agg-rust 1.0.2

Pure Rust port of Anti-Grain Geometry (AGG) 2.6 - high quality 2D vector graphics rendering
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
//! RGBA Gouraud shading span generator.
//!
//! Port of `agg_span_gouraud_rgba.h` — interpolates RGBA colors across a
//! triangle using DDA-based scanline interpolation.

use crate::basics::{iround, VertexSource};
use crate::color::Rgba8;
use crate::dda_line::DdaLineInterpolator;
use crate::math::cross_product;
use crate::renderer_scanline::SpanGenerator;
use crate::span_gouraud::{CoordType, SpanGouraud};

const SUBPIXEL_SHIFT: i32 = 4;
const SUBPIXEL_SCALE: i32 = 1 << SUBPIXEL_SHIFT;

// ============================================================================
// RgbaCalc — per-edge color/position interpolator
// ============================================================================

/// Per-edge interpolation state for Gouraud shading.
///
/// Computes color and x-position at a given scanline y by linearly
/// interpolating between two triangle vertices.
///
/// Port of C++ `span_gouraud_rgba::rgba_calc`.
struct RgbaCalc {
    x1: f64,
    y1: f64,
    dx: f64,
    inv_dy: f64,
    r1: i32,
    g1: i32,
    b1: i32,
    a1: i32,
    dr: i32,
    dg: i32,
    db: i32,
    da: i32,
    r: i32,
    g: i32,
    b: i32,
    a: i32,
    x: i32,
}

impl RgbaCalc {
    fn new() -> Self {
        Self {
            x1: 0.0,
            y1: 0.0,
            dx: 0.0,
            inv_dy: 0.0,
            r1: 0,
            g1: 0,
            b1: 0,
            a1: 0,
            dr: 0,
            dg: 0,
            db: 0,
            da: 0,
            r: 0,
            g: 0,
            b: 0,
            a: 0,
            x: 0,
        }
    }

    fn init(&mut self, c1: &CoordType<Rgba8>, c2: &CoordType<Rgba8>) {
        self.x1 = c1.x - 0.5;
        self.y1 = c1.y - 0.5;
        self.dx = c2.x - c1.x;
        let dy = c2.y - c1.y;
        self.inv_dy = if dy < 1e-5 { 1e5 } else { 1.0 / dy };
        self.r1 = c1.color.r as i32;
        self.g1 = c1.color.g as i32;
        self.b1 = c1.color.b as i32;
        self.a1 = c1.color.a as i32;
        self.dr = c2.color.r as i32 - self.r1;
        self.dg = c2.color.g as i32 - self.g1;
        self.db = c2.color.b as i32 - self.b1;
        self.da = c2.color.a as i32 - self.a1;
    }

    fn calc(&mut self, y: f64) {
        let k = ((y - self.y1) * self.inv_dy).clamp(0.0, 1.0);
        self.r = self.r1 + iround(self.dr as f64 * k);
        self.g = self.g1 + iround(self.dg as f64 * k);
        self.b = self.b1 + iround(self.db as f64 * k);
        self.a = self.a1 + iround(self.da as f64 * k);
        self.x = iround((self.x1 + self.dx * k) * SUBPIXEL_SCALE as f64);
    }
}

/// Adjust DDA by a signed step count (equivalent to C++ `r -= start`).
fn dda_sub(dda: &mut DdaLineInterpolator<14, 0>, n: i32) {
    if n >= 0 {
        dda.dec_by(n as u32);
    } else {
        dda.inc_by((-n) as u32);
    }
}

// ============================================================================
// SpanGouraudRgba
// ============================================================================

/// RGBA Gouraud shading span generator.
///
/// Composes `SpanGouraud<Rgba8>` for triangle storage and provides the
/// `SpanGenerator` implementation that interpolates RGBA colors across
/// scanlines using DDA.
///
/// Port of C++ `span_gouraud_rgba<ColorT>`.
pub struct SpanGouraudRgba {
    base: SpanGouraud<Rgba8>,
    swap: bool,
    y2: i32,
    rgba1: RgbaCalc,
    rgba2: RgbaCalc,
    rgba3: RgbaCalc,
}

impl SpanGouraudRgba {
    pub fn new() -> Self {
        Self {
            base: SpanGouraud::new(),
            swap: false,
            y2: 0,
            rgba1: RgbaCalc::new(),
            rgba2: RgbaCalc::new(),
            rgba3: RgbaCalc::new(),
        }
    }

