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Add: Filled polygon drawing function
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138
src/gfx.cpp
138
src/gfx.cpp
@ -154,6 +154,144 @@ void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectM
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}
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}
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typedef std::pair<Point, Point> LineSegment;
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/**
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* Make line segments from a polygon defined by points, translated by an offset.
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* Entirely horizontal lines (start and end at same Y coordinate) are skipped, as they are irrelevant to scanline conversion algorithms.
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* Generated line segments always have the lowest Y coordinate point first, i.e. original direction is lost.
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* @param shape The polygon to convert.
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* @param offset Offset vector subtracted from all coordinates in the shape.
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* @return Vector of undirected line segments.
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*/
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static std::vector<LineSegment> MakePolygonSegments(const std::vector<Point> &shape, Point offset)
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{
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std::vector<LineSegment> segments;
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if (shape.size() < 3) return segments; // fewer than 3 will always result in an empty polygon
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segments.reserve(shape.size());
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/* Connect first and last point by having initial previous point be the last */
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Point prev = shape.back();
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prev.x -= offset.x;
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prev.y -= offset.y;
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for (Point pt : shape) {
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pt.x -= offset.x;
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pt.y -= offset.y;
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/* Create segments for all non-horizontal lines in the polygon.
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* The segments always have lowest Y coordinate first. */
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if (prev.y > pt.y) {
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segments.emplace_back(pt, prev);
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} else if (prev.y < pt.y) {
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segments.emplace_back(prev, pt);
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}
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prev = pt;
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}
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return segments;
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}
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/**
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* Fill a polygon with colour.
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* The odd-even winding rule is used, i.e. self-intersecting polygons will have holes in them.
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* Left and top edges are inclusive, right and bottom edges are exclusive.
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* @note For rectangles the GfxFillRect function will be faster.
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* @pre dpi->zoom == ZOOM_LVL_NORMAL
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* @param shape List of points on the polygon.
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* @param colour An 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR).
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* @param mode
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* FILLRECT_OPAQUE: Fill the polygon with the specified colour.
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* FILLRECT_CHECKER: Fill every other pixel with the specified colour, in a checkerboard pattern.
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* FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the polygon.
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*/
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void GfxFillPolygon(const std::vector<Point> &shape, int colour, FillRectMode mode)
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{
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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const DrawPixelInfo *dpi = _cur_dpi;
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if (dpi->zoom != ZOOM_LVL_NORMAL) return;
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std::vector<LineSegment> segments = MakePolygonSegments(shape, Point{ dpi->left, dpi->top });
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/* Remove segments appearing entirely above or below the clipping area. */
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segments.erase(std::remove_if(segments.begin(), segments.end(), [dpi](const LineSegment &s) { return s.second.y <= 0 || s.first.y >= dpi->height; }), segments.end());
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/* Check that this wasn't an empty shape (all points on a horizontal line or outside clipping.) */
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if (segments.empty()) return;
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/* Sort the segments by first point Y coordinate. */
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std::sort(segments.begin(), segments.end(), [](const LineSegment &a, const LineSegment &b) { return a.first.y < b.first.y; });
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/* Segments intersecting current scanline. */
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std::vector<LineSegment> active;
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/* Intersection points with a scanline.
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* Kept outside loop to avoid repeated re-allocations. */
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std::vector<int> intersections;
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/* Normal, reasonable polygons don't have many intersections per scanline. */
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active.reserve(4);
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intersections.reserve(4);
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/* Scan through the segments and paint each scanline. */
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int y = segments.front().first.y;
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std::vector<LineSegment>::iterator nextseg = segments.begin();
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while (!active.empty() || nextseg != segments.end()) {
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/* Clean up segments that have ended. */
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active.erase(std::remove_if(active.begin(), active.end(), [y](const LineSegment &s) { return s.second.y == y; }), active.end());
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/* Activate all segments starting on this scanline. */
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while (nextseg != segments.end() && nextseg->first.y == y) {
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active.push_back(*nextseg);
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++nextseg;
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}
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/* Check clipping. */
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if (y < 0) {
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++y;
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continue;
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}
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if (y >= dpi->height) return;
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/* Intersect scanline with all active segments. */
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intersections.clear();
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for (const LineSegment &s : active) {
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const int sdx = s.second.x - s.first.x;
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const int sdy = s.second.y - s.first.y;
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const int ldy = y - s.first.y;
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const int x = s.first.x + sdx * ldy / sdy;
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intersections.push_back(x);
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}
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/* Fill between pairs of intersections. */
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std::sort(intersections.begin(), intersections.end());
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for (size_t i = 1; i < intersections.size(); i += 2) {
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/* Check clipping. */
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const int x1 = max(0, intersections[i - 1]);
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const int x2 = min(intersections[i], dpi->width);
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if (x2 < 0) continue;
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if (x1 >= dpi->width) continue;
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/* Fill line y from x1 to x2. */
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void *dst = blitter->MoveTo(dpi->dst_ptr, x1, y);
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switch (mode) {
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default: // FILLRECT_OPAQUE
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blitter->DrawRect(dst, x2 - x1, 1, (uint8)colour);
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break;
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case FILLRECT_RECOLOUR:
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blitter->DrawColourMappingRect(dst, x2 - x1, 1, GB(colour, 0, PALETTE_WIDTH));
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break;
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case FILLRECT_CHECKER:
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/* Fill every other pixel, offset such that the sum of filled pixels' X and Y coordinates is odd.
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* This creates a checkerboard effect. */
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for (int x = (x1 + y) & 1; x < x2 - x1; x += 2) {
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blitter->SetPixel(dst, x, 0, (uint8)colour);
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}
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break;
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}
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}
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/* Next line */
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++y;
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}
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}
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/**
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* Check line clipping by using a linear equation and draw the visible part of
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* the line given by x/y and x2/y2.
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@ -115,6 +115,7 @@ int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str,
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void DrawCharCentered(uint32 c, int x, int y, TextColour colour);
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void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode = FILLRECT_OPAQUE);
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void GfxFillPolygon(const std::vector<Point> &shape, int colour, FillRectMode mode = FILLRECT_OPAQUE);
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void GfxDrawLine(int left, int top, int right, int bottom, int colour, int width = 1, int dash = 0);
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void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
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