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UwUGL/primatives/rectangle.cpp
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#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
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#include "../shader.cpp"
namespace UwU {
// rectangle
class Rectangle {
public:
Rectangle(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1) {
this->x0 = x0;
this->y0 = y0;
this->x1 = x1;
this->y1 = y1;
}
Rectangle() {}
uint16_t x0;
uint16_t y0;
uint16_t x1;
uint16_t y1;
// Draw a rectangle
void draw (Buffer buffer, Shader shader) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
if (shader.shaderType == COLOR) {
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(x, y, shader.c0);
}
}
return;
} else if (shader.shaderType == HGRADIENT) {
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// Precompute gradient LUT
Color cols[x1 - x0];
for (uint16_t x = x0; x < x1; x++) {
cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
}
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(x, y, cols[x - x0]);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
for (uint16_t y = y0; y < y1; y++) {
Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y);
for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(x, y, c);
}
}
return;
} else if (shader.shaderType == BUFFER) {
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
buffer.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
}
}
return;
}
return;
}
};
}