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https://github.com/bend-n/fimg.git
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make tri() take ff32's
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parent
1e98d959db
commit
0c490c0005
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@ -1,7 +1,15 @@
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use fimg::*;
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use umath::{generic_float::Constructors, FF32};
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fn tri() {
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let mut i: Image<_, 4> = fimg::make!(4 channels 1000 x 1000).boxed();
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i.tri((0., 0.), (1000., 500.), (0., 999.), [255, 255, 255, 255]);
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unsafe {
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i.tri::<FF32>(
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(FF32::zero(), FF32::zero()),
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(FF32::new(1000.), FF32::new(500.)),
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(FF32::zero(), FF32::new(999.)),
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[255, 255, 255, 255],
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)
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};
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iai::black_box(i);
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}
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fn line() {
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@ -1,7 +1,7 @@
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//! trongle drawing
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use vecto::Vec2;
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use umath::Float;
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use vecto::Vector2;
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use crate::math::madd;
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use crate::Image;
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use std::cmp::{max, min};
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@ -11,7 +11,7 @@ impl<T: AsMut<[u8]> + AsRef<[u8]>, const CHANNELS: usize> Image<T, CHANNELS> {
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/// # use fimg::*;
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/// let mut a = Image::alloc(10, 10);
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/// // draw a triangle
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/// a.as_mut().tri(
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/// a.as_mut().tri::<f32>(
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/// (3.0, 2.0), // point a
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/// (8.0, 7.0), // point b
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/// (1.0, 8.0), // point c
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@ -19,27 +19,33 @@ impl<T: AsMut<[u8]> + AsRef<[u8]>, const CHANNELS: usize> Image<T, CHANNELS> {
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/// );
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/// # 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");
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/// ```
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pub fn tri(
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pub fn tri<F: Float<f32>>(
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&mut self,
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b: impl Into<Vec2>,
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a: impl Into<Vec2>,
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c: impl Into<Vec2>,
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b: impl Into<Vector2<F>>,
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a: impl Into<Vector2<F>>,
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c: impl Into<Vector2<F>>,
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col: [u8; CHANNELS],
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) {
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let Vec2 { x: x1, y: y1 } = a.into();
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let Vec2 { x: x2, y: y2 } = b.into();
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let Vec2 { x: x3, y: y3 } = c.into();
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let ymin = max(y1.min(y2).min(y3) as u32, 0);
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let ymax = min(y1.max(y2).max(y3) as u32, self.height());
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let xmin = max(x1.min(x2).min(x3) as u32, 0);
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let xmax = min(x1.max(x2).max(x3) as u32, self.width());
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let Vector2 { x: x1, y: y1 } = a.into();
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let Vector2 { x: x2, y: y2 } = b.into();
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let Vector2 { x: x3, y: y3 } = c.into();
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let ymin = max(y1.min(y2).min(y3).take() as u32, 0);
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let ymax = min(y1.max(y2).max(y3).take() as u32, self.height());
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let xmin = max(x1.min(x2).min(x3).take() as u32, 0);
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let xmax = min(x1.max(x2).max(x3).take() as u32, self.width());
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for y in ymin..ymax {
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for x in xmin..xmax {
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// algorithm from https://web.archive.org/web/20050408192410/http://sw-shader.sourceforge.net/rasterizer.html, but im too dumb to implement the faster ones
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if madd(x1 - x2, y as f32 - y1, -(y1 - y2) * (x as f32 - x1)) > 0.
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&& madd(x2 - x3, y as f32 - y2, -(y2 - y3) * (x as f32 - x2)) > 0.
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&& madd(x3 - x1, y as f32 - y3, -(y3 - y1) * (x as f32 - x3)) > 0.
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{
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if unsafe {
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(x1 - x2) * (F::new(y as f32) - y1) + (-(y1 - y2) * (F::new(x as f32) - x1))
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> 0.
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&& (x2 - x3) * (F::new(y as f32) - y2)
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+ (-(y2 - y3) * (F::new(x as f32) - x2))
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> 0.
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&& (x3 - x1) * (F::new(y as f32) - y3)
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+ (-(y3 - y1) * (F::new(x as f32) - x3))
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> 0.
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} {
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// SAFETY: x, y are bounded
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unsafe { self.set_pixel(x, y, col) };
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}
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