canvas/backend/software/triangles.go
2019-05-12 13:06:23 +02:00

157 lines
3.4 KiB
Go

package softwarebackend
import (
"math"
)
func triangleLR(tri [][2]float64, y float64) (l, r float64) {
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]
}
if y > c[1] {
return c[0], c[0]
}
// find left and right x at y
if y >= a[1] && y <= 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++ {
lf, rf := triangleLR(tri, float64(y)+0.5)
l := int(math.Floor(lf))
r := int(math.Ceil(rf))
if l < 0 {
l = 0
} else if l >= b.w {
continue
}
if r < 0 {
continue
} else if r >= b.w {
r = b.w - 1
}
for x := l; x <= r; x++ {
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 := triangleLR(tri1[:], float64(y)+0.5)
lf2, rf2 := triangleLR(tri2[:], float64(y)+0.5)
l := int(math.Floor(math.Min(lf1, lf2)))
r := int(math.Ceil(math.Max(rf1, rf2)))
if l < 0 {
l = 0
} else if l >= b.w {
continue
}
if r < 0 {
continue
} else if r >= b.w {
r = b.w - 1
}
v0 := [2]float64{float64(l) - quad[0][0], float64(y) - quad[0][1]}
sx0 := topv[0]*v0[0] + topv[1]*v0[1]
sy0 := leftv[0]*v0[0] + leftv[1]*v0[1]
v1 := [2]float64{float64(r) - quad[0][0], float64(y) - quad[0][1]}
sx1 := topv[0]*v1[0] + topv[1]*v1[1]
sy1 := leftv[0]*v1[0] + leftv[1]*v1[1]
sx, sy := sx0/topLen, sy0/leftLen
sxStep := (sx1 - sx0) / float64(r-l) / topLen
syStep := (sy1 - sy0) / float64(r-l) / leftLen
for x := l; x <= r; x++ {
fn(x, y, sx, sy)
sx += sxStep
sy += syStep
}
}
}
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])
}
}