#pragma once #include #include "datatypes.cpp" #include "helpers.cpp" #include "shaders/shader.cpp" // #include "shaders/colorshader.cpp" // #include "shaders/gradientshader.cpp" // #include "shaders/hgradientshader.cpp" // #include "shaders/vgradientshader.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->width = width; this->height = height; this->stride = width * 4; } // Buffer(uint8_t* pixels, uint16_t width, uint16_t height, uint16_t stride) { // this->pixels = pixels; // this->width = width; // this->height = height; // this->stride = stride; // } Buffer() {} uint8_t* pixels; uint16_t width; uint16_t height; uint16_t stride; void drawPixel(Coord2 coord, Color color) { // if (color.a == 0) {return;} size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4; // uint8_t b0 = pixels[i + 0]; // uint8_t g0 = pixels[i + 1]; // uint8_t r0 = pixels[i + 2]; // uint8_t b = Helpers::lerp8(b0, color.b, color.a); // uint8_t g = Helpers::lerp8(g0, color.g, color.a); // uint8_t r = Helpers::lerp8(r0, color.r, color.a); pixels[i + 0] = color.b; // B pixels[i + 1] = color.g; // G pixels[i + 2] = color.r; // R pixels[i + 3] = 0xff; // A return; } // void drawPixelShader(uint16_t x, uint16_t y, Shader& shader) { // Color newColor = shader.color(x, y); // if (newColor.a == 0) {return;} // size_t i = (size_t)y * stride + (size_t)x * 4; // // uint8_t b0 = pixels[i + 0]; // // uint8_t g0 = pixels[i + 1]; // // uint8_t r0 = pixels[i + 2]; // // uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a); // // uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a); // // uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a); // pixels[i + 0] = newColor.b; // B // pixels[i + 1] = newColor.g; // G // pixels[i + 2] = newColor.r; // R // pixels[i + 3] = 0xff; // A // return; // } }; }