added basic mappers
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+19
@@ -0,0 +1,19 @@
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shapes:
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triangles:
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point
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line
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solid
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gradient
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rectangle
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solid
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gradient
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blitter (tilemaps)
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triangle
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solid
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gradient
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perspective mapping (3D!!!)
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quad
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solid
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gradient (charts)
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blitter (isometric)
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affine mapping (sprite rotation and scaling)
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+9
-9
@@ -26,15 +26,15 @@ namespace UwU {
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};
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// Coord2 datatype for xy coordinates, from top-left of surface
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// struct Coord2 {
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// Coord2(uint16_t x, uint16_t y) {
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// this->x = x;
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// this->y = y;
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// }
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// Coord2() {}
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// uint16_t x;
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// uint16_t y;
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// };
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struct Coord2 {
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Coord2(uint16_t x, uint16_t y) {
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this->x = x;
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this->y = y;
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}
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Coord2() {}
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uint16_t x;
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uint16_t y;
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};
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// Vec2 datatype for signed x, y coordinates
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// struct Vec2 {
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+8
-7
@@ -44,21 +44,22 @@ int main(void) {
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UwU::Color blue = UwU::Color(0x0000ffff);
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// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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UwU::VGradientShader bisexual = UwU::VGradientShader(69, 420, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::VGradientShader bisexual = UwU::VGradientShader(0, 351, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::OffsetMapper rectMapper = UwU::OffsetMapper(69, 69);
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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rectangle.draw(surface.buffer, bisexual);
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rectangle.draw(surface.buffer, rectMapper, bisexual);
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UwU::ColorShader greenShader = UwU::ColorShader(green);
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UwU::Point point = UwU::Point(187, 37);
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point.draw(surface.buffer, greenShader);
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UwU::ColorShader blue = UwU::ColorShader(UwU::Color(0x0000ffff));
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UwU::ColorShader blueShader = UwU::ColorShader(blue);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780);
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trapezoid.draw(surface.buffer, blue);
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trapezoid.draw(surface.buffer, blueShader);
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UwU::ColorShader red = UwU::ColorShader(UwU::Color(0xff0000ff));
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UwU::ColorShader redShader = UwU::ColorShader(red);
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UwU::Triangle triangle = UwU::Triangle(140, 140, 60, 400, 240, 240);
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triangle.draw(surface.buffer, red);
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triangle.draw(surface.buffer, redShader);
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// // Benchmarking
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// struct timespec start, end;
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@@ -99,7 +100,7 @@ int main(void) {
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};
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for (uint16_t i = 0; i < 8; i++) {
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lines[i].draw(surface.buffer, blue);
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lines[i].draw(surface.buffer, blueShader);
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}
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@@ -0,0 +1,16 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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namespace UwU {
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template <class MapperT>
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class MapperBase {
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public:
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Coord2 map(uint16_t x, uint16_t y) {
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return static_cast<MapperT*>(this)->map(x, y);
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}
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};
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}
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@@ -0,0 +1,4 @@
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#include "mapperbase.cpp"
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#include "nullmapper.cpp"
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#include "offsetmapper.cpp"
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#include "tilemapper.cpp"
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@@ -0,0 +1,18 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "mapperbase.cpp"
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namespace UwU {
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class NullMapper : public MapperBase<NullMapper> {
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public:
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NullMapper() {}
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Coord2 map(uint16_t x, uint16_t y) {
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return Coord2(x, y);
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}
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};
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}
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@@ -0,0 +1,24 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "mapperbase.cpp"
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namespace UwU {
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class OffsetMapper : public MapperBase<OffsetMapper> {
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public:
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OffsetMapper(uint16_t x0, uint16_t y0) {
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this->x0 = x0;
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this->y0 = y0;
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}
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uint16_t x0, y0;
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Coord2 map(uint16_t x, uint16_t y) {
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uint16_t u = x -x0;
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uint16_t v = y -y0;
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return Coord2(u, v);
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}
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};
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}
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@@ -0,0 +1,24 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "mapperbase.cpp"
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namespace UwU {
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class TileMapper : public MapperBase<TileMapper> { // not actually tilemapping yet
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public:
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TileMapper(uint16_t x0, uint16_t y0) {
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this->x0 = x0;
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this->y0 = y0;
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}
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uint16_t x0, y0;
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Coord2 map(uint16_t x, uint16_t y) {
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uint16_t u = x -x0;
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uint16_t v = y -y0;
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return Coord2(u, v);
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}
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};
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}
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@@ -5,8 +5,8 @@
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shaderbase.cpp"
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#include "../shaders/shaders.h"
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#include "../mappers/mappers.h"
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namespace UwU {
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// rectangle
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@@ -25,12 +25,13 @@ namespace UwU {
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uint16_t y1;
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// Draw a rectangle
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template <class ShaderT>
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void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
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template <class ShaderT, class MapperT>
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void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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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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buffer.drawPixel(x, y, shader.shade(x, y));
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Coord2 uv = mapper.map(x, y);
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buffer.drawPixel(x, y, shader.shade(uv.x, uv.y));
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}
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}
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return;
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