Files
UwUGL/buffer.cpp
T

69 lines
2.4 KiB
C++

#pragma once
#include <stdint.h>
#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;
// }
};
}