| /* -*- 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; |
| |
| |
| /** |
| * Z-buffer polygon rendering object used by PGraphics2D. |
| */ |
| public class PPolygon implements PConstants { |
| |
| static final int DEFAULT_SIZE = 64; // this is needed for spheres |
| float vertices[][] = new float[DEFAULT_SIZE][VERTEX_FIELD_COUNT]; |
| int vertexCount; |
| |
| 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]; |
| |
| protected boolean interpX; |
| protected boolean interpUV; // is this necessary? could just check timage != null |
| protected boolean interpARGB; |
| |
| private int rgba; |
| private int r2, g2, b2, a2, a2orig; |
| |
| PGraphics parent; |
| int[] pixels; |
| // 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; |
| |
| // 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; |
| |
| final private int MODYRES(int y) { |
| return (y & SUBYRES1); |
| } |
| |
| |
| public PPolygon(PGraphics iparent) { |
| parent = iparent; |
| reset(0); |
| } |
| |
| |
| protected void reset(int count) { |
| vertexCount = count; |
| interpX = true; |
| // interpZ = true; |
| interpUV = false; |
| interpARGB = true; |
| timage = null; |
| } |
| |
| |
| protected float[] nextVertex() { |
| if (vertexCount == vertices.length) { |
| float temp[][] = new float[vertexCount<<1][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 |
| } |
| |
| |
| /** |
| * Return true if this vertex is redundant. If so, will also |
| * decrement the vertex count. |
| */ |
| /* |
| public boolean redundantVertex(float x, float y, float z) { |
| // because vertexCount will be 2 when setting vertex[1] |
| if (vertexCount < 2) return false; |
| |
| // vertexCount-1 is the current vertex that would be used |
| // vertexCount-2 would be the previous feller |
| if ((Math.abs(vertices[vertexCount-2][MX] - x) < EPSILON) && |
| (Math.abs(vertices[vertexCount-2][MY] - y) < EPSILON) && |
| (Math.abs(vertices[vertexCount-2][MZ] - z) < EPSILON)) { |
| vertexCount--; |
| return true; |
| } |
| return false; |
| } |
| */ |
| |
| |
| protected void texture(PImage image) { |
| this.timage = image; |
| |
| if (image != null) { |
| this.tpixels = image.pixels; |
| this.twidth = image.width; |
| this.theight = image.height; |
| this.tformat = image.format; |
| |
| twidth1 = twidth - 1; |
| theight1 = theight - 1; |
| interpUV = true; |
| |
| } else { |
| interpUV = false; |
| } |
| } |
| |
| |
| protected void renderPolygon(float[][] v, int count) { |
| vertices = v; |
| vertexCount = count; |
| |
| if (r.length < vertexCount) { |
| r = new float[vertexCount]; // storage used by incrementalize |
| dr = new float[vertexCount]; |
| l = new float[vertexCount]; // more storage for incrementalize |
| dl = new float[vertexCount]; |
| sp = new float[vertexCount]; // temporary storage for scanline |
| sdp = new float[vertexCount]; |
| } |
| |
| render(); |
| checkExpand(); |
| } |
| |
| |
| protected void renderTriangle(float[] v1, float[] v2, float[] v3) { |
| // Calling code will have already done reset(3). |
| // Can't do it here otherwise would nuke any texture settings. |
| |
| vertices[0] = v1; |
| vertices[1] = v2; |
| vertices[2] = v3; |
| |
| render(); |
| checkExpand(); |
| } |
| |
| |
| protected void checkExpand() { |
| if (smooth) { |
| for (int i = 0; i < vertexCount; i++) { |
| vertices[i][TX] /= SUBXRES; |
| vertices[i][TY] /= SUBYRES; |
| } |
| } |
| } |
| |
| |
| protected void render() { |
| if (vertexCount < 3) return; |
| |
| // these may have changed due to a resize() |
| // so they should be refreshed here |
| pixels = parent.pixels; |
| //zbuffer = parent.zbuffer; |
| |
| // noDepthTest = parent.hints[DISABLE_DEPTH_TEST]; |
| 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; |
| } |
| |
| /* |
| // hack to not make polygons fly into the screen |
| if (parent.hints[DISABLE_FLYING_POO]) { |
| float nwidth2 = -width * 2; |
| float nheight2 = -height * 2; |
| float width2 = width * 2; |
| float height2 = height * 2; |
| for (int i = 0; i < vertexCount; i++) { |
| if ((vertices[i][TX] < nwidth2) || |
| (vertices[i][TX] > width2) || |
| (vertices[i][TY] < nheight2) || |
| (vertices[i][TY] > height2)) { |
