This commit is contained in:
veclavtlica
2026-09-14 00:02:08 +03:00
parent 578c4a6d4f
commit c350d65592
5 changed files with 90 additions and 26 deletions
+54 -18
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@@ -5,6 +5,7 @@
#ifndef COM_GEM_H
#define COM_GEM_H
#include "fix.h"
#include "mat.h"
#include "pnt.h"
#include "vec.h"
@@ -60,38 +61,73 @@ static inline uint8_t com_gem_clip_vis_project(com_vec_t a, com_pnt_t *out) {
}
static inline void com_gem_draw_triangle(com_pnt_t v0, com_pnt_t v1,
com_pnt_t v2, uint8_t *buffer) {
// 1. Compute the bounding box of the triangle
com_pnt_t v2, uint8_t *out) {
int minX = com_vec_min(com_vec_from(v0.s.x, v1.s.x, v2.s.x));
int minY = com_vec_min(com_vec_from(v0.s.y, v1.s.y, v2.s.y));
int maxX = com_vec_max(com_vec_from(v0.s.x, v1.s.x, v2.s.x));
int maxY = com_vec_max(com_vec_from(v0.s.y, v1.s.y, v2.s.y));
// 2. Clip the bounding box against screen dimensions to avoid out-of-bounds
// errors
// minX = CLAMP(minX, 0, 480 - 1);
// minY = CLAMP(minY, 0, HEIGHT - 1);
// maxX = CLAMP(maxX, 0, 480 - 1);
// maxY = CLAMP(maxY, 0, HEIGHT - 1);
// 3. Loop over all pixels inside the bounding box
for (int y = minY; y <= maxY; y++) {
for (int x = minX; x <= maxX; x++) {
com_pnt_t p = {.s = {x, y}};
// Test the pixel center against all 3 edges
int w0 = com_pnt_edge_orient(v1, v2, p);
int w1 = com_pnt_edge_orient(v2, v0, p);
int w2 = com_pnt_edge_orient(v0, v1, p);
com_vec_t ws = com_pnt_edge_weight(v0, v1, v2, p);
// If the point is inside or on all edges, draw the pixel
// (Assumes Clockwise vertex ordering)
if (w0 >= 0 && w1 >= 0 && w2 >= 0) {
if (ws.a[0] >= 0 && ws.a[1] >= 0 && ws.a[2] >= 0) {
printf("%i, %i\n", y, x);
buffer[(y * 640 + x) * 4 + 0] = '#';
buffer[(y * 640 + x) * 4 + 1] = '#';
buffer[(y * 640 + x) * 4 + 2] = '#';
buffer[(y * 640 + x) * 4 + 3] = '#';
out[(y * 640 + x) * 4 + 0] = 125;
out[(y * 640 + x) * 4 + 1] = 125;
out[(y * 640 + x) * 4 + 2] = 125;
}
}
}
}
static inline void com_gem_draw_triangle_textured(com_pnt_t v0, com_pnt_t v1,
com_pnt_t v2, uint8_t *out,
com_pnt_t uv0, com_pnt_t uv1,
com_pnt_t uv2, uint8_t *tex) {
int minX = com_vec_min(com_vec_from(v0.s.x, v1.s.x, v2.s.x));
int minY = com_vec_min(com_vec_from(v0.s.y, v1.s.y, v2.s.y));
int maxX = com_vec_max(com_vec_from(v0.s.x, v1.s.x, v2.s.x));
int maxY = com_vec_max(com_vec_from(v0.s.y, v1.s.y, v2.s.y));
com_fix_t const area = com_pnt_area(v0, v1, v2);
for (int y = minY; y <= maxY; y++) {
for (int x = minX; x <= maxX; x++) {
com_pnt_t p = {.s = {x, y}};
/* TODO: Move to a separate weighting function over vec. */
// Test the pixel center against all 3 edges
com_vec_t ws = com_pnt_edge_weight(v0, v1, v2, p);
// If the point is inside or on all edges, draw the pixel
// (Assumes Clockwise vertex ordering)
if (ws.a[0] >= 0 && ws.a[1] >= 0 && ws.a[2] >= 0) {
// Barycentric weights
ws = com_vec_div(ws, com_vec_scalar(area));
// Affine interpolation of UVs.
com_fix_t const u =
(ws.a[0] * uv0.a[0] + ws.a[1] * uv1.a[0] + ws.a[2] * uv2.a[0]) >>
COM_FIX_FRACBITS;
com_fix_t const v =
(ws.a[0] * uv0.a[1] + ws.a[1] * uv1.a[1] + ws.a[2] * uv2.a[1]) >>
COM_FIX_FRACBITS;
// Nearest-neighbor texture lookup, in [0..32) range.
int32_t tx =
(int32_t)((u + (COM_FIX_FRACUNIT / 2)) / (COM_FIX_FRACUNIT / 16));
int32_t ty =
(int32_t)((v + (COM_FIX_FRACUNIT / 2)) / (COM_FIX_FRACUNIT / 16));
out[(y * 640 + x) * 4 + 0] = tex[(ty * 32 + tx) * 3 + 0];
out[(y * 640 + x) * 4 + 1] = tex[(ty * 32 + tx) * 3 + 1];
out[(y * 640 + x) * 4 + 2] = tex[(ty * 32 + tx) * 3 + 2];
}
}
}
+11 -1
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@@ -71,13 +71,23 @@ static inline com_fix_t com_pnt_max(com_pnt_t a) {
/* TODO: Safeguard by com_fix_mul()? */
/* Tests whether a point is lying right to a line produced by l0 and l1.
