Algorithm for drawing a 4-connected line
The following is a Bresenham-like algorithm that draws 4-connected lines. The code is in Python but I suppose can be understood easily even if you don't know the language.
def line(x0, y0, x1, y1, color):
dx = abs(x1 - x0) # distance to travel in X
dy = abs(y1 - y0) # distance to travel in Y
if x0 < x1:
ix = 1 # x will increase at each step
else:
ix = -1 # x will decrease at each step
if y0 < y1:
iy = 1 # y will increase at each step
else:
iy = -1 # y will decrease at each step
e = 0 # Current error
for i in range(dx + dy):
draw_pixel(x0, y0, color)
e1 = e + dy
e2 = e - dx
if abs(e1) < abs(e2):
# Error will be smaller moving on X
x0 += ix
e = e1
else:
# Error will be smaller moving on Y
y0 += iy
e = e2
The idea is that to draw a line you should increment X and Y with a ratio that matches DX/DY of the theoretic line. To do this I start with an error variable e
initialized to 0 (we're on the line) and at each step I check if the error is lower if I only increment X or if I only increment Y (Bresenham check is to choose between changing only X or both X and Y).
The naive version for doing this check would be adding 1/dy
or 1/dx
, but multiplying all increments by dx*dy
allows using only integer values and that improves both speed and accuracy and also avoids the need of special cases for dx==0
or dy==0
thus simplifying the logic.
Of course since we're looking for a proportion error, using a scaled increment doesn't affect the result.
Whatever is the line quadrant the two possibilities for the increment will always have a different sign effect on the error... so my arbitrary choice was to increment the error for an X step and decrement the error for an Y step.
The ix
and iy
variables are the real directions needed for the line (either +1 or -1) depending on whether the initial coordinates are lower or higher than the final coordinates.
The number of pixels to draw in a 4-connected line is obviously dx+dy
, so I just do a loop for that many times to draw the line instead of checking if I got to the end point. Note that this algorithm draws all pixels except the last one; if you want also that final pixel then an extra draw_pixel
call should be added after the end of the loop.
An example result of the above implementation can be seen in the following picture
For the Python-illiterate, here is a C version of 6502's code:
void drawLine(int x0, int y0, int x1, int y1) {
int dx = abs(x1 - x0);
int dy = abs(y1 - y0);
int sgnX = x0 < x1 ? 1 : -1;
int sgnY = y0 < y1 ? 1 : -1;
int e = 0;
for (int i=0; i < dx+dy; i++) {
drawPixel(x0, y0);
int e1 = e + dy;
int e2 = e - dx;
if (abs(e1) < abs(e2)) {
x0 += sgnX;
e = e1;
} else {
y0 += sgnY;
e = e2;
}
}
}