| return; // this is a bad poly |
| } |
| } |
| } |
| */ |
| |
| // for (int i = 0; i < 4; i++) { |
| // System.out.println(vertices[i][R] + " " + vertices[i][G] + " " + vertices[i][B]); |
| // } |
| // System.out.println(); |
| |
| if (smooth) { |
| for (int i = 0; i < vertexCount; i++) { |
| vertices[i][TX] *= SUBXRES; |
| vertices[i][TY] *= SUBYRES; |
| } |
| firstModY = -1; |
| } |
| |
| // find top vertex (y is zero at top, higher downwards) |
| int topi = 0; |
| float ymin = vertices[0][TY]; |
| float ymax = vertices[0][TY]; // fry 031001 |
| for (int i = 1; i < vertexCount; i++) { |
| if (vertices[i][TY] < ymin) { |
| ymin = vertices[i][TY]; |
| topi = i; |
| } |
| if (vertices[i][TY] > ymax) { |
| ymax = vertices[i][TY]; |
| } |
| } |
| |
| // 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); |
| incrementalizeY(vertices[lefti], vertices[i], l, dl, y); |
| lefty = (int) (vertices[i][TY] + 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; |
| incrementalizeY(vertices[righti], vertices[i], r, dr, y); |
| righty = (int) (vertices[i][TY] + 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[TX] <= r[TX]) 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); |
| //} |
| } |
| |
| |
| 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[TX] + 0.49999f); // ceil(l[TX]-.5); |
| if (lx < 0) lx = 0; |
| int rx = (int) (r[TX] - 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 |
| incrementalizeX(l, r, sp, sdp, lx); |
| |
| // 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; |
| } |
| |
| interpX = false; |
| int tr, tg, tb, ta; |
| |
| // System.out.println("P2D interp uv " + interpUV + " " + |
| // vertices[2][U] + " " + vertices[2][V]); |
| for (int x = lx; x <= rx; x++) { |
| // map texture based on U, V coords in sp[U] and sp[V] |
| if (interpUV) { |
| int tu = (int) (sp[U] * twidth); |
| int tv = (int) (sp[V] * theight); |
| |
| 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; |
| |
| int tuf1 = (int) (255f * (sp[U]*twidth - (float)tu)); |
| int tvf1 = (int) (255f * (sp[V]*theight - (float)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]; |
| |
| int p00, p01, p10, p11; |
| int px0, px1; //, pxy; |
| |
| |
| // calculate alpha component (ta) |
| |
| 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 |
| ta = interpARGB ? ((int) (sp[A]*255)) : a2orig; |
| } |
| |
| // calculate r,g,b components (tr, tg, tb) |
| |
| 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; |
| |
| } 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; |
| } |
| } |
| |
| int weight = smooth ? coverage(x) : 255; |
| if (weight != 255) ta = ta*weight >> 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; |
| |
| } 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); |
| } |
| |
| } 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 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))) { |
| 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 incrementalizeY(float p1[], float p2[], |
| float p[], float dp[], int y) { |
| float delta = p2[TY] - p1[TY]; |
| if (delta == 0) delta = 1; |
| float fraction = y + 0.5f - p1[TY]; |
| |
| if (interpX) { |
| dp[TX] = (p2[TX] - p1[TX]) / delta; |
| p[TX] = p1[TX] + dp[TX] * 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; |
| |
| p[U] = p1[U] + dp[U] * fraction; |
| p[V] = p1[V] + dp[V] * fraction; |
| } |
| } |
| |
| |
| private void incrementalizeX(float p1[], float p2[], |
| float p[], float dp[], int x) { |
| float delta = p2[TX] - p1[TX]; |
| if (delta == 0) delta = 1; |
| float fraction = x + 0.5f - p1[TX]; |
| if (smooth) { |
| delta /= SUBXRES; |
| fraction /= SUBXRES; |
| } |
| |
| if (interpX) { |
| dp[TX] = (p2[TX] - p1[TX]) / delta; |
| p[TX] = p1[TX] + dp[TX] * 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; |
| |
| p[U] = p1[U] + dp[U] * fraction; |
| p[V] = p1[V] + dp[V] * fraction; |
| } |
| } |
| |
| |
| private void increment(float p[], float dp[]) { |
| if (interpX) p[TX] += dp[TX]; |
| |
| if (interpARGB) { |
| p[R] += dp[R]; |
| p[G] += dp[G]; |
| p[B] += dp[B]; |
| p[A] += dp[A]; |
| } |
| |
| if (interpUV) { |
| p[U] += dp[U]; |
| p[V] += dp[V]; |
| } |
| } |
| } |