Files
processing4/core/PGraphics.java
2005-03-01 18:11:38 +00:00

2715 lines
71 KiB
Java

/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
PGraphics - main graphics and rendering context
Part of the Processing project - http://processing.org
Copyright (c) 2004- Ben Fry and Casey Reas
Copyright (c) 2001-04 Massachusetts Institute of Technology
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
package processing.core;
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.io.*;
public class PGraphics extends PImage implements PConstants {
/// width minus one (useful for many calculations)
public int width1;
/// height minus one (useful for many calculations)
public int height1;
/// width * height (useful for many calculations)
public int pixelCount;
// ........................................................
// specifics for java memoryimagesource
DirectColorModel cm;
MemoryImageSource mis;
public Image image;
// ........................................................
// needs to happen before background() is called
// and resize.. so it's gotta be outside
protected boolean hints[] = new boolean[HINT_COUNT];
// ........................................................
// underscored_names are used for private functions or variables
/** The current colorMode */
public int colorMode;
/** Max value for red (or hue) set by colorMode */
public float colorModeX;
/** Max value for green (or saturation) set by colorMode */
public float colorModeY;
/** Max value for blue (or value) set by colorMode */
public float colorModeZ;
/** Max value for alpha set by colorMode */
public float colorModeA;
/** True if colors are not in the range 0..1 */
boolean colorScale;
/** True if colorMode(RGB, 255) */
boolean colorRgb255;
/** True if tint() is enabled, read-only */
public boolean tint;
/** Tint that was last set, read-only */
public int tintColor;
/** True if the tint has an alpha value */
boolean tintAlpha;
public float tintR, tintG, tintB, tintA;
public int tintRi, tintGi, tintBi, tintAi;
// fill color
public boolean fill;
public int fillColor;
public boolean fillAlpha;
public float fillR, fillG, fillB, fillA;
public int fillRi, fillGi, fillBi, fillAi;
// stroke color
public boolean stroke;
boolean strokeAlpha;
public float strokeR, strokeG, strokeB, strokeA;
public int strokeRi, strokeGi, strokeBi, strokeAi;
public int strokeColor;
//public boolean background;
/** Last background color that was set */
public int backgroundColor;
public float backgroundR, backgroundG, backgroundB;
public int backgroundRi, backgroundGi, backgroundBi;
// internal color for setting/calculating
float calcR, calcG, calcB, calcA;
int calcRi, calcGi, calcBi, calcAi;
int calcColor;
boolean calcAlpha;
/** The last rgb value converted to HSB */
int cacheHsbKey;
/** Result of the last conversion to HSB */
float cacheHsbValue[] = new float[3]; // inits to zero
/** True if depth() is enabled, read-only */
//public boolean depth;
/**
* Internal values for enabling/disabling 2D or 0D optimizations.
* These are normally turned on, but will be shut off for OpenGL.
* Also, users may want to disable them if they're causing trouble.
*/
//public boolean optimize0 = true;
//public boolean optimize2 = true;
/** Set by strokeWeight(), read-only */
public float strokeWeight;
/** Set by strokeJoin(), read-only */
public int strokeJoin;
/** Set by strokeCap(), read-only */
public int strokeCap;
// ........................................................
/**
* Model transformation of the form m[row][column],
* which is a "column vector" (as opposed to "row vector") matrix.
*/
public float m00, m01, m02;
public float m10, m11, m12;
public int angleMode;
static final int MATRIX_STACK_DEPTH = 32;
float matrixStack[][] = new float[MATRIX_STACK_DEPTH][16];
int matrixStackDepth;
// ........................................................
Path path;
// ........................................................
/**
* Type of shape passed to beginShape(),
* zero if no shape is currently being drawn.
*/
protected int shape;
//int shape_index;
// vertices
static final int DEFAULT_VERTICES = 512;
public float vertices[][] = new float[DEFAULT_VERTICES][VERTEX_FIELD_COUNT];
int vertexCount; // total number of vertices
// ........................................................
protected boolean bezier_inited = false;
protected int bezier_detail = 20; //BEZIER_DETAIL;
// msjvm complained when bezier_basis was final
protected float bezier_basis[][] = {
{ -1, 3, -3, 1},
{ 3, -6, 3, 0},
{ -3, 3, 0, 0},
{ 1, 0, 0, 0}
};
protected float bezier_forward[][]; // = new float[4][4];
protected float bezier_draw[][]; // = new float[4][4];
// ........................................................
protected boolean curve_inited = false;
protected int curve_detail = 20;
// catmull-rom basis matrix, perhaps with optional s parameter
protected float curve_tightness = 0;
protected float curve_basis[][]; // = new float[4][4];
protected float curve_forward[][]; // = new float[4][4];
protected float curve_draw[][];
// ........................................................
