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/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2004-08 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;
/**
* Smoothed triangle renderer for P3D.
*
* Based off of the PPolygon class in old versions of Processing.
* Name and location of this class will change in a future release.
*/
public class PSmoothTriangle implements PConstants {
// really this is "debug" but..
private static final boolean EWJORDAN = false;
private static final boolean FRY = false;
// identical to the constants from PGraphics
static final int X = 0; // transformed xyzw
static final int Y = 1; // formerly SX SY SZ
static final int Z = 2;
static final int R = 3; // actual rgb, after lighting
static final int G = 4; // fill stored here, transform in place
static final int B = 5;
static final int A = 6;
static final int U = 7; // texture
static final int V = 8;
static final int DEFAULT_SIZE = 64; // this is needed for spheres
float vertices[][] = new float[DEFAULT_SIZE][PGraphics.VERTEX_FIELD_COUNT];
int vertexCount;
// after some fiddling, this seems to produce the best results
static final int ZBUFFER_MIN_COVERAGE = 204;
float r[] = new float[DEFAULT_SIZE]; // storage used by incrementalize
float dr[] = new float[DEFAULT_SIZE];
float l[] = new float[DEFAULT_SIZE]; // more storage for incrementalize
float dl[] = new float[DEFAULT_SIZE];
float sp[] = new float[DEFAULT_SIZE]; // temporary storage for scanline
float sdp[] = new float[DEFAULT_SIZE];
// color and xyz are always interpolated
boolean interpX;
boolean interpZ;
boolean interpUV; // is this necessary? could just check timage != null
boolean interpARGB;
int rgba;
int r2, g2, b2, a2, a2orig;
boolean noDepthTest;
PGraphics3D parent;
int pixels[];
float[] zbuffer;
// the parent's width/height,
// or if smooth is enabled, parent's w/h scaled
// up by the smooth dimension
int width, height;
int width1, height1;
PImage timage;
int tpixels[];
int theight, twidth;
int theight1, twidth1;
int tformat;
// temp fix to behave like SMOOTH_IMAGES
// TODO ewjordan: can probably remove this variable
boolean texture_smooth;
// for anti-aliasing
static final int SUBXRES = 8;
static final int SUBXRES1 = 7;
static final int SUBYRES = 8;
static final int SUBYRES1 = 7;
static final int MAX_COVERAGE = SUBXRES * SUBYRES;
boolean smooth;
int firstModY;
int lastModY;
int lastY;
int aaleft[] = new int[SUBYRES];
int aaright[] = new int[SUBYRES];
int aaleftmin, aarightmin;
int aaleftmax, aarightmax;
int aaleftfull, aarightfull;
/* Variables needed for accurate texturing. */
//private PMatrix textureMatrix = new PMatrix3D();
private float[] camX = new float[3];
private float[] camY = new float[3];
private float[] camZ = new float[3];
private float ax,ay,az;
private float bx,by,bz;
private float cx,cy,cz;
private float nearPlaneWidth, nearPlaneHeight, nearPlaneDepth;
//private float newax, newbx, newcx;
private float xmult, ymult;
final private int MODYRES(int y) {
return (y & SUBYRES1);
}
public PSmoothTriangle(PGraphics3D iparent) {
parent = iparent;
reset(0);
}
public void reset(int count) {
vertexCount = count;
interpX = true;
interpZ = true;
interpUV = false;
interpARGB = true;
timage = null;
}
public float[] nextVertex() {
if (vertexCount == vertices.length) {
//parent.message(CHATTER, "re-allocating for " +
// (vertexCount*2) + " vertices");
float temp[][] = new float[vertexCount<<1][PGraphics.VERTEX_FIELD_COUNT];
System.arraycopy(vertices, 0, temp, 0, vertexCount);
vertices = temp;
r = new float[vertices.length];
dr = new float[vertices.length];
l = new float[vertices.length];
dl = new float[vertices.length];
sp = new float[vertices.length];
sdp = new float[vertices.length];
}
return vertices[vertexCount++]; // returns v[0], sets vc to 1
}
public void texture(PImage image) {
this.timage = image;
this.tpixels = image.pixels;
this.twidth = image.width;
this.theight = image.height;
this.tformat = image.format;
twidth1 = twidth - 1;
theight1 = theight - 1;
interpUV = true;
}
public void render() {
if (vertexCount < 3) return;
smooth = true;//TODO
// these may have changed due to a resize()
// so they should be refreshed here
pixels = parent.pixels;
zbuffer = parent.zbuffer;
noDepthTest = false;//parent.hints[DISABLE_DEPTH_TEST];
// In 0148+, should always be true if this code is called at all
//smooth = parent.smooth;
// by default, text turns on smooth for the textures
// themselves. but this should be shut off if the hint
// for DISABLE_TEXT_SMOOTH is set.
