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+19
@@ -0,0 +1,19 @@
|
||||
shapes:
|
||||
triangles:
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||||
point
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||||
line
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||||
solid
|
||||
gradient
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||||
rectangle
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||||
solid
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||||
gradient
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||||
blitter (tilemaps)
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||||
triangle
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||||
solid
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||||
gradient
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perspective mapping (3D!!!)
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quad
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||||
solid
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||||
gradient (charts)
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blitter (isometric)
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affine mapping (sprite rotation and scaling)
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+127
@@ -0,0 +1,127 @@
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# UwUGL Styleguide
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|
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This document describes the coding conventions used in UwUGL, inferred from the existing codebase. It prioritizes readability and simplicity for a small graphics library.
|
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|
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---
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||||
|
||||
## 1. File Organization
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|
||||
- **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.
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- **No separate headers for internal modules**: Classes and structs are declared and defined directly in `.cpp` files.
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||||
- **Exception**: `shaders/shaders.h` is a small aggregator file that includes the shader `.cpp` files.
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||||
- **Directory layout**:
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||||
- `primatives/` — shape classes (`Line`, `Point`, `Rectangle`, `Trapezoid`, `Triangle`)
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||||
- `shaders/` — shader classes and base
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- `waymini/` — external Wayland helper library (C)
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||||
|
||||
## 2. Naming Conventions
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||||
|
||||
- **Namespace**: All library code lives in `namespace UwU`.
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||||
- **Classes / structs**: PascalCase (`Buffer`, `ColorShader`, `Rectangle`, `Helpers`).
|
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- **Functions / methods**: camelCase (`drawPixel`, `lerpColor`, `bresenham`, `shouldClose`).
|
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- **Member variables**: lowercase with no prefix (`pixels`, `width`, `x0`, `c`).
|
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- **Template parameters**: PascalCase ending in `T` (`ShaderT`).
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- **Enums**: PascalCase type name; UPPER_SNAKE_CASE values (`ShaderType`, `COLOR`, `HGRADIENT`, `VGRADIENT`).
|
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- **Constants in code**: prefer lowercase; UPPER_SNAKE_CASE may be used for local compile-time-ish constants in comments or test code.
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- **Filenames**: lowercase and descriptive (`buffer.cpp`, `colorshader.cpp`, `line.cpp`).
|
||||
|
||||
## 3. Formatting
|
||||
|
||||
- **Indentation**: 2 spaces.
|
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- **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:
|
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- `uint8_t* pixels`
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- `ShaderBase<ShaderT>& shader`
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- **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