    #[allow(clippy::too_many_arguments)]
    pub fn new_with_triangle(
        c1: Rgba8,
        c2: Rgba8,
        c3: Rgba8,
        x1: f64,
        y1: f64,
        x2: f64,
        y2: f64,
        x3: f64,
        y3: f64,
        d: f64,
    ) -> Self {
        Self {
            base: SpanGouraud::new_with_triangle(c1, c2, c3, x1, y1, x2, y2, x3, y3, d),
            swap: false,
            y2: 0,
            rgba1: RgbaCalc::new(),
            rgba2: RgbaCalc::new(),
            rgba3: RgbaCalc::new(),
        }
    }

    /// Delegate to base: set vertex colors.
    pub fn colors(&mut self, c1: Rgba8, c2: Rgba8, c3: Rgba8) {
        self.base.colors(c1, c2, c3);
    }

    /// Delegate to base: set triangle geometry.
    #[allow(clippy::too_many_arguments)]
    pub fn triangle(&mut self, x1: f64, y1: f64, x2: f64, y2: f64, x3: f64, y3: f64, d: f64) {
        self.base.triangle(x1, y1, x2, y2, x3, y3, d);
    }
}

impl Default for SpanGouraudRgba {
    fn default() -> Self {
        Self::new()
    }
}

impl VertexSource for SpanGouraudRgba {
    fn rewind(&mut self, path_id: u32) {
        self.base.rewind(path_id);
    }

    fn vertex(&mut self, x: &mut f64, y: &mut f64) -> u32 {
        self.base.vertex(x, y)
    }
}

impl SpanGenerator for SpanGouraudRgba {
    type Color = Rgba8;

    fn prepare(&mut self) {
        let coord = self.base.arrange_vertices();

        self.y2 = coord[1].y as i32;

        self.swap = cross_product(
            coord[0].x, coord[0].y, coord[2].x, coord[2].y, coord[1].x, coord[1].y,
        ) < 0.0;

        self.rgba1.init(&coord[0], &coord[2]);
        self.rgba2.init(&coord[0], &coord[1]);
        self.rgba3.init(&coord[1], &coord[2]);
    }

    fn generate(&mut self, span: &mut [Rgba8], x: i32, y: i32, len: u32) {
        self.rgba1.calc(y as f64);

        let (pc1_r, pc1_g, pc1_b, pc1_a, pc1_x, pc2_r, pc2_g, pc2_b, pc2_a, pc2_x);

        if y <= self.y2 {
            // Bottom part of the triangle (first sub-triangle)
            self.rgba2.calc(y as f64 + self.rgba2.inv_dy);
            if self.swap {
                pc1_r = self.rgba2.r;
                pc1_g = self.rgba2.g;
                pc1_b = self.rgba2.b;
                pc1_a = self.rgba2.a;
                pc1_x = self.rgba2.x;
                pc2_r = self.rgba1.r;
                pc2_g = self.rgba1.g;
                pc2_b = self.rgba1.b;
                pc2_a = self.rgba1.a;
                pc2_x = self.rgba1.x;
            } else {
                pc1_r = self.rgba1.r;
                pc1_g = self.rgba1.g;
                pc1_b = self.rgba1.b;
                pc1_a = self.rgba1.a;
                pc1_x = self.rgba1.x;
                pc2_r = self.rgba2.r;
                pc2_g = self.rgba2.g;
                pc2_b = self.rgba2.b;
                pc2_a = self.rgba2.a;
                pc2_x = self.rgba2.x;
            }
        } else {
            // Upper part (second sub-triangle)
            self.rgba3.calc(y as f64 - self.rgba3.inv_dy);
            if self.swap {
                pc1_r = self.rgba3.r;
                pc1_g = self.rgba3.g;
                pc1_b = self.rgba3.b;
                pc1_a = self.rgba3.a;
                pc1_x = self.rgba3.x;
                pc2_r = self.rgba1.r;
                pc2_g = self.rgba1.g;
                pc2_b = self.rgba1.b;
                pc2_a = self.rgba1.a;
                pc2_x = self.rgba1.x;
            } else {
                pc1_r = self.rgba1.r;
                pc1_g = self.rgba1.g;
                pc1_b = self.rgba1.b;
                pc1_a = self.rgba1.a;
                pc1_x = self.rgba1.x;
                pc2_r = self.rgba3.r;
                pc2_g = self.rgba3.g;
                pc2_b = self.rgba3.b;
                pc2_a = self.rgba3.a;
                pc2_x = self.rgba3.x;
            }
        }

