Implement shaders (#1)
Reviewed-on: #1 * Start implementing shaders and move vector code to dedicated files * Extract shader into its own header * Ensure pixel coordinates are within bounds * Refactor shader code and implement fragment shaders * Create shaders * Reorganise code Co-authored-by: Abdelrahman <said.abdelrahman89@gmail.com> Co-committed-by: Abdelrahman <said.abdelrahman89@gmail.com>
This commit was merged in pull request #1.
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43
src/img/img.h
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43
src/img/img.h
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#ifndef IMG_H
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#define IMG_H
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#include "aliases.h"
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#include "mem_arena.h"
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#include <stdbool.h>
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#define BUF_TYPE(TYPE, NAME) \
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typedef struct NAME { \
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u64 width; \
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u64 height; \
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TYPE *buf; \
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} NAME
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typedef struct colour Colour;
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struct colour {
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u8 r;
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u8 g;
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u8 b;
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u8 a;
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};
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BUF_TYPE(void, Buffer);
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BUF_TYPE(Colour, Image);
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BUF_TYPE(f32, Depth);
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#define init_buffer(ARENA, BUF) \
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_init_buffer(ARENA, (Buffer *)BUF, sizeof(*((BUF)->buf)))
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#define get_pixel(TYPE, BUF, X, Y) \
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(*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, sizeof(*((BUF)->buf))))))
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#define set_pixel(BUF, X, Y, VAL_PTR) \
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_set_pixel((Buffer *)BUF, X, Y, VAL_PTR, sizeof(*((BUF)->buf)))
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#define clear_buffer(BUF, VAL_PTR) \
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_clear_buffer((Buffer *)BUF, VAL_PTR, sizeof(*((BUF)->buf)))
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bool _init_buffer(Arena *arena, Buffer *buffer, u64 base_size);
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u8 *_get_pixel(Buffer *buffer, u64 x, u64 y, u64 base_size);
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void _set_pixel(Buffer *buffer, u64 x, u64 y, void *value, u64 base_size);
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void _clear_buffer(Buffer *buffer, void *value, u64 base_size);
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void draw_line(Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour);
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void save_image(const Image *img, const char *filename);
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#endif // IMG_H
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