cache optimized rectangle drawing and made sure the methods could be inlined

This commit is contained in:
2026-07-08 13:33:43 -07:00
parent 85cfdaab49
commit 04afd9eee0
9 changed files with 143 additions and 36 deletions
+47 -14
View File
@@ -6,10 +6,10 @@
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shaders/shader.cpp"
#include "../shaders/colorshader.cpp"
// #include "../shaders/colorshader.cpp"
// #include "../shaders/gradientshader.cpp"
#include "../shaders/hgradientshader.cpp"
#include "../shaders/vgradientshader.cpp"
// #include "../shaders/hgradientshader.cpp"
// #include "../shaders/vgradientshader.cpp"
// #include "../mapper.cpp"
namespace UwU {
@@ -29,19 +29,52 @@ namespace UwU {
uint16_t y1;
// Draw a rectangle
template<typename ShaderType>
void draw (Buffer buffer, ShaderType& shader) {
// printf("color: %u, %u, %u, %u", shader.color().r, shader.color().g, shader.color().b, shader.color().a);
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
// Coord2 uv = Coord2();
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
// uv = mapper.map(Coord2(x, y));
Color c = shader.color(x, y);
buffer.drawPixel(Coord2(x, y), c);
void draw (Buffer buffer, Shader shader) {
if (shader.shaderType == COLOR) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
Color c = shader.c0;
uint8_t r = c.r;
uint8_t g = c.g;
uint8_t b = c.b;
size_t stride = buffer.stride;
size_t i = (size_t)y0 * buffer.stride + (size_t)x0 * 4;
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
// buffer.drawPixel(Coord2(x, y), shader.c0);
buffer.pixels[i + 0] = b;
buffer.pixels[i + 1] = g;
buffer.pixels[i + 2] = r;
buffer.pixels[i + 3] = 255;
i += 4;
}
i += stride - ((x1 - x0) * 4);
}
return;
} else if (shader.shaderType == HGRADIENT) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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++) {
buffer.drawPixel(Coord2(x, y), cols[x - x0]);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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++) {
buffer.drawPixel(Coord2(x, y), c);
}
}
return;
}
return;
}
};
}