// spline vertices
static final int DEFAULT_SPLINE_VERTICES = 128;
protected float splineVertices[][];
protected int splineVertexCount;
//boolean spline_vertices_flat;
// ........................................................
// precalculate sin/cos lookup tables [toxi]
// circle resolution is determined from the actual used radii
// passed to ellipse() method. this will automatically take any
// scale transformations into account too
// [toxi 031031]
// changed table's precision to 0.5 degree steps
// introduced new vars for more flexible code
static final float sinLUT[];
static final float cosLUT[];
static final float SINCOS_PRECISION = 0.5f;
static final int SINCOS_LENGTH = (int) (360f / SINCOS_PRECISION);
static {
sinLUT = new float[SINCOS_LENGTH];
cosLUT = new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i] = (float) Math.sin(i * DEG_TO_RAD * SINCOS_PRECISION);
cosLUT[i] = (float) Math.cos(i * DEG_TO_RAD * SINCOS_PRECISION);
}
}
// ........................................................
public int rectMode;
public int ellipseMode;
//public int arcMode;
//int text_mode;
//int text_space;
public PFont textFont;
public int textMode; // alignment
public int textSpace;
public float textSize;
public float textLeading;
//////////////////////////////////////////////////////////////
// INTERNAL
/**
* Constructor for the PGraphics object.
* This prototype only exists because of annoying
* java compilers, and should not be used.
*/
public PGraphics() { }
/**
* Constructor for the PGraphics object. Use this to ensure that
* the defaults get set properly. In a subclass, use this(w, h)
* as the first line of a subclass' constructor to properly set
* the internal fields and defaults.
*
* @param iwidth viewport width
* @param iheight viewport height
*/
public PGraphics(int iwidth, int iheight) {
resize(iwidth, iheight);
// init color/stroke/fill
// called instead just before setup on first frame
//defaults();
// clear geometry for loading later
//circleX = null; // so that bagel knows to init these
//sphereX = null; // diff from cpp b/c mem in cpp is preallocated
}
/**
* Called in repsonse to a resize event, handles setting the
* new width and height internally, as well as re-allocating
* the pixel buffer for the new size.
*
* Note that this will nuke any cameraMode() settings.
*/
public void resize(int iwidth, int iheight) { // ignore
//System.out.println("resize " + iwidth + " " + iheight);
width = iwidth;
height = iheight;
width1 = width - 1;
height1 = height - 1;
allocate();
// clear the screen with the old background color
//background(backgroundColor);
}
// broken out because of subclassing
protected void allocate() {
pixelCount = width * height;
pixels = new int[pixelCount];
// because of a java 1.1 bug, pixels must be registered as
// opaque before their first run, the memimgsrc will flicker
// and run very slowly.
backgroundColor |= 0xff000000; // just for good measure
for (int i = 0; i < pixelCount; i++) pixels[i] = backgroundColor;
//for (int i = 0; i < pixelCount; i++) pixels[i] = 0xffffffff;
cm = new DirectColorModel(32, 0x00ff0000, 0x0000ff00, 0x000000ff);;
mis = new MemoryImageSource(width, height, pixels, 0, width);
mis.setFullBufferUpdates(true);
mis.setAnimated(true);
image = Toolkit.getDefaultToolkit().createImage(mis);
}
//////////////////////////////////////////////////////////////
// FRAME
/**
* Initializes engine before drawing a new frame.
* Called by PApplet, no need to call this.
*/
public void beginFrame() { // ignore
resetMatrix(); // reset model matrix
// reset vertices
vertexCount = 0;
}
/**
* Indicates a completed frame.
* Finishes rendering and swaps the buffer to the screen.
*
* If z-sorting has been turned on, then the triangles will
* all be quicksorted here (to make alpha work more properly)
* and then blit to the screen.