texture_smooth = true;
width = smooth ? parent.width*SUBXRES : parent.width;
height = smooth ? parent.height*SUBYRES : parent.height;
width1 = width - 1;
height1 = height - 1;
if (!interpARGB) {
r2 = (int) (vertices[0][R] * 255);
g2 = (int) (vertices[0][G] * 255);
b2 = (int) (vertices[0][B] * 255);
a2 = (int) (vertices[0][A] * 255);
a2orig = a2; // save an extra copy
rgba = 0xff000000 | (r2 << 16) | (g2 << 8) | b2;
}
for (int i = 0; i < vertexCount; i++) {
r[i] = 0; dr[i] = 0; l[i] = 0; dl[i] = 0;
}
if (smooth) {
for (int i = 0; i < vertexCount; i++) {
vertices[i][X] *= SUBXRES;
vertices[i][Y] *= SUBYRES;
}
firstModY = -1;
}
// find top vertex (y is zero at top, higher downwards)
int topi = 0;
float ymin = vertices[0][Y];
float ymax = vertices[0][Y]; // fry 031001
for (int i = 1; i < vertexCount; i++) {
if (vertices[i][Y] < ymin) {
ymin = vertices[i][Y];
topi = i;
}
if (vertices[i][Y] > ymax) ymax = vertices[i][Y];
}
// the last row is an exceptional case, because there won't
// necessarily be 8 rows of subpixel lines that will force
// the final line to render. so instead, the algo keeps track
// of the lastY (in subpixel resolution) that will be rendered
// and that will force a scanline to happen the same as
// every eighth in the other situations
//lastY = -1; // fry 031001
lastY = (int) (ymax - 0.5f); // global to class bc used by other fxns
int lefti = topi; // li, index of left vertex
int righti = topi; // ri, index of right vertex
int y = (int) (ymin + 0.5f); // current scan line
int lefty = y - 1; // lower end of left edge
int righty = y - 1; // lower end of right edge
interpX = true;
int remaining = vertexCount;
// scan in y, activating new edges on left & right
// as scan line passes over new vertices
while (remaining > 0) {
// advance left edge?
while ((lefty <= y) && (remaining > 0)) {
remaining--;
// step ccw down left side
int i = (lefti != 0) ? (lefti-1) : (vertexCount-1);
incrementalize_y(vertices[lefti], vertices[i], l, dl, y);
lefty = (int) (vertices[i][Y] + 0.5f);
lefti = i;
}
// advance right edge?
