reimplement fb_driver as software render interface. sufficiently jank double buffering implementation waiting on an intelligent design.

This commit is contained in:
koniifer 2024-09-07 23:08:58 +01:00
parent 63e2f546c5
commit 1031ca6314
29 changed files with 471 additions and 420 deletions

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@ -0,0 +1,9 @@
Rendering interface for SVGA and Software renderers
# TODO:
- SVGA Driver
- needs pci driver
- needs init (requiring program)
- Double Buffer mode for Software renderer
- needs init (requiring program)

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svga := @use("rel:svga.hb")
software := @use("rel:software.hb")
default := software
init := default.init
// Colours
Color := default.Color
white := default.white
black := default.black
gray := default.gray
red := default.red
green := default.green
yellow := default.yellow
blue := default.blue
magenta := default.magenta
cyan := default.cyan
light_gray := default.light_gray
light_red := default.light_red
light_green := default.light_green
light_yellow := default.light_yellow
light_blue := default.light_blue
light_magenta := default.light_magenta
light_cyan := default.light_cyan
// Drawing
put_pixel := default.put_pixel
put_rect := default.put_rect
put_filled_rect := default.put_filled_rect
put_line := default.put_line
clear := default.clear
// Display
screen_width := default.screen_width
screen_height := default.screen_height
set_screen_height := default.set_screen_height
set_screen_width := default.set_screen_width
sync := default.sync
// Math
UVec2 := struct {x: uint, y: uint}
IVec2 := struct {x: int, y: int}

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.{log, math, memory, buffer} := @use("../../stn/src/lib.hb");
.{IVec2} := @use("rel:lib.hb")
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)
fb_width := 1024
fb_height := 768
fb_pixels := fb_width * fb_height
fb_bytes := fb_pixels << 2
copy_pixels := math.min(0x1800, fb_bytes) >> 2
partitions := fb_pixels / copy_pixels
total_pages := 1 + fb_bytes >> 12
front_buffer := @as(^Color, @bitcast(0xFFFF8000C0000000))
// jank back buffer time, im sure nothing will go wrong
// will be removed as soon as i can figure out a fast way of doing runtime global scope
back_buffer := @as(^Color, @bitcast(0xFFFF8000C0000000 + fb_bytes))
// create_back_buffer := fn(): ^Color {
// if total_pages <= 0xFF {
// return @bitcast(@inline(memory.request_page, total_pages))
// }
// ptr := @inline(memory.request_page, 255)
// remaining := total_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 {
n := 0
loop if n >= copy_pixels break else {
*(back_buffer + n) = color
n += 1
}
n = 1
loop if n >= partitions break else {
*(@as(^[Color; copy_pixels], @bitcast(back_buffer)) + n) = *@as(^[Color; copy_pixels], @bitcast(back_buffer))
n += 1
}
return
}
sync := fn(): void {
n := 0
loop if n >= partitions break else {
*(@as(^[Color; copy_pixels], @bitcast(front_buffer)) + n) = *(@as(^[Color; copy_pixels], @bitcast(back_buffer)) + n)
n += 1
}
return
}
screen_width := fn(): int {
return fb_width
}
screen_height := fn(): int {
return fb_height
}
screenidx := fn(x: int, y: int): int {
return x + fb_width * y
}
put_pixel := fn(pos: IVec2, color: Color): void {
*(back_buffer + @inline(screenidx, pos.x, pos.y)) = color
return
}
put_filled_rect := fn(pos: IVec2, tr: IVec2, color: Color): void {
x := pos.x
y := pos.y
end := pos + tr
loop if x == end.x break else {
loop if y == end.y break else {
*(back_buffer + @inline(screenidx, x, y)) = color
y += 1
}
x += 1
y = pos.y
}
return
}
put_rect := fn(pos: IVec2, tr: IVec2, color: Color): void {
x := pos.x
y := pos.y
end := pos + tr
loop if y == end.y break else {
*(back_buffer + @inline(screenidx, x, y)) = color;
*(back_buffer + @inline(screenidx, x + tr.x, y)) = color
y += 1
}
y = pos.y
loop if x == end.x break else {
*(back_buffer + @inline(screenidx, x, y)) = color;
*(back_buffer + @inline(screenidx, x, y + tr.y)) = color
x += 1
}
return
}
put_line_low := fn(p0: IVec2, p1: IVec2, color: Color): void {
dx := p1.x - p0.x
dy := p1.y - p0.y
yi := 1
if dy < 0 {
yi = 0 - 1
dy = 0 - dy
}
D := 2 * dy - dx
y := p0.y
x := p0.x
loop if x == p1.x break else {
*(back_buffer + @inline(screenidx, x, y)) = color
if D > 0 {
y += yi
D += 2 * (dy - dx)
} else {
D += 2 * dy
}
x += 1
}
return
}
put_line_high := fn(p0: IVec2, p1: IVec2, color: Color): void {
dx := p1.x - p0.x
dy := p1.y - p0.y
xi := 1
if dy < 0 {
xi = 0 - 1
dx = 0 - dx
}
D := 2 * dx - dy
x := p0.x
y := p0.y
loop if y == p1.y break else {
*(back_buffer + @inline(screenidx, x, y)) = color
if D > 0 {
x += xi
D += 2 * (dx - dy)
} else {
D += 2 * dx
}
y += 1
}
return
}
put_line := fn(p0: IVec2, p1: IVec2, color: Color): void {
if @inline(math.abs, p1.y - p0.y) < @inline(math.abs, p1.x - p0.x) {
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_screen_height := fn(new: int): void {
return
}
set_screen_width := fn(new: int): void {
return
}
init := fn(): void {
return
}

