import { Color } from "./Color" import type { Framebuffer } from "./Framebuffer" import type { Fog, RenderConfig } from "./RenderConfig" import { Texture } from "./Texture" import type { Mat4 } from "../math/Mat4" import { STRIDE, type Mesh } from "../scene/Mesh" /** Anything with w below this is treated as behind the camera and clipped. */ const NEAR_W = 0.01 /** Fixed world-space directional light (normalized components). */ const LIGHT_LEN = Math.hypot(0.4, 1, 0.35) const LIGHT_X = 0.4 / LIGHT_LEN const LIGHT_Y = 1 / LIGHT_LEN const LIGHT_Z = 0.35 / LIGHT_LEN const AMBIENT = 0.4 const DIFFUSE = 0.6 /** Floats per clip-space vertex in the scratch buffers: x, y, w, u, v (clip z is * unused, so it is dropped). */ const CLIP = 5 /** Reused per-triangle scratch: the 3 projected verts (`src`) and the near-clip * result (`dst`, up to 4 verts). Module-level so the hot path never allocates. * Safe because a triangle is fully processed before the next one starts. */ const src = new Float64Array(3 * CLIP) const dst = new Float64Array(4 * CLIP) /** * Software triangle rasterizer — the heart of the PS1 look. * * Per triangle the pipeline is: transform to clip space, clip against the near * plane, perspective-divide to screen pixels (optionally snapping vertices to a * grid), then fill with an edge-function / barycentric scan. Per pixel it * interpolates depth as 1/w, perspective-correct texture coords, and applies * flat shading plus distance fog. * * Meshes are stored flat (see `Mesh`) and the whole per-triangle path works in * reused scratch buffers, so drawing allocates nothing — no GC churn, no frame * spikes. `cull` enables backface culling for solid, consistently-wound meshes. * * The period-accurate rough edges are deliberate, not unfinished: no mipmaps * (so distant textures shimmer/moire) and no antialiasing (jagged silhouettes). */ export namespace Rasterizer { /** Draw an indexed mesh into the framebuffer through a view-projection matrix. * Shading is flat (one normal per face), computed once per triangle. `cull` * drops back-facing triangles (default off = double-sided). */ export function draw( fb: Framebuffer, mesh: Mesh, texture: Texture, viewProj: Mat4, config: RenderConfig, cull = false, clipY0 = 0, clipY1 = 1 << 30, ): void { const { verts, indices } = mesh const flat = config.lighting === "flat" for (let t = 0; t + 2 < indices.length; t += 3) { const o0 = indices[t] * STRIDE const o1 = indices[t + 1] * STRIDE const o2 = indices[t + 2] * STRIDE const shade = flat ? flatShade(verts, o0, o1, o2) : 1 project(viewProj, verts, o0, 0) project(viewProj, verts, o1, CLIP) project(viewProj, verts, o2, CLIP * 2) // Near-clipping can turn one triangle into a quad; fan it back to tris. const n = clipNear(3) for (let k = 1; k + 1 < n; k++) { fillTriangle(fb, 0, k, k + 1, shade, texture, config, cull, clipY0, clipY1) } } } /** Transform vertex `o` of `verts` by `m` into clip space, written to `src` at * `out`. Only x, y, w are needed (z is unused); the matrix multiply is inlined * to avoid allocating a result object. */ function project(m: Mat4, verts: number[], o: number, out: number): void { const x = verts[o] const y = verts[o + 1] const z = verts[o + 2] src[out] = m[0] * x + m[4] * y + m[8] * z + m[12] src[out + 1] = m[1] * x + m[5] * y + m[9] * z + m[13] src[out + 2] = m[3] * x + m[7] * y + m[11] * z + m[15] src[out + 3] = verts[o + 3] src[out + 4] = verts[o + 4] } /** Flat (per-face) directional shade in 0..1: ambient plus diffuse from the * face normal (cross of two edges). `abs()` makes it two-sided so back-facing * tris still light. Reads positions straight from the flat vertex array. */ function flatShade(verts: number[], o0: number, o1: number, o2: number): number { const ax = verts[o0] const ay = verts[o0 + 1] const az = verts[o0 + 2] const e1x = verts[o1] - ax const e1y = verts[o1 + 1] - ay const e1z = verts[o1 + 2] - az const e2x = verts[o2] - ax const e2y = verts[o2 + 1] - ay const e2z = verts[o2 + 2] - az const nx = e1y * e2z - e1z * e2y const ny = e1z * e2x - e1x * e2z const nz = e1x * e2y - e1y * e2x const len = Math.hypot(nx, ny, nz) if (len === 0) { return AMBIENT } const d = Math.abs((nx * LIGHT_X + ny * LIGHT_Y + nz * LIGHT_Z) / len) return Math.min(1, AMBIENT + DIFFUSE * d) } /** * Clip the `count`-vertex polygon in `src` against the camera plane (w = * NEAR_W) with a single Sutherland-Hodgman pass, writing the result (0, 3, or * 4 verts) to `dst` and returning its vertex count. * * This matters even when standing inside the room: a wall to your side has * vertices both in front of and behind the eye. Without clipping, the behind * vertices have w <= 0 and invert under the perspective divide, smearing the * triangle across the whole screen (and risking divide-by-zero). */ function clipNear(count: number): number { let out = 0 for (let i = 0; i < count; i++) { const ci = i * CLIP const pi = ((i + count - 1) % count) * CLIP const curW = src[ci + 2] const prevW = src[pi + 2] const curIn = curW >= NEAR_W const prevIn = prevW >= NEAR_W // Crossing the plane emits the intersection point before the inside one. if (curIn !