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5279 lines
143 KiB
Java
5279 lines
143 KiB
Java
/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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/*
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PGraphics - main graphics and rendering context
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Part of the Processing project - http://processing.org
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Copyright (c) 2004- Ben Fry and Casey Reas
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Copyright (c) 2001-04 Massachusetts Institute of Technology
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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package processing.core;
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import java.applet.*;
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import java.awt.*;
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import java.awt.event.*;
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import java.awt.image.*;
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import java.io.*;
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public class PGraphics extends PImage implements PMethods, PConstants {
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/// width minus one (useful for many calculations)
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public int width1;
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/// height minus one (useful for many calculations)
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public int height1;
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/// width * height (useful for many calculations)
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public int pixelCount;
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/// the stencil buffer (only for NEW_GRAPHICS)
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public int stencil[];
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/// zbuffer (only when 3D is in use)
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public float zbuffer[];
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// ........................................................
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// specifics for java memoryimagesource
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DirectColorModel cm;
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MemoryImageSource mis;
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public Image image;
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// ........................................................
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// needs to happen before background() is called
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// and resize.. so it's gotta be outside
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protected boolean hints[] = new boolean[HINT_COUNT];
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// ........................................................
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// underscored_names are used for private functions or variables
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/** The current colorMode */
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public int colorMode;
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/** Max value for red (or hue) set by colorMode */
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public float colorModeX;
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/** Max value for green (or saturation) set by colorMode */
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public float colorModeY;
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/** Max value for blue (or value) set by colorMode */
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public float colorModeZ;
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/** Max value for alpha set by colorMode */
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public float colorModeA;
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/** True if colors are not in the range 0..1 */
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boolean colorScale;
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/** True if colorMode(RGB, 255) */
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boolean colorRgb255;
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/** True if tint() is enabled, read-only */
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public boolean tint;
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/** Tint that was last set, read-only */
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public int tintColor;
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/** True if the tint has an alpha value */
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boolean tintAlpha;
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public float tintR, tintG, tintB, tintA;
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public int tintRi, tintGi, tintBi, tintAi;
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// fill color
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public boolean fill;
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public int fillColor;
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public boolean fillAlpha;
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public float fillR, fillG, fillB, fillA;
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public int fillRi, fillGi, fillBi, fillAi;
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// stroke color
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public boolean stroke;
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boolean strokeAlpha;
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public float strokeR, strokeG, strokeB, strokeA;
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public int strokeRi, strokeGi, strokeBi, strokeAi;
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public int strokeColor;
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//public boolean background;
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/** Last background color that was set */
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public int backgroundColor;
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public float backgroundR, backgroundG, backgroundB;
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public int backgroundRi, backgroundGi, backgroundBi;
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// internal color for setting/calculating
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float calcR, calcG, calcB, calcA;
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int calcRi, calcGi, calcBi, calcAi;
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int calcColor;
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boolean calcAlpha;
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/** The last rgb value converted to HSB */
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int cacheHsbKey;
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/** Result of the last conversion to HSB */
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float cacheHsbValue[] = new float[3]; // inits to zero
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/** True if depth() is enabled, read-only */
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public boolean depth;
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/**
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* Internal values for enabling/disabling 2D or 0D optimizations.
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* These are normally turned on, but will be shut off for OpenGL.
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* Also, users may want to disable them if they're causing trouble.
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*/
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public boolean optimize0 = true;
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public boolean optimize2 = true;
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/** Set by strokeWeight(), read-only */
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public float strokeWeight;
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/** Set by strokeJoin(), read-only */
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public int strokeJoin;
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/** Set by strokeCap(), read-only */
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public int strokeCap;
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// ........................................................
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/** Maximum lights by default is 8, which is arbitrary,
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but is the minimum defined by OpenGL */
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static final int MAX_LIGHTS = 8;
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/** True if lights are enabled */
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public boolean lights;
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/** True if this light is enabled */
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public boolean light[];
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/** Light positions */
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public float lightX[], lightY[], lightZ[];
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/** Ambient colors for lights.
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Internally these are stored as numbers between 0 and 1. */
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public float lightAmbientR[], lightAmbientG[], lightAmbientB[];
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/** Diffuse colors for lights.
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Internally these are stored as numbers between 0 and 1. */
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public float lightDiffuseR[], lightDiffuseG[], lightDiffuseB[];
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/** Specular colors for lights.
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Internally these are stored as numbers between 0 and 1. */
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public float lightSpecularR[], lightSpecularG[], lightSpecularB[];
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// ........................................................
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/**
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* Model transformation of the form m[row][column],
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* which is a "column vector" (as opposed to "row vector") matrix.
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*/
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public float m00, m01, m02, m03;
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public float m10, m11, m12, m13;
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public float m20, m21, m22, m23;
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public float m30, m31, m32, m33;
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public int angleMode;
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static final int MATRIX_STACK_DEPTH = 32;
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float matrixStack[][] = new float[MATRIX_STACK_DEPTH][16];
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int matrixStackDepth;
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// ........................................................
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public int cameraMode;
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//public int dimensions; // 0, 2 (affine 2d), 3 (perspective/isometric)
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// perspective setup
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public float cameraFOV;
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public float cameraX, cameraY, cameraZ;
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public float cameraNear, cameraFar;
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public float cameraAspect;
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public float p00, p01, p02, p03; // projection matrix
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public float p10, p11, p12, p13;
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public float p20, p21, p22, p23;
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public float p30, p31, p32, p33;
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// ........................................................
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// shapes
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/**
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* Type of shape passed to beginShape(),
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* zero if no shape is currently being drawn.
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*/
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int shape;
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// ........................................................
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// OLD_GRAPHICS
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//protected PPolygon polygon; // general polygon to use for shape
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//PPolygon fpolygon; // used to fill polys for tri or quad strips
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PPolygon spolygon; // stroke/line polygon
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//float svertices[][]; // temp vertices used for stroking end of poly
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//PPolygon tpolygon; // for calculating concave/convex
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//int TPOLYGON_MAX_VERTICES = 512;
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//int tpolygon_vertex_order[]; // = new int[MAX_VERTICES];
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// ........................................................
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// NEW_GRAPHICS
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int shape_index;
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// vertices
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static final int DEFAULT_VERTICES = 512;
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public float vertices[][] = new float[DEFAULT_VERTICES][VERTEX_FIELD_COUNT];
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int vertex_count; // total number of vertices
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int vertex_start; // pos of first vertex of current shape in vertices array
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// i think vertex_end is actually the last vertex in the current shape
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// and is separate from vertex_count for occasions where drawing happens
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// on endFrame with all the triangles being depth sorted
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int vertex_end; // total number of vertex in current shape
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// used for sorting points when triangulating a polygon
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// warning - maximum number of vertices for a polygon is DEFAULT_VERTICES
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int vertex_order[] = new int[DEFAULT_VERTICES];
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// lines
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static final int DEFAULT_LINES = 512;
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PLine line; // used for drawing
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public int lines[][] = new int[DEFAULT_LINES][LINE_FIELD_COUNT];
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public int lineCount;
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public int pathCount;
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public int pathOffset[] = new int[64];
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public int pathLength[] = new int[64];
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// triangles
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static final int DEFAULT_TRIANGLES = 256;
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PTriangle triangle; // used for rendering
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public int triangles[][] = new int[DEFAULT_TRIANGLES][TRIANGLE_FIELD_COUNT];
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public int triangleCount; // total number of triangles
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/**
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* Normals
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*/
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public float normalX, normalY, normalZ;
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/**
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* IMAGE_SPACE or NORMAL_SPACE, though this should probably
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* be called textureSpace().. hrm
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*/
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public int textureMode;
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/**
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* Current horizontal coordinate for texture,
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* will always be between 0 and 1,
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* even if using textureMode(IMAGE_SPACE)
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*/
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public float textureU;
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/** Current vertical coordinate for texture, see above. */
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public float textureV;
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// used by NEW_GRAPHICS, or by OLD_GRAPHICS simply as a boolean
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public PImage textureImage;
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static final int DEFAULT_TEXTURES = 3;
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protected PImage textures[] = new PImage[DEFAULT_TEXTURES];
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int texture_index;
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// ........................................................
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// changes
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//boolean unchangedZ;
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boolean strokeChanged;
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boolean fillChanged;
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protected boolean normalChanged;
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// ........................................................
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// spline vertices
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static final int SPLINE_VERTEX_ALLOC = 128;
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float spline_vertex[][];
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int spline_vertex_index;
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boolean spline_vertices_flat;
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// ........................................................
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// precalculate sin/cos lookup tables [toxi]
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// circle resolution is determined from the actual used radii
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// passed to ellipse() method. this will automatically take any
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// scale transformations into account too
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// [toxi 031031]
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// changed table's precision to 0.5 degree steps
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// introduced new vars for more flexible code
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static final float sinLUT[], cosLUT[];
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static final float SINCOS_PRECISION = 0.5f;
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static final int SINCOS_LENGTH = (int) (360f / SINCOS_PRECISION);
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static {
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sinLUT = new float[SINCOS_LENGTH];
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cosLUT = new float[SINCOS_LENGTH];
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for (int i = 0; i < SINCOS_LENGTH; i++) {
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sinLUT[i] = (float) Math.sin(i * DEG_TO_RAD * SINCOS_PRECISION);
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cosLUT[i] = (float) Math.cos(i * DEG_TO_RAD * SINCOS_PRECISION);
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}
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}
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// ........................................................
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public int rectMode;
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public int ellipseMode;
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public int arcMode;
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// [toxi031031] new & faster sphere code w/ support flexibile resolutions
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// will be set by sphereDetail() or 1st call to sphere()
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public int sphereDetail = 0;
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float sphereX[], sphereY[], sphereZ[];
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//int text_mode;
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//int text_space;
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public PFont textFont;
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// used by PFont/PGraphics.. forces higher quality texture rendering
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//boolean drawing_text = false; // used by PFont
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//////////////////////////////////////////////////////////////
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// INTERNAL
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/**
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* Constructor for the PGraphics object.
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* This prototype only exists because of annoying
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* java compilers, and should not be used.
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*/
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public PGraphics() { }
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/**
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* Constructor for the PGraphics object. Use this to ensure that
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* the defaults get set properly. In a subclass, use this(w, h)
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* as the first line of a subclass' constructor to properly set
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* the internal fields and defaults.
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*
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* @param iwidth viewport width
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* @param iheight viewport height
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*/
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public PGraphics(int iwidth, int iheight) {
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resize(iwidth, iheight);
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// init color/stroke/fill
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defaults();
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// clear geometry for loading later
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//circleX = null; // so that bagel knows to init these
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//sphereX = null; // diff from cpp b/c mem in cpp is preallocated
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}
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/**
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* Called in repsonse to a resize event, handles setting the
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* new width and height internally, as well as re-allocating
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* the pixel buffer for the new size.
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*
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* Note that this will nuke any cameraMode() settings.
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*/
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public void resize(int iwidth, int iheight) { // ignore
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//System.out.println("resize " + iwidth + " " + iheight);
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width = iwidth;
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height = iheight;
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width1 = width - 1;
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height1 = height - 1;
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allocate();
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// clear the screen with the old background color
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background(backgroundColor);
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// init perspective projection based on new dimensions
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cameraFOV = 60; // at least for now
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cameraX = width / 2.0f;
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cameraY = height / 2.0f;
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cameraZ = cameraY / ((float) tan(PI * cameraFOV / 360f));
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cameraNear = cameraZ / 10.0f;
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cameraFar = cameraZ * 10.0f;
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cameraAspect = (float)width / (float)height;
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// init lights (here instead of allocate b/c needed by opengl)
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light = new boolean[MAX_LIGHTS];
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lightX = new float[MAX_LIGHTS];
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lightY = new float[MAX_LIGHTS];
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lightZ = new float[MAX_LIGHTS];
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lightAmbientR = new float[MAX_LIGHTS];
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lightAmbientG = new float[MAX_LIGHTS];
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lightAmbientB = new float[MAX_LIGHTS];
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lightDiffuseR = new float[MAX_LIGHTS];
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lightDiffuseG = new float[MAX_LIGHTS];
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lightDiffuseB = new float[MAX_LIGHTS];
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lightSpecularR = new float[MAX_LIGHTS];
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lightSpecularG = new float[MAX_LIGHTS];
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lightSpecularB = new float[MAX_LIGHTS];
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// reset the cameraMode if PERSPECTIVE or ORTHOGRAPHIC
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// otherwise just hose the user if it's custom
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if (depth) cameraMode(this.cameraMode);
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}
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// broken out because of subclassing for opengl
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protected void allocate() {
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pixelCount = width * height;
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pixels = new int[pixelCount];
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// because of a java 1.1 bug, pixels must be registered as
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// opaque before their first run, the memimgsrc will flicker
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// and run very slowly.
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for (int i = 0; i < pixelCount; i++) pixels[i] = 0xffffffff;
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cm = new DirectColorModel(32, 0x00ff0000, 0x0000ff00, 0x000000ff);;
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mis = new MemoryImageSource(width, height, pixels, 0, width);
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mis.setFullBufferUpdates(true);
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mis.setAnimated(true);
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image = Toolkit.getDefaultToolkit().createImage(mis);
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// TODO don't allocate these until depth() is called
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zbuffer = new float[pixelCount];
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stencil = new int[pixelCount];
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line = new PLine(this);
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triangle = new PTriangle(this);
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}
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/**
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* set engine's default values
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*/
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public void defaults() {
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colorMode(RGB, TFF);
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fill(TFF);
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stroke(0);
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strokeWeight(ONE);
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background(204);
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// init shape stuff
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shape = 0;
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// flat or affine stuff
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noDepth();
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// better to leave this turned off by default
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noLights();
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// init matrices (must do before lights)
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matrixStackDepth = 0;
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lightEnable(0);
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lightAmbient(0, 0, 0, 0);
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light(1, cameraX, cameraY, cameraZ, 255, 255, 255);
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textureMode(IMAGE_SPACE);
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rectMode(CORNER);
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ellipseMode(CENTER);
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arcMode(CENTER);
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angleMode(RADIANS);
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// no current font
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textFont = null;
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//text_mode = ALIGN_LEFT;
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//text_space = OBJECT_SPACE;
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}
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//////////////////////////////////////////////////////////////
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// FRAME
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/**
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* Initializes engine before drawing a new frame.
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* Called by PApplet, no need to call this.
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*/
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public void beginFrame() {
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resetMatrix(); // reset model matrix
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normal(0, 0, 1);
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// reset shapes
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shape_index = 0;
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// reset vertices
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vertex_count = 0;
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vertex_start = 0;
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vertex_end = 0;
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// reset lines
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lineCount = 0;
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if (line != null) line.reset(); // is this necessary?
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pathCount = 0;
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// reset triangles
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triangleCount = 0;
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if (triangle != null) triangle.reset(); // necessary?
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// reset textures
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texture_index = 0;
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}
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/**
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* Indicates a completed frame.
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* Finishes rendering and swaps the buffer to the screen.
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*
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* If z-sorting has been turned on, then the triangles will
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* all be quicksorted here (to make alpha work more properly)
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* and then blit to the screen.
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*/
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public void endFrame() {
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// no need to z order and render
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// shapes were already rendered in endShape();
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// (but can't return, since needs to update memimgsrc
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if (hints[DEPTH_SORT]) {
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if (triangleCount > 0) {
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depth_sort_triangles();
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render_triangles();
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}
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if (lineCount > 0) {
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depth_sort_lines();
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render_lines();
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}
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}
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|
|
// moving this back here (post-68) because of macosx thread problem
|
|
mis.newPixels(pixels, cm, 0, width);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// SHAPES
|
|
|
|
/**
|
|
* Start a new shape of type POLYGON
|
|
*/
|
|
public void beginShape() {
|
|
beginShape(POLYGON);
|
|
}
|
|
|
|
|
|
/**
|
|
* Start a new shape.
|
|
*
|
|
* @param kind indicates shape type
|
|
*/
|
|
public void beginShape(int kind) {
|
|
shape = kind;
|
|
|
|
shape_index = shape_index + 1;
|
|
if (shape_index == -1) {
|
|
shape_index = 0;
|
|
}
|
|
|
|
if (hints[DEPTH_SORT]) {
|
|
// continue with previous vertex, line and triangle count
|
|
// all shapes are rendered at endFrame();
|
|
vertex_start = vertex_count;
|
|
vertex_end = 0;
|
|
|
|
} else {
|
|
// reset vertex, line and triangle information
|
|
// every shape is rendered at endShape();
|
|
vertex_count = 0;
|
|
if (line != null) line.reset(); // necessary?
|
|
lineCount = 0;
|
|
pathCount = 0;
|
|
if (triangle != null) triangle.reset(); // necessary?
|
|
triangleCount = 0;
|
|
}
|
|
textureImage = null;
|
|
|
|
spline_vertex_index = 0;
|
|
spline_vertices_flat = true;
|
|
|
|
//unchangedZ = true;
|
|
strokeChanged = false;
|
|
fillChanged = false;
|
|
normalChanged = false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Sets the current normal. Mostly will apply to vertices
|
|
* inside a beginShape/endShape block.
|
|
*/
|
|
public void normal(float nx, float ny, float nz) {
|
|
// if drawing a shape and the normal hasn't changed yet,
|
|
// then need to set all the normal for each vertex so far
|
|
if ((shape != 0) && !normalChanged) {
|
|
for (int i = vertex_start; i < vertex_end; i++) {
|
|
vertices[i][NX] = normalX;
|
|
vertices[i][NY] = normalY;
|
|
vertices[i][NZ] = normalZ;
|
|
}
|
|
normalChanged = true;
|
|
}
|
|
normalX = nx;
|
|
normalY = ny;
|
|
normalZ = nz;
|
|
}
|
|
|
|
|
|
/**
|
|
* set texture mode to either IMAGE_SPACE (more intuitive
|
|
* for new users) or NORMAL_SPACE (better for advanced chaps)
|
|
*/
|
|
public void textureMode(int mode) {
|
|
this.textureMode = mode;
|
|
}
|
|
|
|
|
|
/**
|
|
* set texture image for current shape
|
|
* needs to be called between @see beginShape and @see endShape
|
|
*
|
|
* @param image reference to a PImage object
|
|
*/
|
|
public void texture(PImage image) {
|
|
textureImage = image;
|
|
|
|
//add_texture(image);
|
|
if (texture_index == textures.length - 1) {
|
|
PImage temp[] = new PImage[texture_index<<1];
|
|
System.arraycopy(textures, 0, temp, 0, texture_index);
|
|
textures = temp;
|
|
message(CHATTER, "allocating more textures " + textures.length);
|
|
}
|
|
|
|
if (textures[0] != null) { // wHY?
|
|
texture_index++;
|
|
}
|
|
|
|
textures[texture_index] = image;
|
|
//} else {
|
|
//triangle.setTexture(image);
|
|
//}
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y) {
|
|
setup_vertex(x, y, 0);
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y, float u, float v) {
|
|
texture_vertex(u, v);
|
|
setup_vertex(x, y, 0);
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y, float z) {
|
|
setup_vertex(x, y, z);
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y, float z,
|
|
float u, float v) {
|
|
texture_vertex(u, v);
|
|
setup_vertex(x, y, z);
|
|
}
|
|
|
|
|
|
protected void setup_vertex(float x, float y, float z) {
|
|
if (vertex_count == vertices.length) {
|
|
float temp[][] = new float[vertex_count<<1][VERTEX_FIELD_COUNT];
|
|
System.arraycopy(vertices, 0, temp, 0, vertex_count);
|
|
vertices = temp;
|
|
message(CHATTER, "allocating more vertices " + vertices.length);
|
|
}
|
|
float vertex[] = vertices[vertex_count++];
|
|
|
|
//if (polygon.redundantVertex(x, y, z)) return;
|
|
|
|
// user called vertex(), so that invalidates anything queued
|
|
// up for curve vertices. if this is internally called by
|
|
// spline_segment, then spline_vertex_index will be saved and restored.
|
|
spline_vertex_index = 0;
|
|
|
|
vertex[MX] = x;
|
|
vertex[MY] = y;
|
|
vertex[MZ] = z;
|
|
|
|
if (fill) {
|
|
vertex[R] = fillR;
|
|
vertex[G] = fillG;
|
|
vertex[B] = fillB;
|
|
vertex[A] = fillA;
|
|
}
|
|
|
|
if (stroke) {
|
|
vertex[SR] = strokeR;
|
|
vertex[SG] = strokeG;
|
|
vertex[SB] = strokeB;
|
|
vertex[SA] = strokeA;
|
|
vertex[SW] = strokeWeight;
|
|
}
|
|
|
|
if (textureImage != null) {
|
|
vertex[U] = textureU;
|
|
vertex[V] = textureV;
|
|
}
|
|
|
|
if (normalChanged) {
|
|
vertex[NX] = normalX;
|
|
vertex[NY] = normalY;
|
|
vertex[NZ] = normalZ;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* set UV coords for the next vertex in the current shape.