*/
public void endFrame() { // ignore
// moving this back here (post-68) because of macosx thread problem
mis.newPixels(pixels, cm, 0, width);
}
/**
* set engine's default values
*/
public void defaults() { // ignore
colorMode(RGB, TFF);
fill(TFF);
stroke(0);
strokeWeight(ONE);
background(204);
// init shape stuff
shape = 0;
// init matrices (must do before lights)
matrixStackDepth = 0;
rectMode(CORNER);
ellipseMode(CENTER);
//arcMode(CENTER);
angleMode(RADIANS);
// no current font
textFont = null;
textSize = 12;
textLeading = 14;
textMode = ALIGN_LEFT;
textSpace = OBJECT_SPACE;
//text_mode = ALIGN_LEFT;
//text_space = OBJECT_SPACE;
}
//////////////////////////////////////////////////////////////
// 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;
}
//////////////////////////////////////////////////////////////
// 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;
// reset vertex, line and triangle information
// every shape is rendered at endShape();
vertexCount = 0;
splineVertexCount = 0;
//spline_vertices_flat = true;
//strokeChanged = false;
//fillChanged = false;
//normalChanged = false;
}
public void normal(float nx, float ny, float nz) {
throw new RuntimeException("normal() can only be used with depth()");
}
public void textureMode(int mode) {
throw new RuntimeException("textureMode() can only be used with depth()");
}
public void texture(PImage image) {
throw new RuntimeException("texture() can only be used with depth()");
}
public void vertex(float x, float y) {
splineVertexCount = 0;
float vertex[];
if (vertexCount == vertices.length) {
float temp[][] = new float[vertexCount<<1][VERTEX_FIELD_COUNT];
System.arraycopy(vertices, 0, temp, 0, vertexCount);
vertices = temp;
//message(CHATTER, "allocating more vertices " + vertices.length);
}
// not everyone needs this, but just easier to store rather
// than adding another moving part to the code...
vertices[vertexCount][MX] = x;
vertices[vertexCount][MY] = x;
vertexCount++;
switch (shape) {
case POINTS:
point(x, y);
break;
case LINES:
if ((vertexCount % 2) == 0) {
line(vertices[vertexCount-2][MX],
vertices[vertexCount-2][MY], x, y);
}
break;
case LINE_STRIP:
case LINE_LOOP:
if (vertexCount == 1) {
path = new Path();
path.moveTo(x, y);
} else {
path.lineTo(x, y);
}
break;
case TRIANGLES:
if ((vertexCount % 3) == 0) {
triangle(vertices[vertexCount - 3][MX],
vertices[vertexCount - 3][MY],
vertices[vertexCount - 2][MX],
vertices[vertexCount - 2][MY],
x, y);
}
break;
case TRIANGLE_STRIP:
if (vertexCount == 3) {
triangle(vertices[0][MX], vertices[0][MY],
vertices[1][MX], vertices[1][MY],
x, y);
} else if (vertexCount > 3) {
path = new Path();
// when vertexCount == 4, draw an un-closed triangle
// for indices 2, 3, 1
path.moveTo(vertices[vertexCount - 2][MX],
vertices[vertexCount - 2][MY]);
path.lineTo(vertices[vertexCount - 1][MX],
vertices[vertexCount - 1][MY]);
path.lineTo(vertices[vertexCount - 3][MX],
vertices[vertexCount - 3][MY]);
draw_shape(path);
}
break;
case TRIANGLE_FAN:
if (vertexCount == 3) {
triangle(vertices[0][MX], vertices[0][MY],
vertices[1][MX], vertices[1][MY],
x, y);
} else if (vertexCount > 3) {
path = new Path();
// when vertexCount > 3, draw an un-closed triangle
// for indices 0 (center), previous, current
path.moveTo(vertices[0][MX],
vertices[0][MY]);
path.lineTo(vertices[vertexCount - 2][MX],
vertices[vertexCount - 2][MY]);
path.lineTo(x, y);
draw_shape(path);
}
break;
case QUADS:
if ((vertexCount % 4) == 0) {
quad(vertices[vertexCount - 4][MX],
vertices[vertexCount - 4][MY],
vertices[vertexCount - 3][MX],
vertices[vertexCount - 3][MY],
vertices[vertexCount - 2][MX],
vertices[vertexCount - 2][MY],
x, y);
}
break;
case QUAD_STRIP:
// 0---2---4
// | | |
// 1---3---5
if (vertexCount == 4) {
// note difference in winding order:
quad(vertices[0][MX], vertices[0][MY],
vertices[2][MX], vertices[2][MY],
x, y,
vertices[1][MX], vertices[1][MY]);
} else if (vertexCount > 4) {
path = new Path();
// when vertexCount == 5, draw an un-closed triangle
// for indices 2, 4, 5, 3
path.moveTo(vertices[vertexCount - 3][MX],
vertices[vertexCount - 3][MY]);
path.lineTo(vertices[vertexCount - 1][MX],
vertices[vertexCount - 1][MY]);
path.lineTo(x, y);
path.lineTo(vertices[vertexCount - 2][MX],
vertices[vertexCount - 2][MY]);
draw_shape(path);
}
break;
case POLYGON:
case CONCAVE_POLYGON:
case CONVEX_POLYGON:
if (vertexCount == 1) {
path = new Path();
path.moveTo(x, y);
} else {
path.lineTo(x, y);
}
break;
}
}
public void vertex(float x, float y, float z) {
throw new RuntimeException("vertex(x, y, z) can only be used with " +
"depth(), use vertex(x, y) instead.");
