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4309 lines
116 KiB
Java
4309 lines
116 KiB
Java
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/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2004-06 Ben Fry and Casey Reas
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Copyright (c) 2001-04 Massachusetts Institute of Technology
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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package processing.core;
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import java.awt.*;
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import java.awt.image.*;
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/**
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* Main graphics and rendering context, as well as
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* the base API implementation for processing "core".
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* <P>
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* As of beta, this class is semi-disabled.
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*/
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public abstract class PGraphics extends PImage implements PConstants {
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// transformed values
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// (to be used in rendering)
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static public final int X = 0; // transformed xyzw
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static public final int Y = 1; // formerly SX SY SZ
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static public final int Z = 2;
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static public final int R = 3; // actual rgb, after lighting
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static public final int G = 4; // fill stored here, transform in place
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static public final int B = 5;
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static public final int A = 6;
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// values that need no transformation
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// but will be used in rendering
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static public final int U = 7; // texture
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static public final int V = 8;
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// incoming values, raw and untransformed
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// (won't be used in rendering)
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static public final int MX = 9; // model coords xyz
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static public final int MY = 10;
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static public final int MZ = 11;
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/** stroke argb values */
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static public final int SR = 12;
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static public final int SG = 13;
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static public final int SB = 14;
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static public final int SA = 15;
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/** stroke weight */
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static public final int SW = 16;
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// not used in rendering
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// only used for calculating colors
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static public final int NX = 17; // normal
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static public final int NY = 18;
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static public final int NZ = 19;
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static public final int VX = 20; // view space coords
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static public final int VY = 21;
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static public final int VZ = 22;
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static public final int VW = 23;
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// Ambient color (usually to be kept the same as diffuse)
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// fill(_) sets both ambient and diffuse.
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static public final int AR = 24;
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static public final int AG = 25;
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static public final int AB = 26;
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// Diffuse is shared with fill.
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static public final int DR = 3;
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static public final int DG = 4;
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static public final int DB = 5;
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static public final int DA = 6;
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//specular (by default kept white)
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static public final int SPR = 27;
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static public final int SPG = 28;
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static public final int SPB = 29;
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//GL doesn't use a separate specular alpha, but we do (we're better)
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static public final int SPA = 30;
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static public final int SHINE = 31;
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//emissive (by default kept black)
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static public final int ER = 32;
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static public final int EG = 33;
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static public final int EB = 34;
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//has this vertex been lit yet
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static public final int BEEN_LIT = 35;
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static final int VERTEX_FIELD_COUNT = 36;
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// line & triangle fields (note how these overlap)
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static public final int INDEX = 0; // shape index
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static public final int VERTEX1 = 1;
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static public final int VERTEX2 = 2;
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static public final int VERTEX3 = 3; // (triangles only)
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static public final int TEXTURE_INDEX = 4; // (triangles only)
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static public final int STROKE_MODE = 3; // (lines only)
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static public final int STROKE_WEIGHT = 4; // (lines only)
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static public final int LINE_FIELD_COUNT = 5;
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static public final int TRIANGLE_FIELD_COUNT = 5;
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static public final int TRI_DIFFUSE_R = 0;
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static public final int TRI_DIFFUSE_G = 1;
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static public final int TRI_DIFFUSE_B = 2;
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static public final int TRI_DIFFUSE_A = 3;
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static public final int TRI_SPECULAR_R = 4;
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static public final int TRI_SPECULAR_G = 5;
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static public final int TRI_SPECULAR_B = 6;
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static public final int TRI_SPECULAR_A = 7;
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static public final int TRIANGLE_COLOR_COUNT = 8;
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// normal modes for lighting, these have the uglier naming
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// because the constants are never seen by users
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/// normal calculated per triangle
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static public final int AUTO_NORMAL = 0;
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/// one normal manually specified per shape
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static public final int MANUAL_SHAPE_NORMAL = 1;
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/// normals specified for each shape vertex
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static public final int MANUAL_VERTEX_NORMAL = 2;
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/// width minus one (useful for many calculations)
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public int width1;
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/// height minus one (useful for many calculations)
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public int height1;
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/// width * height (useful for many calculations)
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public int pixelCount;
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/// true if defaults() has been called a first time
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protected boolean defaultsInited;
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/// true if in-between beginDraw() and endDraw()
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protected boolean insideDraw;
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/// true if in the midst of resize (no drawing can take place)
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boolean insideResize;
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// ........................................................
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/**
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* true if this is the main drawing surface for a particular sketch.
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* This would be set to false for an offscreen buffer or if it were
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* created any other way than size(). When this is set, the listeners
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* are also added to the sketch.
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*/
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protected boolean mainDrawingSurface;
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// ........................................................
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// specifics for java memoryimagesource
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DirectColorModel cm;
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MemoryImageSource mis;
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public Image image;
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// ........................................................
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// used by recordRaw()
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public PGraphics raw;
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// ........................................................
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// needs to happen before background() is called
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// and resize.. so it's gotta be outside
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protected boolean hints[] = new boolean[HINT_COUNT];
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// ........................................................
