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https://git.coom.tech/drummyfish/small3dlib.git
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197 lines
3.5 KiB
C
197 lines
3.5 KiB
C
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#ifndef S3L_H
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#define S3L_H
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#include <stdint.h>
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typedef int16_t S3L_COORD;
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typedef struct
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{
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int16_t x;
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int16_t y;
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} S3L_PixelInfo;
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typedef struct
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{
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int16_t steps;
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int16_t err;
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int16_t x;
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int16_t y;
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int16_t *majorCoord;
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int16_t *minorCoord;
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int16_t majorIncrement;
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int16_t minorIncrement;
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int16_t majorDiff;
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int16_t minorDiff;
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} S3L_BresenhamState;
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static inline int16_t S3L_abs(int16_t value)
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{
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return value >= 0 ? value : -1 * value;
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}
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void S3L_bresenhamInit(S3L_BresenhamState *state, int16_t x0, int16_t y0, int16_t x1, int16_t y1)
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{
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int16_t dx = x1 - x0;
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int16_t dy = y1 - y0;
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int16_t absDx = S3L_abs(dx);
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int16_t absDy = S3L_abs(dy);
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if (absDx >= absDy)
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{
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state->majorCoord = &(state->x);
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state->minorCoord = &(state->y);
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state->minorDiff = 2 * absDy;
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state->majorDiff = 2 * absDx;
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state->err = 2 * dy - dx;
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state->majorIncrement = dx >= 0 ? 1 : -1;
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state->minorIncrement = dy >= 0 ? 1 : -1;
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state->steps = absDx;
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}
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else
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{
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state->majorCoord = &(state->y);
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state->minorCoord = &(state->x);
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state->minorDiff = 2 * absDx;
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state->majorDiff = 2 * absDy;
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state->err = 2 * dx - dy;
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state->majorIncrement = dy >= 0 ? 1 : -1;
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state->minorIncrement = dx >= 0 ? 1 : -1;
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state->steps = absDy;
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}
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state->x = x0;
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state->y = y0;
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}
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int S3L_bresenhamStep(S3L_BresenhamState *state)
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{
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state->steps--;
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(*state->majorCoord) += state->majorIncrement;
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if (state->err > 0)
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{
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(*state->minorCoord) += state->minorIncrement;
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state->err -= state->majorDiff;
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}
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state->err += state->minorDiff;
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return state->steps >= 0;
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}
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void S3L_drawTriangle(int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2)
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{
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S3L_COORD
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tPointX, tPointY, // top triangle point coords
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lPointX, lPointY, // left triangle point coords
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rPointX, rPointY; // right triangle point coords
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// Sort the points.
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#define handleLR(a,b)\
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if (x##a <= x##b)\
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{\
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lPointX = x##a; lPointY = y##a;\
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rPointX = x##b; rPointY = y##b;\
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}\
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else\
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{\
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lPointX = x##b; lPointY = y##b;\
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rPointX = x##a; rPointY = y##a;\
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}
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if (y0 <= y1)
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{
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if (y0 <= y2)
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{
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tPointX = x0;
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tPointY = y0;
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handleLR(1,2)
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}
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else
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{
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tPointX = x2;
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tPointY = y2;
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handleLR(0,1)
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}
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}
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else
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{
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if (y1 <= y2)
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{
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tPointX = x1;
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tPointY = y1;
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handleLR(0,2)
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}
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else
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{
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tPointX = x2;
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tPointY = y2;
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handleLR(0,1)
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}
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}
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// Now drive the triangle line by line.
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#undef handleLR
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S3L_COORD currentY = tPointY;
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/* We'll be using a slight modification of Bresenham line algorithm (a one
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that draws a _non-continous_ line). */
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#define initSide(s)\
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int16_t s##X = tPointX;\
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int16_t s##Dx = s##PointX - tPointX;\
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int16_t s##Dy = s##PointY - tPointY;\
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int16_t s##Inc = s##Dx >= 0 ? 1 : -1;\
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int16_t s##Err = 2 * s##Dx - s##Dy;\
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int16_t s##ErrAdd = 2 * S3L_abs(s##Dx);\
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int16_t s##ErrSub = 2 * S3L_abs(s##Dy);
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#define stepSide(s)\
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while (s##Err > 0)\
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{\
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s##X += s##Inc;\
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s##Err -= s##ErrSub;\
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}\
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s##Err += s##ErrAdd;
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initSide(r)
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initSide(l)
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S3L_PixelInfo p;
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while (currentY <= rPointY)
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{
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p.y = currentY;
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for (S3L_COORD x = lX; x <= rX; ++x)
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{
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p.x = x;
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S3L_PIXEL_FUNCTION(&p);
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}
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stepSide(r)
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stepSide(l)
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++currentY;
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}
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#undef initSide
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#undef stepSide
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}
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#endif
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