ableos/sysdata/libraries/render/src/software.hb

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.{math, memory, dt} := @use("../../stn/src/lib.hb");
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.{Color, text} := @use("lib.hb");
.{get_glyph, get_glyph_unicode, Font, UNC_TABLE_SIZE} := text;
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.{Vec2} := math
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// safety: don't use before init() or you will get a memory access violation
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framebuffer := memory.dangling(Color)
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Surface := struct {
buf: ^Color,
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width: uint,
height: uint,
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}
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new_surface := fn(width: uint, height: uint): Surface {
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return .(
@inline(memory.alloc, Color, width * height),
width,
height,
)
}
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surface_from_ptr := fn(ptr: ^Color, width: uint, height: uint): Surface {
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return .(
ptr,
width,
height,
)
}
clone_surface := fn(surface: ^Surface): Surface {
new := new_surface(surface.width, surface.height)
@inline(memory.copy, Color, surface.buf, new.buf, @intcast(surface.width * surface.height))
return new
}
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// ! is broken, check memory.free function
free_surface := fn(surface: Surface): void {
return @inline(memory.free, Color, surface.buf, @intcast(surface.width * surface.height), false)
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}
init := fn(doublebuffer: bool): Surface {
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framebuffer = dt.get(^Color, "framebuffer/fb0/ptr\0")
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width := dt.get(uint, "framebuffer/fb0/width\0")
height := dt.get(uint, "framebuffer/fb0/height\0")
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if doublebuffer {
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return new_surface(width, height)
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} else {
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return .(framebuffer, width, height)
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}
}
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clear := fn(surface: Surface, color: Color): void {
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return @inline(memory.set, Color, &color, surface.buf, surface.width * surface.height)
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}
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sync := fn(surface: Surface): void {
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// vague safety
if surface.buf == framebuffer {
return
}
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return @inline(memory.copy, Color, surface.buf, framebuffer, @bitcast(surface.width * surface.height))
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}
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index := fn(surface: Surface, x: uint, y: uint): uint {
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return x + surface.width * y
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}
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indexptr := fn(surface: Surface, x: uint, y: uint): ^Color {
return surface.buf + @inline(index, surface, x, y)
}
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put_pixel := fn(surface: Surface, pos: Vec2(uint), color: Color): void {
*@inline(indexptr, surface, pos.x, pos.y) = color
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return
}
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put_filled_rect := fn(surface: Surface, pos: Vec2(uint), tr: Vec2(uint), color: Color): void {
top_start_idx := @inline(indexptr, surface, pos.x, pos.y)
bottom_start_idx := @inline(indexptr, surface, pos.x, pos.y + tr.y - 1)
rows_to_fill := tr.y
loop if rows_to_fill <= 1 break else {
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// inline is broked
memory.set(Color, &color, top_start_idx, @bitcast(tr.x))
memory.set(Color, &color, bottom_start_idx, @bitcast(tr.x))
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top_start_idx += surface.width
bottom_start_idx -= surface.width
rows_to_fill -= 2
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}
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if rows_to_fill == 1 {
@inline(memory.set, Color, &color, top_start_idx, @bitcast(tr.x))
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}
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return
}
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put_rect := fn(surface: Surface, pos: Vec2(uint), tr: Vec2(uint), color: Color): void {
start_idx := @inline(indexptr, surface, pos.x, pos.y)
end_idx := @inline(indexptr, surface, pos.x, pos.y + tr.y)
right_start_idx := @inline(indexptr, surface, pos.x + tr.x, pos.y)
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loop if start_idx > end_idx break else {
*start_idx = color;
*right_start_idx = color
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start_idx += surface.width
right_start_idx += surface.width
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}
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@inline(memory.set, Color, &color, @inline(indexptr, surface, pos.x, pos.y), @bitcast(tr.x + 1))
@inline(memory.set, Color, &color, @inline(indexptr, surface, pos.x, pos.y + tr.y), @bitcast(tr.x + 1))
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return
}
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put_line_low := fn(surface: Surface, p0: Vec2(uint), p1: Vec2(uint), color: Color): void {
dx := @as(int, @bitcast(p1.x - p0.x))
dy := @as(int, @bitcast(p1.y - p0.y))
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yi := 1
if dy < 0 {
yi = -1
dy = -dy
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}
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D := @as(int, 2) * dy - dx
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y := p0.y
x := p0.x
loop if x == p1.x break else {
*@inline(indexptr, surface, x, y) = color
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if D > 0 {
y += yi
D += 2 * (dy - dx)
} else {
D += 2 * dy
}
x += 1
}
return
}
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put_line_high := fn(surface: Surface, p0: Vec2(uint), p1: Vec2(uint), color: Color): void {
dx := @as(int, @bitcast(p1.x - p0.x))
dy := @as(int, @bitcast(p1.y - p0.y))