while ((righty <= y) && (remaining > 0)) {
remaining--;
// step cw down right edge
int i = (righti != vertexCount-1) ? (righti + 1) : 0;
incrementalize_y(vertices[righti], vertices[i], r, dr, y);
righty = (int) (vertices[i][Y] + 0.5f);
righti = i;
}
// do scanlines till end of l or r edge
while (y < lefty && y < righty) {
// this doesn't work because it's not always set here
//if (remaining == 0) {
//lastY = (lefty < righty) ? lefty-1 : righty-1;
//System.out.println("lastY is " + lastY);
//}
if ((y >= 0) && (y < height)) {
//try { // hopefully this bug is fixed
if (l[X] <= r[X]) scanline(y, l, r);
else scanline(y, r, l);
//} catch (ArrayIndexOutOfBoundsException e) {
//e.printStackTrace();
//}
}
y++;
// this increment probably needs to be different
// UV and RGB shouldn't be incremented until line is emitted
increment(l, dl);
increment(r, dr);
}
}
//if (smooth) {
//System.out.println("y/lasty/lastmody = " + y + " " + lastY + " " + lastModY);
//}
}
public void unexpand() {
if (smooth) {
for (int i = 0; i < vertexCount; i++) {
vertices[i][X] /= SUBXRES;
vertices[i][Y] /= SUBYRES;
}
}
}
private void scanline(int y, float l[], float r[]) {
//System.out.println("scanline " + y);
for (int i = 0; i < vertexCount; i++) { // should be moved later
sp[i] = 0; sdp[i] = 0;
}
// this rounding doesn't seem to be relevant with smooth
int lx = (int) (l[X] + 0.49999f); // ceil(l[X]-.5);
if (lx < 0) lx = 0;
int rx = (int) (r[X] - 0.5f);
if (rx > width1) rx = width1;
if (lx > rx) return;
if (smooth) {
int mody = MODYRES(y);
aaleft[mody] = lx;
aaright[mody] = rx;
if (firstModY == -1) {
firstModY = mody;
aaleftmin = lx; aaleftmax = lx;
aarightmin = rx; aarightmax = rx;
} else {
if (aaleftmin > aaleft[mody]) aaleftmin = aaleft[mody];
if (aaleftmax < aaleft[mody]) aaleftmax = aaleft[mody];
if (aarightmin > aaright[mody]) aarightmin = aaright[mody];
if (aarightmax < aaright[mody]) aarightmax = aaright[mody];
}
lastModY = mody; // moved up here (before the return) 031001
// not the eighth (or lastY) line, so not scanning this time
if ((mody != SUBYRES1) && (y != lastY)) return;
//lastModY = mody; // eeK! this was missing
//return;
//if (y == lastY) {
//System.out.println("y is lasty");
//}
//lastModY = mody;
aaleftfull = aaleftmax/SUBXRES + 1;
aarightfull = aarightmin/SUBXRES - 1;
}
// this is the setup, based on lx
incrementalize_x(l, r, sp, sdp, lx);
//System.out.println(l[V] + " " + r[V] + " " +sp[V] + " " +sdp[V]);
// scan in x, generating pixels
// using parent.width to get actual pixel index
// rather than scaled by smooth factor
int offset = smooth ? parent.width * (y / SUBYRES) : parent.width*y;
int truelx = 0, truerx = 0;
if (smooth) {
truelx = lx / SUBXRES;
truerx = (rx + SUBXRES1) / SUBXRES;
lx = aaleftmin / SUBXRES;
rx = (aarightmax + SUBXRES1) / SUBXRES;
if (lx < 0) lx = 0;
if (rx > parent.width1) rx = parent.width1;
}
// System.out.println("P3D interp uv " + interpUV + " " +
// vertices[2][U] + " " + vertices[2][V]);
interpX = false;
int tr, tg, tb, ta;
//System.out.println("lx: "+lx + "\nrx: "+rx);
for (int x = lx; x <= rx; x++) {
// added == because things on same plane weren't replacing each other
// makes for strangeness in 3D [ewj: yup!], but totally necessary for 2D
//if (noDepthTest || (sp[Z] < zbuffer[offset+x])) {
if (noDepthTest || (sp[Z] <= zbuffer[offset+x])) {
//if (true) {
// map texture based on U, V coords in sp[U] and sp[V]
if (interpUV) {
int tu = (int)sp[U];
int tv = (int)sp[V];
if (tu > twidth1) tu = twidth1;
if (tv > theight1) tv = theight1;
if (tu < 0) tu = 0;
if (tv < 0) tv = 0;
int txy = tv*twidth + tu;
//System.out.println("tu: "+tu+" ; tv: "+tv+" ; txy: "+txy);
float[] uv = new float[2];
txy = getTextureIndex(x, y*1.0f/SUBYRES, uv);
// txy = getTextureIndex(x* 1.0f/SUBXRES, y*1.0f/SUBYRES, uv);
tu = (int)uv[0]; tv = (int)uv[1];
// if (tu > twidth1) tu = twidth1;
// if (tv > theight1) tv = theight1;
// if (tu < 0) tu = 0;
// if (tv < 0) tv = 0;
txy = twidth*tv + tu;
// if (EWJORDAN) System.out.println("x/y/txy:"+x + " " + y + " " +txy);
//PApplet.println(sp);
//smooth = true;
if (smooth || texture_smooth) {
//if (FRY) System.out.println("sp u v = " + sp[U] + " " + sp[V]);
//System.out.println("sp u v = " + sp[U] + " " + sp[V]);
// tuf1/tvf1 is the amount of coverage for the adjacent
// pixel, which is the decimal percentage.