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// underscored_names are used for private functions or variables
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/** The current colorMode */
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public int colorMode; // = RGB;
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/** Max value for red (or hue) set by colorMode */
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public float colorModeX; // = 255;
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/** Max value for green (or saturation) set by colorMode */
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public float colorModeY; // = 255;
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/** Max value for blue (or value) set by colorMode */
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public float colorModeZ; // = 255;
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/** Max value for alpha set by colorMode */
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public float colorModeA; // = 255;
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/** True if colors are not in the range 0..1 */
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boolean colorScale; // = true;
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/** True if colorMode(RGB, 255) */
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boolean colorRgb255; // = true;
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// ........................................................
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/**
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* true if tint() is enabled (read-only).
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* Using tint/tintColor seems a better option for naming than
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* tintEnabled/tint because the latter seems ugly, even though
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* g.tint as the actual color seems a little more intuitive,
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* it's just that g.tintEnabled is even more unintuitive.
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* Same goes for fill and stroke et al.
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*/
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public boolean tint;
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/** tint that was last set (read-only) */
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public int tintColor;
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protected boolean tintAlpha;
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protected float tintR, tintG, tintB, tintA;
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protected int tintRi, tintGi, tintBi, tintAi;
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// ........................................................
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/** true if fill() is enabled, (read-only) */
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public boolean fill;
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/** fill that was last set (read-only) */
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public int fillColor = 0xffFFFFFF;
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protected boolean fillAlpha;
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protected float fillR, fillG, fillB, fillA;
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protected int fillRi, fillGi, fillBi, fillAi;
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// ........................................................
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/** true if stroke() is enabled, (read-only) */
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public boolean stroke;
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/** stroke that was last set (read-only) */
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public int strokeColor = 0xff000000;
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protected boolean strokeAlpha;
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protected float strokeR, strokeG, strokeB, strokeA;
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protected int strokeRi, strokeGi, strokeBi, strokeAi;
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// ........................................................
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/** Last background color that was set, zero if an image */
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public int backgroundColor = 0xffCCCCCC;
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protected boolean backgroundAlpha;
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protected float backgroundR, backgroundG, backgroundB, backgroundA;
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protected int backgroundRi, backgroundGi, backgroundBi, backgroundAi;
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// ........................................................
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// internal color for setting/calculating
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protected float calcR, calcG, calcB, calcA;
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int calcRi, calcGi, calcBi, calcAi;
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int calcColor;
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boolean calcAlpha;
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/** The last rgb value converted to HSB */
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int cacheHsbKey;
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/** Result of the last conversion to HSB */
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float cacheHsbValue[] = new float[3]; // inits to zero
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// ........................................................
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/**
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* Last value set by strokeWeight() (read-only). This has a default
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* setting, rather than fighting with renderers about whether that
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* renderer supports thick lines.
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*/
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public float strokeWeight = 1;
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/**
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* Set by strokeJoin() (read-only). This has a default setting
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* so that strokeJoin() need not be called by defaults,
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* because subclasses may not implement it (i.e. PGraphicsGL)
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*/
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public int strokeJoin = MITER;
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/**
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* Set by strokeCap() (read-only). This has a default setting
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* so that strokeCap() need not be called by defaults,
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* because subclasses may not implement it (i.e. PGraphicsGL)
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*/
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public int strokeCap = ROUND;
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// ........................................................
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/**
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* Model transformation of the form m[row][column],
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* which is a "column vector" (as opposed to "row vector") matrix.
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*/
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public float m00, m01, m02, m03;
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public float m10, m11, m12, m13;
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public float m20, m21, m22, m23;
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public float m30, m31, m32, m33;
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static final int MATRIX_STACK_DEPTH = 32;
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float matrixStack[][] = new float[MATRIX_STACK_DEPTH][16];
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int matrixStackDepth;
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// ........................................................
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//Path path;
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// ........................................................
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/**
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* Type of shape passed to beginShape(),
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* zero if no shape is currently being drawn.
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*/
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protected int shape;
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// vertices
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static final int DEFAULT_VERTICES = 512;
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protected float vertices[][] =
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new float[DEFAULT_VERTICES][VERTEX_FIELD_COUNT];
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protected int vertexCount; // total number of vertices
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// ........................................................
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protected boolean bezierInited = false;
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public int bezierDetail = 20;
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// msjvm complained when bezier_basis was final
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protected float bezier_basis[][] = {
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{ -1, 3, -3, 1},
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{ 3, -6, 3, 0},
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{ -3, 3, 0, 0},
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{ 1, 0, 0, 0}
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};
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protected PMatrix bezierBasis =
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new PMatrix(-1, 3, -3, 1,
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3, -6, 3, 0,
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-3, 3, 0, 0,
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1, 0, 0, 0);
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protected float bezierForwardMatrix[][]; // = new float[4][4];
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protected float bezierDrawMatrix[][]; // = new float[4][4];
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// ........................................................
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protected boolean curve_inited = false;
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protected int curveDetail = 20;
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// catmull-rom basis matrix, perhaps with optional s parameter
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public float curveTightness = 0;
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protected float curve_basis[][]; // = new float[4][4];
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protected float curve_forward[][]; // = new float[4][4];
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protected float curve_draw[][];
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protected PMatrix bezierBasisInverse;
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protected PMatrix curveToBezierMatrix;
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// ........................................................
