Obtain Polar Coordinate from specific origin - c++

Let's say I have a list of points represented in cartesian coordinates (Ex. (x,y)). I'm trying to grab one of those points, and make it the origin of a polar plane, and get the polar coordinates of all of the other points.
Right now I have this:
This is my point struct
struct point
{
float x;
float y;
string type;
float toDegrees = (180/3.1416);
point(float x, float y)
{
this->x = x;
this->y = y;
}
void makePolar()
{
float oldX = this->x;
float oldY = this->y;
this->x = sqrt(pow(oldX, 2) + pow(oldY, 2));
this->y = atan(oldY/oldX) * toDegrees;
if (this->y < 0)
{
this->y = 360 + this->y;
}
}
};
And here is where I'm trying to do what I just explained
for (int i = 0; i < points.size(); i++)
{
for (int j = 0; j < points.size(); j++)
{
point temp = points[j];
if (points[i].x != points[j].x && points[i].y != points[j].y)
{
temp.x += points[i].x;
temp.y += points[i].y;
temp.makePolar();
}
}
}
In this snippet, "points" is a vector<point>.

Related

How can I find out the size of the title bar using SDL?

Faced the following problem: I have a grid and a beam, in the form of a circle. At this stage, you just need to draw them.
Grid::render():
for (int i = 0; i < cellsInColumn; i++) {
for (int j = 0; j < cellsInRow; j++) {
SDL_Rect outlineRect = { this->x + this->bord_x + (cellWidth*j), this->y+this->bord_y, this->cellWidth, this->cellHeight };
SDL_RenderDrawRect( this->rend, &outlineRect );
}
y+=cellHeight;
}
Beam::render():
for (int w = 0; w < radius * 2; w++) {
for (int h = 0; h < radius * 2; h++) {
double dx = radius - w;
double dy = radius - h;
if ((dx*dx + dy*dy) <= (radius * radius)) {
SDL_RenderDrawPoint(this->rend, x + dx, y + dy);
}
}
}
But my screen seems to have "eaten" the top line of the grid. It turned out that the top of the grid, along with the "beam", was drawn under the title bar.
bord_y == 0
bord_y == 70
Question for the connoisseurs: how do I now draw the grid and the circle? Does the SDL know how many pixels are in the title bar, or should this indent be "by eye"? If it knows, where is this information stored?
UPD:
Grid and beam values are set in the following function:
void setStartValues(int screenWidth, int screenHeight){
Grid::setBord(screenWidth, screenHeight);
Grid::setCellSize(screenHeight);
Beam::setValues(Grid::getCellHeight(), Grid::getBord());
}
And here are all the getters and setters that are used above:
void setBord(int scrW, int scrH) {
this->bord_x = this->cellsInRow <= this->cellsInColumn? (scrW-scrH)/2 : (scrW-scrH)/6;
this->bord_y = 0;
}
void setCellSize(int scrH) {
this->cellWidth = this->cellHeight = scrH/cellsInColumn;
}
double getCellHeight() {
return this->cellHeight;
}
double getBord() {
return this->bord_x;
}
void setValues(double cellH, double bord) { //Beam
this->x = cellH/2 + bord;
this->y = cellH/2;
this->radius = cellH/4;
}

Vector.push_back(...) read access violation

I don't know why but my program triggers a breakpoint on a line on the first iterations of 2 embedded loops here is the line:
pointerHolder->linkedVertices.push_back(&sphereApproximation.vertices.back());
Here is the section within which this resides (the line is near the bottom):
static const vertice holder[6] = { vertice(0,r,0,0), vertice(r,0,0,0), vertice(0,0,r,0), vertice(0,-r,0,0), vertice(-r,0,0,0), vertice(0,0,-r,0) };
std::vector<vertice> vertices (holder, holder + (sizeof(holder) / sizeof(vertice)));
shape sphereApproximation = shape(0, vertices);
int count;
for (int i = 0; i < 6; i++) {
count = i;
for (int t = 0; t < 5; t++) {
if (count == 5) {
count = 0;
}
else {
count++;
}
if (t != 2) {
sphereApproximation.vertices[i].linkedVertices.push_back(&sphereApproximation.vertices[count]);
}
}
}
bool * newConnection = new bool[pow(sphereApproximation.vertices.size(), 2) - sphereApproximation.vertices.size()]();
