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19 Commits

Author SHA1 Message Date
Annika 3acd7de9a7 minor cleanup 2026-07-25 23:50:05 -07:00
Annika 1c2579148e moved textures into their own classes, better tilemapping 2026-07-25 23:47:54 -07:00
Annika e6ce80ce13 basic tilemapping 2026-07-25 21:53:33 -07:00
Annika 5298e75fdb added origin to mapper parameters 2026-07-24 19:06:14 -07:00
Annika eddbb85256 added mappers to rest of primatives 2026-07-24 18:31:49 -07:00
Annika 78ec985f7a header files, cleanup 2026-07-24 18:10:35 -07:00
Annika a89ef52247 added basic mappers 2026-07-24 18:01:59 -07:00
Annika c7cdfd402e started arc/circle plotting algorithm 2026-07-20 15:03:13 -07:00
Annika ee2c66f97b implemented H and V GradientShaders 2026-07-20 14:31:28 -07:00
Annika 8a00e42f75 completed CRTP shader migration 2026-07-20 02:08:40 -07:00
Annika 90df991e7e CRTP shaders on Lines 2026-07-20 02:08:06 -07:00
Annika 3588a41657 CRTP shaders on Lines 2026-07-20 02:04:17 -07:00
Annika 0f0e352fca shaders headerfile, and added CRTP shader to Point 2026-07-20 01:52:30 -07:00
Annika 444143ced9 implemented CRTP shader on ColorShader and Rectangle 2026-07-20 01:41:10 -07:00
Annika b95022de29 stubbed out CRTP shaders 2026-07-08 22:17:50 -07:00
Annika bb30e2df0b brute forced text support, fixed an off-by one, lots to fix 2026-07-08 19:44:37 -07:00
Annika ee0d43dd75 added gradient shaders to all primatives 2026-07-08 17:13:57 -07:00
Annika 89afdfce9b created buffer shader and added shader logic to rectangle 2026-07-08 16:50:17 -07:00
Annika 43c893984f added gradient shaders to line 2026-07-08 16:15:48 -07:00
35 changed files with 670 additions and 299 deletions
+19
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@@ -0,0 +1,19 @@
shapes:
triangles:
point
line
solid
gradient
rectangle
solid
gradient
blitter (tilemaps)
triangle
solid
gradient
perspective mapping (3D!!!)
quad
solid
gradient (charts)
blitter (isometric)
affine mapping (sprite rotation and scaling)
+127
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@@ -0,0 +1,127 @@
# UwUGL Styleguide
This document describes the coding conventions used in UwUGL, inferred from the existing codebase. It prioritizes readability and simplicity for a small graphics library.
---
## 1. File Organization
- **Single monolithic header**: `uwugl.h` is the public entry point and includes all implementation files.
- **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.
- **No separate headers for internal modules**: Classes and structs are declared and defined directly in `.cpp` files.
- **Exception**: `shaders/shaders.h` is a small aggregator file that includes the shader `.cpp` files.
- **Directory layout**:
- `primatives/` — shape classes (`Line`, `Point`, `Rectangle`, `Trapezoid`, `Triangle`)
- `shaders/` — shader classes and base
- `waymini/` — external Wayland helper library (C)
## 2. Naming Conventions
- **Namespace**: All library code lives in `namespace UwU`.
- **Classes / structs**: PascalCase (`Buffer`, `ColorShader`, `Rectangle`, `Helpers`).
- **Functions / methods**: camelCase (`drawPixel`, `lerpColor`, `bresenham`, `shouldClose`).
- **Member variables**: lowercase with no prefix (`pixels`, `width`, `x0`, `c`).
- **Template parameters**: PascalCase ending in `T` (`ShaderT`).
- **Enums**: PascalCase type name; UPPER_SNAKE_CASE values (`ShaderType`, `COLOR`, `HGRADIENT`, `VGRADIENT`).
- **Constants in code**: prefer lowercase; UPPER_SNAKE_CASE may be used for local compile-time-ish constants in comments or test code.
- **Filenames**: lowercase and descriptive (`buffer.cpp`, `colorshader.cpp`, `line.cpp`).
## 3. Formatting
- **Indentation**: 2 spaces.
- **Brace style**: K&R — opening brace on the same line as the class/function/control statement.
