package softwarebackend import ( "image/color" "math" ) func triangleLR(tri [][2]float64, y float64) (l, r float64, outside bool) { a, b, c := tri[0], tri[1], tri[2] // sort by y if a[1] > b[1] { a, b = b, a } if b[1] > c[1] { b, c = c, b if a[1] > b[1] { a, b = b, a } } // check general bounds if y <= a[1] { return a[0], a[0], true } if y > c[1] { return c[0], c[0], true } // find left and right x at y if y >= a[1] && y <= b[1] && a[1] < b[1] { r0 := (y - a[1]) / (b[1] - a[1]) l = (b[0]-a[0])*r0 + a[0] r1 := (y - a[1]) / (c[1] - a[1]) r = (c[0]-a[0])*r1 + a[0] } else { r0 := (y - b[1]) / (c[1] - b[1]) l = (c[0]-b[0])*r0 + b[0] r1 := (y - a[1]) / (c[1] - a[1]) r = (c[0]-a[0])*r1 + a[0] } if l > r { l, r = r, l } return } func (b *SoftwareBackend) fillTriangle(tri [][2]float64, fn func(x, y int)) { minY := int(math.Floor(math.Min(math.Min(tri[0][1], tri[1][1]), tri[2][1]))) maxY := int(math.Ceil(math.Max(math.Max(tri[0][1], tri[1][1]), tri[2][1]))) if minY < 0 { minY = 0 } else if minY >= b.h { return } if maxY < 0 { return } else if maxY >= b.h { maxY = b.h - 1 } for y := minY; y <= maxY; y++ { l, r, out := triangleLR(tri, float64(y)+0.5) if out { continue } if l < 0 { l = 0 } else if l > float64(b.w) { continue } if r < 0 { continue } else if r > float64(b.w) { r = float64(b.w) } if l >= r { continue } fl, cr := int(math.Floor(l)), int(math.Ceil(r)) for x := fl; x <= cr; x++ { fx := float64(x) + 0.5 if fx < l || fx >= r { continue } fn(x, y) } } } func (b *SoftwareBackend) fillQuad(quad [4][2]float64, fn func(x, y int, sx, sy float64)) { minY := int(math.Floor(math.Min(math.Min(quad[0][1], quad[1][1]), math.Min(quad[2][1], quad[3][1])))) maxY := int(math.Ceil(math.Max(math.Max(quad[0][1], quad[1][1]), math.Max(quad[2][1], quad[3][1])))) if minY < 0 { minY = 0 } else if minY >= b.h { return } if maxY < 0 { return } else if maxY >= b.h { maxY = b.h - 1 } leftv := [2]float64{quad[1][0] - quad[0][0], quad[1][1] - quad[0][1]} leftLen := math.Sqrt(leftv[0]*leftv[0] + leftv[1]*leftv[1]) leftv[0] /= leftLen leftv[1] /= leftLen topv := [2]float64{quad[3][0] - quad[0][0], quad[3][1] - quad[0][1]} topLen := math.Sqrt(topv[0]*topv[0] + topv[1]*topv[1]) topv[0] /= topLen topv[1] /= topLen tri1 := [3][2]float64{quad[0], quad[1], quad[2]} tri2 := [3][2]float64{quad[0], quad[2], quad[3]} for y := minY; y <= maxY; y++ { lf1, rf1, out1 := triangleLR(tri1[:], float64(y)+0.5) lf2, rf2, out2 := triangleLR(tri2[:], float64(y)+0.5) if out1 && out2 { continue } l := math.Min(lf1, lf2) r := math.Max(rf1, rf2) if l < 0 { l = 0 } else if l > float64(b.w) { continue } if r < 0 { continue } else if r > float64(b.w) { r = float64(b.w) } if l >= r { continue } sfy := float64(y) + 0.5 - quad[0][1] fl, cr := int(math.Floor(l)), int(math.Ceil(r)) for x := fl; x <= cr; x++ { fx := float64(x) + 0.5 if fx < l || fx >= r { continue } sfx := fx - quad[0][0] var sx, sy float64 if math.Abs(leftv[0]) > math.Abs(leftv[1]) { sx = (sfy - sfx*(leftv[1]/leftv[0])) / (topv[1] - topv[0]*(leftv[1]/leftv[0])) sy = (sfx - topv[0]*sx) / leftv[0] } else { sx = (sfx - sfy*(leftv[0]/leftv[1])) / (topv[0] - topv[1]*(leftv[0]/leftv[1])) sy = (sfy - topv[1]*sx) / leftv[1] } fn(x, y, sx/topLen, sy/leftLen) } } } func iterateTriangles(pts [][2]float64, fn func(tri [][2]float64)) { if len(pts) == 4 { var buf [3][2]float64 buf[0] = pts[0] buf[1] = pts[1] buf[2] = pts[2] fn(buf[:]) buf[1] = pts[2] buf[2] = pts[3] fn(buf[:]) return } for i := 3; i <= len(pts); i += 3 { fn(pts[i-3 : i]) } } func (b *SoftwareBackend) fillTriangles(pts [][2]float64, fn func(x, y int)) { iterateTriangles(pts[:], func(tri [][2]float64) { b.fillTriangle(tri, func(x, y int) { if b.clip.AlphaAt(x, y).A == 0 { return } if b.mask.AlphaAt(x, y).A > 0 { return } b.mask.SetAlpha(x, y, color.Alpha{A: 255}) fn(x, y) }) }) }