//! trongle drawing use umath::Float; use vecto::Vector2; use crate::Image; use std::cmp::{max, min}; impl + AsRef<[u8]>, const CHANNELS: usize> Image { /// Draw a (filled) triangle /// ``` /// # use fimg::*; /// let mut a = Image::alloc(10, 10); /// // draw a triangle /// a.as_mut().tri::( /// (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>( &mut self, a: impl Into>, b: impl Into>, c: impl Into>, 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) }; } } } } }