- **Pointer/reference syntax**: attach `*` and `&` to the variable name:
- `uint8_t* pixels`
- `ShaderBase<ShaderT>& shader`
- **Empty parameter lists**: use `()` for default constructors, e.g., `Color() {}`.
- **Spacing around operators**: use spaces around binary operators for readability (`x + y` instead of `x+y`).
- **Explicit `return;` at end of void functions**: Acceptable, but not required.
- **Comments**: use `//` for both inline and block-style comments. Keep them informal and focused on intent or known issues.
## 4. Includes
Include order within a file:
1. `#pragma once`
2. C/C++ standard headers (`<stdint.h>`, `<stdio.h>`, `<algorithm>`)
3. Project implementation files via relative paths (`"../datatypes.cpp"`, `"../buffer.cpp"`)
External C library headers (e.g., `"waymini/waymini.h"`) are included where needed.
## 5. Code Patterns
- **Composition over inheritance**: primitives hold data; shaders are passed into `draw()`.
- **CRTP for shaders**: `ShaderBase<ShaderT>` uses the Curiously Recurring Template Pattern for static polymorphism.
- **Template `draw` methods**: every primitive's `draw()` is templated on `ShaderT` and takes `(Buffer buffer, ShaderBase<ShaderT>& shader)`.
- **Manual memory management**: `new uint8_t[...]` in `Buffer`; no smart pointers.
- **C-style casts**: `(uint16_t)x`, `(uint8_t*)ptr`.
- **Bounds checks**: primitives guard `draw()` with `if (x > buffer.width || y > buffer.height) {return;};`.
- **Unused parameter suppression**: use `(void)param;` to silence warnings.
## 6. C++ Feature Usage
### Used
- Classes and structs
- Namespaces
- Templates (`template <class ShaderT>`)
- CRTP (Curiously Recurring Template Pattern)
- Function overloading (constructors)
- References
- C-style casts
- `new` / `new[]` for dynamic allocation
- Raw pointers
- Stack-allocated arrays
- C standard headers (`<stdint.h>`, `<stdio.h>`, `<stdlib.h>`, `<string.h>`, `<time.h>`, `<algorithm>`)
### Not Used but Allowed
- Smart pointers (`std::unique_ptr`, `std::shared_ptr`)
- Standard containers (`std::vector`, `std::array`, etc.)
- `enum class`
- Exceptions
- `std::string`
- `std::chrono`
- `std::function`
### Not Used
The following features are intentionally not used. This keeps the codebase small, predictable, and easy to reason about.
- `auto`
- Range-based `for` loops
- `nullptr`
- Lambda expressions
- `constexpr` / `consteval`
- `using` type aliases
- Move semantics / rvalue references
- Default member initializers
- Delegating constructors
- `override` / `final`
- Named casts (`static_cast`, `reinterpret_cast`, etc.)
- Structured bindings
- Concepts / `requires` (C++20)
- Virtual functions / runtime polymorphism / abstract base classes
- Operator overloading
- RTTI / `dynamic_cast` / `typeid`
- `<iostream>` (use C-style `printf`/`fflush`)
## 7. Build System
- **Makefile-based**.
- C library (`waymini`) compiled with `gcc`.
- Main example compiled with `g++`.
- Flags: `-Wall -Wextra -O3`, plus Wayland client flags from `pkg-config`.
## 8. Known Inconsistencies and Recommendations
The codebase currently has a few inconsistencies. The following recommendations aim to improve readability without adding complexity:
- **Indentation consistency**: some blocks are not aligned (e.g., `line.cpp` inner loop). Keep all indentation strictly at 2 spaces per level.
- **Spacing consistency**: standardize on spaces around binary operators and after commas.
- **Include consistency**: some primitives include `../shaders/shaders.h` while `rectangle.cpp` also includes `../shaders/shaderbase.cpp` directly. Prefer the aggregator `shaders.h` everywhere.
- **`return;` at end of void functions**: acceptable, but can be omitted when it adds no clarity.
- **Bounds check style**: the pattern `if (...) {return;};` has a redundant semicolon. Prefer `if (...) { return; }`.
---
This guide should evolve with the project. When in doubt, favor simplicity and consistency with the existing code.
+12 -2
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@@ -1,5 +1,15 @@
[ ] write a monolithic header file
[x] write a monolithic header file
[x] refactor example code using composition
[x] remove draw class entirely
[x] create shader classes with polymorphism
[ ] optimize shader/primative performance (repeat myself!)
