Add drawing utilities

This commit is contained in:
Abdelrahman Said 2024-01-14 02:10:21 +00:00
parent 242151cbb4
commit 292df44840
2 changed files with 211 additions and 0 deletions

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#include "drawing.h"
#include "aliases/aliases.h"
#include <SDL_render.h>
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#define square(x) (x * x)
bool init_arrows_arr(arrows_t *lines, u64 capacity) {
u64 size = capacity * sizeof(arrow_t);
lines->lines = (arrow_t *)malloc(size);
if (!(lines->lines)) {
return false;
}
memset(lines->lines, 0, size);
lines->count = 0;
lines->capacity = capacity;
return true;
}
void add_arrow(arrows_t *lines, arrow_t ln) {
if (lines->count == lines->capacity) {
arrow_t *ptr = lines->lines;
u64 new_capacity =
(lines->capacity + DEFAULT_ARROWS_CAPACITY) * sizeof(arrow_t);
lines->lines = (arrow_t *)realloc(lines->lines, new_capacity);
if (!(lines->lines)) {
lines->lines = ptr;
return;
}
}
lines->lines[(lines->count)++] = (arrow_t){
(point_t){ln.origin.x, ln.origin.y},
(vec2_t){ln.direction.x, ln.direction.y},
};
}
void draw_arrows(SDL_Renderer *renderer, const arrows_t *arrows,
colour_t colour) {
for (u64 i = 0; i < arrows->count; ++i) {
const arrow_t *ln = &(arrows->lines[i]);
draw_arrow(renderer, ln, colour);
}
}
INTERNAL f32 vec2_magnitude(const vec2_t *vec) {
return sqrtf((f32)vec->x * vec->x + (f32)vec->y * vec->y);
}
INTERNAL void draw_arrow_head(SDL_Renderer *renderer, const arrow_t *arrow,
const point_t *arrow_end) {
// m = line_slope
// dx = change_in_x
// dy = change_in_y
//
// m = dy / dx
//
// for two perpendicular lines, their slopes would be m and -1/m
//
// To draw a perpendicular line with fixed length:
// dy / dx = -1 / m
// (rearranged) => dx = -m * dy
//
// From Pythagorean theorem:
// let c = desired_length
//
// c^2 = dx^2 + dy^2
// (dx substituted) => c^2 = (-m * dy)^2 + dy^2
// c^2 = m^2 * dy^2 + dy^2
// c^2 = dy^2 * (m^2 + 1)
// (rearranged) dy^2 = c^2 / (m^2 + 1)
// dy = sqrt(c^2 / (m^2 + 1))
//
// Based on this answer from StackOverflow:
// https://stackoverflow.com/a/57065334
vec2_t unit_vector = {1, 1};
if (arrow->direction.y != 0) {
unit_vector.y = arrow->direction.y / abs(arrow->direction.y);
}
point_t arrow_tip = (point_t){-1, -1};
point_t arrow_base_p0 = (point_t){-1, -1};
point_t arrow_base_p1 = (point_t){-1, -1};
f32 half_length = 20.0f;
if (arrow->direction.x == 0) {
arrow_tip.x = arrow_end->x;
arrow_tip.y = arrow_end->y + half_length * unit_vector.y;
arrow_base_p0.x = arrow_end->x - half_length;
arrow_base_p0.y = arrow_end->y;
arrow_base_p1.x = arrow_end->x + half_length;
arrow_base_p1.y = arrow_end->y;
} else {
unit_vector.x = arrow->direction.x / abs(arrow->direction.x);
// Calcualte arrow tip
f32 dx0_squared = square((f32)(arrow->direction.x));
f32 dy0_squared = square((f32)(arrow->direction.y));
f32 dy = sqrtf(square(half_length) / (dx0_squared / dy0_squared + 1.0f)) *
unit_vector.y;
f32 dx = (arrow->direction.y != 0)
? dy * arrow->direction.x / arrow->direction.y
: half_length * unit_vector.x;
// Draw perpendicular line
f32 slope = (f32)(arrow->direction.y) / arrow->direction.x;
f32 perpendicular_dy =
sqrtf(square(half_length) / (square((f32)slope) + 1.0f));
f32 perpendicular_dx = -1.0f * slope * perpendicular_dy;
arrow_tip.x = arrow_end->x + dx;
arrow_tip.y = arrow_end->y + dy;
arrow_base_p0.x = arrow_end->x - perpendicular_dx;
arrow_base_p0.y = arrow_end->y - perpendicular_dy;
arrow_base_p1.x = arrow_end->x + perpendicular_dx;
arrow_base_p1.y = arrow_end->y + perpendicular_dy;
}
SDL_RenderDrawLine(renderer, arrow_end->x, arrow_end->y, arrow_base_p0.x,
arrow_base_p0.y);
SDL_RenderDrawLine(renderer, arrow_end->x, arrow_end->y, arrow_base_p1.x,
arrow_base_p1.y);
SDL_RenderDrawLine(renderer, arrow_tip.x, arrow_tip.y, arrow_base_p0.x,
arrow_base_p0.y);
SDL_RenderDrawLine(renderer, arrow_tip.x, arrow_tip.y, arrow_base_p1.x,
arrow_base_p1.y);
}
void draw_arrow(SDL_Renderer *renderer, const arrow_t *arrow, colour_t colour) {
SDL_SetRenderDrawColor(renderer, colour.colour.r, colour.colour.g,
colour.colour.b, colour.colour.a);
point_t end = (point_t){
arrow->origin.x + arrow->direction.x,
arrow->origin.y + arrow->direction.y,
};
if (vec2_magnitude(&(arrow->direction)) != 0) {
draw_arrow_head(renderer, arrow, &end);
}
SDL_RenderDrawLine(renderer, arrow->origin.x, arrow->origin.y, end.x, end.y);
}

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#ifndef DRAWING_H
#define DRAWING_H
#include "aliases/aliases.h"
#include <SDL_pixels.h>
#include <SDL_render.h>
#include <stdbool.h>
#define DEFAULT_ARROWS_CAPACITY 1024
#define init_arrows_default(arrows) \
init_arrows_arr(arrows, DEFAULT_ARROWS_CAPACITY)
#define init_arrows_with_capacity(arrows, capacity) \
init_arrows_arr(arrows, capacity)
typedef struct colour colour_t;
struct colour {
union {
u32 abgr;
SDL_Color colour;
};
};
typedef struct point point_t;
struct point {
i32 x;
i32 y;
};
typedef struct vec2 vec2_t;
struct vec2 {
i32 x;
i32 y;
};
typedef struct arrow arrow_t;
struct arrow {
point_t origin;
vec2_t direction;
};
typedef struct arrows arrows_t;
struct arrows {
arrow_t *lines;
u64 count;
u64 capacity;
};
bool init_arrows_arr(arrows_t *lines, u64 capacity);
void add_arrow(arrows_t *lines, arrow_t ln);
void draw_arrows(SDL_Renderer *renderer, const arrows_t *arrows,
colour_t colour);
void draw_arrow(SDL_Renderer *renderer, const arrow_t *arrow, colour_t colour);
#endif // !DRAWING_H