vertice * pointerHolder;
for (int i = 0; i < sphereApproximation.vertices.size(); i++) {
for (int t = 0; t < sphereApproximation.vertices[i].linkedVertices.size(); t++) {
if (!newConnection[(i * (sphereApproximation.vertices.size() - 1)) + t]) {
pointerHolder = sphereApproximation.vertices[i].linkedVertices[t];
sphereApproximation.vertices.push_back(newVertice(&sphereApproximation.vertices[i], pointerHolder, accuracyIterator + 1));
for (int q = 0; q < pointerHolder->linkedVertices.size(); q++) {
if (pointerHolder->linkedVertices[q] == &sphereApproximation.vertices[i]) {
pointerHolder->linkedVertices.erase(pointerHolder->linkedVertices.begin() + q);
break;
}
}
sphereApproximation.vertices[i].linkedVertices.erase(sphereApproximation.vertices[i].linkedVertices.begin() + t);
sphereApproximation.vertices[i].linkedVertices.push_back(&sphereApproximation.vertices.back());
std::cout << "gets here" << std::endl;
pointerHolder->linkedVertices.push_back(&sphereApproximation.vertices.back());
std::cout << "does not get here" << std::endl;
sphereApproximation.vertices.back().linkedVertices.push_back(&sphereApproximation.vertices[i]);
sphereApproximation.vertices.back().linkedVertices.push_back(pointerHolder);
}
}
}
I know the declaration for the newVertice(...) subroutine is missing, but I thought it was rather unnecessary, all that needs to be known is that its return type is vertice and it does return a vertice as I have tested. Here are the declerations of the structs I'm using:
struct vertice {
int accuracy;
double x, y, z;
std::vector<vertice*> linkedVertices;
vertice(double x, double y, double z, std::vector<vertice*> linkedVertices) {
this->x = x;
this->y = y;
this->z = z;
this->linkedVertices = linkedVertices;
}
vertice(double x, double y, double z, int accuracy) {
this->x = x;
this->y = y;
this->z = z;
this->accuracy = accuracy;
}
};
struct shape {
double center;
std::vector<vertice> vertices;
shape(double center, std::vector<vertice> vertices) {
this->center = center;
this->vertices = vertices;
}
};
If I've failed to provide anything please drop a comment and I shall amend my question.

Performant Threaded C++ Pixel Rendering: Fastest Way?

My goal is simple: I want to create a rendering system in C++ that can draw thousands of bitmaps on screen. I have been trying to use threads to speed up the process but to no avail. In most cases, I have actually slowed down performance by using multiple threads. I am using this project as an educational exercise by not using hardware acceleration. That said, my question is this:
What is the best way to use several threads to accept a massive list of images to be drawn onto the screen and render them at break-neck speeds? I know that I won’t be able to create a system that can rival hardware accelerated graphics, but I believe that my idea is still feasible because the operation is so simple: copying pixels from one memory location to another.
My renderer design uses three core blitting operations: position, rotation, and scale of a bitmap image. I have it set up to only rotate an image when needed, and only scale an image when needed.
I have gone through several designs for this system. All of them too slow to get the job done (300 64x64 bitmaps at barely 60fps).
Here are the designs I have tried:
Immediately drawing a source bitmap on a destination bitmap for every image on screen (moderate speed).
Creating workers that accept a draw instruction and immediately begin working on it while other workers receive their instructions also (slowest).
Workers that receive packages of several instructions at a time (slower).
Saving all drawing instructions up and then parting them up in one swoop to several workers while other tasks (in theory) are being done (slowest).
