added shaders, but ran into performance issues. will need refactor
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@@ -7,8 +7,10 @@
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#include "../buffer.cpp"
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#include "../shaders/shader.cpp"
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#include "../shaders/colorshader.cpp"
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#include "../shaders/gradientshader.cpp"
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#include "../mapper.cpp"
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// #include "../shaders/gradientshader.cpp"
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#include "../shaders/hgradientshader.cpp"
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#include "../shaders/vgradientshader.cpp"
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// #include "../mapper.cpp"
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namespace UwU {
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// rectangle
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@@ -27,14 +29,16 @@ namespace UwU {
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uint16_t y1;
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// Draw a rectangle
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void draw (Buffer buffer, Mapper mapper, Shader& shader) {
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template<typename ShaderType>
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void draw (Buffer buffer, ShaderType& shader) {
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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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Coord2 uv = Coord2();
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// Coord2 uv = Coord2();
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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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uv = mapper.map(Coord2(x, y));
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buffer.drawPixelShader(x, y, uv.x, uv.y, shader);
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// uv = mapper.map(Coord2(x, y));
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Color c = shader.color(x, y);
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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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