        // Horizontal interpolation length with subpixel accuracy
        let mut nlen = (pc2_x - pc1_x).abs();
        if nlen <= 0 {
            nlen = 1;
        }

        let mut r = DdaLineInterpolator::<14, 0>::new(pc1_r, pc2_r, nlen as u32);
        let mut g = DdaLineInterpolator::<14, 0>::new(pc1_g, pc2_g, nlen as u32);
        let mut b = DdaLineInterpolator::<14, 0>::new(pc1_b, pc2_b, nlen as u32);
        let mut a = DdaLineInterpolator::<14, 0>::new(pc1_a, pc2_a, nlen as u32);

        // Roll back interpolators to span start
        let mut start = pc1_x - (x << SUBPIXEL_SHIFT);
        dda_sub(&mut r, start);
        dda_sub(&mut g, start);
        dda_sub(&mut b, start);
        dda_sub(&mut a, start);
        nlen += start;

        let lim = Rgba8::BASE_MASK as i32;
        let mut idx = 0usize;
        let mut remaining = len as i32;

        // Beginning part — check for overflow (typically 1-2 pixels)
        while remaining > 0 && start > 0 {
            let vr = r.y().clamp(0, lim);
            let vg = g.y().clamp(0, lim);
            let vb = b.y().clamp(0, lim);
            let va = a.y().clamp(0, lim);
            span[idx].r = vr as u8;
            span[idx].g = vg as u8;
            span[idx].b = vb as u8;
            span[idx].a = va as u8;
            r.inc_by(SUBPIXEL_SCALE as u32);
            g.inc_by(SUBPIXEL_SCALE as u32);
            b.inc_by(SUBPIXEL_SCALE as u32);
            a.inc_by(SUBPIXEL_SCALE as u32);
            nlen -= SUBPIXEL_SCALE;
            start -= SUBPIXEL_SCALE;
            idx += 1;
            remaining -= 1;
        }

        // Middle part — no overflow checking needed
        while remaining > 0 && nlen > 0 {
            span[idx].r = r.y() as u8;
            span[idx].g = g.y() as u8;
            span[idx].b = b.y() as u8;
            span[idx].a = a.y() as u8;
            r.inc_by(SUBPIXEL_SCALE as u32);
            g.inc_by(SUBPIXEL_SCALE as u32);
            b.inc_by(SUBPIXEL_SCALE as u32);
            a.inc_by(SUBPIXEL_SCALE as u32);
            nlen -= SUBPIXEL_SCALE;
            idx += 1;
            remaining -= 1;
        }

        // Ending part — check for overflow again
        while remaining > 0 {
            let vr = r.y().clamp(0, lim);
            let vg = g.y().clamp(0, lim);
            let vb = b.y().clamp(0, lim);
            let va = a.y().clamp(0, lim);
            span[idx].r = vr as u8;
            span[idx].g = vg as u8;
            span[idx].b = vb as u8;
            span[idx].a = va as u8;
            r.inc_by(SUBPIXEL_SCALE as u32);
            g.inc_by(SUBPIXEL_SCALE as u32);
            b.inc_by(SUBPIXEL_SCALE as u32);
            a.inc_by(SUBPIXEL_SCALE as u32);
            idx += 1;
            remaining -= 1;
        }
    }
}

// ============================================================================
// Tests
// ============================================================================

#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn test_new_default() {
        let sg = SpanGouraudRgba::new();
        assert_eq!(sg.y2, 0);
        assert!(!sg.swap);
    }

    #[test]
    fn test_prepare_simple_triangle() {
        let mut sg = SpanGouraudRgba::new();
        let red = Rgba8::new(255, 0, 0, 255);
        let green = Rgba8::new(0, 255, 0, 255);
        let blue = Rgba8::new(0, 0, 255, 255);
        sg.colors(red, green, blue);
        sg.triangle(0.0, 0.0, 100.0, 50.0, 50.0, 100.0, 0.0);
        sg.prepare();
        // y2 should be the middle vertex Y
        assert!(sg.y2 >= 0);
    }

    #[test]
    fn test_generate_horizontal_gradient() {
        // Triangle spanning the x-axis with red on left, green on right
        let mut sg = SpanGouraudRgba::new();
        let red = Rgba8::new(255, 0, 0, 255);
        let green = Rgba8::new(0, 255, 0, 255);
        let blue_ish = Rgba8::new(128, 128, 0, 255);
        sg.colors(red, green, blue_ish);
        sg.triangle(0.0, 0.0, 100.0, 0.0, 50.0, 100.0, 0.0);
        sg.prepare();

        let mut span = vec![Rgba8::default(); 10];
        sg.generate(&mut span, 0, 50, 10);

