CRTP shaders on Lines

This commit is contained in:
2026-07-20 02:04:17 -07:00
parent 0f0e352fca
commit 3588a41657
4 changed files with 46 additions and 155 deletions
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+17 -13
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@@ -45,6 +45,10 @@ int main(void) {
UwU::ColorShader green = UwU::ColorShader(UwU::Color(0x00ff00ff)); UwU::ColorShader green = UwU::ColorShader(UwU::Color(0x00ff00ff));
UwU::Point point = UwU::Point(187, 37); UwU::Point point = UwU::Point(187, 37);
point.draw(surface.buffer, green); point.draw(surface.buffer, green);
UwU::ColorShader blue = UwU::ColorShader(UwU::Color(0x0000ffff));
UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780);
trapezoid.draw(surface.buffer, blue);
// // Benchmarking // // Benchmarking
// struct timespec start, end; // struct timespec start, end;
@@ -73,20 +77,20 @@ int main(void) {
// printf("Elapsed: %ld ns\n", timeAvg); // printf("Elapsed: %ld ns\n", timeAvg);
// UwU::Line lines[8] { UwU::Line lines[8] {
// UwU::Line(300, 100, 250, 469), UwU::Line(300, 100, 250, 469),
// UwU::Line(250, 100, 300, 469), UwU::Line(250, 100, 300, 469),
// UwU::Line(300, 100, 469, 250), UwU::Line(300, 100, 469, 250),
// UwU::Line(469, 100, 300, 250), UwU::Line(469, 100, 300, 250),
// UwU::Line(100, 300, 250, 469), UwU::Line(100, 300, 250, 469),
// UwU::Line(250, 300, 100, 469), UwU::Line(250, 300, 100, 469),
// UwU::Line(100, 300, 469, 250), UwU::Line(100, 300, 469, 250),
// UwU::Line(469, 300, 100, 250) UwU::Line(469, 300, 100, 250)
// }; };
// for (uint16_t i = 0; i < 8; i++) { for (uint16_t i = 0; i < 8; i++) {
// lines[i].draw(surface.buffer, bisexual); lines[i].draw(surface.buffer, blue);
// } }
surface.present(); surface.present();
+23 -98
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@@ -5,14 +5,15 @@
#include "../datatypes.cpp" #include "../datatypes.cpp"
#include "../helpers.cpp" #include "../helpers.cpp"
#include "../buffer.cpp" #include "../buffer.cpp"
#include "../shader.cpp" #include "../shaders/shaders.h"
namespace UwU { namespace UwU {
// line // line
class Line { class Line {
private: private:
// plot lines if m <= 1 // plot lines if m <= 1
void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, Shader shader) { template <class ShaderT>
void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, ShaderBase<ShaderT>& shader) {
int16_t dx = ix1 - ix0; int16_t dx = ix1 - ix0;
int16_t dy = iy1 - iy0; int16_t dy = iy1 - iy0;
int16_t yi = 1; int16_t yi = 1;
@@ -23,59 +24,21 @@ namespace UwU {
int16_t d = (2 * dy) - dx; int16_t d = (2 * dy) - dx;
int16_t y = iy0; int16_t y = iy0;
if (shader.shaderType == COLOR) { for (int16_t x = ix0; x < ix1; x++) {
for (int16_t x = ix0; x < ix1; x++) { buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(x, y));
buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.c0); if (d > 0) {
if (d > 0) { y += yi;
y += yi; d += (2 * (dy - dx));
d += (2 * (dy - dx)); } else {
} else { d += (2 * dy);
d += (2 * dy);
}
} }
return;
} else if (shader.shaderType == HGRADIENT) {
for (int16_t x = ix0; x < ix1; x++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x));
if (d > 0) {
y += yi;
d += (2 * (dy - dx));
} else {
d += (2 * dy);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
for (int16_t x = ix0; x < ix1; x++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y));
if (d > 0) {
y += yi;
d += (2 * (dy - dx));
} else {
d += (2 * dy);
}
}
return;
} else if (shader.shaderType == BUFFER) {
for (int16_t x = ix0; x < ix1; x++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
if (d > 0) {
y += yi;
d += (2 * (dy - dx));
} else {
d += (2 * dy);
}
}
return;
} }
return; return;
} }
// plot lines if m >1 // plot lines if m >1
void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, Shader shader) { template <class ShaderT>
void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, ShaderBase<ShaderT>& shader) {
