feat: cleanup types and reduce casting

This commit is contained in:
Matthew Winter
2023-10-29 14:17:46 +11:00
parent a249e5973d
commit 58f1653a16

View File

@ -182,28 +182,27 @@ const Draw = struct {
}; };
// The full height of the wave can be from the bottom to the // The full height of the wave can be from the bottom to the
// underline position. We also calculate our starting y which is // underline position. We also calculate our mid y point of the wave
// slightly below our descender since our wave will move about that.
const wave_height: f64 = @floatFromInt(y_max - pos); const wave_height: f64 = @floatFromInt(y_max - pos);
const half_height: f64 = @max(1, wave_height / 4); const half_height: f64 = @max(1, wave_height / 4);
const y_pos = @as(i32, @intCast(pos)) + @as(i32, @intFromFloat(2 * half_height)); const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_height));
// follow Xiaolin Wu's antialias algorithm to draw the curve // follow Xiaolin Wu's antialias algorithm to draw the curve
var x: u32 = 0; var x: u32 = 0;
while (x < self.width) : (x += 1) { while (x < self.width) : (x += 1) {
const y0 = half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor); const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor));
const y1 = y_pos + @as(i32, @intFromFloat(@floor(y0))); const y_upper: u32 = @intFromFloat(@floor(y));
const y3 = y1 - 1 + @as(i32, @intCast(self.thickness)); const y_lower: u32 = y_upper - 1 + self.thickness;
const alpha: u8 = @intFromFloat(255 * @abs(y0 - @floor(y0))); const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y)));
// upper and lower bounds // upper and lower bounds
canvas.pixel(x, @min(@as(u32, @intCast(y1)), y_max), @enumFromInt(255 - alpha)); canvas.pixel(x, @min(y_upper, y_max), @enumFromInt(255 - alpha));
canvas.pixel(x, @min(@as(u32, @intCast(y3)), y_max), @enumFromInt(alpha)); canvas.pixel(x, @min(y_lower, y_max), @enumFromInt(alpha));
// fill between upper and lower bound // fill between upper and lower bound
var y2: u32 = @as(u32, @intCast(y1)) + 1; var y_fill: u32 = y_upper + 1;
while (y2 < y3) : (y2 += 1) { while (y_fill < y_lower) : (y_fill += 1) {
canvas.pixel(x, @min(y2, y_max), .on); canvas.pixel(x, @min(y_fill, y_max), .on);
} }
} }
} }