[x] optimize shader/primative performance (repeat myself!)
[x] finish implementing gradient shaders to primatives
[x] implement buffer shader
[ ] implement more primatives
[ ] fix off by one with buffer shader (and probably certain primatives)
[ ] fix memory leak and arrays in stack issue
[ ] fix shader offset limitations and headache
[ ] maybe add blitter primative?
[ ] support for lower color depths
[ ] support for transparency
[ ] 15bpp + dither "shader"
+2 -3
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@@ -4,15 +4,14 @@
#include "datatypes.cpp"
#include "helpers.cpp"
#include "shader.cpp"
// #include "shader.cpp"
namespace UwU {
// Buffer object - can be a wayland surface or a virtual buffer
class Buffer {
public:
Buffer(uint16_t width, uint16_t height) {
uint8_t pixels[width * height * 4];
this->pixels = pixels;
this->pixels = new uint8_t[width * height * 4];
this->width = width;
this->height = height;
this->stride = width * 4;
+25 -24
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@@ -37,30 +37,30 @@ namespace UwU {
};
// Vec2 datatype for signed x, y coordinates
struct Vec2 {
Vec2(int16_t x, int16_t y) {
this->x = x;
this->y = y;
}
Vec2() {}
int16_t x;
int16_t y;
};
// struct Vec2 {
// Vec2(int16_t x, int16_t y) {
// this->x = x;
// this->y = y;
// }
// Vec2() {}
// int16_t x;
// int16_t y;
// };
// 2x2 matrix, Q15.16 signed fixed point
struct Matrix4 {
Matrix4(int32_t xx, int32_t xy, int32_t yx, int32_t yy) {
this->xx = xx;
this->xy = xy;
this->yx = yx;
this->yy = yy;
}
Matrix4() {}
int32_t xx; // x' = x*xx + y*xy
int32_t xy;
int32_t yx; // y' = x*yx + y*yy
int32_t yy;
};
// // 2x2 matrix, Q15.16 signed fixed point
// struct Matrix4 {
// Matrix4(int32_t xx, int32_t xy, int32_t yx, int32_t yy) {
// this->xx = xx;
// this->xy = xy;
// this->yx = yx;
// this->yy = yy;
// }
// Matrix4() {}
// int32_t xx; // x' = x*xx + y*xy
// int32_t xy;
// int32_t yx; // y' = x*yx + y*yy
// int32_t yy;
// };
// class Mapper {
// public:
@@ -74,7 +74,8 @@ namespace UwU {
enum ShaderType {
COLOR,
HGRADIENT,
VGRADIENT
VGRADIENT,
BUFFER
};
enum Direction {
BIN
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+57 -50
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@@ -7,18 +7,10 @@
#include <stdlib.h>
#include <string.h>
#include "datatypes.cpp"
#include "helpers.cpp"
#include "buffer.cpp"
#include "surface.cpp"
#include "primatives/line.cpp"
#include "primatives/point.cpp"
#include "primatives/rectangle.cpp"
#include "primatives/trapezoid.cpp"
#include "primatives/triangle.cpp"
#include "shader.cpp"
#include "uwugl.h"
#include <time.h>
#include "font.cpp"
static void onKey(void *user, uint32_t keycode, uint32_t state) {
if (keycode == 1) {
@@ -32,52 +24,67 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
int main(void) {
uint16_t w = 800, h = 480;
UwU::Shader fuchsia = UwU::Shader(UwU::Direction::H, 360, 600, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
UwU::Color green = UwU::Color(0x00ff00ff);
UwU::Color blue = UwU::Color(0x0000ff80);
// UwU::Color alpha = UwU::Color(0x00000000);
UwU::Surface surface = UwU::Surface(w, h, onKey);
// UwU::Buffer buffer = UwU::Buffer(surface.getWidth(), surface.getHeight());
// UwU::Color fuchsia = UwU::Color(0xb00b69ff);
UwU::Color red = UwU::Color(0xff0000ff);
UwU::Color green = UwU::Color(0x00ff00ff);
UwU::Color blue = UwU::Color(0x0000ffff);
// UwU::ColorTexture fuchsia = UwU::ColorTexture(UwU::Color(0xb00b69ff));
UwU::HGradientTexture bisexual = UwU::HGradientTexture(180, red, blue);
UwU::OffsetMapper offsetMapper = UwU::OffsetMapper();
UwU::Tilemap myTilemap = UwU::Tilemap();
myTilemap.tilemap[0] = 0x0000;
myTilemap.tilemap[1] = 0x0001;
myTilemap.tilemap[2] = 0x0000;
myTilemap.tilemap[3] = 0x0002;
myTilemap.tilemap[4] = 0x0003;