|
|
* this is ugly as its own fxn, and will almost always be
|
|
* coincident with a call to vertex, so it's being moved
|
|
* to be an optional param of and overloaded vertex()
|
|
*
|
|
* @param u U coordinate (X coord in image 0<=X<=image width)
|
|
* @param v V coordinate (Y coord in image 0<=Y<=image height)
|
|
*/
|
|
protected void texture_vertex(float u, float v) {
|
|
if (textureImage == null) {
|
|
message(PROBLEM, "gotta use texture() " +
|
|
"after beginShape() and before vertex()");
|
|
return;
|
|
}
|
|
if (textureMode == IMAGE_SPACE) {
|
|
u /= (float) textureImage.width;
|
|
v /= (float) textureImage.height;
|
|
}
|
|
|
|
textureU = u;
|
|
textureV = v;
|
|
|
|
if (textureU < 0) textureU = 0;
|
|
else if (textureU > ONE) textureU = ONE;
|
|
|
|
if (textureV < 0) textureV = 0;
|
|
else if (textureV > ONE) textureV = ONE;
|
|
}
|
|
|
|
|
|
protected void spline_vertex(float x, float y, float z, boolean bezier) {
|
|
// allocate space for the spline vertices
|
|
// to improve processing applet load times, don't allocate until actual use
|
|
if (spline_vertex == null) {
|
|
spline_vertex = new float[SPLINE_VERTEX_ALLOC][VERTEX_FIELD_COUNT];
|
|
}
|
|
|
|
// if more than 128 points, shift everything back to the beginning
|
|
if (spline_vertex_index == SPLINE_VERTEX_ALLOC) {
|
|
System.arraycopy(spline_vertex[SPLINE_VERTEX_ALLOC-3], 0,
|
|
spline_vertex[0], 0, VERTEX_FIELD_COUNT);
|
|
System.arraycopy(spline_vertex[SPLINE_VERTEX_ALLOC-2], 0,
|
|
spline_vertex[1], 0, VERTEX_FIELD_COUNT);
|
|
System.arraycopy(spline_vertex[SPLINE_VERTEX_ALLOC-1], 0,
|
|
spline_vertex[2], 0, VERTEX_FIELD_COUNT);
|
|
spline_vertex_index = 3;
|
|
}
|
|
|
|
// 'flat' may be a misnomer here because it's actually just
|
|
// calculating whether z is zero for all the spline points,
|
|
// so that it knows whether to calculate all three params,
|
|
// or just two for x and y.
|
|
if (spline_vertices_flat) {
|
|
if (z != 0) spline_vertices_flat = false;
|
|
}
|
|
float vertex[] = spline_vertex[spline_vertex_index];
|
|
|
|
vertex[MX] = x;
|
|
vertex[MY] = y;
|
|
vertex[MZ] = z;
|
|
|
|
if (fill) {
|
|
vertex[R] = fillR;
|
|
vertex[G] = fillG;
|
|
vertex[B] = fillB;
|
|
vertex[A] = fillA;
|
|
}
|
|
|
|
if (stroke) {
|
|
vertex[SR] = strokeR;
|
|
vertex[SG] = strokeG;
|
|
vertex[SB] = strokeB;
|
|
vertex[SA] = strokeA;
|
|
vertex[SW] = strokeWeight;
|
|
}
|
|
|
|
// this complicated "if" construct may defeat the purpose
|
|
if (textureImage != null) {
|
|
vertex[U] = textureU;
|
|
vertex[V] = textureV;
|
|
}
|
|
|
|
if (normalChanged) {
|
|
vertex[NX] = normalX;
|
|
vertex[NY] = normalY;
|
|
vertex[NZ] = normalZ;
|
|
}
|
|
|
|
spline_vertex_index++;
|
|
|
|
// draw a segment if there are enough points
|
|
if (spline_vertex_index > 3) {
|
|
if (bezier) {
|
|
if ((spline_vertex_index % 4) == 0) {
|
|
if (!bezier_inited) bezier_init();
|
|
|
|
if (spline_vertices_flat) {
|
|
spline2_segment(spline_vertex_index-4,
|
|
spline_vertex_index-4,
|
|
bezier_draw,
|
|
bezier_detail);
|
|
} else {
|
|
spline3_segment(spline_vertex_index-4,
|
|
spline_vertex_index-4,
|
|
bezier_draw,
|
|
bezier_detail);
|
|
}
|
|
}
|
|
} else { // catmull-rom curve (!bezier)
|
|
if (!curve_inited) curve_init();
|
|
|
|
if (spline_vertices_flat) {
|
|
spline2_segment(spline_vertex_index-4,
|
|
spline_vertex_index-3,
|
|
curve_draw,
|
|
curve_detail);
|
|
} else {
|
|
spline3_segment(spline_vertex_index-4,
|
|
spline_vertex_index-3,
|
|
curve_draw,
|
|
curve_detail);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* See notes with the bezier() function.
|
|
*/
|
|
public void bezierVertex(float x, float y) {
|
|
spline_vertex(x, y, 0, true);
|
|
}
|
|
|
|
/**
|
|
* See notes with the bezier() function.
|
|
*/
|
|
public void bezierVertex(float x, float y, float z) {
|
|
spline_vertex(x, y, z, true);
|
|
}
|
|
|
|
/**
|
|
* See notes with the curve() function.
|
|
*/
|
|
public void curveVertex(float x, float y) {
|
|
spline_vertex(x, y, 0, false);
|
|
}
|
|
|
|
/**
|
|
* See notes with the curve() function.
|
|
*/
|
|
public void curveVertex(float x, float y, float z) {
|
|
spline_vertex(x, y, z, false);
|
|
}
|
|
|
|
|
|
public void endShape() {
|
|
// clear the 'shape drawing' flag in case of early exit
|
|
//shape = false;
|
|
|
|
//System.out.println("ending shape");
|
|
|
|
vertex_end = vertex_count;
|
|
|
|
// ------------------------------------------------------------------
|
|
// CREATE LINES
|
|
|
|
int increment = 1;
|
|
int stop = 0;
|
|
int counter = 0;
|
|
|
|
if (stroke) {
|
|
switch (shape) {
|
|
|
|
case POINTS:
|
|
{
|
|
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;
|
|
}
|
|
|
|
|
|
protected final void add_path() {
|
|
if (pathCount == pathOffset.length) {
|
|
int temp1[] = new int[pathCount << 1];
|
|
System.arraycopy(pathOffset, 0, temp1, 0, pathCount);
|
|
pathOffset = temp1;
|
|
int temp2[] = new int[pathCount << 1];
|
|
System.arraycopy(pathLength, 0, temp2, 0, pathCount);
|
|
pathLength = temp2;
|
|
}
|
|
pathOffset[pathCount] = lineCount;
|
|
pathLength[pathCount] = 0;
|
|
pathCount++;
|
|
}
|
|
|
|
|
|
protected final void add_line(int a, int b) {
|
|
if (lineCount == lines.length) {
|
|
int temp[][] = new int[lineCount<<1][LINE_FIELD_COUNT];
|
|
System.arraycopy(lines, 0, temp, 0, lineCount);
|
|
lines = temp;
|
|
message(CHATTER, "allocating more lines " + lines.length);
|
|
}
|
|
lines[lineCount][VERTEX1] = a;
|
|
lines[lineCount][VERTEX2] = b;
|
|
lines[lineCount][INDEX] = -1;
|
|
|
|
lines[lineCount][STROKE_MODE] = strokeCap | strokeJoin;
|
|
lineCount++;
|
|
|
|
// mark this piece as being part of the current path
|
|
pathLength[pathCount-1]++;
|
|
}
|
|
|
|
|
|
protected final void add_triangle(int a, int b, int c) {
|
|
if (triangleCount == triangles.length) {
|
|
int temp[][] = new int[triangleCount<<1][TRIANGLE_FIELD_COUNT];
|
|
System.arraycopy(triangles, 0, temp, 0, triangleCount);
|
|
triangles = temp;
|
|
message(CHATTER, "allocating more triangles " + triangles.length);
|
|
}
|
|
triangles[triangleCount][VERTEX1] = a;
|
|
triangles[triangleCount][VERTEX2] = b;
|
|
triangles[triangleCount][VERTEX3] = c;
|
|
|
|
if (textureImage == null) {
|
|
triangles[triangleCount][TEXTURE_INDEX] = -1;
|
|
} else {
|
|
triangles[triangleCount][TEXTURE_INDEX] = texture_index;
|
|
}
|
|
|
|
triangles[triangleCount][INDEX] = shape_index;
|
|
triangleCount++;
|
|
}
|
|
|
|
|
|
protected void depth_sort_triangles() {
|
|
}
|
|
|
|
protected void render_triangles() {
|
|
for (int i = 0; i < triangleCount; i ++) {
|
|
float a[] = vertices[triangles[i][VERTEX1]];
|
|
float b[] = vertices[triangles[i][VERTEX2]];
|
|
float c[] = vertices[triangles[i][VERTEX3]];
|
|
int tex = triangles[i][TEXTURE_INDEX];
|
|
int index = triangles[i][INDEX];
|
|
|
|
System.out.println("A " + a[X] + " " + a[Y] + " " + a[Z]);
|
|
System.out.println("B " + b[X] + " " + b[Y] + " " + b[Z]);
|
|
System.out.println("C " + c[X] + " " + c[Y] + " " + c[Z]);
|
|
|
|
triangle.reset();
|
|
|
|
if (tex > -1 && textures[tex] != null) {
|
|
triangle.setTexture(textures[tex]);
|
|
triangle.setUV(a[U], a[V], b[U], b[V], c[U], c[V]);
|
|
}
|
|
|
|
triangle.setIntensities(a[R], a[G], a[B], a[A],
|
|
b[R], b[G], b[B], b[A],
|
|
c[R], c[G], c[B], c[A]);
|
|
|
|
triangle.setVertices(a[X], a[Y], a[Z],
|
|
b[X], b[Y], b[Z],
|
|
c[X], c[Y], c[Z]);
|
|
|
|
triangle.setIndex(index);
|
|
triangle.render();
|
|
}
|
|
}
|
|
|
|
|
|
protected void depth_sort_lines() {
|
|
}
|
|
|
|
public void render_lines() {
|
|
for (int i = 0; i < lineCount; i ++) {
|
|
float a[] = vertices[lines[i][VERTEX1]];
|
|
float b[] = vertices[lines[i][VERTEX2]];
|
|
int index = lines[i][INDEX];
|
|
|
|
line.reset();
|
|
|
|
line.setIntensities(a[SR], a[SG], a[SB], a[SA],
|
|
b[SR], b[SG], b[SB], b[SA]);
|
|
|
|
line.setVertices(a[X], a[Y], a[Z],
|
|
b[X], b[Y], b[Z]);
|
|
|
|
line.setIndex(index);
|
|
line.draw();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* triangulate the current polygon.
|
|
* simple ear clipping polygon triangulation adapted
|
|
* from code by john w. ratcliff (jratcliff at verant.com)
|
|
*/
|
|
private void triangulate_polygon() {
|
|
|
|
// first we check if the polygon goes clockwise or counterclockwise
|
|
float area = 0.0f;
|
|
for (int p = vertex_end - 1, q = vertex_start; q < vertex_end; p = q++) {
|
|
area += (vertices[q][X] * vertices[p][Y] -
|
|
vertices[p][X] * vertices[q][Y]);
|
|
}
|
|
|
|
// then sort the vertices so they are always in a counterclockwise order
|
|
int j = 0;
|
|
//if (0.0f < area) { // def <
|
|
if (area > 0) {
|
|
for (int i = vertex_start; i < vertex_end; i++) {
|
|
j = i - vertex_start;
|
|
vertex_order[j] = i;
|
|
}
|
|
} else {
|
|
for (int i = vertex_start; i < vertex_end; i++) {
|
|
j = i - vertex_start;
|
|
vertex_order[j] = (vertex_end - 1) - j;
|
|
}
|
|
}
|
|
|
|
// remove vc-2 Vertices, creating 1 triangle every time
|
|
int vc = vertex_end - vertex_start;
|
|
int count = 2*vc; // complex polygon detection
|
|
|
|
for (int m = 0, v = vc - 1; vc > 2; ) {
|
|
boolean snip = true;
|
|
|
|
// if we start over again, is a complex polygon
|
|
if (0 >= (count--)) {
|
|
break; // triangulation failed
|
|
}
|
|
|
|
// get 3 consecutive vertices <u,v,w>
|
|
int u = v ; if (vc <= u) u = 0; // previous
|
|
v = u + 1; if (vc <= v) v = 0; // current
|
|
int w = v + 1; if (vc <= w) w = 0; // next
|
|
|
|
// triangle A B C
|
|
//float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
|
|
|
|
float Ax = -vertices[vertex_order[u]][X];
|
|
float Ay = vertices[vertex_order[u]][Y];
|
|
float Bx = -vertices[vertex_order[v]][X];
|
|
float By = vertices[vertex_order[v]][Y];
|
|
float Cx = -vertices[vertex_order[w]][X];
|
|
float Cy = vertices[vertex_order[w]][Y];
|
|
|
|
// first we check if <u,v,w> continues going ccw
|
|
if (EPSILON > (((Bx-Ax) * (Cy-Ay)) - ((By-Ay) * (Cx-Ax)))) {
|
|
continue;
|
|
}
|
|
|
|
for (int p = 0; p < vc; p++) {
|
|
//float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
|
|
//float cCROSSap, bCROSScp, aCROSSbp;
|
|
|
|
if( (p == u) || (p == v) || (p == w) ) {
|
|
continue;
|
|
}
|
|
|
|
float Px = -vertices[vertex_order[p]][X];
|
|
float Py = vertices[vertex_order[p]][Y];
|
|
|
|
float ax = Cx - Bx; float ay = Cy - By;
|
|
float bx = Ax - Cx; float by = Ay - Cy;
|
|
float cx = Bx - Ax; float cy = By - Ay;
|
|
float apx = Px - Ax; float apy = Py - Ay;
|
|
float bpx = Px - Bx; float bpy = Py - By;
|
|
float cpx = Px - Cx; float cpy = Py - Cy;
|
|
|
|
float aCROSSbp = ax * bpy - ay * bpx;
|
|
float cCROSSap = cx * apy - cy * apx;
|
|
float bCROSScp = bx * cpy - by * cpx;
|
|
|
|
if ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)) {
|
|
snip = false;
|
|
}
|
|
}
|
|
|
|
if (snip) {
|
|
add_triangle(vertex_order[u], vertex_order[v], vertex_order[w]);
|
|
|
|
m++;
|
|
|
|
// remove v from remaining polygon
|
|
for (int s = v, t = v + 1; t < vc; s++, t++) {
|
|
vertex_order[s] = vertex_order[t];
|
|
}
|
|
vc--;
|
|
|
|
// reset error detection counter
|
|
count = 2 * vc;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// LIGHTS AND COLOR
|
|
|
|
|
|
/**
|
|
* This method handles the transformation, lighting, and clipping
|
|
* operations for the shapes. Broken out as a separate function
|
|
* so that other renderers can override. For instance, with OpenGL,
|
|
* this section is all handled on the graphics card.
|
|
*/
|
|
protected void light_and_transform() {
|
|
|
|
// ------------------------------------------------------------------
|
|
// CULLING
|
|
|
|
// simple culling
|
|
// if they share the same clipping code, then cull
|
|
/*
|
|
boolean clipped = true;
|
|
float x = vertices[vertex_start][X];
|
|
float y = vertices[vertex_start][Y];
|
|
int clipCode = ((y < 0 ? 8 : 0) | (y > height1 ? 4 : 0) |
|
|
(x < 0 ? 2 : 0) | (x > width1 ? 1 : 0));
|
|
for (int i = vertex_start + 1; i < vertex_end; i++) {
|
|
x = vertices[i][X];
|
|
y = vertices[i][Y];
|
|
int code = ((y < 0 ? 8 : 0) | (y > height1 ? 4 : 0) |
|
|
(x < 0 ? 2 : 0) | (x > width1 ? 1 : 0));
|
|
if (code != clipCode) {
|
|
clipped = false;
|
|
break;
|
|
}
|
|
}
|
|
if ((clipCode != 0) && clipped) return;
|
|
*/
|
|
|
|
|
|
// ------------------------------------------------------------------
|
|
// NORMALS
|
|
|
|
if (!normalChanged) {
|
|
// fill first vertext w/ the normal
|
|
vertices[vertex_start][NX] = normalX;
|
|
vertices[vertex_start][NY] = normalY;
|
|
vertices[vertex_start][NZ] = normalZ;
|
|
// homogenousNormals saves time from below, which is expensive
|
|
}
|
|
|
|
for (int i = vertex_start; i < (normalChanged ? vertex_end : 1); i++) {
|
|
float v[] = vertices[i];
|
|
float nx = m00*v[NX] + m01*v[NY] + m02*v[NZ] + m03;
|
|
float ny = m10*v[NX] + m11*v[NY] + m12*v[NZ] + m13;
|
|
float nz = m20*v[NX] + m21*v[NY] + m22*v[NZ] + m23;
|
|
float nw = m30*v[NX] + m31*v[NY] + m32*v[NZ] + m33;
|
|
|
|
if (nw != 0) {
|
|
// divide by perspective coordinate
|
|
v[NX] = nx/nw; v[NY] = ny/nw; v[NZ] = nz/nw;
|
|
} else {
|
|
// can't do inline above
|
|
v[NX] = nx; v[NY] = ny; v[NZ] = nz;
|
|
}
|
|
|
|
float nlen = mag(v[NX], v[NY], v[NZ]); // normalize
|
|
if (nlen != 0) {
|
|
v[NX] /= nlen; v[NY] /= nlen; v[NZ] /= nlen;
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------
|
|
// LIGHTS
|
|
|
|
// if no lights enabled, then all the values for r, g, b
|
|
// have been set with calls to vertex() (no need to re-calculate here)
|
|
|
|
if (lights) {
|
|
float f[] = vertices[vertex_start];
|
|
|
|
for (int i = vertex_start; i < vertex_end; i++) {
|
|
float v[] = vertices[i];
|
|
if (normalChanged) {
|
|
if (fill) {
|
|
calc_lighting(v[R], v[G], v[B],
|
|
v[MX], v[MY], v[MZ],
|
|
v[NX], v[NY], v[NZ], v, R);
|
|
}
|
|
if (stroke) {
|
|
calc_lighting(v[SR], v[SG], v[SB],
|
|
v[MX], v[MY], v[MZ],
|
|
v[NX], v[NY], v[NZ], v, SR);
|
|
}
|
|
} else {
|
|
if (fill) {
|
|
calc_lighting(v[R], v[G], v[B],
|
|
v[MX], v[MY], v[MZ],
|
|
f[NX], f[NY], f[NZ], v, R);
|
|
}
|
|
if (stroke) {
|
|
calc_lighting(v[SR], v[SG], v[SB],
|
|
v[MX], v[MY], v[MZ],
|
|
f[NX], f[NY], f[NZ], v, SR);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------
|
|
// NEAR PLANE CLIPPING AND CULLING
|
|
|
|
//if ((cameraMode == PERSPECTIVE) && (dimensions == 3) && clip) {
|
|
//float z_plane = eyeDist + ONE;
|
|
|
|
//for (int i = 0; i < lineCount; i ++) {
|
|
//line3dClip();
|
|
//}
|
|
|
|
//for (int i = 0; i < triangleCount; i ++) {
|
|
//}
|
|
//}
|
|
|
|
|
|
// ------------------------------------------------------------------
|
|
// POINTS FROM VIEW SPACE (VX, VY, VZ) TO SCREEN SPACE (X, Y, Z)
|
|
|
|
//if ((cameraMode == PERSPECTIVE) && (dimensions == 3)) {
|
|
if (depth) {
|
|
for (int i = vertex_start; i < vertex_end; i++) {
|
|
float vx[] = vertices[i];
|
|
|
|
float ox = p00*vx[VX] + p01*vx[VY] + p02*vx[VZ] + p03*vx[VW];
|
|
float oy = p10*vx[VX] + p11*vx[VY] + p12*vx[VZ] + p13*vx[VW];
|
|
float oz = p20*vx[VX] + p21*vx[VY] + p22*vx[VZ] + p23*vx[VW];
|
|
float ow = p30*vx[VX] + p31*vx[VY] + p32*vx[VZ] + p33*vx[VW];
|
|
|
|
if (ow != 0) {
|
|
ox /= ow; oy /= ow; oz /= ow;
|
|
}
|
|
|
|
vx[X] = width * (ONE + ox) / 2.0f;
|
|
vx[Y] = height * (ONE + oy) / 2.0f;
|
|
vx[Z] = (oz + ONE) / 2.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* lighting calculation of final colour.