Here is the bitmap class I am using to blit bitmaps onto each other:
class Bitmap
{
public:
Bitmap(int w, int h)
{
width = w;
height = h;
size = w * h;
pixels = new unsigned int[size];
}
virtual ~Bitmap()
{
if (pixels != 0)
{
delete[] pixels;
pixels = 0;
}
}
void blit(Bitmap *bmp, float x, float y, float rot, float sclx,
float scly)
{
// Position only
if (rot == 0 && sclx == 1 && scly == 1)
{
blitPos(bmp, x, y);
return;
}
// Rotate only
else if (rot != 0 && sclx == 1 && scly == 1)
{
blitRot(bmp, x, y, rot);
return;
}
// Scale only
else if (rot == 0 && (sclx != 1 || scly != 1))
{
blitScl(bmp, x, y, sclx, scly);
return;
}
/////////////////////////////////////////////////////////////////////////////
// If it is not one of those, you have to do all three... :D
/////////////////////////////////////////////////////////////////////////////
// Create a bitmap that is scaled to the new size.
Bitmap tmp((int)(bmp->width * sclx), (int)(bmp->height * scly));
// Find how much each pixel steps:
float step_x = (float)bmp->width / (float)tmp.width;
float step_y = (float)bmp->height / (float)tmp.height;
// Fill the scaled image with pixels!
float inx = 0;
int xOut = 0;
while (xOut < tmp.width)
{
float iny = 0;
int yOut = 0;
while (yOut < tmp.height)
{
unsigned int sample = bmp->pixels[
(int)(std::floor(inx) + std::floor(iny) * bmp->width)
];
tmp.drawPixel(xOut, yOut, sample);
iny += step_y;
yOut++;
}
inx += step_x;
xOut++;
}
blitRot(&tmp, x, y, rot);
}
void drawPixel(int x, int y, unsigned int color)
{
if (x > width || y > height || x < 0 || y < 0)
return;
if (color == 0x00000000)
return;
int index = x + y * width;
if (index >= 0 && index <= size)
pixels[index] = color;
}
unsigned int getPixel(int x, int y)
{
return pixels[x + y * width];
}
void clear(unsigned int color)
{
std::fill(&pixels[0], &pixels[size], color);
}
private:
void blitPos(Bitmap *bmp, float x, float y)
{
// Don't draw if coordinates are already past edges
if (x > width || y > height || y + bmp->height < 0 || x + bmp->width < 0)
return;
int from;
int to;
int destfrom;
int destto;
for (int i = 0; i < bmp->height; i++)
{
from = i * bmp->width;
to = from + bmp->width;
//////// Caps
// Bitmap is being drawn past the right edge
if (x + bmp->width > width)
{
int cap = bmp->width - ((x + bmp->width) - width);
to = from + cap;
}
// Bitmap is being drawn past the left edge
else if (x + bmp->width < bmp->width)
{
int cap = bmp->width + x;
from += (bmp->width - cap);
to = from + cap;
}
//////// Destination Maths
if (x < 0)
{
destfrom = (y + i) * width;
destto = destfrom + (bmp->width + x);
}
else
{
destfrom = x + (y + i) * width;
destto = destfrom + bmp->width;
}
// Bitmap is being drawn past either top or bottom edges
if (y + i > height - 1)
{
continue;
}
if (destfrom > size || destfrom < 0)
{
continue;
}
memcpy(&pixels[destfrom], &bmp->pixels[from], sizeof(unsigned int) * (to - from));
}
}
void blitRot(Bitmap *bmp, float x, float y, float rot)
{
float sine = std::sin(-rot);
float cosine = std::cos(-rot);
int x1 = (int)(-bmp->height * sine);
int y1 = (int)(bmp->height * cosine);
int x2 = (int)(bmp->width * cosine - bmp->height * sine);
int y2 = (int)(bmp->height * cosine + bmp->width * sine);
int x3 = (int)(bmp->width * cosine);
int y3 = (int)(bmp->width * sine);
int minx = (int)std::min(0, std::min(x1, std::min(x2, x3)));
int miny = (int)std::min(0, std::min(y1, std::min(y2, y3)));
int maxx = (int)std::max(0, std::max(x1, std::max(x2, x3)));
int maxy = (int)std::max(0, std::max(y1, std::max(y2, y3)));
int w = maxx - minx;
