vertical == 2));
}
static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
{
// Sort 4 quad vertices into clockwise order with fixed layout:
//
// v0 -- v1
// | |
// v3 -- v2
//
// The goal is:
// - v0: top-left (minimum Y, then minimum X)
// - v1: top-right (minimum Y row, maximum X)
// - v2: bottom-right (maximum Y, maximum X)
// - v3: bottom-left (maximum Y, minimum X)
const sw_vertex_t *input = RLSW.vertexBuffer;
// Separate vertices into top and bottom based on Y-coordinate
const sw_vertex_t *top[2] = {NULL, NULL};
const sw_vertex_t *bottom[2] = {NULL, NULL};
int topCount = 0, bottomCount = 0;
// Find minimum and maximum Y
float minY = input[0].screen[1];
float maxY = input[0].screen[1];
for (int i = 1; i < 4; i++)
{
if (input[i].screen[1] < minY) minY = input[i].screen[1];
if (input[i].screen[1] > maxY) maxY = input[i].screen[1];
}
// Separate vertices based on Y-coordinate
for (int i = 0; i < 4; i++)
{
if (input[i].screen[1] == minY && topCount < 2) top[topCount++] = &input[i];
else if (input[i].screen[1] == maxY && bottomCount < 2) bottom[bottomCount++] = &input[i];
}
// If we don't have enough top/bottom vertices (e.g., Y values are all different),
// classify vertices as top or bottom based on whether they're closer to minY or maxY
for (int i = 0; i < 4; i++)
{
if ((topCount < 2) && (&input[i] != top[0]) && (&input[i] != bottom[0]) && (&input[i] != bottom[1]))
{
if (fabsf(input[i].screen[1] - minY) <= fabsf(input[i].screen[1] - maxY)) top[topCount++] = &input[i];
}
if ((bottomCount < 2) && (&input[i] != top[0]) && (&input[i] != top[1]) && (&input[i] != bottom[0]))
{
if (fabsf(input[i].screen[1] - maxY) < fabsf(input[i].screen[1] - minY)) bottom[bottomCount++] = &input[i];
}
}
// Sort top vertices by X (left to right)
if ((topCount == 2) && (top[0]->screen[0] > top[1]->screen[0]))
{
const sw_vertex_t *temp = top[0];
top[0] = top[1];
top[1] = temp;
}
// Sort bottom vertices by X (left to right)
if (bottomCount == 2 && bottom[0]->screen[0] > bottom[1]->screen[0])
{
const sw_vertex_t *temp = bottom[0];
bottom[0] = bottom[1];
bottom[1] = temp;
}
// Assign vertices in clockwise order as per the required layout
output[0] = top[0]; // v0: top-left
output[1] = top[topCount-1]; // v1: top-right
output[2] = bottom[bottomCount-1]; // v2: bottom-right
output[3] = bottom[0]; // v3: bottom-left
}
// TODO: REVIEW: Could a perfectly aligned quad, where one of the four points has a different depth,
// still appear perfectly aligned from a certain point of view?
// Because in that case, we would still need to perform perspective division for textures and colors...
#define DEFINE_QUAD_RASTER_AXIS_ALIGNED(FUNC_NAME, ENABLE_TEXTURE, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
static inline void FUNC_NAME(void) \
{ \
const sw_vertex_t *sortedVerts[4]; \
sw_quad_sort_cw(sortedVerts); \
\
const sw_vertex_t *v0 = sortedVerts[0]; \
const sw_vertex_t *v1 = sortedVerts[1]; \
const sw_vertex_t *v2 = sortedVerts[2]; \
const sw_vertex_t *v3 = sortedVerts[3]; \
\
/* Screen bounds (axis-aligned) */ \
int xMin = (int)(v0->screen[0] + 0.5f); \
int yMin = (int)(v0->screen[1] + 0.5f); \
int xMax = (int)(v2->screen[0] + 0.5f); \
int yMax = (int)(v2->screen[1] + 0.5f); \
\
int width = xMax - xMin; \
int height = yMax - yMin; \
\
if (width == 0 || height == 0) return; \
\
float wRcp = (width > 0.0f)? 1.0f/width : 0.0f; \
float hRcp = (height > 0.0f)? 1.0f/height : 0.0f; \
\
/* Calculation of vertex gradients in X and Y */ \
float tcDx[2], tcDy[2]; \
if (ENABLE_TEXTURE) { \
tcDx[0] = (v1->texcoord[0] - v0->texcoord[0])*wRcp; \
tcDx[1] = (v1->texcoord[1] - v0->texcoord[1])*wRcp; \
tcDy[0] = (v3->texcoord[0] - v0->texcoord[0])*hRcp; \
tcDy[1] = (v3->texcoord[1] - v0->texcoord[1])*hRcp; \
} \
\
float cDx[4], cDy[4]; \
cDx[0] = (v1->color[0] - v0->color[0])*wRcp; \
cDx[1] = (v1->color[1] - v0->color[1])*wRcp; \
cDx[2] = (v1->color[2] - v0->color[2])*wRcp; \
cDx[3] = (v1->color[3] - v0->color[3])*wRcp; \
cDy[0] = (v3->color[0] - v0->color[0])*hRcp; \
cDy[1] = (v3->color[1] - v0->color[1])*hRcp; \
cDy[2] = (v3->color[2] - v0->color[2])*hRcp; \
cDy[3] = (v3->color[3] - v0->color[3])*hRcp; \
\
float zDx, zDy; \
zDx = (v1->homogeneous[2] - v0->homogeneous[2])*wRcp; \
zDy = (v3->homogeneous[2] - v0->homogeneous[2])*hRcp; \
\
/* Start of quad rasterization */ \
const sw_texture_t *tex; \
if (ENABLE_TEXTURE) tex = &RLSW.loadedTextures[RLSW.currentTexture]; \
\
void *cDstBase = RLSW.framebuffer.color; \
void *dDstBase = RLSW.framebuffer.depth; \
int wDst = RLSW.framebuffer.width; \
\
float zScanline = v0->homogeneous[2]; \
float uScanline = v0->texcoord[0]; \
float vScanline = v0->texcoord[1]; \
\
float colorScanline[4] = { \
v0->color[0], \
v0->color[1], \
v0->color[2], \
v0->color[3] \
}; \
\
for (int y = yMin; y < yMax; y++) \
{ \
void *cptr = sw_framebuffer_get_color_addr(cDstBase, y*wDst + xMin); \
void *dptr = sw_framebuffer_get_depth_addr(dDstBase, y*wDst + xMin); \
\
float z = zScanline; \
float u = uScanline; \
float v = vScanline; \
\
float color[4] = { \
colorScanline[0], \
colorScanline[1], \
colorScanline[2], \
colorScanline[3] \
}; \
\
/* Scanline rasterization */ \
for (int x = xMin; x < xMax; x++) \
{ \
/* Test and write depth */ \
if (ENABLE_DEPTH_TEST) \
{ \
/* TODO: Implement different depth funcs? */ \
float depth = sw_framebuffer_read_depth(dptr); \
if (z > depth) goto discard; \
} \
\
sw_framebuffer_write_depth(dptr, z); \
\
/* Pixel color computation */ \
float srcColor[4] = { \
color[0], \
color[1], \
color[2], \
color[3] \
}; \
\
if (ENABLE_TEXTURE) \
{ \
float texColor[4]; \
sw_texture_sample(texColor, tex, u, v, tcDx[0], tcDy[0], tcDx[1], tcDy[1]); \
srcColor[0] *= texColor[0]; \
srcColor[1] *= texColor[1]; \
srcColor[2] *= texColor[2]; \
srcColor[3] *= texColor[3]; \
} \
\
if (ENABLE_COLOR_BLEND) \
{ \
float dstColor[4]; \
sw_framebuffer_read_color(dstColor, cptr); \
\
sw_blend_colors(dstColor, srcColor); \
dstColor[0] = sw_saturate(dstColor[0]); \
dstColor[1] = sw_saturate(dstColor[1]); \
dstColor[2] = sw_saturate(dstColor[2]); \
dstColor[3] = sw_saturate(dstColor[3]); \
\
sw_framebuffer_write_color(cptr, dstColor); \
} \
else sw_framebuffer_write_color(cptr, srcColor); \
\
discard: \
z += zDx; \
color[0] += cDx[0]; \
color[1] += cDx[1]; \
color[2] += cDx[2]; \
color[3] += cDx[3]; \
\
if (ENABLE_TEXTURE) \
{ \
u += tcDx[0]; \
v += tcDx[1]; \
} \
\
sw_framebuffer_inc_color_addr(&cptr); \
sw_framebuffer_inc_depth_addr(&dptr); \
} \
\
zScanline += zDy; \
colorScanline[0] += cDy[0]; \