int16_t dx = ix1 - ix0; int16_t dx = ix1 - ix0;
int16_t dy = iy1 - iy0; int16_t dy = iy1 - iy0;
int16_t xi = 1; int16_t xi = 1;
@@ -86,55 +49,16 @@ namespace UwU {
int16_t d = (2 * dx) - dy; int16_t d = (2 * dx) - dy;
int16_t x = ix0; int16_t x = ix0;
if (shader.shaderType == COLOR) { for (int16_t y = iy0; y < iy1; y++) {
for (int16_t y = iy0; y < iy1; y++) { buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(x, y));
buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.c0); if (d > 0) {
if (d > 0) { x += xi;
x += xi; d += (2 * (dx - dy));
d += (2 * (dx - dy)); } else {
} else { d += (2 * dx);
d += (2 * dx);
}
} }
return; }
return;
} else if (shader.shaderType == HGRADIENT) {
for (int16_t y = iy0; y < iy1; y++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x));
if (d > 0) {
x += xi;
d += (2 * (dx - dy));
} else {
d += (2 * dx);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
for (int16_t y = iy0; y < iy1; y++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y));
if (d > 0) {
x += xi;
d += (2 * (dx - dy));
} else {
d += (2 * dx);
}
}
return;
} else if (shader.shaderType == BUFFER) {
for (int16_t y = iy0; y < iy1; y++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
if (d > 0) {
x += xi;
d += (2 * (dx - dy));
} else {
d += (2 * dx);
}
}
return;
}
return;
} }
public: public:
@@ -151,7 +75,8 @@ namespace UwU {
uint16_t y1; uint16_t y1;
// Uses Bresenham's line algorithm to draw line of any slope // Uses Bresenham's line algorithm to draw line of any slope
void draw (Buffer buffer, Shader shader) { template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;}; if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
int16_t ix0 = x0; int16_t ix0 = x0;
int16_t iy0 = y0; int16_t iy0 = y0;
+6 -44
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@@ -6,7 +6,7 @@
#include "../datatypes.cpp" #include "../datatypes.cpp"
#include "../helpers.cpp" #include "../helpers.cpp"
#include "../buffer.cpp" #include "../buffer.cpp"
#include "../shader.cpp" #include "../shaders/shaders.h"
namespace UwU { namespace UwU {
// trapezoid (horizontally constrained) // trapezoid (horizontally constrained)
@@ -30,7 +30,8 @@ namespace UwU {
// Draw a horizontally bounded trapezoid // Draw a horizontally bounded trapezoid
// y1 >= y0 // y1 >= y0
void draw (Buffer buffer, Shader shader) { template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
uint16_t height = 1 + y1 - y0; uint16_t height = 1 + y1 - y0;
int16_t LeftBound[height]; int16_t LeftBound[height];
int16_t RightBound[height]; int16_t RightBound[height];
@@ -38,49 +39,10 @@ namespace UwU {
Helpers::bresenham(0, xl0, y1 - y0, xl1, LeftBound); Helpers::bresenham(0, xl0, y1 - y0, xl1, LeftBound);
Helpers::bresenham(0, xr0, y1 - y0, xr1, RightBound); Helpers::bresenham(0, xr0, y1 - y0, xr1, RightBound);
if (shader.shaderType == COLOR) { for (uint16_t i = 0; i < height; i++) {
for (uint16_t i = 0; i < height; i++) { for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) { buffer.drawPixel(x, i + y0, shader.shade(x, i + y0));
buffer.drawPixel(x, i + y0, shader.c0);
}
} }
return;
} else if (shader.shaderType == HGRADIENT) {
// find left-right boundaries
uint16_t leftmost = std::min(xl0, xl1);
uint16_t rightmost = std::max(xr0, xr1);
// precompute gradient LUT
Color cols[rightmost - leftmost];
for (uint16_t x = leftmost; x < rightmost; x++) {
cols[x - leftmost] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
}
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, cols[x - leftmost]);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
Color c;
for (uint16_t i = 0; i < height; i++) {
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + y0);
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, c);
}
}
return;
} else if (shader.shaderType == BUFFER) {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + y0));
}
}
return;
} }
return; return;
} }