* Implemented remaining 7/8 of ImageDrawLine The existing code was correct for one octant, it now works for all 8 Added two internal functions, _ImageDrawLineHorizontal and _ImageDrawLineVertical, whithout which it would've been 4 times as much code. * ImageDrawLine: Replaced 3 functions with 1 Removed both freshly added internal functions Crammed it all into one * ImageDrawLine shortened significantly using maths Substituted X and Y, then wrote one abstract loop instead of 4 specific loops. Lots of comments to explain what I'm doing for future maintainers. * Now conforms with style conventions Also reworded a comment to sound more... fomal.
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src/textures.c
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src/textures.c
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@ -2418,18 +2418,100 @@ void ImageDrawPixelV(Image *dst, Vector2 position, Color color)
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// Draw line within an image
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void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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{
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int m = 2*(endPosY - startPosY);
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int slopeError = m - (endPosX - startPosX);
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// Using Bresenham's algorithm as described in
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// Drawing Lines with Pixels - Joshua Scott - March 2012
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// https://classic.csunplugged.org/wp-content/uploads/2014/12/Lines.pdf
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for (int x = startPosX, y = startPosY; x <= endPosX; x++)
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{
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ImageDrawPixel(dst, x, y, color);
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slopeError += m;
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int changeInX = (endPosX - startPosX);
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int abs_changeInX = (changeInX < 0)? -changeInX : changeInX;
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int changeInY = (endPosY - startPosY);
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int abs_changeInY = (changeInY < 0)? -changeInY : changeInY;
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if (slopeError >= 0)
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int startU, startV, endU, V_step; // Substitutions, either U = X, V = Y or vice versa. See loop at end of function
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//int endV; // This is not needed, but to aid understanding it is left in the code below.
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int A, B, P; // See linked paper above. Explained down in the main loop.
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int is_x_y_reversed = (abs_changeInY < abs_changeInX);
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if (is_x_y_reversed)
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{
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y++;
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slopeError -= 2*(endPosX - startPosX);
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A = 2*abs_changeInY;
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B = A - 2*abs_changeInX;
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P = A - abs_changeInX;
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if (changeInX > 0)
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{
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startU = startPosX;
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startV = startPosY;
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endU = endPosX;
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//endV = endPosY;
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}
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else
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{
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startU = endPosX;
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startV = endPosY;
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endU = startPosX;
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//endV = startPosY;
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// since start and end are reversed:
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changeInX = -changeInX;
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changeInY = -changeInY;
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}
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V_step = (changeInY < 0)? -1 : 1;
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ImageDrawPixel(dst, startU, startV, color); // At this point they are correctly ordered...
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}
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else // all X and Y are reversed in here:
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{
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A = 2*abs_changeInX;
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B = A - 2*abs_changeInY;
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P = A - abs_changeInY;
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if (changeInY > 0)
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{
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startU = startPosY;
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startV = startPosX;
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endU = endPosY;
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//endV = endPosX;
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}
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else
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{
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startU = endPosY;
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startV = endPosX;
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endU = startPosY;
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//endV = startPosX;
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// since start and end are reversed:
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changeInX = -changeInX;
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changeInY = -changeInY;
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}
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V_step = (changeInX < 0)? -1 : 1;
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ImageDrawPixel(dst, startV, startU, color); // ... but need to be reversed here. Repeated in the main loop below.
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}
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// We already drew the start point. If we started at startU+0, the line would be crooked and too short.
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for (int U = startU+1, V = startV; U <= endU; U += 1)
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{
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if (P >= 0)
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{
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V += V_step; // Adjusts whenever we stray too far from the direct line. Details in the linked paper above.
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P += B; // Remembers that we corrected our path.
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}
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else
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{
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P += A; // Remembers how far we are from the direct line.
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}
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if (is_x_y_reversed) // Substitutions may be in wrong order for drawing:
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{
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ImageDrawPixel(dst, U, V, color);
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}
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else
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{
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ImageDrawPixel(dst, V, U, color);
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}
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}
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}
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