}
public void vertex(float x, float y, float u, float v) {
throw new RuntimeException("vertex() with u, v coordinates " +
"can only be used with depth()");
}
public void vertex(float x, float y, float z, float u, float v) {
throw new RuntimeException("vertex() with u, v coordinates " +
"can only be used with depth()");
}
public void bezierVertex(float x, float y) {
vertexCount = 0;
if (splineVertices == null) {
splineVertices = new float[DEFAULT_SPLINE_VERTICES][VERTEX_FIELD_COUNT];
}
// if more than 128 points, shift everything back to the beginning
if (splineVertexCount == DEFAULT_SPLINE_VERTICES) {
System.arraycopy(splineVertices[DEFAULT_SPLINE_VERTICES - 3], 0,
splineVertices[0], 0, VERTEX_FIELD_COUNT);
System.arraycopy(splineVertices[DEFAULT_SPLINE_VERTICES - 2], 0,
splineVertices[1], 0, VERTEX_FIELD_COUNT);
splineVertexCount = 3;
}
splineVertices[splineVertexCount][MX] = x;
splineVertices[splineVertexCount][MY] = y;
splineVertexCount++;
switch (shape) {
case LINE_LOOP:
case POLYGON:
case CONCAVE_POLYGON:
case CONVEX_POLYGON:
if (splineVertexCount == 1) {
path.moveTo(x, y);
} else if (splineVertexCount >= 4) {
path.curveTo(splineVertices[splineVertexCount-3][MX],
splineVertices[splineVertexCount-3][MY],
splineVertices[splineVertexCount-2][MX],
splineVertices[splineVertexCount-2][MY],
x, y);
}
break;
default:
throw new RuntimeException("bezierVertex() can only be used with " +
"LINE_LOOP and POLYGON shapes");
}
}
/**
* See notes with the bezier() function.
*/
public void bezierVertex(float x, float y, float z) {
throw new RuntimeException("bezierVertex(x, y, z) can only be used with " +
"depth(), use bezierVertex(x, y) instead.");
}
/**
* See notes with the curve() function.
*/
public void curveVertex(float x, float y) {
//throw new RuntimeException("curveVertex() temporarily disabled");
// TODO get matrix setup happening
}
/**
* See notes with the curve() function.
*/
public void curveVertex(float x, float y, float z) {
throw new RuntimeException("curveVertex(x, y, z) can only be used with " +
"depth(), use curveVertex(x, y) instead.");
}
public void endShape() {
shape = 0;
switch (shape) {
case LINE_STRIP:
stroke_shape(path);
break;
case LINE_LOOP:
path.closePath();
stroke_shape(path);
break;
case POLYGON:
case CONCAVE_POLYGON:
case CONVEX_POLYGON:
path.closePath();
draw_shape(path);
break;
}
}
//////////////////////////////////////////////////////////////
// STROKE/FILL/DRAW
//protected void fill_shape(Shape s) {
protected void fill_shape(Path s) {
if (fill) {
//graphics.setColor(fillColorObject);
//graphics.fill(s);
}
}
//protected void stroke_shape(Shape s) {
protected void stroke_shape(Path s) {
if (stroke) {
//graphics.setColor(strokeColorObject);
//graphics.draw(s);
}
}
//protected void draw_shape(Shape s) {
protected void draw_shape(Path s) {
if (fill) {
//graphics.setColor(fillColorObject);
//graphics.fill(s);
}
if (stroke) {
//graphics.setColor(strokeColorObject);
//graphics.draw(s);
}
}
//////////////////////////////////////////////////////////////
// POINT
public void point(float x, float y) {
// TODO
}
public void point(float x, float y, float z) {
throw new RuntimeException("point(x, y, z) can only be used with " +
"depth(), use point(x, y) instead.");
}
public void line(float x1, float y1, float x2, float y2) {
// TODO
}
public void line(float x1, float y1, float z1,
float x2, float y2, float z2) {
throw new RuntimeException("line(x1, y1, z1, x2, y2, z2) " +
"can only be used with depth()");
}
public void triangle(float x1, float y1, float x2, float y2,
float x3, float y3) {
// TODO
}
public void quad(float x1, float y1, float x2, float y2,
float x3, float y3, float x4, float y4) {
// TODO
}
//////////////////////////////////////////////////////////////
// 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;
}
rectImpl(x1, y1, x2, y2);
}
protected void rectImpl(float x1, float y1, float x2, float y2) {
// TODO write rect drawing function
}
//////////////////////////////////////////////////////////////
// ELLIPSE AND ARC
public void ellipseMode(int mode) {
ellipseMode = mode;
}
public void ellipse(float a, float b, float c, float d) {
float x = a;
float y = b;
float w = c;
float h = d;
if (ellipseMode == CORNERS) {
w = c - a;
h = d - b;
} else if (ellipseMode == CENTER_RADIUS) {
x = a - c;
y = b - d;
w = c * 2;
h = d * 2;
} else if (ellipseMode == CENTER) {
x = a - c/2f;
y = b - d/2f;
}
ellipseImpl(x, y, w, h);
}
protected void ellipseImpl(float x, float y, float w, float h) {
// TODO draw an ellipse
}
/**
* Identical parameters and placement to ellipse,
* but draws only an arc of that ellipse.