This assumes that l0 and l1 are in clockwise order.
Result is positive or zero if it holds true, otherwise it's negative. */
Result is positive or zero if it holds true, otherwise it's negative.
This also produces area of a triangle! */
static inline com_fix_t com_pnt_edge_orient(com_pnt_t l0, com_pnt_t l1,
com_pnt_t p) {
return (l0.s.x - l1.s.x) * (p.s.y - l1.s.y) -
(l0.s.y - l1.s.y) * (p.s.x - l1.s.x);
}
#define com_pnt_area(m_p0, m_p1, m_p2) (com_pnt_edge_orient(m_p0, m_p1, m_p2))
static inline com_vec_t com_pnt_edge_weight(com_pnt_t v0, com_pnt_t v1,
com_pnt_t v2, com_pnt_t p) {
return (com_vec_t){.s = {.x = com_pnt_edge_orient(v1, v2, p),
.y = com_pnt_edge_orient(v2, v0, p),
.z = com_pnt_edge_orient(v0, v1, p)}};
}
static inline void com_pnt_print(com_pnt_t a) {
com_fix_print(a.a[0]);
com_fix_print(a.a[1]);
+4
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@@ -24,6 +24,10 @@ static inline com_vec_t com_vec_from(com_fix_t x, com_fix_t y, com_fix_t z) {
return (com_vec_t){.s = {.x = x, .y = y, .z = z}};
}
static inline com_vec_t com_vec_scalar(com_fix_t s) {
return (com_vec_t){.s = {.x = s, .y = s, .z = s}};
}
static inline com_vec_t com_vec_identity(void) {
return (com_vec_t){.s = {.x = COM_FIX_FRACUNIT,
.y = COM_FIX_FRACUNIT,
+17 -2
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@@ -145,9 +145,13 @@ extern int plr_display_x11_main(int argc, char *argv[]) {
com_vec_from(5 * COM_FIX_FRACUNIT, 0, 2 * COM_FIX_FRACUNIT);
com_vec_t v1 = com_vec_from(5 * COM_FIX_FRACUNIT, 1 * COM_FIX_FRACUNIT,
4 * COM_FIX_FRACUNIT);
com_vec_t v2 = com_vec_from(5 * COM_FIX_FRACUNIT, 2 * COM_FIX_FRACUNIT,
com_vec_t v2 = com_vec_from(5 * COM_FIX_FRACUNIT, 4 * COM_FIX_FRACUNIT,
4 * COM_FIX_FRACUNIT);
com_pnt_t uv0 = com_pnt_from(0 * COM_FIX_FRACUNIT, 0 * COM_FIX_FRACUNIT);
com_pnt_t uv1 = com_pnt_from(1 * COM_FIX_FRACUNIT, 0 * COM_FIX_FRACUNIT);
com_pnt_t uv2 = com_pnt_from(1 * COM_FIX_FRACUNIT, 1 * COM_FIX_FRACUNIT);
com_vec_t c0 = com_gem_vec_project_clip(mvp, v0);
com_vec_t c1 = com_gem_vec_project_clip(mvp, v1);
com_vec_t c2 = com_gem_vec_project_clip(mvp, v2);
@@ -161,7 +165,18 @@ extern int plr_display_x11_main(int argc, char *argv[]) {
com_pnt_print(p1);
com_pnt_print(p2);
com_gem_draw_triangle(p0, p1, p2, (uint8_t *)pixel_buffer);
uint8_t tex[32 * 32 * 3] = {0};
for (int y = 0; y < 32; ++y) {
for (int x = 0; x < 32; ++x) {
tex[(y * 32 + x) * 3 + 0] = (x / 2 + y / 2) % 2 == 0 ? 175 : 0;
tex[(y * 32 + x) * 3 + 1] = (x / 2 + y / 2) % 2 == 0 ? 0 : 0;
tex[(y * 32 + x) * 3 + 2] = (x / 2 + y / 2) % 2 == 0 ? 175 : 0;
}
}
com_gem_draw_triangle_textured(p0, p1, p2, (uint8_t *)pixel_buffer, uv0,
uv1, uv2, tex);
// com_gem_draw_triangle(p0, p1, p2, (uint8_t *)pixel_buffer);
// Draw the complete image onto the window when exposed
XPutImage(display,
+4 -5
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@@ -1,14 +1,13 @@
Pustina -- Player
Locked step multiplayer oriented engine with great restrictions.
Brightstone -- Player
Locked step multiplayer retro oriented engine with great restrictions.
We do not use abstractions, as the simplicity of the required set of features should allow for platform-specific implementations.
---- Restrictions ----
* Fixed sized paletted frambuffer, defaulted to 640x480. Scaling by 2 is possible.
* Fixed sized paletted frambuffer, defaulted to 640x480.
* Deterministic logic via Q15.16 fixed point numbers.
* .gam image format, derived from .gif. RLE and Delta Frame Optimiztion is added, palette is predefined.
* Images are 16x16 or multiples of it, aligning to the grid.
* Tile view is capped at 29x29, the rest is allocated to interface.
* Textures are 32x32 pixels.
* 30 FPS display rate.
* Fonts are in ASCII bitmaps. Tile slicing commands are issued to render them in.
* Audio samples are in our own .sam format (s8 frame delta + lzw).