// int tuf1 = (int) (255f * (sp[U] - (float)tu));
// int tvf1 = (int) (255f * (sp[V] - (float)tv));
int tuf1 = (int) (255f * (uv[0] - tu));
int tvf1 = (int) (255f * (uv[1] - tv));
// the closer sp[U or V] is to the decimal being zero
// the more coverage it should get of the original pixel
int tuf = 255 - tuf1;
int tvf = 255 - tvf1;
// this code sucks! filled with bugs and slow as hell!
int pixel00 = tpixels[txy];
int pixel01 = (tv < theight1) ? tpixels[txy + twidth] : tpixels[txy];
int pixel10 = (tu < twidth1) ? tpixels[txy + 1] : tpixels[txy];
int pixel11 = ((tv < theight1) && (tu < twidth1)) ? tpixels[txy + twidth + 1] : tpixels[txy];
//System.out.println("1: "+pixel00);
//check
int p00, p01, p10, p11;
int px0, px1; //, pxy;
if (tformat == ALPHA) {
px0 = (pixel00*tuf + pixel10*tuf1) >> 8;
px1 = (pixel01*tuf + pixel11*tuf1) >> 8;
ta = (((px0*tvf + px1*tvf1) >> 8) *
(interpARGB ? ((int) (sp[A]*255)) : a2orig)) >> 8;
} else if (tformat == ARGB) {
p00 = (pixel00 >> 24) & 0xff;
p01 = (pixel01 >> 24) & 0xff;
p10 = (pixel10 >> 24) & 0xff;
p11 = (pixel11 >> 24) & 0xff;
px0 = (p00*tuf + p10*tuf1) >> 8;
px1 = (p01*tuf + p11*tuf1) >> 8;
ta = (((px0*tvf + px1*tvf1) >> 8) *
(interpARGB ? ((int) (sp[A]*255)) : a2orig)) >> 8;
} else { // RGB image, no alpha
//ACCTEX: Getting here when smooth is on
ta = interpARGB ? ((int) (sp[A]*255)) : a2orig;
//System.out.println("4: "+ta + " " +interpARGB + " " + sp[A] + " " + a2orig);
//check
}
if ((tformat == RGB) || (tformat == ARGB)) {
p00 = (pixel00 >> 16) & 0xff; // red
p01 = (pixel01 >> 16) & 0xff;
p10 = (pixel10 >> 16) & 0xff;
p11 = (pixel11 >> 16) & 0xff;
px0 = (p00*tuf + p10*tuf1) >> 8;
px1 = (p01*tuf + p11*tuf1) >> 8;
tr = (((px0*tvf + px1*tvf1) >> 8) * (interpARGB ? ((int) (sp[R]*255)) : r2)) >> 8;
p00 = (pixel00 >> 8) & 0xff; // green
p01 = (pixel01 >> 8) & 0xff;
p10 = (pixel10 >> 8) & 0xff;
p11 = (pixel11 >> 8) & 0xff;
px0 = (p00*tuf + p10*tuf1) >> 8;
px1 = (p01*tuf + p11*tuf1) >> 8;
tg = (((px0*tvf + px1*tvf1) >> 8) * (interpARGB ? ((int) (sp[G]*255)) : g2)) >> 8;
p00 = pixel00 & 0xff; // blue
p01 = pixel01 & 0xff;
p10 = pixel10 & 0xff;
p11 = pixel11 & 0xff;
px0 = (p00*tuf + p10*tuf1) >> 8;
px1 = (p01*tuf + p11*tuf1) >> 8;
tb = (((px0*tvf + px1*tvf1) >> 8) * (interpARGB ? ((int) (sp[B]*255)) : b2)) >> 8;
//System.out.println("5: "+tr + " " + tg + " " +tb);
//check
} else { // alpha image, only use current fill color
if (interpARGB) {
tr = (int) (sp[R] * 255);
tg = (int) (sp[G] * 255);
tb = (int) (sp[B] * 255);
} else {
tr = r2;
tg = g2;
tb = b2;
}
}
// get coverage for pixel if smooth
// checks smooth again here because of
// hints[SMOOTH_IMAGES] used up above
int weight = smooth ? coverage(x) : 255;
if (weight != 255) ta = (ta*weight) >> 8;
//System.out.println(ta);
//System.out.println("8");
//check
} else { // no smooth, just get the pixels
int tpixel = tpixels[txy];
// TODO i doubt splitting these guys really gets us
// all that much speed.. is it worth it?
