implemented shaders, gradients, and uv mapping
This commit is contained in:
@@ -1,4 +1,4 @@
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[ ] write a monolithic header file
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[ ] write a monolithic header file
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[x] refactor example code using composition
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[x] refactor example code using composition
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[ ] remove draw class entirely
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[x] remove draw class entirely
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[ ] create shader classes with polymorphism
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[ ] create shader classes with polymorphism
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+5
-3
@@ -5,6 +5,8 @@
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#include "datatypes.cpp"
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#include "datatypes.cpp"
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#include "helpers.cpp"
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#include "helpers.cpp"
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#include "shaders/shader.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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namespace UwU {
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// Buffer object - can be a wayland surface or a virtual buffer
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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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return;
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}
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}
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void drawPixelShader(Coord2 coord, Shader shader) {
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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)coord.y * stride + (size_t)coord.x * 4;
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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 b0 = pixels[i + 0];
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uint8_t g0 = pixels[i + 1];
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uint8_t g0 = pixels[i + 1];
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uint8_t r0 = pixels[i + 2];
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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 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 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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uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
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+32
-16
@@ -36,22 +36,38 @@ namespace UwU {
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uint16_t y;
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uint16_t y;
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};
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};
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// // trapezoid datatype (horizontally constrained)
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// Vec2 datatype for signed x, y coordinates
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// struct Trapezoid {
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struct Vec2 {
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// Trapezoid(uint16_t y0, uint16_t y1, uint16_t xl0, uint16_t xl1, uint16_t xr0, uint16_t xr1) {
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Vec2(int16_t x, int16_t y) {
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// this->y0 = y0;
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this->x = x;
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// this->y1 = y1;
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this->y = y;
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// this->xl0 = xl0;
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}
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// this->xl1 = xl1;
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Vec2() {}
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// this->xr0 = xr0;
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int16_t x;
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// this->xr1 = xr1;
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int16_t y;
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};
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// 2x2 matrix, Q15.16 signed fixed point
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struct Matrix4 {
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Matrix4(int32_t xx, int32_t xy, int32_t yx, int32_t yy) {
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this->xx = xx;
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this->xy = xy;
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this->yx = yx;
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this->yy = yy;
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}
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Matrix4() {}
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int32_t xx; // x' = x*xx + y*xy
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int32_t xy;
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int32_t yx; // y' = x*yx + y*yy
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int32_t yy;
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};
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// class Mapper {
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// public:
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// Mapper() {
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// }
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// }
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// Trapezoid() {}
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// uint16_t *xxMap;
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// uint16_t y0;
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// uint16_t y1;
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// uint16_t xl0;
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// uint16_t xl1;
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// uint16_t xr0;
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// uint16_t xr1;
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// };
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// };
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}
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}
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+8
-3
@@ -18,6 +18,9 @@
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#include "primatives/triangle.cpp"
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#include "primatives/triangle.cpp"
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// #include "draw.cpp"
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// #include "draw.cpp"
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#include "shaders/shader.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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#include "mapper.cpp"
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static void onKey(void *user, uint32_t keycode, uint32_t state) {
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static void onKey(void *user, uint32_t keycode, uint32_t state) {
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if (keycode == 1) {
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if (keycode == 1) {
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@@ -31,18 +34,20 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
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int main(void) {
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int main(void) {
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uint16_t w = 800, h = 480;
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uint16_t w = 800, h = 480;
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UwU::Shader fuchsia = UwU::Shader();
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UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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int32_t rectScale = (255 * 65536) / 351;
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UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(-69, 0), UwU::Vec2(69, 0), UwU::Matrix4(rectScale, 0, 0, 1));
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UwU::Color red = UwU::Color(0xff000080);
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UwU::Color red = UwU::Color(0xff000080);
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UwU::Color green = UwU::Color(0x00ff00ff);
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UwU::Color green = UwU::Color(0x00ff00ff);
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UwU::Color blue = UwU::Color(0x0000ff80);
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UwU::Color blue = UwU::Color(0x0000ff80);
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UwU::Color alpha = UwU::Color(0x00000000);
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// UwU::Color alpha = UwU::Color(0x00000000);
