added shaders, but ran into performance issues. will need refactor

This commit is contained in:
2026-07-07 17:57:25 -07:00
parent ad2e84c279
commit 85cfdaab49
12 changed files with 139 additions and 78 deletions
+1 -1
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@@ -1,5 +1,5 @@
CC ?= gcc
CFLAGS := -Wall -Wextra -O2 $(shell pkg-config --cflags wayland-client 2>/dev/null)
CFLAGS := -Wall -Wextra -O3 $(shell pkg-config --cflags wayland-client 2>/dev/null)
LDFLAGS := $(shell pkg-config --libs wayland-client 2>/dev/null)
# Fallback if pkg-config is unavailable or returns nothing.
+2 -1
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@@ -1,4 +1,5 @@
[ ] write a monolithic header file
[x] refactor example code using composition
[x] remove draw class entirely
[ ] create shader classes with polymorphism
[x] create shader classes with polymorphism
[ ] optimize shader/primative performance (repeat myself!)
+29 -25
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@@ -6,7 +6,9 @@
#include "helpers.cpp"
#include "shaders/shader.cpp"
#include "shaders/colorshader.cpp"
#include "shaders/gradientshader.cpp"
// #include "shaders/gradientshader.cpp"
#include "shaders/hgradientshader.cpp"
#include "shaders/vgradientshader.cpp"
namespace UwU {
// Buffer object - can be a wayland surface or a virtual buffer
@@ -32,34 +34,36 @@ namespace UwU {
uint16_t stride;
void drawPixel(Coord2 coord, Color color) {
if (color.a == 0) {return;}
size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
uint8_t b0 = pixels[i + 0];
uint8_t g0 = pixels[i + 1];
uint8_t r0 = pixels[i + 2];
uint8_t b = Helpers::lerp8(b0, color.b, color.a);
uint8_t g = Helpers::lerp8(g0, color.g, color.a);
uint8_t r = Helpers::lerp8(r0, color.r, color.a);
pixels[i + 0] = b; // B
pixels[i + 1] = g; // G
pixels[i + 2] = r; // R
// uint8_t b0 = pixels[i + 0];
// uint8_t g0 = pixels[i + 1];
// uint8_t r0 = pixels[i + 2];
// uint8_t b = Helpers::lerp8(b0, color.b, color.a);
// uint8_t g = Helpers::lerp8(g0, color.g, color.a);
// uint8_t r = Helpers::lerp8(r0, color.r, color.a);
pixels[i + 0] = color.b; // B
pixels[i + 1] = color.g; // G
pixels[i + 2] = color.r; // R
pixels[i + 3] = 0xff; // A
return;
}
void drawPixelShader(uint16_t x, uint16_t y, uint16_t u, uint16_t v, Shader& shader) {
size_t i = (size_t)y * stride + (size_t)x * 4;
uint8_t b0 = pixels[i + 0];
uint8_t g0 = pixels[i + 1];
uint8_t r0 = pixels[i + 2];
Color newColor = shader.color(u, v);
uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
pixels[i + 0] = b; // B
pixels[i + 1] = g; // G
pixels[i + 2] = r; // R
pixels[i + 3] = 0xff; // A
return;
}
// void drawPixelShader(uint16_t x, uint16_t y, Shader& shader) {
// Color newColor = shader.color(x, y);
// if (newColor.a == 0) {return;}
// size_t i = (size_t)y * stride + (size_t)x * 4;
// // uint8_t b0 = pixels[i + 0];
// // uint8_t g0 = pixels[i + 1];
// // uint8_t r0 = pixels[i + 2];
// // uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
// // uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
// // uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
// pixels[i + 0] = newColor.b; // B
// pixels[i + 1] = newColor.g; // G
// pixels[i + 2] = newColor.r; // R
// pixels[i + 3] = 0xff; // A
// return;
// }
};
}
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+23 -8
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@@ -19,8 +19,12 @@
// #include "draw.cpp"
#include "shaders/shader.cpp"
#include "shaders/colorshader.cpp"
#include "shaders/gradientshader.cpp"
#include "mapper.cpp"
// #include "shaders/gradientshader.cpp"
#include "shaders/hgradientshader.cpp"
#include "shaders/vgradientshader.cpp"
// #include "mapper.cpp"
#include <time.h>
static void onKey(void *user, uint32_t keycode, uint32_t state) {
if (keycode == 1) {
@@ -34,26 +38,36 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
int main(void) {
uint16_t w = 800, h = 480;
UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
// UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
UwU::VGradientShader fuchsia = UwU::VGradientShader(69, UwU::Color(0xb00b69ff), 420, UwU::Color(0x00000000));
int32_t rectScale = (255 * 65536) / 351;
UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(-69, 0), UwU::Vec2(69, 0), UwU::Matrix4(rectScale, 0, 0, 1));
// rectScale = 41233; //-23806
// UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(0, 0), UwU::Vec2(0, 0), UwU::Matrix4(0, 0, 0, 0));
UwU::Color red = UwU::Color(0xff000080);
UwU::Color green = UwU::Color(0x00ff00ff);
UwU::Color blue = UwU::Color(0x0000ff80);
// UwU::Color alpha = UwU::Color(0x00000000);
UwU::Surface surface = UwU::Surface(w, h, onKey);
// draw.rainbow();
// UwU::Buffer buffer = UwU::Buffer(surface.getWidth(), surface.getHeight());