if (tformat == ALPHA) {
ta = tpixel;
if (interpARGB) {
tr = (int) (sp[R]*255);
tg = (int) (sp[G]*255);
tb = (int) (sp[B]*255);
if (sp[A] != 1) {
ta = (((int) (sp[A]*255)) * ta) >> 8;
}
} else {
tr = r2;
tg = g2;
tb = b2;
ta = (a2orig * ta) >> 8;
}
} else { // RGB or ARGB
ta = (tformat == RGB) ? 255 : (tpixel >> 24) & 0xff;
if (interpARGB) {
tr = (((int) (sp[R]*255)) * ((tpixel >> 16) & 0xff)) >> 8;
tg = (((int) (sp[G]*255)) * ((tpixel >> 8) & 0xff)) >> 8;
tb = (((int) (sp[B]*255)) * ((tpixel) & 0xff)) >> 8;
ta = (((int) (sp[A]*255)) * ta) >> 8;
} else {
tr = (r2 * ((tpixel >> 16) & 0xff)) >> 8;
tg = (g2 * ((tpixel >> 8) & 0xff)) >> 8;
tb = (b2 * ((tpixel) & 0xff)) >> 8;
ta = (a2orig * ta) >> 8;
}
}
}
if ((ta == 254) || (ta == 255)) { // if (ta & 0xf8) would be good
// no need to blend
pixels[offset+x] = 0xff000000 | (tr << 16) | (tg << 8) | tb;
zbuffer[offset+x] = sp[Z];
} else {
// blend with pixel on screen
int a1 = 255-ta;
int r1 = (pixels[offset+x] >> 16) & 0xff;
int g1 = (pixels[offset+x] >> 8) & 0xff;
int b1 = (pixels[offset+x]) & 0xff;
pixels[offset+x] =
0xff000000 |
(((tr*ta + r1*a1) >> 8) << 16) |
((tg*ta + g1*a1) & 0xff00) |
((tb*ta + b1*a1) >> 8);
//System.out.println("17");
//check
if (ta > ZBUFFER_MIN_COVERAGE) zbuffer[offset+x] = sp[Z];
}
//System.out.println("18");
//check
} else { // no image applied
int weight = smooth ? coverage(x) : 255;
if (interpARGB) {
r2 = (int) (sp[R] * 255);
g2 = (int) (sp[G] * 255);
b2 = (int) (sp[B] * 255);
if (sp[A] != 1) weight = (weight * ((int) (sp[A] * 255))) >> 8;
if (weight == 255) {
rgba = 0xff000000 | (r2 << 16) | (g2 << 8) | b2;
}
} else {
if (a2orig != 255) weight = (weight * a2orig) >> 8;
}
if (weight == 255) {
// no blend, no aa, just the rgba
pixels[offset+x] = rgba;
zbuffer[offset+x] = sp[Z];
} else {
int r1 = (pixels[offset+x] >> 16) & 0xff;
int g1 = (pixels[offset+x] >> 8) & 0xff;
int b1 = (pixels[offset+x]) & 0xff;
a2 = weight;
int a1 = 255 - a2;
pixels[offset+x] = (0xff000000 |
((r1*a1 + r2*a2) >> 8) << 16 |
// use & instead of >> and << below
((g1*a1 + g2*a2) >> 8) << 8 |
((b1*a1 + b2*a2) >> 8));
if (a2 > ZBUFFER_MIN_COVERAGE) zbuffer[offset+x] = sp[Z];
}
}
}
// if smooth enabled, don't increment values
// for the pixel in the stretch out version
// of the scanline used to get smooth edges.