*
* angleMode() sets DEGREES or RADIANS for the start & stop
* ellipseMode() sets the placement.
*/
public void arc(float a, float b, float c, float d,
float start, float stop) {
float x = a;
float y = b;
float w = c;
float h = d;
if (ellipseMode == CORNERS) {
w = c - a;
h = d - b;
} else if (ellipseMode == CENTER_RADIUS) {
x = a - c;
y = b - d;
w = c * 2;
h = d * 2;
} else if (ellipseMode == CENTER) {
x = a - c/2f;
y = b - d/2f;
}
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;
}
arcImpl(start, stop, x, y, w, h);
}
protected void arcImpl(float x, float y, float w, float h,
float start, float stop) {
}
//////////////////////////////////////////////////////////////
// 3D SHAPES
public void box(float size) {
throw new RuntimeException("box() can only be used with depth()");
}
public void box(float w, float h, float d) {
throw new RuntimeException("box() can only be used with depth()");
}
public void sphereDetail(int res) {
throw new RuntimeException("sphereDetail() can only be used with depth()");
}
public void sphere(float r) {
throw new RuntimeException("sphere() can only be used with depth()");
}
public void sphere(float x, float y, float z, float r) {
throw new RuntimeException("sphere() can only be used with depth()");
}
//////////////////////////////////////////////////////////////
// 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) {
throw new RuntimeException("bezier() with z coordinates " +
"can only be used with depth()");
}
protected 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);
}
protected 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)
*/
protected 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) {
throw new RuntimeException("curve() with z coordinates " +
"can only be used with depth()");
}
/**
* 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
*/
protected 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]);
protected 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.
*/
protected void spline2_segment(int offset, int start,
float m[][], int segments) {
float x1 = splineVertices[offset][MX];
float y1 = splineVertices[offset][MY];
float x2 = splineVertices[offset+1][MX];
float y2 = splineVertices[offset+1][MY];
float x3 = splineVertices[offset+2][MX];
float y3 = splineVertices[offset+2][MY];
float x4 = splineVertices[offset+3][MX];
float y4 = splineVertices[offset+3][MY];
float x0 = splineVertices[start][MX];
float y0 = splineVertices[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 splineVertexCount, so save it
int splineVertexSaved = splineVertexCount;
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);
}
splineVertexCount = splineVertexSaved;
}
protected void spline3_segment(int offset, int start,
float m[][], int segments) {
float x1 = splineVertices[offset+0][MX];
float y1 = splineVertices[offset+0][MY];
float z1 = splineVertices[offset+0][MZ];
float x2 = splineVertices[offset+1][MX];
float y2 = splineVertices[offset+1][MY];
float z2 = splineVertices[offset+1][MZ];
float x3 = splineVertices[offset+2][MX];
float y3 = splineVertices[offset+2][MY];
float z3 = splineVertices[offset+2][MZ];
float x4 = splineVertices[offset+3][MX];
float y4 = splineVertices[offset+3][MY];
float z4 = splineVertices[offset+3][MZ];
float x0 = splineVertices[start][MX];
float y0 = splineVertices[start][MY];
float z0 = splineVertices[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 splineVertexCount, so save it
int cvertexSaved = splineVertexCount;
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);
}
splineVertexCount = cvertexSaved;
}
//////////////////////////////////////////////////////////////
// IMAGE
public void image(PImage image, float x, float y) {
imageImpl(image,
x, y, x+image.width, y+image.height,
0, 0, image.width, image.height);
}
public void image(PImage image,
float x, float y, float c, float d) {
image(image, x, y, c, d, 0, 0, image.width, image.height);
}
/**
* u, v coordinates are always based on image space location,
* regardless of the current textureMode().
