created buffer shader and added shader logic to rectangle
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+6
-4
@@ -32,7 +32,7 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
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int main(void) {
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uint16_t w = 800, h = 480;
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::H, 360, 600, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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UwU::Color green = UwU::Color(0x00ff00ff);
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@@ -40,14 +40,17 @@ int main(void) {
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// UwU::Color alpha = UwU::Color(0x00000000);
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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// UwU::Buffer buffer = UwU::Buffer(surface.getWidth(), surface.getHeight());
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UwU::Buffer buffer = UwU::Buffer(800, 480);
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UwU::Shader triangleBuffer = UwU::Shader(69, 69, buffer);
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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UwU::Point point = UwU::Point(387, 43);
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rectangle.draw(surface.buffer, red);
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triangle.draw(buffer, fuchsia);
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rectangle.draw(surface.buffer, triangleBuffer);
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// Benchmarking
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struct timespec start, end;
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@@ -75,7 +78,6 @@ int main(void) {
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timeAvg /= BATCH;
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printf("Elapsed: %ld ns\n", timeAvg);
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triangle.draw(surface.buffer, fuchsia);
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point.draw(surface.buffer, green);
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