if (!smooth || ((x >= truelx) && (x <= truerx))) {
//if (!smooth)
increment(sp, sdp);
}
}
firstModY = -1;
interpX = true;
}
// x is in screen, not huge 8x coordinates
private int coverage(int x) {
if ((x >= aaleftfull) && (x <= aarightfull) &&
// important since not all SUBYRES lines may have been covered
(firstModY == 0) && (lastModY == SUBYRES1)) {
return 255;
}
int pixelLeft = x*SUBXRES; // huh?
int pixelRight = pixelLeft + 8;
int amt = 0;
for (int i = firstModY; i <= lastModY; i++) {
if ((aaleft[i] > pixelRight) || (aaright[i] < pixelLeft)) {
continue;
}
// does this need a +1 ?
amt += ((aaright[i] < pixelRight ? aaright[i] : pixelRight) -
(aaleft[i] > pixelLeft ? aaleft[i] : pixelLeft));
}
amt <<= 2;
return (amt == 256) ? 255 : amt;
}
private void incrementalize_y(float p1[], float p2[],
float p[], float dp[], int y) {
float delta = p2[Y] - p1[Y];
if (delta == 0) delta = 1;
float fraction = y + 0.5f - p1[Y];
if (interpX) {
dp[X] = (p2[X] - p1[X]) / delta;
p[X] = p1[X] + dp[X] * fraction;
}
if (interpZ) {
dp[Z] = (p2[Z] - p1[Z]) / delta;
p[Z] = p1[Z] + dp[Z] * fraction;
}
if (interpARGB) {
dp[R] = (p2[R] - p1[R]) / delta;
dp[G] = (p2[G] - p1[G]) / delta;
dp[B] = (p2[B] - p1[B]) / delta;
dp[A] = (p2[A] - p1[A]) / delta;
p[R] = p1[R] + dp[R] * fraction;
p[G] = p1[G] + dp[G] * fraction;
p[B] = p1[B] + dp[B] * fraction;
p[A] = p1[A] + dp[A] * fraction;
}
if (interpUV) {
dp[U] = (p2[U] - p1[U]) / delta;
dp[V] = (p2[V] - p1[V]) / delta;
//if (smooth) {
//p[U] = p1[U]; //+ dp[U] * fraction;
//p[V] = p1[V]; //+ dp[V] * fraction;
//} else {
p[U] = p1[U] + dp[U] * fraction;
p[V] = p1[V] + dp[V] * fraction;
//}
if (FRY) System.out.println("inc y p[U] p[V] = " + p[U] + " " + p[V]);
}
}
//incrementalize_x(l, r, sp, sdp, lx);
private void incrementalize_x(float p1[], float p2[],
float p[], float dp[], int x) {
float delta = p2[X] - p1[X];
if (delta == 0) delta = 1;
float fraction = x + 0.5f - p1[X];
if (smooth) {
delta /= SUBXRES;
fraction /= SUBXRES;
}
if (interpX) {
dp[X] = (p2[X] - p1[X]) / delta;
p[X] = p1[X] + dp[X] * fraction;
}
if (interpZ) {
dp[Z] = (p2[Z] - p1[Z]) / delta;
p[Z] = p1[Z] + dp[Z] * fraction;
//System.out.println(p2[Z]+" " +p1[Z]+" " +dp[Z]);
}
if (interpARGB) {
dp[R] = (p2[R] - p1[R]) / delta;
dp[G] = (p2[G] - p1[G]) / delta;
dp[B] = (p2[B] - p1[B]) / delta;
dp[A] = (p2[A] - p1[A]) / delta;
p[R] = p1[R] + dp[R] * fraction;
p[G] = p1[G] + dp[G] * fraction;
p[B] = p1[B] + dp[B] * fraction;
p[A] = p1[A] + dp[A] * fraction;
}
if (interpUV) {
if (FRY) System.out.println("delta, frac = " + delta + ", " + fraction);
dp[U] = (p2[U] - p1[U]) / delta;
dp[V] = (p2[V] - p1[V]) / delta;
//if (smooth) {
//p[U] = p1[U];
// offset for the damage that will be done by the
// 8 consecutive calls to scanline
// agh.. this won't work b/c not always 8 calls before render
// maybe lastModY - firstModY + 1 instead?
