cache optimized rectangle drawing and made sure the methods could be inlined
This commit is contained in:
+4
-4
@@ -5,10 +5,10 @@
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#include "datatypes.cpp"
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#include "datatypes.cpp"
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#include "helpers.cpp"
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#include "helpers.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/colorshader.cpp"
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// #include "shaders/colorshader.cpp"
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// #include "shaders/gradientshader.cpp"
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// #include "shaders/gradientshader.cpp"
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#include "shaders/hgradientshader.cpp"
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// #include "shaders/hgradientshader.cpp"
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#include "shaders/vgradientshader.cpp"
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// #include "shaders/vgradientshader.cpp"
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namespace UwU {
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namespace UwU {
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// Buffer object - can be a wayland surface or a virtual buffer
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// Buffer object - can be a wayland surface or a virtual buffer
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@@ -34,7 +34,7 @@ namespace UwU {
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uint16_t stride;
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uint16_t stride;
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void drawPixel(Coord2 coord, Color color) {
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void drawPixel(Coord2 coord, Color color) {
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if (color.a == 0) {return;}
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// if (color.a == 0) {return;}
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size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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// uint8_t b0 = pixels[i + 0];
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// uint8_t b0 = pixels[i + 0];
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// uint8_t g0 = pixels[i + 1];
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// uint8_t g0 = pixels[i + 1];
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@@ -70,4 +70,15 @@ namespace UwU {
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// uint16_t *xxMap;
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// uint16_t *xxMap;
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// };
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// };
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enum ShaderType {
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COLOR,
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HGRADIENT,
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VGRADIENT
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};
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enum Direction {
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H,
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V
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};
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}
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}
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+27
-10
@@ -18,10 +18,10 @@
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#include "primatives/triangle.cpp"
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#include "primatives/triangle.cpp"
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// #include "draw.cpp"
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// #include "draw.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/colorshader.cpp"
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// #include "shaders/colorshader.cpp"
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// #include "shaders/gradientshader.cpp"
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// #include "shaders/gradientshader.cpp"
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#include "shaders/hgradientshader.cpp"
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// #include "shaders/hgradientshader.cpp"
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#include "shaders/vgradientshader.cpp"
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// #include "shaders/vgradientshader.cpp"
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// #include "mapper.cpp"
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// #include "mapper.cpp"
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#include <time.h>
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#include <time.h>
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@@ -40,8 +40,9 @@ int main(void) {
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uint16_t w = 800, h = 480;
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uint16_t w = 800, h = 480;
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// UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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// UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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UwU::VGradientShader fuchsia = UwU::VGradientShader(69, UwU::Color(0xb00b69ff), 420, UwU::Color(0x00000000));
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::H, 69, 420, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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int32_t rectScale = (255 * 65536) / 351;
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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// int32_t rectScale = (255 * 65536) / 351;
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// rectScale = 41233; //-23806
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// rectScale = 41233; //-23806
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// UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(0, 0), UwU::Vec2(0, 0), UwU::Matrix4(0, 0, 0, 0));
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// UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(0, 0), UwU::Vec2(0, 0), UwU::Matrix4(0, 0, 0, 0));
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UwU::Color red = UwU::Color(0xff000080);
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UwU::Color red = UwU::Color(0xff000080);
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@@ -57,14 +58,30 @@ int main(void) {
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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struct timespec start, end;
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struct timespec start, end;
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const int WARMUP = 100;
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const int BATCH = 1000;
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const int SAMPLES = 10;
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for (int i = 0; i < WARMUP; i++) {
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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}
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long times[SAMPLES];
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for (int s = 0; s < SAMPLES; s++) {
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clock_gettime(CLOCK_MONOTONIC, &start);
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clock_gettime(CLOCK_MONOTONIC, &start);
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rectangle.draw(surface.buffer, fuchsia);
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for (int i = 0; i < BATCH; i++) rectangle.draw(surface.buffer, warmup);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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clock_gettime(CLOCK_MONOTONIC, &end);
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clock_gettime(CLOCK_MONOTONIC, &end);
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long elapsed_ns = (end.tv_sec - start.tv_sec) * 1000000000L +
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times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
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(end.tv_nsec - start.tv_nsec);
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}
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printf("Elapsed: %ld ns\n", elapsed_ns);
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long timeAvg = 0;
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for (int i = 0; i < SAMPLES; i++) {
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timeAvg += times[i];
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}
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timeAvg /= SAMPLES;