*/
public void image(PImage image,
float a, float b, float c, float d,
int u1, int v1, int u2, int v2) {
if (imageMode == CORNER) {
imageImpl(image,
a, b, a + c, b + d,
u1, v1, u2, v2);
} else if (imageMode == CORNERS) {
imageImpl(image,
a, b, c, d,
u1, v1, u2, v2);
/*
} else if ((imageMode == CENTER) ||
(imageMode == CENTER_RADIUS)) {
imageImpl(image,
a - c/2f, b - d/2f,
a + c/2f, b + d/2f,
u1, v1, u2, v2);
*/
}
}
protected void imageImpl(PImage image,
float x1, float y1, float x2, float y2,
int u1, int v1, int u2, int v2) {
// TODO blit an image to the screen
}
//////////////////////////////////////////////////////////////
// TEXT/FONTS
public void textFont(PFont which, float size) {
textFont(which);
textSize(size);
}
public void textFont(PFont which) {
if (which != null) {
textFont = which;
//textFont.resetSize();
//textFont.resetLeading();
} else {
throw new RuntimeException("a null PFont was passed to textFont()");
}
}
public void textSize(float size) {
if (textFont != null) {
textSize = size;
resetLeading();
} else {
throw new RuntimeException("use textFont() before textSize()");
}
}
protected void resetLeading() {
textLeading = (textFont.ascent() + textFont.descent()) * 1.275f;
}
public void textLeading(float leading) {
textLeading = leading;
/*
if (textFont != null) {
textFont.leading(leading);
} else {
throw new RuntimeException("use textFont() before textLeading()");
}
*/
}
public void textMode(int mode) {
textMode = mode;
/*
if (textFont != null) {
textFont.align(mode);
} else {
throw new RuntimeException("use textFont() before textMode()");
}
*/
}
public void textSpace(int space) {
textSpace = space;
/*
if (textFont != null) {
textFont.space(space);
} else {
throw new RuntimeException("use textFont() before textSpace()");
}
*/
}
public float textAscent() {
if (textFont != null) {
return textFont.ascent() * textSize;
} else {
throw new RuntimeException("use textFont() before textAscent()");
}
}
public float textDescent() {
if (textFont != null) {
return textFont.descent() * textSize;
} else {
throw new RuntimeException("use textFont() before textDescent()");
}
}
public float textWidth(char c) {
if (textFont != null) {
return textFont.width(c) * textSize;
} else {
throw new RuntimeException("use textFont() before textWidth()");
}
}
/**
* Return the width of a line of text. If the text has multiple
* lines, this returns the length of the longest line.
*/
public float textWidth(String s) {
if (textFont != null) {
return textFont.width(s) * textSize;
} else {
throw new RuntimeException("use textFont() before textWidth()");
}
}
public void text(char c, float x, float y) {
if (textFont != null) {
textFont.text(c, x, y, this);
} else {
throw new RuntimeException("use textFont() before text()");
}
}
public void text(char c, float x, float y, float z) {
if ((z != 0) && (textSpace == SCREEN_SPACE)) {
String msg = "textSpace(SCREEN_SPACE) cannot have a z coordinate";
throw new RuntimeException(msg);
}
// this just has to pass through.. if z is not zero when
// drawing to non-depth(), the PFont will have to throw an error.
if (textFont != null) {
textFont.text(c, x, y, z, this);
} else {
throw new RuntimeException("use textFont() before text()");
}
//throw new RuntimeException("text() with a z coordinate is " +
// "only supported when depth() is used");
}
public void text(String s, float x, float y) {
if (textFont != null) {
textFont.text(s, x, y, this);
} else {
throw new RuntimeException("use textFont() before text()");
}
}
public void text(String s, float x, float y, float z) {
if ((z != 0) && (textSpace == SCREEN_SPACE)) {
String msg = "textSpace(SCREEN_SPACE) cannot have a z coordinate";
throw new RuntimeException(msg);
}
// this just has to pass through.. if z is not zero when
// drawing to non-depth(), the PFont will have to throw an error.
if (textFont != null) {
textFont.text(s, x, y, z, this);
} else {
throw new RuntimeException("use textFont() before text()");
}
//throw new RuntimeException("text() with a z coordinate is " +
// "only supported when depth() is used");
}
/**
* Draw text in a box that is constrained to a particular size.
* The current rectMode() determines what the coordinates mean
* (whether x1/y1/x2/y2 or x/y/w/h).