colorScanline[1] += cDy[1]; \
colorScanline[2] += cDy[2]; \
colorScanline[3] += cDy[3]; \
\
if (ENABLE_TEXTURE) \
{ \
uScanline += tcDy[0]; \
vScanline += tcDy[1]; \
} \
} \
}
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned, 0, 0, 0)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_TEX, 1, 0, 0)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_DEPTH, 0, 1, 0)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_BLEND, 0, 0, 1)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_TEX_DEPTH, 1, 1, 0)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_TEX_BLEND, 1, 0, 1)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_DEPTH_BLEND, 0, 1, 1)
DEFINE_QUAD_RASTER_AXIS_ALIGNED(sw_quad_raster_axis_aligned_TEX_DEPTH_BLEND, 1, 1, 1)
static inline void sw_quad_render(void)
{
if (RLSW.stateFlags & SW_STATE_CULL_FACE)
{
if (!sw_quad_face_culling()) return;
}
sw_quad_clip_and_project();
if (RLSW.vertexCounter < 3) return;
if (RLSW.vertexCounter == 4 && sw_quad_is_axis_aligned())
{
if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_TEX_DEPTH_BLEND();
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_DEPTH_BLEND();
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_TEX_BLEND();
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST)) sw_quad_raster_axis_aligned_TEX_DEPTH();
else if (SW_STATE_CHECK(SW_STATE_BLEND)) sw_quad_raster_axis_aligned_BLEND();
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) sw_quad_raster_axis_aligned_DEPTH();
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D)) sw_quad_raster_axis_aligned_TEX();
else sw_quad_raster_axis_aligned();
return;
}
#define TRIANGLE_RASTER(RASTER_FUNC) \
{ \
for (int i = 0; i < RLSW.vertexCounter - 2; i++) \
{ \
RASTER_FUNC( \
&RLSW.vertexBuffer[0], \
&RLSW.vertexBuffer[i + 1], \
&RLSW.vertexBuffer[i + 2], \
&RLSW.loadedTextures[RLSW.currentTexture] \
); \
} \
}
if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH_BLEND)
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_DEPTH_BLEND)
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_TEX_BLEND)
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST)) TRIANGLE_RASTER(sw_triangle_raster_TEX_DEPTH)
else if (SW_STATE_CHECK(SW_STATE_BLEND)) TRIANGLE_RASTER(sw_triangle_raster_BLEND)
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) TRIANGLE_RASTER(sw_triangle_raster_DEPTH)
else if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D)) TRIANGLE_RASTER(sw_triangle_raster_TEX)
else TRIANGLE_RASTER(sw_triangle_raster)
#undef TRIANGLE_RASTER
}
// Line rendering logic
static inline bool sw_line_clip_coord(float q, float p, float *t0, float *t1)
{
if (fabsf(p) < SW_CLIP_EPSILON)
{
// Check if the line is entirely outside the window
if (q < -SW_CLIP_EPSILON) return 0; // Completely outside
return 1; // Completely inside or on the edges
}
const float r = q/p;
if (p < 0)
{
if (r > *t1) return 0;
if (r > *t0) *t0 = r;
}
else
{
if (r < *t0) return 0;
if (r < *t1) *t1 = r;
}
return 1;
}
static inline bool sw_line_clip(sw_vertex_t *v0, sw_vertex_t *v1)
{
float t0 = 0.0f, t1 = 1.0f;
float dH[4], dC[4];
for (int i = 0; i < 4; i++)
{
dH[i] = v1->homogeneous[i] - v0->homogeneous[i];
dC[i] = v1->color[i] - v0->color[i];
}
// Clipping Liang-Barsky
if (!sw_line_clip_coord(v0->homogeneous[3] - v0->homogeneous[0], -dH[3] + dH[0], &t0, &t1)) return false;
if (!sw_line_clip_coord(v0->homogeneous[3] + v0->homogeneous[0], -dH[3] - dH[0], &t0, &t1)) return false;
if (!sw_line_clip_coord(v0->homogeneous[3] - v0->homogeneous[1], -dH[3] + dH[1], &t0, &t1)) return false;
if (!sw_line_clip_coord(v0->homogeneous[3] + v0->homogeneous[1], -dH[3] - dH[1], &t0, &t1)) return false;
if (!sw_line_clip_coord(v0->homogeneous[3] - v0->homogeneous[2], -dH[3] + dH[2], &t0, &t1)) return false;
if (!sw_line_clip_coord(v0->homogeneous[3] + v0->homogeneous[2], -dH[3] - dH[2], &t0, &t1)) return false;
// Clipping Scissor
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
if (!sw_line_clip_coord(v0->homogeneous[0] - RLSW.scClipMin[0]*v0->homogeneous[3], RLSW.scClipMin[0]*dH[3] - dH[0], &t0, &t1)) return false;
if (!sw_line_clip_coord(RLSW.scClipMax[0]*v0->homogeneous[3] - v0->homogeneous[0], dH[0] - RLSW.scClipMax[0]*dH[3], &t0, &t1)) return false;
if (!sw_line_clip_coord(v0->homogeneous[1] - RLSW.scClipMin[1]*v0->homogeneous[3], RLSW.scClipMin[1]*dH[3] - dH[1], &t0, &t1)) return false;
if (!sw_line_clip_coord(RLSW.scClipMax[1]*v0->homogeneous[3] - v0->homogeneous[1], dH[1] - RLSW.scClipMax[1]*dH[3], &t0, &t1)) return false;
}
// Interpolation of new coordinates
if (t1 < 1.0f)
{
for (int i = 0; i < 4; i++)
{
v1->homogeneous[i] = v0->homogeneous[i] + t1*dH[i];
v1->color[i] = v0->color[i] + t1*dC[i];
}
}
if (t0 > 0.0f)
{
for (int i = 0; i < 4; i++)
{
v0->homogeneous[i] += t0*dH[i];
v0->color[i] += t0*dC[i];
}
}
return true;
}
static inline bool sw_line_clip_and_project(sw_vertex_t *v0, sw_vertex_t *v1)
{
if (!sw_line_clip(v0, v1)) return false;
// Convert homogeneous coordinates to NDC
v0->homogeneous[3] = 1.0f/v0->homogeneous[3];
v1->homogeneous[3] = 1.0f/v1->homogeneous[3];
for (int i = 0; i < 3; i++)
{
v0->homogeneous[i] *= v0->homogeneous[3];
v1->homogeneous[i] *= v1->homogeneous[3];
}
// Convert NDC coordinates to screen space
sw_project_ndc_to_screen(v0->screen, v0->homogeneous);
sw_project_ndc_to_screen(v1->screen, v1->homogeneous);
return true;
}
#define DEFINE_LINE_RASTER(FUNC_NAME, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
{ \
int x1 = (int)(v0->screen[0] + 0.5f); \
int y1 = (int)(v0->screen[1] + 0.5f); \
int x2 = (int)(v1->screen[0] + 0.5f); \
int y2 = (int)(v1->screen[1] + 0.5f); \
\
int dx = x2 - x1; \
int dy = y2 - y1; \
\
/* Handling of lines that are more horizontal or vertical */ \
if (dx == 0 && dy == 0) \
{ \
/* TODO: A point should be rendered here */ \
return; \
} \
\
bool yLonger = (abs(dy) > abs(dx)); \
int longLen, shortLen; \
\
if (yLonger) \
{ \
longLen = dy; \
shortLen = dx; \
} \
else \
{ \
longLen = dx; \
shortLen = dy; \
} \
\
/* Handling of traversal direction */ \
int sgnInc = (longLen < 0)? -1 : 1; \
int abslongLen = abs(longLen); \
\
/* Calculation of the increment step for the shorter coordinate */ \
int decInc = 0; \
if (abslongLen != 0) decInc = (shortLen << 16)/abslongLen; \
\
float longLenRcp = (abslongLen != 0)? (1.0f/abslongLen) : 0.0f; \
\
/* Calculation of interpolation steps */ \
const float zStep = (v1->homogeneous[2] - v0->homogeneous[2])*longLenRcp; \
const float rStep = (v1->color[0] - v0->color[0])*longLenRcp; \
