const std = @import("std"); const vk = @import("vulkan"); const base = @import("base"); const zm = base.zm; const VkError = base.VkError; const lib = @import("../lib.zig"); const Renderer = @import("Renderer.zig"); const spv = @import("spv"); pub const F32x4 = zm.F32x4; fn writePacked(comptime T: type, bytes: []u8, value: T) void { const raw: [@sizeOf(T)]u8 = @bitCast(value); @memcpy(bytes[0..@sizeOf(T)], raw[0..]); } fn interpolateF32x4(value0: F32x4, value1: F32x4, value2: F32x4, b0: f32, b1: f32, b2: f32) F32x4 { return (value0 * @as(F32x4, @splat(b0))) + (value1 * @as(F32x4, @splat(b1))) + (value2 * @as(F32x4, @splat(b2))); } fn interpolateVertexOutputs( allocator: std.mem.Allocator, v0: *const Renderer.Vertex, v1: *const Renderer.Vertex, v2: *const Renderer.Vertex, b0: f32, b1: f32, b2: f32, ) VkError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 { var inputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 = undefined; for (0..spv.SPIRV_MAX_OUTPUT_LOCATIONS) |location| { const out0 = v0.outputs[location] orelse continue; const out1 = v1.outputs[location] orelse continue; const out2 = v2.outputs[location] orelse continue; if (out0.len == 0) { inputs[location] = out0; continue; } const len = @min(out0.len, out1.len, out2.len); const input = allocator.alloc(u8, len) catch return VkError.OutOfDeviceMemory; var byte_index: usize = 0; while (byte_index + @sizeOf(F32x4) <= len) : (byte_index += @sizeOf(F32x4)) { const value0 = std.mem.bytesToValue(F32x4, out0[byte_index..]); const value1 = std.mem.bytesToValue(F32x4, out1[byte_index..]); const value2 = std.mem.bytesToValue(F32x4, out2[byte_index..]); writePacked(F32x4, input[byte_index..], interpolateF32x4(value0, value1, value2, b0, b1, b2)); } while (byte_index + @sizeOf(f32) <= len) : (byte_index += @sizeOf(f32)) { const value0 = std.mem.bytesToValue(f32, out0[byte_index..]); const value1 = std.mem.bytesToValue(f32, out1[byte_index..]); const value2 = std.mem.bytesToValue(f32, out2[byte_index..]); writePacked(f32, input[byte_index..], (value0 * b0) + (value1 * b1) + (value2 * b2)); } if (byte_index < len) @memcpy(input[byte_index..], out0[byte_index..len]); inputs[location] = input; } return inputs; } fn interpolateLineOutputs(allocator: std.mem.Allocator, v0: *const Renderer.Vertex, v1: *const Renderer.Vertex, t: f32) VkError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 { return interpolateVertexOutputs(allocator, v0, v1, v0, 1.0 - t, t, 0.0); } pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: *Renderer.Vertex, v1: *Renderer.Vertex) VkError!void { var x0: i32 = @intFromFloat(v0.position[0]); var y0: i32 = @intFromFloat(v0.position[1]); var x1: i32 = @intFromFloat(v1.position[0]); var y1: i32 = @intFromFloat(v1.position[1]); const steep = blk: { if (@abs(y1 - y0) > @abs(x1 - x0)) { std.mem.swap(i32, &x0, &y0); std.mem.swap(i32, &x1, &y1); break :blk true; } break :blk false; }; var start_vertex = v0; var end_vertex = v1; if (x0 > x1) { std.mem.swap(i32, &x0, &x1); std.mem.swap(i32, &y0, &y1); std.mem.swap(*Renderer.Vertex, &start_vertex, &end_vertex); } const d_err = @abs(y1 - y0); const d_x = x1 - x0; const y_step: i32 = if (y0 > y1) -1 else 1; var err = @divTrunc(d_x, 2); // Pixel center. var y = y0; var x = x0; while (x <= x1) : (x += 1) { const x_fragment: f32 = @floatFromInt(if (steep) y else x); const y_fragment: f32 = @floatFromInt(if (steep) x else y); const t = @as(f32, @floatFromInt(x - x0)) / @as(f32, @floatFromInt(@max(d_x, 1))); const z = ((1.0 - t) * start_vertex.position[2]) + (t * end_vertex.position[2]); fragments.append(allocator, .{ .position = zm.f32x4(x_fragment, y_fragment, z, 1.0), .color = zm.f32x4(1.0, 1.0, 1.0, 1.0), .inputs = try interpolateLineOutputs(allocator, start_vertex, end_vertex, t), }) catch return VkError.OutOfDeviceMemory; err -= @intCast(d_err); if (err < 0) { y += y_step; err += d_x; } } } fn edgeFunction(a: F32x4, b: F32x4, p: F32x4) f32 { return ((p[0] - a[0]) * (b[1] - a[1])) - ((p[1] - a[1]) * (b[0] - a[0])); } pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: *Renderer.Vertex, v1: *Renderer.Vertex, v2: *Renderer.Vertex) VkError!void { const min_x: i32 = @intFromFloat(@floor(@min(v0.position[0], v1.position[0], v2.position[0]))); const max_x: i32 = @intFromFloat(@ceil(@max(v0.position[0], v1.position[0], v2.position[0]))); const min_y: i32 = @intFromFloat(@floor(@min(v0.position[1], v1.position[1], v2.position[1]))); const max_y: i32 = @intFromFloat(@ceil(@max(v0.position[1], v1.position[1], v2.position[1]))); const area = edgeFunction(v0.position, v1.position, v2.position); if (area == 0.0) return; var y = min_y; while (y <= max_y) : (y += 1) { var x = min_x; while (x <= max_x) : (x += 1) { const p = zm.f32x4(@as(f32, @floatFromInt(x)) + 0.5, @as(f32, @floatFromInt(y)) + 0.5, 0.0, 1.0); const w0 = edgeFunction(v1.position, v2.position, p); const w1 = edgeFunction(v2.position, v0.position, p); const w2 = edgeFunction(v0.position, v1.position, p); const inside = if (area > 0.0) w0 >= 0.0 and w1 >= 0.0 and w2 >= 0.0 else w0 <= 0.0 and w1 <= 0.0 and w2 <= 0.0; if (!inside) continue; const b0 = w0 / area; const b1 = w1 / area; const b2 = w2 / area; const z = (b0 * v0.position[2]) + (b1 * v1.position[2]) + (b2 * v2.position[2]); fragments.append(allocator, .{ .position = zm.f32x4(@floatFromInt(x), @floatFromInt(y), z, 1.0), .color = zm.f32x4(1.0, 1.0, 1.0, 1.0), .inputs = try interpolateVertexOutputs(allocator, v0, v1, v2, b0, b1, b2), }) catch return VkError.OutOfDeviceMemory; } } }