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.{log, math} := @use("../../stn/src/lib.hb");
.{IVec2} := @use("rel:lib.hb")
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)
clear := fn(color: Color): void {
return
}
screen_width := fn(): int {
return 0
}
screen_height := fn(): int {
return 0
}
put_pixel := fn(position: IVec2, color: Color): void {
return
}
put_filled_rect := fn(pos: IVec2, tr: IVec2, color: Color): void {
return
}
put_rect := fn(pos: IVec2, tr: IVec2, color: Color): void {
return
}
put_line_low := fn(p0: IVec2, p1: IVec2, color: Color): void {
return
}
// do not use, use line() instead
put_line_high := fn(p0: IVec2, p1: IVec2, color: Color): void {
return
}
put_line := fn(p0: IVec2, p1: IVec2, color: Color): void {
return
}
set_screen_height := fn(new: int): void {
return
}
set_screen_width := fn(new: int): void {
return
}
init := fn(): void {
return
}

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@ -1,14 +1,15 @@
SIZEOF_INT := 31 shift := 31
// following only work for: int
abs := fn(x: int): int { abs := fn(x: int): int {
mask := x >> SIZEOF_INT mask := x >> shift
return (x ^ mask) - mask return (x ^ mask) - mask
} }
min := fn(a: int, b: int): int { min := fn(a: int, b: int): int {
c := a - b c := a - b
return b + (c & c >> SIZEOF_INT) return b + (c & c >> shift)
} }
max := fn(a: int, b: int): int { max := fn(a: int, b: uint): int {
c := a - b c := a - b
return a - (c & c >> SIZEOF_INT) return a - (c & c >> shift)
} }

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@ -1,8 +1,7 @@
integer := fn(min: int, max: int): int { integer := fn(): int {
rng := @eca(int, 3, 4) return @eca(int, 3, 4)
}
if min != 0 | max != 0 {
return rng % (max - min + 1) + min integer_range := fn(min: int, max: int): int {
} return @eca(int, 3, 4) % (max - min + 1) + min
return rng
} }

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@ -1,2 +0,0 @@
# Framebuffer Driver
A simple framebuffer driver.

