/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: some of this file. * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/blenlib/intern/bitmap_draw_2d.c * \ingroup bli * * Utility functions for primitive drawing operations. */ #include #include "MEM_guardedalloc.h" #include "BLI_bitmap_draw_2d.h" #include "BLI_math_base.h" #include "BLI_sort.h" #include "BLI_utildefines.h" #include "BLI_strict_flags.h" /* -------------------------------------------------------------------- */ /* Draw Line */ /** * Plot a line from \a p1 to \a p2 (inclusive). * * \note For clipped line drawing, see: http://stackoverflow.com/a/40902741/432509 */ void BLI_bitmap_draw_2d_line_v2v2i( const int p1[2], const int p2[2], bool (*callback)(int, int, void *), void *userData) { /* Bresenham's line algorithm. */ int x1 = p1[0]; int y1 = p1[1]; int x2 = p2[0]; int y2 = p2[1]; if (callback(x1, y1, userData) == 0) { return; } /* if x1 == x2 or y1 == y2, then it does not matter what we set here */ const int sign_x = (x2 > x1) ? 1 : -1; const int sign_y = (y2 > y1) ? 1 : -1; const int delta_x = (sign_x == 1) ? (x2 - x1) : (x1 - x2); const int delta_y = (sign_y == 1) ? (y2 - y1) : (y1 - y2); const int delta_x_step = delta_x * 2; const int delta_y_step = delta_y * 2; if (delta_x >= delta_y) { /* error may go below zero */ int error = delta_y_step - delta_x; while (x1 != x2) { if (error >= 0) { if (error || (sign_x == 1)) { y1 += sign_y; error -= delta_x_step; } /* else do nothing */ } /* else do nothing */ x1 += sign_x; error += delta_y_step; if (callback(x1, y1, userData) == 0) { return; } } } else { /* error may go below zero */ int error = delta_x_step - delta_y; while (y1 != y2) { if (error >= 0) { if (error || (sign_y == 1)) { x1 += sign_x; error -= delta_y_step; } /* else do nothing */ } /* else do nothing */ y1 += sign_y; error += delta_x_step; if (callback(x1, y1, userData) == 0) { return; } } } } /* -------------------------------------------------------------------- */ /* Draw Filled Polygon */ /* sort edge-segments on y, then x axis */ static int draw_poly_v2i_n__span_y_sort(const void *a_p, const void *b_p, void *verts_p) { const int (*verts)[2] = verts_p; const int *a = a_p; const int *b = b_p; const int *co_a = verts[a[0]]; const int *co_b = verts[b[0]]; if (co_a[1] < co_b[1]) { return -1; } else if (co_a[1] > co_b[1]) { return 1; } else if (co_a[0] < co_b[0]) { return -1; } else if (co_a[0] > co_b[0]) { return 1; } else { /* co_a & co_b are identical, use the line closest to the x-min */ const int *co = co_a; co_a = verts[a[1]]; co_b = verts[b[1]]; int ord = (((co_b[0] - co[0]) * (co_a[1] - co[1])) - ((co_a[0] - co[0]) * (co_b[1] - co[1]))); if (ord > 0) { return -1; } if (ord < 0) { return 1; } } return 0; } /** * Draws a filled polyon with support for self intersections. * * \param callback: Takes the x, y coords and x-span (\a x_end is not inclusive), * note that \a x_end will always be greater than \a x, so we can use: * * \code{.c} * do { * func(x, y); * } while (++x != x_end); * \endcode */ void BLI_bitmap_draw_2d_poly_v2i_n( const int xmin, const int ymin, const int xmax, const int ymax, const int verts[][2], const int nr, void (*callback)(int x, int x_end, int y, void *), void *userData) { /* Originally by Darel Rex Finley, 2007. * Optimized by Campbell Barton, 2016 to track sorted intersections. */ int (*span_y)[2] = MEM_mallocN(sizeof(*span_y) * (size_t)nr, __func__); int