UwU::Buffer fontBuffer = font();
UwU::TilemapTexture textMap = UwU::TilemapTexture(myTilemap, fontBuffer);
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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);
rectangle.draw(surface.buffer, offsetMapper, textMap);
rectangle.draw(surface.buffer, red);
UwU::ColorTexture greenTexture = UwU::ColorTexture(green);
UwU::NullMapper nullMapper = UwU::NullMapper();
UwU::Point point = UwU::Point(187, 37);
point.draw(surface.buffer, nullMapper, greenTexture);
// Benchmarking
struct timespec start, end;
const int WARMUP = 100;
const int BATCH = 1000;
const int SAMPLES = 10;
UwU::ColorTexture blueTexture = UwU::ColorTexture(blue);
UwU::Trapezoid trapezoid = UwU::Trapezoid(100, 300, 690, 320, 720, 780);
trapezoid.draw(surface.buffer, nullMapper, blueTexture);
for (int i = 0; i < WARMUP; i++) {
trapezoid.draw(surface.buffer, fuchsia);
}
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);
}
clock_gettime(CLOCK_MONOTONIC, &end);
times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
}
long timeAvg = 0;
for (int i = 0; i < SAMPLES; i++) {
timeAvg += times[i];
}
timeAvg /= SAMPLES;
timeAvg /= BATCH;
printf("Elapsed: %ld ns\n", timeAvg);
UwU::ColorTexture redTexture = UwU::ColorTexture(red);
UwU::Triangle triangle = UwU::Triangle(140, 140, 60, 400, 240, 240);
triangle.draw(surface.buffer, offsetMapper, bisexual);
triangle.draw(surface.buffer, fuchsia);
// // Benchmarking
// struct timespec start, end;
// const int WARMUP = 100;
// const int BATCH = 1000;
// const int SAMPLES = 10;
// for (int i = 0; i < WARMUP; i++) {
// 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++) {
// 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);
// }
// long timeAvg = 0;
// for (int i = 0; i < SAMPLES; i++) {
// timeAvg += times[i];
// }
// timeAvg /= SAMPLES;
// timeAvg /= BATCH;
// printf("Elapsed: %ld ns\n", timeAvg);
point.draw(surface.buffer, green);
UwU::Line lines[8] {
UwU::Line(300, 100, 250, 469),
@@ -91,7 +98,7 @@ int main(void) {
};
for (uint16_t i = 0; i < 8; i++) {
lines[i].draw(surface.buffer, green);
lines[i].draw(surface.buffer, nullMapper, blueTexture);
}
+44
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@@ -0,0 +1,44 @@
#pragma once
#include <stdint.h>
#include "buffer.cpp"
UwU::Buffer font() {
const uint32_t fontInt[9] = {
0xcc003f00,
0xcc004300,
0xcf33c300,
0xcf33c300,
0xcf33df00,
0xcf33cf00,
0xcf33cf00,
0xcf33cf00,
0x7ffeffe0
};
UwU::Buffer font = UwU::Buffer(32, 9);
uint32_t t;
uint32_t b;
for (uint16_t y = 0; y < 9; y++) {
t = fontInt[y];
for (uint16_t x = 0; x < 32; x++) {
b = t & 0x80000000;
if (b == 0x80000000) {
font.pixels[(y * 128) + (x * 4) + 0] = 0xff;
font.pixels[(y * 128) + (x * 4) + 1] = 0xff;
font.pixels[(y * 128) + (x * 4) + 2] = 0xff;
font.pixels[(y * 128) + (x * 4) + 3] = 0xff;
} else {
font.pixels[(y * 128) + (x * 4) + 0] = 0x00;
font.pixels[(y * 128) + (x * 4) + 1] = 0x00;
font.pixels[(y * 128) + (x * 4) + 2] = 0x00;
font.pixels[(y * 128) + (x * 4) + 3] = 0x00;
}
t = t << 1;
}
}
return font;
}
+4
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@@ -90,5 +90,9 @@ namespace UwU {
}
return;
}
// plot a 90 degree arc
static void fastArc(uint16_t radius, uint16_t* LUT) {
}
};
}
+16
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@@ -0,0 +1,16 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
namespace UwU {
template <class MapperT>
class MapperBase {
public:
Coord2 map(uint16_t x0, uint16_t y0, uint16_t x, uint16_t y) {
return static_cast<MapperT*>(this)->map(x0, y0, x, y);
}
};
}
+4
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@@ -0,0 +1,4 @@
#include "mapperbase.cpp"
#include "nullmapper.cpp"
#include "offsetmapper.cpp"
// #include "tilemapper.cpp"
+20