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@ -1,7 +0,0 @@
color.blend
lib.composite
lib.screen2rect
lib.rect2screen
draw.tri_line

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@ -1,27 +0,0 @@
ColorBGRA := struct {b: u8, g: u8, r: u8, a: u8}
/* ALL the colo(u)rs you will ever need.
they dont work though, cause hblang bug (reg id leaked, again) */
WHITE := ColorBGRA.{b: 255, g: 255, r: 255, a: 255}
BLACK := ColorBGRA.{b: 0, g: 0, r: 0, a: 255}
GRAY := ColorBGRA.{b: 127, g: 127, r: 127, a: 255}
RED := ColorBGRA.{b: 0, g: 0, r: 205, a: 255}
GREEN := ColorBGRA.{b: 0, g: 205, r: 0, a: 255}
YELLOW := ColorBGRA.{b: 0, g: 205, r: 205, a: 255}
BLUE := ColorBGRA.{b: 205, g: 0, r: 0, a: 255}
MAGENTA := ColorBGRA.{b: 205, g: 0, r: 205, a: 255}
CYAN := ColorBGRA.{b: 205, g: 205, r: 0, a: 255}
LIGHTGRAY := ColorBGRA.{b: 229, g: 229, r: 229, a: 255}
LIGHTRED := ColorBGRA.{b: 0, g: 0, r: 255, a: 255}
LIGHTGREEN := ColorBGRA.{b: 0, g: 255, r: 0, a: 255}
LIGHTYELLOW := ColorBGRA.{b: 0, g: 255, r: 255, a: 255}
LIGHTBLUE := ColorBGRA.{b: 255, g: 0, r: 0, a: 255}
LIGHTMAGENTA := ColorBGRA.{b: 255, g: 0, r: 255, a: 255}
LIGHTCYAN := ColorBGRA.{b: 255, g: 255, r: 0, a: 255}
// i have no clue if this works. please don't me ask how it works. -koniifer
blend := fn(fg: ColorBGRA, bg: ColorBGRA): ColorBGRA {
s := fg + bg
m := s - ((fg ^ bg) & 0x1010100) & 0x1010100
return (m >> 8 | 0x1000000 * (s < fg)) * 0xFF | s - m
}

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@ -1,113 +0,0 @@
.{draw_pixel, screenidx, Transform, Point, Rect, Buffer, FB_WIDTH} := @use("rel:lib.hb");
.{math} := @use("../../../libraries/stn/src/lib.hb");
.{ColorBGRA} := @use("rel:color.hb")
/* draws a filled rectangle to the screen
will be optimised later */
rect_fill := fn(buffer: Buffer, pos: Point, tr: Transform, color: ColorBGRA): void {
n := 0
loop if n == tr.height * tr.width break else {
*(buffer.write + @inline(screenidx, .(n % tr.width + pos.x, n / tr.width + pos.y))) = color
n += 1
}
return
}
/* draws a wireframe rectangle to the screen
will also be optimised later */
rect_line := fn(buffer: Buffer, pos: Point, tr: Transform, color: ColorBGRA, thickness: int): void {
t := 0
y := 0
x := 0
loop if t == thickness break else {
y = pos.y
x = pos.x
loop if y == pos.y + tr.height break else {
*(buffer.write + @inline(screenidx, .(pos.x + t, y))) = color;
*(buffer.write + @inline(screenidx, .(pos.x + tr.width - t, y))) = color
y += 1
}
loop if x == pos.x + tr.width break else {
*(buffer.write + @inline(screenidx, .(x, pos.y + t))) = color;
*(buffer.write + @inline(screenidx, .(x, pos.y + tr.height - t))) = color
x += 1
}
t += 1
}
return
}
// do not use, use line() instead
line_low := fn(buffer: Buffer, p0: Point, p1: Point, color: ColorBGRA): void {
dx := p1.x - p0.x
dy := p1.y - p0.y
yi := 1
if dy < 0 {
yi = 0 - 1
dy = 0 - dy
}
D := 2 * dy - dx
y := p0.y
x := p0.x
loop if x == p1.x break else {
*(buffer.write + @inline(screenidx, .(x, y))) = color
if D > 0 {
y += yi
D += 2 * (dy - dx)
} else {
D += 2 * dy
}
x += 1
}
return
}
// do not use, use line() instead
line_high := fn(buffer: Buffer, p0: Point, p1: Point, color: ColorBGRA): void {
dx := p1.x - p0.x
dy := p1.y - p0.y
xi := 1
if dy < 0 {
xi = 0 - 1
dx = 0 - dx
}
D := 2 * dx - dy
x := p0.x
y := p0.y
loop if y == p1.y break else {
*(buffer.write + @inline(screenidx, .(x, y))) = color
if D > 0 {
x += xi
D += 2 * (dx - dy)
} else {
D += 2 * dx
}
y += 1
}
return
}
/* implementation of Bresenham's line algorithm
TODO: thickness, might need better math library */
line := fn(buffer: Buffer, p0: Point, p1: Point, color: ColorBGRA, thickness: int): void {
if @inline(math.abs, p1.y - p0.y) < @inline(math.abs, p1.x - p0.x) {
if p0.x > p1.x {
@inline(line_low, buffer, p1, p0, color)
} else {
@inline(line_low, buffer, p0, p1, color)
}
} else {
if p0.y > p1.y {
@inline(line_high, buffer, p1, p0, color)
} else {
@inline(line_high, buffer, p0, p1, color)
}
}
return
}
// theoretically draws a wireframe polygon to the screen. untested.
tri_line := fn(buffer: Buffer, p0: Point, p1: Point, p2: Point, color: ColorBGRA, thickness: int): void {
line(buffer, p0, p1, color, thickness)
line(buffer, p1, p2, color, thickness)
line(buffer, p2, p0, color, thickness)
return
}