const float gStep = (v1->color[1] - v0->color[1])*longLenRcp; \
const float bStep = (v1->color[2] - v0->color[2])*longLenRcp; \
const float aStep = (v1->color[3] - v0->color[3])*longLenRcp; \
\
float z = v0->homogeneous[2]; \
\
float color[4] = { \
v0->color[0], \
v0->color[1], \
v0->color[2], \
v0->color[3] \
}; \
\
const int fbWidth = RLSW.framebuffer.width; \
void *cBuffer = RLSW.framebuffer.color; \
void *dBuffer = RLSW.framebuffer.depth; \
\
int j = 0; \
if (yLonger) \
{ \
for (int i = 0; i != longLen; i += sgnInc) \
{ \
int offset = (y1 + i)*fbWidth + (x1 + (j >> 16)); \
void *dptr = sw_framebuffer_get_depth_addr(dBuffer, offset); \
\
if (ENABLE_DEPTH_TEST) \
{ \
float depth = sw_framebuffer_read_depth(dptr); \
if (z > depth) goto discardA; \
} \
\
sw_framebuffer_write_depth(dptr, z); \
\
void *cptr = sw_framebuffer_get_color_addr(cBuffer, offset); \
\
if (ENABLE_COLOR_BLEND) \
{ \
float dstColor[4]; \
sw_framebuffer_read_color(dstColor, cptr); \
\
sw_blend_colors(dstColor, color); \
sw_framebuffer_write_color(cptr, dstColor); \
} \
else sw_framebuffer_write_color(cptr, color); \
\
discardA: \
j += decInc; \
z += zStep; \
color[0] += rStep; \
color[1] += gStep; \
color[2] += bStep; \
color[3] += aStep; \
} \
} \
else \
{ \
for (int i = 0; i != longLen; i += sgnInc) \
{ \
int offset = (y1 + (j >> 16))*fbWidth + (x1 + i); \
void *dptr = sw_framebuffer_get_depth_addr(dBuffer, offset); \
\
if (ENABLE_DEPTH_TEST) \
{ \
float depth = sw_framebuffer_read_depth(dptr); \
if (z > depth) goto discardB; \
} \
\
sw_framebuffer_write_depth(dptr, z); \
\
void *cptr = sw_framebuffer_get_color_addr(cBuffer, offset); \
\
if (ENABLE_COLOR_BLEND) \
{ \
float dstColor[4]; \
sw_framebuffer_read_color(dstColor, cptr); \
\
sw_blend_colors(dstColor, color); \
sw_framebuffer_write_color(cptr, dstColor); \
} \
else sw_framebuffer_write_color(cptr, color); \
\
discardB: \
j += decInc; \
z += zStep; \
color[0] += rStep; \
color[1] += gStep; \
color[2] += bStep; \
color[3] += aStep; \
} \
} \
}
#define DEFINE_LINE_THICK_RASTER(FUNC_NAME, RASTER_FUNC) \
void FUNC_NAME(const sw_vertex_t *v1, const sw_vertex_t *v2) \
{ \
sw_vertex_t tv1, tv2; \
\
int x1 = (int)v1->screen[0]; \
int y1 = (int)v1->screen[1]; \
int x2 = (int)v2->screen[0]; \
int y2 = (int)v2->screen[1]; \
\
int dx = x2 - x1; \
int dy = y2 - y1; \
\
RASTER_FUNC(v1, v2); \
\
if (dx != 0 && abs(dy/dx) < 1) \
{ \
int wy = (int)((RLSW.lineWidth - 1.0f)*abs(dx)/sqrtf(dx*dx + dy*dy)); \
wy >>= 1; \
for (int i = 1; i <= wy; i++) \
{ \
tv1 = *v1, tv2 = *v2; \
tv1.screen[1] -= i; \
tv2.screen[1] -= i; \
RASTER_FUNC(&tv1, &tv2); \
tv1 = *v1, tv2 = *v2; \
tv1.screen[1] += i; \
tv2.screen[1] += i; \
RASTER_FUNC(&tv1, &tv2); \
} \
} \
else if (dy != 0) \
{ \
int wx = (int)((RLSW.lineWidth - 1.0f)*abs(dy)/sqrtf(dx*dx + dy*dy)); \
wx >>= 1; \
for (int i = 1; i <= wx; i++) \
{ \
tv1 = *v1, tv2 = *v2; \
tv1.screen[0] -= i; \
tv2.screen[0] -= i; \
RASTER_FUNC(&tv1, &tv2); \
tv1 = *v1, tv2 = *v2; \
tv1.screen[0] += i; \
tv2.screen[0] += i; \
RASTER_FUNC(&tv1, &tv2); \
} \
} \
}
DEFINE_LINE_RASTER(sw_line_raster, 0, 0)
DEFINE_LINE_RASTER(sw_line_raster_DEPTH, 1, 0)
DEFINE_LINE_RASTER(sw_line_raster_BLEND, 0, 1)
DEFINE_LINE_RASTER(sw_line_raster_DEPTH_BLEND, 1, 1)
DEFINE_LINE_THICK_RASTER(sw_line_thick_raster, sw_line_raster)
DEFINE_LINE_THICK_RASTER(sw_line_thick_raster_DEPTH, sw_line_raster_DEPTH)
DEFINE_LINE_THICK_RASTER(sw_line_thick_raster_BLEND, sw_line_raster_BLEND)
DEFINE_LINE_THICK_RASTER(sw_line_thick_raster_DEPTH_BLEND, sw_line_raster_DEPTH_BLEND)
static inline void sw_line_render(sw_vertex_t *vertices)
{
if (!sw_line_clip_and_project(&vertices[0], &vertices[1])) return;
if (RLSW.lineWidth >= 2.0f)
{
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_line_thick_raster_DEPTH_BLEND(&vertices[0], &vertices[1]);
else if (SW_STATE_CHECK(SW_STATE_BLEND)) sw_line_thick_raster_BLEND(&vertices[0], &vertices[1]);
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) sw_line_thick_raster_DEPTH(&vertices[0], &vertices[1]);
else sw_line_thick_raster(&vertices[0], &vertices[1]);
}
else
{
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_line_raster_DEPTH_BLEND(&vertices[0], &vertices[1]);
else if (SW_STATE_CHECK(SW_STATE_BLEND)) sw_line_raster_BLEND(&vertices[0], &vertices[1]);
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) sw_line_raster_DEPTH(&vertices[0], &vertices[1]);
else sw_line_raster(&vertices[0], &vertices[1]);
}
}
// Point rendering logic
static inline bool sw_point_clip_and_project(sw_vertex_t *v)
{
if (v->homogeneous[3] != 1.0f)
{
for (int_fast8_t i = 0; i < 3; i++)
{
if ((v->homogeneous[i] < -v->homogeneous[3]) || (v->homogeneous[i] > v->homogeneous[3])) return false;
}
v->homogeneous[3] = 1.0f/v->homogeneous[3];
v->homogeneous[0] *= v->homogeneous[3];
v->homogeneous[1] *= v->homogeneous[3];
v->homogeneous[2] *= v->homogeneous[3];
}
sw_project_ndc_to_screen(v->screen, v->homogeneous);
const int *min = NULL, *max = NULL;
if (RLSW.stateFlags & SW_STATE_SCISSOR_TEST)
{
min = RLSW.scMin;
max = RLSW.scMax;
}
else
{
min = RLSW.vpMin;
max = RLSW.vpMax;
}
bool insideX = (v->screen[0] - RLSW.pointRadius < max[0]) && (v->screen[0] + RLSW.pointRadius > min[0]);
bool insideY = (v->screen[1] - RLSW.pointRadius < max[1]) && (v->screen[1] + RLSW.pointRadius > min[1]);
return (insideX && insideY);
}
#define DEFINE_POINT_RASTER(FUNC_NAME, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND, CHECK_BOUNDS) \
static inline void FUNC_NAME(int x, int y, float z, const float color[4]) \
{ \
if (CHECK_BOUNDS == 1) \
{ \
if (x < RLSW.vpMin[0] || x >= RLSW.vpMax[0]) return; \
if (y < RLSW.vpMin[1] || y >= RLSW.vpMax[1]) return; \
} \
else if (CHECK_BOUNDS == SW_SCISSOR_TEST) \
{ \
if (x < RLSW.scMin[0] || x >= RLSW.scMax[0]) return; \
if (y < RLSW.scMin[1] || y >= RLSW.scMax[1]) return; \
} \
\
int offset = y*RLSW.framebuffer.width + x; \
\
void *dptr = sw_framebuffer_get_depth_addr(RLSW.framebuffer.depth, offset); \
\
if (ENABLE_DEPTH_TEST) \
{ \
float depth = sw_framebuffer_read_depth(dptr); \
if (z > depth) return; \
} \
\
sw_framebuffer_write_depth(dptr, z); \
\
void *cptr = sw_framebuffer_get_color_addr(RLSW.framebuffer.color, offset); \
\
if (ENABLE_COLOR_BLEND) \
{ \
float dstColor[4]; \
sw_framebuffer_read_color(dstColor, cptr); \
\
sw_blend_colors(dstColor, color); \
sw_framebuffer_write_color(cptr, dstColor); \
} \
else sw_framebuffer_write_color(cptr, color); \
}
#define DEFINE_POINT_THICK_RASTER(FUNC_NAME, RASTER_FUNC) \
static inline void FUNC_NAME(sw_vertex_t *v) \
