implemented shaders, gradients, and uv mapping

This commit is contained in:
2026-07-07 12:17:32 -07:00
parent 989cb196ed
commit ad2e84c279
10 changed files with 149 additions and 27 deletions
+1 -1
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@@ -1,4 +1,4 @@
[ ] write a monolithic header file
[x] refactor example code using composition
[ ] remove draw class entirely
[x] remove draw class entirely
[ ] create shader classes with polymorphism
+5 -3
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@@ -5,6 +5,8 @@
#include "datatypes.cpp"
#include "helpers.cpp"
#include "shaders/shader.cpp"
#include "shaders/colorshader.cpp"
#include "shaders/gradientshader.cpp"
namespace UwU {
// Buffer object - can be a wayland surface or a virtual buffer
@@ -44,12 +46,12 @@ namespace UwU {
return;
}
void drawPixelShader(Coord2 coord, Shader shader) {
size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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();
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);
+32 -16
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@@ -36,22 +36,38 @@ namespace UwU {
uint16_t y;
};
// // trapezoid datatype (horizontally constrained)
// struct Trapezoid {
// Trapezoid(uint16_t y0, uint16_t y1, uint16_t xl0, uint16_t xl1, uint16_t xr0, uint16_t xr1) {
// this->y0 = y0;
// this->y1 = y1;
// this->xl0 = xl0;
// this->xl1 = xl1;
// this->xr0 = xr0;
// this->xr1 = xr1;
// 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;
};
// 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:
// Mapper() {
// }
// Trapezoid() {}
// uint16_t y0;
// uint16_t y1;
// uint16_t xl0;
// uint16_t xl1;
// uint16_t xr0;
// uint16_t xr1;
// uint16_t *xxMap;
// };
}
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+8 -3
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@@ -18,6 +18,9 @@
#include "primatives/triangle.cpp"
// #include "draw.cpp"
#include "shaders/shader.cpp"
#include "shaders/colorshader.cpp"
#include "shaders/gradientshader.cpp"
#include "mapper.cpp"
static void onKey(void *user, uint32_t keycode, uint32_t state) {
if (keycode == 1) {
@@ -31,18 +34,20 @@ 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::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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));
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::Color alpha = UwU::Color(0x00000000);
UwU::Surface surface = UwU::Surface(w, h, onKey);
// draw.rainbow();
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
rectangle.draw(surface.buffer, fuchsia);
rectangle.draw(surface.buffer, rectMapper, fuchsia);
// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
+37
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@@ -0,0 +1,37 @@
#pragma once
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "datatypes.cpp"
#include "helpers.cpp"
namespace UwU {
class Mapper {
public:
Mapper(Vec2 offset, Vec2 origin, Matrix4 transformation) {
this->offset = offset;
this->origin = origin;
this->transformation = transformation;
}
Vec2 offset; // offset (translation)
Vec2 origin; // origin (for rotation, etc)
Matrix4 transformation; // transformation matrix (for rotation, translation, etc)
Coord2 map(Coord2 input) {
int64_t x1 = (int64_t)transformation.xx * ((int64_t)input.x - (int64_t)origin.x);
x1 += (int64_t)transformation.xy * ((int64_t)input.y - (int64_t)origin.y);
x1 = x1 / 65536;
x1 += origin.x;
x1 += offset.x;
int64_t y1 = (int64_t)transformation.yx * ((int64_t)input.x - (int64_t)origin.x);
y1 += (int64_t)transformation.yy * ((int64_t)input.y - (int64_t)origin.y);
y1 = y1 / 65536;
y1 += origin.y;
y1 += offset.y;
return Coord2((uint16_t)x1, (uint16_t)y1);
}
};
}
+8 -2
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@@ -6,6 +6,9 @@
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shaders/shader.cpp"
#include "../shaders/colorshader.cpp"
#include "../shaders/gradientshader.cpp"
#include "../mapper.cpp"
namespace UwU {
// rectangle
@@ -24,11 +27,14 @@ namespace UwU {
uint16_t y1;
// Draw a rectangle
void draw (Buffer buffer, Shader shader) {
void draw (Buffer buffer, Mapper mapper, Shader& 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();
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
buffer.drawPixelShader(Coord2(x, y), shader);
uv = mapper.map(Coord2(x, y));
buffer.drawPixelShader(x, y, uv.x, uv.y, shader);
}
}
return;
+25
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@@ -0,0 +1,25 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "shader.cpp"
namespace UwU {
class ColorShader : public Shader {
public:
ColorShader(Color color) {
this->shaderColor = color;
}
Color shaderColor;
Color color(uint16_t u, uint16_t v) override {
(void)u;
(void)v;
return shaderColor;
}
};
}
+29
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@@ -0,0 +1,29 @@
#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);
}
};
}
+4 -2
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@@ -12,8 +12,10 @@ namespace UwU {
public:
Shader() {}
Color color() {
return Color(0xb00b69ff);
virtual Color color(uint16_t u, uint16_t v) {
(void)u;
(void)v;
return Color();
}
};
}