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Add a better way to handle good vertical lines in the raster
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ElHacker committed Nov 28, 2019
1 parent 98c20e6 commit 825d8ca
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11 changes: 11 additions & 0 deletions raster-02.html
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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>
101 changes: 101 additions & 0 deletions raster-02.js
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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;


let PutPixel = (x, y, color) => {
x = canvas.width / 2 + Math.floor(x);
y = canvas.height / 2 - Math.floor(y) - 1;

if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) {
return;
}

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)
}


// Displays the contents of the offscreen buffer into the canvas.
let UpdateCanvas = () => {
canvas_context.putImageData(canvas_buffer, 0, 0);
}


// ======================================================================
// Rasterization code.
// ======================================================================

// A Point representation.
let Pt = function(x, y) {
if (!(this instanceof Pt)) {
return new Pt(x, y);
}

this.x = x;
this.y = y;
}

let Interpolate = (i0, d0, i1, d1) => {
if (i0 == i1) {
return [d0];
}

let values = [];
const a = (d1 - d0) / (i1 - i0);
let d = d0;
for (let i = i0; i <= i1; i++) {
values.push(d);
d += a;
}

return values;
}

let DrawLine = (p0, p1, color) => {
let dx = p1.x - p0.x;
let dy = p1.y - p0.y;

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;
}

// 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;
}

// 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);
}
}
}

DrawLine(Pt(-200, -100), Pt(240, 120), [0, 0, 0]);
DrawLine(Pt(-50, -200), Pt(60, 240), [0, 0, 0]);

UpdateCanvas();

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