{ \
int cx = v->screen[0]; \
int cy = v->screen[1]; \
float cz = v->homogeneous[2]; \
int radius = RLSW.pointRadius; \
const float *color = v->color; \
\
int x = 0; \
int y = radius; \
int d = 3 - 2*radius; \
\
while (x <= y) \
{ \
for (int i = -x; i <= x; i++) \
{ \
RASTER_FUNC(cx + i, cy + y, cz, color); \
RASTER_FUNC(cx + i, cy - y, cz, color); \
} \
for (int i = -y; i <= y; i++) \
{ \
RASTER_FUNC(cx + i, cy + x, cz, color); \
RASTER_FUNC(cx + i, cy - x, cz, color); \
} \
if (d > 0) \
{ \
y--; \
d = d + 4*(x - y) + 10; \
} \
else d = d + 4*x + 6; \
x++; \
} \
}
DEFINE_POINT_RASTER(sw_point_raster, 0, 0, 0)
DEFINE_POINT_RASTER(sw_point_raster_DEPTH, 1, 0, 0)
DEFINE_POINT_RASTER(sw_point_raster_BLEND, 0, 1, 0)
DEFINE_POINT_RASTER(sw_point_raster_DEPTH_BLEND, 1, 1, 0)
DEFINE_POINT_RASTER(sw_point_raster_CHECK, 0, 0, 1)
DEFINE_POINT_RASTER(sw_point_raster_DEPTH_CHECK, 1, 0, 1)
DEFINE_POINT_RASTER(sw_point_raster_BLEND_CHECK, 0, 1, 1)
DEFINE_POINT_RASTER(sw_point_raster_DEPTH_BLEND_CHECK, 1, 1, 1)
DEFINE_POINT_RASTER(sw_point_raster_CHECK_SCISSOR, 0, 0, SW_SCISSOR_TEST)
DEFINE_POINT_RASTER(sw_point_raster_DEPTH_CHECK_SCISSOR, 1, 0, SW_SCISSOR_TEST)
DEFINE_POINT_RASTER(sw_point_raster_BLEND_CHECK_SCISSOR, 0, 1, SW_SCISSOR_TEST)
DEFINE_POINT_RASTER(sw_point_raster_DEPTH_BLEND_CHECK_SCISSOR, 1, 1, SW_SCISSOR_TEST)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster, sw_point_raster_CHECK)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_DEPTH, sw_point_raster_DEPTH_CHECK)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_BLEND, sw_point_raster_BLEND_CHECK)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_DEPTH_BLEND, sw_point_raster_DEPTH_BLEND_CHECK)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_SCISSOR, sw_point_raster_CHECK_SCISSOR)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_DEPTH_SCISSOR, sw_point_raster_DEPTH_CHECK_SCISSOR)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_BLEND_SCISSOR, sw_point_raster_BLEND_CHECK_SCISSOR)
DEFINE_POINT_THICK_RASTER(sw_point_thick_raster_DEPTH_BLEND_SCISSOR, sw_point_raster_DEPTH_BLEND_CHECK_SCISSOR)
static inline void sw_point_render(sw_vertex_t *v)
{
if (!sw_point_clip_and_project(v)) return;
if (RLSW.pointRadius >= 1.0f)
{
if (SW_STATE_CHECK(SW_STATE_SCISSOR_TEST))
{
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_point_thick_raster_DEPTH_BLEND_SCISSOR(v);
else if (SW_STATE_CHECK(SW_STATE_BLEND)) sw_point_thick_raster_BLEND_SCISSOR(v);
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) sw_point_thick_raster_DEPTH_SCISSOR(v);
else sw_point_thick_raster_SCISSOR(v);
}
else
{
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_point_thick_raster_DEPTH_BLEND(v);
else if (SW_STATE_CHECK(SW_STATE_BLEND)) sw_point_thick_raster_BLEND(v);
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) sw_point_thick_raster_DEPTH(v);
else sw_point_thick_raster(v);
}
}
else
{
if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_point_raster_DEPTH_BLEND(v->screen[0], v->screen[1], v->homogeneous[2], v->color);
else if (SW_STATE_CHECK(SW_STATE_BLEND)) sw_point_raster_BLEND(v->screen[0], v->screen[1], v->homogeneous[2], v->color);
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST)) sw_point_raster_DEPTH(v->screen[0], v->screen[1], v->homogeneous[2], v->color);
else sw_point_raster(v->screen[0], v->screen[1], v->homogeneous[2], v->color);
}
}
// Polygon modes mendering logic
static inline void sw_poly_point_render(void)
{
for (int i = 0; i < RLSW.vertexCounter; i++) sw_point_render(&RLSW.vertexBuffer[i]);
}
static inline void sw_poly_line_render(void)
{
const sw_vertex_t *vertices = RLSW.vertexBuffer;
int cm1 = RLSW.vertexCounter - 1;
for (int i = 0; i < cm1; i++) sw_line_render((sw_vertex_t[2]){ vertices[i], vertices[i + 1] });
sw_line_render((sw_vertex_t[2]){ vertices[cm1], vertices[0] });
}
static inline void sw_poly_fill_render(void)
{
switch (RLSW.drawMode)
{
case SW_POINTS: sw_point_render(&RLSW.vertexBuffer[0]); break;
case SW_LINES: sw_line_render(RLSW.vertexBuffer); break;
case SW_TRIANGLES: sw_triangle_render(); break;
case SW_QUADS: sw_quad_render(); break;
}
}
// Validity check helper functions
static inline bool sw_is_texture_valid(uint32_t id)
{
bool valid = true;
if (id == 0) valid = false;
else if (id >= SW_MAX_TEXTURES) valid = false;
else if (RLSW.loadedTextures[id].pixels.cptr == 0) valid = false;
return true;
}
static inline bool sw_is_texture_filter_valid(int filter)
{
return (filter == SW_NEAREST || filter == SW_LINEAR);
}
static inline bool sw_is_texture_wrap_valid(int wrap)
{
return (wrap == SW_REPEAT || wrap == SW_CLAMP);
}
static inline bool sw_is_draw_mode_valid(int mode)
{
bool result = false;
switch (mode)
{
case SW_POINTS:
case SW_LINES:
case SW_TRIANGLES:
case SW_QUADS: result = true; break;
default: break;
}
return result;
}
static inline bool sw_is_poly_mode_valid(int mode)
{
bool result = false;
switch (mode)
{
case SW_POINT:
case SW_LINE:
case SW_FILL: result = true; break;
default: break;
}
return result;
}
static inline bool sw_is_face_valid(int face)
{
return (face == SW_FRONT || face == SW_BACK);
}
static inline bool sw_is_blend_src_factor_valid(int blend)
{
bool result = false;
switch (blend)
{
case SW_ZERO:
case SW_ONE:
case SW_SRC_COLOR:
case SW_ONE_MINUS_SRC_COLOR:
case SW_SRC_ALPHA:
case SW_ONE_MINUS_SRC_ALPHA:
case SW_DST_ALPHA:
case SW_ONE_MINUS_DST_ALPHA:
case SW_DST_COLOR:
case SW_ONE_MINUS_DST_COLOR:
case SW_SRC_ALPHA_SATURATE: result = true; break;
default: break;
}
return result;
}
static inline bool sw_is_blend_dst_factor_valid(int blend)
{
bool result = false;
switch (blend)
{
case SW_ZERO:
case SW_ONE:
case SW_SRC_COLOR:
case SW_ONE_MINUS_SRC_COLOR:
case SW_SRC_ALPHA:
case SW_ONE_MINUS_SRC_ALPHA:
case SW_DST_ALPHA:
case SW_ONE_MINUS_DST_ALPHA:
case SW_DST_COLOR:
case SW_ONE_MINUS_DST_COLOR: result = true; break;
default: break;
}
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
bool swInit(int w, int h)
{
if (!sw_framebuffer_load(w, h)) { swClose(); return false; }
swViewport(0, 0, w, h);
swScissor(0, 0, w, h);
RLSW.loadedTextures = SW_MALLOC(SW_MAX_TEXTURES*sizeof(sw_texture_t));
if (RLSW.loadedTextures == NULL) { swClose(); return false; }
RLSW.freeTextureIds = SW_MALLOC(SW_MAX_TEXTURES*sizeof(uint32_t));
if (RLSW.loadedTextures == NULL) { swClose(); return false; }
RLSW.clearColor[0] = 0.0f;
RLSW.clearColor[1] = 0.0f;
RLSW.clearColor[2] = 0.0f;
RLSW.clearColor[3] = 1.0f;
RLSW.clearDepth = 1.0f;
RLSW.currentMatrixMode = SW_MODELVIEW;