*
* Note that the x,y coords of the start of the box
* will align with the *ascent* of the text, not the baseline,
* as is the case for the other text() functions.
*/
public void text(String s, float x1, float y1, 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, x2, y2, this);
} else {
throw new RuntimeException("use textFont() before text()");
}
}
public void text(String s, float x1, float y1, float x2, float y2, float z) {
throw new RuntimeException("text() with a z coordinate is " +
"only supported when depth() is used");
}
public void text(int num, float x, float y) {
text(String.valueOf(num), x, y);
}
public void text(int num, float x, float y, float z) {
text(String.valueOf(num), x, y, z);
//throw new RuntimeException("text() with a z coordinate is " +
// "only supported when depth() is used");
}
/**
* 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) {
text(PApplet.nfs(num, 0, 3), x, y);
}
public void text(float num, float x, float y, float z) {
// not supported in 2D
}
//////////////////////////////////////////////////////////////
// MATRIX TRANSFORMATIONS
public void translate(float tx, float ty) {
m02 += tx*m00 + ty*m01 + m02;
m12 += tx*m10 + ty*m11 + m12;
}
public void translate(float tx, float ty, float tz) {
throw new RuntimeException("translate() with a z coordinate " +
"can only be used with depth()");
}
public void angleMode(int mode) {
angleMode = mode;
}
/**
* 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) {
if (angleMode == DEGREES) angle *= DEG_TO_RAD;
float c = (float) Math.cos(angle);
float s = (float) Math.sin(angle);
applyMatrix(c, -s, 0, s, c, 0);
}
public void rotateX(float angle) {
throw new RuntimeException("rotateX() can only be used with depth()");
}
public void rotateY(float angle) {
throw new RuntimeException("rotateX() can only be used with depth()");
}
public void rotateZ(float angle) {
throw new RuntimeException("rotateX() can only be used with depth()");
}
public void rotate(float angle, float vx, float vy, float vz) {
throw new RuntimeException("rotate(angle, x, y, z) " +
"can only be used with depth()");
}
/**
* 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) {
applyMatrix(s, 0, 0,
0, s, 0);
}
public void scale(float sx, float sy) {
applyMatrix(sx, 0, 0,
0, sy, 0);
}
public void scale(float x, float y, float z) {
throw new RuntimeException("scale() with a z coordinate " +
"can only be used with depth()");
}
//////////////////////////////////////////////////////////////
// TRANSFORMATION MATRIX
public void push() {
if (matrixStackDepth+1 == MATRIX_STACK_DEPTH) {
throw new RuntimeException("too many calls to push()");
//message(COMPLAINT, "matrix stack overflow, to much pushmatrix");
//return;
}
float mat[] = matrixStack[matrixStackDepth];
mat[0] = m00; mat[1] = m01; mat[2] = m02;
mat[3] = m10; mat[4] = m11; mat[5] = m12;
matrixStackDepth++;
}
public void pop() {
if (matrixStackDepth == 0) {
throw new RuntimeException("too many calls to pop() " +
"(and not enough to push)");
//message(COMPLAINT, "matrix stack underflow, to many popmatrix");
//return;
}
matrixStackDepth--;
float mat[] = matrixStack[matrixStackDepth];
m00 = mat[0]; m01 = mat[1]; m02 = mat[2];
m10 = mat[3]; m11 = mat[4]; m12 = mat[5];
}
/**
* Load identity as the transform/model matrix.
* Same as glLoadIdentity().
*/
public void resetMatrix() {
m00 = 1; m01 = 0; m02 = 0;
m10 = 0; m11 = 1; m12 = 0;
}
/**
* 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;
}
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) {
throw new RuntimeException("applyMatrix() with a 4x4 matrix " +
"can only be used with depth()");
}
/**
* Print the current model (or "transformation") matrix.