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// spline vertices
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static final int DEFAULT_SPLINE_VERTICES = 128;
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protected float splineVertices[][];
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protected int splineVertexCount;
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// ........................................................
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// precalculate sin/cos lookup tables [toxi]
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// circle resolution is determined from the actual used radii
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// passed to ellipse() method. this will automatically take any
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// scale transformations into account too
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// [toxi 031031]
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// changed table's precision to 0.5 degree steps
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// introduced new vars for more flexible code
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static final protected float sinLUT[];
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static final protected float cosLUT[];
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static final protected float SINCOS_PRECISION = 0.5f;
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static final protected int SINCOS_LENGTH = (int) (360f / SINCOS_PRECISION);
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static {
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sinLUT = new float[SINCOS_LENGTH];
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cosLUT = new float[SINCOS_LENGTH];
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for (int i = 0; i < SINCOS_LENGTH; i++) {
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sinLUT[i] = (float) Math.sin(i * DEG_TO_RAD * SINCOS_PRECISION);
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cosLUT[i] = (float) Math.cos(i * DEG_TO_RAD * SINCOS_PRECISION);
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}
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}
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// ........................................................
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/** The current rect mode (read-only) */
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public int rectMode;
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/** The current ellipse mode (read-only) */
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public int ellipseMode;
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/** The current text font (read-only) */
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public PFont textFont;
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/** The current font if a Java version of it is installed */
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public Font textFontNative;
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/** Metrics for the current native Java font */
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public FontMetrics textFontNativeMetrics;
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/** The current text align (read-only) */
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public int textAlign;
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/** The current vertical text alignment (read-only) */
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public int textAlignY;
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/** The current text mode (read-only) */
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public int textMode;
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/** The current text size (read-only) */
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public float textSize;
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/** The current text leading (read-only) */
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public float textLeading;
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/** Last text position, because text often mixed on lines together */
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public float textX, textY, textZ;
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||
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/**
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||
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* Internal buffer used by the text() functions
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||
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* because the String object is slow
|
||
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*/
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||
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protected char textBuffer[] = new char[8 * 1024];
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||
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protected char textWidthBuffer[] = new char[8 * 1024];
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//////////////////////////////////////////////////////////////
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// VARIABLES FOR 3D (used to prevent the need for a subclass)
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||
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||
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/** The modelview matrix. */
|
||
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public PMatrix modelview;
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||
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||
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/** Inverse modelview matrix, used for lighting. */
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||
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public PMatrix modelviewInv;
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/**
|
||
|
* The camera matrix, the modelview will be set to this on beginDraw.
|
||
|
*/
|
||
|
public PMatrix camera;
|
||
|
|
||
|
/** Inverse camera matrix */
|
||
|
public PMatrix cameraInv;
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
// Material properties
|
||
|
|
||
|
public float ambientR, ambientG, ambientB;
|
||
|
public float specularR, specularG, specularB, specularA;
|
||
|
public float emissiveR, emissiveG, emissiveB;
|
||
|
public float shininess;
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
/** Camera field of view (in radians, as of rev 86) */
|
||
|
public float cameraFOV;
|
||
|
|
||
|
/** Position of the camera */
|
||
|
public float cameraX, cameraY, cameraZ;
|
||
|
|
||
|
public float cameraNear, cameraFar;
|
||
|
public float cameraAspect;
|
||
|
|
||
|
// projection matrix
|
||
|
public PMatrix projection; // = new PMatrix();
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
/// the stencil buffer
|
||
|
public int stencil[];
|
||
|
|
||
|
/// depth buffer
|
||
|
public float zbuffer[];
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
/** Maximum lights by default is 8, which is arbitrary,
|
||
|
but is the minimum defined by OpenGL */
|
||
|
public static final int MAX_LIGHTS = 8;
|
||
|
|
||
|
public int lightCount = 0;
|
||
|
|
||
|
/** Light types */
|
||
|
public int lightType[];
|
||
|
|
||
|
/** Light positions */
|
||
|
public float lightPosition[][];
|
||
|
//public float lightsX[], lightsY[], lightsZ[];
|
||
|
|
||
|
/** Light direction (normalized vector) */
|
||
|
public float lightNormal[][];
|
||
|
//public float lightsNX[], lightsNY[], lightsNZ[];
|
||
|
|
||
|
/** Light falloff */
|
||
|
public float lightFalloffConstant[];
|
||
|
public float lightFalloffLinear[];
|
||
|
public float lightFalloffQuadratic[];
|
||
|
|
||
|
/** Light spot angle */
|
||
|
public float lightSpotAngle[];
|
||
|
|
||
|
/** Cosine of light spot angle */
|
||
|
public float lightSpotAngleCos[];
|
||
|
|
||
|
/** Light spot concentration */
|
||
|
public float lightSpotConcentration[];
|
||
|
|
||
|
/** Diffuse colors for lights.
|
||
|
* For an ambient light, this will hold the ambient color.
|
||
|
* Internally these are stored as numbers between 0 and 1. */
|
||
|
public float lightDiffuse[][];
|
||
|
|
||
|
/** Specular colors for lights.