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@ -1,26 +0,0 @@
.{rect_line} := @use("../draw.hb");
.{present, create_buffer, clear} := @use("../lib.hb")
/* expected result:
the impostor travels left and loops around the screen */
example := fn(): void {
// Creates a back buffer, which we write to, to avoid screen flickering
buffer := create_buffer()
x := 0
loop {
// draw all our shapes to the back buffer
rect_line(buffer, .(200 - x, 80), .(430, 380), .(0, 0, 255, 0), 1)
rect_line(buffer, .(630 - x, 120), .(120, 300), .(0, 0, 255, 0), 1)
rect_line(buffer, .(200 - x, 460), .(160, 270), .(0, 0, 255, 0), 1)
rect_line(buffer, .(470 - x, 460), .(160, 270), .(0, 0, 255, 0), 1)
rect_line(buffer, .(140 - x, 140), .(340, 250), .(255, 255, 0, 0), 1)
/* push the back buffer to the front buffer
this displays our image to the screen */
present(buffer)
// erase our old image
clear(buffer, .(0, 0, 0, 0))
x += 1
}
return
}

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@ -1,19 +0,0 @@
.{front_buffer_ptr, front_buffer_copy, get_front_buffer, Buffer} := @use("../lib.hb");
example := fn(): void {
// you can get the raw frontbuffer pointer using
raw_buffer := front_buffer_ptr
// this buffer is the one that you write individual pixels to
// you can gete the copy frontbuffer pointer using
copy_buffer := front_buffer_copy
/* this buffer is used for massive writing
operations by taking advantage of
static copying */
// you can construct a buffer like so
buffer := Buffer.{write: raw_buffer, copy: copy_buffer}
// this is the operation that get_front_buffer does
same_buffer := get_front_buffer()
return
}

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@ -1,27 +0,0 @@
.{clear, create_buffer, present} := @use("../lib.hb");
.{ColorBGRA} := @use("../color.hb")
/* expected result:
the screen fades from green to cyan
then wraps back to green
note that this may happen too fast for you to notice... */
example := fn(): void {
// creates a back buffer, which we write to, to avoid screen flickering
buffer := create_buffer()
color := ColorBGRA.(0, 255, 0, 255)
/* have to explicitly say 0 is a u8, or we do something crazy to the colors.
looks like a compiler bug */
n := @as(u8, 0) - 1
loop {
clear(buffer, color)
present(buffer)
/* because for some reason just comparing doesnt work.
also looks like a compiler bug */
if (color.b & 255) == 255 | (color.b & 255) == 0 {
n = 0 - n
}
color.b += n
}
return
}

