implemented CRTP shader on ColorShader and Rectangle

This commit is contained in:
2026-07-20 01:41:10 -07:00
parent b95022de29
commit 444143ced9
9 changed files with 132 additions and 151 deletions
+1 -1
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@@ -1,4 +1,4 @@
[ ] write a monolithic header file [x] write a monolithic header file
[x] refactor example code using composition [x] refactor example code using composition
[x] remove draw class entirely [x] remove draw class entirely
[x] create shader classes with polymorphism [x] create shader classes with polymorphism
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+52 -108
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@@ -7,21 +7,22 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include "datatypes.cpp" // #include "datatypes.cpp"
#include "helpers.cpp" // #include "helpers.cpp"
#include "buffer.cpp" // #include "buffer.cpp"
#include "surface.cpp" // #include "surface.cpp"
#include "primatives/line.cpp" // #include "primatives/line.cpp"
#include "primatives/point.cpp" // #include "primatives/point.cpp"
#include "primatives/rectangle.cpp" // #include "primatives/rectangle.cpp"
#include "primatives/trapezoid.cpp" // #include "primatives/trapezoid.cpp"
#include "primatives/triangle.cpp" // #include "primatives/triangle.cpp"
#include "shader.cpp" // #include "shader.cpp"
#include "uwugl.h"
#include <time.h> #include <time.h>
#include "font.cpp" #include "font.cpp"
static void onKey(void *user, uint32_t keycode, uint32_t state) { static void onKey(void *user, uint32_t keycode, uint32_t state) {
if (keycode == 1) { if (keycode == 1) {
exit(1); exit(1);
@@ -34,113 +35,56 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
int main(void) { int main(void) {
uint16_t w = 800, h = 480; uint16_t w = 800, h = 480;
UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 0, 799, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 2, 349, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
UwU::Shader green = UwU::Shader(UwU::Color(0x00ff00ff));
UwU::Color blue = UwU::Color(0x0000ff80);
// UwU::Color alpha = UwU::Color(0x00000000);
UwU::Surface surface = UwU::Surface(w, h, onKey); UwU::Surface surface = UwU::Surface(w, h, onKey);
UwU::Buffer buffer = UwU::Buffer(800, 480);
UwU::Shader gradientBuffer = UwU::Shader(69, 69, buffer); UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420); UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
UwU::Rectangle bgRectangle = UwU::Rectangle(2, 2, 797, 477);
UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
UwU::Point point = UwU::Point(387, 43);
// Window Header rectangle.draw(surface.buffer, fuchsia);
UwU::Trapezoid trap0 = UwU::Trapezoid(0, 7, 7, 0, 792, 799);
UwU::Rectangle rect1 = UwU::Rectangle(0, 8, 799, 23);
UwU::Trapezoid trap2 = UwU::Trapezoid(24, 31, 0, 0, 71, 63);
UwU::Trapezoid trap3 = UwU::Trapezoid(24, 31, 727, 736, 799, 799);
// trap0.draw(surface.buffer, bisexual);
// rect1.draw(surface.buffer, bisexual);
// trap2.draw(surface.buffer, bisexual);
// trap3.draw(surface.buffer, bisexual);
// Window Body // // Benchmarking
UwU::Shader sU1 = UwU::Shader(8, 8, font()); // struct timespec start, end;
UwU::Shader sw1 = UwU::Shader(10, 8, font()); // const int WARMUP = 100;
UwU::Shader sU2 = UwU::Shader(28, 8, font()); // const int BATCH = 1000;
UwU::Shader sG1 = UwU::Shader(20, 8, font()); // const int SAMPLES = 10;
