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//! trongle drawing
use umath::Float;
use vecto::Vector2;
use crate::Image;
use std::cmp::{max, min};
impl<T: AsMut<[u8]> + AsRef<[u8]>, const CHANNELS: usize> Image<T, CHANNELS> {
/// Draw a (filled) triangle
/// ```
/// # use fimg::*;
/// let mut a = Image::alloc(10, 10);
/// // draw a triangle
/// a.as_mut().tri::<f32>(
/// (3.0, 2.0), // point a
/// (8.0, 7.0), // point b
/// (1.0, 8.0), // point c
/// [255] // white
/// );
/// # assert_eq!(a.buffer(), b"\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\xff\x00\x00\x00\x00\x00\x00\x00\x00\x00\xff\xff\x00\x00\x00\x00\x00\x00\x00\x00\xff\xff\xff\x00\x00\x00\x00\x00\x00\xff\xff\xff\xff\xff\x00\x00\x00\x00\x00\xff\xff\xff\xff\xff\xff\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00");
/// ```
pub fn tri<F: Float<f32>>(
&mut self,
a: impl Into<Vector2<F>>,
b: impl Into<Vector2<F>>,
c: impl Into<Vector2<F>>,
col: [u8; CHANNELS],
) {
let Vector2 {
x: mut x1,
y: mut y1,
} = a.into();
let Vector2 {
x: mut x2,
y: mut y2,
} = b.into();
let Vector2 { x: x3, y: y3 } = c.into();
// fix winding
if (x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1) > 0.0 {
std::mem::swap(&mut x1, &mut x2);
std::mem::swap(&mut y1, &mut y2);
}
let ymin = max(y1.min(y2).min(y3).take() as u32, 0);
let ymax = min(y1.max(y2).max(y3).take() as u32, self.height());
let xmin = max(x1.min(x2).min(x3).take() as u32, 0);
let xmax = min(x1.max(x2).max(x3).take() as u32, self.width());
for y in ymin..ymax {
for x in xmin..xmax {
// algorithm from https://web.archive.org/web/20050408192410/http://sw-shader.sourceforge.net/rasterizer.html, but im too dumb to implement the faster ones
// SAFETY: nNaN
if unsafe {
(x1 - x2) * (F::new(y as f32) - y1) + (-(y1 - y2) * (F::new(x as f32) - x1))
> 0.
&& (x2 - x3) * (F::new(y as f32) - y2)
+ (-(y2 - y3) * (F::new(x as f32) - x2))
> 0.
&& (x3 - x1) * (F::new(y as f32) - y3)
+ (-(y3 - y1) * (F::new(x as f32) - x3))
> 0.
} {
// SAFETY: x, y are bounded
unsafe { self.set_pixel(x, y, col) };
}
}
}
}
}