RLSW.currentMatrix = &RLSW.stackModelview[0];
sw_matrix_id(RLSW.stackProjection[0]);
sw_matrix_id(RLSW.stackModelview[0]);
sw_matrix_id(RLSW.stackTexture[0]);
sw_matrix_id(RLSW.matMVP);
RLSW.stackProjectionCounter = 1;
RLSW.stackModelviewCounter = 1;
RLSW.stackTextureCounter = 1;
RLSW.isDirtyMVP = false;
RLSW.current.texcoord[0] = 0.0f;
RLSW.current.texcoord[1] = 0.0f;
RLSW.current.color[0] = 1.0f;
RLSW.current.color[1] = 1.0f;
RLSW.current.color[2] = 1.0f;
RLSW.current.color[3] = 1.0f;
RLSW.srcFactor = SW_SRC_ALPHA;
RLSW.dstFactor = SW_ONE_MINUS_SRC_ALPHA;
RLSW.srcFactorFunc = sw_factor_src_alpha;
RLSW.dstFactorFunc = sw_factor_one_minus_src_alpha;
RLSW.polyMode = SW_FILL;
RLSW.cullFace = SW_BACK;
static const float defTex[3*2*2] = {
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
};
RLSW.loadedTextures[0].pixels.cptr = defTex;
RLSW.loadedTextures[0].width = 2;
RLSW.loadedTextures[0].height = 2;
RLSW.loadedTextures[0].wMinus1 = 1;
RLSW.loadedTextures[0].hMinus1 = 1;
RLSW.loadedTextures[0].format = SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32;
RLSW.loadedTextures[0].minFilter = SW_NEAREST;
RLSW.loadedTextures[0].magFilter = SW_NEAREST;
RLSW.loadedTextures[0].sWrap = SW_REPEAT;
RLSW.loadedTextures[0].tWrap = SW_REPEAT;
RLSW.loadedTextures[0].tx = 0.5f;
RLSW.loadedTextures[0].ty = 0.5f;
RLSW.loadedTextures[0].copy = false;
RLSW.loadedTextureCount = 1;
return true;
}
void swClose(void)
{
for (int i = 1; i < RLSW.loadedTextureCount; i++)
{
sw_texture_t *texture = &RLSW.loadedTextures[i];
if (sw_is_texture_valid(i) && texture->copy) SW_FREE(texture->pixels.ptr);
}
SW_FREE(RLSW.framebuffer.color);
SW_FREE(RLSW.framebuffer.depth);
SW_FREE(RLSW.loadedTextures);
SW_FREE(RLSW.freeTextureIds);
RLSW = (sw_context_t) { 0 };
}
bool swResizeFramebuffer(int w, int h)
{
return sw_framebuffer_resize(w, h);
}
void swCopyFramebuffer(int x, int y, int w, int h, SWformat format, SWtype type, void *pixels)
{
sw_pixelformat_t pFormat = sw_get_pixel_format(format, type);
if (w <= 0)
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
if (h <= 0)
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
if (w > RLSW.framebuffer.width) w = RLSW.framebuffer.width;
if (h > RLSW.framebuffer.height) h = RLSW.framebuffer.height;
x = sw_clampi(x, 0, w);
y = sw_clampi(y, 0, h);
switch (pFormat)
{
case SW_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: sw_framebuffer_copy_to_GRAYALPHA(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: sw_framebuffer_copy_to_GRAYALPHA(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R5G6B5: sw_framebuffer_copy_to_R5G6B5(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8: sw_framebuffer_copy_to_R8G8B8(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: sw_framebuffer_copy_to_R5G5B5A1(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: sw_framebuffer_copy_to_R4G4B4A4(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: sw_framebuffer_copy_to_R8G8B8A8(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32: sw_framebuffer_copy_to_R32(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32: sw_framebuffer_copy_to_R32G32B32(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: sw_framebuffer_copy_to_R32G32B32A32(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16: sw_framebuffer_copy_to_R16(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16: sw_framebuffer_copy_to_R16G16B16(x, y, w, h, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: sw_framebuffer_copy_to_R16G16B16A16(x, y, w, h, pixels); break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
void swBlitFramebuffer(int xDst, int yDst, int wDst, int hDst, int xSrc, int ySrc, int wSrc, int hSrc, SWformat format, SWtype type, void *pixels)
{
sw_pixelformat_t pFormat = sw_get_pixel_format(format, type);
if (wSrc <= 0)
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
if (hSrc <= 0)
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
if (wSrc > RLSW.framebuffer.width) wSrc = RLSW.framebuffer.width;
if (hSrc > RLSW.framebuffer.height) hSrc = RLSW.framebuffer.height;
xSrc = sw_clampi(xSrc, 0, wSrc);
ySrc = sw_clampi(ySrc, 0, hSrc);
switch (pFormat)
{
case SW_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: sw_framebuffer_blit_to_GRAYALPHA(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: sw_framebuffer_blit_to_GRAYALPHA(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R5G6B5: sw_framebuffer_blit_to_R5G6B5(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8: sw_framebuffer_blit_to_R8G8B8(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: sw_framebuffer_blit_to_R5G5B5A1(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: sw_framebuffer_blit_to_R4G4B4A4(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: sw_framebuffer_blit_to_R8G8B8A8(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32: sw_framebuffer_blit_to_R32(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32: sw_framebuffer_blit_to_R32G32B32(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: sw_framebuffer_blit_to_R32G32B32A32(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16: sw_framebuffer_blit_to_R16(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16: sw_framebuffer_blit_to_R16G16B16(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: sw_framebuffer_blit_to_R16G16B16A16(xDst, yDst, wDst, hDst, xSrc, ySrc, wSrc, hSrc, pixels); break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
void *swGetColorBuffer(int *w, int *h)
{
if (w) *w = RLSW.framebuffer.width;
if (h) *h = RLSW.framebuffer.height;
return RLSW.framebuffer.color;
}
void swEnable(SWstate state)
{
switch (state)
{
case SW_SCISSOR_TEST: RLSW.stateFlags |= SW_STATE_SCISSOR_TEST; break;
case SW_TEXTURE_2D: RLSW.stateFlags |= SW_STATE_TEXTURE_2D; break;
case SW_DEPTH_TEST: RLSW.stateFlags |= SW_STATE_DEPTH_TEST; break;
case SW_CULL_FACE: RLSW.stateFlags |= SW_STATE_CULL_FACE; break;
case SW_BLEND: RLSW.stateFlags |= SW_STATE_BLEND; break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
void swDisable(SWstate state)
{
switch (state)
{
case SW_SCISSOR_TEST: RLSW.stateFlags &= ~SW_STATE_SCISSOR_TEST; break;
case SW_TEXTURE_2D: RLSW.stateFlags &= ~SW_STATE_TEXTURE_2D; break;
case SW_DEPTH_TEST: RLSW.stateFlags &= ~SW_STATE_DEPTH_TEST; break;
case SW_CULL_FACE: RLSW.stateFlags &= ~SW_STATE_CULL_FACE; break;
case SW_BLEND: RLSW.stateFlags &= ~SW_STATE_BLEND; break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
void swGetIntegerv(SWget name, int *v)
{
switch (name)
{
case SW_MODELVIEW_STACK_DEPTH: *v = SW_MODELVIEW_STACK_DEPTH; break;
