added gradient shader logic to trapezoids

This commit is contained in:
2026-07-08 14:34:55 -07:00
parent b7032c3b8e
commit f61e3a8237
8 changed files with 70 additions and 54 deletions
+46 -16
View File
@@ -5,6 +5,7 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shader.cpp"
namespace UwU {
// trapezoid (horizontally constrained)
@@ -28,9 +29,7 @@ namespace UwU {
// Draw a horizontally bounded trapezoid
// y1 >= y0
// todo move to private and add public checks
void draw (Buffer buffer, Color color) {
// printf("(%u, %u, %u, %u, %u, %u)", coords.y0, coords.y1, coords.xl0, coords.xl1, coords.xr0, coords.xr1);
void draw (Buffer buffer, Shader shader) {
uint16_t height = 1 + y1 - y0;
int16_t LeftBound[height];
int16_t RightBound[height];
@@ -38,20 +37,51 @@ namespace UwU {
Helpers::bresenham(0, xl0, y1 - y0, xl1, LeftBound);
Helpers::bresenham(0, xr0, y1 - y0, xr1, RightBound);
// printf("leftbound\n");
for (uint16_t i = 0; i < height; i++) {
// printf("(%u, %u)\n", i, LeftBound[i]);
}
// printf("rightbound\n");
for (uint16_t i = 0; i < height; i++) {
// printf("(%u, %u)\n", i, RightBound[i]);
}
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
// printf("(%u, %u)", x, i + coords.y0);
buffer.drawPixel(Coord2(x, i + y0), color);
if (shader.shaderType == COLOR) {
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, shader.c0);
}
}
return;
} else if (shader.shaderType == HGRADIENT) {
// find left-right boundaries
uint16_t leftmost, rightmost;
if (xl0 < xl1) {
leftmost = xl0;
} else {
leftmost = xl1;
}
if (xr0 > xr1) {
rightmost = xr0;
} else {
rightmost = xr1;
}
// precompute gradient LUT
Color cols[rightmost - leftmost];
for (uint16_t x = leftmost; x < rightmost; x++) {
cols[x - leftmost] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
}
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, cols[x - leftmost]);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
Color c;
for (uint16_t i = 0; i < height; i++) {
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + y0);
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
buffer.drawPixel(x, i + y0, c);
}
}
return;
}
return;
}