|
||
|
Internally these are stored as numbers between 0 and 1. */
|
||
|
public float lightSpecular[][];
|
||
|
|
||
|
/** Current specular color for lighting */
|
||
|
public float currentLightSpecular[];
|
||
|
|
||
|
/** Current light falloff */
|
||
|
public float currentLightFalloffConstant;
|
||
|
public float currentLightFalloffLinear;
|
||
|
public float currentLightFalloffQuadratic;
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
/**
|
||
|
* Sets whether texture coordinates passed to
|
||
|
* vertex() calls will be based on coordinates that are
|
||
|
* based on the IMAGE or NORMALIZED.
|
||
|
*/
|
||
|
public int textureMode;
|
||
|
|
||
|
/**
|
||
|
* Current horizontal coordinate for texture, will always
|
||
|
* be between 0 and 1, even if using textureMode(IMAGE).
|
||
|
*/
|
||
|
public float textureU;
|
||
|
|
||
|
/** Current vertical coordinate for texture, see above. */
|
||
|
public float textureV;
|
||
|
|
||
|
/** Current image being used as a texture */
|
||
|
public PImage textureImage;
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
/**
|
||
|
* Normals
|
||
|
*/
|
||
|
public float normalX, normalY, normalZ;
|
||
|
public int normalMode;
|
||
|
public int normalCount;
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
// [toxi031031] new & faster sphere code w/ support flexibile resolutions
|
||
|
// will be set by sphereDetail() or 1st call to sphere()
|
||
|
public int sphereDetail = 0;
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// INTERNAL
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Constructor for the PGraphics object. This prototype only exists
|
||
|
* because of annoying java compilers, and cannot be used.
|
||
|
*/
|
||
|
/*
|
||
|
protected 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
|
||
|
* @param parent null unless this is the main drawing surface
|
||
|
*/
|
||
|
public PGraphics(int iwidth, int iheight, PApplet parent) {
|
||
|
this.parent = parent;
|
||
|
if (parent != null) setMainDrawingSurface();
|
||
|
/*
|
||
|
// if this is being created by createGraphics(), the parent applet
|
||
|
// will be set later via another method.
|
||
|
if (parent != null) {
|
||
|
mainDrawingSurface = true;
|
||
|
// base images must be opaque (for performance and general
|
||
|
// headache reasons.. argh, a semi-transparent opengl surface?)
|
||
|
// use createGraphics() if you want a transparent surface.
|
||
|
format = RGB;
|
||
|
parent.addListeners();
|
||
|
}
|
||
|
*/
|
||
|
resize(iwidth, iheight);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set this as the main drawing surface. Meaning that it can safely be
|
||
|
* set to opaque (given a default gray background) and listeners for
|
||
|
* the mouse and keyboard added.
|
||
|
* <p/>
|
||
|
* This should only be used by subclasses of PGraphics.
|
||
|
*/
|
||
|
public void setMainDrawingSurface() { // ignore
|
||
|
mainDrawingSurface = true;
|
||
|
// base images must be opaque (for performance and general
|
||
|
// headache reasons.. argh, a semi-transparent opengl surface?)
|
||
|
// use createGraphics() if you want a transparent surface.
|
||
|
format = RGB;
|
||
|
parent.addListeners();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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.
|
||
|
* <P>
|
||
|
* Note that this will nuke any camera settings.
|
||
|
*/
|
||
|
public void resize(int iwidth, int iheight) { // ignore
|
||
|
//System.out.println("resize " + iwidth + " " + iheight);
|
||
|
insideDrawWait();
|
||
|
insideResize = true;
|
||
|
|
||
|
width = iwidth;
|
||
|
height = iheight;
|
||
|
width1 = width - 1;
|
||
|
height1 = height - 1;
|
||
|
|
||
|
allocate();
|
||
|
|
||
|
insideResize = false; // ok to draw again
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Parent thread has requested that visual action be taken.
|
||
|
* This is broken out like this because the OpenGL library
|
||
|
* handles updates in a very different way.
|
||
|
*/
|
||
|
public void requestDisplay(PApplet pa) { // ignore
|
||
|
pa.handleDisplay();
|
||
|
}
|
||
|
|
||
|
|
||
|
// broken out because of subclassing
|
||
|
abstract protected void allocate();
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// FRAME
|
||
|
|
||
|
|
||
|
protected void insideResizeWait() {
|
||
|
/*
|
||
|
while (insideResize) {
|
||
|
//System.out.println("waiting");
|
||
|
try {
|
||
|
Thread.sleep(5);
|
||
|
} catch (InterruptedException e) { }
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void insideDrawWait() {
|
||
|
/*
|
||
|
while (insideDraw) {
|
||
|
//System.out.println("waiting");
|
||
|
try {
|
||
|
Thread.sleep(5);
|
||
|
} catch (InterruptedException e) { }
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Prepares the PGraphics for drawing.
|
||
|
* <p/>
|
||
|
* When creating your own PGraphics, you should call this before
|
||
|
* drawing anything.
|
||
|
*/
|
||
|
abstract public void beginDraw(); // ignore
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This will finalize rendering so that it can be shown on-screen.
|
||
|
* <p/>
|
||
|
* When creating your own PGraphics, you should call this when
|
||
|
* you're finished drawing.