if (FRY) System.out.println("before inc x p[V] = " + p[V] + " " + p1[V] + " " + p2[V]);
//p[V] = p1[V] - SUBXRES1 * fraction;
//} else {
p[U] = p1[U] + dp[U] * fraction;
p[V] = p1[V] + dp[V] * fraction;
//}
}
}
private void increment(float p[], float dp[]) {
if (interpX) p[X] += dp[X];
if (interpZ) p[Z] += dp[Z];
if (interpARGB) {
p[R] += dp[R];
p[G] += dp[G];
p[B] += dp[B];
p[A] += dp[A];
}
if (interpUV) {
if (FRY) System.out.println("increment() " + p[V] + " " + dp[V]);
p[U] += dp[U];
p[V] += dp[V];
}
}
/**
* Pass camera-space coordinates for the triangle.
* Needed to render if hint(ENABLE_ACCURATE_TEXTURES) enabled.
* Generally this will not need to be called manually,
* currently called from PGraphics3D.render_triangles()
*/
public void setCamVertices(float x0, float y0, float z0,
float x1, float y1, float z1,
float x2, float y2, float z2) {
camX[0] = x0;
camX[1] = x1;
camX[2] = x2;
camY[0] = y0;
camY[1] = y1;
camY[2] = y2;
camZ[0] = z0;
camZ[1] = z1;
camZ[2] = z2;
}
public void setVertices(float x0, float y0, float z0,
float x1, float y1, float z1,
float x2, float y2, float z2) {
vertices[0][X] = x0;
vertices[1][X] = x1;
vertices[2][X] = x2;
vertices[0][Y] = y0;
vertices[1][Y] = y1;
vertices[2][Y] = y2;
vertices[0][Z] = z0;
vertices[1][Z] = z1;
vertices[2][Z] = z2;
}
/**
* Precompute a bunch of variables needed to perform
* texture mapping.
* @return True unless texture mapping is degenerate
*/
boolean precomputeAccurateTexturing() {
int o0 = 0;
int o1 = 1;
int o2 = 2;
PMatrix3D myMatrix = new PMatrix3D(vertices[o0][U], vertices[o0][V], 1, 0,
vertices[o1][U], vertices[o1][V], 1, 0,
vertices[o2][U], vertices[o2][V], 1, 0,
0, 0, 0, 1);
// A 3x3 inversion would be more efficient here,
// given that the fourth r/c are unity
boolean invertSuccess = myMatrix.invert();// = myMatrix.invert();
// If the matrix inversion had trouble, let the caller know.
// Note that this does not catch everything that could go wrong
// here, like if the renderer is in ortho() mode (which really
// must be caught in PGraphics3D instead of here).
if (!invertSuccess) return false;
float m00, m01, m02, m10, m11, m12, m20, m21, m22;
m00 = myMatrix.m00*camX[o0]+myMatrix.m01*camX[o1]+myMatrix.m02*camX[o2];
m01 = myMatrix.m10*camX[o0]+myMatrix.m11*camX[o1]+myMatrix.m12*camX[o2];
m02 = myMatrix.m20*camX[o0]+myMatrix.m21*camX[o1]+myMatrix.m22*camX[o2];
m10 = myMatrix.m00*camY[o0]+myMatrix.m01*camY[o1]+myMatrix.m02*camY[o2];
m11 = myMatrix.m10*camY[o0]+myMatrix.m11*camY[o1]+myMatrix.m12*camY[o2];
m12 = myMatrix.m20*camY[o0]+myMatrix.m21*camY[o1]+myMatrix.m22*camY[o2];
m20 = -(myMatrix.m00*camZ[o0]+myMatrix.m01*camZ[o1]+myMatrix.m02*camZ[o2]);
m21 = -(myMatrix.m10*camZ[o0]+myMatrix.m11*camZ[o1]+myMatrix.m12*camZ[o2]);
m22 = -(myMatrix.m20*camZ[o0]+myMatrix.m21*camZ[o1]+myMatrix.m22*camZ[o2]);
float px = m02;
float py = m12;
float pz = m22;
float TEX_WIDTH = this.twidth;
float TEX_HEIGHT = this.theight;
float resultT0x = m00*TEX_WIDTH+m02;
float resultT0y = m10*TEX_WIDTH+m12;
float resultT0z = m20*TEX_WIDTH+m22;
float result0Tx = m01*TEX_HEIGHT+m02;
float result0Ty = m11*TEX_HEIGHT+m12;
float result0Tz = m21*TEX_HEIGHT+m22;
float mx = resultT0x-m02;
float my = resultT0y-m12;
float mz = resultT0z-m22;
float nx = result0Tx-m02;
float ny = result0Ty-m12;
float nz = result0Tz-m22;
//avec = p x n
ax = (py*nz-pz*ny)*TEX_WIDTH; //F_TEX_WIDTH/HEIGHT?