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@@ -0,0 +1,20 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "mapperbase.cpp"
namespace UwU {
class NullMapper : public MapperBase<NullMapper> {
public:
NullMapper() {}
Coord2 map(uint16_t x0, uint16_t y0, uint16_t x, uint16_t y) {
(void)x0;
(void)y0;
return Coord2(x, y);
}
};
}
+20
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@@ -0,0 +1,20 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "mapperbase.cpp"
namespace UwU {
class OffsetMapper : public MapperBase<OffsetMapper> {
public:
OffsetMapper() {}
Coord2 map(uint16_t x0, uint16_t y0, uint16_t x, uint16_t y) {
uint16_t u = x -x0;
uint16_t v = y -y0;
return Coord2(u, v);
}
};
}
+24 -11
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@@ -5,13 +5,16 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../mappers/mappers.h"
#include "../textures/textures.h"
namespace UwU {
// line
class Line {
private:
// plot lines if m <= 1
void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, Color color) {
template <class MapperT, class TextureT>
void lineLow(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
int16_t dx = ix1 - ix0;
int16_t dy = iy1 - iy0;
int16_t yi = 1;
@@ -21,8 +24,12 @@ namespace UwU {
}
int16_t d = (2 * dy) - dx;
int16_t y = iy0;
Coord2 uv;
for (int16_t x = ix0; x < ix1; x++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, color);
uv = mapper.map(ix0, iy0, x, y);
buffer.drawPixel((uint16_t)x, (uint16_t)y, texture.texel(uv.x, uv.y));
if (d > 0) {
y += yi;
d += (2 * (dy - dx));
@@ -34,7 +41,8 @@ namespace UwU {
}
// plot lines if m >1
void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, Color color) {
template <class MapperT, class TextureT>
void lineHigh(int16_t ix0, int16_t iy0, int16_t ix1, int16_t iy1, Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
int16_t dx = ix1 - ix0;
int16_t dy = iy1 - iy0;
int16_t xi = 1;
@@ -44,16 +52,20 @@ namespace UwU {
}
int16_t d = (2 * dx) - dy;
int16_t x = ix0;
Coord2 uv;
for (int16_t y = iy0; y < iy1; y++) {
buffer.drawPixel((uint16_t)x, (uint16_t)y, color);
uv = mapper.map(ix0, iy0, x, y);
buffer.drawPixel((uint16_t)x, (uint16_t)y, texture.texel(uv.x, uv.y));
if (d > 0) {
x += xi;
d += (2 * (dx - dy));
} else {
d += (2 * dx);
}
}
return;
}
return;
}
public:
@@ -70,7 +82,8 @@ namespace UwU {
uint16_t y1;
// Uses Bresenham's line algorithm to draw line of any slope
void draw (Buffer buffer, Color color) {
template <class MapperT, class TextureT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
int16_t ix0 = x0;
int16_t iy0 = y0;
@@ -78,15 +91,15 @@ namespace UwU {
int16_t iy1 = y1;
if (abs(iy1 - iy0) < abs(ix1 - ix0)) {
if (ix0 > ix1) {
lineLow(ix1, iy1, ix0, iy0, buffer, color);
lineLow(ix1, iy1, ix0, iy0, buffer, mapper, texture);
} else {
lineLow(ix0, iy0, ix1, iy1, buffer, color);
lineLow(ix0, iy0, ix1, iy1, buffer, mapper, texture);
}
} else {
if (iy0 > iy1) {
lineHigh(ix1, iy1, ix0, iy0, buffer, color);
lineHigh(ix1, iy1, ix0, iy0, buffer, mapper, texture);
} else {
lineHigh(ix0, iy0, ix1, iy1, buffer, color);
lineHigh(ix0, iy0, ix1, iy1, buffer, mapper, texture);
}
}
return;
+7 -13
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@@ -5,6 +5,8 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../mappers/mappers.h"
#include "../textures/textures.h"
namespace UwU {
// point
@@ -18,20 +20,12 @@ namespace UwU {
uint16_t x;
uint16_t y;
// Draw a rectangle
void draw (Buffer buffer, Shader shader) {
// Draw a point
template <class MapperT, class TextureT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
if (x > buffer.width || y > buffer.height) {return;};
if (shader.shaderType == COLOR) {
buffer.drawPixel(x, y, shader.c0);
return;
} else if (shader.shaderType == HGRADIENT) {
buffer.drawPixel(x, y, ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x));