|
||
|
*/
|
||
|
abstract public void endDraw(); // ignore
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set engine's default values. This has to be called by PApplet,
|
||
|
* somewhere inside setup() or draw() because it talks to the
|
||
|
* graphics buffer, meaning that for subclasses like OpenGL, there
|
||
|
* needs to be a valid graphics context to mess with otherwise
|
||
|
* you'll get some good crashing action.
|
||
|
*/
|
||
|
public void defaults() { // ignore
|
||
|
//System.out.println("PGraphics.defaults() " + width + " " + height);
|
||
|
|
||
|
colorMode(RGB, 255);
|
||
|
fill(255);
|
||
|
stroke(0);
|
||
|
// other stroke attributes are set in the initializers
|
||
|
// inside the class (see above, strokeWeight = 1 et al)
|
||
|
|
||
|
// 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;
|
||
|
textAlign = LEFT;
|
||
|
textMode = MODEL;
|
||
|
|
||
|
// if this fella is associated with an applet, then clear its background.
|
||
|
// if it's been created by someone else through createGraphics,
|
||
|
// they have to call background() themselves, otherwise everything gets
|
||
|
// a gray background (when just a transparent surface or an empty pdf
|
||
|
// is what's desired)
|
||
|
if (mainDrawingSurface) {
|
||
|
//System.out.println("main drawing surface");
|
||
|
background(backgroundColor);
|
||
|
}
|
||
|
|
||
|
defaultsInited = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void flush() {
|
||
|
// no-op, mostly for P3D to write sorted stuff
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// HINTS
|
||
|
|
||
|
/**
|
||
|
* Enable a hint option.
|
||
|
* <P>
|
||
|
* 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.
|
||
|
* <P>
|
||
|
* 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.
|
||
|
* <P>
|
||
|
* Current hint options:
|
||
|
* <UL>
|
||
|
* <LI><TT>DISABLE_DEPTH_TEST</TT> -
|
||
|
* turns off the z-buffer in the P3D or OPENGL renderers.
|
||
|
* </UL>
|
||
|
*/
|
||
|
public void hint(int which) {
|
||
|
hints[which] = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Disable a hint.
|
||
|
*/
|
||
|
public void noHint(int which) {
|
||
|
hints[which] = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// SHAPES
|
||
|
|
||
|
/**
|
||
|
* Start a new shape of type POLYGON
|
||
|
*/
|
||
|
public void beginShape() {
|
||
|
beginShape(POLYGON);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Start a new shape.
|
||
|
* <P>
|
||
|
* <B>Differences between beginShape() and line() and point() methods.</B>
|
||
|
* <P>
|
||
|
* beginShape() is intended to be more flexible at the expense of being
|
||
|
* a little more complicated to use. it handles more complicated shapes
|
||
|
* that can consist of many connected lines (so you get joins) or lines
|
||
|
* mixed with curves.
|
||
|
* <P>
|
||
|
* The line() and point() command are for the far more common cases
|
||
|
* (particularly for our audience) that simply need to draw a line
|
||
|
* or a point on the screen.
|
||
|
* <P>
|
||
|
* From the code side of things, line() may or may not call beginShape()
|
||
|
* to do the drawing. In the beta code, they do, but in the alpha code,
|
||
|
* they did not. they might be implemented one way or the other depending
|
||
|
* on tradeoffs of runtime efficiency vs. implementation efficiency &mdash
|
||
|
* meaning the speed that things run at vs. the speed it takes me to write
|
||
|
* the code and maintain it. for beta, the latter is most important so
|
||
|
* that's how things are implemented.
|
||
|
*/
|
||
|
abstract 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) {
|
||
|
//depthError("normal");
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set texture mode to either to use coordinates based on the IMAGE
|
||
|
* (more intuitive for new users) or NORMALIZED (better for advanced chaps)
|
||
|
*/
|
||
|
public void textureMode(int mode) {
|
||
|
this.textureMode = mode;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set texture image for current shape.
|
||
|
* Needs to be called between @see beginShape and @see endShape
|
||
|
*
|
||
|
* @param image reference to a PImage object
|
||
|
*/
|
||
|
public void texture(PImage image) {
|
||
|
textureImage = image;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set (U, V) coords for the next vertex in the current shape.
|
||
|
* This is ugly as its own function, and will (almost?) always be
|
||
|
* coincident with a call to vertex. As of beta, this was moved to
|
||
|
* the protected method you see here, and called from an optional
|
||
|
* param of and overloaded vertex().
|
||
|
* <p/>
|
||
|
* The parameters depend on the current textureMode. When using
|
||
|
* textureMode(IMAGE), the coordinates will be relative to the size
|
||
|
* of the image texture, when used with textureMode(NORMAL),
|
||
|
* they'll be in the range 0..1.
|
||
|
* <p/>
|
||
|
* Used by both PGraphics2D (for images) and PGraphics3D.
