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* shorten Shadertab prop names. add quaternion sandwich product utils.rodri2024-10-021-0/+15
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* implement a parser for a model(6). get rid of the libobj dependency.rodri2024-09-261-1/+12
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* camera: add a Camv constructor.rodri2024-09-211-1/+1
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* implement clipped drawing. take branching out of the upscaler loop.rodri2024-09-201-0/+18
| | | | | | the rasterizers now produce a bbox of used fragments/pixels that are unified at the end of every job/frame. we use that when drawing so only the part that was rasterized gets sent to devdraw.
* change the raster format to RGBA32. draw to any image format. clean up.rodri2024-09-111-0/+42
| | | | | | | | | | | | | | | | got rid of the bullshit dance between XRGB32 and RGBA32, now all rasters are RGBA32 and premultiply alpha before loading up an image and drawing over the destination. this lets the user compose their own scenes with correct transparency. no more mediocre clearcolor. as a consequence drawing got slower, but if i get the turbo drawing pool working properly that should go away. textures also take alpha pre-multiplied channels into account, dividing them when sampling, so loading transparent textures will show the correct colors.
* implement a general raster interface for the framebuffers.rodri2024-08-291-6/+8
| | | | | | | | | | | | | | | got a bit tired of having to add a ulong *buf every time i needed to get some data out of the shaders, so i made it possible to create as many extra buffers as needed, which then can be addressed from the fragment shader and drawn using the same drawing routines that were used for the color buffer. these so called Rasters are very similar to the OpenGL FBOs, in case you are familiar, but we address them by strings instead of numbers. and they can also be used as textures if you create one (see alloctexture) and then memdraw into it after every shot.
* replace f?(min|max) functions with type-agnostic macros.rodri2024-08-271-24/+0
| | | | | this simplifies the code and serves as another shadeop to use on application shaders.
* fix a double-free. add a generic value-swapping macro.rodri2024-08-051-20/+0
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* make the depth buffer 32-bit.rodri2024-08-041-2/+2
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* implement pixel art upscaling filters scale[23]x. tidy up some code.rodri2024-07-161-4/+13
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* fix the geometry glitches when moving things around.rodri2024-07-131-0/+15
| | | | | | | | | | it's possible for interactive programs to keep updating the geometry of the scene during rendering, which caused primitives to look deformed or shattered in the final image. to avoid this we take a snapshot of the current state of things (scene and camera), and render based on that copy.
* add spotlight params and a light color shading routine. other things.rodri2024-06-101-0/+12
| | | | | | among these other things are clamping the color channels to [0,1] internally, and adding a modulation function for mixing colors/points.
* add a general primitive with support for points, lines and triangles.rodri2024-05-031-0/+20
| | | | | | | | also got rid of the dependency on OBJ for the entire renderer, instead letting the user load a Model from any given OBJ. this modularity will allow for other formats to be used in the same way, relying on a single, internal representation for the entire pipeline.
* can't always rely on screen being there.rodri2024-04-011-1/+1
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* improve coordinate transformations and fix projections.rodri2024-01-311-54/+0
| | | | | also got rid of Deco. there's no point in having that, just deal with image(6) files.
* import the new renderer and clean things up.rodri2024-01-301-0/+108
i integrated the renderer i've been developing on the tinyrend repo and got rid of a bunch of stuff that's no longer necessary. also began structuring things to fit the new interface i have in mind. there are still some artifacts with the projection xforms that cause issues with clipping and division by zero.