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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// draw.rainbow();
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// draw.rainbow();
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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rectangle.draw(surface.buffer, fuchsia);
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rectangle.draw(surface.buffer, rectMapper, fuchsia);
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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+37
@@ -0,0 +1,37 @@
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#pragma once
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.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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class Mapper {
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public:
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Mapper(Vec2 offset, Vec2 origin, Matrix4 transformation) {
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this->offset = offset;
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this->origin = origin;
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this->transformation = transformation;
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}
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Vec2 offset; // offset (translation)
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Vec2 origin; // origin (for rotation, etc)
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Matrix4 transformation; // transformation matrix (for rotation, translation, etc)
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Coord2 map(Coord2 input) {
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int64_t x1 = (int64_t)transformation.xx * ((int64_t)input.x - (int64_t)origin.x);
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x1 += (int64_t)transformation.xy * ((int64_t)input.y - (int64_t)origin.y);
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x1 = x1 / 65536;
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x1 += origin.x;
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x1 += offset.x;
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int64_t y1 = (int64_t)transformation.yx * ((int64_t)input.x - (int64_t)origin.x);
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y1 += (int64_t)transformation.yy * ((int64_t)input.y - (int64_t)origin.y);
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y1 = y1 / 65536;
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y1 += origin.y;
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y1 += offset.y;
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return Coord2((uint16_t)x1, (uint16_t)y1);
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}
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};
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}
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@@ -6,6 +6,9 @@
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#include "../helpers.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shader.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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#include "../mapper.cpp"
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namespace UwU {
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namespace UwU {
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// rectangle
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// rectangle
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@@ -24,11 +27,14 @@ namespace UwU {
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uint16_t y1;
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uint16_t y1;
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// Draw a rectangle
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// Draw a rectangle
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void draw (Buffer buffer, Shader shader) {
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void draw (Buffer buffer, Mapper mapper, Shader& shader) {
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// printf("color: %u, %u, %u, %u", shader.color().r, shader.color().g, shader.color().b, shader.color().a);
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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Coord2 uv = Coord2();
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for (uint16_t y = y0; y < y1; y++) {
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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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for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixelShader(Coord2(x, y), shader);
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uv = mapper.map(Coord2(x, y));
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buffer.drawPixelShader(x, y, uv.x, uv.y, shader);
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}
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}
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}
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}
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return;
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return;
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@@ -0,0 +1,25 @@
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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 "../buffer.cpp"
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#include "shader.cpp"
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namespace UwU {
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class ColorShader : public Shader {
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public:
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ColorShader(Color color) {
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this->shaderColor = color;
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}
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Color shaderColor;
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Color color(uint16_t u, uint16_t v) override {
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(void)u;
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(void)v;
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return shaderColor;
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}
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};
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}
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@@ -0,0 +1,29 @@
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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 "../buffer.cpp"
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#include "shader.cpp"
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namespace UwU {
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class GradientShader : public Shader {
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public:
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GradientShader(Color color0, Color color1) {
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// this->x0 = x0;
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this->shaderColor0 = color0;
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// this->x1 = x1;
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this->shaderColor1 = color1;
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}
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// uint16_t x0;
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Color shaderColor0;
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// uint16_t x1;
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Color shaderColor1;
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Color color(uint16_t u, uint16_t v) override {
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(void)v;
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return Helpers::lerpColor(shaderColor0, shaderColor1, u);
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}
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};
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}
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+4
-2
@@ -12,8 +12,10 @@ namespace UwU {
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public:
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public:
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Shader() {}
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Shader() {}
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Color color() {
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virtual Color color(uint16_t u, uint16_t v) {
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return Color(0xb00b69ff);
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(void)u;
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(void)v;
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return Color();
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}
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}
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};
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};
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}
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}
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