#ifndef S3L_H #define S3L_H #include typedef int16_t S3L_COORD; typedef struct { int16_t x; int16_t y; } S3L_PixelInfo; typedef struct { int16_t steps; int16_t err; int16_t x; int16_t y; int16_t *majorCoord; int16_t *minorCoord; int16_t majorIncrement; int16_t minorIncrement; int16_t majorDiff; int16_t minorDiff; } S3L_BresenhamState; static inline int16_t S3L_abs(int16_t value) { return value >= 0 ? value : -1 * value; } static inline int16_t S3L_min(int16_t v1, int16_t v2) { return v1 >= v2 ? v2 : v1; } static inline int16_t S3L_max(int16_t v1, int16_t v2) { return v1 >= v2 ? v1 : v2; } void S3L_bresenhamInit(S3L_BresenhamState *state, int16_t x0, int16_t y0, int16_t x1, int16_t y1) { int16_t dx = x1 - x0; int16_t dy = y1 - y0; int16_t absDx = S3L_abs(dx); int16_t absDy = S3L_abs(dy); if (absDx >= absDy) { state->majorCoord = &(state->x); state->minorCoord = &(state->y); state->minorDiff = 2 * absDy; state->majorDiff = 2 * absDx; state->err = 2 * dy - dx; state->majorIncrement = dx >= 0 ? 1 : -1; state->minorIncrement = dy >= 0 ? 1 : -1; state->steps = absDx; } else { state->majorCoord = &(state->y); state->minorCoord = &(state->x); state->minorDiff = 2 * absDx; state->majorDiff = 2 * absDy; state->err = 2 * dx - dy; state->majorIncrement = dy >= 0 ? 1 : -1; state->minorIncrement = dx >= 0 ? 1 : -1; state->steps = absDy; } state->x = x0; state->y = y0; } int S3L_bresenhamStep(S3L_BresenhamState *state) { state->steps--; (*state->majorCoord) += state->majorIncrement; if (state->err > 0) { (*state->minorCoord) += state->minorIncrement; state->err -= state->majorDiff; } state->err += state->minorDiff; return state->steps >= 0; } void S3L_drawTriangle(int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2) { S3L_COORD tPointX, tPointY, // top triangle point coords lPointX, lPointY, // left triangle point coords rPointX, rPointY; // right triangle point coords // Sort the points. #define handleLR(a,b)\ if (x##a <= x##b)\ {\ lPointX = x##a; lPointY = y##a;\ rPointX = x##b; rPointY = y##b;\ }\ else\ {\ lPointX = x##b; lPointY = y##b;\ rPointX = x##a; rPointY = y##a;\ } if (y0 <= y1) { if (y0 <= y2) { tPointX = x0; tPointY = y0; handleLR(1,2) } else { tPointX = x2; tPointY = y2; handleLR(0,1) } } else { if (y1 <= y2) { tPointX = x1; tPointY = y1; handleLR(0,2) } else { tPointX = x2; tPointY = y2; handleLR(0,1) } } // Now drive the triangle line by line. #undef handleLR S3L_COORD splitY; S3L_COORD endY; int splitOnLeft; if (rPointY <= lPointY) { splitY = rPointY; splitOnLeft = 0; endY = lPointY; } else { splitY = lPointY; splitOnLeft = 1; endY = rPointY; } S3L_COORD currentY = tPointY; /* We'll be using a slight modification of Bresenham line algorithm (a one that draws a _non-continous_ line). */ int16_t /* triangle side: left right */ lX, rX, // current x position lDx, rDx, // dx (end point - start point) lDy, rDy, // dy (end point - start point) lInc, rInc, // direction in which to increment (1 or -1) lErr, rErr, // current error (Bresenham) lErrAdd, rErrAdd, // error value to add in each Bresenham cycle lErrSub, rErrSub; // error value to substract when moving in x direction #define initSide(v,p1,p2)\ v##X = p1##PointX;\ v##Dx = p2##PointX - p1##PointX;\ v##Dy = p2##PointY - p1##PointY;\ v##Inc = v##Dx >= 0 ? 1 : -1;\ v##Err = 2 * v##Dx - v##Dy;\ v##ErrAdd = 2 * S3L_abs(v##Dx);\ v##ErrSub = 2 * S3L_abs(v##Dy); #define stepSide(s)\ while (s##Err > 0)\ {\ s##X += s##Inc;\ s##Err -= s##ErrSub;\ }\ s##Err += s##ErrAdd; initSide(r,t,r) initSide(l,t,l) S3L_PixelInfo p; while (currentY <= endY) { p.y = currentY; for (S3L_COORD x = lX; x <= rX; ++x) { p.x = x; S3L_PIXEL_FUNCTION(&p); } stepSide(r) stepSide(l) if (currentY == splitY) { if (splitOnLeft) { initSide(l,l,r); } else { initSide(r,r,l); } } ++currentY; } #undef initSide #undef stepSide } #endif