|
|
* for now, ip is being done in screen space (transformed),
|
|
* because the normals are also being transformed
|
|
*
|
|
* @param r red component of object's colour
|
|
* @param g green of object's colour
|
|
* @param b blue of object's colour
|
|
* @param ix x coord of intersection
|
|
* @param iy y coord of intersection
|
|
* @param iz z coord of intersection
|
|
* @param nx x coord of normal vector
|
|
* @param ny y coord of normal
|
|
* @param nz z coord of normal
|
|
* @param target float array to store result
|
|
* @param toffset starting index in target array
|
|
*/
|
|
private void calc_lighting(float r, float g, float b,
|
|
float ix, float iy, float iz,
|
|
float nx, float ny, float nz,
|
|
float target[], int toffset) {
|
|
//System.out.println("calc_lighting normals " + nx + " " + ny + " " + nz);
|
|
|
|
if (!lights) {
|
|
target[toffset + 0] = r;
|
|
target[toffset + 1] = g;
|
|
target[toffset + 2] = b;
|
|
return;
|
|
}
|
|
|
|
float nlen = mag(nx, ny, nz);
|
|
if (nlen != 0) {
|
|
nx /= nlen; ny /= nlen; nz /= nlen;
|
|
}
|
|
|
|
// get direction based on inverse of perspective(?) matrix
|
|
//screenToWorld.getDirection(x + 0.5, y + 0.5, d);
|
|
|
|
/*
|
|
// q in screen space
|
|
double qs[] = new double[4];
|
|
qs[0] = x;
|
|
qs[1] = y;
|
|
qs[2] = 0;
|
|
qs[3] = 1;
|
|
|
|
// q in world space
|
|
// transformed 4 vector (homogenous coords)
|
|
double qw[] = new double[4];
|
|
multiply(mat, qs, qw);
|
|
dw.x = qw[0] * mat[3][2] - qw[3] * mat[0][2];
|
|
dw.y = qw[1] * mat[3][2] - qw[3] * mat[1][2];
|
|
dw.z = qw[2] * mat[3][2] - qw[3] * mat[2][2];
|
|
*/
|
|
// multiply (inverse matrix) x (x y 0 1) = qw
|
|
|
|
/*
|
|
// CALC OF DIRECTION OF EYE TO SCREEN/OBJECT
|
|
// !!! don't delete this code.. used for specular
|
|
float qwx = i00*sx + i01*sy + i03;
|
|
float qwy = i10*sx + i11*sy + i13;
|
|
float qwz = i20*sx + i21*sy + i23;
|
|
float qww = i30*sx + i31*sy + i33;
|
|
|
|
float dwx = qwx*i32 - qww*i02;
|
|
float dwy = qwy*i32 - qww*i12;
|
|
float dwz = qwz*i32 - qww*i22;
|
|
*/
|
|
|
|
//double kdr = material.kDiffuseReflection; == 1
|
|
//double ksr = material.kSpecularReflection; == 0
|
|
//double e = material.shadingExponent; == 0
|
|
//RgbColor Cmat = material.color; == r, g, b
|
|
|
|
// Direction of light i from ip, Li = L[i].position - ip
|
|
//Vector3 Li = new Vector3();
|
|
|
|
// Radiance of a light source, a color
|
|
//RgbColor Ii = new RgbColor();
|
|
|
|
// The halfway vector
|
|
//Vector3 Hi = new Vector3();
|
|
|
|
//float N_dot_Li, N_dot_Hi, N_dot_Hi_e;
|
|
|
|
float diffuse_r = 0; // = lights[0].r; // sum in ambient term
|
|
float diffuse_g = 0; // = lights[0].g;
|
|
float diffuse_b = 0; // = lights[0].b;
|
|
|
|
//float specular_r = 0;
|
|
//float specular_g = 0;
|
|
//float specular_b = 0;
|
|
|
|
for (int i = 1; i < MAX_LIGHTS; i++) {
|
|
if (!light[i]) continue;
|
|
|
|
//Light light = (Light) list.value;
|
|
//Ii = light.color;
|
|
|
|
//Vector3.subtract(light.position, ip, Li);
|
|
//Li.normalize();
|
|
// li is the vector of the light as it points towards the point
|
|
// at which it intersects the object
|
|
float lix = lightX[i] - ix;
|
|
float liy = lightY[i] - iy;
|
|
float liz = lightZ[i] - iz;
|
|
float m = mag(lix, liy, liz);
|
|
if (m != 0) {
|
|
lix /= m; liy /= m; liz /= m;
|
|
}
|
|
float n_dot_li = (nx*lix + ny*liy + nz*liz);
|
|
//N_dot_Li = Vector3.dotProduct(N, Li);
|
|
|
|
//if (N_dot_Li > 0.0) {
|
|
if (n_dot_li > 0) {
|
|
//System.out.println("n_dot_li = " + n_dot_li);
|
|
diffuse_r += lightDiffuseR[i] * n_dot_li;
|
|
diffuse_g += lightDiffuseG[i] * n_dot_li;
|
|
diffuse_b += lightDiffuseB[i] * n_dot_li;
|
|
|
|
/*
|
|
// not doing any specular for now
|
|
|
|
//Vector3.subtract(light.position, direction, Hi);
|
|
float hix = lights[i].x - dwx;
|
|
float hiy = lights[i].y - dwy;
|
|
float hiz = lights[i].z - dwz;
|
|
float n_dot_hi = (nx*hix + ny*hiy + nz*hiz);
|
|
//N_dot_Hi = Vector3.dotProduct(N, Hi);
|
|
if (n_dot_hi > 0) {
|
|
//N_dot_Hi_e = pow(N_dot_Hi / Hi.getLength(), e);
|
|
// since e == 1 for now, this can be simplified
|
|
//float n_dot_hi_e = pow(n_dot_hi / sqrt(hix*hix + hiy*hiy + hiz*hiz), e);
|
|
float n_dot_hi_e = n_dot_hi /
|
|
sqrt(hix*hix + hiy*hiy + hiz*hiz);
|
|
specular_r += lights[i].r * n_dot_hi_e;
|
|
specular_g += lights[i].g * n_dot_hi_e;
|
|
specular_b += lights[i].b * n_dot_hi_e;
|
|
//specular_r += Ii.r * N_dot_Hi_e;
|
|
//specular_g += Ii.g * N_dot_Hi_e;
|
|
//specular_b += Ii.b * N_dot_Hi_e;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
// specular reflection (ksr) is set to zero, so simplify
|
|
//I.r = (kdr * Cmat.r * diffuse_r) + (ksr * specular_r);
|
|
//I.g = (kdr * Cmat.g * diffuse_g) + (ksr * specular_g);
|
|
//I.b = (kdr * Cmat.b * diffuse_b) + (ksr * specular_b);
|
|
|
|
//System.out.println(r + " " + g + " " + b + " " +
|
|
// diffuse_r + " " + diffuse_g + " " + diffuse_b);
|
|
|
|
// TODO ** this sucks! **
|
|
//System.out.println(lights[0].r + " " + lights[0].g + " " +
|
|
// lights[0].b);
|
|
|
|
target[toffset+0] = lightAmbientR[0] + (r * diffuse_r);
|
|
target[toffset+1] = lightAmbientG[0] + (g * diffuse_g);
|
|
target[toffset+2] = lightAmbientB[0] + (b * diffuse_b);
|
|
|
|
if (target[toffset+0] > ONE) target[toffset+0] = ONE;
|
|
if (target[toffset+1] > ONE) target[toffset+1] = ONE;
|
|
if (target[toffset+2] > ONE) target[toffset+2] = ONE;
|
|
|
|
//if (calc1) {
|
|
//calcR1 = lights[0].r + (r * diffuse_r); if (calcR1 > 1) calcR1 = 1;
|
|
//calcG1 = lights[0].g + (g * diffuse_g); if (calcG1 > 1) calcG1 = 1;
|
|
//calcB1 = lights[0].b + (b * diffuse_b); if (calcB1 > 1) calcB1 = 1;
|
|
|
|
//System.out.println(255*calcR1 + " " + 255*calcG1 + " " + 255*calcB1);
|
|
//} else {
|
|
//calcR2 = lights[0].r + (r * diffuse_r); if (calcR2 > 1) calcR2 = 1;
|
|
//calcG2 = lights[0].g + (g * diffuse_g); if (calcG2 > 1) calcG2 = 1;
|
|
//calcB2 = lights[0].b + (b * diffuse_b); if (calcB2 > 1) calcB2 = 1;
|
|
//System.out.println(255*calcR2 + " " + 255*calcG2 + " " + 255*calcB2);
|
|
//}
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// POINT
|
|
|
|
|
|
public void point(float x, float y) {
|
|
point(x, y, 0);
|
|
}
|
|
|
|
|
|
public void point(float x, float y, float z) {
|
|
// temporary, just for the opengl stuff
|
|
beginShape(POINTS);
|
|
vertex(x, y, z);
|
|
endShape();
|
|
|
|
/*
|
|
if (depth) {
|
|
if (strokeWeight < 2) {
|
|
// just a single dot on the screen with a z value
|
|
// TODO what is lighting calculation for this point?
|
|
point0(screenX(x, y, z),
|
|
screenY(x, y, z),
|
|
screenZ(x, y, z), strokeColor);
|
|
|
|
} else {
|
|
float cx = screenX(x, y, z);
|
|
float cy = screenX(x, y, z);
|
|
float hsw = strokeWeight / 2f;
|
|
|
|
if (strokeCap == ROUND_ENDCAP) {
|
|
// non-smoothed, filled circle
|
|
circle0_rough_fill(cx, cy, z, hsw, strokeColor);
|
|
|
|
} else { // otherwise one of the square endcaps
|
|
//if ((strokeCap == PROJECTED_ENDCAP) ||
|
|
// (strokeCap == SQUARE_ENDCAP)) {
|
|
// technically, if SQUARE_ENDCAP, nothing should be drawn
|
|
// but we'll go easy on the lads
|
|
// non-smoothed (since 3D), filled square
|
|
|
|
int x1 = (int) (cx - hsw + 0.5f);
|
|
int y1 = (int) (cy - hsw + 0.5f);
|
|
int x2 = (int) (cx + hsw + 0.5f);
|
|
int y2 = (int) (cy + hsw + 0.5f);
|
|
|
|
rect0_rough_fill(x1, y1, x2, y2, z, strokeColor);
|
|
}
|
|
}
|
|
|
|
} else { // noDepth
|
|
if (strokeWeight < 2) {
|
|
point0(screenX(x, y), screenY(x, y), 0, strokeColor);
|
|
|
|
} else {
|
|
float hsw = strokeWeight / 2f;
|
|
|
|
if ((strokeCap == PROJECTED_ENDCAP) ||
|
|
(strokeCap == SQUARE_ENDCAP)) {
|
|
rect0_fill(x - hsw, y - hsw, x + hsw, y + hsw, 0, strokeColor);
|
|
|
|
} else if (strokeCap == ROUND_ENDCAP) {
|
|
circle0_fill(x - hsw, y - hsw, 0, hsw, strokeColor);
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
private void point3(float x, float y, float z, int color) {
|
|
// need to get scaled version of the stroke
|
|
float x1 = screenX(x - 0.5f, y - 0.5f, z);
|
|
float y1 = screenY(x - 0.5f, y - 0.5f, z);
|
|
float x2 = screenX(x + 0.5f, y + 0.5f, z);
|
|
float y2 = screenY(x + 0.5f, y + 0.5f, z);
|
|
|
|
float weight = (abs(x2 - x1) + abs(y2 - y1)) / 2f;
|
|
if (weight < 1.5f) {
|
|
int xx = (int) ((x1 + x2) / 2f);
|
|
int yy = (int) ((y1 + y2) / 2f);
|
|
point0(xx, yy, z, color);
|
|
zbuffer[yy*width + xx] = screenZ(x, y, z);
|
|
//stencil?
|
|
|
|
} else {
|
|
// actually has some weight, need to draw shapes instead
|
|
// these will be
|
|
}
|
|
}
|
|
|
|
|
|
private void point2(float x, float y, int color) {
|
|
|
|
}
|
|
|
|
|
|
private void point0(float xx, float yy, float z, int color) {
|
|
point0((int) (xx + 0.5f), (int) (yy + 0.5f), z, color);
|
|
}
|
|
|
|
|
|
private void point0(int x, int y, float z, int color) {
|
|
if ((x < 0) || (x > width1) ||
|
|
(y < 0) || (y > height1)) return;
|
|
|
|
int index = y*width + x;
|
|
if ((color & 0xff000000) == 0xff000000) { // opaque
|
|
pixels[index] = color;
|
|
|
|
} else { // transparent
|
|
// a1 is how much of the orig pixel
|
|
int a2 = (color >> 24) & 0xff;
|
|
int a1 = a2 ^ 0xff;
|
|
|
|
int p2 = strokeColor;
|
|
int p1 = pixels[index];
|
|
|
|
int r = (a1 * ((p1 >> 16) & 0xff) + a2 * ((p2 >> 16) & 0xff)) & 0xff00;
|
|
int g = (a1 * ((p1 >> 8) & 0xff) + a2 * ((p2 >> 8) & 0xff)) & 0xff00;
|
|
int b = (a1 * ( p1 & 0xff) + a2 * ( p2 & 0xff)) >> 8;
|
|
|
|
pixels[index] = 0xff000000 | (r << 8) | g | b;
|
|
}
|
|
if (zbuffer != null) zbuffer[index] = z;
|
|
}
|
|
|
|
|
|
// points are inherently flat, but always tangent
|
|
// to the screen surface. the z is only so that things
|
|
// get scaled properly if the pt is way in back
|
|
private void thick_point(float x, float y, float z, // note floats
|
|
float r, float g, float b, float a) {
|
|
spolygon.reset(4);
|
|
spolygon.interpRGBA = false; // no changes for vertices of a point
|
|
|
|
float strokeWidth2 = strokeWeight/2.0f;
|
|
|
|
float svertex[] = spolygon.vertices[0];
|
|
svertex[X] = x - strokeWidth2;
|
|
svertex[Y] = y - strokeWidth2;
|
|
svertex[Z] = z;
|
|
|
|
svertex[R] = r;
|
|
svertex[G] = g;
|
|
svertex[B] = b;
|
|
svertex[A] = a;
|
|
|
|
svertex = spolygon.vertices[1];
|
|
svertex[X] = x + strokeWidth2;
|
|
svertex[Y] = y - strokeWidth2;
|
|
svertex[Z] = z;
|
|
|
|
svertex = spolygon.vertices[2];
|
|
svertex[X] = x + strokeWidth2;
|
|
svertex[Y] = y + strokeWidth2;
|
|
svertex[Z] = z;
|
|
|
|
svertex = spolygon.vertices[3];
|
|
svertex[X] = x - strokeWidth2;
|
|
svertex[Y] = y + strokeWidth2;
|
|
svertex[Z] = z;
|
|
|
|
spolygon.render();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// LINE
|
|
|
|
|
|
public void line(float x1, float y1, float x2, float y2) {
|
|
beginShape(LINES);
|
|
vertex(x1, y1);
|
|
vertex(x2, y2);
|
|
endShape();
|
|
}
|
|
|
|
|
|
public void line(float x1, float y1, float z1,
|
|
float x2, float y2, float z2) {
|
|
beginShape(LINES);
|
|
vertex(x1, y1, z1);
|
|
vertex(x2, y2, z2);
|
|
endShape();
|
|
}
|
|
|
|
|
|
private void thick_flat_line(float ox1, float oy1,
|
|
float r1, float g1, float b1, float a1,
|
|
float ox2, float oy2,
|
|
float r2, float g2, float b2, float a2) {
|
|
spolygon.interpRGBA = (r1 != r2) || (g1 != g2) || (b1 != b2) || (a1 != a2);
|
|
spolygon.interpZ = false;
|
|
|
|
float dX = ox2-ox1 + EPSILON;
|
|
float dY = oy2-oy1 + EPSILON;
|
|
float len = sqrt(dX*dX + dY*dY);
|
|
|
|
// TODO strokeWidth should be transformed!
|
|
float rh = strokeWeight / len;
|
|
|
|
float dx0 = rh * dY;
|
|
float dy0 = rh * dX;
|
|
float dx1 = rh * dY;
|
|
float dy1 = rh * dX;
|
|
|
|
spolygon.reset(4);
|
|
|
|
float svertex[] = spolygon.vertices[0];
|
|
svertex[X] = ox1+dx0;
|
|
svertex[Y] = oy1-dy0;
|
|
svertex[R] = r1;
|
|
svertex[G] = g1;
|
|
svertex[B] = b1;
|
|
svertex[A] = a1;
|
|
|
|
svertex = spolygon.vertices[1];
|
|
svertex[X] = ox1-dx0;
|
|
svertex[Y] = oy1+dy0;
|
|
svertex[R] = r1;
|
|
svertex[G] = g1;
|
|
svertex[B] = b1;
|
|
svertex[A] = a1;
|
|
|
|
svertex = spolygon.vertices[2];
|
|
svertex[X] = ox2-dx1;
|
|
svertex[Y] = oy2+dy1;
|
|
svertex[R] = r2;
|
|
svertex[G] = g2;
|
|
svertex[B] = b2;
|
|
svertex[A] = a2;
|
|
|
|
svertex = spolygon.vertices[3];
|
|
svertex[X] = ox2+dx1;
|
|
svertex[Y] = oy2-dy1;
|
|
svertex[R] = r2;
|
|
svertex[G] = g2;
|
|
svertex[B] = b2;
|
|
svertex[A] = a2;
|
|
|
|
spolygon.render();
|
|
}
|
|
|
|
|
|
// the incoming values are transformed,
|
|
// and the colors have been calculated
|
|
private void thick_spatial_line(float x1, float y1, float z1,
|
|
float r1, float g1, float b1,
|
|
float x2, float y2, float z2,
|
|
float r2, float g2, float b2) {
|
|
spolygon.interpRGBA = (r1 != r2) || (g1 != g2) || (b1 != b2);
|
|
spolygon.interpZ = true;
|
|
|
|
float ox1 = x1; float oy1 = y1; float oz1 = z1;
|
|
float ox2 = x2; float oy2 = y2; float oz2 = z2;
|
|
|
|
float dX = ox2-ox1 + 0.0001f;
|
|
float dY = oy2-oy1 + 0.0001f;
|
|
float len = sqrt(dX*dX + dY*dY);
|
|
|
|
float rh = strokeWeight / len;
|
|
|
|
float dx0 = rh * dY;
|
|
float dy0 = rh * dX;
|
|
float dx1 = rh * dY;
|
|
float dy1 = rh * dX;
|
|
|
|
spolygon.reset(4);
|
|
|
|
float svertex[] = spolygon.vertices[0];
|
|
svertex[X] = ox1+dx0;
|
|
svertex[Y] = oy1-dy0;
|
|
svertex[Z] = oz1;
|
|
svertex[R] = r1;
|
|
svertex[G] = g1;
|
|
svertex[B] = b1;
|
|
|
|
svertex = spolygon.vertices[1];
|
|
svertex[X] = ox1-dx0;
|
|
svertex[Y] = oy1+dy0;
|
|
svertex[Z] = oz1;
|
|
svertex[R] = r1;
|
|
svertex[G] = g1;
|
|
svertex[B] = b1;
|
|
|
|
svertex = spolygon.vertices[2];
|
|
svertex[X] = ox2-dx1;
|
|
svertex[Y] = oy2+dy1;
|
|
svertex[Z] = oz2;
|
|
svertex[R] = r2;
|
|
svertex[G] = g2;
|
|
svertex[B] = b2;
|
|
|
|
svertex = spolygon.vertices[3];
|
|
svertex[X] = ox2+dx1;
|
|
svertex[Y] = oy2-dy1;
|
|
svertex[Z] = oz2;
|
|
svertex[R] = r2;
|
|
svertex[G] = g2;
|
|
svertex[B] = b2;
|
|
|
|
spolygon.render();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// TRIANGLE
|
|
|
|
|
|
public void triangle(float x1, float y1, float x2, float y2,
|
|
float x3, float y3) {
|
|
beginShape(TRIANGLES);
|
|
vertex(x1, y1);
|
|
vertex(x2, y2);
|
|
vertex(x3, y3);
|
|
endShape();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// RECT
|
|
|
|
|
|
public void rectMode(int mode) {
|
|
rectMode = mode;
|
|
}
|
|
|
|
|
|
public void rect(float x1, float y1, float x2, float y2) {
|
|
float hradius, vradius;
|
|
switch (rectMode) {
|
|
case CORNERS:
|
|
break;
|
|
case CORNER:
|
|
x2 += x1; y2 += y1;
|
|
break;
|
|
case CENTER_RADIUS:
|
|
hradius = x2;
|
|
vradius = y2;
|
|
x2 = x1 + hradius;
|
|
y2 = y1 + vradius;
|
|
x1 -= hradius;
|
|
y1 -= vradius;
|
|
break;
|
|
case CENTER:
|
|
hradius = x2 / 2.0f;
|
|
vradius = y2 / 2.0f;
|
|
x2 = x1 + hradius;
|
|
y2 = y1 + vradius;
|
|
x1 -= hradius;
|
|
y1 -= vradius;
|
|
}
|
|
|
|
if (depth || !optimize2) {
|
|
rect3(x1, y1, x2, y2);
|
|
|
|
} else {
|
|
rect2(x1, y1, x2, y2);
|
|
}
|
|
|
|
/*
|
|
if (depth) {
|
|
rect3(x1, y1, x2, y2);
|
|
|
|
} else if ((m00 != 1) || (m11 != 1) ||
|
|
(m01 != 0) || (m10 != 0)) {
|
|
rect2(x1, y1, x2, y2);
|
|
|
|
} else {
|
|
rect0(x1 + m02, y1 + m12, x2 + m02, y2 + m12);
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
/**
|
|
* This is the function overridden by other renderers.