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||||
|
||||
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"`)
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||||
|
||||
External C library headers (e.g., `"waymini/waymini.h"`) are included where needed.
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||||
|
||||
## 5. Code Patterns
|
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|
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- **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
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||||
|
||||
### 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.
|
||||
@@ -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
@@ -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
@@ -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 {
|
||||
|
||||
+57
-50
@@ -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, blue);
|
||||
// // 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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -90,5 +90,9 @@ namespace UwU {
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// plot a 90 degree arc
|
||||
static void fastArc(uint16_t radius, uint16_t* LUT) {
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
#include "mapperbase.cpp"
|
||||
#include "nullmapper.cpp"
|
||||
#include "offsetmapper.cpp"
|
||||
// #include "tilemapper.cpp"
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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
@@ -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;
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
#include "../datatypes.cpp"
|
||||
#include "../helpers.cpp"
|
||||
#include "../buffer.cpp"
|
||||
#include "../mappers/mappers.h"
|
||||
#include "../textures/textures.h"
|
||||
|
||||
namespace UwU {
|
||||
// point
|
||||
@@ -18,10 +20,12 @@ namespace UwU {
|
||||
uint16_t x;
|
||||
uint16_t y;
|
||||
|
||||
// Draw a rectangle
|
||||
void draw (Buffer buffer, Color color) {
|
||||
// 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;};
|
||||
buffer.drawPixel(x, y, color);
|
||||
Coord2 uv = mapper.map(x, y, x, y);
|
||||
buffer.drawPixel(x, y, texture.texel(uv.x, uv.y));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
#include "point.cpp"
|
||||
#include "line.cpp"
|
||||
#include "rectangle.cpp"
|
||||
#include "trapezoid.cpp"
|
||||
#include "triangle.cpp"
|
||||
+10
-36
@@ -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;
|
||||
}
|
||||
};
|
||||
}
|
||||
+11
-46
@@ -1,11 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include <algorithm>
|
||||
|
||||
#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)
|
||||
@@ -29,59 +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, rightmost;
|
||||
if (xl0 < xl1) {
|
||||
leftmost = xl0;
|
||||
} else {
|
||||
leftmost = xl1;
|
||||
}
|
||||
if (xr0 > xr1) {
|
||||
rightmost = xr0;
|
||||
} else {
|
||||
rightmost = xr1;
|
||||
}
|
||||
|
||||
// precompute gradient LUT
|
||||
Color cols[rightmost - leftmost];
|
||||
for (uint16_t x = leftmost; x < rightmost; x++) {
|
||||
cols[x - leftmost] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
|
||||
}
|
||||
|
||||
for (uint16_t i = 0; i < height; i++) {
|
||||
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
|
||||
buffer.drawPixel(x, i + y0, cols[x - leftmost]);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
||||
} else if (shader.shaderType == VGRADIENT) {
|
||||
Color c;
|
||||
for (uint16_t i = 0; i < height; i++) {
|
||||
c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + y0);
|
||||
for (uint16_t x = LeftBound[i]; x <= RightBound[i]; x++) {
|
||||
buffer.drawPixel(x, i + y0, c);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
+58
-65
@@ -1,15 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include <algorithm>
|
||||
|
||||
#include "../datatypes.cpp"
|
||||
#include "../helpers.cpp"
|
||||
#include "../buffer.cpp"
|
||||
#include "../mappers/mappers.h"
|
||||
#include "../textures/textures.h"
|
||||
|
||||
namespace UwU {
|
||||
class Triangle {
|
||||
private:
|
||||
|
||||
|
||||
public:
|
||||
Triangle(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint16_t x2, uint16_t y2) {
|
||||
@@ -29,93 +31,84 @@ namespace UwU {
|
||||
uint16_t y2;
|
||||
|
||||
// Draw a triangle
|
||||
void draw (Buffer buffer, Color color) {
|
||||
Coord2 top = Coord2();
|
||||
Coord2 mid = Coord2();
|
||||
Coord2 btm = Coord2();
|
||||