case SW_PROJECTION_STACK_DEPTH: *v = SW_PROJECTION_STACK_DEPTH; break;
case SW_TEXTURE_STACK_DEPTH: *v = SW_TEXTURE_STACK_DEPTH; break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
void swGetFloatv(SWget name, float *v)
{
switch (name)
{
case SW_COLOR_CLEAR_VALUE:
{
v[0] = RLSW.clearColor[0];
v[1] = RLSW.clearColor[1];
v[2] = RLSW.clearColor[2];
v[3] = RLSW.clearColor[3];
} break;
case SW_CURRENT_COLOR:
{
v[0] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[0];
v[1] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[1];
v[2] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[2];
v[3] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[3];
} break;
case SW_CURRENT_TEXTURE_COORDS:
{
v[0] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].texcoord[0];
v[1] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].texcoord[1];
} break;
case SW_POINT_SIZE:
{
v[0] = 2.0f*RLSW.pointRadius;
} break;
case SW_LINE_WIDTH:
{
v[0] = RLSW.lineWidth;
} break;
case SW_MODELVIEW_MATRIX:
{
for (int i = 0; i < 16; i++) v[i] = RLSW.stackModelview[RLSW.stackModelviewCounter - 1][i];
} break;
case SW_PROJECTION_MATRIX:
{
for (int i = 0; i < 16; i++) v[i] = RLSW.stackProjection[RLSW.stackProjectionCounter - 1][i];
} break;
case SW_TEXTURE_MATRIX:
{
for (int i = 0; i < 16; i++) v[i] = RLSW.stackTexture[RLSW.stackTextureCounter - 1][i];
} break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
const char *swGetString(SWget name)
{
const char *result = NULL;
switch (name)
{
case SW_VENDOR: result = "RLSW Header"; break;
case SW_RENDERER: result = "RLSW Software Renderer"; break;
case SW_VERSION: result = "RLSW 1.0"; break;
case SW_EXTENSIONS: result = "None"; break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
return result;
}
SWerrcode swGetError(void)
{
SWerrcode ret = RLSW.errCode;
RLSW.errCode = SW_NO_ERROR;
return ret;
}
void swViewport(int x, int y, int width, int height)
{
if ((width < 0) || (height < 0))
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
RLSW.vpSize[0] = width;
RLSW.vpSize[1] = height;
RLSW.vpHalfSize[0] = (int)(width/2.0f + 0.5f);
RLSW.vpHalfSize[1] = (int)(height/2.0f + 0.5f);
RLSW.vpCenter[0] = x + RLSW.vpHalfSize[0];
RLSW.vpCenter[1] = y + RLSW.vpHalfSize[1];
RLSW.vpMin[0] = sw_clampi(x, 0, RLSW.framebuffer.width - 1);
RLSW.vpMin[1] = sw_clampi(y, 0, RLSW.framebuffer.height - 1);
RLSW.vpMax[0] = sw_clampi(x + width, 0, RLSW.framebuffer.width - 1);
RLSW.vpMax[1] = sw_clampi(y + height, 0, RLSW.framebuffer.height - 1);
}
void swScissor(int x, int y, int width, int height)
{
if ((width < 0) || (height < 0))
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
RLSW.scMin[0] = sw_clampi(x, 0, RLSW.framebuffer.width - 1);
RLSW.scMin[1] = sw_clampi(y, 0, RLSW.framebuffer.height - 1);
RLSW.scMax[0] = sw_clampi(x + width, 0, RLSW.framebuffer.width - 1);
RLSW.scMax[1] = sw_clampi(y + height, 0, RLSW.framebuffer.height - 1);
RLSW.scClipMin[0] = (2.0f*(float)RLSW.scMin[0]/(float)RLSW.vpSize[0]) - 1.0f;
RLSW.scClipMax[0] = (2.0f*(float)RLSW.scMax[0]/(float)RLSW.vpSize[0]) - 1.0f;
RLSW.scClipMax[1] = 1.0f - (2.0f*(float)RLSW.scMin[1]/(float)RLSW.vpSize[1]);
RLSW.scClipMin[1] = 1.0f - (2.0f*(float)RLSW.scMax[1]/(float)RLSW.vpSize[1]);
}
void swClearColor(float r, float g, float b, float a)
{
RLSW.clearColor[0] = r;
RLSW.clearColor[1] = g;
RLSW.clearColor[2] = b;
RLSW.clearColor[3] = a;
}
void swClear(uint32_t bitmask)
{
int size = RLSW.framebuffer.width*RLSW.framebuffer.height;
if ((bitmask & (SW_COLOR_BUFFER_BIT | SW_DEPTH_BUFFER_BIT)) == (SW_COLOR_BUFFER_BIT | SW_DEPTH_BUFFER_BIT))
{
sw_framebuffer_fill(RLSW.framebuffer.color, RLSW.framebuffer.depth,size, RLSW.clearColor, RLSW.clearDepth);
}
else if (bitmask & (SW_COLOR_BUFFER_BIT))
{
sw_framebuffer_fill_color(RLSW.framebuffer.color, size, RLSW.clearColor);
}
else if (bitmask & SW_DEPTH_BUFFER_BIT)
{
sw_framebuffer_fill_depth(RLSW.framebuffer.depth, size, RLSW.clearDepth);
}
}
void swBlendFunc(SWfactor sfactor, SWfactor dfactor)
{
if (!sw_is_blend_src_factor_valid(sfactor) ||
!sw_is_blend_dst_factor_valid(dfactor))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
RLSW.srcFactor = sfactor;
RLSW.dstFactor = dfactor;
switch (sfactor)
{
case SW_ZERO: RLSW.srcFactorFunc = sw_factor_zero; break;
case SW_ONE: RLSW.srcFactorFunc = sw_factor_one; break;
case SW_SRC_COLOR: RLSW.srcFactorFunc = sw_factor_src_color; break;
case SW_ONE_MINUS_SRC_COLOR: RLSW.srcFactorFunc = sw_factor_one_minus_src_color; break;
case SW_SRC_ALPHA: RLSW.srcFactorFunc = sw_factor_src_alpha; break;
case SW_ONE_MINUS_SRC_ALPHA: RLSW.srcFactorFunc = sw_factor_one_minus_src_alpha; break;
case SW_DST_ALPHA: RLSW.srcFactorFunc = sw_factor_dst_alpha; break;
case SW_ONE_MINUS_DST_ALPHA: RLSW.srcFactorFunc = sw_factor_one_minus_dst_alpha; break;
case SW_DST_COLOR: RLSW.srcFactorFunc = sw_factor_dst_color; break;
case SW_ONE_MINUS_DST_COLOR: RLSW.srcFactorFunc = sw_factor_one_minus_dst_color; break;
case SW_SRC_ALPHA_SATURATE: RLSW.srcFactorFunc = sw_factor_src_alpha_saturate; break;
default: break;
}
switch (dfactor)
{
case SW_ZERO: RLSW.dstFactorFunc = sw_factor_zero; break;
case SW_ONE: RLSW.dstFactorFunc = sw_factor_one; break;
case SW_SRC_COLOR: RLSW.dstFactorFunc = sw_factor_src_color; break;
case SW_ONE_MINUS_SRC_COLOR: RLSW.dstFactorFunc = sw_factor_one_minus_src_color; break;
case SW_SRC_ALPHA: RLSW.dstFactorFunc = sw_factor_src_alpha; break;
case SW_ONE_MINUS_SRC_ALPHA: RLSW.dstFactorFunc = sw_factor_one_minus_src_alpha; break;
case SW_DST_ALPHA: RLSW.dstFactorFunc = sw_factor_dst_alpha; break;
case SW_ONE_MINUS_DST_ALPHA: RLSW.dstFactorFunc = sw_factor_one_minus_dst_alpha; break;
case SW_DST_COLOR: RLSW.dstFactorFunc = sw_factor_dst_color; break;
case SW_ONE_MINUS_DST_COLOR: RLSW.dstFactorFunc = sw_factor_one_minus_dst_color; break;
case SW_SRC_ALPHA_SATURATE: break;
default: break;
}
}
void swPolygonMode(SWpoly mode)
{
if (!sw_is_poly_mode_valid(mode))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
RLSW.polyMode = mode;
}
void swCullFace(SWface face)
{
if (!sw_is_face_valid(face))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
RLSW.cullFace = face;
}
void swPointSize(float size)
{
RLSW.pointRadius = floorf(size*0.5f);
}
void swLineWidth(float width)
{
RLSW.lineWidth = roundf(width);
}
void swMatrixMode(SWmatrix mode)
{
switch (mode)
{
case SW_PROJECTION: RLSW.currentMatrix = &RLSW.stackProjection[RLSW.stackProjectionCounter - 1]; break;
case SW_MODELVIEW: RLSW.currentMatrix = &RLSW.stackModelview[RLSW.stackModelviewCounter - 1]; break;
