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
+8 -2
View File
@@ -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;