int h = maxy - miny;
int srcx;
int srcy;
int dest_x;
int dest_y;
unsigned int color;
for (int sy = miny; sy < maxy; sy++)
{
for (int sx = minx; sx < maxx; sx++)
{
srcx = sx * cosine + sy * sine;
srcy = sy * cosine - sx * sine;
dest_x = x + sx;
dest_y = y + sy;
if (dest_x <= width - 1 && dest_y <= height - 1
&& dest_x >= 0 && dest_y >= 0)
{
color = 0;
// Only grab a pixel if it is inside of the src image
if (srcx < bmp->width && srcy < bmp->height && srcx >= 0 &&
srcy >= 0)
color = bmp->getPixel(srcx, srcy);
// Only this pixel if it is not completely transparent:
if (color & 0xFF000000)
// Only if the pixel is somewhere between 0 and the bmp size
if (0 < srcx < bmp->width && 0 < srcy < bmp->height)
drawPixel(x + sx, y + sy, color);
}
}
}
}
void blitScl(Bitmap *bmp, float x, float y, float sclx, float scly)
{
// Create a bitmap that is scaled to the new size.
int finalwidth = (int)(bmp->width * sclx);
int finalheight = (int)(bmp->height * scly);
// Find how much each pixel steps:
float step_x = (float)bmp->width / (float)finalwidth;
float step_y = (float)bmp->height / (float)finalheight;
// Fill the scaled image with pixels!
float inx = 0;
int xOut = 0;
float iny;
int yOut;
while (xOut < finalwidth)
{
iny = 0;
yOut = 0;
while (yOut < finalheight)
{
unsigned int sample = bmp->pixels[
(int)(std::floor(inx) + std::floor(iny) * bmp->width)
];
drawPixel(xOut + x, yOut + y, sample);
iny += step_y;
yOut++;
}
inx += step_x;
xOut++;
}
}
public:
int width;
int height;
int size;
unsigned int *pixels;
};
Here is some code showing the latest method I have tried: saving up all instructions and then giving them to workers once they have all been received:
class Instruction
{
public:
Instruction() {}
Instruction(Bitmap* out, Bitmap* in, float x, float y, float rot,
float sclx, float scly)
: outbuffer(out), inbmp(in), x(x), y(y), rot(rot),
sclx(sclx), scly(scly)
{ }
~Instruction()
{
outbuffer = nullptr;
inbmp = nullptr;
}
public:
Bitmap* outbuffer;
Bitmap* inbmp;
float x, y, rot, sclx, scly;
};
Layer Class:
class Layer
{
public:
bool empty()
{
return instructions.size() > 0;
}
public:
std::vector<Instruction> instructions;
int pixel_count;
};
Worker Thread Class:
class Worker
{
public:
void start()
{
done = false;
work_thread = std::thread(&Worker::processData, this);
}
void processData()
{
while (true)
{
controller.lock();
if (done)
{
controller.unlock();
break;
}
if (!layers.empty())
{
for (int i = 0; i < layers.size(); i++)
{
for (int j = 0; j < layers[i].instructions.size(); j++)
{
Instruction* inst = &layers[i].instructions[j];
inst->outbuffer->blit(inst->inbmp, inst->x, inst->y, inst->rot, inst->sclx, inst->scly);
}
}
layers.clear();
}
controller.unlock();
}
}
void finish()
{
done = true;
}
public:
bool done;
std::thread work_thread;
std::mutex controller;
std::vector<Layer> layers;
};
Finally, the Render Manager Class:
class RenderManager
{
public:
RenderManager()
{
workers.reserve(std::thread::hardware_concurrency());
for (int i = 0; i < 1; i++)
{
workers.emplace_back();
workers.back().start();
}
}
void layer()
{
layers.push_back(current_layer);
current_layer = Layer();
}
void blit(Bitmap* out, Bitmap* in, float x, float y, float rot, float sclx, float scly)
{
current_layer.instructions.emplace_back(out, in, x, y, rot, sclx, scly);
}
void processInstructions()
{
if (layers.empty())
layer();
lockall();
int index = 0;
for (int i = 0; i < layers.size(); i++)
{
// Evenly distribute the layers in a round-robin fashion
Layer l = layers[i];
workers[index].layers.push_back(layers[i]);