|
||
|
*/
|
||
|
protected void textureVertex(float u, float v) {
|
||
|
if (textureImage == null) {
|
||
|
throw new RuntimeException("need to set an image with texture() " +
|
||
|
"before using u and v coordinates");
|
||
|
}
|
||
|
if (textureMode == IMAGE) {
|
||
|
u /= (float) textureImage.width;
|
||
|
v /= (float) textureImage.height;
|
||
|
}
|
||
|
|
||
|
textureU = u;
|
||
|
textureV = v;
|
||
|
|
||
|
if (textureU < 0) textureU = 0;
|
||
|
else if (textureU > 1) textureU = 1;
|
||
|
|
||
|
if (textureV < 0) textureV = 0;
|
||
|
else if (textureV > 1) textureV = 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
// eventually need to push a "default" setup down to this class
|
||
|
abstract 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] = y;
|
||
|
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;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
abstract public void vertex(float x, float y, float z);
|
||
|
|
||
|
|
||
|
abstract public void vertex(float x, float y, float u, float v);
|
||
|
|
||
|
|
||
|
abstract public void vertex(float x, float y, float z, float u, float v);
|
||
|
|
||
|
|
||
|
public void bezierVertex(float x2, float y2,
|
||
|
float x3, float y3,
|
||
|
float x4, float y4) {
|
||
|
bezierVertex(x2, y2, Float.MAX_VALUE,
|
||
|
x3, y3, Float.MAX_VALUE,
|
||
|
x4, y4, Float.MAX_VALUE);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* See notes with the bezier() function.
|
||
|
*/
|
||
|
public void bezierVertex(float x2, float y2, float z2,
|
||
|
float x3, float y3, float z3,
|
||
|
float x4, float y4, float z4) {
|
||
|
if (shape != POLYGON) {
|
||
|
throw new RuntimeException("beginShape() and vertex() " +
|
||
|
"must be used before bezierVertex()");
|
||
|
}
|
||
|
if (splineVertexCount > 0) {
|
||
|
float vertex[] = splineVertices[splineVertexCount-1];
|
||
|
splineVertex(vertex[MX], vertex[MY], vertex[MZ], true);
|
||
|
|
||
|
} else if (vertexCount > 0) {
|
||
|
// make sure there's at least a call to vertex()
|
||
|
float vertex[] = vertices[vertexCount-1];
|
||
|
splineVertex(vertex[MX], vertex[MY], vertex[MZ], true);
|
||
|
|
||
|
} else {
|
||
|
throw new RuntimeException("A call to vertex() must be used " +
|
||
|
"before bezierVertex()");
|
||
|
}
|
||
|
splineVertex(x2, y2, z2, true);
|
||
|
splineVertex(x3, y3, z3, true);
|
||
|
splineVertex(x4, y4, z4, true);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* See notes with the curve() function.
|
||
|
*/
|
||
|
public void curveVertex(float x, float y) {
|
||
|
splineVertex(x, y, Float.MAX_VALUE, false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* See notes with the curve() function.
|
||
|
*/
|
||
|
public void curveVertex(float x, float y, float z) {
|
||
|
splineVertex(x, y, z, false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Implementation of generic spline vertex, will add coords to
|
||
|
* the splineVertices[] array and emit calls to draw segments
|
||
|
* as needed (every fourth point for bezier or every point starting
|
||
|
* with the fourth for catmull-rom).
|
||
|
* @param z z-coordinate, set to MAX_VALUE if it's 2D
|
||
|
* @param bezier true if it's a bezier instead of catmull-rom
|
||
|
*/
|
||
|
protected void splineVertex(float x, float y, float z, boolean bezier) {
|
||
|
// to improve processing applet load times, don't allocate
|
||
|
// space for the vertex data until actual use
|
||
|
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);
|
||
|
System.arraycopy(splineVertices[DEFAULT_SPLINE_VERTICES-1], 0,
|
||
|
splineVertices[2], 0, VERTEX_FIELD_COUNT);
|
||
|
splineVertexCount = 3;
|
||
|
}
|
||
|
|
||
|
float vertex[] = splineVertices[splineVertexCount];
|
||
|
|
||
|
vertex[MX] = x;
|
||
|
vertex[MY] = y;
|
||
|
|
||
|
if (fill) {
|
||
|
vertex[R] = fillR;
|
||
|
vertex[G] = fillG;
|
||
|
vertex[B] = fillB;
|
||
|
vertex[A] = fillA;
|
||
|
}
|
||
|
|
||
|
if (stroke) {
|
||
|
vertex[SR] = strokeR;
|
||
|
vertex[SG] = strokeG;
|
||
|
vertex[SB] = strokeB;
|
||
|
vertex[SA] = strokeA;
|
||
|
vertex[SW] = strokeWeight;
|
||
|
}
|
||
|
|
||
|
if (textureImage != null) {
|
||
|
vertex[U] = textureU;
|
||
|
vertex[V] = textureV;
|
||
|
}
|
||
|
|
||
|
// when the coords are Float.MAX_VALUE, then treat as a 2D curve
|
||
|
int dimensions = (z == Float.MAX_VALUE) ? 2 : 3;
|
||
|
|
||
|
if (dimensions == 3) {
|
||
|
vertex[MZ] = z;
|
||
|
|
||
|
vertex[NX] = normalX;
|
||
|