|
|
*/
|
|
protected void rect3(float x1, float y1, float x2, float y2) {
|
|
beginShape(QUADS);
|
|
vertex(x1, y1);
|
|
vertex(x2, y1);
|
|
vertex(x2, y2);
|
|
vertex(x1, y2);
|
|
endShape();
|
|
}
|
|
|
|
|
|
protected void rect2(float x1, float y1, float x2, float y2) {
|
|
if (fill) rect2_fill(x1, y1, x2, y2);
|
|
if (stroke) rect2_stroke(x1, y1, x2, y2);
|
|
}
|
|
|
|
|
|
protected void rect2_fill(float x1, float y1, float x2, float y2) {
|
|
if ((m01 != 0) || (m10 != 0)) {
|
|
// this is actually transformed, transform points and draw a quad
|
|
quad0_fill(screenX(x1, y1), screenY(x1, y1),
|
|
screenX(x2, y1), screenY(x2, y1),
|
|
screenX(x2, y2), screenY(x2, y2),
|
|
screenX(x1, y2), screenY(x1, y2), fillColor);
|
|
|
|
} else {
|
|
if ((m00 == 1) && (m11 == 1)) {
|
|
// no scale, but maybe a translate
|
|
rect0_fill(x1 + m02, y1 + m12, x2 + m02, y2 + m12, 0, fillColor);
|
|
|
|
} else {
|
|
// scaled, maybe translated
|
|
rect0_fill(screenX(x1, y1), screenY(x1, y1),
|
|
screenX(x2, y2), screenY(x2, y2), 0, fillColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
protected void rect0_fill(float x1, float y1, float x2, float y2,
|
|
float z, int color) {
|
|
if (smooth) {
|
|
rect0_smooth_fill(x1, y1, x2, y2, z, color);
|
|
|
|
} else {
|
|
rect0_rough_fill((int) (x1+0.5f), (int) (y1+0.5f),
|
|
(int) (x2+0.5f), (int) (y2+0.5f), z, color);
|
|
}
|
|
}
|
|
|
|
|
|
protected void rect0_smooth_fill(float x1, float y1, float x2, float y2,
|
|
float z, int color) {
|
|
quad0_smooth_fill(x1, y1, x2, y1, x2, y2, x1, y2, color);
|
|
}
|
|
|
|
|
|
protected void rect0_rough_fill(int x1, int y1, int x2, int y2,
|
|
float z, int color) {
|
|
// needs to check if smooth
|
|
// or if there's an affine transform on the shape
|
|
// also the points are now floats instead of ints
|
|
|
|
//System.out.println("flat quad");
|
|
if (y2 < y1) {
|
|
int temp = y1; y1 = y2; y2 = temp;
|
|
}
|
|
if (x2 < x1) {
|
|
int temp = x1; x1 = x2; x2 = temp;
|
|
}
|
|
// checking to watch out for boogers
|
|
if ((x1 > width1) || (x2 < 0) ||
|
|
(y1 > height1) || (y2 < 0)) return;
|
|
|
|
int fx1 = (int) x1;
|
|
int fy1 = (int) y1;
|
|
int fx2 = (int) x2;
|
|
int fy2 = (int) y2;
|
|
|
|
// these only affect the fill, not the stroke
|
|
// (otherwise strange boogers at edges b/c frame changes shape)
|
|
if (fx1 < 0) fx1 = 0;
|
|
if (fx2 > width) fx2 = width;
|
|
if (fy1 < 0) fy1 = 0;
|
|
if (fy2 > height) fy2 = height;
|
|
|
|
// [toxi 031223]
|
|
// on avg. 20-25% faster fill routine using System.arraycopy()
|
|
int ww = fx2 - fx1;
|
|
int hh = fy2 - fy1;
|
|
int[] row = new int[ww];
|
|
for (int i = 0; i < ww; i++) row[i] = fillColor;
|
|
int idx = fy1 * width + fx1;
|
|
for (int y = 0; y < hh; y++) {
|
|
System.arraycopy(row, 0, pixels, idx, ww);
|
|
idx += width;
|
|
}
|
|
row = null;
|
|
}
|
|
|
|
|
|
protected void rect2_stroke(float x1, float y1, float x2, float y2) {
|
|
/*
|
|
if (strokeWeight == 1) {
|
|
thin_flat_line(x1, y1, x2, y1);
|
|
thin_flat_line(x2, y1, x2, y2);
|
|
thin_flat_line(x2, y2, x1, y2);
|
|
thin_flat_line(x1, y2, x1, y1);
|
|
|
|
} else {
|
|
thick_flat_line(x1, y1, fillR, fillG, fillB, fillA,
|
|
x2, y1, fillR, fillG, fillB, fillA);
|
|
thick_flat_line(x2, y1, fillR, fillG, fillB, fillA,
|
|
x2, y2, fillR, fillG, fillB, fillA);
|
|
thick_flat_line(x2, y2, fillR, fillG, fillB, fillA,
|
|
x1, y2, fillR, fillG, fillB, fillA);
|
|
thick_flat_line(x1, y2, fillR, fillG, fillB, fillA,
|
|
x1, y1, fillR, fillG, fillB, fillA);
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// QUAD
|
|
|
|
|
|
public void quad(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4) {
|
|
beginShape(QUADS);
|
|
vertex(x1, y1);
|
|
vertex(x2, y2);
|
|
vertex(x3, y3);
|
|
vertex(x4, y4);
|
|
endShape();
|
|
}
|
|
|
|
|
|
protected void quad0_fill(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
int color) {
|
|
if (smooth) {
|
|
quad0_smooth_fill(x1, y1, x2, y2, x3, y3, x4, y4, color);
|
|
|
|
} else {
|
|
quad0_rough_fill((int) (x1+0.5f), (int) (y1+0.5f),
|
|
(int) (x2+0.5f), (int) (y2+0.5f),
|
|
(int) (x3+0.5f), (int) (y3+0.5f),
|
|
(int) (x4+0.5f), (int) (y4+0.5f),
|
|
color);
|
|
}
|
|
}
|
|
|
|
|
|
protected void quad0_smooth_fill(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
int color) {
|
|
}
|
|
|
|
|
|
protected void quad0_rough_fill(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
int color) {
|
|
}
|
|
|
|
|
|
protected void quad0_stroke(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
int color) {
|
|
if (smooth) {
|
|
quad0_smooth_stroke(x1, y1, x2, y2, x3, y3, x4, y4, color);
|
|
|
|
} else {
|
|
quad0_rough_stroke((int) (x1+0.5f), (int) (y1+0.5f),
|
|
(int) (x2+0.5f), (int) (y2+0.5f),
|
|
(int) (x3+0.5f), (int) (y3+0.5f),
|
|
(int) (x4+0.5f), (int) (y4+0.5f), color);
|
|
}
|
|
}
|
|
|
|
|
|
protected void quad0_smooth_stroke(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
int color) {
|
|
}
|
|
|
|
|
|
protected void quad0_rough_stroke(float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
int color) {
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// IMAGE
|
|
|
|
|
|
// NOPE this has to be overridden for opengl to prevent the
|
|
// NOPE upper situation from happening, since the mXX vars
|
|
// NOPE will be bad and glDrawPixels is slower drawing
|
|
// NOPE flat images than drawing an image as a texture..
|
|
public void image(PImage image, float x1, float y1) {
|
|
if (optimize0 && !depth &&
|
|
(m00 == 1) && (m01 == 0) &&
|
|
(m10 == 0) && (m11 == 1)) {
|
|
// if drawing a flat image with no warping,
|
|
// use faster routine to draw direct to the screen
|
|
if ((imageMode == CENTER) ||
|
|
(imageMode == CENTER_RADIUS)) {
|
|
x1 -= image.width /2f;
|
|
y1 -= image.height / 2f;
|
|
}
|
|
image0(image,
|
|
(int) (x1 + m02 + 0.5f),
|
|
(int) (y1 + m12 + 0.5f));
|
|
|
|
} else {
|
|
int savedTextureMode = textureMode;
|
|
textureMode(IMAGE_SPACE);
|
|
|
|
image(image, x1, y1, image.width, image.height,
|
|
0, 0, image.width, image.height);
|
|
|
|
textureMode(savedTextureMode);
|
|
}
|
|
}
|
|
|
|
|
|
public void image(PImage image,
|
|
float x1, float y1, float x2, float y2) {
|
|
int savedTextureMode = textureMode;
|
|
textureMode(IMAGE_SPACE);
|
|
|
|
image(image, x1, y1, x2, y2, 0, 0, image.width, image.height);
|
|
|
|
textureMode(savedTextureMode);
|
|
}
|
|
|
|
|
|
// this probably needs to be broken into affine/non-affine versions
|
|
// since affine w/ smoothing is a fairly easy case to handle and
|
|
// with better quality and speed than using the full texture mapping.
|
|
public void image(PImage image,
|
|
float x1, float y1, float x2, float y2,
|
|
float u1, float v1, float u2, float v2) {
|
|
switch (imageMode) {
|
|
case CORNERS:
|
|
break;
|
|
case CORNER:
|
|
x2 += x1; y2 += y1;
|
|
break;
|
|
case CENTER:
|
|
x2 /= 2f;
|
|
y2 /= 2f;
|
|
case CENTER_RADIUS:
|
|
float hr = x2;
|
|
float vr = y2;
|
|
x2 = x1 + hr;
|
|
y2 = y1 + vr;
|
|
x1 -= hr;
|
|
y1 -= vr;
|
|
break;
|
|
}
|
|
|
|
boolean savedStroke = stroke;
|
|
boolean savedFill = fill;
|
|
|
|
stroke = false;
|
|
fill = true;
|
|
|
|
float savedFillR = fillR;
|
|
float savedFillG = fillG;
|
|
float savedFillB = fillB;
|
|
float savedFillA = fillA;
|
|
|
|
if (tint) {
|
|
fillR = tintR;
|
|
fillG = tintG;
|
|
fillB = tintB;
|
|
fillA = tintA;
|
|
|
|
} else {
|
|
fillR = 1;
|
|
fillG = 1;
|
|
fillB = 1;
|
|
fillA = 1;
|
|
}
|
|
|
|
beginShape(QUADS);
|
|
texture(image); // move outside to make java gl happier?
|
|
vertex(x1, y1, u1, v1);
|
|
vertex(x1, y2, u1, v2);
|
|
vertex(x2, y2, u2, v2);
|
|
vertex(x2, y1, u2, v1);
|
|
endShape();
|
|
|
|
stroke = savedStroke;
|
|
fill = savedFill;
|
|
|
|
fillR = savedFillR;
|
|
fillG = savedFillG;
|
|
fillB = savedFillB;
|
|
fillA = savedFillA;
|
|
}
|
|
|
|
|
|
/**
|
|
* Image drawn in flat "screen space", with no scaling or warping.
|
|
* this is so common that a special routine is included for it,
|
|
* because the alternative is much slower.
|
|
*
|
|
* @param image image to be drawn
|
|
* @param sx1 x coordinate of upper-lefthand corner in screen space
|
|
* @param sy1 y coordinate of upper-lefthand corner in screen space
|
|
*/
|
|
protected void image0(PImage image, int sx1, int sy1) {
|
|
int ix1 = 0;
|
|
int iy1 = 0;
|
|
int ix2 = image.width;
|
|
int iy2 = image.height;
|
|
|
|
/*
|
|
if (imageMode == CENTER) {
|
|
sx1 -= image.width / 2;
|
|
sy1 -= image.height / 2;
|
|
}
|
|
*/
|
|
|
|
int sx2 = sx1 + image.width;
|
|
int sy2 = sy1 + image.height;
|
|
|
|
// don't draw if completely offscreen
|
|
// (without this check, ArrayIndexOutOfBoundsException)
|
|
if ((sx1 > width1) || (sx2 < 0) ||
|
|
(sy1 > height1) || (sy2 < 0)) return;
|
|
|
|
if (sx1 < 0) { // off left edge
|
|
ix1 -= sx1;
|
|
sx1 = 0;
|
|
}
|
|
if (sy1 < 0) { // off top edge
|
|
iy1 -= sy1;
|
|
sy1 = 0;
|
|
}
|
|
if (sx2 > width) { // off right edge
|
|
ix2 -= sx2 - width;
|
|
sx2 = width;
|
|
}
|
|
if (sy2 > height) { // off bottom edge
|
|
iy2 -= sy2 - height;
|
|
sy2 = height;
|
|
}
|
|
|
|
int source = iy1 * image.width + ix1;
|
|
int target = sy1 * width;
|
|
|
|
if (image.format == RGBA) {
|
|
for (int y = sy1; y < sy2; y++) {
|
|
int tx = 0;
|
|
|
|
for (int x = sx1; x < sx2; x++) {
|
|
pixels[target + x] =
|
|
_blend(pixels[target + x],
|
|
image.pixels[source + tx],
|
|
image.pixels[source + tx++] >>> 24);
|
|
}
|
|
source += image.width;
|
|
target += width;
|
|
}
|
|
} else if (image.format == ALPHA) {
|
|
for (int y = sy1; y < sy2; y++) {
|
|
int tx = 0;
|
|
|
|
for (int x = sx1; x < sx2; x++) {
|
|
pixels[target + x] =
|
|
_blend(pixels[target + x],
|
|
fillColor,
|
|
image.pixels[source + tx++]);
|
|
}
|
|
source += image.width;
|
|
target += width;
|
|
}
|
|
|
|
} else if (image.format == RGB) {
|
|
target += sx1;
|
|
int tw = sx2 - sx1;
|
|
for (int y = sy1; y < sy2; y++) {
|
|
System.arraycopy(image.pixels, source, pixels, target, tw);
|
|
// should set z coordinate in here
|
|
// or maybe not, since dims=0, meaning no relevant z
|
|
source += image.width;
|
|
target += width;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Used by OpenGL implementations of PGraphics, so that images,
|
|
* or textures, can be loaded into texture memory.
|
|
*/
|
|
public void cache(PImage image) {
|
|
// keep the lower } on a separate line b/c of preproc
|
|
}
|
|
|
|
public void cache(PImage images[]) {
|
|
// keep the lower } on a separate line b/c of preproc
|
|
}
|
|
|
|
protected void cache(PImage image, int index) {
|
|
// keep the lower } on a separate line b/c of preproc
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// ARC
|
|
|
|
|
|
public void arcMode(int mode) {
|
|
arcMode = mode;
|
|
}
|
|
|
|
|
|
/**
|
|
* Identical parameters and placement to ellipse,
|
|
* but draws only an arc of that ellipse.
|
|
*/
|
|
public void arc(float start, float stop,
|
|
float x, float y, float radius) {
|
|
arc(start, stop, x, y, radius, radius);
|
|
}
|
|
|
|
|
|
/**
|
|
* Identical parameters and placement to ellipse,
|
|
* but draws only an arc of that ellipse.
|
|
*/
|
|
public void arc(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
switch (arcMode) {
|
|
case CENTER_RADIUS:
|
|
break;
|
|
case CENTER:
|
|
hr /= 2f; vr /= 2f;
|
|
break;
|
|
case CORNER:
|
|
hr /= 2f; vr /= 2f;
|
|
x += hr; y += vr;
|
|
break;
|
|
case CORNERS:
|
|
hr = (hr - x) / 2f;
|
|
vr = (vr - y) / 2f;
|
|
x += hr;
|
|
y += vr;
|
|
break;
|
|
}
|
|
|
|
if (angleMode == DEGREES) {
|
|
start = start * DEG_TO_RAD;
|
|
stop = stop * DEG_TO_RAD;
|
|
|
|
// before running a while loop like this,
|
|
// make sure it will exit at some point.
|
|
if (Float.isInfinite(start) || Float.isInfinite(stop)) return;
|
|
while (stop < start) stop += TWO_PI;
|
|
}
|
|
|
|
if (depth || !optimize2) {
|
|
arc3(start, stop, x, y, hr, vr);
|
|
|
|
} else {
|
|
arc2(start, stop, x, y, hr, vr);
|
|
}
|
|
}
|
|
|
|
|
|
protected void arc3(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
if (fill) arc3_fill(start, stop, x, y, hr, vr);
|
|
if (stroke) arc3_stroke(start, stop, x, y, hr, vr);
|
|
}
|
|
|
|
|
|
/**
|
|
* Start and stop are in radians, converted by the parent function.
|
|
* Note that the radians can be greater (or less) than TWO_PI.
|
|
* This is so that an arc can be drawn that crosses zero mark,
|
|
* and the user will still collect $200.
|
|
*/
|
|
protected void arc3_fill(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
// shut off stroke for a minute
|
|
boolean savedStroke = stroke;
|
|
stroke = false;
|
|
|
|
int startLUT = (int) (0.5f + (start / TWO_PI) * SINCOS_LENGTH);
|
|
int stopLUT = (int) (0.5f + (stop / TWO_PI) * SINCOS_LENGTH);
|
|
|
|
beginShape(TRIANGLE_FAN);
|
|
vertex(x, y);
|
|
int increment = 1; // what's a good algorithm? stopLUT - startLUT;
|
|
for (int i = startLUT; i < stopLUT; i += increment) {
|
|
int ii = i % SINCOS_LENGTH;
|
|
vertex(x + cosLUT[ii] * hr,
|
|
y + sinLUT[ii] * vr);
|
|
}
|
|
// draw last point explicitly for accuracy
|
|
vertex(x + cosLUT[stopLUT % SINCOS_LENGTH] * hr,
|
|
y + sinLUT[stopLUT % SINCOS_LENGTH] * vr);
|
|
endShape();
|
|
|
|
stroke = savedStroke;
|
|
}
|
|
|
|
|
|
/**
|
|
* Almost identical to the arc3_fill() command, but this one
|
|
* uses a LINE_STRIP and doesn't include the first (center) vertex.
|
|
*/
|
|
protected void arc3_stroke(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
boolean savedFill = fill;
|
|
fill = false;
|
|
|
|
int startLUT = (int) (0.5f + (start / TWO_PI) * SINCOS_LENGTH);
|
|
int stopLUT = (int) (0.5f + (stop / TWO_PI) * SINCOS_LENGTH);
|
|
|
|
beginShape(LINE_STRIP);
|
|
int increment = 1; // what's a good algorithm? stopLUT - startLUT;
|
|
for (int i = startLUT; i < stopLUT; i += increment) {
|
|
int ii = i % SINCOS_LENGTH;
|
|
vertex(x + cosLUT[ii] * hr,
|
|
y + sinLUT[ii] * vr);
|
|
}
|
|
// draw last point explicitly for accuracy
|
|
vertex(x + cosLUT[stopLUT % SINCOS_LENGTH] * hr,
|
|
y + sinLUT[stopLUT % SINCOS_LENGTH] * vr);
|
|
endShape();
|
|
|
|
fill = savedFill;
|
|
}
|
|
|
|
|
|
protected void arc2(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
if (fill) arc2_fill(start, stop, x, y, hr, vr);
|
|
if (stroke) arc2_stroke(start, stop, x, y, hr, vr);
|
|
}
|
|
|
|
|
|
protected void arc2_fill(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
}
|
|
|
|
|
|
protected void arc2_stroke(float start, float stop,
|
|
float x, float y, float hr, float vr) {
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// ELLIPSE
|
|
|
|
|
|
public void ellipseMode(int mode) {
|
|
ellipseMode = mode;
|
|
}
|
|
|
|
|
|
// adaptive ellipse accuracy contributed by toxi
|
|
public void ellipse(float x, float y, float hradius, float vradius) {
|
|
switch (ellipseMode) {
|
|
case CENTER_RADIUS:
|
|
break;
|
|
case CENTER:
|
|
hradius /= 2f; vradius /= 2f;
|
|
break;
|
|
case CORNER:
|
|
hradius /= 2f; vradius /= 2f;
|
|
x += hradius; y += vradius;
|
|
break;
|
|
case CORNERS:
|
|
//float w = (hradius - x);
|
|
//float h = (vradius - y);
|
|
//hradius = w / 2f;
|
|
//vradius = h / 2f;
|
|
hradius = (hradius - x) / 2f;
|
|
vradius = (vradius - y) / 2f;
|
|
x += hradius;
|
|
y += vradius;
|
|
break;
|
|
}
|
|
|
|
if (depth || !optimize2) {
|
|
ellipse3(x, y, hradius, vradius);
|
|
|
|
} else {
|
|
ellipse2(x, y, hradius, vradius);
|
|
}
|
|
}
|
|
|
|
|
|
public void ellipse3(float x, float y, float hradius, float vradius) {
|
|
if (fill) ellipse3_fill(x, y, hradius, vradius);
|
|
if (stroke) ellipse3_stroke(x, y, hradius, vradius);
|
|
}
|
|
|
|
|
|
protected void ellipse3_fill(float x, float y, float h, float v) {
|
|
}
|
|
|
|
|
|
protected void ellipse3_stroke(float x, float y, float h, float v) {
|
|
}
|
|
|
|
|
|
public void ellipse2(float x, float y, float hradius, float vradius) {
|
|
if (fill) ellipse2_fill(x, y, hradius, vradius);
|
|
if (stroke) ellipse2_stroke(x, y, hradius, vradius);
|
|
}
|
|
|
|
|
|
protected void ellipse2_fill(float x, float y, float h, float v) {
|
|
}
|
|
|
|
|
|
protected void ellipse2_stroke(float x, float y, float h, float v) {
|
|
}
|
|
|
|
|
|
/*
|
|
protected void ellipse_mess(float x, float y,
|
|
float hradius, float vradius) {
|
|
// adapt accuracy to radii used w/ a minimum of 4 segments [toxi]
|
|
// now uses current scale factors to determine "real" transformed radius
|
|
|
|
//System.out.println(m00 + " " + m11);
|
|
//int cAccuracy = (int)(4+Math.sqrt(hradius*abs(m00)+vradius*abs(m11))*2);
|
|
//int cAccuracy = (int)(4+Math.sqrt(hradius+vradius)*2);
|
|
|
|
// notched this up to *3 instead of *2 because things were
|
|
// looking a little rough, i.e. the calculate->arctangent example [fry]
|
|
|
|
// also removed the m00 and m11 because those were causing weirdness
|
|
// need an actual measure of magnitude in there [fry]
|
|
|
|
int cAccuracy = (int)(4+Math.sqrt(hradius+vradius)*3);
|
|
|
|
boolean plain =
|
|
!lights && !smooth && (strokeWeight == 1) &&
|
|
!fillAlpha && !strokeAlpha;
|
|
|
|
//boolean flat = (dimensions == 0) ||
|
|
//((dimensions == 2) && (m00 == m11) && (m00 == 1));
|
|
// FIXME
|
|
boolean flat = false;
|
|
|
|
if (plain && flat) {
|
|
if (hradius == vradius) {
|
|
circle0((int)x, (int)y, (int)hradius);
|
|
|
|
} else {
|
|
ellipse0((int)x, (int)y, (int)hradius, (int)vradius);
|
|
}
|
|
|
|
} else {
|
|
// [toxi031031] adapted to use new lookup tables
|
|
float inc = (float)SINCOS_LENGTH / cAccuracy;
|
|
|
|
float val = 0;
|
|
beginShape(POLYGON);
|
|
for (int i = 0; i < cAccuracy; i++) {
|
|
vertex(x + cosLUT[(int) val] * hradius,
|
|
y + sinLUT[(int) val] * vradius);
|
|
val += inc;
|
|
}
|
|
endShape();
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
/*
|
|
private void flat_ellipse(int centerX, int centerY, int a, int b) {
|
|
//FIXME
|
|
//if (dimensions == 2) { // probably a translate but no scale
|
|
centerX = (int) screenX(centerX, centerY, 0);
|
|
centerY = (int) screenY(centerX, centerY, 0);
|
|
//}
|
|
if (fill) flat_ellipse_internal(centerX, centerY, a, b, true);
|
|
if (stroke) flat_ellipse_internal(centerX, centerY, a, b, false);
|
|
}
|
|
*/
|
|
|
|
|
|
private void ellipse0_stroke_rough(int cx, int cy, int a, int b) {
|
|
ellipse0_rough(cx, cy, a, b, false);
|
|
}
|
|
|
|
|
|
private void ellipse0_fill_rough(int cx, int cy, int a, int b) {
|
|
ellipse0_rough(cx, cy, a, b, true);
|
|
}
|
|
|
|
|
|
/**
|
|
* Bresenham-style ellipse drawing function, adapted from a posting to
|
|
* comp.graphics.algortihms.
