Bitmap/Bresenham's line algorithm

From Rosetta Code
Revision as of 13:25, 18 January 2009 by rosettacode>NevilleDNZ (→‎[[Bresenham's line algorithm#ALGOL 68]]: current ELLA release has had printf removed.)
Task
Bitmap/Bresenham's line algorithm
You are encouraged to solve this task according to the task description, using any language you may know.

Using the data storage type defined on this page for raster graphics images, draw a line given 2 points with the Bresenham's algorithm (definition on Wikipedia).

Ada

<ada> procedure Line (Picture : in out Image; Start, Stop : Point; Color : Pixel) is

  DX  : constant Float := abs Float (Stop.X - Start.X);
  DY  : constant Float := abs Float (Stop.Y - Start.Y);
  Err : Float;
  X   : Positive := Start.X;
  Y   : Positive := Start.Y;
  Step_X : Integer := 1;
  Step_Y : Integer := 1;

begin

  if Start.X > Stop.X then
     Step_X := -1;
  end if;
  if Start.Y > Stop.Y then
     Step_Y := -1;
  end if;
  if DX > DY then
     Err := DX / 2.0;
     while X /= Stop.X loop
        Picture (X, Y) := Color;
        Err := Err - DY;
        if Err < 0.0 then
           Y := Y + Step_Y;
           Err := Err + DX;
        end if;
        X := X + Step_X;
     end loop;
  else
     Err := DY / 2.0;
     while Y /= Stop.Y loop
        Picture (X, Y) := Color;
        Err := Err - DX;
        if Err < 0.0 then
           X := X + Step_X;
           Err := Err + DY;
        end if;
        Y := Y + Step_Y;
     end loop;
  end if;
  Picture (X, Y) := Color; -- Ensure dots to be drawn

end Line; </ada> The test program's <ada>

  X : Image (1..16, 1..16);

begin

  Fill (X, White);
  Line (X, ( 1, 8), ( 8,16), Black);
  Line (X, ( 8,16), (16, 8), Black);
  Line (X, (16, 8), ( 8, 1), Black);
  Line (X, ( 8, 1), ( 1, 8), Black);
  Print (X);

</ada> sample output

       H
      H H
     H   H
    H     HH
   H        H
  H          H
 H            H
H              H
 H            H
  H          H
   H        H
    H      H
    H     H
     H   H
      H H
       H

ALGOL 68

Translation of: Ada
Works with: ALGOL 68 version Standard - no extensions to language used
Works with: ALGOL 68G version Any - tested with release mk15-0.8b.fc9.i386
Works with: ELLA ALGOL 68 version Any (with appropriate job cards) - tested with release 1.8.8d.fc9.i386 - using print instead of printf
MODE  PIXEL = STRUCT(#SHORT# BITS red,green,blue);

MODE IMAGE = [16,16]PIXEL,
     POINT = STRUCT(INT x,y);

PIXEL black = (#SHORTEN# 16r00, #SHORTEN# 16r00, #SHORTEN# 16r00),
      red   = (#SHORTEN# 16rff, #SHORTEN# 16r00, #SHORTEN# 16r00),
      green = (#SHORTEN# 16r00, #SHORTEN# 16rff, #SHORTEN# 16r00),
      blue  = (#SHORTEN# 16r00, #SHORTEN# 16r00, #SHORTEN# 16rff),
      white = (#SHORTEN# 16rff, #SHORTEN# 16rff, #SHORTEN# 16rff);

PROC fill = (REF IMAGE image, PIXEL color)VOID:
BEGIN
  FOR x TO 1 UPB image DO
    FOR y TO 2 UPB image DO
      image[x,y] := color
    OD
  OD
END;

PROC line = (REF IMAGE picture, POINT start, stop, PIXEL color)VOID:
BEGIN
   REAL dx = ABS (x OF stop - x OF start);
   REAL dy  = ABS (y OF stop - y OF start);
   REAL err;
   INT x := x OF start;
   INT y := y OF start;
   INT step x := 1;
   INT step y := 1;
   IF x OF start > x OF stop THEN
      step x := -1
   FI;
   IF y OF start > y OF stop THEN
      step y := -1
   FI;
   IF dx > dy THEN
      err := dx / 2.0;
      WHILE x /= x OF stop DO
         picture[x,y] := color;
         err -:= dy;
         IF err < 0.0 THEN
            y +:= step y;
            err +:= dx
         FI;
         x +:= step x
      OD
   ELSE
      err := dy / 2.0;
      WHILE y /= y OF stop DO
         picture[x,y] := color;
         err := err - dx;
         IF err < 0.0 THEN
            x +:= step x;
            err +:= dy
         FI;
         y +:= step y
      OD
   FI;
   picture[x,y] := color # ensure dots to be drawn #
END # line #;

###
the test program's
### 
   REF IMAGE x = LOC[1:16, 1:16]PIXEL;
BEGIN
   fill (x, white);
   line (x, ( 1, 8), ( 8,16), black);
   line (x, ( 8,16), (16, 8), black);
   line (x, (16, 8), ( 8, 1), black);
   line (x, ( 8, 1), ( 1, 8), black);
   printf(($n(UPB x)(3(16r2d))l$, x))
END

Output:

ffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffff000000ffffff000000ffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffff000000ffffffffffffffffff000000ffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffff000000ffffffffffffffffffffffffffffff000000000000ffffffffffffffffffffffff
ffffffffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffff
ffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffff
ffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffff
000000ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff000000
ffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffff
ffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffff
ffffffffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffff
ffffffffffffffffffffffff000000ffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffffffffffffffffffffff000000ffffffffffffffffffffffffffffff000000ffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffff000000ffffffffffffffffff000000ffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffff000000ffffff000000ffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffff

