brute forced text support, fixed an off-by one, lots to fix
This commit is contained in:
@@ -3,6 +3,9 @@
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[x] remove draw class entirely
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[x] remove draw class entirely
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[x] create shader classes with polymorphism
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[x] create shader classes with polymorphism
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[x] optimize shader/primative performance (repeat myself!)
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[x] optimize shader/primative performance (repeat myself!)
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[ ] finish implementing gradient shaders to primatives
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[x] finish implementing gradient shaders to primatives
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[ ] implement buffer shader
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[x] implement buffer shader
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[ ] implement more primatives
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[ ] implement more primatives
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[ ] fix off by one with buffer shader (and probably certain primatives)
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[ ] fix memory leak and arrays in stack issue
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[ ] fix shader offset limitations and headache
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+1
-2
@@ -11,8 +11,7 @@ namespace UwU {
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class Buffer {
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class Buffer {
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public:
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public:
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Buffer(uint16_t width, uint16_t height) {
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Buffer(uint16_t width, uint16_t height) {
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uint8_t pixels[width * height * 4];
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this->pixels = new uint8_t[width * height * 4];
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this->pixels = pixels;
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this->width = width;
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this->width = width;
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this->height = height;
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this->height = height;
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this->stride = width * 4;
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this->stride = width * 4;
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+46
-3
@@ -20,6 +20,8 @@
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#include <time.h>
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#include <time.h>
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#include "font.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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exit(1);
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exit(1);
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@@ -34,10 +36,10 @@ 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(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
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UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
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UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 100, 469, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 0, 799, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 4, 475, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
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UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 2, 349, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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UwU::Color green = UwU::Color(0x00ff00ff);
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UwU::Shader green = UwU::Shader(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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@@ -51,6 +53,47 @@ int main(void) {
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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UwU::Point point = UwU::Point(387, 43);
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UwU::Point point = UwU::Point(387, 43);
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// Window Header
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UwU::Trapezoid trap0 = UwU::Trapezoid(0, 7, 7, 0, 792, 799);
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UwU::Rectangle rect1 = UwU::Rectangle(0, 8, 799, 23);
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UwU::Trapezoid trap2 = UwU::Trapezoid(24, 31, 0, 0, 71, 63);
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UwU::Trapezoid trap3 = UwU::Trapezoid(24, 31, 727, 736, 799, 799);
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// trap0.draw(surface.buffer, bisexual);
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// rect1.draw(surface.buffer, bisexual);
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// trap2.draw(surface.buffer, bisexual);
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// trap3.draw(surface.buffer, bisexual);
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// Window Body
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UwU::Shader sU1 = UwU::Shader(8, 8, font());
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UwU::Shader sw1 = UwU::Shader(10, 8, font());
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UwU::Shader sU2 = UwU::Shader(28, 8, font());
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UwU::Shader sG1 = UwU::Shader(20, 8, font());
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UwU::Shader sL1 = UwU::Shader(22, 8, font());
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UwU::Rectangle rU1 = UwU::Rectangle(8, 8, 13, 16);
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UwU::Rectangle rw1 = UwU::Rectangle(16, 8, 25, 16);
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UwU::Rectangle rU2 = UwU::Rectangle(28, 8, 33, 16);
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UwU::Rectangle rG1 = UwU::Rectangle(36, 8, 41, 16);
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UwU::Rectangle rL1 = UwU::Rectangle(44, 8, 48, 16);
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rU1.draw(surface.buffer, sU1);
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rw1.draw(surface.buffer, sw1);
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rU2.draw(surface.buffer, sU2);
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rG1.draw(surface.buffer, sG1);
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rL1.draw(surface.buffer, sL1);
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// Window Footer
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UwU::Trapezoid trap5 = UwU::Trapezoid(440, 471, 712, 689, 799, 799);
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UwU::Trapezoid trap6 = UwU::Trapezoid(472, 479, 0, 7, 799, 792);
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trap5.draw(surface.buffer, bisexual);
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trap6.draw(surface.buffer, bisexual);
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// Window Buttons
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UwU::Trapezoid trap7 = UwU::Trapezoid(448, 455, 728, 720, 791, 791);
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UwU::Rectangle rect8 = UwU::Rectangle(720, 456, 791, 463);
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UwU::Trapezoid trap9 = UwU::Trapezoid(464, 471, 720, 720, 791, 783);
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trap7.draw(surface.buffer, fuchsia);
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rect8.draw(surface.buffer, fuchsia);
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trap9.draw(surface.buffer, fuchsia);
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bgRectangle.draw(buffer, aqua);
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bgRectangle.draw(buffer, aqua);
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// Benchmarking
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// Benchmarking
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@@ -0,0 +1,44 @@
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#pragma once
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#include <stdint.h>
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#include "buffer.cpp"
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UwU::Buffer font() {
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const uint32_t fontInt[9] = {
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0xcc003f00,
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0xcc004300,
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0xcf33c300,
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0xcf33c300,
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0xcf33df00,
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0xcf33cf00,
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0xcf33cf00,
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0xcf33cf00,
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0x7ffeffe0
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};
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UwU::Buffer font = UwU::Buffer(32, 9);
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uint32_t t;
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uint32_t b;
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for (uint16_t y = 0; y < 9; y++) {
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t = fontInt[y];
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for (uint16_t x = 0; x < 32; x++) {
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b = t & 0x80000000;
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if (b == 0x80000000) {
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font.pixels[(y * 128) + (x * 4) + 0] = 0xff;
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font.pixels[(y * 128) + (x * 4) + 1] = 0xff;
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font.pixels[(y * 128) + (x * 4) + 2] = 0xff;
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font.pixels[(y * 128) + (x * 4) + 3] = 0xff;
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} else {
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font.pixels[(y * 128) + (x * 4) + 0] = 0x00;
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font.pixels[(y * 128) + (x * 4) + 1] = 0x00;
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font.pixels[(y * 128) + (x * 4) + 2] = 0x00;
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font.pixels[(y * 128) + (x * 4) + 3] = 0x00;
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}
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t = t << 1;
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}
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}
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return font;
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}
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@@ -27,8 +27,8 @@ namespace UwU {
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void draw (Buffer buffer, Shader shader) {
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void draw (Buffer buffer, Shader shader) {
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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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if (shader.shaderType == COLOR) {
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if (shader.shaderType == COLOR) {
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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.drawPixel(x, y, shader.c0);
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buffer.drawPixel(x, y, shader.c0);
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}
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}
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}
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}
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@@ -38,29 +38,29 @@ namespace UwU {
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// Precompute gradient LUT
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// Precompute gradient LUT
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Color cols[x1 - x0];
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Color cols[x1 - x0];
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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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cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
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cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
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}
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}
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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.drawPixel(x, y, cols[x - x0]);
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buffer.drawPixel(x, y, cols[x - x0]);
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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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} else if (shader.shaderType == VGRADIENT) {
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} else if (shader.shaderType == VGRADIENT) {
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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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Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y);
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Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, 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.drawPixel(x, y, c);
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buffer.drawPixel(x, y, c);
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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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} else if (shader.shaderType == BUFFER) {
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} else if (shader.shaderType == BUFFER) {
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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.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
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buffer.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
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}
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}
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}
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}
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