LNXSDK/Kha/Sources/kha/graphics1/Graphics4.hx
2025-01-22 16:18:30 +01:00

297 lines
10 KiB
Haxe

package kha.graphics1;
import kha.arrays.Float32Array;
import kha.arrays.Int32Array;
import kha.Blob;
import kha.Color;
import kha.FastFloat;
import kha.Image;
import kha.graphics4.ConstantLocation;
import kha.graphics4.IndexBuffer;
import kha.graphics4.MipMapFilter;
import kha.graphics4.PipelineState;
import kha.graphics4.TextureFilter;
import kha.graphics4.TextureAddressing;
import kha.graphics4.TextureUnit;
import kha.graphics4.VertexBuffer;
import kha.graphics4.VertexData;
import kha.math.FastMatrix3;
import kha.math.FastMatrix4;
import kha.math.FastVector2;
import kha.math.FastVector3;
import kha.math.FastVector4;
import kha.Video;
class Graphics4 implements kha.graphics4.Graphics {
var canvas: Canvas;
var g1: kha.graphics1.Graphics;
var indexBuffer: IndexBuffer;
var vertexBuffer: VertexBuffer;
var pipeline: PipelineState;
public function new(canvas: Canvas) {
this.canvas = canvas;
}
public function begin(additionalRenderTargets: Array<Canvas> = null): Void {
this.g1 = canvas.g1;
g1.begin();
}
public function beginFace(face: Int): Void {}
public function beginEye(eye: Int): Void {}
public function end(): Void {
g1.end();
}
public function vsynced(): Bool {
return true;
}
public function refreshRate(): Int {
return 60;
}
public function clear(?color: Color, ?depth: Float, ?stencil: Int): Void {}
public function viewport(x: Int, y: Int, width: Int, height: Int): Void {}
public function scissor(x: Int, y: Int, width: Int, height: Int): Void {}
public function disableScissor(): Void {}
public function setVertexBuffer(vertexBuffer: VertexBuffer): Void {
this.vertexBuffer = vertexBuffer;
}
public function setVertexBuffers(vertexBuffers: Array<kha.graphics4.VertexBuffer>): Void {}
public function setIndexBuffer(indexBuffer: IndexBuffer): Void {
this.indexBuffer = indexBuffer;
}
public function setTexture(unit: TextureUnit, texture: Image): Void {}
public function setTextureDepth(unit: TextureUnit, texture: Image): Void {}
public function setTextureArray(unit: TextureUnit, texture: Image): Void {}
public function setVideoTexture(unit: TextureUnit, texture: Video): Void {}
public function setImageTexture(unit: TextureUnit, texture: Image): Void {}
public function setTextureParameters(texunit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void {}
public function setTexture3DParameters(texunit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
wAddressing: TextureAddressing, minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void {}
public function setTextureCompareMode(texunit: TextureUnit, enabled: Bool): Void {}
public function setCubeMapCompareMode(texunit: TextureUnit, enabled: Bool): Void {}
public function setCubeMap(stage: kha.graphics4.TextureUnit, cubeMap: kha.graphics4.CubeMap): Void {}
public function setCubeMapDepth(stage: kha.graphics4.TextureUnit, cubeMap: kha.graphics4.CubeMap): Void {}
public function renderTargetsInvertedY(): Bool {
return false;
}
public function instancedRenderingAvailable(): Bool {
return false;
}
public function setPipeline(pipeline: PipelineState): Void {
this.pipeline = pipeline;
}
public function setStencilReferenceValue(value: Int): Void {}
public function setBool(location: ConstantLocation, value: Bool): Void {}
public function setInt(location: ConstantLocation, value: Int): Void {}
public function setInt2(location: ConstantLocation, value1: Int, value2: Int): Void {}
public function setInt3(location: ConstantLocation, value1: Int, value2: Int, value3: Int): Void {}
public function setInt4(location: ConstantLocation, value1: Int, value2: Int, value3: Int, value4: Int): Void {}
public function setInts(location: ConstantLocation, ints: Int32Array): Void {}
public function setFloat(location: ConstantLocation, value: FastFloat): Void {}
public function setFloat2(location: ConstantLocation, value1: FastFloat, value2: FastFloat): Void {}
public function setFloat3(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat): Void {}
public function setFloat4(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat, value4: FastFloat): Void {}
public function setFloats(location: ConstantLocation, floats: Float32Array): Void {}
public function setFloat4s(location: ConstantLocation, float4s: Float32Array): Void {}
public function setVector2(location: ConstantLocation, value: FastVector2): Void {}
public function setVector3(location: ConstantLocation, value: FastVector3): Void {}
public function setVector4(location: ConstantLocation, value: FastVector4): Void {}
public function setMatrix(location: ConstantLocation, value: FastMatrix4): Void {}
public function setMatrix3(location: ConstantLocation, value: FastMatrix3): Void {}
static inline function min(a: FastFloat, b: FastFloat, c: FastFloat): FastFloat {