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
rectangle.draw(surface.buffer, rectMapper, fuchsia);
// draw.rainbow();
// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
struct timespec start, end;
clock_gettime(CLOCK_MONOTONIC, &start);
rectangle.draw(surface.buffer, fuchsia);
clock_gettime(CLOCK_MONOTONIC, &end);
long elapsed_ns = (end.tv_sec - start.tv_sec) * 1000000000L +
(end.tv_nsec - start.tv_nsec);
printf("Elapsed: %ld ns\n", elapsed_ns);
UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
trapezoid.draw(surface.buffer, red);
UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
triangle.draw(surface.buffer, blue);
@@ -75,6 +89,7 @@ int main(void) {
lines[i].draw(surface.buffer, green);
}
surface.present();
while (!surface.shouldClose()) {}
+1 -1
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@@ -31,7 +31,7 @@ namespace UwU {
y1 = y1 / 65536;
y1 += origin.y;
y1 += offset.y;
return Coord2((uint16_t)x1, (uint16_t)y1);
return Coord2((uint16_t)x1, (uint16_t)0);
}
};
}
+10 -6
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@@ -7,8 +7,10 @@
#include "../buffer.cpp"
#include "../shaders/shader.cpp"
#include "../shaders/colorshader.cpp"
#include "../shaders/gradientshader.cpp"
#include "../mapper.cpp"
// #include "../shaders/gradientshader.cpp"
#include "../shaders/hgradientshader.cpp"
#include "../shaders/vgradientshader.cpp"
// #include "../mapper.cpp"
namespace UwU {
// rectangle
@@ -27,14 +29,16 @@ namespace UwU {
uint16_t y1;
// Draw a rectangle
void draw (Buffer buffer, Mapper mapper, Shader& shader) {
template<typename ShaderType>
void draw (Buffer buffer, ShaderType& shader) {
// printf("color: %u, %u, %u, %u", shader.color().r, shader.color().g, shader.color().b, shader.color().a);
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
Coord2 uv = Coord2();
// Coord2 uv = Coord2();
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
uv = mapper.map(Coord2(x, y));
buffer.drawPixelShader(x, y, uv.x, uv.y, shader);
// uv = mapper.map(Coord2(x, y));
Color c = shader.color(x, y);
buffer.drawPixel(Coord2(x, y), c);
}
}
return;
+2 -2
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@@ -8,7 +8,7 @@
#include "shader.cpp"
namespace UwU {
class ColorShader : public Shader {
class ColorShader {
public:
ColorShader(Color color) {
this->shaderColor = color;
@@ -16,7 +16,7 @@ namespace UwU {
Color shaderColor;
Color color(uint16_t u, uint16_t v) override {
Color color(uint16_t u, uint16_t v) {
(void)u;
(void)v;
return shaderColor;
-29
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@@ -1,29 +0,0 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "shader.cpp"
namespace UwU {
class GradientShader : public Shader {
public:
GradientShader(Color color0, Color color1) {
// this->x0 = x0;
this->shaderColor0 = color0;
// this->x1 = x1;
this->shaderColor1 = color1;
}
// uint16_t x0;
Color shaderColor0;
// uint16_t x1;
Color shaderColor1;
Color color(uint16_t u, uint16_t v) override {
(void)v;
return Helpers::lerpColor(shaderColor0, shaderColor1, u);
}
};
}
+33
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@@ -0,0 +1,33 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "shader.cpp"
namespace UwU {
class HGradientShader{
public:
HGradientShader(uint16_t x0, Color color0, uint16_t x1, Color color1) {
this->x0 = x0;
this->shaderColor0 = color0;
this->scale = 0xffffffff / (1 + (uint32_t)x1 - (uint32_t)x0);
this->shaderColor1 = color1;
}
uint16_t x0;
Color shaderColor0;
uint32_t scale;
Color shaderColor1;
Color color(uint16_t u, uint16_t v) {
(void)v;
uint32_t t = (((uint32_t)u - (uint32_t)x0) * scale) / 0x01000000;
// if (v == 42) {
// printf("(%u, %u)\n", u, t);
// }
return Helpers::lerpColor(shaderColor0, shaderColor1, (uint8_t)t);
}
};
}
+1 -1
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@@ -12,7 +12,7 @@ namespace UwU {
public:
Shader() {}
virtual Color color(uint16_t u, uint16_t v) {
Color color(uint16_t u, uint16_t v) {
(void)u;
(void)v;
return Color();
+33
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@@ -0,0 +1,33 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "shader.cpp"
namespace UwU {
class VGradientShader {
public:
VGradientShader(uint16_t y0, Color color0, uint16_t y1, Color color1) {
this->y0 = y0;
this->shaderColor0 = color0;
this->scale = 0xffffffff / (1 + (uint32_t)y1 - (uint32_t)y0);
this->shaderColor1 = color1;
}
uint16_t y0;
Color shaderColor0;
uint32_t scale;
Color shaderColor1;
Color color(uint16_t u, uint16_t v) {
(void)u;
uint32_t t = (((uint32_t)v - (uint32_t)y0) * scale) / 0x01000000;
// if (v == 42) {
// printf("(%u, %u)\n", u, t);
// }
return Helpers::lerpColor(shaderColor0, shaderColor1, (uint8_t)t);
}
};
}