|
|
*
|
|
* This function is included because the quality is so much better,
|
|
* and the drawing significantly faster than with adaptive ellipses
|
|
* drawn using the sine/cosine tables.
|
|
*
|
|
* @param centerX x coordinate of the center
|
|
* @param centerY y coordinate of the center
|
|
* @param a horizontal radius
|
|
* @param b vertical radius
|
|
*/
|
|
private void ellipse0_rough(int centerX, int centerY,
|
|
int a, int b, boolean filling) {
|
|
//int x, y, a2, b2, s, t;
|
|
|
|
int a2 = a*a;
|
|
int b2 = b*b;
|
|
int x = 0;
|
|
int y = b;
|
|
int s = a2*(1-2*b) + 2*b2;
|
|
int t = b2 - 2*a2*(2*b-1);
|
|
ellipse0_rough_internal(centerX, centerY, x, y, filling);
|
|
|
|
do {
|
|
if (s < 0) {
|
|
s += 2*b2*(2*x+3);
|
|
t += 4*b2*(x+1);
|
|
x++;
|
|
} else if (t < 0) {
|
|
s += 2*b2*(2*x+3) - 4*a2*(y-1);
|
|
t += 4*b2*(x+1) - 2*a2*(2*y-3);
|
|
x++;
|
|
y--;
|
|
} else {
|
|
s -= 4*a2*(y-1);
|
|
t -= 2*a2*(2*y-3);
|
|
y--;
|
|
}
|
|
ellipse0_rough_internal(centerX, centerY, x, y, filling);
|
|
|
|
} while (y > 0);
|
|
}
|
|
|
|
|
|
private final void ellipse0_rough_internal(int centerX, int centerY,
|
|
int ellipseX, int ellipseY,
|
|
boolean filling) {
|
|
// unfortunately this can't handle fill and stroke simultaneously,
|
|
// because the fill will later replace some of the stroke points
|
|
|
|
if (filling) {
|
|
for (int i = centerX - ellipseX + 1; i < centerX + ellipseX; i++) {
|
|
point0(i, centerY - ellipseY, 0, fillColor);
|
|
point0(i, centerY + ellipseY, 0, fillColor);
|
|
}
|
|
} else {
|
|
point0(centerX - ellipseX, centerY + ellipseY, 0, strokeColor);
|
|
point0(centerX + ellipseX, centerY + ellipseY, 0, strokeColor);
|
|
point0(centerX - ellipseX, centerY - ellipseY, 0, strokeColor);
|
|
point0(centerX + ellipseX, centerY - ellipseY, 0, strokeColor);
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
|
|
public void circle(float x, float y, float radius) {
|
|
switch (ellipseMode) {
|
|
case CENTER_RADIUS:
|
|
break;
|
|
case CENTER:
|
|
radius /= 2f; radius /= 2f;
|
|
break;
|
|
case CORNER:
|
|
radius /= 2f; radius /= 2f;
|
|
x += radius; y += radius;
|
|
break;
|
|
case CORNERS:
|
|
radius = (radius - x) / 2f;
|
|
radius = (radius - y) / 2f;
|
|
x += radius;
|
|
y += radius;
|
|
break;
|
|
}
|
|
|
|
if (depth || !optimize2) {
|
|
ellipse3(x, y, radius, radius);
|
|
|
|
} else {
|
|
circle2(x, y, radius);
|
|
}
|
|
}
|
|
|
|
|
|
public void circle2(float x, float y, float radius) {
|
|
}
|
|
|
|
|
|
/*
|
|
private void flat_circle(int centerX, int centerY, int radius) {
|
|
// FIXME
|
|
//if (dimensions == 2) { // translate but no scale
|
|
centerX = (int) screenX(centerX, centerY, 0);
|
|
centerY = (int) screenY(centerX, centerY, 0);
|
|
//}
|
|
if (fill) circle0_fill(centerX, centerY, radius);
|
|
if (stroke) circle0_stroke(centerX, centerY, radius);
|
|
}
|
|
*/
|
|
|
|
|
|
private void circle0(float x, float y, float r) {
|
|
if (fill) circle0_fill(x, y, 0, r, fillColor);
|
|
if (stroke) circle0_stroke(x, y, 0, r, strokeColor);
|
|
}
|
|
|
|
|
|
private void circle0_stroke(float x, float y, float z, float r, int color) {
|
|
if (smooth) {
|
|
circle0_stroke_smooth(x, y, z, r, color);
|
|
} else {
|
|
circle0_stroke_rough(x, y, z, r, color);
|
|
}
|
|
}
|
|
|
|
|
|
private void circle0_stroke_smooth(float x, float y, float z,
|
|
float r, int color) {
|
|
// TODO draw a circle that's smoothed in screen space coords
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw the outline around a flat circle using a bresenham-style
|
|
* algorithm. Adapted from drawCircle function in "Computer Graphics
|
|
* for Java Programmers" by Leen Ammeraal, p. 110
|
|
*
|
|
* This function is included because the quality is so much better,
|
|
* and the drawing significantly faster than with adaptive ellipses
|
|
* drawn using the sine/cosine tables.
|
|
*
|
|
* Circle quadrants break down like so:
|
|
* |
|
|
* \ NNW | NNE /
|
|
* \ | /
|
|
* WNW \ | / ENE
|
|
* -------------------
|
|
* WSW / | \ ESE
|
|
* / | \
|
|
* / SSW | SSE \
|
|
* |
|
|
*
|
|
* @param xc x center
|
|
* @param yc y center
|
|
* @param r radius
|
|
*/
|
|
private void circle0_stroke_rough(float xcf, float ycf, float z,
|
|
float rf, int color) {
|
|
int xc = (int) (xcf + 0.5f);
|
|
int yc = (int) (ycf + 0.5f);
|
|
int r = (int) (rf + 0.5f);
|
|
|
|
int x = 0, y = r, u = 1, v = 2 * r - 1, E = 0;
|
|
while (x < y) {
|
|
point0(xc + x, yc + y, z, color); // NNE
|
|
point0(xc + y, yc - x, z, color); // ESE
|
|
point0(xc - x, yc - y, z, color); // SSW
|
|
point0(xc - y, yc + x, z, color); // WNW
|
|
|
|
x++; E += u; u += 2;
|
|
if (v < 2 * E) {
|
|
y--; E -= v; v -= 2;
|
|
}
|
|
if (x > y) break;
|
|
|
|
point0(xc + y, yc + x, z, color); // ENE
|
|
point0(xc + x, yc - y, z, color); // SSE
|
|
point0(xc - y, yc - x, z, color); // WSW
|
|
point0(xc - x, yc + y, z, color); // NNW
|
|
}
|
|
}
|
|
|
|
|
|
private void circle0_fill(float x, float y, float z, float r, int color) {
|
|
if (smooth) {
|
|
circle0_smooth_fill(x, y, z, r, color);
|
|
} else {
|
|
circle0_rough_fill(x, y, z, r, color);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Heavily adapted version of the above algorithm that handles
|
|
* filling the ellipse. Works by drawing from the center and
|
|
* outwards to the points themselves. Has to be done this way
|
|
* because the values for the points are changed halfway through
|
|
* the function, making it impossible to just store a series of
|
|
* left and right edges to be drawn more quickly.
|
|
*
|
|
* @param xc x center
|
|
* @param yc y center
|
|
* @param r radius
|
|
*/
|
|
private void circle0_rough_fill(float xcf, float ycf, float z,
|
|
float rf, int color) {
|
|
int xc = (int) (xcf + 0.5f);
|
|
int yc = (int) (ycf + 0.5f);
|
|
int r = (int) (rf + 0.5f);
|
|
|
|
int x = 0, y = r, u = 1, v = 2 * r - 1, E = 0;
|
|
while (x < y) {
|
|
for (int xx = xc; xx < xc + x; xx++) { // NNE
|
|
point0(xx, yc + y, z, color);
|
|
}
|
|
for (int xx = xc; xx < xc + y; xx++) { // ESE
|
|
point0(xx, yc - x, z, color);
|
|
}
|
|
for (int xx = xc - x; xx < xc; xx++) { // SSW
|
|
point0(xx, yc - y, z, color);
|
|
}
|
|
for (int xx = xc - y; xx < xc; xx++) { // WNW
|
|
point0(xx, yc + x, z, color);
|
|
}
|
|
|
|
x++; E += u; u += 2;
|
|
if (v < 2 * E) {
|
|
y--; E -= v; v -= 2;
|
|
}
|
|
if (x > y) break;
|
|
|
|
for (int xx = xc; xx < xc + y; xx++) { // ENE
|
|
point0(xx, yc + x, z, color);
|
|
}
|
|
for (int xx = xc; xx < xc + x; xx++) { // SSE
|
|
point0(xx, yc - y, z, color);
|
|
}
|
|
for (int xx = xc - y; xx < xc; xx++) { // WSW
|
|
point0(xx, yc - x, z, color);
|
|
}
|
|
for (int xx = xc - x; xx < xc; xx++) { // NNW
|
|
point0(xx, yc + y, z, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
private void circle0_smooth_fill(float x, float y, float z,
|
|
float r, int color) {
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// CURVES
|
|
|
|
|
|
/**
|
|
* Evalutes quadratic bezier at point t for points a, b, c, d.
|
|
* t varies between 0 and 1, and a and d are the on curve points,
|
|
* b and c are the control points. this can be done once with the
|
|
* x coordinates and a second time with the y coordinates to get
|
|
* the location of a bezier curve at t.
|
|
*
|
|
* for instance, to convert the following example:<code>
|
|
* stroke(255, 102, 0);
|
|
* line(85, 20, 10, 10);
|
|
* line(90, 90, 15, 80);
|
|
* stroke(0, 0, 0);
|
|
* bezier(85, 20, 10, 10, 90, 90, 15, 80);
|
|
*
|
|
* // draw it in gray, using 10 steps instead of the default 20
|
|
* // this is a slower way to do it, but useful if you need
|
|
* // to do things with the coordinates at each step
|
|
* stroke(128);
|
|
* beginShape(LINE_STRIP);
|
|
* for (int i = 0; i <= 10; i++) {
|
|
* float t = i / 10.0f;
|
|
* float x = bezier(85, 10, 90, 15, t);
|
|
* float y = bezier(20, 10, 90, 80, t);
|
|
* vertex(x, y);
|
|
* }
|
|
* endShape();</code>
|
|
*/
|
|
public float bezierPoint(float a, float b, float c, float d,
|
|
float t) {
|
|
float t1 = 1.0f - t;
|
|
|
|
// quadratic bezier
|
|
//return a*t1*t1 + 2*b*t*t1 + c*t*t;
|
|
|
|
// cubic bezier
|
|
//return a*t*t*t + 3*b*t*t*t1 + 3*c*t*t1*t1 + d*t1*t1*t1;
|
|
return a*t1*t1*t1 + 3*b*t*t1*t1 + 3*c*t*t*t1 + d*t*t*t;
|
|
}
|
|
|
|
|
|
/**
|
|
* Provide the tangent at the given point on the bezier curve.
|
|
* Based on code from v3ga's wordstree sketch.
|
|
*/
|
|
public float bezierTangent(float a, float b, float c, float d,
|
|
float t) {
|
|
float t1 = 1.0f - t;
|
|
|
|
return (a * 3 * t*t +
|
|
b * 3 * t * (2 - 3*t) +
|
|
c * 3 * (3*t*t - 4*t + 1) +
|
|
d * -3 * t1*t1);
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw a bezier curve. The first and last points are
|
|
* the on-curve points. The middle two are the 'control' points,
|
|
* or 'handles' in an application like Illustrator.
|
|
*
|
|
* Identical to typing:
|
|
* beginShape();
|
|
* bezierVertex(x1, y1);
|
|
* bezierVertex(x2, y2);
|
|
* bezierVertex(x3, y3);
|
|
* bezierVertex(x4, y4);
|
|
* endShape();
|
|
*
|
|
* In Postscript-speak, this would be:
|
|
* moveto(x1, y1);
|
|
* curveto(x2, y2, x3, y3, x4, y4);
|
|
* If you were to try and continue that curve like so:
|
|
* curveto(x5, y5, x6, y6, x7, y7);
|
|
* This would be done in bagel by adding these statements:
|
|
* curveVertex(x4, y4);
|
|
* curveVertex(x5, y5);
|
|
* curveVertex(x6, y6);
|
|
* curveVertex(x7, y7);
|
|
* Note that x4/y4 are being pulled from the previous
|
|
* curveto and used again.
|
|
*
|
|
* The solution here may be a bit more verbose than Postscript,
|
|
* but in general, decisions opted for maximum flexibility,
|
|
* since these beginShape() commands are intended as a bit lower-level.
|
|
* Rather than having many types of curveto (curve to corner,
|
|
* and several others described in the Postscript and Illustrator specs)
|
|
* let someone else implement a nice moveto/lineto/curveto library on top.
|
|
* In fact, it's tempting that we may put one in there ourselves.
|
|
*
|
|
* Another method for bezier (though not implemented this way)
|
|
* 1. first start with a call to vertex()
|
|
* 2. every three calls to bezierVertex produce a new segment
|
|
* This option seemed no good because of the confusion of mixing
|
|
* vertex and bezierVertex calls.
|
|
*/
|
|
public void bezier(float x1, float y1,
|
|
float x2, float y2,
|
|
float x3, float y3,
|
|
float x4, float y4) {
|
|
beginShape(LINE_STRIP);
|
|
bezierVertex(x1, y1);
|
|
bezierVertex(x2, y2);
|
|
bezierVertex(x3, y3);
|
|
bezierVertex(x4, y4);
|
|
endShape();
|
|
}
|
|
|
|
|
|
public void bezier(float x1, float y1, float z1,
|
|
float x2, float y2, float z2,
|
|
float x3, float y3, float z3,
|
|
float x4, float y4, float z4) {
|
|
beginShape(LINE_STRIP);
|
|
bezierVertex(x1, y1, z1);
|
|
bezierVertex(x2, y2, z2);
|
|
bezierVertex(x3, y3, z3);
|
|
bezierVertex(x4, y4, z4);
|
|
endShape();
|
|
}
|
|
|
|
|
|
private boolean bezier_inited = false;
|
|
private int bezier_detail = 20; //BEZIER_DETAIL;
|
|
// msjvm complained when bezier_basis was final
|
|
private float bezier_basis[][] = {
|
|
{ -1, 3, -3, 1},
|
|
{ 3, -6, 3, 0},
|
|
{ -3, 3, 0, 0},
|
|
{ 1, 0, 0, 0}
|
|
};
|
|
private float bezier_forward[][]; // = new float[4][4];
|
|
private float bezier_draw[][]; // = new float[4][4];
|
|
|
|
|
|
private void bezier_init() {
|
|
bezierDetail(bezier_detail); //BEZIER_DETAIL);
|
|
//bezier_inited = true;
|
|
}
|
|
|
|
|
|
public void bezierDetail(int detail) {
|
|
if (bezier_forward == null) {
|
|
bezier_forward = new float[4][4];
|
|
bezier_draw = new float[4][4];
|
|
}
|
|
bezier_detail = detail;
|
|
bezier_inited = true;
|
|
|
|
// setup matrix for forward differencing to speed up drawing
|
|
setup_spline_forward(detail, bezier_forward);
|
|
|
|
// multiply the basis and forward diff matrices together
|
|
// saves much time since this needn't be done for each curve
|
|
mult_spline_matrix(bezier_forward, bezier_basis, bezier_draw, 4);
|
|
}
|
|
|
|
|
|
private boolean curve_inited = false;
|
|
private int curve_detail = 20;
|
|
// catmull-rom basis matrix, perhaps with optional s parameter
|
|
private float curve_tightness = 0;
|
|
private float curve_basis[][]; // = new float[4][4];
|
|
private float curve_forward[][]; // = new float[4][4];
|
|
private float curve_draw[][];
|
|
|
|
|
|
private void curve_init() {
|
|
curve_mode(curve_detail, curve_tightness);
|
|
}
|
|
|
|
|
|
public void curveDetail(int detail) {
|
|
curve_mode(detail, curve_tightness);
|
|
}
|
|
|
|
|
|
public void curveTightness(float tightness) {
|
|
curve_mode(curve_detail, tightness);
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the number of segments to use when drawing a Catmull-Rom
|
|
* curve, and setting the s parameter, which defines how tightly
|
|
* the curve fits to each vertex. Catmull-Rom curves are actually
|
|
* a subset of this curve type where the s is set to zero.
|
|
*
|
|
* (This function is not optimized, since it's not expected to
|
|
* be called all that often. there are many juicy and obvious
|
|
* opimizations in here, but it's probably better to keep the
|
|
* code more readable)
|
|
*/
|
|
private void curve_mode(int segments, float s) {
|
|
curve_detail = segments;
|
|
//curve_mode = ((curve_tightness != 0) ||
|
|
// (curve_segments != CURVE_DETAIL));
|
|
|
|
if (curve_basis == null) {
|
|
// allocate these when used, to save startup time
|
|
curve_basis = new float[4][4];
|
|
curve_forward = new float[4][4];
|
|
curve_draw = new float[4][4];
|
|
curve_inited = true;
|
|
}
|
|
|
|
float c[][] = curve_basis;
|
|
|
|
c[0][0] = s-1; c[0][1] = s+3; c[0][2] = -3-s; c[0][3] = 1-s;
|
|
c[1][0] = 2*(1-s); c[1][1] = -5-s; c[1][2] = 2*(s+2); c[1][3] = s-1;
|
|
c[2][0] = s-1; c[2][1] = 0; c[2][2] = 1-s; c[2][3] = 0;
|
|
c[3][0] = 0; c[3][1] = 2; c[3][2] = 0; c[3][3] = 0;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
c[i][j] /= 2f;
|
|
}
|
|
}
|
|
setup_spline_forward(segments, curve_forward);
|
|
|
|
// multiply the basis and forward diff matrices together
|
|
// saves much time since this needn't be done for each curve
|
|
mult_spline_matrix(curve_forward, curve_basis, curve_draw, 4);
|
|
}
|
|
|
|
|
|
/**
|
|
* Get a location along a catmull-rom curve segment.
|
|
*
|
|
* @param t Value between zero and one for how far along the segment
|
|
*/
|
|
public float curvePoint(float a, float b, float c, float d,
|
|
float t) {
|
|
if (!curve_inited) curve_init();
|
|
|
|
float tt = t * t;
|
|
float ttt = t * tt;
|
|
float m[][] = curve_basis;
|
|
|
|
// not optimized (and probably need not be)
|
|
return (a * (ttt*m[0][0] + tt*m[1][0] + t*m[2][0] + m[3][0]) +
|
|
b * (ttt*m[0][1] + tt*m[1][1] + t*m[2][1] + m[3][1]) +
|
|
c * (ttt*m[0][2] + tt*m[1][2] + t*m[2][2] + m[3][2]) +
|
|
d * (ttt*m[0][3] + tt*m[1][3] + t*m[2][3] + m[3][3]));
|
|
}
|
|
|
|
|
|
public float curveTangent(float a, float b, float c, float d,
|
|
float t) {
|
|
System.err.println("curveTangent not yet implemented");
|
|
return 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* Draws a segment of Catmull-Rom curve.
|
|
*
|
|
* Identical to typing out:
|
|
* beginShape();
|
|
* curveVertex(x1, y1);
|
|
* curveVertex(x2, y2);
|
|
* curveVertex(x3, y3);
|
|
* curveVertex(x4, y4);
|
|
* endShape();
|
|
*
|
|
* As of 0070, this function no longer doubles the first and
|
|
* last points. The curves are a bit more boring, but it's more
|
|
* mathematically correct, and properly mirrored in curvePoint().
|
|
*/
|
|
public void curve(float x1, float y1,
|
|
float x2, float y2,
|
|
float x3, float y3,
|
|
float x4, float y4) {
|
|
beginShape(LINE_STRIP);
|
|
curveVertex(x1, y1);
|
|
curveVertex(x2, y2);
|
|
curveVertex(x3, y3);
|
|
curveVertex(x4, y4);
|
|
endShape();
|
|
}
|
|
|
|
|
|
public void curve(float x1, float y1, float z1,
|
|
float x2, float y2, float z2,
|
|
float x3, float y3, float z3,
|
|
float x4, float y4, float z4) {
|
|
beginShape(LINE_STRIP);
|
|
curveVertex(x1, y1, z1);
|
|
curveVertex(x2, y2, z2);
|
|
curveVertex(x3, y3, z3);
|
|
curveVertex(x4, y4, z4);
|
|
endShape();
|
|
}
|
|
|
|
|
|
/**
|
|
* Setup forward-differencing matrix to be used for speedy
|
|
* curve rendering. It's based on using a specific number
|
|
* of curve segments and just doing incremental adds for each
|
|
* vertex of the segment, rather than running the mathematically
|
|
* expensive cubic equation.
|
|
* @param segments number of curve segments to use when drawing
|
|
*/
|
|
private void setup_spline_forward(int segments, float fwd[][]) {
|
|
float f = 1.0f / segments;
|
|
float ff = f * f;
|
|
float fff = ff * f;
|
|
|
|
fwd[0][0] = 0; fwd[0][1] = 0; fwd[0][2] = 0; fwd[0][3] = 1;
|
|
fwd[1][0] = fff; fwd[1][1] = ff; fwd[1][2] = f; fwd[1][3] = 0;
|
|
fwd[2][0] = 6*fff; fwd[2][1] = 2*ff; fwd[2][2] = 0; fwd[2][3] = 0;
|
|
fwd[3][0] = 6*fff; fwd[3][1] = 0; fwd[3][2] = 0; fwd[3][3] = 0;
|
|
}
|
|
|
|
|
|
// internal matrix multiplication routine used by the spline code
|
|
// should these go to 4 instead of 3?