return;
} else if (shader.shaderType == VGRADIENT) {
buffer.drawPixel(x, y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y));
return;
}
Coord2 uv = mapper.map(x, y, x, y);
buffer.drawPixel(x, y, texture.texel(uv.x, uv.y));
return;
}
};
+5
View File
@@ -0,0 +1,5 @@
#include "point.cpp"
#include "line.cpp"
#include "rectangle.cpp"
#include "trapezoid.cpp"
#include "triangle.cpp"
+10 -36
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@@ -5,7 +5,8 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shader.cpp"
#include "../mappers/mappers.h"
#include "../textures/textures.h"
namespace UwU {
// rectangle
@@ -24,43 +25,16 @@ namespace UwU {
uint16_t y1;
// Draw a rectangle
void draw (Buffer buffer, Shader shader) {
if (shader.shaderType == COLOR) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
buffer.drawPixel(x, y, shader.c0);
}
template <class MapperT, class TextureT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
for (uint16_t y = y0; y <= y1; y++) {
for (uint16_t x = x0; x <= x1; x++) {
Coord2 uv = mapper.map(x0, y0, x, y);
buffer.drawPixel(x, y, texture.texel(uv.x, uv.y));
}
return;
} else if (shader.shaderType == HGRADIENT) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
// Precompute gradient LUT
Color cols[x1 - x0];
for (uint16_t x = x0; x < x1; x++) {
cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
}
for (uint16_t y = y0; y < y1; y++) {
for (uint16_t x = x0; x < x1; x++) {
buffer.drawPixel(x, y, cols[x - x0]);
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
for (uint16_t y = y0; y < y1; y++) {
Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y);
for (uint16_t x = x0; x < x1; x++) {
buffer.drawPixel(x, y, c);
}
}
return;
}
return;
}
};
}
+10 -37
View File
@@ -6,7 +6,8 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../shader.cpp"
#include "../mappers/mappers.h"
#include "../textures/textures.h"
namespace UwU {
// trapezoid (horizontally constrained)
@@ -30,50 +31,22 @@ namespace UwU {
// Draw a horizontally bounded trapezoid
// y1 >= y0
void draw (Buffer buffer, Shader shader) {
template <class MapperT, class TextureT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
uint16_t height = 1 + y1 - y0;
int16_t LeftBound[height];
int16_t RightBound[height];
Helpers::bresenham(0, xl0, y1 - y0, xl1, LeftBound);
Helpers::bresenham(0, xr0, y1 - y0, xr1, RightBound);
uint16_t x0 = std::min(xl0, xl1);
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);
}
for (uint16_t i = 0; i < height; i++) {
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
Coord2 uv = mapper.map(x0, y0, x, i + y0);
buffer.drawPixel(x, i + y0, texture.texel(uv.x, uv.y));
}
return;
} else if (shader.shaderType == HGRADIENT) {
// find left-right boundaries
uint16_t leftmost = std::min(xl0, xl1);
uint16_t rightmost = std::max(xr0, 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;
}
+19 -64
View File
@@ -6,6 +6,8 @@
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "../mappers/mappers.h"
#include "../textures/textures.h"
namespace UwU {
class Triangle {
@@ -29,7 +31,8 @@ namespace UwU {
uint16_t y2;
// Draw a triangle
void draw (Buffer buffer, Shader shader) {
template <class MapperT, class TextureT>
void draw (Buffer buffer, MapperBase<MapperT>& mapper, TextureBase<TextureT>& texture) {
uint16_t topX, topY, midX, midY, btmX, btmY;
// Find top, middle and bottom points of triangle
if (y0 <= y1 && y0 <= y2) {
@@ -89,73 +92,25 @@ namespace UwU {
Helpers::bresenham(0, topX, midY - topY, midX, splitBound);
Helpers::bresenham(midY - topY, midX, height - 1, btmX, splitBound);
if (shader.shaderType == COLOR) {
// 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, shader.c0);
}
}
// 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, shader.c0);
}
Coord2 uv;
