Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 0f0e352fca | |||
| 444143ced9 |
@@ -1,4 +1,4 @@
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[ ] write a monolithic header file
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[x] write a monolithic header file
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[x] refactor example code using composition
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[x] remove draw class entirely
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[x] create shader classes with polymorphism
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+57
-111
@@ -7,21 +7,22 @@
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#include <stdlib.h>
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#include <string.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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#include "surface.cpp"
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#include "primatives/line.cpp"
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#include "primatives/point.cpp"
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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 "datatypes.cpp"
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// #include "helpers.cpp"
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// #include "buffer.cpp"
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// #include "surface.cpp"
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// #include "primatives/line.cpp"
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// #include "primatives/point.cpp"
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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 "uwugl.h"
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#include <time.h>
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#include "font.cpp"
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static void onKey(void *user, uint32_t keycode, uint32_t state) {
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if (keycode == 1) {
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exit(1);
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@@ -34,113 +35,58 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
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int main(void) {
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uint16_t w = 800, h = 480;
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
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UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 0, 799, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 2, 349, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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UwU::Shader green = UwU::Shader(UwU::Color(0x00ff00ff));
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UwU::Color blue = UwU::Color(0x0000ff80);
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// UwU::Color alpha = UwU::Color(0x00000000);
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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UwU::Buffer buffer = UwU::Buffer(800, 480);
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UwU::Shader gradientBuffer = UwU::Shader(69, 69, buffer);
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UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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UwU::Rectangle bgRectangle = UwU::Rectangle(2, 2, 797, 477);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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UwU::Point point = UwU::Point(387, 43);
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rectangle.draw(surface.buffer, fuchsia);
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// Window Header
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UwU::Trapezoid trap0 = UwU::Trapezoid(0, 7, 7, 0, 792, 799);
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UwU::Rectangle rect1 = UwU::Rectangle(0, 8, 799, 23);
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UwU::Trapezoid trap2 = UwU::Trapezoid(24, 31, 0, 0, 71, 63);
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UwU::Trapezoid trap3 = UwU::Trapezoid(24, 31, 727, 736, 799, 799);
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// trap0.draw(surface.buffer, bisexual);
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// rect1.draw(surface.buffer, bisexual);
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// trap2.draw(surface.buffer, bisexual);
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// trap3.draw(surface.buffer, bisexual);
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// Window Body
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UwU::Shader sU1 = UwU::Shader(8, 8, font());
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UwU::Shader sw1 = UwU::Shader(10, 8, font());
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UwU::Shader sU2 = UwU::Shader(28, 8, font());
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UwU::Shader sG1 = UwU::Shader(20, 8, font());
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UwU::Shader sL1 = UwU::Shader(22, 8, font());
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UwU::Rectangle rU1 = UwU::Rectangle(8, 8, 13, 16);
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UwU::Rectangle rw1 = UwU::Rectangle(16, 8, 25, 16);
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UwU::Rectangle rU2 = UwU::Rectangle(28, 8, 33, 16);
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UwU::Rectangle rG1 = UwU::Rectangle(36, 8, 41, 16);
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UwU::Rectangle rL1 = UwU::Rectangle(44, 8, 48, 16);
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rU1.draw(surface.buffer, sU1);
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rw1.draw(surface.buffer, sw1);
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rU2.draw(surface.buffer, sU2);
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rG1.draw(surface.buffer, sG1);
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rL1.draw(surface.buffer, sL1);
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// Window Footer
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UwU::Trapezoid trap5 = UwU::Trapezoid(440, 471, 712, 689, 799, 799);
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UwU::Trapezoid trap6 = UwU::Trapezoid(472, 479, 0, 7, 799, 792);
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trap5.draw(surface.buffer, bisexual);
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trap6.draw(surface.buffer, bisexual);
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// Window Buttons
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UwU::Trapezoid trap7 = UwU::Trapezoid(448, 455, 728, 720, 791, 791);
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UwU::Rectangle rect8 = UwU::Rectangle(720, 456, 791, 463);
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UwU::Trapezoid trap9 = UwU::Trapezoid(464, 471, 720, 720, 791, 783);
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trap7.draw(surface.buffer, fuchsia);
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rect8.draw(surface.buffer, fuchsia);
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trap9.draw(surface.buffer, fuchsia);
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bgRectangle.draw(buffer, aqua);
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// Benchmarking
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struct timespec start, end;
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const int WARMUP = 100;
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const int BATCH = 1000;
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const int SAMPLES = 10;
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for (int i = 0; i < WARMUP; i++) {
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rectangle.draw(surface.buffer, gradientBuffer);
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}
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long times[SAMPLES];
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for (int s = 0; s < SAMPLES; s++) {
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clock_gettime(CLOCK_MONOTONIC, &start);
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for (int i = 0; i < BATCH; i++) {
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rectangle.draw(surface.buffer, gradientBuffer);
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}
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clock_gettime(CLOCK_MONOTONIC, &end);
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times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
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}
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long timeAvg = 0;
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for (int i = 0; i < SAMPLES; i++) {
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timeAvg += times[i];
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}
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timeAvg /= SAMPLES;
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timeAvg /= BATCH;
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printf("Elapsed: %ld ns\n", timeAvg);
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triangle.draw(surface.buffer, fuchsia);
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trapezoid.draw(surface.buffer, red);
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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::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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// // Benchmarking
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// struct timespec start, end;
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// const int WARMUP = 100;
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// const int BATCH = 1000;
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// const int SAMPLES = 10;
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// for (int i = 0; i < WARMUP; i++) {
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// rectangle.draw(surface.buffer, gradientBuffer);
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// }
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// long times[SAMPLES];
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// for (int s = 0; s < SAMPLES; s++) {
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// clock_gettime(CLOCK_MONOTONIC, &start);