|
|
//void mult_curve_matrix(float m[4][4], float g[4][3], float mg[4][3]);
|
|
private void mult_spline_matrix(float m[][], float g[][],
|
|
float mg[][], int dimensions) {
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < dimensions; j++) {
|
|
mg[i][j] = 0;
|
|
}
|
|
}
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < dimensions; j++) {
|
|
for (int k = 0; k < 4; k++) {
|
|
mg[i][j] = mg[i][j] + (m[i][k] * g[k][j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw a segment of spline (bezier or catmull-rom curve)
|
|
* using the matrix m, which is the basis matrix already
|
|
* multiplied with the forward differencing matrix.
|
|
*
|
|
* the x0, y0, z0 points are the point that's being used as
|
|
* the start, and also as the accumulator. for bezier curves,
|
|
* the x1, y1, z1 are the first point drawn, and added to.
|
|
* for catmull-rom curves, the first control point (x2, y2, z2)
|
|
* is the first drawn point, and is accumulated to.
|
|
*/
|
|
private void spline2_segment(int offset, int start,
|
|
float m[][], int segments) {
|
|
float x1 = spline_vertex[offset][MX];
|
|
float y1 = spline_vertex[offset][MY];
|
|
|
|
float x2 = spline_vertex[offset+1][MX];
|
|
float y2 = spline_vertex[offset+1][MY];
|
|
|
|
float x3 = spline_vertex[offset+2][MX];
|
|
float y3 = spline_vertex[offset+2][MY];
|
|
|
|
float x4 = spline_vertex[offset+3][MX];
|
|
float y4 = spline_vertex[offset+3][MY];
|
|
|
|
float x0 = spline_vertex[start][MX];
|
|
float y0 = spline_vertex[start][MY];
|
|
|
|
float xplot1 = m[1][0]*x1 + m[1][1]*x2 + m[1][2]*x3 + m[1][3]*x4;
|
|
float xplot2 = m[2][0]*x1 + m[2][1]*x2 + m[2][2]*x3 + m[2][3]*x4;
|
|
float xplot3 = m[3][0]*x1 + m[3][1]*x2 + m[3][2]*x3 + m[3][3]*x4;
|
|
|
|
float yplot1 = m[1][0]*y1 + m[1][1]*y2 + m[1][2]*y3 + m[1][3]*y4;
|
|
float yplot2 = m[2][0]*y1 + m[2][1]*y2 + m[2][2]*y3 + m[2][3]*y4;
|
|
float yplot3 = m[3][0]*y1 + m[3][1]*y2 + m[3][2]*y3 + m[3][3]*y4;
|
|
|
|
// vertex() will reset spline_vertex_index, so save it
|
|
int splineVertexSaved = spline_vertex_index;
|
|
vertex(x0, y0);
|
|
for (int j = 0; j < segments; j++) {
|
|
x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
|
y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
|
vertex(x0, y0);
|
|
}
|
|
spline_vertex_index = splineVertexSaved;
|
|
}
|
|
|
|
|
|
private void spline3_segment(int offset, int start,
|
|
float m[][], int segments) {
|
|
float x1 = spline_vertex[offset+0][MX];
|
|
float y1 = spline_vertex[offset+0][MY];
|
|
float z1 = spline_vertex[offset+0][MZ];
|
|
|
|
float x2 = spline_vertex[offset+1][MX];
|
|
float y2 = spline_vertex[offset+1][MY];
|
|
float z2 = spline_vertex[offset+1][MZ];
|
|
|
|
float x3 = spline_vertex[offset+2][MX];
|
|
float y3 = spline_vertex[offset+2][MY];
|
|
float z3 = spline_vertex[offset+2][MZ];
|
|
|
|
float x4 = spline_vertex[offset+3][MX];
|
|
float y4 = spline_vertex[offset+3][MY];
|
|
float z4 = spline_vertex[offset+3][MZ];
|
|
|
|
float x0 = spline_vertex[start][MX];
|
|
float y0 = spline_vertex[start][MY];
|
|
float z0 = spline_vertex[start][MZ];
|
|
|
|
float xplot1 = m[1][0]*x1 + m[1][1]*x2 + m[1][2]*x3 + m[1][3]*x4;
|
|
float xplot2 = m[2][0]*x1 + m[2][1]*x2 + m[2][2]*x3 + m[2][3]*x4;
|
|
float xplot3 = m[3][0]*x1 + m[3][1]*x2 + m[3][2]*x3 + m[3][3]*x4;
|
|
|
|
float yplot1 = m[1][0]*y1 + m[1][1]*y2 + m[1][2]*y3 + m[1][3]*y4;
|
|
float yplot2 = m[2][0]*y1 + m[2][1]*y2 + m[2][2]*y3 + m[2][3]*y4;
|
|
float yplot3 = m[3][0]*y1 + m[3][1]*y2 + m[3][2]*y3 + m[3][3]*y4;
|
|
|
|
float zplot1 = m[1][0]*z1 + m[1][1]*z2 + m[1][2]*z3 + m[1][3]*z4;
|
|
float zplot2 = m[2][0]*z1 + m[2][1]*z2 + m[2][2]*z3 + m[2][3]*z4;
|
|
float zplot3 = m[3][0]*z1 + m[3][1]*z2 + m[3][2]*z3 + m[3][3]*z4;
|
|
|
|
//unchangedZ = false;
|
|
//dimensions = 3;
|
|
|
|
// vertex() will reset spline_vertex_index, so save it
|
|
int cvertexSaved = spline_vertex_index;
|
|
vertex(x0, y0, z0);
|
|
for (int j = 0; j < segments; j++) {
|
|
x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
|
y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
|
z0 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
|
|
vertex(x0, y0, z0);
|
|
}
|
|
spline_vertex_index = cvertexSaved;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// 3D BOX
|
|
|
|
|
|
// solid or wire depends on settings for stroke and fill
|
|
// slices/stacks can be set by an advanced option
|
|
|
|
//public void cube(float size) {
|
|
public void box(float size) {
|
|
//box(-size/2, -size/2, -size/2, size/2, size/2, size/2);
|
|
box(size, size, size);
|
|
}
|
|
|
|
|
|
// OPT this isn't the least bit efficient
|
|
// because it redraws lines along the vertices
|
|
// ugly ugly ugly!
|
|
//public void box(float x1, float y1, float z1,
|
|
// float x2, float y2, float z2) {
|
|
public void box(float w, float h, float d) {
|
|
float x1 = -w/2f; float x2 = w/2f;
|
|
float y1 = -h/2f; float y2 = h/2f;
|
|
float z1 = -d/2f; float z2 = d/2f;
|
|
|
|
//if (hints[NEW_GRAPHICS]) triangle.setCulling(true);
|
|
triangle.setCulling(true);
|
|
|
|
beginShape(QUADS);
|
|
|
|
// front
|
|
vertex(x1, y1, z1);
|
|
vertex(x2, y1, z1);
|
|
vertex(x2, y2, z1);
|
|
vertex(x1, y2, z1);
|
|
|
|
// right
|
|
vertex(x2, y1, z1);
|
|
vertex(x2, y1, z2);
|
|
vertex(x2, y2, z2);
|
|
vertex(x2, y2, z1);
|
|
|
|
// back
|
|
vertex(x2, y1, z2);
|
|
vertex(x1, y1, z2);
|
|
vertex(x1, y2, z2);
|
|
vertex(x2, y2, z2);
|
|
|
|
// left
|
|
vertex(x1, y1, z2);
|
|
vertex(x1, y1, z1);
|
|
vertex(x1, y2, z1);
|
|
vertex(x1, y2, z2);
|
|
|
|
// top
|
|
vertex(x1, y1, z2);
|
|
vertex(x2, y1, z2);
|
|
vertex(x2, y1, z1);
|
|
vertex(x1, y1, z1);
|
|
|
|
// bottom
|
|
vertex(x1, y2, z1);
|
|
vertex(x2, y2, z1);
|
|
vertex(x2, y2, z2);
|
|
vertex(x1, y2, z2);
|
|
|
|
endShape();
|
|
|
|
//if (hints[NEW_GRAPHICS]) triangle.setCulling(false);
|
|
triangle.setCulling(false);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// 3D SPHERE
|
|
|
|
|
|
// [toxi031031] used by the new sphere code below
|
|
// precompute vertices along unit sphere with new detail setting
|
|
|
|
public void sphereDetail(int res) {
|
|
if (res < 3) res = 3; // force a minimum res
|
|
if (res == sphereDetail) return;
|
|
|
|
float delta = (float)SINCOS_LENGTH/res;
|
|
float[] cx = new float[res];
|
|
float[] cz = new float[res];
|
|
// calc unit circle in XZ plane
|
|
for (int i = 0; i < res; i++) {
|
|
cx[i] = cosLUT[(int) (i*delta) % SINCOS_LENGTH];
|
|
cz[i] = sinLUT[(int) (i*delta) % SINCOS_LENGTH];
|
|
}
|
|
// computing vertexlist
|
|
// vertexlist starts at south pole
|
|
int vertCount = res * (res-1) + 2;
|
|
int currVert = 0;
|
|
|
|
// re-init arrays to store vertices
|
|
sphereX = new float[vertCount];
|
|
sphereY = new float[vertCount];
|
|
sphereZ = new float[vertCount];
|
|
|
|
float angle_step = (SINCOS_LENGTH*0.5f)/res;
|
|
float angle = angle_step;
|
|
|
|
// step along Y axis
|
|
for (int i = 1; i < res; i++) {
|
|
float curradius = sinLUT[(int) angle % SINCOS_LENGTH];
|
|
float currY = -cosLUT[(int) angle % SINCOS_LENGTH];
|
|
for (int j = 0; j < res; j++) {
|
|
sphereX[currVert] = cx[j] * curradius;
|
|
sphereY[currVert] = currY;
|
|
sphereZ[currVert++] = cz[j] * curradius;
|
|
}
|
|
angle += angle_step;
|
|
}
|
|
sphereDetail = res;
|
|
}
|
|
|
|
|
|
// cache all the points of the sphere in a static array
|
|
// top and bottom are just a bunch of triangles that land
|
|
// in the center point
|
|
|
|
// sphere is a series of concentric circles who radii vary
|
|
// along the shape, based on, er.. cos or something
|
|
|
|
// [toxi031031] new sphere code. removed all multiplies with
|
|
// radius, as scale() will take care of that anyway
|
|
|
|
// [toxi031223] updated sphere code (removed modulos)
|
|
// and introduced sphereAt(x,y,z,r)
|
|
// to avoid additional translate()'s on the user/sketch side
|
|
public void sphere(float r) {
|
|
sphere(0, 0, 0, r);
|
|
}
|
|
|
|
public void sphere(float x, float y, float z, float r) {
|
|
if (sphereDetail == 0) {
|
|
sphereDetail(30);
|
|
}
|
|
|
|
int v1,v11,v2;
|
|
push();
|
|
if (x!=0f && y!=0f && z!=0f) translate(x,y,z);
|
|
scale(r);
|
|
|
|
//if (hints[NEW_GRAPHICS]) triangle.setCulling(true);
|
|
triangle.setCulling(true);
|
|
|
|
// 1st ring from south pole
|
|
beginShape(TRIANGLE_STRIP);
|
|
for (int i = 0; i < sphereDetail; i++) {
|
|
vertex(0, -1, 0);
|
|
vertex(sphereX[i], sphereY[i], sphereZ[i]);
|
|
}
|
|
vertex(0, -1, 0);
|
|
vertex(sphereX[0], sphereY[0], sphereZ[0]);
|
|
endShape();
|
|
|
|
// middle rings
|
|
int voff = 0;
|
|
for(int i = 2; i < sphereDetail; i++) {
|
|
v1=v11=voff;
|
|
voff += sphereDetail;
|
|
v2=voff;
|
|
beginShape(TRIANGLE_STRIP);
|
|
for (int j = 0; j < sphereDetail; j++) {
|
|
vertex(sphereX[v1], sphereY[v1], sphereZ[v1++]);
|
|
vertex(sphereX[v2], sphereY[v2], sphereZ[v2++]);
|
|
}
|
|
// close each ring
|
|
v1=v11;
|
|
v2=voff;
|
|
vertex(sphereX[v1], sphereY[v1], sphereZ[v1]);
|
|
vertex(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
endShape();
|
|
}
|
|
|
|
// add the northern cap
|
|
beginShape(TRIANGLE_STRIP);
|
|
for (int i = 0; i < sphereDetail; i++) {
|
|
v2 = voff + i;
|
|
vertex(0, 1, 0);
|
|
vertex(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
}
|
|
vertex(0, 1, 0);
|
|
vertex(sphereX[voff], sphereY[voff], sphereZ[voff]);
|
|
endShape();
|
|
pop();
|
|
|
|
//if (hints[NEW_GRAPHICS]) triangle.setCulling(false);
|
|
triangle.setCulling(false);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// TEXT/FONTS
|
|
|
|
|
|
public void textFont(PFont which) {
|
|
if (which != null) {
|
|
textFont = which;
|
|
textFont.resetSize();
|
|
textFont.resetLeading();
|
|
|
|
} else {
|
|
System.err.println("Ignoring improperly loaded font in textFont()");
|
|
}
|
|
}
|
|
|
|
|
|
public void textSize(float size) {
|
|
if (textFont != null) {
|
|
textFont.size(size);
|
|
|
|
} else {
|
|
System.err.println("First set a font before setting its size.");
|
|
}
|
|
}
|
|
|
|
|
|
public void textFont(PFont which, float size) {
|
|
textFont(which);
|
|
textSize(size);
|
|
}
|
|
|
|
|
|
public void textLeading(float leading) {
|
|
if (textFont != null) {
|
|
textFont.leading(leading);
|
|
|
|
} else {
|
|
System.err.println("First set a font before setting its leading.");
|
|
}
|
|
}
|
|
|
|
|
|
public void textMode(int mode) {
|
|
if (textFont != null) {
|
|
textFont.align(mode);
|
|
|
|
} else {
|
|
System.err.println("First set a font before setting its mode.");
|
|
}
|
|
}
|
|
|
|
|
|
public void textSpace(int space) {
|
|
if (textFont != null) {
|
|
textFont.space(space);
|
|
|
|
} else {
|
|
System.err.println("First set a font before setting the space.");
|
|
}
|
|
}
|
|
|
|
|
|
public void text(char c, float x, float y) {
|
|
text(c, x, y, 0);
|
|
}
|
|
|
|
public void text(char c, float x, float y, float z) {
|
|
if (textFont != null) {
|
|
textFont.text(c, x, y, z, this);
|
|
|
|
} else {
|
|
System.err.println("text(): first set a font before drawing text");
|
|
}
|
|
}
|
|
|
|
|
|
public void text(String s, float x, float y) {
|
|
text(s, x, y, 0);
|
|
}
|
|
|
|
public void text(String s, float x, float y, float z) {
|
|
if (textFont != null) {
|
|
textFont.text(s, x, y, z, this);
|
|
|
|
} else {
|
|
System.err.println("text(): first set a font before drawing text");
|
|
}
|
|
}
|
|
|
|
|
|
public void text(String s, float x, float y, float w, float h) {
|
|
text(s, x, y, 0, w, h);
|
|
}
|
|
|
|
public void text(String s, float x1, float y1, float z, float x2, float y2) {
|
|
if (textFont != null) {
|
|
float hradius, vradius;
|
|
switch (rectMode) {
|
|
case CORNER:
|
|
x2 += x1; y2 += y1;
|
|
break;
|
|
case CENTER_RADIUS:
|
|
hradius = x2;
|
|
vradius = y2;
|
|
x2 = x1 + hradius;
|
|
y2 = y1 + vradius;
|
|
x1 -= hradius;
|
|
y1 -= vradius;
|
|
break;
|
|
case CENTER:
|
|
hradius = x2 / 2.0f;
|
|
vradius = y2 / 2.0f;
|
|
x2 = x1 + hradius;
|
|
y2 = y1 + vradius;
|
|
x1 -= hradius;
|
|
y1 -= vradius;
|
|
}
|
|
if (x2 < x1) {
|
|
float temp = x1; x1 = x2; x2 = temp;
|
|
}
|
|
if (y2 < y1) {
|
|
float temp = y1; y1 = y2; y2 = temp;
|
|
}
|
|
textFont.text(s, x1, y1, z, x2, y2, this);
|
|
|
|
} else {
|
|
System.err.println("text(): first set a font before drawing text");
|
|
}
|
|
}
|
|
|
|
|
|
public void text(int num, float x, float y) {
|
|
text(String.valueOf(num), x, y, 0);
|
|
}
|
|
|
|
public void text(int num, float x, float y, float z) {
|
|
text(String.valueOf(num), x, y, z);
|
|
}
|
|
|
|
|
|
/**
|
|
* See three-dimensional version of the same function, below.
|
|
*/
|
|
public void text(float num, float x, float y) {
|
|
text(PApplet.nfs(num, 0, 3), x, y, 0);
|
|
}
|
|
|
|
/**
|
|
* This does a basic number formatting, to avoid the
|
|
* generally ugly appearance of printing floats.
|
|
* Users who want more control should use their own nfs() cmmand,
|
|
* or if they want the long, ugly version of float,
|
|
* use String.valueOf() to convert the float to a String first.
|
|
*/
|
|
public void text(float num, float x, float y, float z) {
|
|
text(PApplet.nf(num, 0, 3), x, y, z);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MATRIX TRANSFORMATIONS
|
|
|
|
|
|
public void angleMode(int mode) {
|
|
angleMode = mode;
|
|
}
|
|
|
|
|
|
public void translate(float tx, float ty) {
|
|
if (!depth) {
|
|
m03 += tx*m00 + ty*m01 + m02;
|
|
m13 += tx*m10 + ty*m11 + m12;
|
|
m23 += tx*m20 + ty*m21 + m22;
|
|
m33 += tx*m30 + ty*m31 + m32;
|
|
|
|
} else {
|
|
translate(tx, ty, 0);
|
|
}
|
|
}
|
|
|
|
|
|
public void translate(float tx, float ty, float tz) {
|
|
//dimensions = 3;
|
|
|
|
m03 += tx*m00 + ty*m01 + tz*m02;
|
|
m13 += tx*m10 + ty*m11 + tz*m12;
|
|
m23 += tx*m20 + ty*m21 + tz*m22;
|
|
m33 += tx*m30 + ty*m31 + tz*m32;
|
|
}
|
|
|
|
|
|
// OPT could save several multiplies for the 0s and 1s by just
|
|
// putting the multMatrix code here and removing uneccessary terms
|
|
|
|
public void rotateX(float angle) {
|
|
//dimensions = 3;
|
|
float c = cos(angle);
|
|
float s = sin(angle);
|
|
applyMatrix(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
public void rotateY(float angle) {
|
|
//dimensions = 3;
|
|
float c = cos(angle);
|
|
float s = sin(angle);
|
|
applyMatrix(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
/**
|
|
* Two dimensional rotation. Same as rotateZ (this is identical
|
|
* to a 3D rotation along the z-axis) but included for clarity --
|
|
* it'd be weird for people drawing 2D graphics to be using rotateZ.
|
|
* And they might kick our a-- for the confusion.
|
|
*/
|
|
public void rotate(float angle) {
|
|
rotateZ(angle);
|
|
}
|
|
|
|
|
|
/**
|
|
* Rotate in the XY plane by an angle.
|
|
*
|
|
* Note that this doesn't internally set the number of
|
|
* dimensions to three, since rotateZ() is the same as a
|
|
* 2D rotate in the XY plane.
|
|
*/
|
|
public void rotateZ(float angle) {
|
|
//rotate(angle, 0, 0, 1);
|
|
//if (dimensions == 0) dimensions = 2; // otherwise already 2 or higher
|
|
float c = cos(angle);
|
|
float s = sin(angle);
|
|
applyMatrix(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
/**
|
|
* Rotate around an arbitrary vector, similar to glRotate(),
|
|
* except that it takes radians (instead of degrees) by default,
|
|
* unless angleMode is set to RADIANS.
|
|
*/
|
|
public void rotate(float angle, float v0, float v1, float v2) {
|
|
// should be in radians (i think), instead of degrees (gl uses degrees)
|
|
// based on 15-463 code, but similar to opengl ref p.443
|
|
|
|
//modelMatrixIsIdentity = false;
|
|
//dimensions = 3;
|
|
|
|
// TODO should make sure this vector is normalized
|
|
|
|
float c = cos(angle);
|
|
float s = sin(angle);
|
|
float t = 1.0f - c;
|
|
|
|
applyMatrix((t*v0*v0) + c, (t*v0*v1) - (s*v2), (t*v0*v2) + (s*v1), 0,
|
|
(t*v0*v1) + (s*v2), (t*v1*v1) + c, (t*v1*v2) - (s*v0), 0,
|
|
(t*v0*v2) - (s*v1), (t*v1*v2) + (s*v0), (t*v2*v2) + c, 0,
|
|
0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
/**
|
|
* This will scale in all three dimensions, but not set the
|
|
* dimensions higher than two, in case this is still 2D mode.
