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Add a better way to handle good vertical lines in the raster
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<!DOCTYPE html> | ||
<html lang="en" dir="ltr"> | ||
<head> | ||
<meta charset="utf-8"> | ||
<title>Raster 02</title> | ||
</head> | ||
<body> | ||
<canvas id="canvas" width=600 height=600 style="border: 1px grey solid"> | ||
<script src="./raster-02.js" charset="utf-8"></script> | ||
</body> | ||
</html> |
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// ====================================================================== | ||
// Low-level canvas access. | ||
// ====================================================================== | ||
let canvas = document.getElementById('canvas'); | ||
let canvas_context = canvas.getContext('2d'); | ||
let canvas_buffer = canvas_context.getImageData(0, 0, canvas.width, canvas.height); | ||
let canvas_pitch = canvas_buffer.width * 4; | ||
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let PutPixel = (x, y, color) => { | ||
x = canvas.width / 2 + Math.floor(x); | ||
y = canvas.height / 2 - Math.floor(y) - 1; | ||
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if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) { | ||
return; | ||
} | ||
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let offset = 4 * x + canvas_pitch * y; | ||
canvas_buffer.data[offset++] = color[0]; | ||
canvas_buffer.data[offset++] = color[1]; | ||
canvas_buffer.data[offset++] = color[2]; | ||
canvas_buffer.data[offset++] = 255; // Alpha = 255 (full opacity) | ||
} | ||
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// Displays the contents of the offscreen buffer into the canvas. | ||
let UpdateCanvas = () => { | ||
canvas_context.putImageData(canvas_buffer, 0, 0); | ||
} | ||
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// ====================================================================== | ||
// Rasterization code. | ||
// ====================================================================== | ||
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// A Point representation. | ||
let Pt = function(x, y) { | ||
if (!(this instanceof Pt)) { | ||
return new Pt(x, y); | ||
} | ||
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this.x = x; | ||
this.y = y; | ||
} | ||
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let Interpolate = (i0, d0, i1, d1) => { | ||
if (i0 == i1) { | ||
return [d0]; | ||
} | ||
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let values = []; | ||
const a = (d1 - d0) / (i1 - i0); | ||
let d = d0; | ||
for (let i = i0; i <= i1; i++) { | ||
values.push(d); | ||
d += a; | ||
} | ||
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return values; | ||
} | ||
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let DrawLine = (p0, p1, color) => { | ||
let dx = p1.x - p0.x; | ||
let dy = p1.y - p0.y; | ||
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if (Math.abs(dx) > Math.abs(dy)) { | ||
// The line is horizontal-ish. Make sure it's left to right. | ||
if (dx < 0) { | ||
let swap = p0; | ||
p0 = p1; | ||
p1 = swap; | ||
} | ||
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// Compute the Y values and draw. | ||
let ys = Interpolate(p0.x, p0.y, p1.x, p1.y); | ||
for (let x = p0.x; x <= p1.x; x++) { | ||
// Using bitwise "or" | operator with 0 here is to remove the fractional part of the index. | ||
PutPixel(x, ys[(x - p0.x) | 0], color); | ||
} | ||
} else { | ||
// The line is vertical-ish. Make sure it's bottom to top. | ||
if (dy < 0) { | ||
let swap = p0; | ||
p0 = p1; | ||
p1 = swap; | ||
} | ||
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// Compute the X values and draw. | ||
let xs = Interpolate(p0.y, p0.x, p1.y, p1.x); | ||
for (let y = p0.y; y <= p1.y; y++) { | ||
// Using bitwise "or" | operator with 0 here is to remove the fractional part of the index. | ||
PutPixel(xs[(y - p0.y) | 0], y, color); | ||
} | ||
} | ||
} | ||
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DrawLine(Pt(-200, -100), Pt(240, 120), [0, 0, 0]); | ||
DrawLine(Pt(-50, -200), Pt(60, 240), [0, 0, 0]); | ||
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UpdateCanvas(); |