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

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.{math, memory} := @use("../../stn/src/lib.hb");
.{dt_get} := @use("../../dt_api/src/lib.hb");
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.{Image} := @use("lib.hb");
.{Vec2} := math
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Color := struct {b: u8, g: u8, r: u8, a: u8}
white := Color.(255, 255, 255, 255)
black := Color.(0, 0, 0, 255)
gray := Color.(127, 127, 127, 255)
red := Color.(0, 0, 205, 255)
green := Color.(0, 205, 0, 255)
yellow := Color.(0, 205, 205, 255)
blue := Color.(205, 0, 0, 255)
magenta := Color.(205, 0, 205, 255)
cyan := Color.(205, 205, 0, 255)
light_gray := Color.(229, 229, 229, 255)
light_red := Color.(0, 0, 255, 255)
light_green := Color.(0, 255, 0, 255)
light_yellow := Color.(0, 255, 255, 255)
light_blue := Color.(255, 0, 0, 255)
light_magenta := Color.(255, 0, 255, 255)
light_cyan := Color.(255, 255, 0, 255)
// might not work for some resolutions, but needs to be comptime because...
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copy_pixels := 0xC000 >> 2
ctx := @as(Context, idk)
// some of these are redudant holdovers from fb_driver
// will keep them for future work if necessary
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Context := struct {
fb: ^Color,
bb: ^Color,
buf: ^Color,
width: int,
height: int,
partitions: int,
pixels: int,
bb_pages: int,
double_buffer: bool,
}
init := fn(): void {
width := dt_get("framebuffer/fb0/width\0")
height := dt_get("framebuffer/fb0/height\0")
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pixels := width * height
bytes := pixels << 2
partitions := pixels / copy_pixels
pages := 1 + bytes >> 12
back_buffer := create_back_buffer(pages)
ctx = Context.{
fb: dt_get("framebuffer/fb0/ptr\0"),
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bb: back_buffer,
buf: back_buffer,
width,
height,
partitions,
pixels,
bb_pages: pages,
double_buffer: true,
}
return
}
doublebuffer := fn(enable: bool): void {
if enable {
ctx.buf = ctx.bb
} else {
ctx.buf = ctx.fb
}
ctx.double_buffer = enable
return
}
create_back_buffer := fn(pages: int): ^Color {
if pages <= 0xFF {
return @bitcast(@inline(memory.request_page, pages))
}
ptr := @inline(memory.request_page, 255)
remaining := pages - 0xFF
loop if remaining <= 0 break else {
if remaining < 0xFF {
memory.request_page(remaining)
} else {
memory.request_page(0xFF)
}
remaining -= 0xFF
}
return @bitcast(ptr)
}
clear := fn(color: Color): void {
cursor := ctx.buf
boundary := cursor + 512
loop if cursor == boundary break else {
*cursor = color
cursor += 1
}
boundary += 512 * 7
loop if cursor == boundary break else {
*@as(^[Color; 512], @bitcast(cursor)) = *@as(^[Color; 512], @bitcast(ctx.buf))
cursor += 512
}
boundary += copy_pixels - 4096
loop if cursor == boundary break else {
*@as(^[Color; 4096], @bitcast(cursor)) = *@as(^[Color; 4096], @bitcast(ctx.buf))
cursor += 4096
}
boundary += (ctx.partitions - 1) * copy_pixels
loop if cursor == boundary break else {
*@as(^[Color; copy_pixels], @bitcast(cursor)) = *@as(^[Color; copy_pixels], @bitcast(ctx.buf))
cursor += @sizeof([u8; copy_pixels])
}
return
}
sync := fn(): void {
if ctx.double_buffer {
bb := ctx.buf
fb := ctx.fb
boundary := bb + ctx.pixels
loop if bb == boundary break else {
*@as(^[Color; copy_pixels], @bitcast(fb)) = *@as(^[Color; copy_pixels], @bitcast(bb))
bb += copy_pixels
fb += copy_pixels
}
}
return
}
width := fn(): int {
return ctx.width
}
height := fn(): int {
return ctx.height
}
screenidx := fn(x: int, y: int): int {
return x + ctx.width * y
}
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put_pixel := fn(pos: Vec2(int), color: Color): void {
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*(ctx.buf + @inline(screenidx, pos.x, pos.y)) = color
return
}
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put_filled_rect := fn(pos: Vec2(int), tr: Vec2(int), color: Color): void {
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x := pos.x
y := pos.y
end := pos + tr
loop if x == end.x break else {
loop if y == end.y break else {
*(ctx.buf + @inline(screenidx, x, y)) = color
y += 1
}
x += 1
y = pos.y
}
return
}
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put_rect := fn(pos: Vec2(int), tr: Vec2(int), color: Color): void {
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x := pos.x
y := pos.y
end := pos + tr
loop if y == end.y break else {
*(ctx.buf + @inline(screenidx, x, y)) = color;
*(ctx.buf + @inline(screenidx, x + tr.x, y)) = color
y += 1
}
y = pos.y
loop if x == end.x break else {
*(ctx.buf + @inline(screenidx, x, y)) = color;
*(ctx.buf + @inline(screenidx, x, y + tr.y)) = color
x += 1
}
return
}
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put_line_low := fn(p0: Vec2(int), p1: Vec2(int), color: Color): void {
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dx := p1.x - p0.x
dy := p1.y - p0.y
yi := 1
if dy < 0 {
yi = -1
dy = -dy
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}
D := 2 * dy - dx
y := p0.y
x := p0.x
loop if x == p1.x break else {
*(ctx.buf + @inline(screenidx, x, y)) = color
if D > 0 {
y += yi
D += 2 * (dy - dx)
} else {
D += 2 * dy
}
x += 1
}
return
}
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put_line_high := fn(p0: Vec2(int), p1: Vec2(int), color: Color): void {
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dx := p1.x - p0.x
dy := p1.y - p0.y
xi := 1
if dy < 0 {
xi = -1
dx = -dx
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}
D := 2 * dx - dy
x := p0.x
y := p0.y
loop if y == p1.y break else {
*(ctx.buf + @inline(screenidx, x, y)) = color
if D > 0 {
x += xi
D += 2 * (dx - dy)
} else {
D += 2 * dx
}
y += 1
}
return
}
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put_line := fn(p0: Vec2(int), p1: Vec2(int), color: Color): void {
if math.abs(int, p1.y - p0.y) < math.abs(int, p1.x - p0.x) {
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if p0.x > p1.x {
@inline(put_line_low, p1, p0, color)
} else {
@inline(put_line_low, p0, p1, color)
}
} else {
if p0.y > p1.y {
@inline(put_line_high, p1, p0, color)
} else {
@inline(put_line_high, p0, p1, color)
}
}
return
}
set_height := fn(new: int): void {
return
}
set_width := fn(new: int): void {
return
}
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dimensions := fn(): Vec2(int) {
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return .(ctx.width, ctx.height)
}
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set_dimensions := fn(new: Vec2(int)): void {
return
}
put_img := fn(img: Image, pos: Vec2(int)): void {
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return
}