added gradient shaders to all primatives

This commit is contained in:
2026-07-08 17:13:57 -07:00
parent 89afdfce9b
commit ee0d43dd75
6 changed files with 62 additions and 9 deletions
BIN
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+12 -9
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@@ -34,6 +34,8 @@ int main(void) {
uint16_t w = 800, h = 480;
UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 100, 469, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 4, 475, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
UwU::Color green = UwU::Color(0x00ff00ff);
UwU::Color blue = UwU::Color(0x0000ff80);
@@ -41,31 +43,30 @@ int main(void) {
UwU::Surface surface = UwU::Surface(w, h, onKey);
UwU::Buffer buffer = UwU::Buffer(800, 480);
UwU::Shader triangleBuffer = UwU::Shader(69, 69, buffer);
UwU::Shader gradientBuffer = UwU::Shader(69, 69, buffer);
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
UwU::Rectangle bgRectangle = UwU::Rectangle(2, 2, 797, 477);
UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
UwU::Point point = UwU::Point(387, 43);
triangle.draw(buffer, fuchsia);
rectangle.draw(surface.buffer, triangleBuffer);
bgRectangle.draw(buffer, aqua);
// Benchmarking
struct timespec start, end;
const int WARMUP = 100;
const int BATCH = 1000;
const int SAMPLES = 10;
for (int i = 0; i < WARMUP; i++) {
trapezoid.draw(surface.buffer, fuchsia);
rectangle.draw(surface.buffer, gradientBuffer);
}
long times[SAMPLES];
for (int s = 0; s < SAMPLES; s++) {
clock_gettime(CLOCK_MONOTONIC, &start);
for (int i = 0; i < BATCH; i++) {
trapezoid.draw(surface.buffer, fuchsia);
rectangle.draw(surface.buffer, gradientBuffer);
}
clock_gettime(CLOCK_MONOTONIC, &end);
times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
@@ -79,6 +80,8 @@ int main(void) {
printf("Elapsed: %ld ns\n", timeAvg);
triangle.draw(surface.buffer, fuchsia);
trapezoid.draw(surface.buffer, red);
point.draw(surface.buffer, green);
UwU::Line lines[8] {
@@ -93,7 +96,7 @@ int main(void) {
};
for (uint16_t i = 0; i < 8; i++) {
lines[i].draw(surface.buffer, green);
lines[i].draw(surface.buffer, bisexual);
}
+23
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@@ -58,6 +58,18 @@ namespace UwU {
}
}
return;
} else if (shader.shaderType == BUFFER) {
for (int16_t x = ix0; x < ix1; x++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
if (d > 0) {
y += yi;
d += (2 * (dy - dx));
} else {
d += (2 * dy);
}
}
return;
}
return;
}
@@ -110,6 +122,17 @@ namespace UwU {
}
return;
} else if (shader.shaderType == BUFFER) {
for (int16_t y = iy0; y < iy1; y++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
if (d > 0) {
x += xi;
d += (2 * (dx - dy));
} else {
d += (2 * dx);
}
}
return;
}
return;
}
+2
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@@ -32,6 +32,8 @@ namespace UwU {
} else if (shader.shaderType == VGRADIENT) {
buffer.drawPixel(x, y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y));
return;
} else if (shader.shaderType == BUFFER) {
buffer.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
}
return;
}
+7
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@@ -74,6 +74,13 @@ namespace UwU {
}
return;
} else if (shader.shaderType == BUFFER) {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + y0));
}
}
return;
}
return;
}
+18
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@@ -157,6 +157,24 @@ namespace UwU {
}
}
return;
} else if (shader.shaderType == BUFFER) {
// 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, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + topY));
}
}
// 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, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + topY));
}
}
}
return;
}
return;
}