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xi := 1
if dy < 0 {
xi = -1
dx = -dx
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}
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D := @as(int, 2) * dx - dy
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x := p0.x
y := p0.y
loop if y == p1.y break else {
*@inline(indexptr, surface, x, y) = color
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if D > 0 {
x += xi
D += 2 * (dx - dy)
} else {
D += 2 * dx
}
y += 1
}
return
}
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put_line := fn(surface: Surface, p0: Vec2(uint), p1: Vec2(uint), color: Color): void {
if math.abs(uint, p1.y - p0.y) < math.abs(uint, p1.x - p0.x) {
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if p0.x > p1.x {
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@inline(put_line_low, surface, p1, p0, color)
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} else {
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@inline(put_line_low, surface, p0, p1, color)
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}
} else {
if p0.y > p1.y {
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@inline(put_line_high, surface, p1, p0, color)
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} else {
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@inline(put_line_high, surface, p0, p1, color)
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}
}
return
}
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put_surface := fn(surface: Surface, top: Surface, pos: Vec2(uint), flip_v: bool): void {
top_start_idx := @inline(indexptr, surface, pos.x, pos.y)
bottom_start_idx := @inline(indexptr, surface, pos.x, pos.y + top.height - 1)
rows_to_copy := top.height
top_cursor := top.buf
bottom_cursor := top.buf + top.width * (top.height - 1)
loop if rows_to_copy <= 1 break else {
if flip_v {
@inline(memory.copy, Color, top_cursor, bottom_start_idx, @bitcast(top.width))
@inline(memory.copy, Color, bottom_cursor, top_start_idx, @bitcast(top.width))
} else {
@inline(memory.copy, Color, top_cursor, top_start_idx, @bitcast(top.width))
@inline(memory.copy, Color, bottom_cursor, bottom_start_idx, @bitcast(top.width))
}
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top_start_idx += surface.width
bottom_start_idx -= surface.width
top_cursor += top.width
bottom_cursor -= top.width
rows_to_copy -= 2
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}
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if rows_to_copy == 1 {
@inline(memory.copy, Color, top_cursor, top_start_idx, @bitcast(top.width))
}
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return
}
// peony-made
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put_trirect := fn(surface: Surface, pos: Vec2(uint), size: Vec2(int), color0: Color, color1: Color): void {
step := Vec2(int).(1, 1)
if size.x < 0 {
step.x = -1
}
if size.y < 0 {
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step.y /= @bitcast(size.x)
}
start_y := pos.y
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target := pos + @bitcast(size)
loop if pos.x == target.x break else {
@inline(put_vline, surface, pos.x, pos.y, target.y, color0)
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@inline(put_vline, surface, pos.x, pos.y, start_y, color1)
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pos += @bitcast(step)
}
return
}
// peony-made
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put_vline := fn(surface: Surface, x: uint, y0: uint, y1: uint, color: Color): void {
if y1 < y0 {
tmp := y0
y0 = y1
y1 = tmp
}
y := y0
loop if y == y1 break else {
*@inline(indexptr, surface, x, y) = color
y += 1
}
return
}
// peony-made
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put_hline := fn(surface: Surface, y: uint, x0: uint, x1: uint, color: Color): void {
if x1 < x0 {
tmp := x0
x0 = x1
x1 = tmp
}
@inline(memory.set, Color, &color, @inline(indexptr, surface, x0, y), @bitcast(x1 - x0 - 1))
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return
}
put_text := fn(surface: Surface, font: Font, pos: Vec2(uint), color: Color, str: ^u8): void {
cursor := Vec2(uint).(pos.x, pos.y)
current_char := str
loop if *current_char == 0 break else {
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glyph_data := memory.dangling(u8)
if font.unicode != null {
code_point := @as(uint, 0)
first_byte := *current_char
num_bytes := 1
if (first_byte & 0x80) == 0 {
code_point = first_byte
} else if (first_byte & 0xE0) == 0xC0 {
num_bytes = 2
code_point = first_byte & 0x1F
} else if (first_byte & 0xF0) == 0xE0 {
num_bytes = 3
code_point = first_byte & 0xF
} else if (first_byte & 0xF8) == 0xF0 {
// handle later
current_char += 1
continue
} else {
current_char += 1
continue
}
valid_sequence := true
i := 1
loop if i >= num_bytes break else {
current_char += 1
// have to check twice due to odd compiler bug...?
if *current_char == 0 | (*current_char & 0xC0) != 0x80 {
valid_sequence = false
}
if valid_sequence == false {
break
}
code_point = code_point << 6 | *current_char & 0x3F
i += 1
}
if valid_sequence == false {
current_char += 1
continue
}
current_char += 1
if code_point == 10 {
cursor.x = pos.x
cursor.y += font.height + font.line_gap
continue
}
if code_point < UNC_TABLE_SIZE {
glyph_index := *(font.unicode + code_point)
if glyph_index == 0xFFFF {
continue
}
glyph_data = font.data + glyph_index * font.bytes_per_glyph
} else {
continue
}
} else {
if *current_char > font.num_glyphs {
continue
}
glyph_data = @inline(get_glyph, font, *current_char)
if *current_char == 10 {
cursor.x = pos.x
cursor.y += font.height + font.line_gap
current_char += 1
continue
}
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current_char += 1
}
if cursor.y + font.height > surface.height break
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if cursor.x % surface.width + font.width >= surface.width {
cursor.x = pos.x
cursor.y += font.height + font.line_gap
}
dest := @inline(indexptr, surface, cursor.x, cursor.y)
rows_remaining := font.height
loop if rows_remaining == 0 break else {
byte := *glyph_data
pixel_dest := dest
mask := @as(u8, 0x80)
bits_remaining := font.width
loop if bits_remaining == 0 break else {
if (byte & mask) != 0 {
*pixel_dest = color
}
pixel_dest += 1
mask >>= 1
if mask == 0 & bits_remaining > 0 {
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glyph_data += 1
byte = *glyph_data
mask = 0x80
}
bits_remaining -= 1
}
if mask != 0x80 {
glyph_data += 1
}
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dest += surface.width
rows_remaining -= 1
}
cursor.x += font.width + font.char_gap
}
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return
}