var min1 = a < b ? a : b;
return min1 < c ? min1 : c;
}
static inline function max(a: FastFloat, b: FastFloat, c: FastFloat): FastFloat {
var max1 = a > b ? a : b;
return max1 > c ? max1 : c;
}
inline function xtopixel(x: FastFloat): Int {
return Std.int((x + 1) / 2 * canvas.width);
}
inline function ytopixel(y: FastFloat): Int {
return Std.int((y + 1) / 2 * canvas.height);
}
public function drawIndexedVertices(start: Int = 0, count: Int = -1): Void {
#if js
// var vertexShaderSource = "output.gl_Position = new vec4(input.pos.x,input.pos.y,0.5,1.0);";
// var vertexShader = untyped __js__("new Function([\"input\", \"output\", \"vec4\"], vertexShaderSource)");
// var vertexShader = untyped __js__("window[this.pipeline.vertexShader.name]");
var vertexShader = untyped __js__("shader_vert");
// var fragmentShaderSource = "output.gl_FragColor = new vec4(1.0, 0.0, 0.0, 1.0);";
// var fragmentShader = untyped __js__("new Function([\"input\", \"output\", \"vec4\"], fragmentShaderSource)");
// var fragmentShader = untyped __js__("window[this.pipeline.fragmentShader.name]");
var fragmentShader = untyped __js__("shader_frag");
var index = 0;
while (index < indexBuffer._data.length) {
var indices = [
indexBuffer._data[index + 0],
indexBuffer._data[index + 1],
indexBuffer._data[index + 2]
];
var layout = pipeline.inputLayout[0];
var vertexStride = Std.int(layout.byteSize() / 4);
var offsets = [indices[0] * vertexStride, indices[1] * vertexStride, indices[2] * vertexStride];
var vsinputs = new Array<Dynamic>();
for (index in 0...3) {
var vsinput: Dynamic = {};
var vindex = 0;
for (element in layout.elements) {
switch (element.data) {
case VertexData.Float1:
var data1 = vertexBuffer._data.get(offsets[index] + vindex + 0);
untyped vsinput[element.name] = data1;
vindex += 1;
case VertexData.Float2:
var data2 = [
vertexBuffer._data.get(offsets[index] + vindex + 0),
vertexBuffer._data.get(offsets[index] + vindex + 1)
];
untyped vsinput[element.name] = data2;
vindex += 2;
case VertexData.Float3:
var data3 = [
vertexBuffer._data.get(offsets[index] + vindex + 0),
vertexBuffer._data.get(offsets[index] + vindex + 1),
vertexBuffer._data.get(offsets[index] + vindex + 2)
];
untyped vsinput[element.name] = data3;
vindex += 3;
case VertexData.Float4:
var data4 = [
vertexBuffer._data.get(offsets[index] + vindex + 0),
vertexBuffer._data.get(offsets[index] + vindex + 1),
vertexBuffer._data.get(offsets[index] + vindex + 2),
vertexBuffer._data.get(offsets[index] + vindex + 3)
];
untyped vsinput[element.name] = data4;
vindex += 4;
case VertexData.Float4x4:
case Short2Norm:
case Short4Norm:
}
}
vsinputs.push(vsinput);
}
var vsoutputs: Array<Dynamic> = [{}, {}, {}, {}];
for (i in 0...3)
vertexShader(vsinputs[i], vsoutputs[i], vec2, vec3, vec4, mat4);
var positions: Array<Array<FastFloat>> = [vsoutputs[0].gl_Position, vsoutputs[1].gl_Position, vsoutputs[2].gl_Position];
var minx = min(positions[0][0], positions[1][0], positions[2][0]);
var maxx = max(positions[0][0], positions[1][0], positions[2][0]);
var miny = min(positions[0][1], positions[1][1], positions[2][1]);
var maxy = max(positions[0][1], positions[1][1], positions[2][1]);
var minxp = xtopixel(minx);
var maxxp = xtopixel(maxx);
var minyp = ytopixel(miny);
var maxyp = ytopixel(maxy);
for (y in minyp...maxyp)
for (x in minxp...maxxp) {
var bc_screen: FastVector3 = barycentric(xtopixel(positions[0][0]), ytopixel(positions[0][1]), xtopixel(positions[1][0]),
ytopixel(positions[1][1]), xtopixel(positions[2][0]), ytopixel(positions[2][1]), x, y);
if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0)
continue;
var fsoutput: Dynamic = {};
fragmentShader({}, fsoutput, vec2, vec3, vec4, mat4);
var color: Array<FastFloat> = fsoutput.gl_FragColor;
g1.setPixel(x, y, Color.fromFloats(color[2], color[1], color[0], color[3]));
}
index += 3;
}
#end
}
static function vec2(x: FastFloat, y: FastFloat): Array<FastFloat> {
return [x, y];
}
static function vec3(x: FastFloat, y: FastFloat, z: FastFloat): Array<FastFloat> {
return [x, y, z];
}
static function vec4(x: FastFloat, y: FastFloat, z: FastFloat, w: FastFloat): Array<FastFloat> {
return [x, y, z, w];
}
static function mat4(x: FastFloat, y: FastFloat): Array<FastFloat> {
return [x, y];
}
static inline function barycentric(_1x: Int, _1y: Int, _2x: Int, _2y: Int, _3x: Int, _3y: Int, x: Int, y: Int): FastVector3 {
var a = new FastVector3(_3x - _1x, _2x - _1x, _1x - x);
var b = new FastVector3(_3y - _1y, _2y - _1y, _1y - y);
var u: FastVector3 = a.cross(b);
if (Math.abs(u.z) < 1)
return new FastVector3(-1, 1, 1); // degenerate
return new FastVector3(1.0 - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
}
public function drawIndexedVerticesInstanced(instanceCount: Int, start: Int = 0, count: Int = -1): Void {}
public function flush(): Void {}
public function maxBoundTextures(): Int {
return 16;
}
}