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