vertex[NY] = normalY;
|
||
|
vertex[NZ] = normalZ;
|
||
|
}
|
||
|
|
||
|
splineVertexCount++;
|
||
|
|
||
|
// draw a segment if there are enough points
|
||
|
if (splineVertexCount > 3) {
|
||
|
if (bezier) {
|
||
|
if ((splineVertexCount % 4) == 0) {
|
||
|
if (!bezierInited) bezierInit();
|
||
|
splineSegment(splineVertexCount-4,
|
||
|
splineVertexCount-4,
|
||
|
bezierDrawMatrix, dimensions,
|
||
|
bezierDetail);
|
||
|
}
|
||
|
} else { // catmull-rom curve (!bezier)
|
||
|
if (!curve_inited) curve_init();
|
||
|
splineSegment(splineVertexCount-4,
|
||
|
splineVertexCount-3,
|
||
|
curve_draw, dimensions,
|
||
|
curveDetail);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/** This feature is in testing, do not use or rely upon its implementation */
|
||
|
public void breakShape() {
|
||
|
}
|
||
|
|
||
|
|
||
|
public final void endShape() {
|
||
|
endShape(OPEN);
|
||
|
}
|
||
|
|
||
|
|
||
|
abstract public void endShape(int mode);
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// COMPOUND PATHS
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Begin a new path. This can be used after beginShape() to draw
|
||
|
* a compound path (i.e. to draw shape with a hole on the interior)
|
||
|
* For instance, to draw a shape that has a hole in its interior,
|
||
|
* the format would be:
|
||
|
* <PRE>
|
||
|
* beginShape();
|
||
|
* beginPath();
|
||
|
* // multiple calls to vertex() that draw the exterior shape
|
||
|
* endPath();
|
||
|
* beginPath();
|
||
|
* // several calls to vertex() to draw the interior hole
|
||
|
* endPath();
|
||
|
* // more beginPath/endPath pairs can be used for additional holes
|
||
|
* endShape();
|
||
|
* </PRE>
|
||
|
* <P/>
|
||
|
* This will probably be available only with the OpenGL renderer,
|
||
|
* because it has a built-in tesselator from GLU.
|
||
|
*/
|
||
|
//public void beginPath() {
|
||
|
//throw new RuntimeException("beginPath() is not available");
|
||
|
//}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* End a path. Use this with beginPath() to close out a compound path.
|
||
|
* <P/>
|
||
|
* This will probably be available only with the OpenGL renderer,
|
||
|
* because it has a built-in tesselator from GLU.
|
||
|
*/
|
||
|
//public void endPath() {
|
||
|
//throw new RuntimeException("endPath() is not available");
|
||
|
//}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// SIMPLE SHAPES WITH ANALOGUES IN beginShape()
|
||
|
|
||
|
|
||
|
public void point(float x, float y) {
|
||
|
beginShape(POINTS);
|
||
|
vertex(x, y);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void point(float x, float y, float z) {
|
||
|
beginShape(POINTS);
|
||
|
vertex(x, y, z);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void line(float x1, float y1, float x2, float y2) {
|
||
|
beginShape(LINES);
|
||
|
vertex(x1, y1);
|
||
|
vertex(x2, y2);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void line(float x1, float y1, float z1,
|
||
|
float x2, float y2, float z2) {
|
||
|
beginShape(LINES);
|
||
|
vertex(x1, y1, z1);
|
||
|
vertex(x2, y2, z2);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void triangle(float x1, float y1, float x2, float y2,
|
||
|
float x3, float y3) {
|
||
|
beginShape(TRIANGLES);
|
||
|
vertex(x1, y1);
|
||
|
vertex(x2, y2);
|
||
|
vertex(x3, y3);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void quad(float x1, float y1, float x2, float y2,
|
||
|
float x3, float y3, float x4, float y4) {
|
||
|
beginShape(QUADS);
|
||
|
vertex(x1, y1);
|
||
|
vertex(x2, y2);
|
||
|
vertex(x3, y3);
|
||
|
vertex(x4, y4);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// 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 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 (x1 > x2) {
|
||
|
float temp = x1; x1 = x2; x2 = temp;
|
||
|
}
|
||
|
|
||
|
if (y1 > y2) {
|
||
|
float temp = y1; y1 = y2; y2 = temp;
|
||
|
}
|
||
|
|
||
|
rectImpl(x1, y1, x2, y2);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void rectImpl(float x1, float y1, float x2, float y2) {
|
||
|
quad(x1, y1, x2, y1, x2, y2, x1, y2);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// 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 == 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 (w < 0) { // undo negative width
|
||
|
x += w;
|
||
|
w = -w;
|
||
|
}
|
||
|
|
||
|
if (h < 0) { // undo negative height
|
||
|
y += h;
|
||
|
h = -h;
|
||
|
}
|
||
|
|
||
|