case SW_TEXTURE: RLSW.currentMatrix = &RLSW.stackTexture[RLSW.stackTextureCounter - 1]; break;
default: RLSW.errCode = SW_INVALID_ENUM; return;
}
RLSW.currentMatrixMode = mode;
}
void swPushMatrix(void)
{
switch (RLSW.currentMatrixMode)
{
case SW_PROJECTION:
{
if (RLSW.stackProjectionCounter >= SW_MAX_PROJECTION_STACK_SIZE)
{
RLSW.errCode = SW_STACK_OVERFLOW;
return;
}
int iOld = RLSW.stackProjectionCounter - 1;
int iNew = RLSW.stackProjectionCounter++;
for (int i = 0; i < 16; i++)
{
RLSW.stackProjection[iNew][i] = RLSW.stackProjection[iOld][i];
}
RLSW.currentMatrix = &RLSW.stackProjection[iNew];
} break;
case SW_MODELVIEW:
{
if (RLSW.stackModelviewCounter >= SW_MAX_MODELVIEW_STACK_SIZE)
{
RLSW.errCode = SW_STACK_OVERFLOW;
return;
}
int iOld = RLSW.stackModelviewCounter - 1;
int iNew = RLSW.stackModelviewCounter++;
for (int i = 0; i < 16; i++)
{
RLSW.stackModelview[iNew][i] = RLSW.stackModelview[iOld][i];
}
RLSW.currentMatrix = &RLSW.stackModelview[iNew];
} break;
case SW_TEXTURE:
{
if (RLSW.stackTextureCounter >= SW_MAX_TEXTURE_STACK_SIZE)
{
RLSW.errCode = SW_STACK_OVERFLOW;
return;
}
int iOld = RLSW.stackTextureCounter - 1;
int iNew = RLSW.stackTextureCounter++;
for (int i = 0; i < 16; i++)
{
RLSW.stackTexture[iNew][i] = RLSW.stackTexture[iOld][i];
}
RLSW.currentMatrix = &RLSW.stackTexture[iNew];
} break;
default: break;
}
}
void swPopMatrix(void)
{
switch (RLSW.currentMatrixMode)
{
case SW_PROJECTION:
{
if (RLSW.stackProjectionCounter <= 0)
{
RLSW.errCode = SW_STACK_UNDERFLOW;
return;
}
RLSW.currentMatrix = &RLSW.stackProjection[--RLSW.stackProjectionCounter];
RLSW.isDirtyMVP = true; //< The MVP is considered to have been changed
} break;
case SW_MODELVIEW:
{
if (RLSW.stackModelviewCounter <= 0)
{
RLSW.errCode = SW_STACK_UNDERFLOW;
return;
}
RLSW.currentMatrix = &RLSW.stackModelview[--RLSW.stackModelviewCounter];
RLSW.isDirtyMVP = true; //< The MVP is considered to have been changed
} break;
case SW_TEXTURE:
{
if (RLSW.stackTextureCounter <= 0)
{
RLSW.errCode = SW_STACK_UNDERFLOW;
return;
}
RLSW.currentMatrix = &RLSW.stackTexture[--RLSW.stackTextureCounter];
} break;
default: break;
}
}
void swLoadIdentity(void)
{
sw_matrix_id(*RLSW.currentMatrix);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swTranslatef(float x, float y, float z)
{
sw_matrix_t mat;
sw_matrix_id(mat);
mat[12] = x;
mat[13] = y;
mat[14] = z;
sw_matrix_mul(*RLSW.currentMatrix, mat, *RLSW.currentMatrix);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swRotatef(float angle, float x, float y, float z)
{
angle *= SW_DEG2RAD;
float lengthSq = x*x + y*y + z*z;
if (lengthSq != 1.0f && lengthSq != 0.0f)
{
float invLength = 1.0f/sqrtf(lengthSq);
x *= invLength;
y *= invLength;
z *= invLength;
}
float sinres = sinf(angle);
float cosres = cosf(angle);
float t = 1.0f - cosres;
sw_matrix_t mat;
mat[0] = x*x*t + cosres;
mat[1] = y*x*t + z*sinres;
mat[2] = z*x*t - y*sinres;
mat[3] = 0.0f;
mat[4] = x*y*t - z*sinres;
mat[5] = y*y*t + cosres;
mat[6] = z*y*t + x*sinres;
mat[7] = 0.0f;
mat[8] = x*z*t + y*sinres;
mat[9] = y*z*t - x*sinres;
mat[10] = z*z*t + cosres;
mat[11] = 0.0f;
mat[12] = 0.0f;
mat[13] = 0.0f;
mat[14] = 0.0f;
mat[15] = 1.0f;
sw_matrix_mul(*RLSW.currentMatrix, mat, *RLSW.currentMatrix);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swScalef(float x, float y, float z)
{
sw_matrix_t mat;
mat[0] = x, mat[1] = 0, mat[2] = 0, mat[3] = 0;
mat[4] = 0, mat[5] = y, mat[6] = 0, mat[7] = 0;
mat[8] = 0, mat[9] = 0, mat[10] = z, mat[11] = 0;
mat[12] = 0, mat[13] = 0, mat[14] = 0, mat[15] = 1;
sw_matrix_mul(*RLSW.currentMatrix, mat, *RLSW.currentMatrix);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swMultMatrixf(const float *mat)
{
sw_matrix_mul(*RLSW.currentMatrix, mat, *RLSW.currentMatrix);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
sw_matrix_t mat;
double rl = right - left;
double tb = top - bottom;
double fn = zfar - znear;
mat[0] = (float)(znear*2.0)/rl;
mat[1] = 0.0f;
mat[2] = 0.0f;
mat[3] = 0.0f;
mat[4] = 0.0f;
mat[5] = (float)(znear*2.0)/tb;
mat[6] = 0.0f;
mat[7] = 0.0f;
mat[8] = (float)(right + left)/rl;
mat[9] = (float)(top + bottom)/tb;
mat[10] = -(float)(zfar + znear)/fn;
mat[11] = -1.0f;
mat[12] = 0.0f;
mat[13] = 0.0f;
mat[14] = -(zfar*znear*2.0)/fn;
mat[15] = 0.0f;
sw_matrix_mul(*RLSW.currentMatrix, *RLSW.currentMatrix, mat);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
sw_matrix_t mat;
double rl = right - left;
double tb = top - bottom;
double fn = zfar - znear;
mat[0] = 2.0f/(float)rl;
mat[1] = 0.0f;
mat[2] = 0.0f;
mat[3] = 0.0f;
mat[4] = 0.0f;
mat[5] = 2.0f/(float)tb;
mat[6] = 0.0f;
mat[7] = 0.0f;
mat[8] = 0.0f;
mat[9] = 0.0f;
mat[10] = -2.0f/(float)fn;
mat[11] = 0.0f;
mat[12] = -(float)(left + right)/rl;
mat[13] = -(float)(top + bottom)/tb;
mat[14] = -(float)(zfar + znear)/fn;
mat[15] = 1.0f;
sw_matrix_mul(*RLSW.currentMatrix, *RLSW.currentMatrix, mat);
if (RLSW.currentMatrixMode != SW_TEXTURE) RLSW.isDirtyMVP = true;
}
void swBegin(SWdraw mode)
{
// Check if the draw mode is valid
if (!sw_is_draw_mode_valid(mode))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
// Recalculate the MVP if this is needed
if (RLSW.isDirtyMVP)
{
sw_matrix_mul_rst(RLSW.matMVP,
RLSW.stackModelview[RLSW.stackModelviewCounter - 1],
RLSW.stackProjection[RLSW.stackProjectionCounter - 1]);
RLSW.isDirtyMVP = false;
}
// Obtain the number of vertices needed for this primitive
switch (mode)
{
case SW_POINTS: RLSW.reqVertices = 1; break;
case SW_LINES: RLSW.reqVertices = 2; break;
case SW_TRIANGLES: RLSW.reqVertices = 3; break;
case SW_QUADS: RLSW.reqVertices = 4; break;
}
// Initialize required values
RLSW.vertexCounter = 0;
RLSW.drawMode = mode;
}
void swEnd(void)
{
RLSW.drawMode = 0;
}
void swVertex2i(int x, int y)
{
const float v[4] = { (float)x, (float)y, 0.0f, 1.0f };
swVertex4fv(v);
}
void swVertex2f(float x, float y)
{
const float v[4] = { x, y, 0.0f, 1.0f };
swVertex4fv(v);
}
void swVertex2fv(const float *v)
{
const float v4[4] = { v[0], v[1], 0.0f, 1.0f };
swVertex4fv(v4);
}
void swVertex3i(int x, int y, int z)
{
const float v[4] = { (float)x, (float)y, (float)z, 1.0f };
swVertex4fv(v);
}
void swVertex3f(float x, float y, float z)
{
const float v[4] = { x, y, z, 1.0f };
swVertex4fv(v);
}
void swVertex3fv(const float *v)
{
const float v4[4] = { v[0], v[1], v[2], 1.0f };
swVertex4fv(v4);
}
void swVertex4i(int x, int y, int z, int w)
{
const float v[4] = { (float)x, (float)y, (float)z, (float)w };
swVertex4fv(v);
}
void swVertex4f(float x, float y, float z, float w)