index++;
if (index >= workers.size()) index = 0;
}
layers.clear();
unlockall();
}
void lockall()
{
for (int i = 0; i < workers.size(); i++)
{
workers[i].controller.lock();
}
}
void unlockall()
{
for (int i = 0; i < workers.size(); i++)
{
workers[i].controller.unlock();
}
}
void finish()
{
// Wait until every worker is done rendering
lockall();
// At this point, we know they have nothing more to draw
unlockall();
}
void endRendering()
{
for (int i = 0; i < workers.size(); i++)
{
// Send each one an exit code
workers[i].finish();
}
// Let the workers finish and then return
for (int i = 0; i < workers.size(); i++)
{
workers[i].work_thread.join();
}
}
private:
std::vector<Worker> workers;
std::vector<Layer> layers;
Layer current_layer;
};
Here is a screenshot of what the 3rd method I tried, and it's results:
Sending packages of draw instructions
What would really be helpful is that if someone could simply point me in the right direction in regards to what method I should try. I have tried these four methods and have failed, so I stand before those who have done greater things than I for help. The least intelligent person in the room is the one that does not ask questions because his pride does not permit it. Please keep in mind though, this is my first question ever on Stack Overflow.

C++ Rotation matrix issue when used on a square

I'm attempting to apply an a rotation matrix in C++ that rotates all points of square a specified degree around a specified origin. The catch is that it is based in the win32 console, so each point has to correspond with a pair of ints, rather than floating point values. As you can see below, the rotating square's overall shape is consistent with the desired result, but there are a number of 'holes' in it.
Here's my source code:
#include <iostream>
#include <cmath>
using namespace std;
enum {W = 50, H = 50, S = 25}; //Width, Height, Square size
struct Vector2i
{
int x;
int y;
Vector2i() {}
Vector2i(int _x, int _y) : x(_x), y(_y) {}
};
struct Square
{
bool Data[W][H];
Vector2i Origin = Vector2i(W / 2, H / 2);
void clear() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x)
Data[x][y] = false;
}
}
void setSquare() {
for (int y = H / 2 - S / 2; y < H / 2 + S / 2; ++y) {
for (int x = W / 2 - S / 2; x < W / 2 + S / 2; ++x)
Data[x][y] = true;
}
}
void draw() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
if (y == Origin.y && x == Origin.x) std::cout << '+'; //Marks the origin
else if (Data[x][y]) std::cout << 'X';
else std::cout << '.';
}
std::cout << '\n';
}
}
};
Vector2i newPos(Vector2i old, double theta) {
theta *= 3.14159265d / 180.d; //Converting from degrees to radians
int X = ceil(cos(theta) * old.x - sin(theta) * old.y);
int Y = ceil(sin(theta) * old.x + cos(theta) * old.y);
return Vector2i(X, Y);
}
int main()
{
cout << "Enter an angle (in degrees): ";
double angle = 0;
cin >> angle;
Square One;
One.clear();
One.setSquare();
One.draw();
Square Two;
Two.clear();
///Draw the rotated square as the second square
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
if (One.Data[x][y]) {
Vector2i finalVec = newPos(Vector2i(x - One.Origin.x,
y - One.Origin.y), angle);
Two.Data[finalVec.x + One.Origin.x][finalVec.y + One.Origin.y] = true;
}
}
}
///Copy the second square back into the first
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x)
One.Data[x][y] = Two.Data[x][y];
}
One.draw();
return 0;
}
Is this due to the accuracy of the newPos() function, or is it the rounding into int values that is causing this?