uint16_t leftX = std::min(topX, std::min(midX, btmX));
// 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++) {
uv = mapper.map(leftX, topY, x, i + (uint16_t)topY);
buffer.drawPixel(x, i + (uint16_t)topY, texture.texel(uv.x, uv.y));
}
}
return;
} else if (shader.shaderType == HGRADIENT) {
// find left and right bounds
uint16_t leftmost = std::min(x0, std::min(x1, x2));
uint16_t rightmost = std::max(x0, std::max(x1, x2));
// 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);
}
// 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, cols[x - leftmost]);
}
}
// 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, cols[x - leftmost]);
}
// 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++) {
uv = mapper.map(leftX, topY, x, i + (uint16_t)topY);
buffer.drawPixel(x, i + (uint16_t)topY, texture.texel(uv.x, uv.y));
}
}
return;
} else if (shader.shaderType == VGRADIENT) {
Color c;
// Left-handed triangle case (midpoint is left of triangle)
if ((int16_t)midX < longBound[midY - topY]) {
for (uint16_t i = 0; i < height; i++) {
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY);
for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, c);
}
}
// Right-handed triangle case (midpoint is right of triangle)
} else {
for (uint16_t i = 0; i < height; i++) {
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY);
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
buffer.drawPixel(x, i + (uint16_t)topY, c);
}
}
}
return;
}
return;
}
-59
View File
@@ -1,59 +0,0 @@
#pragma once
#include <stdint.h>
#include "datatypes.cpp"
#include "helpers.cpp"
#include "buffer.cpp"
namespace UwU {
// shader prototype
class Shader {
public:
//COLOR Shader
Shader(Color color) {
this->shaderType = COLOR;
this->c0 = color;
}
//HGRADIENT or VGRADIENT shader
Shader(Direction direction, uint16_t uv0, uint16_t uv1, Color c0, Color c1) {
this->c0 = c0;
this->c1 = c1;
switch (direction) {
case H:
shaderType = HGRADIENT;
this->u0 = uv0;
this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
break;
case V:
shaderType = VGRADIENT;
this->v0 = uv0;
this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
break;
}
}
// BUFFER shader
// Shader(uint16_t u, uint16_t v, Buffer buffer) {
// this->shaderType = BUFFER;
// this->u0 = u;
// this->v0 = v;
// }
ShaderType shaderType;
uint16_t u0;
uint16_t v0;
Color c0;
Color c1;
uint32_t scale;
};
class ShaderMethods {
public:
static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t uv) {
uint32_t t = (((uint32_t)uv - (uint32_t)uv0) * scale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+17
View File
@@ -0,0 +1,17 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
namespace UwU {
template <class ShaderT>
class ShaderBase {
public:
Color shade(uint16_t x, uint16_t y) {
return static_cast<ShaderT*>(this)->shade(x, y);
}
};
}
+1
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@@ -0,0 +1 @@
#include "shaderbase.cpp"
+26
View File
@@ -0,0 +1,26 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "texturebase.cpp"
namespace UwU {
class BitmapTexture : public TextureBase<BitmapTexture> {
private:
Buffer buffer;
public:
BitmapTexture(Buffer buffer) {
this->buffer = buffer;
}
Color texel(uint16_t u, uint16_t v) {
uint32_t index = (v * buffer.stride) + (u * 4);
Color c = Color(buffer.pixels[index + 2], buffer.pixels[index + 1], buffer.pixels[index], buffer.pixels[index + 3]);
return c;
}
};
}
+26
View File
@@ -0,0 +1,26 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "texturebase.cpp"
namespace UwU {
class ColorTexture : public TextureBase<ColorTexture> {
private:
Color color;
public:
ColorTexture(Color color) {
this->color = color;
}
Color texel(uint16_t u, uint16_t v) {
(void)u;
(void)v;
return color;
}
};
}
+28
View File
@@ -0,0 +1,28 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "texturebase.cpp"