UwU::Shader sL1 = UwU::Shader(22, 8, font());
UwU::Rectangle rU1 = UwU::Rectangle(8, 8, 13, 16);
UwU::Rectangle rw1 = UwU::Rectangle(16, 8, 25, 16);
UwU::Rectangle rU2 = UwU::Rectangle(28, 8, 33, 16);
UwU::Rectangle rG1 = UwU::Rectangle(36, 8, 41, 16);
UwU::Rectangle rL1 = UwU::Rectangle(44, 8, 48, 16);
rU1.draw(surface.buffer, sU1);
rw1.draw(surface.buffer, sw1);
rU2.draw(surface.buffer, sU2);
rG1.draw(surface.buffer, sG1);
rL1.draw(surface.buffer, sL1);
// Window Footer // for (int i = 0; i < WARMUP; i++) {
UwU::Trapezoid trap5 = UwU::Trapezoid(440, 471, 712, 689, 799, 799); // rectangle.draw(surface.buffer, gradientBuffer);
UwU::Trapezoid trap6 = UwU::Trapezoid(472, 479, 0, 7, 799, 792); // }
trap5.draw(surface.buffer, bisexual); // long times[SAMPLES];
trap6.draw(surface.buffer, bisexual); // for (int s = 0; s < SAMPLES; s++) {
// clock_gettime(CLOCK_MONOTONIC, &start);
// Window Buttons // for (int i = 0; i < BATCH; i++) {
UwU::Trapezoid trap7 = UwU::Trapezoid(448, 455, 728, 720, 791, 791); // rectangle.draw(surface.buffer, gradientBuffer);
UwU::Rectangle rect8 = UwU::Rectangle(720, 456, 791, 463); // }
UwU::Trapezoid trap9 = UwU::Trapezoid(464, 471, 720, 720, 791, 783); // clock_gettime(CLOCK_MONOTONIC, &end);
trap7.draw(surface.buffer, fuchsia); // times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
rect8.draw(surface.buffer, fuchsia); // }
trap9.draw(surface.buffer, fuchsia); // long timeAvg = 0;
// for (int i = 0; i < SAMPLES; i++) {
bgRectangle.draw(buffer, aqua); // timeAvg += times[i];
// }
// Benchmarking // timeAvg /= SAMPLES;
struct timespec start, end; // timeAvg /= BATCH;
const int WARMUP = 100; // printf("Elapsed: %ld ns\n", timeAvg);
const int BATCH = 1000;
const int SAMPLES = 10;
for (int i = 0; i < WARMUP; i++) {
rectangle.draw(surface.buffer, gradientBuffer);
}
long times[SAMPLES];
for (int s = 0; s < SAMPLES; s++) {
clock_gettime(CLOCK_MONOTONIC, &start);
for (int i = 0; i < BATCH; i++) {
rectangle.draw(surface.buffer, gradientBuffer);
}
clock_gettime(CLOCK_MONOTONIC, &end);
times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
}
long timeAvg = 0;
for (int i = 0; i < SAMPLES; i++) {
timeAvg += times[i];
}
timeAvg /= SAMPLES;
timeAvg /= BATCH;
printf("Elapsed: %ld ns\n", timeAvg);
triangle.draw(surface.buffer, fuchsia); // UwU::Line lines[8] {
trapezoid.draw(surface.buffer, red); // UwU::Line(300, 100, 250, 469),
point.draw(surface.buffer, green); // UwU::Line(250, 100, 300, 469),
// UwU::Line(300, 100, 469, 250),
// UwU::Line(469, 100, 300, 250),
// UwU::Line(100, 300, 250, 469),
// UwU::Line(250, 300, 100, 469),
// UwU::Line(100, 300, 469, 250),
// UwU::Line(469, 300, 100, 250)
// };
UwU::Line lines[8] { // for (uint16_t i = 0; i < 8; i++) {
UwU::Line(300, 100, 250, 469), // lines[i].draw(surface.buffer, bisexual);
UwU::Line(250, 100, 300, 469), // }
UwU::Line(300, 100, 469, 250),
UwU::Line(469, 100, 300, 250),
UwU::Line(100, 300, 250, 469),
UwU::Line(250, 300, 100, 469),
UwU::Line(100, 300, 469, 250),
UwU::Line(469, 300, 100, 250)
};
for (uint16_t i = 0; i < 8; i++) {
lines[i].draw(surface.buffer, bisexual);
}
surface.present(); surface.present();
+6 -39
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@@ -5,7 +5,8 @@
#include "../datatypes.cpp" #include "../datatypes.cpp"
#include "../helpers.cpp" #include "../helpers.cpp"
#include "../buffer.cpp" #include "../buffer.cpp"
#include "../shader.cpp" #include "../shaders/shaderbase.cpp"