|
|
*/
|
|
public void scale(float s) {
|
|
//if (dimensions == 3) {
|
|
applyMatrix(s, 0, 0, 0, 0, s, 0, 0, 0, 0, s, 0, 0, 0, 0, 1);
|
|
//if (dimensions < 2) dimensions = 2;
|
|
|
|
//} else {
|
|
//dimensions = 2;
|
|
//applyMatrix(s, 0, 0, 0, 0, s, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
|
//}
|
|
|
|
// figure out whether 2D or 3D matrix
|
|
//scale(xyz, xyz, xyz);
|
|
}
|
|
|
|
|
|
public void scale(float sx, float sy) {
|
|
//if (dimensions == 0) dimensions = 2;
|
|
applyMatrix(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
// OPTIMIZE: same as above
|
|
public void scale(float x, float y, float z) {
|
|
//modelMatrixIsIdentity = false;
|
|
//dimensions = 3;
|
|
applyMatrix(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
public void transform(float n00, float n01, float n02, float n03,
|
|
float n10, float n11, float n12, float n13,
|
|
float n20, float n21, float n22, float n23,
|
|
float n30, float n31, float n32, float n33) {
|
|
//dimensions = 3;
|
|
applyMatrix(n00, n01, n02, n03, n10, n11, n12, n13,
|
|
n20, n21, n22, n23, n30, n31, n32, n33);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// TRANSFORMATION MATRIX
|
|
|
|
|
|
public void push() {
|
|
if (matrixStackDepth+1 == MATRIX_STACK_DEPTH) {
|
|
message(COMPLAINT, "matrix stack overflow, to much pushmatrix");
|
|
return;
|
|
}
|
|
float cm[] = matrixStack[matrixStackDepth];
|
|
cm[ 0] = m00; cm[ 1] = m01; cm[ 2] = m02; cm[ 3] = m03;
|
|
cm[ 4] = m10; cm[ 5] = m11; cm[ 6] = m12; cm[ 7] = m13;
|
|
cm[ 8] = m20; cm[ 9] = m21; cm[10] = m22; cm[11] = m23;
|
|
cm[12] = m30; cm[13] = m31; cm[14] = m32; cm[15] = m33;
|
|
matrixStackDepth++;
|
|
}
|
|
|
|
|
|
public void pop() {
|
|
if (matrixStackDepth == 0) {
|
|
message(COMPLAINT, "matrix stack underflow, to many popmatrix");
|
|
return;
|
|
}
|
|
matrixStackDepth--;
|
|
float cm[] = matrixStack[matrixStackDepth];
|
|
m00 = cm[ 0]; m01 = cm[ 1]; m02 = cm[ 2]; m03 = cm[ 3];
|
|
m10 = cm[ 4]; m11 = cm[ 5]; m12 = cm[ 6]; m13 = cm[ 7];
|
|
m20 = cm[ 8]; m21 = cm[ 9]; m22 = cm[10]; m23 = cm[11];
|
|
m30 = cm[12]; m31 = cm[13]; m32 = cm[14]; m33 = cm[15];
|
|
|
|
if ((matrixStackDepth == 0) &&
|
|
(m00 == 1) && (m01 == 0) && (m02 == 0) && (m03 == 0) &&
|
|
(m10 == 0) && (m11 == 1) && (m12 == 0) && (m13 == 0) &&
|
|
(m20 == 0) && (m21 == 0) && (m22 == 1) && (m23 == 0) &&
|
|
(m30 == 0) && (m31 == 0) && (m32 == 0) && (m33 == 1)) {
|
|
//dimensions = 0;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Load identity as the transform/model matrix.
|
|
* Same as glLoadIdentity().
|
|
*/
|
|
public void resetMatrix() {
|
|
//dimensions = 0;
|
|
m00 = 1; m01 = 0; m02 = 0; m03 = 0;
|
|
m10 = 0; m11 = 1; m12 = 0; m13 = 0;
|
|
m20 = 0; m21 = 0; m22 = 1; m23 = 0;
|
|
m30 = 0; m31 = 0; m32 = 0; m33 = 1;
|
|
}
|
|
|
|
|
|
/**
|
|
* Apply a 4x4 transformation matrix. Same as glMultMatrix().
|
|
*/
|
|
public void applyMatrix(float n00, float n01, float n02, float n03,
|
|
float n10, float n11, float n12, float n13,
|
|
float n20, float n21, float n22, float n23,
|
|
float n30, float n31, float n32, float n33) {
|
|
|
|
float r00 = m00*n00 + m01*n10 + m02*n20 + m03*n30;
|
|
float r01 = m00*n01 + m01*n11 + m02*n21 + m03*n31;
|
|
float r02 = m00*n02 + m01*n12 + m02*n22 + m03*n32;
|
|
float r03 = m00*n03 + m01*n13 + m02*n23 + m03*n33;
|
|
|
|
float r10 = m10*n00 + m11*n10 + m12*n20 + m13*n30;
|
|
float r11 = m10*n01 + m11*n11 + m12*n21 + m13*n31;
|
|
float r12 = m10*n02 + m11*n12 + m12*n22 + m13*n32;
|
|
float r13 = m10*n03 + m11*n13 + m12*n23 + m13*n33;
|
|
|
|
float r20 = m20*n00 + m21*n10 + m22*n20 + m23*n30;
|
|
float r21 = m20*n01 + m21*n11 + m22*n21 + m23*n31;
|
|
float r22 = m20*n02 + m21*n12 + m22*n22 + m23*n32;
|
|
float r23 = m20*n03 + m21*n13 + m22*n23 + m23*n33;
|
|
|
|
float r30 = m30*n00 + m31*n10 + m32*n20 + m33*n30;
|
|
float r31 = m30*n01 + m31*n11 + m32*n21 + m33*n31;
|
|
float r32 = m30*n02 + m31*n12 + m32*n22 + m33*n32;
|
|
float r33 = m30*n03 + m31*n13 + m32*n23 + m33*n33;
|
|
|
|
m00 = r00; m01 = r01; m02 = r02; m03 = r03;
|
|
m10 = r10; m11 = r11; m12 = r12; m13 = r13;
|
|
m20 = r20; m21 = r21; m22 = r22; m23 = r23;
|
|
m30 = r30; m31 = r31; m32 = r32; m33 = r33;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Apply a 3x2 affine transformation matrix.
|
|
*/
|
|
public void applyMatrix(float n00, float n01, float n02,
|
|
float n10, float n11, float n12) {
|
|
|
|
float r00 = m00*n00 + m01*n10;
|
|
float r01 = m00*n01 + m01*n11;
|
|
float r02 = m00*n02 + m01*n12 + m02;
|
|
|
|
float r10 = m10*n00 + m11*n10;
|
|
float r11 = m10*n01 + m11*n11;
|
|
float r12 = m10*n02 + m11*n12 + m12;
|
|
|
|
m00 = r00; m01 = r01; m02 = r02;
|
|
m10 = r10; m11 = r11; m12 = r12;
|
|
}
|
|
|
|
|
|
/**
|
|
* Print the current model (or "transformation") matrix.
|
|
*/
|
|
public void printMatrix() {
|
|
int big = (int) Math.abs(max(max(max(max(abs(m00), abs(m01)),
|
|
max(abs(m02), abs(m03))),
|
|
max(max(abs(m10), abs(m11)),
|
|
max(abs(m12), abs(m13)))),
|
|
max(max(max(abs(m20), abs(m21)),
|
|
max(abs(m22), abs(m23))),
|
|
max(max(abs(m30), abs(m31)),
|
|
max(abs(m32), abs(m33))))));
|
|
int d = 1;
|
|
while ((big /= 10) != 0) d++; // cheap log()
|
|
|
|
if (depth) {
|
|
System.out.println(PApplet.nfs(m00, d, 4) + " " +
|
|
PApplet.nfs(m01, d, 4) + " " +
|
|
PApplet.nfs(m02, d, 4) + " " +
|
|
PApplet.nfs(m03, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(m10, d, 4) + " " +
|
|
PApplet.nfs(m11, d, 4) + " " +
|
|
PApplet.nfs(m12, d, 4) + " " +
|
|
PApplet.nfs(m13, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(m20, d, 4) + " " +
|
|
PApplet.nfs(m21, d, 4) + " " +
|
|
PApplet.nfs(m22, d, 4) + " " +
|
|
PApplet.nfs(m23, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(m30, d, 4) + " " +
|
|
PApplet.nfs(m31, d, 4) + " " +
|
|
PApplet.nfs(m32, d, 4) + " " +
|
|
PApplet.nfs(m33, d, 4));
|
|
|
|
} else { // 3x2 affine version
|
|
System.out.println(PApplet.nfs(m00, d, 4) + " " +
|
|
PApplet.nfs(m01, d, 4) + " " +
|
|
PApplet.nfs(m02, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(m10, d, 4) + " " +
|
|
PApplet.nfs(m11, d, 4) + " " +
|
|
PApplet.nfs(m12, d, 4));
|
|
}
|
|
System.out.println();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// CAMERA
|
|
|
|
|
|
/**
|
|
* Calling cameraMode(PERSPECTIVE) will setup the standard
|
|
* Processing transformation.
|
|
*
|
|
* cameraMode(ORTHOGRAPHIC) will setup a straight orthographic
|
|
* projection.
|
|
*
|
|
* Note that this setting gets nuked if resize() is called.
|
|
*/
|
|
public void cameraMode(int mode) {
|
|
if (mode == PERSPECTIVE) {
|
|
System.out.println("setting camera to perspective");
|
|
beginCamera();
|
|
resetMatrix();
|
|
perspective(cameraFOV, cameraAspect, cameraNear, cameraFar);
|
|
lookat(cameraX, cameraY, cameraZ,
|
|
cameraX, cameraY, 0,
|
|
0, 1, 0);
|
|
endCamera();
|
|
|
|
} else if (mode == ORTHOGRAPHIC) {
|
|
beginCamera();
|
|
resetMatrix();
|
|
ortho(0, width, 0, height, -10, 10);
|
|
endCamera();
|
|
}
|
|
|
|
cameraMode = mode; // this doesn't do much
|
|
}
|
|
|
|
|
|
/**
|
|
* Set matrix mode to the camera matrix (instead of
|
|
* the current transformation matrix). This means applyMatrix,
|
|
* resetMatrix, etc. will affect the camera.
|
|
*
|
|
* You'll need to call resetMatrix() if you want to
|
|
* completely change the camera's settings.
|
|
*/
|
|
public void beginCamera() {
|
|
// this will be written over by cameraMode() if necessary
|
|
cameraMode = CUSTOM;
|
|
}
|
|
|
|
|
|
/**
|
|
* Record the current settings into the camera matrix.
|
|
* And set the matrix mode back to the current
|
|
* transformation matrix.
|
|
*
|
|
* Note that this will destroy any settings to scale(),
|
|
* translate() to your scene.
|
|
*/
|
|
public void endCamera() {
|
|
p00 = m00; p01 = m01; p02 = m02; p03 = m03;
|
|
p10 = m10; p11 = m11; p12 = m12; p13 = m13;
|
|
p20 = m20; p21 = m21; p22 = m22; p23 = m23;
|
|
p30 = m30; p31 = m31; p32 = m32; p33 = m33;
|
|
resetMatrix();
|
|
}
|
|
|
|
/**
|
|
* Same as gluOrtho(). Implementation based on Mesa's matrix.c
|
|
*/
|
|
public void ortho(float left, float right,
|
|
float bottom, float top,
|
|
float near, float far) {
|
|
float x = 2.0f / (right - left);
|
|
float y = 2.0f / (top - bottom);
|
|
float z = -2.0f / (far - near);
|
|
|
|
float tx = -(right + left) / (right - left);
|
|
float ty = -(top + bottom) / (top - bottom);
|
|
float tz = -(far + near) / (far - near);
|
|
|
|
applyMatrix(x, 0, 0, tx,
|
|
0, y, 0, ty,
|
|
0, 0, z, tz,
|
|
0, 0, 0, 1);
|
|
}
|
|
|
|
|
|
/**
|
|
* Same as gluPerspective(). Implementation based on Mesa's glu.c
|
|
*/
|
|
public void perspective(float fovy, float aspect, float zNear, float zFar) {
|
|
//System.out.println("perspective: " + fovy + " " + aspect + " " +
|
|
// zNear + " " + zFar);
|
|
float ymax = zNear * tan(fovy * PI / 360.0f);
|
|
float ymin = -ymax;
|
|
|
|
float xmin = ymin * aspect;
|
|
float xmax = ymax * aspect;
|
|
|
|
frustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
|
}
|
|
|
|
|
|
/**
|
|
* Same as glFrustum(). Implementation based on the explanation
|
|
* in the OpenGL reference book.
|
|
*/
|
|
public void frustum(float left, float right, float bottom,
|
|
float top, float znear, float zfar) {
|
|
//System.out.println("frustum: " + left + " " + right + " " +
|
|
// bottom + " " + top + " " + znear + " " + zfar);
|
|
applyMatrix((2*znear)/(right-left), 0, (right+left)/(right-left), 0,
|
|
0, (2*znear)/(top-bottom), (top+bottom)/(top-bottom), 0,
|
|
0, 0, -(zfar+znear)/(zfar-znear),-(2*zfar*znear)/(zfar-znear),
|
|
0, 0, -1, 0);
|
|
}
|
|
|
|
|
|
/**
|
|
* Same as gluLookat(). Implementation based on Mesa's glu.c
|
|
*/
|
|
public void lookat(float eyeX, float eyeY, float eyeZ,
|
|
float centerX, float centerY, float centerZ,
|
|
float upX, float upY, float upZ) {
|
|
float z0 = eyeX - centerX;
|
|
float z1 = eyeY - centerY;
|
|
float z2 = eyeZ - centerZ;
|
|
float mag = sqrt(z0*z0 + z1*z1 + z2*z2);
|
|
|
|
if (mag != 0) {
|
|
z0 /= mag;
|
|
z1 /= mag;
|
|
z2 /= mag;
|
|
}
|
|
|
|
float y0 = upX;
|
|
float y1 = upY;
|
|
float y2 = upZ;
|
|
|
|
float x0 = y1*z2 - y2*z1;
|
|
float x1 = -y0*z2 + y2*z0;
|
|
float x2 = y0*z1 - y1*z0;
|
|
|
|
y0 = z1*x2 - z2*x1;
|
|
y1 = -z0*x2 + z2*x0;
|
|
y2 = z0*x1 - z1*x0;
|
|
|
|
mag = sqrt(x0*x0 + x1*x1 + x2*x2);
|
|
if (mag != 0) {
|
|
x0 /= mag;
|
|
x1 /= mag;
|
|
x2 /= mag;
|
|
}
|
|
|
|
mag = sqrt(y0*y0 + y1*y1 + y2*y2);
|
|
if (mag != 0) {
|
|
y0 /= mag;
|
|
y1 /= mag;
|
|
y2 /= mag;
|
|
}
|
|
|
|
applyMatrix(x0, x1, x2, 0,
|
|
y0, y1, y2, 0,
|
|
z0, z1, z2, 0,
|
|
0, 0, 0, 1);
|
|
translate(-eyeX, -eyeY, -eyeZ);
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Print the current camera (or "perspective") matrix.
|
|
*/
|
|
public void printCamera() {
|
|
if (!depth) {
|
|
System.out.println("No camera matrix when not in depth() mode.");
|
|
return;
|
|
}
|
|
|
|
int big = (int) Math.abs(max(max(max(max(abs(p00), abs(p01)),
|
|
max(abs(p02), abs(p03))),
|
|
max(max(abs(p10), abs(p11)),
|
|
max(abs(p12), abs(p13)))),
|
|
max(max(max(abs(p20), abs(p21)),
|
|
max(abs(p22), abs(p23))),
|
|
max(max(abs(p30), abs(p31)),
|
|
max(abs(p32), abs(p33))))));
|
|
int d = 1;
|
|
while ((big /= 10) != 0) d++; // cheap log()
|
|
|
|
System.out.println(PApplet.nfs(p00, d, 4) + " " +
|
|
PApplet.nfs(p01, d, 4) + " " +
|
|
PApplet.nfs(p02, d, 4) + " " +
|
|
PApplet.nfs(p03, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(p10, d, 4) + " " +
|
|
PApplet.nfs(p11, d, 4) + " " +
|
|
PApplet.nfs(p12, d, 4) + " " +
|
|
PApplet.nfs(p13, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(p20, d, 4) + " " +
|
|
PApplet.nfs(p21, d, 4) + " " +
|
|
PApplet.nfs(p22, d, 4) + " " +
|
|
PApplet.nfs(p23, d, 4));
|
|
|
|
System.out.println(PApplet.nfs(p30, d, 4) + " " +
|
|
PApplet.nfs(p31, d, 4) + " " +
|
|
PApplet.nfs(p32, d, 4) + " " +
|
|
PApplet.nfs(p33, d, 4));
|
|
|
|
System.out.println();
|
|
}
|
|
|
|
|
|
public float screenX(float x, float y) {
|
|
return m00*x + m01*y + m02;
|
|
}
|
|
|
|
|
|
public float screenY(float x, float y) {
|
|
return m10*x + m11*y + m12;
|
|
}
|
|
|
|
|
|
public float screenX(float x, float y, float z) {
|
|
if (!depth) return screenX(x, y);
|
|
|
|
float ax = m00*x + m01*y + m02*z + m03;
|
|
float ay = m10*x + m11*y + m12*z + m13;
|
|
float az = m20*x + m21*y + m22*z + m23;
|
|
float aw = m30*x + m31*y + m32*z + m33;
|
|
|
|
float ox = p00*ax + p01*ay + p02*az + p03*aw;
|
|
float ow = p30*ax + p31*ay + p32*az + p33*aw;
|
|
|
|
if (ow != 0) ox /= ow;
|
|
return width * (1 + ox) / 2.0f;
|
|
}
|
|
|
|
|
|
public float screenY(float x, float y, float z) {
|
|
if (!depth) return screenY(x, y);
|
|
|
|
float ax = m00*x + m01*y + m02*z + m03;
|
|
float ay = m10*x + m11*y + m12*z + m13;
|
|
float az = m20*x + m21*y + m22*z + m23;
|
|
float aw = m30*x + m31*y + m32*z + m33;
|
|
|
|
float oy = p10*ax + p11*ay + p12*az + p13*aw;
|
|
float ow = p30*ax + p31*ay + p32*az + p33*aw;
|
|
|
|
if (ow != 0) oy /= ow;
|
|
return height * (1 + oy) / 2.0f;
|
|
}
|
|
|
|
|
|
public float screenZ(float x, float y, float z) {
|
|
if (!depth) return 0;
|
|
|
|
float ax = m00*x + m01*y + m02*z + m03;
|
|
float ay = m10*x + m11*y + m12*z + m13;
|
|
float az = m20*x + m21*y + m22*z + m23;
|
|
float aw = m30*x + m31*y + m32*z + m33;
|
|
|
|
float oz = p20*ax + p21*ay + p22*az + p23*aw;
|
|
float ow = p30*ax + p31*ay + p32*az + p33*aw;
|
|
|
|
if (ow != 0) oz /= ow;
|
|
return (oz + 1) / 2.0f;
|
|
}
|
|
|
|
|
|
public float objectX(float x, float y, float z) {
|
|
if (!depth) return screenX(x, y);
|
|
|
|
float ax = m00*x + m01*y + m02*z + m03;
|
|
float aw = m30*x + m31*y + m32*z + m33;
|
|
return (aw != 0) ? ax / aw : ax;
|
|
}
|
|
|
|
|
|
public float objectY(float x, float y, float z) {
|
|
if (!depth) return screenY(x, y);
|
|
|
|
float ay = m10*x + m11*y + m12*z + m13;
|
|
float aw = m30*x + m31*y + m32*z + m33;
|
|
return (aw != 0) ? ay / aw : ay;
|
|
}
|
|
|
|
|
|
public float objectZ(float x, float y, float z) {
|
|
if (!depth) return 0;
|
|
|
|
float az = m20*x + m21*y + m22*z + m23;
|
|
float aw = m30*x + m31*y + m32*z + m33;
|
|
return (aw != 0) ? az / aw : az;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// COLOR
|
|
|
|
|
|
public void colorMode(int mode) {
|
|
colorMode = mode;
|
|
}
|
|
|
|
|
|
public void colorMode(int mode, float max) {
|
|
colorMode(mode, max, max, max, max);
|
|
}
|
|
|
|
|
|
// note that this doesn't set the alpha color max..