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@ -1,25 +0,0 @@
.{line} := @use("../draw.hb");
.{clear, create_buffer, present, FB_WIDTH, FB_HEIGHT, Point} := @use("../lib.hb")
/* expected result:
a 3d-looking blue set of lines
created on a blue background */
example := fn(): void {
// creates a back buffer, which we write to, to avoid screen flickering
buffer := create_buffer()
// fill the screen in blue
clear(buffer, .(100, 50, 0, 255))
p0 := Point.(0, 0 - 1)
p1 := Point.(0, FB_HEIGHT - 1)
loop if p0.y >= FB_HEIGHT break else {
// draw a line between p0 and p1
line(buffer, p0, p1, .(255, 180, 100, 255), 3)
p0.y += FB_HEIGHT >> 6
p1.x += FB_WIDTH >> 6
}
/* push the back buffer to the front buffer
this displays our image to the screen */
present(buffer)
return
}

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@ -1,17 +0,0 @@
.{clear, get_front_buffer, screenidx} := @use("../lib.hb");
.{ColorBGRA} := @use("../color.hb");
.{random} := @use("../../../../libraries/stn/src/lib.hb")
example := fn(): void {
buffer := get_front_buffer()
clear(buffer)
loop {
x := random.integer(0, 1024)
y := random.integer(0, 768)
r := random.integer(0, 255)
g := random.integer(0, 75)
b := random.integer(0, 155);
*(buffer.write + @inline(screenidx, .(x, y))) = ColorBGRA.(b, g, r, 255)
}
return
}

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@ -1,32 +0,0 @@
.{rect_line} := @use("../draw.hb");
.{clear, create_buffer, present, Point, FB_HEIGHT, FB_WIDTH} := @use("../lib.hb")
/* expected result:
the white outline of a square bounces around the screen */
example := fn(): void {
// creates a back buffer, which we write to, to avoid screen flickering
buffer := create_buffer()
vel := Point.{x: 1, y: 1}
pos := Point.{x: 100, y: 100}
loop {
// draw the square at our current position
rect_line(buffer, pos, .(100, 100), .(255, 255, 255, 255), 3)
/* push the back buffer to the front buffer
this displays our image to the screen */
present(buffer)
// erase our old image
clear(buffer, .(0, 0, 0, 0))
// bounce the square if it touches the screen edges
if pos.x == 0 | pos.x == FB_WIDTH - 100 {
vel.x = 0 - vel.x
}
if pos.y == 0 | pos.y == FB_HEIGHT - 100 {
vel.y = 0 - vel.y
}
pos += vel
}
return
}

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@ -1,20 +0,0 @@
.{clear, create_buffer, present} := @use("../lib.hb")
/* expected result: (EPILEPSY WARNING)
the screen rapidly flashes red then black */
example := fn(): void {
// creates a back buffer, which we write to, to avoid screen flickering
buffer := create_buffer()
loop {
// screen go red
clear(buffer, .(0, 0, 255, 0))
// show the red
present(buffer)
// screen go black
clear(buffer, .(0, 255, 255, 0))
// show the black
present(buffer)
}
return
}

