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
+5 -1
View File
@@ -9,11 +9,15 @@
namespace UwU {
class ColorShader {
private:
public:
ColorShader(Color color) {
this->shaderType = COLORSHADER;
this->shaderColor = color;
}
ShaderType shaderType;
Color shaderColor;
Color color(uint16_t u, uint16_t v) {
+3 -1
View File
@@ -11,17 +11,19 @@ namespace UwU {
class HGradientShader{
public:
HGradientShader(uint16_t x0, Color color0, uint16_t x1, Color color1) {
this->shaderType = HGRADIENTSHADER;
this->x0 = x0;
this->shaderColor0 = color0;
this->scale = 0xffffffff / (1 + (uint32_t)x1 - (uint32_t)x0);
this->shaderColor1 = color1;
}
ShaderType shaderType;
uint16_t x0;
Color shaderColor0;
uint32_t scale;
Color shaderColor1;
Color color(uint16_t u, uint16_t v) {
Color hGradient(uint16_t u, uint16_t v) {
(void)v;
uint32_t t = (((uint32_t)u - (uint32_t)x0) * scale) / 0x01000000;
// if (v == 42) {
+43 -5
View File
@@ -10,12 +10,50 @@ namespace UwU {
// shader prototype
class Shader {
public:
Shader() {}
//COLOR Shader
Shader(Color color) {
this->shaderType = COLOR;
this->c0 = color;
}
Color color(uint16_t u, uint16_t v) {
(void)u;
(void)v;
return Color();
//HGRADIENT or VGRADIENT shader
Shader(Direction direction, uint16_t uv0, uint16_t uv1, Color c0, Color c1) {
this->c0 = c0;
this->c1 = c1;
switch (direction) {
case H:
shaderType = HGRADIENT;
this->u0 = uv0;
this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
break;
case V:
shaderType = VGRADIENT;
this->v0 = uv0;
this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
break;
}
}
// BUFFER shader
// Shader(uint16_t u, uint16_t v, Buffer buffer) {
// this->shaderType = BUFFER;
// this->u0 = u;
// this->v0 = v;
// }
ShaderType shaderType;
uint16_t u0;
uint16_t v0;
Color c0;
Color c1;
uint32_t scale;
};
class ShaderMethods {
public:
static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t uv) {
uint32_t t = (((uint32_t)uv - (uint32_t)uv0) * scale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+3 -1
View File
@@ -11,17 +11,19 @@ namespace UwU {
class VGradientShader {
public:
VGradientShader(uint16_t y0, Color color0, uint16_t y1, Color color1) {
this->shaderType = VGRADIENTSHADER;
this->y0 = y0;
this->shaderColor0 = color0;
this->scale = 0xffffffff / (1 + (uint32_t)y1 - (uint32_t)y0);
this->shaderColor1 = color1;
}
ShaderType shaderType;
uint16_t y0;
Color shaderColor0;
uint32_t scale;
Color shaderColor1;
Color color(uint16_t u, uint16_t v) {
Color vGradient(uint16_t u, uint16_t v) {
(void)u;
uint32_t t = (((uint32_t)v - (uint32_t)y0) * scale) / 0x01000000;
// if (v == 42) {