{
const float v[4] = { x, y, z, w };
swVertex4fv(v);
}
void swVertex4fv(const float *v)
{
// Copy the position in the current vertex
sw_vertex_t *vertex = &RLSW.vertexBuffer[RLSW.vertexCounter++];
for (int i = 0; i < 4; i++) vertex->position[i] = v[i];
// Copy additonal vertex data
for (int i = 0; i < 2; i++) vertex->texcoord[i] = RLSW.current.texcoord[i];
for (int i = 0; i < 4; i++) vertex->color[i] = RLSW.current.color[i];
// Calculation of homogeneous coordinates
const float *m = RLSW.matMVP;
vertex->homogeneous[0] = m[0]*v[0] + m[4]*v[1] + m[8]*v[2] + m[12]*v[3];
vertex->homogeneous[1] = m[1]*v[0] + m[5]*v[1] + m[9]*v[2] + m[13]*v[3];
vertex->homogeneous[2] = m[2]*v[0] + m[6]*v[1] + m[10]*v[2] + m[14]*v[3];
vertex->homogeneous[3] = m[3]*v[0] + m[7]*v[1] + m[11]*v[2] + m[15]*v[3];
// Immediate rendering of the primitive if the required number is reached
if (RLSW.vertexCounter == RLSW.reqVertices)
{
switch (RLSW.polyMode)
{
case SW_FILL: sw_poly_fill_render(); break;
case SW_LINE: sw_poly_line_render(); break;
case SW_POINT: sw_poly_point_render(); break;
default: break;
}
RLSW.vertexCounter = 0;
}
}
void swColor3ub(uint8_t r, uint8_t g, uint8_t b)
{
float cv[4];
cv[0] = (float)r/255;
cv[1] = (float)g/255;
cv[2] = (float)b/255;
cv[3] = 1.0f;
swColor4fv(cv);
}
void swColor3ubv(const uint8_t *v)
{
float cv[4];
cv[0] = (float)v[0]/255;
cv[1] = (float)v[1]/255;
cv[2] = (float)v[2]/255;
cv[3] = 1.0f;
swColor4fv(cv);
}
void swColor3f(float r, float g, float b)
{
float cv[4];
cv[0] = r;
cv[1] = g;
cv[2] = b;
cv[3] = 1.0f;
swColor4fv(cv);
}
void swColor3fv(const float *v)
{
float cv[4];
cv[0] = v[0];
cv[1] = v[1];
cv[2] = v[2];
cv[3] = 1.0f;
swColor4fv(cv);
}
void swColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
{
float cv[4];
cv[0] = (float)r/255;
cv[1] = (float)g/255;
cv[2] = (float)b/255;
cv[3] = (float)a/255;
swColor4fv(cv);
}
void swColor4ubv(const uint8_t *v)
{
float cv[4];
cv[0] = (float)v[0]/255;
cv[1] = (float)v[1]/255;
cv[2] = (float)v[2]/255;
cv[3] = (float)v[3]/255;
swColor4fv(cv);
}
void swColor4f(float r, float g, float b, float a)
{
float cv[4];
cv[0] = r;
cv[1] = g;
cv[2] = b;
cv[3] = a;
swColor4fv(cv);
}
void swColor4fv(const float *v)
{
for (int i = 0; i < 4; i++) RLSW.current.color[i] = v[i];
}
void swTexCoord2f(float u, float v)
{
const float *m = RLSW.stackTexture[RLSW.stackTextureCounter - 1];
RLSW.current.texcoord[0] = m[0]*u + m[4]*v + m[12];
RLSW.current.texcoord[1] = m[1]*u + m[5]*v + m[13];
}
void swTexCoord2fv(const float *v)
{
const float *m = RLSW.stackTexture[RLSW.stackTextureCounter - 1];
RLSW.current.texcoord[0] = m[0]*v[0] + m[4]*v[1] + m[12];
RLSW.current.texcoord[1] = m[1]*v[0] + m[5]*v[1] + m[13];
}
void swBindArray(SWarray type, void *buffer)
{
switch (type)
{
case SW_VERTEX_ARRAY: RLSW.array.positions = buffer; break;
case SW_TEXTURE_COORD_ARRAY: RLSW.array.texcoords = buffer; break;
case SW_COLOR_ARRAY: RLSW.array.colors = buffer; break;
default: break;
}
}
void swDrawArrays(SWdraw mode, int offset, int count)
{
if (RLSW.array.positions == 0)
{
RLSW.errCode = SW_INVALID_OPERATION;
return;
}
swBegin(mode);
{
swTexCoord2f(0.0f, 0.0f);
swColor4f(1.0f, 1.0f, 1.0f, 1.0f);
for (int i = offset; i < count; i++)
{
if (RLSW.array.texcoords) swTexCoord2fv(RLSW.array.texcoords + 2*i);
if (RLSW.array.colors) swColor4ubv(RLSW.array.colors + 4*i);
swVertex3fv(RLSW.array.positions + 3*i);
}
}
swEnd();
}
void swGenTextures(int count, uint32_t *textures)
{
if ((count == 0) || (textures == NULL)) return;
for (int i = 0; i < count; i++)
{
if (RLSW.loadedTextureCount >= SW_MAX_TEXTURES)
{
RLSW.errCode = SW_STACK_OVERFLOW; // WARNING: Out of memory, not really stack overflow
return;
}
uint32_t id = 0;
if (RLSW.freeTextureIdCount > 0) id = RLSW.freeTextureIds[--RLSW.freeTextureIdCount];
else id = RLSW.loadedTextureCount++;
RLSW.loadedTextures[id] = RLSW.loadedTextures[0];
textures[i] = id;
}
}
void swDeleteTextures(int count, uint32_t *textures)
{
if ((count == 0) || (textures == NULL)) return;
for (int i = 0; i < count; i++)
{
if (!sw_is_texture_valid(textures[i]))
{
RLSW.errCode = SW_INVALID_VALUE;
continue;
}
if (RLSW.loadedTextures[textures[i]].copy)
{
SW_FREE(RLSW.loadedTextures[textures[i]].pixels.ptr);
}
RLSW.loadedTextures[textures[i]].pixels.cptr = NULL;
RLSW.freeTextureIds[RLSW.freeTextureIdCount++] = textures[i];
}
}
void swTexImage2D(int width, int height, SWformat format, SWtype type, bool copy, const void *data)
{
uint32_t id = RLSW.currentTexture;
if (!sw_is_texture_valid(id))
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
int pixelFormat = sw_get_pixel_format(format, type);
if (pixelFormat <= SW_PIXELFORMAT_UNKNOWN)
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
sw_texture_t *texture = &RLSW.loadedTextures[id];
if (copy)
{
int bytes = sw_get_pixel_bytes(pixelFormat);
int size = bytes*width*height;
texture->pixels.ptr = SW_MALLOC(size);
if (texture->pixels.ptr == NULL)
{
RLSW.errCode = SW_STACK_OVERFLOW; // WARING: Out of memory...
return;
}
for (int i = 0; i < size; i++)
{
((uint8_t *)texture->pixels.ptr)[i] = ((uint8_t *)data)[i];
}
}
else texture->pixels.cptr = data;
texture->width = width;
texture->height = height;
texture->wMinus1 = width - 1;
texture->hMinus1 = height - 1;
texture->format = pixelFormat;
texture->tx = 1.0f/width;
texture->ty = 1.0f/height;
texture->copy = copy;
}
void swTexParameteri(int param, int value)
{
uint32_t id = RLSW.currentTexture;
if (!sw_is_texture_valid(id))
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
sw_texture_t *texture = &RLSW.loadedTextures[id];
switch (param)
{
case SW_TEXTURE_MIN_FILTER:
{
if (!sw_is_texture_filter_valid(value))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
texture->minFilter = value;
} break;
case SW_TEXTURE_MAG_FILTER:
{
if (!sw_is_texture_filter_valid(value))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
texture->magFilter = value;
} break;
case SW_TEXTURE_WRAP_S:
{
if (!sw_is_texture_wrap_valid(value))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
texture->sWrap = value;
} break;
case SW_TEXTURE_WRAP_T:
{
if (!sw_is_texture_wrap_valid(value))
{
RLSW.errCode = SW_INVALID_ENUM;
return;
}
texture->tWrap = value;
} break;
default: RLSW.errCode = SW_INVALID_ENUM; break;
}
}
void swBindTexture(uint32_t id)
{
if (id >= SW_MAX_TEXTURES)
{
RLSW.errCode = SW_INVALID_VALUE;
return;
}
if (RLSW.loadedTextures[id].pixels.cptr == NULL)
{
RLSW.errCode = SW_INVALID_OPERATION;
return;
}
RLSW.currentTexture = id;
}
#endif // RLSW_IMPLEMENTATION