// cases: left-handed, right-handed
|
||||
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) {
|
||||
top.x = x0;
|
||||
top.y = y0;
|
||||
topX = x0;
|
||||
topY = y0;
|
||||
if (y1 < y2) {
|
||||
mid.x = x1;
|
||||
mid.y = y1;
|
||||
btm.x = x2;
|
||||
btm.y = y2;
|
||||
midX = x1;
|
||||
midY = y1;
|
||||
btmX = x2;
|
||||
btmY = y2;
|
||||
} else {
|
||||
mid.x = x2;
|
||||
mid.y = y2;
|
||||
btm.x = x1;
|
||||
btm.y = y1;
|
||||
midX = x2;
|
||||
midY = y2;
|
||||
btmX = x1;
|
||||
btmY = y1;
|
||||
}
|
||||
} else if (y1 <= y0 && y1 <= y2) {
|
||||
top.x = x1;
|
||||
top.y = y1;
|
||||
topX = x1;
|
||||
topY = y1;
|
||||
if (y0 < y2) {
|
||||
mid.x = x0;
|
||||
mid.y = y0;
|
||||
btm.x = x2;
|
||||
btm.y = y2;
|
||||
midX = x0;
|
||||
midY = y0;
|
||||
btmX = x2;
|
||||
btmY = y2;
|
||||
} else {
|
||||
mid.x = x2;
|
||||
mid.y = y2;
|
||||
btm.x = x0;
|
||||
btm.y = y0;
|
||||
midX = x2;
|
||||
midY = y2;
|
||||
btmX = x0;
|
||||
btmY = y0;
|
||||
}
|
||||
} else {
|
||||
top.x = x2;
|
||||
top.y = y2;
|
||||
topX = x2;
|
||||
topY = y2;
|
||||
if (y0 < y1) {
|
||||
mid.y = y0;
|
||||
mid.x = x0;
|
||||
btm.x = x1;
|
||||
btm.y = y1;
|
||||
midY = y0;
|
||||
midX = x0;
|
||||
btmX = x1;
|
||||
btmY = y1;
|
||||
} else {
|
||||
mid.x = x1;
|
||||
mid.y = y1;
|
||||
btm.x = x0;
|
||||
btm.y = y0;
|
||||
midX = x1;
|
||||
midY = y1;
|
||||
btmX = x0;
|
||||
btmY = y0;
|
||||
}
|
||||
}
|
||||
// printf("top: (%u, %u)\n", top.x, top.y);
|
||||
// printf("mid: (%u, %u)\n", mid.x, mid.y);
|
||||
// printf("btm: (%u, %u)\n", btm.x, btm.y);
|
||||
|
||||
|
||||
|
||||
uint16_t height = 1 + btm.y - top.y;
|
||||
uint16_t height = 1 + btmY - topY;
|
||||
int16_t longBound[height];
|
||||
int16_t splitBound[height];
|
||||
// int16_t rightBound[height];
|
||||
Helpers::bresenham(0, top.x, height - 1, btm.x, longBound);
|
||||
// printf("longBound\n");
|
||||
if ((int16_t)mid.x < longBound[mid.y - top.y]) {
|
||||
// left-handed triangle
|
||||
// printf("left-handed\n");
|
||||
// rightBound = longBound;
|
||||
Helpers::bresenham(0, top.x, mid.y - top.y, mid.x, splitBound);
|
||||
// printf("splitTop\n");
|
||||
Helpers::bresenham(mid.y - top.y, mid.x, height - 1, btm.x, splitBound);
|
||||
// printf("splitBtm\n");
|
||||
// for (uint16_t i = 0; i < height; i++) {
|
||||
// printf("(%u, %u)\n", i, splitBound[i]);
|
||||
// }
|
||||
|
||||
// Calculate LUT for longest vertical line (from top to bottom)
|
||||
Helpers::bresenham(0, topX, height - 1, btmX, longBound);
|
||||
|
||||
// Calculate LUT for short two lines
|
||||
Helpers::bresenham(0, topX, midY - topY, midX, splitBound);
|
||||
Helpers::bresenham(midY - topY, midX, height - 1, btmX, splitBound);
|
||||
|
||||
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++) {
|
||||
// Helpers::putPixel(buffer, x, i + (uint32_t)top.y, color.r, color.g, color.b, color.a);
|
||||
buffer.drawPixel(x, i + (uint16_t)top.y, color);
|
||||
uv = mapper.map(leftX, topY, x, i + (uint16_t)topY);
|
||||
buffer.drawPixel(x, i + (uint16_t)topY, texture.texel(uv.x, uv.y));
|
||||
}
|
||||
}
|
||||
// Right-handed triangle case (midpoint is right of triangle)
|
||||
} else {
|
||||
// right-handed triangle
|
||||
// printf("right-handed\n");
|
||||
// leftBound = longBound;
|
||||
Helpers::bresenham(0, top.x, mid.y - top.y, mid.x, splitBound);
|
||||
// printf("splitTop\n");
|
||||
Helpers::bresenham(mid.y - top.y, mid.x, height - 1, btm.x, splitBound);
|
||||
// printf("splitBtm\n");
|
||||
for (uint16_t i = 0; i < height; i++) {
|
||||
for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
|
||||
// Helpers::putPixel(buffer, x, i + (uint32_t)top.y, color.r, color.g, color.b, color.a);
|
||||
buffer.drawPixel(x, i + (uint16_t)top.y, color);
|
||||
uv = mapper.map(leftX, topY, x, i + (uint16_t)topY);
|
||||
buffer.drawPixel(x, i + (uint16_t)topY, texture.texel(uv.x, uv.y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
-59
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
#include "shaderbase.cpp"
|
||||
@@ -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;
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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"
|
||||
@@ -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;
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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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Reference in New Issue
Block a user