make tri() take ff32's

This commit is contained in:
bendn 2023-11-01 18:57:42 +07:00
parent 1e98d959db
commit 0c490c0005
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GPG key ID: 0D9D3A2A3B2A93D6
2 changed files with 33 additions and 19 deletions

View file

@ -1,7 +1,15 @@
use fimg::*;
use umath::{generic_float::Constructors, FF32};
fn tri() {
let mut i: Image<_, 4> = fimg::make!(4 channels 1000 x 1000).boxed();
i.tri((0., 0.), (1000., 500.), (0., 999.), [255, 255, 255, 255]);
unsafe {
i.tri::<FF32>(
(FF32::zero(), FF32::zero()),
(FF32::new(1000.), FF32::new(500.)),
(FF32::zero(), FF32::new(999.)),
[255, 255, 255, 255],
)
};
iai::black_box(i);
}
fn line() {

View file

@ -1,7 +1,7 @@
//! trongle drawing
use vecto::Vec2;
use umath::Float;
use vecto::Vector2;
use crate::math::madd;
use crate::Image;
use std::cmp::{max, min};
@ -11,7 +11,7 @@ impl<T: AsMut<[u8]> + AsRef<[u8]>, const CHANNELS: usize> Image<T, CHANNELS> {
/// # use fimg::*;
/// let mut a = Image::alloc(10, 10);
/// // draw a triangle
/// a.as_mut().tri(
/// a.as_mut().tri::<f32>(
/// (3.0, 2.0), // point a
/// (8.0, 7.0), // point b
/// (1.0, 8.0), // point c
@ -19,27 +19,33 @@ impl<T: AsMut<[u8]> + AsRef<[u8]>, const CHANNELS: usize> Image<T, CHANNELS> {
/// );
/// # 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(
pub fn tri<F: Float<f32>>(
&mut self,
b: impl Into<Vec2>,
a: impl Into<Vec2>,
c: impl Into<Vec2>,
b: impl Into<Vector2<F>>,
a: impl Into<Vector2<F>>,
c: impl Into<Vector2<F>>,
col: [u8; CHANNELS],
) {
let Vec2 { x: x1, y: y1 } = a.into();
let Vec2 { x: x2, y: y2 } = b.into();
let Vec2 { x: x3, y: y3 } = c.into();
let ymin = max(y1.min(y2).min(y3) as u32, 0);
let ymax = min(y1.max(y2).max(y3) as u32, self.height());
let xmin = max(x1.min(x2).min(x3) as u32, 0);
let xmax = min(x1.max(x2).max(x3) as u32, self.width());
let Vector2 { x: x1, y: y1 } = a.into();
let Vector2 { x: x2, y: y2 } = b.into();
let Vector2 { x: x3, y: y3 } = c.into();
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
if madd(x1 - x2, y as f32 - y1, -(y1 - y2) * (x as f32 - x1)) > 0.
&& madd(x2 - x3, y as f32 - y2, -(y2 - y3) * (x as f32 - x2)) > 0.
&& madd(x3 - x1, y as f32 - y3, -(y3 - y1) * (x as f32 - x3)) > 0.
{
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) };
}