*/
public void printMatrix() {
float big = Math.abs(m00);
if (Math.abs(m01) > big) big = Math.abs(m01);
if (Math.abs(m02) > big) big = Math.abs(m02);
if (Math.abs(m10) > big) big = Math.abs(m10);
if (Math.abs(m11) > big) big = Math.abs(m11);
if (Math.abs(m12) > big) big = Math.abs(m12);
// avoid infinite loop
if (Float.isNaN(big) || Float.isInfinite(big)) {
big = 8; // set to something arbitrary
}
int d = 1;
int bigi = (int) big;
while ((bigi /= 10) != 0) d++; // cheap log()
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 (none are supported in 2D)
public void cameraMode(int mode) {
throw new RuntimeException("cameraMode() can only be used with depth()");
}
public void beginCamera() {
throw new RuntimeException("beginCamera() can only be used with depth()");
}
public void endCamera() {
throw new RuntimeException("endCamera() can only be used with depth()");
}
public void ortho(float left, float right,
float bottom, float top,
float near, float far) {
throw new RuntimeException("ortho() can only be used with depth()");
}
public void perspective(float fovy, float aspect, float zNear, float zFar) {
throw new RuntimeException("perspective() can only be used with depth()");
}
public void frustum(float left, float right, float bottom,
float top, float znear, float zfar) {
throw new RuntimeException("frustum() can only be used with depth()");
}
public void lookat(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ,
float upX, float upY, float upZ) {
throw new RuntimeException("lookat() can only be used with depth()");
}
public void printCamera() {
throw new RuntimeException("printCamera() can only be used with depth()");
}
//////////////////////////////////////////////////////////////
// SCREEN TRANSFORMS
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) {
throw new RuntimeException("screenX(x, y, z) can only be used " +
"with depth(), use screenX(x, y) instead");
}
public float screenY(float x, float y, float z) {
throw new RuntimeException("screenY(x, y, z) can only be used " +
"with depth(), use screenY(x, y) instead");
}
public float screenZ(float x, float y, float z) {
throw new RuntimeException("screenZ() can only be used with depth()");
}
public float objectX(float x, float y, float z) {
throw new RuntimeException("objectX() can only be used with depth()");
}
public float objectY(float x, float y, float z) {
throw new RuntimeException("objectY() can only be used with depth()");
}
public float objectZ(float x, float y, float z) {
throw new RuntimeException("objectZ() can only be used with depth()");
}
//////////////////////////////////////////////////////////////
// LIGHTS
public void lights() {
throw new RuntimeException("lights() can only be used with depth()");
}
public void noLights() {
throw new RuntimeException("noLights() can only be used with depth()");
}
public void light(int num, float x, float y, float z,
float red, float green, float blue) {
throw new RuntimeException("light() can only be used with depth()");
}
public void lightEnable(int num) {
throw new RuntimeException("lightEnable() can only be used with depth()");
}
public void lightDisable(int num) {
throw new RuntimeException("lightDisable() can only be used with depth()");
}
public void lightPosition(int num, float x, float y, float z) {
throw new RuntimeException("lightPosition() " +
"can only be used with depth()");
}
public void lightAmbient(int num, float x, float y, float z) {
throw new RuntimeException("lightAmbient() " +
"can only be used with depth()");
}
public void lightDiffuse(int num, float x, float y, float z) {
throw new RuntimeException("lightDiffuse() " +
"can only be used with depth()");
}
public void lightSpecular(int num, float x, float y, float z) {
throw new RuntimeException("lightSpecular() " +
"can only be used with depth()");
}
//////////////////////////////////////////////////////////////
// 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 indepenent
* 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();
}
//////////////////////////////////////////////////////////////
/**
* Note that background() must be called before any
* transformations occur, because some implementations may
* require the current transformation matrix to be identity
* before drawing.
*/
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)) {
throw new RuntimeException("background image must be " +
"the same size as your application");
}
if ((image.format != RGB) && (image.format != ARGB)) {
throw new RuntimeException("background images should be RGB or ARGB");
}
// blit image to the screen
System.arraycopy(image.pixels, 0, pixels, 0, pixels.length);
}
/**
* 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() {
for (int i = 0; i < pixelCount; i++) {
pixels[i] = backgroundColor;
}
}
//////////////////////////////////////////////////////////////
// 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();
}
*/
//////////////////////////////////////////////////////////////
// COLOR MANIPULATION
// 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;
}
/*
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 max(float a, float b, float c) {
//return Math.max(a, Math.max(b, c));
//}
//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);
//}
//////////////////////////////////////////////////////////////
// PATH
class Path {
public void moveTo(float x, float y) { // ignore
}
public void lineTo(float x, float y) { // ignore
}
public void curveTo(float x1, float y1, // ignore
float x2, float y2,
float x3, float y3) {
}
public void closePath() { // ignore
}
}
//class Shape extends Path {
//}
//////////////////////////////////////////////////////////////
/**
* Cannot be used on PGraphics, use get(0, 0, width, height) first,
* and then mask() the image that's returned. The problem is that the
* results are too complicated across different implementations,
* and this implementation represents only a minimal speedup versus
* the amount of confusion it creates.
*/
public void mask(int alpha[]) { // ignore
throw new RuntimeException("mask() cannot be used on PGraphics");
}
public void mask(PImage alpha) { // ignore
throw new RuntimeException("mask() cannot be used on PGraphics");
}
}