Additionally, is there a way to fix this or predict where the holes will be?
EDIT: SOLVED!
Going off of infgeoax's suggestion to work backwards, I created a function to calculate the original positions. I'll leave the augmented code here, in case anyone has a similar problem in the future (Thanks for all your help, everyone! [especially infgeoax, for the brainwave]):
#include <iostream>
#include <cmath>
using namespace std;
enum {W = 50, H = 50, S = 25};
struct Vector2i
{
int x;
int y;
Vector2i() {}
Vector2i(int _x, int _y) : x(_x), y(_y) {}
};
struct Square
{
bool Data[W][H];;
Vector2i Origin = Vector2i(W / 2, H / 2);
void clear() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x)
Data[x][y] = false;
}
}
void setSquare() {
for (int y = H / 2 - S / 2; y < H / 2 + S / 2; ++y) {
for (int x = W / 2 - S / 2; x < W / 2 + S / 2; ++x)
Data[x][y] = true;
}
}
void draw() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
if (y == Origin.y && x == Origin.x) std::cout << '+'; //Marks the origin
else if (Data[x][y]) std::cout << 'X';
else std::cout << '.';
}
std::cout << '\n';
}
}
};
Vector2i oldPos(Vector2i new_, float theta) {
theta *= 3.14159265f / 180.f; //Converting from degrees to radians
return Vector2i(new_.x * cosf(theta) + new_.y * sinf(theta) + 0.5f,
new_.y * cosf(theta) - new_.x * sinf(theta) + 0.5f);
}
int main()
{
cout << "Enter an angle (in degrees): ";
float angle = 0;
cin >> angle;
Square One;
One.clear();
One.setSquare();
One.draw();
Square Two;
Two.clear();
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
Vector2i vec = oldPos(Vector2i(x - One.Origin.x, y - One.Origin.y), angle);
vec.x += One.Origin.x;
vec.y += One.Origin.y;
if (vec.x >= 0 && vec.x < W && vec.y >= 0 && vec.y < H)
Two.Data[x][y] = One.Data[vec.x][vec.y];
}
}
Two.draw();
return 0;
}
Well your problem has nothing to do with whether or not your are developing a console or GUI application. Images are stored and processed as matrices of pixels. When you rotate the image, the resulting position for a specific pixel is usually not integers.
The idea is to go the other way around.
You calculate the four corners of the rotated sqaure.
For each position(pixel) in the rotated square, you calculate its color by rotating it back to the original square.

C++ triangle rasterization

I'm trying to fix this triangle rasterizer, but cannot make it work correctly. For some reason it only draws half of the triangles.