ay = (pz*nx-px*nz)*TEX_WIDTH;
az = (px*ny-py*nx)*TEX_WIDTH;
//bvec = m x p
bx = (my*pz-mz*py)*TEX_HEIGHT;
by = (mz*px-mx*pz)*TEX_HEIGHT;
bz = (mx*py-my*px)*TEX_HEIGHT;
//cvec = n x m
cx = ny*mz-nz*my;
cy = nz*mx-nx*mz;
cz = nx*my-ny*mx;
//System.out.println("a/b/c: "+ax+" " + ay + " " + az + " " + bx + " " + by + " " + bz + " " + cx + " " + cy + " " + cz);
nearPlaneWidth = (parent.rightScreen-parent.leftScreen);
nearPlaneHeight = (parent.topScreen-parent.bottomScreen);
nearPlaneDepth = parent.nearPlane;
// one pixel width in nearPlane coordinates
xmult = nearPlaneWidth / parent.width;
ymult = nearPlaneHeight / parent.height;
// Extra scalings to map screen plane units to pixel units
// newax = ax*xmult;
// newbx = bx*xmult;
// newcx = cx*xmult;
// System.out.println("nearplane: "+ nearPlaneWidth + " " + nearPlaneHeight + " " + nearPlaneDepth);
// System.out.println("mults: "+ xmult + " " + ymult);
// System.out.println("news: "+ newax + " " + newbx + " " + newcx);
return true;
}
/**
* Get the texture map location based on the current screen
* coordinates. Assumes precomputeAccurateTexturing() has
* been called already for this texture mapping.
* @param sx
* @param sy
* @return
*/
private int getTextureIndex(float sx, float sy, float[] uv) {
if (EWJORDAN) System.out.println("Getting texel at "+sx + ", "+sy);
//System.out.println("Screen: "+ sx + " " + sy);
sx = xmult*(sx-(parent.width/2.0f) +.5f);//+.5f)
sy = ymult*(sy-(parent.height/2.0f)+.5f);//+.5f)
//sx /= SUBXRES;
//sy /= SUBYRES;
float sz = nearPlaneDepth;
float a = sx * ax + sy * ay + sz * az;
float b = sx * bx + sy * by + sz * bz;
float c = sx * cx + sy * cy + sz * cz;
int u = (int)(a / c);
int v = (int)(b / c);
uv[0] = a / c;
uv[1] = b / c;
if (uv[0] < 0) {
uv[0] = u = 0;
}
if (uv[1] < 0) {
uv[1] = v = 0;
}
if (uv[0] >= twidth) {
uv[0] = twidth-1;
u = twidth-1;
}
if (uv[1] >= theight) {
uv[1] = theight-1;
v = theight-1;
}
int result = v*twidth + u;
//System.out.println("a/b/c: "+a + " " + b + " " + c);
//System.out.println("cx/y/z: "+cx + " " + cy + " " + cz);
//if (result < 0) result = 0;
//if (result >= timage.pixels.length-2) result = timage.pixels.length - 2;
if (EWJORDAN) System.out.println("Got texel "+result);
return result;
}
public void setIntensities(float ar, float ag, float ab, float aa,
float br, float bg, float bb, float ba,
float cr, float cg, float cb, float ca) {
vertices[0][R] = ar;
vertices[0][G] = ag;
vertices[0][B] = ab;
vertices[0][A] = aa;
vertices[1][R] = br;
vertices[1][G] = bg;
vertices[1][B] = bb;
vertices[1][A] = ba;
vertices[2][R] = cr;
vertices[2][G] = cg;
vertices[2][B] = cb;
vertices[2][A] = ca;
}
}