span_y_len = 0; for (int i_curr = 0, i_prev = nr - 1; i_curr < nr; i_prev = i_curr++) { const int *co_prev = verts[i_prev]; const int *co_curr = verts[i_curr]; if (co_prev[1] != co_curr[1]) { /* Any segments entirely above or below the area of interest can be skipped. */ if ((min_ii(co_prev[1], co_curr[1]) >= ymax) || (max_ii(co_prev[1], co_curr[1]) < ymin)) { continue; } int *s = span_y[span_y_len++]; if (co_prev[1] < co_curr[1]) { s[0] = i_prev; s[1] = i_curr; } else { s[0] = i_curr; s[1] = i_prev; } } } BLI_qsort_r(span_y, (size_t)span_y_len, sizeof(*span_y), draw_poly_v2i_n__span_y_sort, (void *)verts); struct NodeX { int span_y_index; int x; } *node_x = MEM_mallocN(sizeof(*node_x) * (size_t)(nr + 1), __func__); int node_x_len = 0; int span_y_index = 0; if (span_y_len != 0 && verts[span_y[0][0]][1] < ymin) { while ((span_y_index < span_y_len) && (verts[span_y[span_y_index][0]][1] < ymin)) { BLI_assert(verts[span_y[span_y_index][0]][1] < verts[span_y[span_y_index][1]][1]); if (verts[span_y[span_y_index][1]][1] >= ymin) { struct NodeX *n = &node_x[node_x_len++]; n->span_y_index = span_y_index; } span_y_index += 1; } } /* Loop through the rows of the image. */ for (int pixel_y = ymin; pixel_y < ymax; pixel_y++) { bool is_sorted = true; bool do_remove = false; for (int i = 0, x_ix_prev = INT_MIN; i < node_x_len; i++) { struct NodeX *n = &node_x[i]; const int *s = span_y[n->span_y_index]; const int *co_prev = verts[s[0]]; const int *co_curr = verts[s[1]]; BLI_assert(co_prev[1] < pixel_y && co_curr[1] >= pixel_y); const double x = (co_prev[0] - co_curr[0]); const double y = (co_prev[1] - co_curr[1]); const double y_px = (pixel_y - co_curr[1]); const int x_ix = (int)((double)co_curr[0] + ((y_px / y) * x)); n->x = x_ix; if (is_sorted && (x_ix_prev > x_ix)) { is_sorted = false; } if (do_remove == false && co_curr[1] == pixel_y) { do_remove = true; } x_ix_prev = x_ix; } /* Sort the nodes, via a simple "Bubble" sort. */ if (is_sorted == false) { int i = 0; const int node_x_end = node_x_len - 1; while (i < node_x_end) { if (node_x[i].x > node_x[i + 1].x) { SWAP(struct NodeX, node_x[i], node_x[i + 1]); if (i != 0) { i -= 1; } } else { i += 1; } } } /* Fill the pixels between node pairs. */ for (int i = 0; i < node_x_len; i += 2) { int x_src = node_x[i].x; int x_dst = node_x[i + 1].x; if (x_src >= xmax) { break; } if (x_dst > xmin) { if (x_src < xmin) { x_src = xmin; } if (x_dst > xmax) { x_dst = xmax; } /* for single call per x-span */ if (x_src < x_dst) { callback(x_src - xmin, x_dst - xmin, pixel_y - ymin, userData); } } } /* Clear finalized nodes in one pass, only when needed * (avoids excessive array-resizing). */ if (do_remove == true) { int i_dst = 0; for (int i_src = 0; i_src < node_x_len; i_src += 1) { const int *s = span_y[node_x[i_src].span_y_index]; const int *co = verts[s[1]]; if (co[1] != pixel_y) { if (i_dst != i_src) { /* x is initialized for the next pixel_y (no need to adjust here) */ node_x[i_dst].span_y_index = node_x[i_src].span_y_index; } i_dst += 1; } } node_x_len = i_dst; } /* Scan for new x-nodes */ while ((span_y_index < span_y_len) && (verts[span_y[span_y_index][0]][1] == pixel_y)) { /* note, node_x these are just added at the end, * not ideal but sorting once will resolve. */ /* x is initialized for the next pixel_y */ struct NodeX *n = &node_x[node_x_len++]; n->span_y_index = span_y_index; span_y_index += 1; } } MEM_freeN(span_y); MEM_freeN(node_x); }