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@ -1,88 +0,0 @@
.{memory, math} := @use("../../../libraries/stn/src/lib.hb");
.{ColorBGRA, blend} := @use("rel:color.hb")
FB_WIDTH := 1024
FB_HEIGHT := 768
FB_PIXELS := FB_WIDTH * FB_HEIGHT
FB_BYTES := FB_PIXELS << 2
// actual enforced max copy size is 0xFFFF, but this was faster
MAX_COPY_SIZE := 0x1800
COPY_PIXELS := math.min(MAX_COPY_SIZE, FB_BYTES) >> 2
PARTITIONS := FB_PIXELS / COPY_PIXELS
TOTAL_PAGES := 1 + FB_BYTES >> 12
Buffer := struct {write: ^ColorBGRA, copy: ^[ColorBGRA; COPY_PIXELS]}
Point := struct {x: int, y: int}
Transform := struct {width: int, height: int}
front_buffer_ptr := @as(^ColorBGRA, @bitcast(0xFFFF8000C0000000))
front_buffer_copy := @as(^[ColorBGRA; COPY_PIXELS], @bitcast(front_buffer_ptr))
get_front_buffer := fn(): Buffer {
// trying to return front_buffer_ptr or front_buffer_copy causes reg id leak
buffer := Buffer.{write: front_buffer_ptr, copy: front_buffer_copy}
return buffer
}
/* this is separate to create_raw_buffer because returning a Buffer from
create_raw_buffer causes reg id leak */
create_buffer := fn(): Buffer {
ptr := @inline(create_raw_buffer)
buffer := Buffer.{write: ptr, copy: @as(^[ColorBGRA; COPY_PIXELS], @bitcast(ptr))}
return buffer
}
create_raw_buffer := fn(): ^ColorBGRA {
if TOTAL_PAGES <= 0xFF {
return @bitcast(@inline(memory.request_page, TOTAL_PAGES))
}
ptr := @inline(memory.request_page, 255)
remaining := TOTAL_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)
}
// sets the buffer to the color. very fast.
clear := fn(buffer: Buffer, color: ColorBGRA): void {
n := 0
// write the first pixel chunk
loop if n >= COPY_PIXELS break else {
*(buffer.write + n) = color
n += 1
}
n = 1
// copy that pixel chunk through the buffer, taking advantage of memory copying
loop if n >= PARTITIONS break else {
*(buffer.copy + n) = *buffer.copy
n += 1
}
return
}
// only required to be called when using a back buffer. if using single-buffered rendering, do not call this.
present := fn(buffer: Buffer): void {
n := 0
// copy chunks of the read buffer to the front buffer
loop if n >= PARTITIONS break else {
*(front_buffer_copy + n) = *(buffer.copy + n)
n += 1
}
return
}
// composites the contents of buffer1 into buffer2, accounting for alpha transparency
// i dont know if it works. i have not tested it. it probably doesnt work
composite := fn(buffer1: Buffer, buffer2: Buffer): void {
n := 0
loop if n == FB_PIXELS break else {
bg := *(buffer2.write + n);
*(buffer2.write + n) = blend(*(buffer1.write + n), bg)
n += 1
}
return
}
screenidx := fn(pos: Point): int {
return pos.x + FB_WIDTH * pos.y
}

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@ -1,6 +1,6 @@
[package] [package]
name = "fb_driver" name = "render_driver"
authors = ["able", "aurlex"] authors = ["koniifer"]
[dependants.libraries] [dependants.libraries]

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@ -0,0 +1,6 @@
render := @use("../../../libraries/render/src/lib.hb")
main := fn(): void {
@inline(render.init)
return
}

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@ -0,0 +1,11 @@
[package]
name = "render_example"
authors = ["koniifer"]
[dependants.libraries]
[dependants.binaries]
hblang.version = "1.0.0"
[build]
command = "hblang src/main.hb"

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@ -0,0 +1,19 @@
render := @use("../../../../libraries/render/src/lib.hb")
/* expected result:
the impostor travels left and loops around the screen */
example := fn(): void {
x := 0
loop {
render.put_rect(.(200 - x, 80), .(430, 380), render.red)
render.put_rect(.(630 - x, 120), .(120, 300), render.red)
render.put_rect(.(200 - x, 460), .(160, 270), render.red)
render.put_rect(.(470 - x, 460), .(160, 270), render.red)
render.put_rect(.(140 - x, 140), .(340, 250), render.cyan)
render.sync()
render.clear(render.black)
x += 1
}
return
}