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timeAvg /= BATCH;
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printf("Elapsed: %ld ns\n", timeAvg);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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trapezoid.draw(surface.buffer, red);
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trapezoid.draw(surface.buffer, red);
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+47
-14
@@ -6,10 +6,10 @@
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#include "../helpers.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shader.cpp"
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#include "../shaders/shader.cpp"
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#include "../shaders/colorshader.cpp"
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// #include "../shaders/colorshader.cpp"
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// #include "../shaders/gradientshader.cpp"
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// #include "../shaders/gradientshader.cpp"
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#include "../shaders/hgradientshader.cpp"
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// #include "../shaders/hgradientshader.cpp"
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#include "../shaders/vgradientshader.cpp"
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// #include "../shaders/vgradientshader.cpp"
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// #include "../mapper.cpp"
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// #include "../mapper.cpp"
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namespace UwU {
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namespace UwU {
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@@ -29,19 +29,52 @@ namespace UwU {
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uint16_t y1;
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uint16_t y1;
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// Draw a rectangle
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// Draw a rectangle
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template<typename ShaderType>
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void draw (Buffer buffer, Shader shader) {
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void draw (Buffer buffer, ShaderType& shader) {
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if (shader.shaderType == COLOR) {
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// printf("color: %u, %u, %u, %u", shader.color().r, shader.color().g, shader.color().b, shader.color().a);
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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Color c = shader.c0;
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// Coord2 uv = Coord2();
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uint8_t r = c.r;
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for (uint16_t y = y0; y < y1; y++) {
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uint8_t g = c.g;
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for (uint16_t x = x0; x < x1; x++) {
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uint8_t b = c.b;
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// uv = mapper.map(Coord2(x, y));
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size_t stride = buffer.stride;
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Color c = shader.color(x, y);
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size_t i = (size_t)y0 * buffer.stride + (size_t)x0 * 4;
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buffer.drawPixel(Coord2(x, y), c);
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for (uint16_t y = y0; y < y1; y++) {
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for (uint16_t x = x0; x < x1; x++) {
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// buffer.drawPixel(Coord2(x, y), shader.c0);
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buffer.pixels[i + 0] = b;
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buffer.pixels[i + 1] = g;
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buffer.pixels[i + 2] = r;
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buffer.pixels[i + 3] = 255;
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i += 4;
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}
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i += stride - ((x1 - x0) * 4);
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}
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}
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return;
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} else if (shader.shaderType == HGRADIENT) {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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Color cols[x1 - x0];
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for (uint16_t x = x0; x < x1; x++) {
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cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
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}
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for (uint16_t y = y0; y < y1; y++) {
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for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(Coord2(x, y), cols[x - x0]);
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}
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}
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return;
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} else if (shader.shaderType == VGRADIENT) {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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for (uint16_t y = y0; y < y1; y++) {
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Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y);
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for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(Coord2(x, y), c);
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}
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}
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return;
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}
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}
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return;
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}
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}
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};
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};
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}
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}
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@@ -9,11 +9,15 @@
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namespace UwU {
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namespace UwU {
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class ColorShader {
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class ColorShader {
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private:
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public:
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public:
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ColorShader(Color color) {
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ColorShader(Color color) {
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this->shaderType = COLORSHADER;
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this->shaderColor = color;
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this->shaderColor = color;
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}
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}
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ShaderType shaderType;
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Color shaderColor;
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Color shaderColor;
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Color color(uint16_t u, uint16_t v) {
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Color color(uint16_t u, uint16_t v) {
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@@ -11,17 +11,19 @@ namespace UwU {
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class HGradientShader{
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class HGradientShader{
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public:
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public:
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HGradientShader(uint16_t x0, Color color0, uint16_t x1, Color color1) {
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HGradientShader(uint16_t x0, Color color0, uint16_t x1, Color color1) {
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this->shaderType = HGRADIENTSHADER;
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this->x0 = x0;
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this->x0 = x0;
