created buffer shader and added shader logic to rectangle

This commit is contained in:
2026-07-08 16:50:17 -07:00
parent 43c893984f
commit 89afdfce9b
9 changed files with 73 additions and 50 deletions
+1 -1
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@@ -4,7 +4,7 @@
#include "datatypes.cpp"
#include "helpers.cpp"
#include "shader.cpp"
// #include "shader.cpp"
namespace UwU {
// Buffer object - can be a wayland surface or a virtual buffer
+34 -33
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@@ -26,41 +26,41 @@ namespace UwU {
};
// Coord2 datatype for xy coordinates, from top-left of surface
struct Coord2 {
Coord2(uint16_t x, uint16_t y) {
this->x = x;
this->y = y;
}
Coord2() {}
uint16_t x;
uint16_t y;
};
// struct Coord2 {
// Coord2(uint16_t x, uint16_t y) {
// this->x = x;
// this->y = y;
// }
// Coord2() {}
// uint16_t x;
// uint16_t y;
// };
// Vec2 datatype for signed x, y coordinates
struct Vec2 {
Vec2(int16_t x, int16_t y) {
this->x = x;
this->y = y;
}
Vec2() {}
int16_t x;
int16_t y;
};
// struct Vec2 {
// Vec2(int16_t x, int16_t y) {
// this->x = x;
// this->y = y;
// }
// Vec2() {}
// int16_t x;
// int16_t y;
// };
// 2x2 matrix, Q15.16 signed fixed point
struct Matrix4 {
Matrix4(int32_t xx, int32_t xy, int32_t yx, int32_t yy) {
this->xx = xx;
this->xy = xy;
this->yx = yx;
this->yy = yy;
}
Matrix4() {}
int32_t xx; // x' = x*xx + y*xy
int32_t xy;
int32_t yx; // y' = x*yx + y*yy
int32_t yy;
};
// // 2x2 matrix, Q15.16 signed fixed point
// struct Matrix4 {
// Matrix4(int32_t xx, int32_t xy, int32_t yx, int32_t yy) {
// this->xx = xx;
// this->xy = xy;
// this->yx = yx;
// this->yy = yy;
// }
// Matrix4() {}
// int32_t xx; // x' = x*xx + y*xy
// int32_t xy;
// int32_t yx; // y' = x*yx + y*yy
// int32_t yy;
// };
// class Mapper {
// public:
@@ -74,7 +74,8 @@ namespace UwU {
enum ShaderType {
COLOR,
HGRADIENT,
VGRADIENT
VGRADIENT,
BUFFER
};
enum Direction {
BIN
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+6 -4
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@@ -32,7 +32,7 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
int main(void) {
uint16_t w = 800, h = 480;
UwU::Shader fuchsia = UwU::Shader(UwU::Direction::H, 360, 600, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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 warmup = UwU::Shader(UwU::Color(0xb00b69ff));
UwU::Color green = UwU::Color(0x00ff00ff);
@@ -40,14 +40,17 @@ int main(void) {
// UwU::Color alpha = UwU::Color(0x00000000);
UwU::Surface surface = UwU::Surface(w, h, onKey);
// UwU::Buffer buffer = UwU::Buffer(surface.getWidth(), surface.getHeight());
UwU::Buffer buffer = UwU::Buffer(800, 480);
UwU::Shader triangleBuffer = UwU::Shader(69, 69, buffer);
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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);
rectangle.draw(surface.buffer, red);
triangle.draw(buffer, fuchsia);
rectangle.draw(surface.buffer, triangleBuffer);
// Benchmarking
struct timespec start, end;
@@ -75,7 +78,6 @@ int main(void) {
timeAvg /= BATCH;
printf("Elapsed: %ld ns\n", timeAvg);
triangle.draw(surface.buffer, fuchsia);
point.draw(surface.buffer, green);
+1
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@@ -5,6 +5,7 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shader.cpp"
namespace UwU {
// line
+1
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@@ -5,6 +5,7 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shader.cpp"
namespace UwU {
// point
+10 -4
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@@ -25,8 +25,8 @@ namespace UwU {
// Draw a rectangle
void draw (Buffer buffer, Shader shader) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
if (shader.shaderType == COLOR) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
buffer.drawPixel(x, y, shader.c0);
@@ -35,7 +35,6 @@ namespace UwU {
return;
} else if (shader.shaderType == HGRADIENT) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
// Precompute gradient LUT
Color cols[x1 - x0];
@@ -51,7 +50,6 @@ namespace UwU {
return;
} else if (shader.shaderType == VGRADIENT) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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++) {
@@ -59,8 +57,16 @@ namespace UwU {
}
}
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;
}
};
}
+1
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@@ -6,6 +6,7 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shader.cpp"
namespace UwU {
class Triangle {
+18 -7
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@@ -35,11 +35,12 @@ namespace UwU {
}
// BUFFER shader
// Shader(uint16_t u, uint16_t v, Buffer buffer) {
// this->shaderType = BUFFER;
// this->u0 = u;
// this->v0 = v;
// }
Shader(uint16_t u, uint16_t v, Buffer buffer) {
this->shaderType = BUFFER;
this->u0 = u;
this->v0 = v;
this->buffer = buffer;
}
ShaderType shaderType;
uint16_t u0;
@@ -47,13 +48,23 @@ namespace UwU {
Color c0;
Color c1;
uint32_t scale;
Buffer buffer;
};
class ShaderMethods {
public:
static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t uv) {
uint32_t t = (((uint32_t)uv - (uint32_t)uv0) * scale) / 0x01000000;
static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t xy) {
uint32_t t = (((uint32_t)xy - (uint32_t)uv0) * scale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
static Color buffer(uint16_t u0, uint16_t v0, Buffer buffer, uint16_t x, uint16_t y) {
size_t i = ((size_t)y - (size_t)v0) * buffer.stride + ((size_t)x - (size_t)u0) * 4;
uint8_t b = buffer.pixels[i + 0];
uint8_t g = buffer.pixels[i + 1];
uint8_t r = buffer.pixels[i + 2];
uint8_t a = buffer.pixels[i + 3];
return Color(r, g, b, a);
}
};
}