C

<C>#define plot(x, y) put_pixel_clip(img, x, y, r, g, b)

  1. define swap_uint(a, b) do{ unsigned int tmp; tmp = a; a = b; b = tmp; }while(0)

void draw_line(

       image img,
       unsigned int x0, unsigned int y0,
       unsigned int x1, unsigned int y1,
       color_component r,
       color_component g,
       color_component b )

{

   unsigned short steep;
   steep = abs(y1 - y0) > abs(x1 - x0);
   if (steep) {
       swap_uint(x0, y0);
       swap_uint(x1, y1);
   }
   if (x0 > x1) {
       swap_uint(x0, x1);
       swap_uint(y0, y1);
   }
   {
       int deltax = x1 - x0;
       int deltay = abs(y1 - y0);
       int error = deltax / 2;
       int ystep;
       int y = y0;
       int x;
       if (y0 < y1) ystep = 1; else ystep = -1;
       for (x = x0; x <= x1; ++x) {
           if (steep) plot(y,x); else plot(x,y);
           error = error - deltay;
           if (error < 0) {
               y = y + ystep;
               error = error + deltax;
           }
       }
   }

}

  1. undef swap_uint
  2. undef plot</C>

Forth

defer steep         \ noop or swap
defer ystep         \ 1+ or 1-

: line ( x0 y0 x1 y1 color bmp -- )
  { color bmp }
  rot swap
  ( x0 x1 y0 y1 )
  2dup  - abs >r
  2over - abs r> <
  if         ['] swap	\ swap use of x and y
  else 2swap ['] noop
  then       is steep
  ( y0 y1 x0 x1 )
  2dup >
  if swap 2swap swap	\ ensure x1 > x0
  else    2swap
  then
  ( x0 x1 y0 y1 )
  2dup >
  if   ['] 1-
  else ['] 1+
  then is ystep
  over - abs    { y deltay }
  swap 2dup - dup { deltax }
  2/ rot 1+ rot
  ( error x1+1 x0 )
  do  color i y steep bmp b!
      deltay -
      dup 0<
      if   y ystep to y
           deltax +
      then
  loop
  drop ;
5 5 bitmap value test
0 test bfill
1 0 4 1 red test line
4 1 3 4 red test line
3 4 0 3 red test line
0 3 1 0 red test line
test bshow cr
 **  
 * **
*   *
** * 
  ** 
ok

MAXScript

fn plot img coord steep col =
(
    if steep then
    (
        swap coord[1] coord[2]
    )
    setPixels img coord col
)

fn drawLine img start end col =
(
    local steep = (abs (end.y - start.y)) > (abs (end.x - start.x))
	
    if steep then
    (
        swap start.x start.y
        swap end.x end.y
    )
	
    if start.x > end.x then
    (
        swap start.x end.x
        swap start.y end.y
    )
	
    local deltaX = end.x - start.x
    local deltaY = abs (end.y - start.y)
    local error = deltaX / 2.0
    local yStep = -1
    local y = start.y
	
    if start.y < end.y then
    (
        yStep = 1
    )
	
    for x in start.x to end.x do
    (
        plot img [x, y] steep col
        error -= deltaY
        if error < 0 then
        (
            y += yStep
            error += deltaX
        )
    )
    img
)

myBitmap = bitmap 512 512 color:(color 0 0 0)
myBitmap = drawLine myBitmap [0, 511] [511, 0] #((color 255 255 255))
display myBitmap

OCaml

<ocaml>let draw_line ~img ~color ~p0:(x0,y0) ~p1:(x1,y1) =

 let steep = abs(y1 - y0) > abs(x1 - x0) in
 let plot =
   if steep
   then (fun x y -> put_pixel img color y x)
   else (fun x y -> put_pixel img color x y)
 in
 let x0, y0, x1, y1 =
   if steep
   then y0, x0, y1, x1
   else x0, y0, x1, y1
 in
 let x0, x1, y0, y1 =
   if x0 > x1
   then x1, x0, y1, y0
   else x0, x1, y0, y1
 in
 let delta_x = x1 - x0
 and delta_y = abs(y1 - y0) in
 let error = -delta_x / 2
 and y_step =
   if y0 < y1 then 1 else -1
 in
 let rec loop x y error =
   plot x y;
   if x <= x1 then
     let error = error + delta_y in
     let y, error =
       if error > 0
       then (y + y_step), (error - delta_x)
       else y, error
     in
     loop (succ x) y error
 in
 loop x0 y0 error
</ocaml>

Vedit macro language

//  Daw a line using Bresenham's line algorithm.
//  #1=x1, #2=y1; #3=x2, #4=y2

:DRAW_LINE:
if (#4-#2 < #1-#3) {            // dy < -dx ?
    #99=#1; #1=#3; #3=#99       // swap start and end points
    #99=#2; #2=#4; #4=#99
}
#31 = abs(#3-#1)                // x distance
#32 = abs(#4-#2)                // y distance
if (#32 > #31) {                // steep angle, step by Y
    #33 = #32 / 2               // error distance
    if (#1 < #3) { #34=1 } else { #34=-1 }    // x step
    while (#2 <= #4) {
        Call("DRAW_PIXEL")      // #1=x, #2=y
        #33 -= #31
        if (#33 < 0) {
            #1 += #34           // move right
            #33 += #32
        }
        #2++                    // move up
    }
} else {                        // not steep, step by X
    #33 = #31 / 2
    if (#2 < #4) { #34=1 } else { #34=-1 }    // y step
    while (#1 <= #3) {
        Call("DRAW_PIXEL")
        #33 -= #32
        if (#33 < 0) {
            #2 += #34           // move up
            #33 += #31
        }
        #1++                    // move right
    }
}
return