|
|
// so colorMode(RGB, 255, 255, 255) would retain the previous max alpha
|
|
// could be a problem when colorMode(HSB, 360, 100, 100);
|
|
|
|
public void colorMode(int mode,
|
|
float maxX, float maxY, float maxZ) {
|
|
colorMode(mode, maxX, maxY, maxZ, colorModeA); //maxX); //ONE);
|
|
}
|
|
|
|
|
|
public void colorMode(int mode,
|
|
float maxX, float maxY, float maxZ, float maxA) {
|
|
colorMode = mode;
|
|
|
|
colorModeX = maxX; // still needs to be set for hsb
|
|
colorModeY = maxY;
|
|
colorModeZ = maxZ;
|
|
colorModeA = maxA;
|
|
|
|
// if color max values are all 1, then no need to scale
|
|
colorScale = ((maxA != ONE) || (maxX != maxY) ||
|
|
(maxY != maxZ) || (maxZ != maxA));
|
|
|
|
// if color is rgb/0..255 this will make it easier for the
|
|
// red() green() etc functions
|
|
colorRgb255 = (colorMode == RGB) &&
|
|
(colorModeA == 255) && (colorModeX == 255) &&
|
|
(colorModeY == 255) && (colorModeZ == 255);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
|
|
protected void calc_color(float gray) {
|
|
calc_color(gray, colorModeA);
|
|
}
|
|
|
|
|
|
protected void calc_color(float gray, float alpha) {
|
|
if (gray > colorModeX) gray = colorModeX;
|
|
if (alpha > colorModeA) alpha = colorModeA;
|
|
|
|
if (gray < 0) gray = 0;
|
|
if (alpha < 0) alpha = 0;
|
|
|
|
calcR = colorScale ? (gray / colorModeX) : gray;
|
|
calcG = calcR;
|
|
calcB = calcR;
|
|
calcA = colorScale ? (alpha / colorModeA) : alpha;
|
|
|
|
calcRi = (int)(calcR*255); calcGi = (int)(calcG*255);
|
|
calcBi = (int)(calcB*255); calcAi = (int)(calcA*255);
|
|
calcColor = (calcAi << 24) | (calcRi << 16) | (calcGi << 8) | calcBi;
|
|
calcAlpha = (calcAi != 255);
|
|
}
|
|
|
|
|
|
protected void calc_color(float x, float y, float z) {
|
|
calc_color(x, y, z, colorModeA);
|
|
}
|
|
|
|
|
|
protected void calc_color(float x, float y, float z, float a) {
|
|
if (x > colorModeX) x = colorModeX;
|
|
if (y > colorModeY) y = colorModeY;
|
|
if (z > colorModeZ) z = colorModeZ;
|
|
if (a > colorModeA) a = colorModeA;
|
|
|
|
if (x < 0) x = 0;
|
|
if (y < 0) y = 0;
|
|
if (z < 0) z = 0;
|
|
if (a < 0) a = 0;
|
|
|
|
switch (colorMode) {
|
|
case RGB:
|
|
if (colorScale) {
|
|
calcR = x / colorModeX;
|
|
calcG = y / colorModeY;
|
|
calcB = z / colorModeZ;
|
|
calcA = a / colorModeA;
|
|
} else {
|
|
calcR = x; calcG = y; calcB = z; calcA = a;
|
|
}
|
|
break;
|
|
|
|
case HSB:
|
|
x /= colorModeX; // h
|
|
y /= colorModeY; // s
|
|
z /= colorModeZ; // b
|
|
|
|
calcA = colorScale ? (a/colorModeA) : a;
|
|
|
|
if (y == 0) { // saturation == 0
|
|
calcR = calcG = calcB = z;
|
|
|
|
} else {
|
|
float which = (x - (int)x) * 6.0f;
|
|
float f = which - (int)which;
|
|
float p = z * (1.0f - y);
|
|
float q = z * (1.0f - y * f);
|
|
float t = z * (1.0f - (y * (1.0f - f)));
|
|
|
|
switch ((int)which) {
|
|
case 0: calcR = z; calcG = t; calcB = p; break;
|
|
case 1: calcR = q; calcG = z; calcB = p; break;
|
|
case 2: calcR = p; calcG = z; calcB = t; break;
|
|
case 3: calcR = p; calcG = q; calcB = z; break;
|
|
case 4: calcR = t; calcG = p; calcB = z; break;
|
|
case 5: calcR = z; calcG = p; calcB = q; break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
calcRi = (int)(255*calcR); calcGi = (int)(255*calcG);
|
|
calcBi = (int)(255*calcB); calcAi = (int)(255*calcA);
|
|
calcColor = (calcAi << 24) | (calcRi << 16) | (calcGi << 8) | calcBi;
|
|
calcAlpha = (calcAi != 255);
|
|
}
|
|
|
|
|
|
/**
|
|
* unpacks AARRGGBB color for direct use with calc_color.
|
|
* handled here with its own function since this is independent
|
|
* of the color mode.
|
|
*
|
|
* strangely the old version of this code ignored the alpha
|
|
* value. not sure if that was a bug or what.
|
|
*
|
|
* (note: no need for bounds check since it's a 32 bit number)
|
|
*/
|
|
protected void calc_color_from(int argb) {
|
|
calcColor = argb;
|
|
calcAi = (argb >> 24) & 0xff;
|
|
calcRi = (argb >> 16) & 0xff;
|
|
calcGi = (argb >> 8) & 0xff;
|
|
calcBi = argb & 0xff;
|
|
calcA = (float)calcAi / 255.0f;
|
|
calcR = (float)calcRi / 255.0f;
|
|
calcG = (float)calcGi / 255.0f;
|
|
calcB = (float)calcBi / 255.0f;
|
|
calcAlpha = (calcAi != 255);
|
|
}
|
|
|
|
|
|
protected void calc_tint() {
|
|
tint = true;
|
|
tintR = calcR;
|
|
tintG = calcG;
|
|
tintB = calcB;
|
|
tintA = calcA;
|
|
tintRi = calcRi;
|
|
tintGi = calcGi;
|
|
tintBi = calcBi;
|
|
tintAi = calcAi;
|
|
tintColor = calcColor;
|
|
tintAlpha = calcAlpha;
|
|
}
|
|
|
|
|
|
protected void calc_fill() {
|
|
fill = true;
|
|
fillChanged = true;
|
|
fillR = calcR;
|
|
fillG = calcG;
|
|
fillB = calcB;
|
|
fillA = calcA;
|
|
fillRi = calcRi;
|
|
fillGi = calcGi;
|
|
fillBi = calcBi;
|
|
fillAi = calcAi;
|
|
fillColor = calcColor;
|
|
fillAlpha = calcAlpha;
|
|
}
|
|
|
|
|
|
protected void calc_stroke() {
|
|
stroke = true;
|
|
strokeChanged = true;
|
|
strokeR = calcR;
|
|
strokeG = calcG;
|
|
strokeB = calcB;
|
|
strokeA = calcA;
|
|
strokeRi = calcRi;
|
|
strokeGi = calcGi;
|
|
strokeBi = calcBi;
|
|
strokeAi = calcAi;
|
|
strokeColor = calcColor;
|
|
strokeAlpha = calcAlpha;
|
|
}
|
|
|
|
|
|
protected void calc_background() {
|
|
backgroundR = calcR;
|
|
backgroundG = calcG;
|
|
backgroundB = calcB;
|
|
backgroundRi = calcRi;
|
|
backgroundGi = calcGi;
|
|
backgroundBi = calcBi;
|
|
backgroundColor = calcColor;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
|
|
public void noTint() {
|
|
tint = false;
|
|
}
|
|
|
|
|
|
// if high bit isn't set, then it's not a #ffcc00 style web color
|
|
// so redirect to the float version, b/c they want a gray.
|
|
// only danger is that someone would try to set the color to a
|
|
// zero alpha.. which would be kooky but not unlikely
|
|
// (i.e. if it were in a loop) so in addition to checking the high
|
|
// bit, check to see if the value is at least just below the
|
|
// colorModeX (i.e. 0..255). can't just check the latter since
|
|
// if the high bit is > 0x80 then the int value for rgb will be
|
|
// negative. yay for no unsigned types in java!
|
|
|
|
public void tint(int rgb) {
|
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
tint((float) rgb);
|
|
|
|
} else {
|
|
calc_color_from(rgb);
|
|
calc_tint();
|
|
}
|
|
}
|
|
|
|
public void tint(float gray) {
|
|
calc_color(gray);
|
|
calc_tint();
|
|
}
|
|
|
|
|
|
public void tint(float gray, float alpha) {
|
|
calc_color(gray, alpha);
|
|
calc_tint();
|
|
}
|
|
|
|
|
|
public void tint(float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
calc_tint();
|
|
}
|
|
|
|
|
|
public void tint(float x, float y, float z, float a) {
|
|
calc_color(x, y, z, a);
|
|
calc_tint();
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
|
|
public void noFill() {
|
|
fill = false;
|
|
}
|
|
|
|
|
|
public void fill(int rgb) {
|
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
|
fill((float) rgb);
|
|
|
|
} else {
|
|
calc_color_from(rgb);
|
|
calc_fill();
|
|
}
|
|
}
|
|
|
|
public void fill(float gray) {
|
|
calc_color(gray);
|
|
calc_fill();
|
|
}
|
|
|
|
|
|
public void fill(float gray, float alpha) {
|
|
calc_color(gray, alpha);
|
|
calc_fill();
|
|
}
|
|
|
|
|
|
public void fill(float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
calc_fill();
|
|
}
|
|
|
|
|
|
public void fill(float x, float y, float z, float a) {
|
|
calc_color(x, y, z, a);
|
|
calc_fill();
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
|
|
public void strokeWeight(float weight) {
|
|
strokeWeight = weight;
|
|
}
|
|
|
|
|
|
public void strokeJoin(int join) {
|
|
strokeJoin = join;
|
|
}
|
|
|
|
|
|
public void strokeCap(int cap) {
|
|
strokeCap = cap;
|
|
}
|
|
|
|
|
|
public void noStroke() {
|
|
stroke = false;
|
|
}
|
|
|
|
|
|
public void stroke(int rgb) {
|
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
|
stroke((float) rgb);
|
|
|
|
} else {
|
|
calc_color_from(rgb);
|
|
calc_stroke();
|
|
}
|
|
}
|
|
|
|
|
|
public void stroke(float gray) {
|
|
calc_color(gray);
|
|
calc_stroke();
|
|
}
|
|
|
|
|
|
public void stroke(float gray, float alpha) {
|
|
calc_color(gray, alpha);
|
|
calc_stroke();
|
|
}
|
|
|
|
|
|
public void stroke(float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
calc_stroke();
|
|
}
|
|
|
|
|
|
public void stroke(float x, float y, float z, float a) {
|
|
calc_color(x, y, z, a);
|
|
calc_stroke();
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
|
|
public void background(int rgb) {
|
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
|
background((float) rgb);
|
|
|
|
} else {
|
|
calc_color_from(rgb);
|
|
calc_background();
|
|
}
|
|
clear();
|
|
}
|
|
|
|
|
|
public void background(float gray) {
|
|
calc_color(gray);
|
|
calc_background();
|
|
clear();
|
|
}
|
|
|
|
|
|
public void background(float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
calc_background();
|
|
clear();
|
|
}
|
|
|
|
|
|
/**
|
|
* Takes an RGB or RGBA image and sets it as the background.
|
|
*
|
|
* Note that even if the image is set as RGB, the high 8 bits of
|
|
* each pixel must be set (0xFF000000), because the image data will
|
|
* be copied directly to the screen.
|
|
*
|
|
* Also clears out the zbuffer and stencil buffer if they exist.
|
|
*/
|
|
public void background(PImage image) {
|
|
if ((image.width != width) || (image.height != height)) {
|
|
System.err.println("background image must be the same size " +
|
|
"as your application");
|
|
return;
|
|
}
|
|
if ((image.format != RGB) && (image.format != RGBA)) {
|
|
System.err.println("background images should be RGB or RGBA");
|
|
return;
|
|
}
|
|
|
|
// blit image to the screen
|
|
System.arraycopy(image.pixels, 0, pixels, 0, pixels.length);
|
|
|
|
if (zbuffer != null) {
|
|
for (int i = 0; i < pixelCount; i++) {
|
|
zbuffer[i] = MAX_FLOAT;
|
|
stencil[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Clears pixel buffer. Also clears the stencil and zbuffer
|
|
* if they exist. Their existence is more accurate than using 'depth'
|
|
* to test whether to clear them, because if they're non-null,
|
|
* it means that depth() has been called somewhere in the program,
|
|
* even if noDepth() was called before draw() exited.
|
|
*/
|
|
public void clear() {
|
|
if (zbuffer != null) {
|
|
for (int i = 0; i < pixelCount; i++) {
|
|
pixels[i] = backgroundColor;
|
|
zbuffer[i] = MAX_FLOAT;
|
|
stencil[i] = 0;
|
|
}
|
|
} else {
|
|
for (int i = 0; i < pixelCount; i++) {
|
|
pixels[i] = backgroundColor;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// DEPTH
|
|
|
|
|
|
/** semi-placeholder */
|
|
public void depth() {
|
|
depth = true;
|
|
//dimensions = 3;
|
|
cameraMode(PERSPECTIVE);
|
|
}
|
|
|
|
/** semi-placeholder */
|
|
public void noDepth() {
|
|
depth = false;
|
|
//dimensions = 0;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// LIGHTS
|
|
|
|
|
|
public void lights() {
|
|
lights = true;
|
|
}
|
|
|
|
public void noLights() {
|
|
lights = false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Simpler macro for setting up a diffuse light at a position.
|
|
* Turns on a diffuse light with the color passed in,
|
|
* and sets that light's ambient and specular components to zero.
|
|
*
|
|
* (The variables are named red, green, blue instead of r, g, b
|
|
* because otherwise the compiler gets stuck on g.light() inside
|
|
* the auto-generated section of PApplet)
|
|
*/
|
|
public void light(int num, float x, float y, float z,
|
|
float red, float green, float blue) {
|
|
lightPosition(num, x, y, z);
|
|
lightAmbient(num, 0, 0, 0);
|
|
lightDiffuse(num, red, green, blue);
|
|
lightSpecular(num, 0, 0, 0);
|
|
lightEnable(num);
|
|
}
|
|
|
|
|
|
public void lightEnable(int num) {
|
|
light[num] = true;
|
|
}
|
|
|
|
public void lightDisable(int num) {
|
|
light[num] = false;
|
|
}
|
|
|
|
|
|
public void lightPosition(int num, float x, float y, float z) {
|
|
lightX[num] = x;
|
|
lightY[num] = y;
|
|
lightZ[num] = z;
|
|
}
|
|
|
|
public void lightAmbient(int num, float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
lightAmbientR[num] = calcR;
|
|
lightAmbientG[num] = calcG;
|
|
lightAmbientB[num] = calcB;
|
|
}
|
|
|
|
public void lightDiffuse(int num, float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
lightDiffuseR[num] = calcR;
|
|
lightDiffuseG[num] = calcG;
|
|
lightDiffuseB[num] = calcB;
|
|
}
|
|
|
|
public void lightSpecular(int num, float x, float y, float z) {
|
|
calc_color(x, y, z);
|
|
lightSpecularR[num] = calcR;
|
|
lightSpecularG[num] = calcG;
|
|
lightSpecularB[num] = calcB;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// HINTS
|
|
|
|
// for the most part, hints are temporary api quirks,
|
|
// for which a proper api hasn't been properly worked out.
|
|
// for instance SMOOTH_IMAGES existed because smooth()
|
|
// wasn't yet implemented, but it will soon go away.
|
|
|
|
// they also exist for obscure features in the graphics
|
|
// engine, like enabling/disabling single pixel lines
|
|
// that ignore the zbuffer, the way they do in alphabot.
|
|
|
|
public void hint(int which) {
|
|
hints[which] = true;
|
|
}
|
|
|
|
public void unhint(int which) {
|
|
hints[which] = false;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MESSAGES / ERRORS / LOGGING
|
|
|
|
|
|
public void message(int level, String message) { // ignore
|
|
switch (level) {
|
|
case CHATTER:
|
|
//System.err.println("bagel chatter: " + message);
|
|
break;
|
|
case COMPLAINT:
|
|
System.err.println("bagel complaint: " + message);
|
|
break;
|
|
case PROBLEM:
|
|
System.err.println("bagel problem: " + message);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void message(int level, String message, Exception e) { // ignore
|
|
message(level, message);
|
|
e.printStackTrace();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// PIXELS
|
|
|
|
// these functions are really slow, but easy to use
|
|
// if folks are advanced enough to want something faster,
|
|
// they can write it themselves (not difficult)
|
|
|
|
|
|
public final int color(int gray) { // ignore
|
|
if (colorRgb255) {
|
|
// bounds checking to make sure the numbers aren't to high or low
|
|
if (gray > 255) gray = 255; else if (gray < 0) gray = 0;
|
|
return 0xff000000 | (gray << 16) | (gray << 8) | gray;
|
|
}
|
|
calc_color(gray);
|
|
return calcColor;
|
|
}
|
|
|
|
public final int color(float gray) { // ignore
|
|
calc_color(gray);
|
|
return calcColor;
|
|
}
|
|
|
|
|
|
public final int color(int gray, int alpha) { // ignore
|
|
if (colorRgb255) {
|
|
// bounds checking to make sure the numbers aren't to high or low
|
|
if (gray > 255) gray = 255; else if (gray < 0) gray = 0;
|
|
if (alpha > 255) alpha = 255; else if (alpha < 0) alpha = 0;
|
|
|
|
return ((alpha & 0xff) << 24) | (gray << 16) | (gray << 8) | gray;
|
|
}
|
|
calc_color(gray, alpha);
|
|
return calcColor;
|
|
}
|
|
|
|
public final int color(float gray, float alpha) { // ignore
|
|
calc_color(gray, alpha);
|
|
return calcColor;
|
|
}
|
|
|
|
|
|
public final int color(int x, int y, int z) { // ignore
|
|
if (colorRgb255) {
|
|
// bounds checking to make sure the numbers aren't to high or low
|
|
if (x > 255) x = 255; else if (x < 0) x = 0;
|
|
if (y > 255) y = 255; else if (y < 0) y = 0;
|
|
if (z > 255) z = 255; else if (z < 0) z = 0;
|
|
|
|
return 0xff000000 | (x << 16) | (y << 8) | z;
|
|
}
|
|
calc_color(x, y, z);
|
|
return calcColor;
|
|
}
|
|
|
|
public final int color(float x, float y, float z) { // ignore
|
|
calc_color(x, y, z);
|
|
return calcColor;
|
|
}
|
|
|
|
|
|
public final int color(int x, int y, int z, int a) { // ignore
|
|
if (colorRgb255) {
|
|
// bounds checking to make sure the numbers aren't to high or low
|
|
if (a > 255) a = 255; else if (a < 0) a = 0;
|
|
if (x > 255) x = 255; else if (x < 0) x = 0;
|
|
if (y > 255) y = 255; else if (y < 0) y = 0;
|
|
if (z > 255) z = 255; else if (z < 0) z = 0;
|
|
|
|
return (a << 24) | (x << 16) | (y << 8) | z;
|
|
}
|
|
calc_color(x, y, z, a);
|
|
return calcColor;
|
|
}
|
|
|
|
public final int color(float x, float y, float z, float a) { // ignore
|
|
calc_color(x, y, z, a);
|
|
return calcColor;
|
|
}
|
|
|
|
|
|
public final float alpha(int what) {
|
|
float c = (what >> 24) & 0xff;
|
|
if (colorModeA == 255) return c;
|
|
return (c / 255.0f) * colorModeA;
|
|
}
|
|
|
|
public final float red(int what) {
|
|
float c = (what >> 16) & 0xff;
|
|
if (colorRgb255) return c;
|
|
return (c / 255.0f) * colorModeX;
|
|
}
|
|
|
|
public final float green(int what) {
|
|
float c = (what >> 8) & 0xff;
|
|
if (colorRgb255) return c;
|
|
return (c / 255.0f) * colorModeY;
|
|
}
|
|
|
|
public final float blue(int what) {
|
|
float c = (what) & 0xff;
|
|
if (colorRgb255) return c;
|
|
return (c / 255.0f) * colorModeZ;
|
|
}
|
|
|
|
|
|
public final float hue(int what) {
|
|
if (what != cacheHsbKey) {
|
|
Color.RGBtoHSB((what >> 16) & 0xff, (what >> 8) & 0xff,
|
|
what & 0xff, cacheHsbValue);
|
|
cacheHsbKey = what;
|
|
}
|
|
return cacheHsbValue[0] * colorModeX;
|
|
}
|
|
|
|
public final float saturation(int what) {
|
|
if (what != cacheHsbKey) {
|
|
Color.RGBtoHSB((what >> 16) & 0xff, (what >> 8) & 0xff,
|
|
what & 0xff, cacheHsbValue);
|
|
cacheHsbKey = what;
|
|
}
|
|
return cacheHsbValue[1] * colorModeY;
|
|
}
|
|
|
|
public final float brightness(int what) {
|
|
if (what != cacheHsbKey) {
|
|
Color.RGBtoHSB((what >> 16) & 0xff, (what >> 8) & 0xff,
|
|
what & 0xff, cacheHsbValue);
|
|
cacheHsbKey = what;
|
|
}
|
|
return cacheHsbValue[2] * colorModeZ;
|
|
}
|
|
|
|
|
|
// should only be used by other parts of the bagel library
|
|
|
|
|
|
/*
|
|
static private final int float_color(float r, float g, float b) {
|
|
return (0xff000000 |
|
|
((int) (255.0f * r)) << 16 |
|
|
((int) (255.0f * g)) << 8 |
|
|
((int) (255.0f * b)));
|
|
}
|
|
*/
|
|
|
|
|
|
public final static int _blend(int p1, int p2, int a2) {
|
|
// scale alpha by alpha of incoming pixel
|
|
a2 = (a2 * (p2 >>> 24)) >> 8;
|
|
|
|
int a1 = a2 ^ 0xff;
|
|
int r = (a1 * ((p1 >> 16) & 0xff) + a2 * ((p2 >> 16) & 0xff)) & 0xff00;
|
|
int g = (a1 * ((p1 >> 8) & 0xff) + a2 * ((p2 >> 8) & 0xff)) & 0xff00;
|
|
int b = (a1 * ( p1 & 0xff) + a2 * ( p2 & 0xff)) >> 8;
|
|
|
|
return 0xff000000 | (r << 8) | g | b;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MATH
|
|
|
|
// these are *only* the functions used internally
|
|
// the real math functions are inside PApplet
|
|
|
|
// these have been made private so as not to conflict
|
|
// with the versions found in PApplet when fxn importing happens
|
|
// also might be faster that way. hmm.
|
|
|
|
|
|
private final float mag(float a, float b) {
|
|
return (float)Math.sqrt(a*a + b*b);
|
|
}
|
|
|
|
private final float mag(float a, float b, float c) {
|
|
return (float)Math.sqrt(a*a + b*b + c*c);
|
|
}
|
|
|
|
private final float max(float a, float b) {
|
|
return (a > b) ? a : b;
|
|
}
|
|
|
|
private final float sq(float a) {
|
|
return a*a;
|
|
}
|
|
|
|
private final float sqrt(float a) {
|
|
return (float)Math.sqrt(a);
|
|
}
|
|
|
|
private final float abs(float a) {
|
|
return (a < 0) ? -a : a;
|
|
}
|
|
|
|
private final float sin(float angle) {
|
|
if (angleMode == DEGREES) angle *= DEG_TO_RAD;
|
|
return (float)Math.sin(angle);
|
|
}
|
|
|
|
private final float cos(float angle) {
|
|
if (angleMode == DEGREES) angle *= DEG_TO_RAD;
|
|
return (float)Math.cos(angle);
|
|
}
|
|
|
|
private final float tan(float angle) {
|
|
if (angleMode == DEGREES) angle *= DEG_TO_RAD;
|
|
return (float)Math.tan(angle);
|
|
}
|
|
}
|
|
|