{-# LANGUAGE PatternGuards #-}
module Draw
(drawLine)
where
-- Repa
import Data.Array.Repa (Z (..), (:.) (..), U, DIM2, Array)
import qualified Data.Array.Repa as R
-- base
import Control.Monad
import Control.Monad.ST
import qualified Data.STRef
import qualified Data.Vector.Unboxed as UV
import qualified Data.Vector.Generic.Mutable as MV
import World
-- | Draw a line onto the Repa array
drawLine :: GlossCoord -> GlossCoord -> Cell -> Array U DIM2 Cell -> IO (Array U DIM2 Cell)
drawLine (xa, ya) (xb, yb) new array
| sh@(Z :. _ :. width) <- R.extent array
, (x0, y0, x1, y1) <- ( round xa + resWidth, round ya + resHeight
, round xb + resWidth, round yb + resHeight )
, x0 < resX - 2, x1 < resX - 2, y0 < resY - 2, y1 < resY - 2, x0 > 2, y0 > 2, x1 > 2, y1 > 2
= do raw <- UV.unsafeThaw $ R.toUnboxed array
stToIO $ bresenham raw (\(x,y)-> y * width + x) new (x0, y0) (x1, y1)
raw' <- UV.unsafeFreeze raw
return $ R.fromUnboxed sh raw'
| otherwise = return array
-- Bresenham's line drawing, copypasted from
-- http://rosettacode.org/wiki/Bitmap/Bresenham's_line_algorithm
-- only destructively updating the array is fast enough
bresenham vec ix val (xa, ya) (xb, yb)
= do yV <- var y1
errorV <- var $ deltax `div` 2
forM_ [x1 .. x2] (\x -> do
y <- get yV
drawCirc $ if steep then (y, x) else (x, y)
mutate errorV $ subtract deltay
error <- get errorV
when (error < 0) (do
mutate yV (+ ystep)
mutate errorV (+ deltax)))
where steep = abs (yb - ya) > abs (xb - xa)
(xa', ya', xb', yb')
= if steep
then (ya, xa, yb, xb)
else (xa, ya, xb, yb)
(x1, y1, x2, y2)
= if xa' > xb'
then (xb', yb', xa', ya')
else (xa', ya', xb', yb')
deltax = x2 - x1
deltay = abs $ y2 - y1
ystep = if y1 < y2 then 1 else -1
var = Data.STRef.newSTRef
get = Data.STRef.readSTRef
mutate = Data.STRef.modifySTRef
drawCirc (x,y) = do MV.write vec (ix (x,y)) val -- me
MV.write vec (ix (x,y+1)) val -- top
MV.write vec (ix (x+1,y+1)) val -- top right
MV.write vec (ix (x+1,y)) val -- right
MV.write vec (ix (x+1,y-1)) val -- down right
MV.write vec (ix (x,y-1)) val -- down
MV.write vec (ix (x-1,y-1)) val -- down left
MV.write vec (ix (x-1,y)) val -- left
MV.write vec (ix (x-1,y+1)) val -- top left
MV.write vec (ix (x,y+2)) val -- top top
MV.write vec (ix (x+2,y)) val -- right right
MV.write vec (ix (x-2,y)) val -- left left
MV.write vec (ix (x,y-2)) val -- down down