        // Alpha should be non-zero for valid pixels
        // (Exact values depend on triangle geometry)
        let has_nonzero = span.iter().any(|c| c.a > 0);
        assert!(has_nonzero, "Expected some visible pixels");
    }

    #[test]
    fn test_generate_single_color() {
        // All three vertices same color — result should be uniform
        let c = Rgba8::new(100, 150, 200, 255);
        let mut sg = SpanGouraudRgba::new();
        sg.colors(c, c, c);
        sg.triangle(0.0, 0.0, 100.0, 0.0, 50.0, 100.0, 0.0);
        sg.prepare();

        let mut span = vec![Rgba8::default(); 5];
        sg.generate(&mut span, 20, 25, 5);

        // All pixels in the span should have similar color values
        for pixel in &span {
            assert!(
                (pixel.r as i32 - 100).abs() <= 2,
                "r={} expected ~100",
                pixel.r
            );
            assert!(
                (pixel.g as i32 - 150).abs() <= 2,
                "g={} expected ~150",
                pixel.g
            );
            assert!(
                (pixel.b as i32 - 200).abs() <= 2,
                "b={} expected ~200",
                pixel.b
            );
        }
    }

    #[test]
    fn test_vertex_source_delegation() {
        let mut sg = SpanGouraudRgba::new();
        let c = Rgba8::new(128, 128, 128, 255);
        sg.colors(c, c, c);
        sg.triangle(10.0, 20.0, 30.0, 40.0, 50.0, 60.0, 0.0);

        sg.rewind(0);
        let mut x = 0.0;
        let mut y = 0.0;
        let cmd = sg.vertex(&mut x, &mut y);
        assert_eq!(cmd, 1); // PATH_CMD_MOVE_TO
        assert_eq!(x, 10.0);
        assert_eq!(y, 20.0);
    }

    #[test]
    fn test_new_with_triangle() {
        let red = Rgba8::new(255, 0, 0, 255);
        let green = Rgba8::new(0, 255, 0, 255);
        let blue = Rgba8::new(0, 0, 255, 255);
        let mut sg = SpanGouraudRgba::new_with_triangle(
            red, green, blue, 0.0, 0.0, 100.0, 0.0, 50.0, 100.0, 0.0,
        );
        sg.prepare();
        // Should not panic
        let mut span = vec![Rgba8::default(); 3];
        sg.generate(&mut span, 40, 50, 3);
    }

    #[test]
    fn test_rgba_calc_init_and_calc() {
        let c1 = CoordType {
            x: 0.0,
            y: 0.0,
            color: Rgba8::new(0, 0, 0, 255),
        };
        let c2 = CoordType {
            x: 100.0,
            y: 100.0,
            color: Rgba8::new(255, 255, 255, 255),
        };

        let mut calc = RgbaCalc::new();
        calc.init(&c1, &c2);

        // At y=0 (start), should be near c1's color
        // (y1 is stored as c1.y - 0.5, so k is slightly > 0)
        calc.calc(0.0);
        assert!(calc.r <= 2, "r={}", calc.r);
        assert!(calc.g <= 2, "g={}", calc.g);

        // At y=100 (end), should be near c2's color
        calc.calc(100.0);
        assert!(calc.r >= 253, "r={}", calc.r);
        assert!(calc.g >= 253, "g={}", calc.g);

        // At y=50 (middle), should be halfway
        calc.calc(50.0);
        assert!(calc.r > 100 && calc.r < 160, "r={}", calc.r);
    }

    #[test]
    fn test_rgba_calc_zero_height() {
        // Degenerate case: zero height triangle edge
        let c1 = CoordType {
            x: 0.0,
            y: 50.0,
            color: Rgba8::new(100, 100, 100, 255),
        };
        let c2 = CoordType {
            x: 100.0,
            y: 50.0,
            color: Rgba8::new(200, 200, 200, 255),
        };

        let mut calc = RgbaCalc::new();
        calc.init(&c1, &c2);
        // Should not panic, inv_dy should be large
        calc.calc(50.0);
    }

    #[test]
    fn test_dda_sub_positive() {
        let mut dda = DdaLineInterpolator::<14, 0>::new(0, 255, 100);
        let y_before = dda.y();
        dda_sub(&mut dda, 10);
        // After subtracting 10 steps, y should decrease
        assert!(dda.y() <= y_before);
    }

    #[test]
    fn test_dda_sub_negative() {
        let mut dda = DdaLineInterpolator::<14, 0>::new(0, 255, 100);
        let y_before = dda.y();
        dda_sub(&mut dda, -10);
        // After subtracting negative steps (= adding), y should increase
        assert!(dda.y() >= y_before);
    }
}