implemented shaders, gradients, and uv mapping
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+5
-3
@@ -5,6 +5,8 @@
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#include "datatypes.cpp"
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#include "helpers.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/colorshader.cpp"
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#include "shaders/gradientshader.cpp"
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namespace UwU {
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// Buffer object - can be a wayland surface or a virtual buffer
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@@ -44,12 +46,12 @@ namespace UwU {
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return;
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}
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void drawPixelShader(Coord2 coord, Shader shader) {
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size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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void drawPixelShader(uint16_t x, uint16_t y, uint16_t u, uint16_t v, Shader& shader) {
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size_t i = (size_t)y * stride + (size_t)x * 4;
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uint8_t b0 = pixels[i + 0];
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uint8_t g0 = pixels[i + 1];
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uint8_t r0 = pixels[i + 2];
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Color newColor = shader.color();
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Color newColor = shader.color(u, v);
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uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
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uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
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uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
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