void DrawTriangle(Point2D p0, Point2D p1, Point2D p2)
{
Point2D Top, Middle, Bottom;
bool MiddleIsLeft;
if (p0.y < p1.y) // case: 1, 2, 5
{
if (p0.y < p2.y) // case: 1, 2
{
if (p1.y < p2.y) // case: 1
{
Top = p0;
Middle = p1;
Bottom = p2;
MiddleIsLeft = true;
}
else // case: 2
{
Top = p0;
Middle = p2;
Bottom = p1;
MiddleIsLeft = false;
}
}
else // case: 5
{
Top = p2;
Middle = p0;
Bottom = p1;
MiddleIsLeft = true;
}
}
else // case: 3, 4, 6
{
if (p0.y < p2.y) // case: 4
{
Top = p1;
Middle = p0;
Bottom = p2;
MiddleIsLeft = false;
}
else // case: 3, 6
{
if (p1.y < p2.y) // case: 3
{
Top = p1;
Middle = p2;
Bottom = p0;
MiddleIsLeft = true;
}
else // case 6
{
Top = p2;
Middle = p1;
Bottom = p0;
MiddleIsLeft = false;
}
}
}
float xLeft, xRight;
xLeft = xRight = Top.x;
float mLeft, mRight;
// Region 1
if(MiddleIsLeft)
{
mLeft = (Top.x - Middle.x) / (Top.y - Middle.y);
mRight = (Top.x - Bottom.x) / (Top.y - Bottom.y);
}
else
{
mLeft = (Top.x - Bottom.x) / (Top.y - Bottom.y);
mRight = (Middle.x - Top.x) / (Middle.y - Top.y);
}
int finalY;
float Tleft, Tright;
for (int y = ceil(Top.y); y < (int)Middle.y; y++)
{
Tleft=float(Top.y-y)/(Top.y-Middle.y);
Tright=float(Top.y-y)/(Top.y-Bottom.y);
for (int x = ceil(xLeft); x <= ceil(xRight) - 1 ; x++)
{
FrameBuffer::SetPixel(x, y, p0.r,p0.g,p0.b);
}
xLeft += mLeft;
xRight += mRight;
finalY = y;
}
// Region 2
if (MiddleIsLeft)
{
mLeft = (Bottom.x - Middle.x) / (Bottom.y - Middle.y);
}
else
{
mRight = (Middle.x - Bottom.x) / (Middle.y - Bottom.y);
}
for (int y = Middle.y; y <= ceil(Bottom.y) - 1; y++)
{
Tleft=float(Bottom.y-y)/(Bottom.y-Middle.y);
Tright=float(Top.y-y)/(Top.y-Bottom.y);
for (int x = ceil(xLeft); x <= ceil(xRight) - 1; x++)
{
FrameBuffer::SetPixel(x, y, p0.r,p0.g,p0.b);
}
xLeft += mLeft;
xRight += mRight;
}
}
Here is what happens when I use it to draw shapes.
When I disable the second region, all those weird triangles disappear.
The wireframe mode works perfect, so this eliminates all the other possibilities other than the triangle rasterizer.
I kind of got lost in your implementation, but here's what I do (I have a slightly more complex version for arbitrary convex polygons, not just triangles) and I think apart from the Bresenham's algorithm it's very simple (actually the algorithm is simple too):
#include <stddef.h>
#include <limits.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#define SCREEN_HEIGHT 22
#define SCREEN_WIDTH 78
// Simulated frame buffer
char Screen[SCREEN_HEIGHT][SCREEN_WIDTH];
void SetPixel(long x, long y, char color)
{
if ((x < 0) || (x >= SCREEN_WIDTH) ||
(y < 0) || (y >= SCREEN_HEIGHT))
{
return;
}
Screen[y][x] = color;
}
void Visualize(void)
{
long x, y;
for (y = 0; y < SCREEN_HEIGHT; y++)
{
for (x = 0; x < SCREEN_WIDTH; x++)
{
printf("%c", Screen[y][x]);
}
printf("\n");
}
}
typedef struct
{
long x, y;
unsigned char color;
} Point2D;
// min X and max X for every horizontal line within the triangle
long ContourX[SCREEN_HEIGHT][2];
#define ABS(x) ((x >= 0) ? x : -x)
// Scans a side of a triangle setting min X and max X in ContourX[][]
// (using the Bresenham's line drawing algorithm).
