meat/engine/render/Rasterizer.ts
2026-08-05 09:24:13 +02:00

278 lines
11 KiB
TypeScript

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)
}
}