continuing the graphics madness

This commit is contained in:
benfry
2005-02-14 18:28:10 +00:00
parent 6ba85ac79a
commit f1a4a5ab5e
5 changed files with 37 additions and 746 deletions

View File

@@ -44,7 +44,7 @@ public class PGraphics2 extends PGraphics {
new AffineTransform[MATRIX_STACK_DEPTH];
double transform[] = new double[6];
Elipse2D.Float ellipse = new Ellipse2D.Float();
Ellipse2D.Float ellipse = new Ellipse2D.Float();
Rectangle2D.Float rect = new Rectangle2D.Float();
Arc2D.Float arc = new Arc2D.Float();
@@ -125,255 +125,6 @@ public class PGraphics2 extends PGraphics {
// SHAPES
public void endShape() {
// don't try to draw if there are no vertices
// (fixes a bug in LINE_LOOP that re-adds a nonexistent vertex)
if (vertexCount == 0) {
shape = 0;
return;
}
// ------------------------------------------------------------------
// CREATE LINES
int increment = 1;
int stop = 0;
int counter = 0;
if (stroke) {
switch (shape) {
case POINTS:
{
for (int i = 0; i < vertexCount; i++) {
point(vertices[i][VX], vertices[i][VY]);
}
stop = vertex_end;
for (int i = vertex_start; i < stop; i++) {
add_path(); // total overkill for points
add_line(i, i);
}
}
break;
case LINES:
case LINE_STRIP:
case LINE_LOOP:
{
// store index of first vertex
int first = lineCount;
stop = vertex_end - 1;
increment = (shape == LINES) ? 2 : 1;
// for LINE_STRIP and LINE_LOOP, make this all one path
if (shape != LINES) add_path();
for (int i = vertex_start; i < stop; i+=increment) {
// for LINES, make a new path for each segment
if (shape == LINES) add_path();
add_line(i, i+1);
}
// for LINE_LOOP, close the loop with a final segment
if (shape == LINE_LOOP) {
add_line(stop, lines[first][VERTEX1]);
}
}
break;
case TRIANGLES:
{
for (int i = vertex_start; i < vertex_end; i += 3) {
add_path();
counter = i - vertex_start;
add_line(i+0, i+1);
add_line(i+1, i+2);
add_line(i+2, i+0);
}
}
break;
case TRIANGLE_STRIP:
{
// first draw all vertices as a line strip
stop = vertex_end-1;
add_path();
for (int i = vertex_start; i < stop; i++) {
counter = i - vertex_start;
add_line(i,i+1);
}
// then draw from vertex (n) to (n+2)
stop = vertex_end-2;
for (int i = vertex_start; i < stop; i++) {
add_path();
add_line(i,i+2);
}
}
break;
case TRIANGLE_FAN:
{
// this just draws a series of line segments
// from the center to each exterior point
for (int i = vertex_start + 1; i < vertex_end; i++) {
add_path();
add_line(vertex_start, i);
}
// then a single line loop around the outside.
add_path();
for (int i = vertex_start + 1; i < vertex_end-1; i++) {
add_line(i, i+1);
}
// closing the loop
add_line(vertex_end-1, vertex_start + 1);
}
break;
case QUADS:
{
for (int i = vertex_start; i < vertex_end; i += 4) {
add_path();
counter = i - vertex_start;
add_line(i+0, i+1);
add_line(i+1, i+2);
add_line(i+2, i+3);
add_line(i+3, i+0);
}
}
break;
case QUAD_STRIP:
{
// first draw all vertices as a line strip
stop = vertex_end - 1;
add_path();
for (int i = vertex_start; i < stop; i++) {
counter = i - vertex_start;
add_line(i, i+1);
}
// then draw from vertex (n) to (n+3)
stop = vertex_end-2;
increment = 2;
add_path();
for (int i = vertex_start; i < stop; i += increment) {
add_line(i, i+3);
}
}
break;
case POLYGON:
case CONCAVE_POLYGON:
case CONVEX_POLYGON:
{
// store index of first vertex
int first = lineCount;
stop = vertex_end - 1;
add_path();
for (int i = vertex_start; i < stop; i++) {
add_line(i, i+1);
}
// draw the last line connecting back to the first point in poly
add_line(stop, lines[first][VERTEX1]);
}
break;
}
}
// ------------------------------------------------------------------
// CREATE TRIANGLES
if (fill) {
switch (shape) {
case TRIANGLES:
case TRIANGLE_STRIP:
{
stop = vertex_end - 2;
increment = (shape == TRIANGLES) ? 3 : 1;
for (int i = vertex_start; i < stop; i += increment) {
add_triangle(i, i+1, i+2);
}
}
break;
case QUADS:
case QUAD_STRIP:
{
stop = vertex_count-3;
increment = (shape == QUADS) ? 4 : 2;
for (int i = vertex_start; i < stop; i += increment) {
// first triangle
add_triangle(i, i+1, i+2);
// second triangle
add_triangle(i, i+2, i+3);
}
}
break;
case POLYGON:
case CONCAVE_POLYGON:
case CONVEX_POLYGON:
{
triangulate_polygon();
}
break;
}
}
// ------------------------------------------------------------------
// 2D or 3D POINTS FROM MODEL (MX, MY, MZ) TO VIEW SPACE (X, Y, Z)
if (depth) {
for (int i = vertex_start; i < vertex_end; i++) {
float vertex[] = vertices[i];
vertex[VX] = m00*vertex[MX] + m01*vertex[MY] + m02*vertex[MZ] + m03;
vertex[VY] = m10*vertex[MX] + m11*vertex[MY] + m12*vertex[MZ] + m13;
vertex[VZ] = m20*vertex[MX] + m21*vertex[MY] + m22*vertex[MZ] + m23;
vertex[VW] = m30*vertex[MX] + m31*vertex[MY] + m32*vertex[MZ] + m33;
}
} else {
// if no depth in use, then the points can be transformed simpler
for (int i = vertex_start; i < vertex_end; i++) {
vertices[i][X] = m00*vertices[i][MX] + m01*vertices[i][MY] + m03;
vertices[i][Y] = m10*vertices[i][MX] + m11*vertices[i][MY] + m13;
}
}
// ------------------------------------------------------------------
// TRANSFORM / LIGHT / CLIP
light_and_transform();
// ------------------------------------------------------------------
// RENDER SHAPES FILLS HERE WHEN NOT DEPTH SORTING
// if true, the shapes will be rendered on endFrame
if (hints[DEPTH_SORT]) {
shape = 0;
return;
}
if (fill) render_triangles();
if (stroke) render_lines();
shape = 0;
}
public void vertex(float x, float y) {
splineVertexCount = 0;
float vertex[];
@@ -557,8 +308,9 @@ public class PGraphics2 extends PGraphics {
public void endShape() {
switch (shape) {
shape = 0;
switch (shape) {
case LINE_STRIP:
stroke_shape(path);
break;