implemented H and V GradientShaders
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# UwUGL Styleguide
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This document describes the coding conventions used in UwUGL, inferred from the existing codebase. It prioritizes readability and simplicity for a small graphics library.
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---
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## 1. File Organization
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- **Single monolithic header**: `uwugl.h` is the public entry point and includes all implementation files.
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- **Header-like `.cpp` files**: Every implementation file begins with `#pragma once` and is designed to be `#include`d directly by `uwugl.h` (or by other `.cpp` files). There are no traditional separate `.h`/`.cpp` pairs.
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- **No separate headers for internal modules**: Classes and structs are declared and defined directly in `.cpp` files.
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- **Exception**: `shaders/shaders.h` is a small aggregator file that includes the shader `.cpp` files.
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- **Directory layout**:
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- `primatives/` — shape classes (`Line`, `Point`, `Rectangle`, `Trapezoid`, `Triangle`)
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- `shaders/` — shader classes and base
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- `waymini/` — external Wayland helper library (C)
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## 2. Naming Conventions
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- **Namespace**: All library code lives in `namespace UwU`.
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- **Classes / structs**: PascalCase (`Buffer`, `ColorShader`, `Rectangle`, `Helpers`).
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- **Functions / methods**: camelCase (`drawPixel`, `lerpColor`, `bresenham`, `shouldClose`).
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- **Member variables**: lowercase with no prefix (`pixels`, `width`, `x0`, `c`).
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- **Template parameters**: PascalCase ending in `T` (`ShaderT`).
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- **Enums**: PascalCase type name; UPPER_SNAKE_CASE values (`ShaderType`, `COLOR`, `HGRADIENT`, `VGRADIENT`).
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- **Constants in code**: prefer lowercase; UPPER_SNAKE_CASE may be used for local compile-time-ish constants in comments or test code.
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- **Filenames**: lowercase and descriptive (`buffer.cpp`, `colorshader.cpp`, `line.cpp`).
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## 3. Formatting
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- **Indentation**: 2 spaces.
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- **Brace style**: K&R — opening brace on the same line as the class/function/control statement.
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- **Pointer/reference syntax**: attach `*` and `&` to the variable name:
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- `uint8_t* pixels`
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- `ShaderBase<ShaderT>& shader`
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- **Empty parameter lists**: use `()` for default constructors, e.g., `Color() {}`.
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- **Spacing around operators**: use spaces around binary operators for readability (`x + y` instead of `x+y`).
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- **Explicit `return;` at end of void functions**: Acceptable, but not required.
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- **Comments**: use `//` for both inline and block-style comments. Keep them informal and focused on intent or known issues.
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## 4. Includes
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Include order within a file:
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1. `#pragma once`
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2. C/C++ standard headers (`<stdint.h>`, `<stdio.h>`, `<algorithm>`)
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3. Project implementation files via relative paths (`"../datatypes.cpp"`, `"../buffer.cpp"`)
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External C library headers (e.g., `"waymini/waymini.h"`) are included where needed.
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## 5. Code Patterns
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- **Composition over inheritance**: primitives hold data; shaders are passed into `draw()`.
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- **CRTP for shaders**: `ShaderBase<ShaderT>` uses the Curiously Recurring Template Pattern for static polymorphism.
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- **Template `draw` methods**: every primitive's `draw()` is templated on `ShaderT` and takes `(Buffer buffer, ShaderBase<ShaderT>& shader)`.
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- **Manual memory management**: `new uint8_t[...]` in `Buffer`; no smart pointers.
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- **C-style casts**: `(uint16_t)x`, `(uint8_t*)ptr`.
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- **Bounds checks**: primitives guard `draw()` with `if (x > buffer.width || y > buffer.height) {return;};`.
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- **Unused parameter suppression**: use `(void)param;` to silence warnings.
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## 6. C++ Feature Usage
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### Used
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- Classes and structs
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- Namespaces
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- Templates (`template <class ShaderT>`)
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- CRTP (Curiously Recurring Template Pattern)
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- Function overloading (constructors)
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- References
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- C-style casts
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- `new` / `new[]` for dynamic allocation
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- Raw pointers
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- Stack-allocated arrays
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- C standard headers (`<stdint.h>`, `<stdio.h>`, `<stdlib.h>`, `<string.h>`, `<time.h>`, `<algorithm>`)
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### Not Used but Allowed
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- Smart pointers (`std::unique_ptr`, `std::shared_ptr`)
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- Standard containers (`std::vector`, `std::array`, etc.)
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- `enum class`
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- Exceptions
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- `std::string`
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- `std::chrono`
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- `std::function`
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### Not Used
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The following features are intentionally not used. This keeps the codebase small, predictable, and easy to reason about.
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- `auto`
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- Range-based `for` loops
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- `nullptr`
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- Lambda expressions
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- `constexpr` / `consteval`
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- `using` type aliases
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- Move semantics / rvalue references
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- Default member initializers
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- Delegating constructors
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- `override` / `final`
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- Named casts (`static_cast`, `reinterpret_cast`, etc.)
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- Structured bindings
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- Concepts / `requires` (C++20)
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- Virtual functions / runtime polymorphism / abstract base classes
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- Operator overloading
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- RTTI / `dynamic_cast` / `typeid`
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- `<iostream>` (use C-style `printf`/`fflush`)
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## 7. Build System
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- **Makefile-based**.
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- C library (`waymini`) compiled with `gcc`.
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- Main example compiled with `g++`.
