bit of code cleanup
This commit is contained in:
+1
-5
@@ -4,11 +4,7 @@
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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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// #include "shaders/hgradientshader.cpp"
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// #include "shaders/vgradientshader.cpp"
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#include "shader.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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+25
-37
@@ -16,13 +16,7 @@
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#include "primatives/rectangle.cpp"
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#include "primatives/trapezoid.cpp"
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#include "primatives/triangle.cpp"
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// #include "draw.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 "shaders/hgradientshader.cpp"
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// #include "shaders/vgradientshader.cpp"
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// #include "mapper.cpp"
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#include "shader.cpp"
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#include <time.h>
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@@ -38,13 +32,8 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
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int main(void) {
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uint16_t w = 800, h = 480;
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// UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::H, 69, 420, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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// int32_t rectScale = (255 * 65536) / 351;
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// rectScale = 41233; //-23806
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// UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(0, 0), UwU::Vec2(0, 0), UwU::Matrix4(0, 0, 0, 0));
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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 blue = UwU::Color(0x0000ff80);
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@@ -54,34 +43,33 @@ int main(void) {
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// UwU::Buffer buffer = UwU::Buffer(surface.getWidth(), surface.getHeight());
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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// draw.rainbow();
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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// Benchmarking
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struct timespec start, end;
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const int WARMUP = 100;
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const int BATCH = 1000;
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const int SAMPLES = 10;
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const int WARMUP = 100;
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const int BATCH = 1000;
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const int SAMPLES = 10;
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for (int i = 0; i < WARMUP; i++) {
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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}
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long times[SAMPLES];
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for (int s = 0; s < SAMPLES; s++) {
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clock_gettime(CLOCK_MONOTONIC, &start);
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for (int i = 0; i < BATCH; i++) rectangle.draw(surface.buffer, warmup);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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clock_gettime(CLOCK_MONOTONIC, &end);
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times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
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}
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long timeAvg = 0;
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for (int i = 0; i < SAMPLES; i++) {
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timeAvg += times[i];
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}
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timeAvg /= SAMPLES;
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timeAvg /= BATCH;
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printf("Elapsed: %ld ns\n", timeAvg);
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for (int i = 0; i < WARMUP; i++) {
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rectangle.draw(surface.buffer, fuchsia);
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}
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long times[SAMPLES];
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for (int s = 0; s < SAMPLES; s++) {
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clock_gettime(CLOCK_MONOTONIC, &start);
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for (int i = 0; i < BATCH; i++) {
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rectangle.draw(surface.buffer, fuchsia);
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}
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clock_gettime(CLOCK_MONOTONIC, &end);
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times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
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}
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long timeAvg = 0;
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for (int i = 0; i < SAMPLES; i++) {
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timeAvg += times[i];
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}
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timeAvg /= SAMPLES;
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timeAvg /= BATCH;
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printf("Elapsed: %ld ns\n", timeAvg);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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trapezoid.draw(surface.buffer, red);
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@@ -5,12 +5,7 @@
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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/shader.cpp"
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// #include "../shaders/colorshader.cpp"
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// #include "../shaders/gradientshader.cpp"
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// #include "../shaders/hgradientshader.cpp"
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// #include "../shaders/vgradientshader.cpp"
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// #include "../mapper.cpp"
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#include "../shader.cpp"
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namespace UwU {
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// rectangle
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@@ -32,22 +27,10 @@ namespace UwU {
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void draw (Buffer buffer, Shader shader) {
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if (shader.shaderType == COLOR) {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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Color c = shader.c0;
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uint8_t r = c.r;
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uint8_t g = c.g;
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uint8_t b = c.b;
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size_t stride = buffer.stride;
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size_t i = (size_t)y0 * buffer.stride + (size_t)x0 * 4;
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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(Coord2(x, y), shader.c0);
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buffer.pixels[i + 0] = b;
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buffer.pixels[i + 1] = g;
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buffer.pixels[i + 2] = r;
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buffer.pixels[i + 3] = 255;
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i += 4;
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buffer.drawPixel(Coord2(x, y), shader.c0);
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}
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i += stride - ((x1 - x0) * 4);
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}
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return;
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@@ -2,9 +2,9 @@
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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 "datatypes.cpp"
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#include "helpers.cpp"
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#include "buffer.cpp"
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namespace UwU {
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// shader prototype
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@@ -1,29 +0,0 @@
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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 {
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private:
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public:
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ColorShader(Color color) {
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this->shaderType = COLORSHADER;
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this->shaderColor = color;
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}
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ShaderType shaderType;
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Color shaderColor;
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Color color(uint16_t u, uint16_t v) {
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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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@@ -1,35 +0,0 @@
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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 HGradientShader{
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public:
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HGradientShader(uint16_t x0, Color color0, uint16_t x1, Color color1) {
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this->shaderType = HGRADIENTSHADER;
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this->x0 = x0;
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this->shaderColor0 = color0;
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this->scale = 0xffffffff / (1 + (uint32_t)x1 - (uint32_t)x0);
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this->shaderColor1 = color1;
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}
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ShaderType shaderType;
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uint16_t x0;
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Color shaderColor0;
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uint32_t scale;
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Color shaderColor1;
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Color hGradient(uint16_t u, uint16_t v) {
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(void)v;
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uint32_t t = (((uint32_t)u - (uint32_t)x0) * scale) / 0x01000000;
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// if (v == 42) {
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// printf("(%u, %u)\n", u, t);
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// }
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return Helpers::lerpColor(shaderColor0, shaderColor1, (uint8_t)t);
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}
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};
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}
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@@ -1,35 +0,0 @@
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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 VGradientShader {
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public:
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VGradientShader(uint16_t y0, Color color0, uint16_t y1, Color color1) {
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this->shaderType = VGRADIENTSHADER;
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this->y0 = y0;
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this->shaderColor0 = color0;
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this->scale = 0xffffffff / (1 + (uint32_t)y1 - (uint32_t)y0);
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this->shaderColor1 = color1;
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}
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ShaderType shaderType;
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uint16_t y0;
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Color shaderColor0;
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uint32_t scale;
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Color shaderColor1;
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Color vGradient(uint16_t u, uint16_t v) {
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(void)u;
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uint32_t t = (((uint32_t)v - (uint32_t)y0) * scale) / 0x01000000;
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// if (v == 42) {
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// printf("(%u, %u)\n", u, t);
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// }
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return Helpers::lerpColor(shaderColor0, shaderColor1, (uint8_t)t);
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}
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};
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}
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