Files
UwUGL/example.cpp
T

153 lines
4.8 KiB
C++

// #pragma once
#include "waymini/waymini.h"
#include <stdint.h>
#include <stdio.h>
#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 <time.h>
#include "font.cpp"
static void onKey(void *user, uint32_t keycode, uint32_t state) {
if (keycode == 1) {
exit(1);
}
(void)user;
const char *label = state ? "down" : "up ";
printf("key %s: %u\n", label, keycode);
fflush(stdout);
}
int main(void) {
uint16_t w = 800, h = 480;
UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 0, 799, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 2, 349, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
UwU::Shader green = UwU::Shader(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(800, 480);
UwU::Shader gradientBuffer = UwU::Shader(69, 69, buffer);
UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
UwU::Rectangle bgRectangle = UwU::Rectangle(2, 2, 797, 477);
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);
// Window Header
UwU::Trapezoid trap0 = UwU::Trapezoid(0, 7, 7, 0, 792, 799);
UwU::Rectangle rect1 = UwU::Rectangle(0, 8, 799, 23);
UwU::Trapezoid trap2 = UwU::Trapezoid(24, 31, 0, 0, 71, 63);
UwU::Trapezoid trap3 = UwU::Trapezoid(24, 31, 727, 736, 799, 799);
// trap0.draw(surface.buffer, bisexual);
// rect1.draw(surface.buffer, bisexual);
// trap2.draw(surface.buffer, bisexual);
// trap3.draw(surface.buffer, bisexual);
// Window Body
UwU::Shader sU1 = UwU::Shader(8, 8, font());
UwU::Shader sw1 = UwU::Shader(10, 8, font());
UwU::Shader sU2 = UwU::Shader(28, 8, font());
UwU::Shader sG1 = UwU::Shader(20, 8, font());
UwU::Shader sL1 = UwU::Shader(22, 8, font());
UwU::Rectangle rU1 = UwU::Rectangle(8, 8, 13, 16);
UwU::Rectangle rw1 = UwU::Rectangle(16, 8, 25, 16);
UwU::Rectangle rU2 = UwU::Rectangle(28, 8, 33, 16);
UwU::Rectangle rG1 = UwU::Rectangle(36, 8, 41, 16);
UwU::Rectangle rL1 = UwU::Rectangle(44, 8, 48, 16);
rU1.draw(surface.buffer, sU1);
rw1.draw(surface.buffer, sw1);
rU2.draw(surface.buffer, sU2);
rG1.draw(surface.buffer, sG1);
rL1.draw(surface.buffer, sL1);
// Window Footer
UwU::Trapezoid trap5 = UwU::Trapezoid(440, 471, 712, 689, 799, 799);
UwU::Trapezoid trap6 = UwU::Trapezoid(472, 479, 0, 7, 799, 792);
trap5.draw(surface.buffer, bisexual);
trap6.draw(surface.buffer, bisexual);
// Window Buttons
UwU::Trapezoid trap7 = UwU::Trapezoid(448, 455, 728, 720, 791, 791);
UwU::Rectangle rect8 = UwU::Rectangle(720, 456, 791, 463);
UwU::Trapezoid trap9 = UwU::Trapezoid(464, 471, 720, 720, 791, 783);
trap7.draw(surface.buffer, fuchsia);
rect8.draw(surface.buffer, fuchsia);
trap9.draw(surface.buffer, fuchsia);
bgRectangle.draw(buffer, aqua);
// 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);
triangle.draw(surface.buffer, fuchsia);
trapezoid.draw(surface.buffer, red);
point.draw(surface.buffer, green);
UwU::Line lines[8] {
UwU::Line(300, 100, 250, 469),
UwU::Line(250, 100, 300, 469),
UwU::Line(300, 100, 469, 250),
UwU::Line(469, 100, 300, 250),
UwU::Line(100, 300, 250, 469),
UwU::Line(250, 300, 100, 469),
UwU::Line(100, 300, 469, 250),
UwU::Line(469, 300, 100, 250)
};
for (uint16_t i = 0; i < 8; i++) {
lines[i].draw(surface.buffer, bisexual);
}
surface.present();
while (!surface.shouldClose()) {}
surface.destroy();
return 0;
}