mirror of
https://github.com/esp8266/Arduino.git
synced 2025-07-30 16:24:09 +03:00
Merging r327:r331 of the branches/processing-sync into the trunk. This adds the Processing core, and some new features including printing, copy for discourse, better auto-format, improved keyboard shortcuts, etc.
This commit is contained in:
772
core/PPolygon.java
Normal file
772
core/PPolygon.java
Normal file
@ -0,0 +1,772 @@
|
||||
/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
|
||||
|
||||
/*
|
||||
Part of the Processing project - http://processing.org
|
||||
|
||||
Copyright (c) 2004-06 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;
|
||||
|
||||
|
||||
/**
|
||||
* zbuffer polygon rendering object for PGraphics.
|
||||
* <P>
|
||||
* Likely to be removed before 1.0 as it's no longer particularly used.
|
||||
*/
|
||||
public class PPolygon implements PConstants {
|
||||
|
||||
// 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;
|
||||
|
||||
// really this is "debug" but..
|
||||
static final boolean FRY = false;
|
||||
|
||||
// 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;
|
||||
|
||||
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;
|
||||
|
||||
// temp fix to behave like SMOOTH_IMAGES
|
||||
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;
|
||||
|
||||
final private int MODYRES(int y) {
|
||||
return (y & SUBYRES1);
|
||||
}
|
||||
|
||||
|
||||
public PPolygon(PGraphics 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
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
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;
|
||||
|
||||
// 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 = (//parent.drawing_text &&
|
||||
!parent.hints[DISABLE_TEXT_SMOOTH]);
|
||||
|
||||
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[NO_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][X] < nwidth2) ||
|
||||
(vertices[i][X] > width2) ||
|
||||
(vertices[i][Y] < nheight2) ||
|
||||
(vertices[i][Y] > height2)) {
|
||||
return; // this is a bad poly
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
// 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;
|
||||
|
||||
for (int x = lx; x <= rx; x++) {
|
||||
// added == because things on same plane weren't replacing each other
|
||||
// makes for strangeness in 3D, but totally necessary for 2D
|
||||
//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;
|
||||
|
||||
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));
|
||||
|
||||
// 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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
} 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);
|
||||
//if (ta > ZBUFFER_MIN_COVERAGE) zbuffer[offset+x] = sp[Z];
|
||||
}
|
||||
|
||||
} 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))) {
|
||||
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]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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];
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user