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void DrawLine(Vec2Si32 a, Vec2Si32 b, Rgba color_a, Rgba color_b) { // https://pastebin.com/p26FvZdd
    Vec2Si32 ab = b - a;
    Vec2Si32 abs_ab(std::abs(ab.x), std::abs(ab.y));
    if (abs_ab.x >= abs_ab.y) {
        if (a.x > b.x) {
            DrawLine(b, a, color_b, color_a);
        } else {
            Sprite back = GetEngine()->GetBackbuffer();
            Vec2Si32 back_size = back.Size();
            if (ab.x == 0) {
                if (a.x >= 0 && a.x < back_size.x &&
                        a.y >= 0 && a.y < back_size.y) {
                    back.RgbaData()[a.x + a.y * back.StridePixels()] = color_a;
                }
                return;
            }
            Si32 x1 = std::max(0, a.x);
            Si32 x2 = std::min(back_size.x - 1, b.x);
            Si32 y1 = a.y + ab.y * (x1 - a.x) / ab.x;
            Si32 y2 = a.y + ab.y * (x2 - a.x) / ab.x;
            if (y1 < 0) {
                if (y2 < 0) {
                    return;
                }
                // lower left -> upper right
                y1 = 0;
                x1 = a.x + ab.x * (y1 - a.y) / ab.y;
                x1 = std::max(0, x1);
            } else if (y1 >= back_size.y) {
                if (y2 >= back_size.y) {
                    return;
                }
                // upper left -> lower right
                y1 = back_size.y - 1;
                x1 = a.x + ab.x * (y1 - a.y) / ab.y;
                x1 = std::max(0, x1);
            }
            if (y2 < 0) {
                // upper left -> lower right
                y2 = 0;
                x2 = a.x + ab.x * (y2 - a.y) / ab.y;
                x2 = std::min(back_size.x - 1, x2);
            } else if (y2 >= back_size.y) {
                // lower left -> upper right
                y2 = back_size.y - 1;
                x2 = a.x + ab.x * (y2 - a.y) / ab.y;
                x2 = std::min(back_size.x - 1, x2);
            }
            Vec4Si32 rgba_a(static_cast<Si32>(color_a.r),static_cast<Si32>(color_a.g),static_cast<Si32>(color_a.b),static_cast<Si32>(color_a.a));
            Vec4Si32 rgba_b(static_cast<Si32>(color_b.r),static_cast<Si32>(color_b.g),static_cast<Si32>(color_b.b),static_cast<Si32>(color_b.a));
            Vec4Si32 rgba_ab = rgba_b - rgba_a;
            Vec4Si32 rgba_1 = rgba_a + rgba_ab * (x1 - a.x) / ab.x;
            Vec4Si32 rgba_2 = rgba_a + rgba_ab * (x2 - a.x) / ab.x;
            Vec4Si32 rgba_12 = rgba_2 - rgba_1;
            if (x2 <= x1) {
                if (x2 == x1) {
                    Rgba color(rgba_1.x, rgba_1.y, rgba_1.z, rgba_1.w);
                    back.RgbaData()[x1 + y1 * back.StridePixels()] = color;
                }
                return;
            }
            Vec4Si32 rgba_16 = rgba_1 * 65536;
            Vec4Si32 rgba_12_16 = rgba_12 * 65536;
            Vec4Si32 rgba_12_16_step = rgba_12_16 / (x2 - x1);
            Si32 y_16 = y1 * 65536;
            Si32 y12_16_step = ((y2 - y1) * 65536) / (x2 - x1);
            Si32 stride = back.StridePixels();
            for (Si32 x = x1; x <= x2; ++x) {
                Rgba color(rgba_16.x >> 16,rgba_16.y >> 16,rgba_16.z >> 16,rgba_16.w >> 16);
                back.RgbaData()[x + (y_16 >> 16) * stride] = color;
                rgba_16 += rgba_12_16_step;
                y_16 += y12_16_step;
            }
        }
    } else { // тут почти тоже самое
        if (a.y > b.y) {
            DrawLine(b, a, color_b, color_a);
        } else {
            Sprite back = GetEngine()->GetBackbuffer();
            Vec2Si32 back_size = back.Size();
            if (ab.y == 0) {
                if (a.y >= 0 && a.y < back_size.y && a.x >= 0 && a.x < back_size.x) {
                    back.RgbaData()[a.x + a.y * back.StridePixels()] = color_a;
                }
                return;
            }
            Si32 y1 = std::max(0, a.y);
            Si32 y2 = std::min(back_size.y - 1, b.y);
            Si32 x1 = a.x + ab.x * (y1 - a.y) / ab.y;
            Si32 x2 = a.x + ab.x * (y2 - a.y) / ab.y;
            if (x1 < 0) {
                if (x2 < 0) {
                    return;
                }
                // lower left -> upper right
                x1 = 0;
                y1 = a.y + ab.y * (x1 - a.x) / ab.x;
                y1 = std::max(0, y1);
            } else if (x1 >= back_size.x) {
                if (x2 >= back_size.x) {
                                     
        
            Взято отсюда https://github.com/FrostyMorning/arctic/blob/master/engine/easy.cpp
https://pastebin.com/p26FvZdd