CRTP shaders on Lines

This commit is contained in:
2026-07-20 02:08:06 -07:00
parent 3588a41657
commit 90df991e7e
2 changed files with 17 additions and 83 deletions
+4
View File
@@ -50,6 +50,10 @@ int main(void) {
UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780); UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780);
trapezoid.draw(surface.buffer, blue); trapezoid.draw(surface.buffer, blue);
UwU::ColorShader red = UwU::ColorShader(UwU::Color(0xff0000ff));
UwU::Triangle triangle = UwU::Triangle(140, 140, 60, 400, 240, 240);
triangle.draw(surface.buffer, red);
// // Benchmarking // // Benchmarking
// struct timespec start, end; // struct timespec start, end;
// const int WARMUP = 100; // const int WARMUP = 100;
+13 -83
View File
@@ -6,7 +6,7 @@
#include "../datatypes.cpp" #include "../datatypes.cpp"
#include "../helpers.cpp" #include "../helpers.cpp"
#include "../buffer.cpp" #include "../buffer.cpp"
#include "../shader.cpp" #include "../shaders/shaders.h"
namespace UwU { namespace UwU {
class Triangle { class Triangle {
@@ -30,7 +30,8 @@ namespace UwU {
uint16_t y2; uint16_t y2;
// Draw a triangle // Draw a triangle
void draw (Buffer buffer, Shader shader) { template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
uint16_t topX, topY, midX, midY, btmX, btmY; uint16_t topX, topY, midX, midY, btmX, btmY;
// Find top, middle and bottom points of triangle // Find top, middle and bottom points of triangle
if (y0 <= y1 && y0 <= y2) { if (y0 <= y1 && y0 <= y2) {
@@ -90,91 +91,20 @@ namespace UwU {
Helpers::bresenham(0, topX, midY - topY, midX, splitBound); Helpers::bresenham(0, topX, midY - topY, midX, splitBound);
Helpers::bresenham(midY - topY, midX, height - 1, btmX, splitBound); Helpers::bresenham(midY - topY, midX, height - 1, btmX, splitBound);
if (shader.shaderType == COLOR) { // Left-handed triangle case (midpoint is left of triangle)
// Left-handed triangle case (midpoint is left of triangle) if ((int16_t)midX < longBound[midY - topY]) {
if ((int16_t)midX < longBound[midY - topY]) { for (uint16_t i = 0; i < height; i++) {
for (uint16_t i = 0; i < height; i++) { for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(x, i + (uint16_t)topY));
buffer.drawPixel(x, i + (uint16_t)topY, shader.c0);
}
}
// Right-handed triangle case (midpoint is right of triangle)
} else {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, shader.c0);
}
} }
} }
return; // Right-handed triangle case (midpoint is right of triangle)
} else {
} else if (shader.shaderType == HGRADIENT) { for (uint16_t i = 0; i < height; i++) {
// find left and right bounds for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
uint16_t leftmost = std::min(x0, std::min(x1, x2)); buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(x, i + (uint16_t)topY));
uint16_t rightmost = std::max(x0, std::max(x1, x2));
// precompute gradient LUT
Color cols[rightmost - leftmost];
for (uint16_t x = leftmost; x < rightmost; x++) {
cols[x - leftmost] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
}
// Left-handed triangle case (midpoint is left of triangle)
if ((int16_t)midX < longBound[midY - topY]) {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, cols[x - leftmost]);
}
}
// Right-handed triangle case (midpoint is right of triangle)
} else {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, cols[x - leftmost]);
}
} }
} }
return;
} else if (shader.shaderType == VGRADIENT) {
Color c;
// Left-handed triangle case (midpoint is left of triangle)
if ((int16_t)midX < longBound[midY - topY]) {
for (uint16_t i = 0; i < height; i++) {
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY);
for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, c);
}
}
// Right-handed triangle case (midpoint is right of triangle)
} else {
for (uint16_t i = 0; i < height; i++) {
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY);
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, c);
}
}
}
return;
} else if (shader.shaderType == BUFFER) {
// Left-handed triangle case (midpoint is left of triangle)
if ((int16_t)midX < longBound[midY - topY]) {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + topY));
}
}
// Right-handed triangle case (midpoint is right of triangle)
} else {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + topY));
}
}
}
return;
} }
return; return;
} }