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3 Commits
0f0e352fca
...
8a00e42f75
| Author | SHA1 | Date | |
|---|---|---|---|
| 8a00e42f75 | |||
| 90df991e7e | |||
| 3588a41657 |
+21
-13
@@ -45,6 +45,14 @@ int main(void) {
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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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point.draw(surface.buffer, green);
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UwU::ColorShader blue = UwU::ColorShader(UwU::Color(0x0000ffff));
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UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780);
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trapezoid.draw(surface.buffer, blue);
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UwU::ColorShader red = UwU::ColorShader(UwU::Color(0xff0000ff));
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UwU::Triangle triangle = UwU::Triangle(140, 140, 60, 400, 240, 240);
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triangle.draw(surface.buffer, red);
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// // Benchmarking
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// struct timespec start, end;
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@@ -73,20 +81,20 @@ int main(void) {
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// printf("Elapsed: %ld ns\n", timeAvg);
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// UwU::Line lines[8] {
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// UwU::Line(300, 100, 250, 469),
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// UwU::Line(250, 100, 300, 469),
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// UwU::Line(300, 100, 469, 250),
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// UwU::Line(469, 100, 300, 250),
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// UwU::Line(100, 300, 250, 469),
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// UwU::Line(250, 300, 100, 469),
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// UwU::Line(100, 300, 469, 250),
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// UwU::Line(469, 300, 100, 250)
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// };
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UwU::Line lines[8] {
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UwU::Line(300, 100, 250, 469),
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UwU::Line(250, 100, 300, 469),
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UwU::Line(300, 100, 469, 250),
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UwU::Line(469, 100, 300, 250),
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UwU::Line(100, 300, 250, 469),
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UwU::Line(250, 300, 100, 469),
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UwU::Line(100, 300, 469, 250),
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UwU::Line(469, 300, 100, 250)
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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, bisexual);
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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, blue);
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}
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surface.present();
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+23
-98
@@ -5,14 +5,15 @@
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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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#include "../shaders/shaders.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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void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, Shader shader) {
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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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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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@@ -23,59 +24,21 @@ namespace UwU {
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int16_t d = (2 * dy) - dx;
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int16_t y = iy0;
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if (shader.shaderType == COLOR) {
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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.c0);
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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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} else {
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d += (2 * dy);
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}
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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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if (d > 0) {
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y += yi;
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d += (2 * (dy - dx));
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} else {
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d += (2 * dy);
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}
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return;
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} else if (shader.shaderType == HGRADIENT) {
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for (int16_t x = ix0; x < ix1; x++) {
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buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x));
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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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} else {
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d += (2 * dy);
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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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for (int16_t x = ix0; x < ix1; x++) {
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buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, 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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} else {
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d += (2 * dy);
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}
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}
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return;
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} else if (shader.shaderType == BUFFER) {
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for (int16_t x = ix0; x < ix1; x++) {
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buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, 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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} else {
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d += (2 * dy);
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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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// plot lines if m >1
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void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, Shader shader) {
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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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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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@@ -86,55 +49,16 @@ namespace UwU {
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int16_t d = (2 * dx) - dy;
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int16_t x = ix0;
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if (shader.shaderType == COLOR) {
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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.c0);
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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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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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return;
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} else if (shader.shaderType == HGRADIENT) {
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for (int16_t y = iy0; y < iy1; y++) {
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buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x));
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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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} else if (shader.shaderType == VGRADIENT) {
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for (int16_t y = iy0; y < iy1; y++) {
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buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, 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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} else if (shader.shaderType == BUFFER) {
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for (int16_t y = iy0; y < iy1; y++) {
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buffer.drawPixel((uint16_t)x, (uint16_t)y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, 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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}
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return;
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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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public:
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@@ -151,7 +75,8 @@ 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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void draw (Buffer buffer, Shader shader) {
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template <class ShaderT>
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void draw (Buffer buffer, 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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@@ -6,7 +6,7 @@
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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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#include "../shaders/shaders.h"
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namespace UwU {
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// trapezoid (horizontally constrained)
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@@ -30,7 +30,8 @@ namespace UwU {
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// Draw a horizontally bounded trapezoid
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// y1 >= y0
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void draw (Buffer buffer, Shader shader) {
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template <class ShaderT>
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void draw (Buffer buffer, 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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@@ -38,49 +39,10 @@ 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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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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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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}
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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 = std::min(xl0, xl1);
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uint16_t rightmost = std::max(xr0, xr1);
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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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} else if (shader.shaderType == BUFFER) {
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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, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + y0));
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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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+13
-83
@@ -6,7 +6,7 @@
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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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#include "../shaders/shaders.h"
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namespace UwU {
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class Triangle {
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@@ -30,7 +30,8 @@ namespace UwU {
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uint16_t y2;
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// Draw a triangle
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void draw (Buffer buffer, Shader shader) {
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template <class ShaderT>
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void draw (Buffer buffer, 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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@@ -90,91 +91,20 @@ namespace UwU {
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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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if (shader.shaderType == COLOR) {
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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.c0);
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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.c0);
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}
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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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}
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}
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return;
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} else if (shader.shaderType == HGRADIENT) {
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// find left and right bounds
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uint16_t leftmost = std::min(x0, std::min(x1, x2));
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uint16_t rightmost = std::max(x0, std::max(x1, x2));
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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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// 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, cols[x - leftmost]);
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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, cols[x - leftmost]);
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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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}
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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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// 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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c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY);
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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, c);
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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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c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY);
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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, c);
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}
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}
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}
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return;
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} else if (shader.shaderType == BUFFER) {
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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, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + topY));
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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++) {
|
||||
buffer.drawPixel(x, i + (uint16_t)topY, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, i + topY));
|
||||
}
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user