added mappers to rest of primatives

This commit is contained in:
2026-07-24 18:31:49 -07:00
parent 78ec985f7a
commit eddbb85256
6 changed files with 49 additions and 33 deletions
+5 -4
View File
@@ -50,16 +50,17 @@ int main(void) {
rectangle.draw(surface.buffer, rectMapper, bisexual);
UwU::ColorShader greenShader = UwU::ColorShader(green);
UwU::NullMapper nullMapper = UwU::NullMapper();
UwU::Point point = UwU::Point(187, 37);
point.draw(surface.buffer, greenShader);
point.draw(surface.buffer, nullMapper, greenShader);
UwU::ColorShader blueShader = UwU::ColorShader(blue);
UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780);
trapezoid.draw(surface.buffer, blueShader);
trapezoid.draw(surface.buffer, nullMapper, blueShader);
UwU::ColorShader redShader = UwU::ColorShader(red);
UwU::Triangle triangle = UwU::Triangle(140, 140, 60, 400, 240, 240);
triangle.draw(surface.buffer, redShader);
triangle.draw(surface.buffer, nullMapper, redShader);
// // Benchmarking
// struct timespec start, end;
@@ -100,7 +101,7 @@ int main(void) {
};
for (uint16_t i = 0; i < 8; i++) {
lines[i].draw(surface.buffer, blueShader);
lines[i].draw(surface.buffer, nullMapper, blueShader);
}
+19 -12
View File
@@ -6,14 +6,15 @@
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shaders/shaders.h"
#include "../mappers/mappers.h"
namespace UwU {
// line
class Line {
private:
// plot lines if m <= 1
template <class ShaderT>
void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, ShaderBase<ShaderT>& shader) {
template <class MapperT, class ShaderT>
void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
int16_t dx = ix1 - ix0;
int16_t dy = iy1 - iy0;
int16_t yi = 1;
@@ -24,8 +25,11 @@ namespace UwU {
int16_t d = (2 * dy) - dx;
int16_t y = iy0;
Coord2 uv;
for (int16_t x = ix0; x < ix1; x++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(x, y));
uv = mapper.map(x, y);
buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(uv.x, uv.y));
if (d > 0) {
y += yi;
d += (2 * (dy - dx));
@@ -37,8 +41,8 @@ namespace UwU {
}
// plot lines if m >1
template <class ShaderT>
void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, ShaderBase<ShaderT>& shader) {
template <class MapperT, class ShaderT>
void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
int16_t dx = ix1 - ix0;
int16_t dy = iy1 - iy0;
int16_t xi = 1;
@@ -49,8 +53,11 @@ namespace UwU {
int16_t d = (2 * dx) - dy;
int16_t x = ix0;
Coord2 uv;
for (int16_t y = iy0; y < iy1; y++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(x, y));
uv = mapper.map(x, y);
buffer.drawPixel((uint16_t)x, (uint16_t)y, shader.shade(uv.x, uv.y));
if (d > 0) {
x += xi;
d += (2 * (dx - dy));
@@ -75,8 +82,8 @@ namespace UwU {
uint16_t y1;
// Uses Bresenham's line algorithm to draw line of any slope
template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
template <class MapperT, class ShaderT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
int16_t ix0 = x0;
int16_t iy0 = y0;
@@ -84,15 +91,15 @@ namespace UwU {
int16_t iy1 = y1;
if (abs(iy1 - iy0) < abs(ix1 - ix0)) {
if (ix0 > ix1) {
lineLow(ix1, iy1, ix0, iy0, buffer, shader);
lineLow(ix1, iy1, ix0, iy0, buffer, mapper, shader);
} else {
lineLow(ix0, iy0, ix1, iy1, buffer, shader);
lineLow(ix0, iy0, ix1, iy1, buffer, mapper, shader);
}
} else {
if (iy0 > iy1) {
lineHigh(ix1, iy1, ix0, iy0, buffer, shader);
lineHigh(ix1, iy1, ix0, iy0, buffer, mapper, shader);
} else {
lineHigh(ix0, iy0, ix1, iy1, buffer, shader);
lineHigh(ix0, iy0, ix1, iy1, buffer, mapper, shader);
}
}
return;
+5 -3
View File
@@ -6,6 +6,7 @@
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shaders/shaders.h"
#include "../mappers/mappers.h"
namespace UwU {
// point
@@ -20,10 +21,11 @@ namespace UwU {
uint16_t y;
// Draw a point
template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
template <class MapperT, class ShaderT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
if (x > buffer.width || y > buffer.height) {return;};
buffer.drawPixel(x, y, shader.shade(x, y));
Coord2 uv = mapper.map(x, y);
buffer.drawPixel(x, y, shader.shade(uv.x, uv.y));
return;
}
};
+1 -1
View File
@@ -25,7 +25,7 @@ namespace UwU {
uint16_t y1;
// Draw a rectangle
template <class ShaderT, class MapperT>
template <class MapperT, class ShaderT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
for (uint16_t y = y0; y <= y1; y++) {
+5 -3
View File
@@ -7,6 +7,7 @@
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shaders/shaders.h"
#include "../mappers/mappers.h"
namespace UwU {
// trapezoid (horizontally constrained)
@@ -30,8 +31,8 @@ namespace UwU {
// Draw a horizontally bounded trapezoid
// y1 >= y0
template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
template <class MapperT, class ShaderT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
uint16_t height = 1 + y1 - y0;
int16_t LeftBound[height];
int16_t RightBound[height];
@@ -41,7 +42,8 @@ namespace UwU {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, shader.shade(x, i + y0));
Coord2 uv = mapper.map(x, i + y0);
buffer.drawPixel(x, i + y0, shader.shade(uv.x, uv.y));
}
}
return;
+8 -4
View File
@@ -7,6 +7,7 @@
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shaders/shaders.h"
#include "../mappers/mappers.h"
namespace UwU {
class Triangle {
@@ -30,8 +31,8 @@ namespace UwU {
uint16_t y2;
// Draw a triangle
template <class ShaderT>
void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
template <class MapperT, class ShaderT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, ShaderBase<ShaderT>& shader) {
uint16_t topX, topY, midX, midY, btmX, btmY;
// Find top, middle and bottom points of triangle
if (y0 <= y1 && y0 <= y2) {
@@ -90,19 +91,22 @@ namespace UwU {
// Calculate LUT for short two lines
Helpers::bresenham(0, topX, midY - topY, midX, splitBound);
Helpers::bresenham(midY - topY, midX, height - 1, btmX, splitBound);
Coord2 uv;
// Left-handed triangle case (midpoint is left of triangle)
if ((int16_t)midX < longBound[midY - topY]) {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(x, i + (uint16_t)topY));
uv = mapper.map(x, i + (uint16_t)topY);
buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(uv.x, uv.y));
}
}
// Right-handed triangle case (midpoint is right of triangle)
} else {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(x, i + (uint16_t)topY));
uv = mapper.map(x, i + (uint16_t)topY);
buffer.drawPixel(x, i + (uint16_t)topY, shader.shade(uv.x, uv.y));
}
}
}