Files
processing4/core/PGraphics2.java
2005-02-13 22:38:18 +00:00

422 lines
11 KiB
Java

/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
PGraphics2 - graphics engine implemented via java2d
Part of the Processing project - http://processing.org
Copyright (c) 2005 Ben Fry and Casey Reas
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 PGraphics2 extends PGraphics {
protected Graphics2D graphics;
//////////////////////////////////////////////////////////////
// INTERNAL
/**
* Constructor for the PGraphics2 object.
* This prototype only exists because of annoying
* java compilers, and should not be used.
*/
public PGraphics2() { }
/**
* 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 PGraphics2(int iwidth, int iheight) {
resize(iwidth, iheight);
}
/**
* 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 for opengl
protected void allocate() {
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = (Graphics2D) image.getGraphics();
line = new PLine(this);
triangle = new PTriangle(this);
}
//public void defaults() {
//////////////////////////////////////////////////////////////
// FRAME
//public void beginFrame()
// turn off mis.newPixels
public void endFrame() {
// moving this back here (post-68) because of macosx thread problem
//mis.newPixels(pixels, cm, 0, width);
}
public void endShape() {
vertex_end = vertex_count;
// don't try to draw if there are no vertices
// (fixes a bug in LINE_LOOP that re-adds a nonexistent vertex)
if (vertex_count == 0) {
shape = 0;
return;
}
// ------------------------------------------------------------------
// 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;
}
// set smoothing mode
graphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
smooth ?
RenderingHints.VALUE_ANTIALIAS_ON :
RenderingHints.VALUE_ANTIALIAS_OFF);
if (fill) render_triangles();
if (stroke) render_lines();
shape = 0;
}
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();
}
}
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();
}
}
}