== prevIn) { const t = (NEAR_W - prevW) / (curW - prevW) const o = out * CLIP dst[o] = src[pi] + (src[ci] - src[pi]) * t dst[o + 1] = src[pi + 1] + (src[ci + 1] - src[pi + 1]) * t dst[o + 2] = prevW + (curW - prevW) * t dst[o + 3] = src[pi + 3] + (src[ci + 3] - src[pi + 3]) * t dst[o + 4] = src[pi + 4] + (src[ci + 4] - src[pi + 4]) * t out++ } if (curIn) { const o = out * CLIP dst[o] = src[ci] dst[o + 1] = src[ci + 1] dst[o + 2] = curW dst[o + 3] = src[ci + 3] dst[o + 4] = src[ci + 4] out++ } } return out } /** * Scan-convert one clip-space triangle (verts `ia`, `ib`, `ic` in `dst`). * * Vertex snap: real PS1 hardware transformed vertices in low-precision fixed * point, so screen positions popped between pixels as the camera moved (the * trademark "vertex wobble"). We emulate it by snapping to a `snap`-pixel grid. */ function fillTriangle( fb: Framebuffer, ia: number, ib: number, ic: number, shade: number, texture: Texture, config: RenderConfig, cull: boolean, clipY0: number, clipY1: number, ): void { const oa = ia * CLIP const ob = ib * CLIP const oc = ic * CLIP const width = fb.width const height = fb.height const snap = config.vertexSnap const invWa = 1 / dst[oa + 2] const invWb = 1 / dst[ob + 2] const invWc = 1 / dst[oc + 2] let sxA = (dst[oa] * invWa * 0.5 + 0.5) * width let syA = (1 - (dst[oa + 1] * invWa * 0.5 + 0.5)) * height let sxB = (dst[ob] * invWb * 0.5 + 0.5) * width let syB = (1 - (dst[ob + 1] * invWb * 0.5 + 0.5)) * height let sxC = (dst[oc] * invWc * 0.5 + 0.5) * width let syC = (1 - (dst[oc + 1] * invWc * 0.5 + 0.5)) * height if (snap > 0) { sxA = Math.round(sxA / snap) * snap syA = Math.round(syA / snap) * snap sxB = Math.round(sxB / snap) * snap syB = Math.round(syB / snap) * snap sxC = Math.round(sxC / snap) * snap syC = Math.round(syC / snap) * snap } // Signed area x2; its sign is the screen winding. const area = (sxB - sxA) * (syC - syA) - (syB - syA) * (sxC - sxA) if (area === 0) { return } // Backface cull: a back-facing triangle has positive area here. Only for // solid, consistently-wound meshes; sprites/room stay double-sided. if (cull && area > 0) { return } const invArea = 1 / area const uA = dst[oa + 3] const vA = dst[oa + 4] const uB = dst[ob + 3] const vB = dst[ob + 4] const uC = dst[oc + 3] const vC = dst[oc + 4] const minX = Math.max(0, Math.floor(Math.min(sxA, sxB, sxC))) const maxX = Math.min(width - 1, Math.ceil(Math.max(sxA, sxB, sxC))) // Clamp to the caller's Y-band (default full frame) so worker threads can // each fill a disjoint slice of rows without ever touching the same pixel. const minY = Math.max(0, clipY0, Math.floor(Math.min(syA, syB, syC))) const maxY = Math.min(height - 1, clipY1 - 1, Math.ceil(Math.max(syA, syB, syC))) // Edge deltas for the three barycentric edge functions (b->c, c->a, a->b). const dx0 = sxC - sxB const dy0 = syC - syB const dx1 = sxA - sxC const dy1 = syA - syC const dx2 = sxB - sxA const dy2 = syB - syA const fog = config.fog const filter = config.textureFilter const color = fb.color const depth = fb.depth for (let y = minY; y <= maxY; y++) { const py = y + 0.5 const rowStart = y * width for (let x = minX; x <= maxX; x++) { const px = x + 0.5 // Barycentric weights, normalized so they sum to 1. Dividing by a signed // area accepts either winding. const w0 = (dx0 * (py - syB) - dy0 * (px - sxB)) * invArea if (w0 < 0) { continue } const w1 = (dx1 * (py - syC) - dy1 * (px - sxC)) * invArea if (w1 < 0) { continue } const w2 = (dx2 * (py - syA) - dy2 * (px - sxA)) * invArea if (w2 < 0) { continue } // 1/w interpolates linearly in screen space. Larger = nearer. const invW = w0 * invWa + w1 * invWb + w2 * invWc const idx = rowStart + x if (invW <= depth[idx]) { continue } // Perspective-correct texture coords: divide interpolated u/w, v/w by 1/w // to undo foreshortening, so textures sit flat on receding surfaces. const u = (w0 * uA * invWa + w1 * uB * invWb + w2 * uC * invWc) / invW const v = (w0 * vA * invWa + w1 * vB * invWb + w2 * vC * invWc) / invW // Alpha cutout: discard transparent texels so sprites read as cutouts. const texel = Texture.sample(texture, u, v, filter) if (Color.a(texel) < 128) { continue } color[idx] = fog === null ? Color.scale(texel, shade) : shadeFog(texel, shade, fog, invW) depth[idx] = invW } } } /** Shade a texel then fade it toward the fog color by view-space distance. */ function shadeFog(texel: Color, shade: number, fog: Fog, invW: number): Color { const dist = 1 / invW const f = Math.min(1, Math.max(0, (fog.far - dist) / (fog.far - fog.near))) return Color.lerp(fog.color, Color.scale(texel, shade), f) } }