namespace UwU {
class GradientTexture : public TextureBase<GradientTexture> {
public:
GradientTexture(uint16_t width, Color c0, Color c1) {
this->uScale = 0xffffffff / (1 + (uint32_t)width);
this->c0 = c0;
this->c1 = c1;
}
uint32_t uScale;
Color c0;
Color c1;
Color texel(uint16_t u, uint16_t v) {
(void)v;
uint32_t t = (((uint32_t)u) * uScale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+28
View File
@@ -0,0 +1,28 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "texturebase.cpp"
namespace UwU {
class HGradientTexture : public TextureBase<HGradientTexture> {
public:
HGradientTexture(uint16_t width, Color c0, Color c1) {
this->uScale = 0xffffffff / (1 + (uint32_t)width);
this->c0 = c0;
this->c1 = c1;
}
uint32_t uScale;
Color c0;
Color c1;
Color texel(uint16_t u, uint16_t v) {
(void)v;
uint32_t t = (((uint32_t)u) * uScale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+17
View File
@@ -0,0 +1,17 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
namespace UwU {
template <class TextureT>
class TextureBase {
public:
Color texel(uint16_t u, uint16_t v) {
return static_cast<TextureT*>(this)->texel(u, v);
}
};
}
+7
View File
@@ -0,0 +1,7 @@
#include "texturebase.cpp"
#include "colortexture.cpp"
#include "bitmaptexture.cpp"
#include "tilemaptexture.cpp"
#include "hgradienttexture.cpp"
#include "vgradienttexture.cpp"
// #include "gradienttexture.cpp"
+30
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@@ -0,0 +1,30 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "texturebase.cpp"
#include "../tilemap.cpp"
namespace UwU {
class TilemapTexture : public TextureBase<TilemapTexture> {
private:
Buffer buffer;
Tilemap tilemap;
public:
TilemapTexture(Tilemap tilemap, Buffer buffer) {
this->buffer = buffer;
this->tilemap = tilemap;
}
Color texel(uint16_t u, uint16_t v) {
Coord2 bitmapUV = tilemap.map(u, v);
uint32_t index = (bitmapUV.y * buffer.stride) + (bitmapUV.x * 4);
Color c = Color(buffer.pixels[index + 2], buffer.pixels[index + 1], buffer.pixels[index], buffer.pixels[index + 3]);
return c;
}
};
}
+28
View File
@@ -0,0 +1,28 @@
#pragma once
#include <stdint.h>
#include "../datatypes.cpp"
#include "../helpers.cpp"
#include "../buffer.cpp"
#include "texturebase.cpp"
namespace UwU {
class VGradientTexture : public TextureBase<VGradientTexture> {
public:
VGradientTexture(uint16_t height, Color c0, Color c1) {
this->vScale = 0xffffffff / (1 + (uint32_t)height);
this->c0 = c0;
this->c1 = c1;
}
uint32_t vScale;
Color c0;
Color c1;
Color texel(uint16_t u, uint16_t v) {
(void)u;
uint32_t t = (((uint32_t)v) * vScale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
}
};
}
+28
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@@ -0,0 +1,28 @@
#pragma once
#include <stdint.h>
#include "datatypes.cpp"
#include "helpers.cpp"
namespace UwU {
class Tilemap {
public:
Tilemap() {
this->tilemap = new uint16_t[16384]; // the map of tile positions 128x128 8x8 tiles from a 512x512 bitmap space
}
uint16_t* tilemap;
Coord2 map(uint16_t u, uint16_t v) {
// returns uv coordinates that point to a specific pixel of a specific tile on a tilesheet buffer
uint16_t mapX = (u & 0x03f8) >> 3;
uint16_t mapY = (v & 0x03f8) << 4;
uint16_t tileIndex = tilemap[mapY + mapX];
uint16_t u1 = (tileIndex & 0x003f) << 3;
u1 += (u & 0x0007);
uint16_t v1 = (tileIndex & 0x0fc0) >> 3;
v1 += (v & 0x0007);
return Coord2(u1, v1);
}
};
}
+9
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@@ -0,0 +1,9 @@
#include "datatypes.cpp"
#include "helpers.cpp"
#include "buffer.cpp"
#include "surface.cpp"
#include "primatives/primatives.h"
#include "mappers/mappers.h"
#include "textures/textures.h"
#include "tilemap.cpp"
// #include "shaders/shaders.h"
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