#include "../shaders/colorshader.cpp"
namespace UwU { namespace UwU {
// rectangle // rectangle
@@ -24,47 +25,13 @@ namespace UwU {
uint16_t y1; uint16_t y1;
// Draw a rectangle // Draw a rectangle
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;};
if (shader.shaderType == COLOR) { for (uint16_t y = y0; y <= y1; y++) {
for (uint16_t y = y0; y <= y1; y++) {
for (uint16_t x = x0; x <= x1; x++) {
buffer.drawPixel(x, y, shader.c0);
}
}
return;
} else if (shader.shaderType == HGRADIENT) {
// Precompute gradient LUT
Color cols[x1 - x0];
for (uint16_t x = x0; x <= x1; x++) { for (uint16_t x = x0; x <= x1; x++) {
cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x); buffer.drawPixel(x, y, shader.shade(x, y));
} }
for (uint16_t y = y0; y <= y1; y++) {
for (uint16_t x = x0; x <= x1; x++) {
buffer.drawPixel(x, y, cols[x - x0]);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
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(x, y, c);
}
}
return;
} else if (shader.shaderType == BUFFER) {
for (uint16_t y = y0; y <= y1; y++) {
for (uint16_t x = x0; x <= x1; x++) {
buffer.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
}
}
return;
} }
return; return;
} }
+2
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@@ -16,6 +16,8 @@ namespace UwU {
Color c; Color c;
Color shade(uint16_t x, uint16_t y) { Color shade(uint16_t x, uint16_t y) {
(void)x;
(void)y;
return c; return c;
} }
}; };
+29
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@@ -0,0 +1,29 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "shaderbase.cpp"
namespace UwU {
class HGradienthader : public ShaderBase<HGradientShader> {
public:
HGradientShader(uint16_t u0, uint16_t u1, Color c0, Color c1) {
this->u0;
this->uScale = 0xffffffff / (1 + (uint32_t)u1 - (uint32_t)u0);
this->c0 = c0;
this->c1 = c1;
}
uint16_t u0;
uint16_t uScale;
Color c0;
Color c1;
Color shade(uint16_t u, uint16_t u) {
uint32_t t = (((uint32_t)u - (uint32_t)u0) * uScale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+2 -2
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@@ -7,11 +7,11 @@
#include "../buffer.cpp" #include "../buffer.cpp"
namespace UwU { namespace UwU {
template <typename Derived> template <class ShaderT>
class ShaderBase { class ShaderBase {
public: public:
Color shade(uint16_t x, uint16_t y) { Color shade(uint16_t x, uint16_t y) {
return static_cast<Derived*>(this)->shade(x, y); return static_cast<ShaderT*>(this)->shade(x, y);
} }
}; };
} }
+29
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@@ -0,0 +1,29 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "shaderbase.cpp"
namespace UwU {
class VGradienthader : public ShaderBase<VGradientShader> {
public:
VGradientShader(uint16_t v0, uint16_t v1, Color c0, Color c1) {
this->v0;
this->vScale = 0xffffffff / (1 + (uint32_t)v1 - (uint32_t)v0);
this->c0 = c0;
this->c1 = c1;
}
uint16_t v0;
uint16_t vScale;
Color c0;
Color c1;
Color shade(uint16_t u, uint16_t u) {
uint32_t t = (((uint32_t)v - (uint32_t)v0) * vScale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+10
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@@ -0,0 +1,10 @@
#include "datatypes.cpp"
#include "helpers.cpp"
#include "buffer.cpp"
#include "surface.cpp"
#include "primatives/line.cpp"
#include "primatives/point.cpp"
#include "primatives/rectangle.cpp"
#include "primatives/trapezoid.cpp"
#include "primatives/triangle.cpp"
#include "shader.cpp"