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@ -0,0 +1,20 @@
render := @use("../../../../libraries/render/src/lib.hb")
/* expected result:
the screen fades from cyan to green
then wraps back to cyan
note that this may happen too fast for you to notice... */
example := fn(): void {
color := render.light_cyan
n := @as(u8, 1)
loop {
render.clear(color)
render.sync()
if (color.b & 255) == 255 | (color.b & 255) == 0 {
n = 0 - n
}
color.b += n
}
return
}

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@ -0,0 +1,20 @@
render := @use("../../../../libraries/render/src/lib.hb")
/* expected result:
a 3d-looking set of blue lines
created on a blue background */
example := fn(): void {
render.clear(.(100, 50, 0, 255))
width := render.screen_width()
height := render.screen_height()
p0 := render.IVec2.(0, 0 - 1)
p1 := render.IVec2.(0, height - 1)
loop if p0.y >= height break else {
render.put_line(p0, p1, .(255, 180, 100, 255))
p0.y += height >> 6
p1.x += width >> 6
}
render.sync()
return
}

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@ -0,0 +1,16 @@
.{random} := @use("../../../../libraries/stn/src/lib.hb")
render := @use("../../../../libraries/render/src/lib.hb")
example := fn(): void {
render.clear(render.black)
loop {
x := random.integer_range(0, 1024)
y := random.integer_range(0, 768)
r := random.integer_range(0, 255)
g := random.integer_range(0, 75)
b := random.integer_range(0, 155)
render.put_pixel(.(x, y), .(b, g, r, 255))
render.sync()
}
return
}

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@ -0,0 +1,26 @@
render := @use("../../../../libraries/render/src/lib.hb")
/* expected result:
the white outline of a square bounces around the screen */
example := fn(): void {
vel := render.IVec2.(1, 1)
pos := render.IVec2.(100, 100)
width := render.screen_width()
height := render.screen_height()
loop {
render.put_rect(pos, .(100, 100), render.white)
render.sync()
render.clear(render.black)
if pos.x == 0 | pos.x == width - 100 {
vel.x = 0 - vel.x
}
if pos.y == 0 | pos.y == height - 100 {
vel.y = 0 - vel.y
}
pos += vel
}
return
}

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@ -0,0 +1,14 @@
render := @use("../../../../libraries/render/src/lib.hb")
/* expected result: (EPILEPSY WARNING)
the screen rapidly flashes red then black */
example := fn(): void {
loop {
render.clear(render.red)
render.sync()
render.clear(render.yellow)
render.sync()
}
return
}

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@ -1,6 +1,6 @@
.{example} := @use("./examples/lines.hb") .{example} := @use("./examples/lines.hb")
main := fn(): int { main := fn(): void {
@inline(example) @inline(example)
return 0 return
} }

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@ -20,14 +20,17 @@ resolution = "1024x768x24"
# [boot.limine.ableos.modules.tests] # [boot.limine.ableos.modules.tests]
# path = "boot:///tests.hbf" # path = "boot:///tests.hbf"
[boot.limine.ableos.modules.0render_driver]
path = "boot:///render_driver.hbf"
[boot.limine.ableos.modules.a_serial_driver] [boot.limine.ableos.modules.a_serial_driver]
path = "boot:///a_serial_driver.hbf" path = "boot:///a_serial_driver.hbf"
[boot.limine.ableos.modules.diskio_driver] [boot.limine.ableos.modules.diskio_driver]
path = "boot:///diskio_driver.hbf" path = "boot:///diskio_driver.hbf"
[boot.limine.ableos.modules.fb_driver] [boot.limine.ableos.modules.render_example]
path = "boot:///fb_driver.hbf" path = "boot:///render_example.hbf"
[boot.limine.ableos.modules.serial_driver_test] [boot.limine.ableos.modules.serial_driver_test]
path = "boot:///serial_driver_test.hbf" path = "boot:///serial_driver_test.hbf"