Files
UwUGL/buffer.cpp
T

65 lines
2.2 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"
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) {
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] = b; // B
pixels[i + 1] = g; // G
pixels[i + 2] = r; // R
pixels[i + 3] = 0xff; // A
return;
}
void drawPixelShader(uint16_t x, uint16_t y, uint16_t u, uint16_t v, Shader& shader) {
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];
Color newColor = shader.color(u, v);
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] = b; // B
pixels[i + 1] = g; // G
pixels[i + 2] = r; // R
pixels[i + 3] = 0xff; // A
return;
}
};
}