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// for (int i = 0; i < BATCH; i++) {
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// rectangle.draw(surface.buffer, gradientBuffer);
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// }
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// clock_gettime(CLOCK_MONOTONIC, &end);
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// times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec);
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// }
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// long timeAvg = 0;
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// for (int i = 0; i < SAMPLES; i++) {
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// timeAvg += times[i];
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// }
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// timeAvg /= SAMPLES;
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// timeAvg /= BATCH;
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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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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, bisexual);
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// }
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surface.present();
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+5
-16
@@ -5,7 +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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#include "../shaders/shaders.h"
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namespace UwU {
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// point
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@@ -19,22 +19,11 @@ namespace UwU {
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uint16_t x;
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uint16_t y;
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// Draw a rectangle
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void draw (Buffer buffer, Shader shader) {
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// Draw a point
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template <class ShaderT>
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void draw (Buffer buffer, ShaderBase<ShaderT>& shader) {
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if (x > buffer.width || y > buffer.height) {return;};
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if (shader.shaderType == COLOR) {
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buffer.drawPixel(x, y, shader.c0);
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return;
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} else if (shader.shaderType == HGRADIENT) {
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buffer.drawPixel(x, y, ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x));
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return;
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} else if (shader.shaderType == VGRADIENT) {
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buffer.drawPixel(x, y, ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y));
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return;
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} else if (shader.shaderType == BUFFER) {
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buffer.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
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}
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buffer.drawPixel(x, y, shader.shade(x, y));
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return;
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}
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};
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@@ -5,7 +5,8 @@
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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/shaderbase.cpp"
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#include "../shaders/shaders.h"
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namespace UwU {
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// rectangle
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@@ -24,47 +25,13 @@ namespace UwU {
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uint16_t y1;
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// Draw a rectangle
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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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if (shader.shaderType == COLOR) {
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for (uint16_t y = y0; y <= y1; y++) {
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for (uint16_t x = x0; x <= x1; x++) {
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buffer.drawPixel(x, y, 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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// Precompute gradient LUT
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Color cols[x1 - x0];
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for (uint16_t y = y0; y <= y1; y++) {
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for (uint16_t x = x0; x <= x1; x++) {
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cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
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buffer.drawPixel(x, y, shader.shade(x, y));
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}
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for (uint16_t y = y0; y <= y1; y++) {
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for (uint16_t x = x0; x <= x1; x++) {
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buffer.drawPixel(x, y, cols[x - x0]);
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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 (uint16_t y = y0; y <= y1; y++) {
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Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y);
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for (uint16_t x = x0; x <= x1; x++) {
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buffer.drawPixel(x, y, 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 y = y0; y <= y1; y++) {
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for (uint16_t x = x0; x <= x1; x++) {
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buffer.drawPixel(x, y, ShaderMethods::buffer(shader.u0, shader.v0, shader.buffer, x, y));
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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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@@ -16,6 +16,8 @@ namespace UwU {
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Color c;
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Color shade(uint16_t x, uint16_t y) {
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(void)x;
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(void)y;
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return c;
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}
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};
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@@ -0,0 +1,29 @@
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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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#include "shaderbase.cpp"
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namespace UwU {
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class HGradienthader : 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->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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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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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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};
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}
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@@ -7,11 +7,11 @@
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#include "../buffer.cpp"
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namespace UwU {
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template <typename Derived>
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template <class ShaderT>
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class ShaderBase {
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public:
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Color shade(uint16_t x, uint16_t y) {
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return static_cast<Derived*>(this)->shade(x, y);
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return static_cast<ShaderT*>(this)->shade(x, y);
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}
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};
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}
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@@ -0,0 +1,4 @@
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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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@@ -0,0 +1,29 @@
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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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#include "shaderbase.cpp"
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namespace UwU {
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class VGradienthader : 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->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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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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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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};
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}
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@@ -0,0 +1,10 @@
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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 "surface.cpp"
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#include "primatives/line.cpp"
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#include "primatives/point.cpp"
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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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Reference in New Issue
Block a user