added gradient shader logic to trapezoids
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+46
-16
@@ -5,6 +5,7 @@
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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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#include "../shader.cpp"
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namespace UwU {
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// trapezoid (horizontally constrained)
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@@ -28,9 +29,7 @@ namespace UwU {
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// Draw a horizontally bounded trapezoid
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// y1 >= y0
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// todo move to private and add public checks
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void draw (Buffer buffer, Color color) {
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// printf("(%u, %u, %u, %u, %u, %u)", coords.y0, coords.y1, coords.xl0, coords.xl1, coords.xr0, coords.xr1);
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void draw (Buffer buffer, Shader 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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@@ -38,20 +37,51 @@ namespace UwU {
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Helpers::bresenham(0, xl0, y1 - y0, xl1, LeftBound);
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Helpers::bresenham(0, xr0, y1 - y0, xr1, RightBound);
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// printf("leftbound\n");
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for (uint16_t i = 0; i < height; i++) {
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// printf("(%u, %u)\n", i, LeftBound[i]);
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}
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// printf("rightbound\n");
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for (uint16_t i = 0; i < height; i++) {
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// printf("(%u, %u)\n", i, RightBound[i]);
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}
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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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// printf("(%u, %u)", x, i + coords.y0);
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buffer.drawPixel(Coord2(x, i + y0), color);
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if (shader.shaderType == COLOR) {
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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.c0);
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}
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}
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return;
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} else if (shader.shaderType == HGRADIENT) {
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// find left-right boundaries
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uint16_t leftmost, rightmost;
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if (xl0 < xl1) {
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leftmost = xl0;
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} else {
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leftmost = xl1;
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}
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if (xr0 > xr1) {
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rightmost = xr0;
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} else {
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rightmost = xr1;
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}
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// precompute gradient LUT
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Color cols[rightmost - leftmost];
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for (uint16_t x = leftmost; x < rightmost; x++) {
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cols[x - leftmost] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
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}
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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, cols[x - leftmost]);
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}
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}
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return;
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} else if (shader.shaderType == VGRADIENT) {
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Color c;
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for (uint16_t i = 0; i < height; i++) {
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c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + y0);
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for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
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buffer.drawPixel(x, i + y0, c);
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}
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}
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return;
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}
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return;
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}
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