moved textures into their own classes, better tilemapping
This commit is contained in:
+13
-13
@@ -5,16 +5,16 @@
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shaders.h"
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#include "../mappers/mappers.h"
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#include "../textures/textures.h"
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namespace UwU {
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// line
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class Line {
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private:
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// plot lines if m <= 1
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template <class MapperT, class ShaderT>
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void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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int16_t dx = ix1 - ix0;
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int16_t dy = iy1 - iy0;
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int16_t yi = 1;
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@@ -29,7 +29,7 @@ namespace UwU {
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for (int16_t x = ix0; x < ix1; x++) {
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uv = mapper.map(ix0, iy0, x, y);
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buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(uv.x, uv.y));
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buffer.drawPixel((uint16_t)x, (uint16_t)y, texture.texel(uv.x, uv.y));
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if (d > 0) {
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y += yi;
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d += (2 * (dy - dx));
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@@ -41,8 +41,8 @@ namespace UwU {
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}
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// plot lines if m >1
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template <class MapperT, class ShaderT>
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void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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int16_t dx = ix1 - ix0;
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int16_t dy = iy1 - iy0;
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int16_t xi = 1;
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@@ -57,7 +57,7 @@ namespace UwU {
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for (int16_t y = iy0; y < iy1; y++) {
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uv = mapper.map(ix0, iy0, x, y);
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buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(uv.x, uv.y));
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buffer.drawPixel((uint16_t)x, (uint16_t)y, texture.texel(uv.x, uv.y));
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if (d > 0) {
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x += xi;
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d += (2 * (dx - dy));
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@@ -82,8 +82,8 @@ namespace UwU {
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uint16_t y1;
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// Uses Bresenham's line algorithm to draw line of any slope
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template <class MapperT, class ShaderT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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int16_t ix0 = x0;
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int16_t iy0 = y0;
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@@ -91,15 +91,15 @@ namespace UwU {
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int16_t iy1 = y1;
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if (abs(iy1 - iy0) < abs(ix1 - ix0)) {
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if (ix0 > ix1) {
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lineLow(ix1, iy1, ix0, iy0, buffer, mapper, shader);
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lineLow(ix1, iy1, ix0, iy0, buffer, mapper, texture);
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} else {
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lineLow(ix0, iy0, ix1, iy1, buffer, mapper, shader);
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lineLow(ix0, iy0, ix1, iy1, buffer, mapper, texture);
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}
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} else {
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if (iy0 > iy1) {
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lineHigh(ix1, iy1, ix0, iy0, buffer, mapper, shader);
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lineHigh(ix1, iy1, ix0, iy0, buffer, mapper, texture);
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} else {
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lineHigh(ix0, iy0, ix1, iy1, buffer, mapper, shader);
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lineHigh(ix0, iy0, ix1, iy1, buffer, mapper, texture);
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}
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}
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return;
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@@ -5,8 +5,8 @@
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shaders.h"
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#include "../mappers/mappers.h"
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#include "../textures/textures.h"
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namespace UwU {
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// point
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@@ -21,11 +21,11 @@ namespace UwU {
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uint16_t y;
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// Draw a point
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template <class MapperT, class ShaderT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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if (x > buffer.width || y > buffer.height) {return;};
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Coord2 uv = mapper.map(x, y, x, y);
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buffer.drawPixel(x, y, shader.shade(uv.x, uv.y));
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buffer.drawPixel(x, y, texture.texel(uv.x, uv.y));
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return;
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}
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};
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@@ -0,0 +1,5 @@
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#include "point.cpp"
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#include "line.cpp"
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#include "rectangle.cpp"
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#include "trapezoid.cpp"
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#include "triangle.cpp"
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@@ -5,8 +5,8 @@
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shaders.h"
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#include "../mappers/mappers.h"
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#include "../textures/textures.h"
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namespace UwU {
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// rectangle
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@@ -25,13 +25,13 @@ namespace UwU {
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uint16_t y1;
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// Draw a rectangle
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template <class MapperT, class ShaderT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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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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for (uint16_t x = x0; x <= x1; x++) {
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Coord2 uv = mapper.map(x0, y0, x, y);
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buffer.drawPixel(x, y, shader.shade(uv.x, uv.y));
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buffer.drawPixel(x, y, texture.texel(uv.x, uv.y));
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}
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}
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return;
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@@ -6,8 +6,8 @@
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shaders.h"
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#include "../mappers/mappers.h"
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#include "../textures/textures.h"
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namespace UwU {
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// trapezoid (horizontally constrained)
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@@ -31,8 +31,8 @@ namespace UwU {
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// Draw a horizontally bounded trapezoid
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// y1 >= y0
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template <class MapperT, class ShaderT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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uint16_t height = 1 + y1 - y0;
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int16_t LeftBound[height];
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int16_t RightBound[height];
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@@ -45,7 +45,7 @@ namespace UwU {
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for (uint16_t i = 0; i < height; i++) {
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for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
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Coord2 uv = mapper.map(x0, y0, x, i + y0);
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buffer.drawPixel(x, i + y0, shader.shade(uv.x, uv.y));
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buffer.drawPixel(x, i + y0, texture.texel(uv.x, uv.y));
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}
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}
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return;
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@@ -6,8 +6,8 @@
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shaders.h"
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#include "../mappers/mappers.h"
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#include "../textures/textures.h"
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namespace UwU {
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class Triangle {
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@@ -31,8 +31,8 @@ namespace UwU {
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uint16_t y2;
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// Draw a triangle
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template <class MapperT, class ShaderT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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template <class MapperT, class TextureT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
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uint16_t topX, topY, midX, midY, btmX, btmY;
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// Find top, middle and bottom points of triangle
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if (y0 <= y1 && y0 <= y2) {
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@@ -100,7 +100,7 @@ namespace UwU {
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for (uint16_t i = 0; i < height; i++) {
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for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
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uv = mapper.map(leftX, topY, x, i + (uint16_t)topY);
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buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(uv.x, uv.y));
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buffer.drawPixel(x, i + (uint16_t)topY, texture.texel(uv.x, uv.y));
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}
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}
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// Right-handed triangle case (midpoint is right of triangle)
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@@ -108,7 +108,7 @@ namespace UwU {
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for (uint16_t i = 0; i < height; i++) {
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for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
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uv = mapper.map(leftX, topY, x, i + (uint16_t)topY);
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buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(uv.x, uv.y));
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buffer.drawPixel(x, i + (uint16_t)topY, texture.texel(uv.x, uv.y));
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}
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}
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}
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