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this->shaderColor0 = color0;
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this->shaderColor0 = color0;
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this->scale = 0xffffffff / (1 + (uint32_t)x1 - (uint32_t)x0);
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this->scale = 0xffffffff / (1 + (uint32_t)x1 - (uint32_t)x0);
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this->shaderColor1 = color1;
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this->shaderColor1 = color1;
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}
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}
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ShaderType shaderType;
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uint16_t x0;
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uint16_t x0;
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Color shaderColor0;
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Color shaderColor0;
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uint32_t scale;
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uint32_t scale;
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Color shaderColor1;
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Color shaderColor1;
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Color color(uint16_t u, uint16_t v) {
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Color hGradient(uint16_t u, uint16_t v) {
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(void)v;
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(void)v;
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uint32_t t = (((uint32_t)u - (uint32_t)x0) * scale) / 0x01000000;
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uint32_t t = (((uint32_t)u - (uint32_t)x0) * scale) / 0x01000000;
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// if (v == 42) {
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// if (v == 42) {
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+43
-5
@@ -10,12 +10,50 @@ namespace UwU {
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// shader prototype
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// shader prototype
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class Shader {
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class Shader {
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public:
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public:
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Shader() {}
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//COLOR Shader
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Shader(Color color) {
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this->shaderType = COLOR;
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this->c0 = color;
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}
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Color color(uint16_t u, uint16_t v) {
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//HGRADIENT or VGRADIENT shader
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(void)u;
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Shader(Direction direction, uint16_t uv0, uint16_t uv1, Color c0, Color c1) {
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(void)v;
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this->c0 = c0;
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return Color();
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this->c1 = c1;
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switch (direction) {
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case H:
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shaderType = HGRADIENT;
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this->u0 = uv0;
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this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
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break;
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case V:
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shaderType = VGRADIENT;
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this->v0 = uv0;
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this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
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break;
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}
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}
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// BUFFER shader
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// Shader(uint16_t u, uint16_t v, Buffer buffer) {
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// this->shaderType = BUFFER;
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// this->u0 = u;
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// this->v0 = v;
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// }
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ShaderType shaderType;
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uint16_t u0;
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uint16_t v0;
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Color c0;
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Color c1;
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uint32_t scale;
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};
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class ShaderMethods {
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public:
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static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t uv) {
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uint32_t t = (((uint32_t)uv - (uint32_t)uv0) * scale) / 0x01000000;
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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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}
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};
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};
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}
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}
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@@ -11,17 +11,19 @@ namespace UwU {
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class VGradientShader {
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class VGradientShader {
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public:
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public:
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VGradientShader(uint16_t y0, Color color0, uint16_t y1, Color color1) {
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VGradientShader(uint16_t y0, Color color0, uint16_t y1, Color color1) {
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this->shaderType = VGRADIENTSHADER;
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this->y0 = y0;
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this->y0 = y0;
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this->shaderColor0 = color0;
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this->shaderColor0 = color0;
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this->scale = 0xffffffff / (1 + (uint32_t)y1 - (uint32_t)y0);
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this->scale = 0xffffffff / (1 + (uint32_t)y1 - (uint32_t)y0);
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this->shaderColor1 = color1;
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this->shaderColor1 = color1;
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}
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}
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ShaderType shaderType;
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uint16_t y0;
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uint16_t y0;
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Color shaderColor0;
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Color shaderColor0;
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uint32_t scale;
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uint32_t scale;
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Color shaderColor1;
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Color shaderColor1;
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Color color(uint16_t u, uint16_t v) {
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Color vGradient(uint16_t u, uint16_t v) {
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(void)u;
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(void)u;
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uint32_t t = (((uint32_t)v - (uint32_t)y0) * scale) / 0x01000000;
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uint32_t t = (((uint32_t)v - (uint32_t)y0) * scale) / 0x01000000;
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// if (v == 42) {
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// if (v == 42) {
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