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Raster poly-filling by Darel Rex Finley, optimized by Campbell Barton.
/* C99, public domain licensed */
#include <limits.h>
#include <stdbool.h>
#include <math.h>
/* utilities */
#define SWAP(type, a, b) do { \
type sw_ap; \
sw_ap = (a); \
(a) = (b); \
(b) = sw_ap; \
} while (0)
static inline int min_ii(int a, int b)
{
return (a < b) ? a : b;
}
static inline int max_ii(int a, int b)
{
return (b < a) ? a : b;
}
/* sort edge-segments on y, then x axis */
static int fill_poly_v2i_n__span_y_sort(const void *a_p, const void *b_p, void *verts_p)
{
const int (*verts)[2] = verts_p;
const int *a = a_p;
const int *b = b_p;
const int *co_a = verts[a[0]];
const int *co_b = verts[b[0]];
if (co_a[1] < co_b[1]) {
return -1;
}
else if (co_a[1] > co_b[1]) {
return 1;
}
else if (co_a[0] < co_b[0]) {
return -1;
}
else if (co_a[0] > co_b[0]) {
return 1;
}
else {
/* co_a & co_b are identical, use the line closest to the x-min */
const int *co = co_a;
co_a = verts[a[1]];
co_b = verts[b[1]];
int ord = (((co_b[0] - co[0]) * (co_a[1] - co[1])) -
((co_a[0] - co[0]) * (co_b[1] - co[1])));
if (ord > 0) {
return -1;
}
if (ord < 0) {
return 1;
}
}
return 0;
}
/**
* \param callback: Takes the x, y coords and x-span (\a x_end is not inclusive),
* note that \a x_end will always be greater than \a x, so we can use:
*
* \code{.c}
* do {
* func(x, y);
* } while (++x != x_end);
* \endcode
*/
void fill_poly_v2i_n(
const int xmin, const int ymin, const int xmax, const int ymax,
const int verts[][2], const int nr,
void (*callback)(int x, int x_end, int y, void *), void *user_data)
{
/* Originally by Darel Rex Finley, 2007.
* Optimized by Campbell Barton, 2016 to keep sorted intersections. */
int (*span_y)[2] = malloc(sizeof(*span_y) * (size_t)nr);
int span_y_len = 0;
for (int i_curr = 0, i_prev = nr - 1; i_curr < nr; i_prev = i_curr++) {
const int *co_prev = verts[i_prev];
const int *co_curr = verts[i_curr];
if (co_prev[1] != co_curr[1]) {
/* Any segments entirely above or below the area of interest can be skipped. */
if ((min_ii(co_prev[1], co_curr[1]) >= ymax) ||
(max_ii(co_prev[1], co_curr[1]) < ymin))
{
continue;
}
int *s = span_y[span_y_len++];
if (co_prev[1] < co_curr[1]) {
s[0] = i_prev;
s[1] = i_curr;
}
else {
s[0] = i_curr;
s[1] = i_prev;
}
}
}
qsort_r(span_y, (size_t)span_y_len, sizeof(*span_y), fill_poly_v2i_n__span_y_sort, (void *)verts);
struct NodeX {
int span_y_index;
int x;
} *node_x = malloc(sizeof(*node_x) * (size_t)nr, __func__);
int node_x_len = 0;
int span_y_index = 0;
if (span_y_len != 0 && verts[span_y[0][0]][1] < ymin) {
while ((span_y_index < span_y_len) &&
(verts[span_y[span_y_index][0]][1] < ymin))
{
assert(verts[span_y[span_y_index][0]][1] <
verts[span_y[span_y_index][1]][1]);
if (verts[span_y[span_y_index][1]][1] >= ymin) {
struct NodeX *n = &node_x[node_x_len++];
n->span_y_index = span_y_index;
}
span_y_index += 1;
}
}
/* Loop through the rows of the image. */
for (int pixel_y = ymin; pixel_y < ymax; pixel_y++) {
bool is_sorted = true;
bool do_remove = false;
for (int i = 0, x_ix_prev = INT_MIN; i < node_x_len; i++) {
struct NodeX *n = &node_x[i];
const int *s = span_y[n->span_y_index];
const int *co_prev = verts[s[0]];
const int *co_curr = verts[s[1]];
assert(co_prev[1] < pixel_y && co_curr[1] >= pixel_y);
const double x = (co_prev[0] - co_curr[0]);
const double y = (co_prev[1] - co_curr[1]);
const double y_px = (pixel_y - co_curr[1]);
const int x_ix = (int)round((double)co_curr[0] + ((y_px / y) * x));
n->x = x_ix;
if (is_sorted && (x_ix_prev > x_ix)) {
is_sorted = false;
}
if (do_remove == false && co_curr[1] == pixel_y) {
do_remove = true;
}
x_ix_prev = x_ix;
}
/* Sort the nodes, via a simple "Bubble" sort. */
if (is_sorted == false) {
int i = 0;
const int current_end = node_x_len - 1;
while (i < current_end) {
if (node_x[i].x > node_x[i + 1].x) {
SWAP(struct NodeX, node_x[i], node_x[i + 1]);
if (i != 0) {
i -= 1;
}
}
else {
i += 1;
}
}
}
/* Fill the pixels between node pairs. */
for (int i = 0; i < node_x_len; i += 2) {
int x_src = node_x[i].x;
int x_dst = node_x[i + 1].x;
if (x_src >= xmax) {
break;
}
if (x_dst > xmin) {
if (x_src < xmin) {
x_src = xmin;
}
if (x_dst > xmax) {
x_dst = xmax;
}
/* for single call per x-span */
if (x_src < x_dst) {
callback(x_src - xmin, x_dst - xmin, pixel_y - ymin, user_data);
}
}
}
/* Clear finalized nodes in one pass, only when needed
* (avoids excessive array-resizing). */
if (do_remove == true) {
int i_dst = 0;
for (int i_src = 0; i_src < node_x_len; i_src += 1) {
const int *s = span_y[node_x[i_src].span_y_index];
const int *co = verts[s[1]];
if (co[1] != pixel_y) {
if (i_dst != i_src) {
/* x is initialized for the next pixel_y (no need to adjust here) */
node_x[i_dst].span_y_index = node_x[i_src].span_y_index;
}
i_dst += 1;
}
}
node_x_len = i_dst;
}
/* scan for new x-nodes */
while ((span_y_index < span_y_len) &&
(verts[span_y[span_y_index][0]][1] == pixel_y))
{
/* note, node_x these are just added at the end,
* not ideal but sorting once will resolve. */
/* x is initialized for the next pixel_y */
struct NodeX *n = &node_x[node_x_len++];
n->span_y_index = span_y_index;
span_y_index += 1;
}
}
free(span_y);
free(node_x);
}
@lasapps

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@lasapps lasapps commented Nov 19, 2018

Thanks for sharing this algorithm, it looks so great! It did not compile with Visual Studio 2017 because it does not fully supports C99 specs. If anyone knows about VS 2017 ports of this algo, please let me know!

@aganm

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@aganm aganm commented Dec 3, 2020

Hey! If I prefer to use float vertices, can I just change int verts[][2] to float verts[][2] ?

@ideasman42

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@ideasman42 ideasman42 commented Dec 3, 2020

Hey! If I prefer to use float vertices, can I just change int verts[][2] to float verts[][2] ?

I don't see why not, just take care for !finite values since they could cause eternal loops.

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