void ScanLine(long x1, long y1, long x2, long y2)
{
long sx, sy, dx1, dy1, dx2, dy2, x, y, m, n, k, cnt;
sx = x2 - x1;
sy = y2 - y1;
if (sx > 0) dx1 = 1;
else if (sx < 0) dx1 = -1;
else dx1 = 0;
if (sy > 0) dy1 = 1;
else if (sy < 0) dy1 = -1;
else dy1 = 0;
m = ABS(sx);
n = ABS(sy);
dx2 = dx1;
dy2 = 0;
if (m < n)
{
m = ABS(sy);
n = ABS(sx);
dx2 = 0;
dy2 = dy1;
}
x = x1; y = y1;
cnt = m + 1;
k = n / 2;
while (cnt--)
{
if ((y >= 0) && (y < SCREEN_HEIGHT))
{
if (x < ContourX[y][0]) ContourX[y][0] = x;
if (x > ContourX[y][1]) ContourX[y][1] = x;
}
k += n;
if (k < m)
{
x += dx2;
y += dy2;
}
else
{
k -= m;
x += dx1;
y += dy1;
}
}
}
void DrawTriangle(Point2D p0, Point2D p1, Point2D p2)
{
int y;
for (y = 0; y < SCREEN_HEIGHT; y++)
{
ContourX[y][0] = LONG_MAX; // min X
ContourX[y][1] = LONG_MIN; // max X
}
ScanLine(p0.x, p0.y, p1.x, p1.y);
ScanLine(p1.x, p1.y, p2.x, p2.y);
ScanLine(p2.x, p2.y, p0.x, p0.y);
for (y = 0; y < SCREEN_HEIGHT; y++)
{
if (ContourX[y][1] >= ContourX[y][0])
{
long x = ContourX[y][0];
long len = 1 + ContourX[y][1] - ContourX[y][0];
// Can draw a horizontal line instead of individual pixels here
while (len--)
{
SetPixel(x++, y, p0.color);
}
}
}
}
int main(void)
{
Point2D p0, p1, p2;
// clear the screen
memset(Screen, ' ', sizeof(Screen));
// generate random triangle coordinates
srand((unsigned)time(NULL));
p0.x = rand() % SCREEN_WIDTH;
p0.y = rand() % SCREEN_HEIGHT;
p1.x = rand() % SCREEN_WIDTH;
p1.y = rand() % SCREEN_HEIGHT;
p2.x = rand() % SCREEN_WIDTH;
p2.y = rand() % SCREEN_HEIGHT;
// draw the triangle
p0.color = '1';
DrawTriangle(p0, p1, p2);
// also draw the triangle's vertices
SetPixel(p0.x, p0.y, '*');
SetPixel(p1.x, p1.y, '*');
SetPixel(p2.x, p2.y, '*');
Visualize();
return 0;
}
Output:
*111111
1111111111111
111111111111111111
1111111111111111111111
111111111111111111111111111
11111111111111111111111111111111
111111111111111111111111111111111111
11111111111111111111111111111111111111111
111111111111111111111111111111111111111*
11111111111111111111111111111111111
1111111111111111111111111111111
111111111111111111111111111
11111111111111111111111
1111111111111111111
11111111111111
11111111111
1111111
1*
The original code will only work properly with triangles that have counter-clockwise winding because of the if-else statements on top that determines whether middle is left or right. It could be that the triangles which aren't drawing have the wrong winding.
This stack overflow shows how to Determine winding of a 2D triangles after triangulation
The original code is fast because it doesn't save the points of the line in a temporary memory buffer. Seems a bit over-complicated even given that, but that's another problem.
The following code is in your implementation:
if (p0.y < p1.y) // case: 1, 2, 5
{
if (p0.y < p2.y) // case: 1, 2
{
if (p1.y < p2.y) // case: 1
{
Top = p0;
Middle = p1;
Bottom = p2;
MiddleIsLeft = true;
}
else // case: 2
{
Top = p0;
Middle = p2;
Bottom = p1;
MiddleIsLeft = false;
}
}
This else statement means that p2.y (or Middle) can equal p1.y (or Bottom). If this is true, then when region 2 runs
if (MiddleIsLeft)
{
mLeft = (Bottom.x - Middle.x) / (Bottom.y - Middle.y);
}
else
{
mRight = (Middle.x - Bottom.x) / (Middle.y - Bottom.y);
}
That else line will commit division by zero, which is not possible.