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- Flags: `-Wall -Wextra -O3`, plus Wayland client flags from `pkg-config`.
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## 8. Known Inconsistencies and Recommendations
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The codebase currently has a few inconsistencies. The following recommendations aim to improve readability without adding complexity:
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- **Indentation consistency**: some blocks are not aligned (e.g., `line.cpp` inner loop). Keep all indentation strictly at 2 spaces per level.
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- **Spacing consistency**: standardize on spaces around binary operators and after commas.
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- **Include consistency**: some primitives include `../shaders/shaders.h` while `rectangle.cpp` also includes `../shaders/shaderbase.cpp` directly. Prefer the aggregator `shaders.h` everywhere.
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- **`return;` at end of void functions**: acceptable, but can be omitted when it adds no clarity.
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- **Bounds check style**: the pattern `if (...) {return;};` has a redundant semicolon. Prefer `if (...) { return; }`.
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---
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This guide should evolve with the project. When in doubt, favor simplicity and consistency with the existing code.
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+3
-2
@@ -38,9 +38,10 @@ int main(void) {
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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UwU::VGradientShader bisexual = UwU::VGradientShader(69, 420, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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rectangle.draw(surface.buffer, fuchsia);
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rectangle.draw(surface.buffer, bisexual);
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UwU::ColorShader green = UwU::ColorShader(UwU::Color(0x00ff00ff));
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UwU::Point point = UwU::Point(187, 37);
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-70
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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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namespace UwU {
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// shader prototype
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class Shader {
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public:
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//COLOR Shader
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Shader(Color color) {
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this->shaderType = COLOR;
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this->c0 = color;
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}
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//HGRADIENT or VGRADIENT shader
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Shader(Direction direction, uint16_t uv0, uint16_t uv1, Color c0, Color c1) {
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this->c0 = c0;
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this->c1 = c1;
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switch (direction) {
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case H:
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shaderType = HGRADIENT;
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this->u0 = uv0;
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this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
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break;
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case V:
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shaderType = VGRADIENT;
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this->v0 = uv0;
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this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
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break;
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}
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}
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// BUFFER shader
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Shader(uint16_t u, uint16_t v, Buffer buffer) {
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this->shaderType = BUFFER;
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this->u0 = u;
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this->v0 = v;
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this->buffer = buffer;
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}
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ShaderType shaderType;
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uint16_t u0;
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uint16_t v0;
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Color c0;
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Color c1;
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uint32_t scale;
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Buffer buffer;
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};
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class ShaderMethods {
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public:
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static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t xy) {
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uint32_t t = (((uint32_t)xy - (uint32_t)uv0) * scale) / 0x01000000;
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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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static Color buffer(uint16_t u0, uint16_t v0, Buffer buffer, uint16_t x, uint16_t y) {
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size_t i = ((size_t)y - (size_t)v0) * buffer.stride + ((size_t)x - (size_t)u0) * 4;
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uint8_t b = buffer.pixels[i + 0];
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uint8_t g = buffer.pixels[i + 1];
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uint8_t r = buffer.pixels[i + 2];
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uint8_t a = buffer.pixels[i + 3];
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return Color(r, g, b, a);
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}
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};
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}
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#include "shaderbase.cpp"
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namespace UwU {
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class HGradienthader : public ShaderBase<HGradientShader> {
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class HGradientShader : public ShaderBase<HGradientShader> {
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public:
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HGradientShader(uint16_t u0, uint16_t u1, Color c0, Color c1) {
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this->u0;
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this->u0 = (uint32_t)u0;
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this->uScale = 0xffffffff / (1 + (uint32_t)u1 - (uint32_t)u0);
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this->c0 = c0;
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this->c1 = c1;
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}
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uint16_t u0;
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uint16_t uScale;
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uint32_t u0;
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uint32_t uScale;
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Color c0;
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Color c1;
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Color shade(uint16_t u, uint16_t u) {
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uint32_t t = (((uint32_t)u - (uint32_t)u0) * uScale) / 0x01000000;
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Color shade(uint16_t u, uint16_t v) {
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(void)v;
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uint32_t t = (((uint32_t)u - u0) * uScale) / 0x01000000;
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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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};
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+2
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#include "shaderbase.cpp"
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#include "colorshader.cpp"
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// #include "hgradientshader.cpp"
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// #include "vgradientshader.cpp"
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#include "hgradientshader.cpp"
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#include "vgradientshader.cpp"
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#include "shaderbase.cpp"
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namespace UwU {
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class VGradienthader : public ShaderBase<VGradientShader> {
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class VGradientShader : public ShaderBase<VGradientShader> {
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public:
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VGradientShader(uint16_t v0, uint16_t v1, Color c0, Color c1) {
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this->v0;
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this->v0 = (uint32_t)v0;
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this->vScale = 0xffffffff / (1 + (uint32_t)v1 - (uint32_t)v0);
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this->c0 = c0;
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this->c1 = c1;
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}
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uint16_t v0;
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uint16_t vScale;
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uint32_t v0;
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uint32_t vScale;
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Color c0;
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Color c1;
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Color shade(uint16_t u, uint16_t u) {
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uint32_t t = (((uint32_t)v - (uint32_t)v0) * vScale) / 0x01000000;
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Color shade(uint16_t u, uint16_t v) {
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(void)u;
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uint32_t t = (((uint32_t)v - v0) * vScale) / 0x01000000;
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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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};
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@@ -7,4 +7,4 @@
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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 "shader.cpp"
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#include "shaders/shaders.h"
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