ellipseImpl(x, y, w, h);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void ellipseImpl(float x1, float y1, float w, float h) {
|
||
|
float hradius = w / 2f;
|
||
|
float vradius = h / 2f;
|
||
|
|
||
|
float centerX = x1 + hradius;
|
||
|
float centerY = y1 + vradius;
|
||
|
|
||
|
// adapt accuracy to radii used w/ a minimum of 4 segments [toxi]
|
||
|
// now uses current scale factors to determine "real" transformed radius
|
||
|
|
||
|
//int cAccuracy = (int)(4+Math.sqrt(hradius*abs(m00)+vradius*abs(m11))*2);
|
||
|
//int cAccuracy = (int)(4+Math.sqrt(hradius+vradius)*2);
|
||
|
|
||
|
// notched this up to *3 instead of *2 because things were
|
||
|
// looking a little rough, i.e. the calculate->arctangent example [fry]
|
||
|
|
||
|
// also removed the m00 and m11 because those were causing weirdness
|
||
|
// need an actual measure of magnitude in there [fry]
|
||
|
|
||
|
int accuracy = (int)(4+Math.sqrt(hradius+vradius)*3);
|
||
|
//System.out.println("accuracy is " + accuracy);
|
||
|
|
||
|
// [toxi031031] adapted to use new lookup tables
|
||
|
float inc = (float)SINCOS_LENGTH / accuracy;
|
||
|
|
||
|
float val = 0;
|
||
|
/*
|
||
|
beginShape(POLYGON);
|
||
|
for (int i = 0; i < cAccuracy; i++) {
|
||
|
vertex(centerX + cosLUT[(int) val] * hradius,
|
||
|
centerY + sinLUT[(int) val] * vradius);
|
||
|
val += inc;
|
||
|
}
|
||
|
endShape();
|
||
|
*/
|
||
|
|
||
|
if (fill) {
|
||
|
boolean savedStroke = stroke;
|
||
|
stroke = false;
|
||
|
|
||
|
beginShape(TRIANGLE_FAN);
|
||
|
normal(0, 0, 1);
|
||
|
vertex(centerX, centerY);
|
||
|
for (int i = 0; i < accuracy; i++) {
|
||
|
vertex(centerX + cosLUT[(int) val] * hradius,
|
||
|
centerY + sinLUT[(int) val] * vradius);
|
||
|
val += inc;
|
||
|
}
|
||
|
// back to the beginning
|
||
|
vertex(centerX + cosLUT[0] * hradius,
|
||
|
centerY + sinLUT[0] * vradius);
|
||
|
endShape();
|
||
|
|
||
|
stroke = savedStroke;
|
||
|
}
|
||
|
|
||
|
if (stroke) {
|
||
|
boolean savedFill = fill;
|
||
|
fill = false;
|
||
|
|
||
|
val = 0;
|
||
|
beginShape(); //LINE_LOOP);
|
||
|
for (int i = 0; i < accuracy; i++) {
|
||
|
vertex(centerX + cosLUT[(int) val] * hradius,
|
||
|
centerY + sinLUT[(int) val] * vradius);
|
||
|
val += inc;
|
||
|
}
|
||
|
endShape(CLOSE);
|
||
|
|
||
|
fill = savedFill;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Identical parameters and placement to ellipse,
|
||
|
* but draws only an arc of that ellipse.
|
||
|
* <p/>
|
||
|
* start and stop are always radians because angleMode() was goofy.
|
||
|
* ellipseMode() sets the placement.
|
||
|
* <p/>
|
||
|
* also tries to be smart about start < stop.
|
||
|
*/
|
||
|
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 == 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(x, y, w, h, start, stop);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Start and stop are in radians, converted by the parent function.
|
||
|
* Note that the radians can be greater (or less) than TWO_PI.
|
||
|
* This is so that an arc can be drawn that crosses zero mark,
|
||
|
* and the user will still collect $200.
|
||
|
*/
|
||
|
protected void arcImpl(float x1, float y1, float w, float h,
|
||
|
float start, float stop) {
|
||
|
float hr = w / 2f;
|
||
|
float vr = h / 2f;
|
||
|
|
||
|
float centerX = x1 + hr;
|
||
|
float centerY = y1 + vr;
|
||
|
|
||
|
if (fill) {
|
||
|
// shut off stroke for a minute
|
||
|
boolean savedStroke = stroke;
|
||
|
stroke = false;
|
||
|
|
||
|
int startLUT = (int) (0.5f + (start / TWO_PI) * SINCOS_LENGTH);
|
||
|
int stopLUT = (int) (0.5f + (stop / TWO_PI) * SINCOS_LENGTH);
|
||
|
|
||
|
beginShape(TRIANGLE_FAN);
|
||
|
vertex(centerX, centerY);
|
||
|
int increment = 1; // what's a good algorithm? stopLUT - startLUT;
|
||
|
for (int i = startLUT; i < stopLUT; i += increment) {
|
||
|
int ii = i % SINCOS_LENGTH;
|
||
|
vertex(centerX + cosLUT[ii] * hr,
|
||
|
centerY + sinLUT[ii] * vr);
|
||
|
}
|
||
|
// draw last point explicitly for accuracy
|
||
|
vertex(centerX + cosLUT[stopLUT % SINCOS_LENGTH] * hr,
|
||
|
centerY + sinLUT[stopLUT % SINCOS_LENGTH] * vr);
|
||
|
endShape();
|
||
|
|
||
|
stroke = savedStroke;
|
||
|
}
|
||
|
|
||
|
if (stroke) {
|
||
|
// Almost identical to above, but this uses a LINE_STRIP
|
||
|
// and doesn't include the first (center) vertex.
|
||
|
|
||
|
boolean savedFill = fill;
|
||
|
fill = false;
|
||
|
|
||
|
int startLUT = (int) (0.5f + (start / TWO_PI) * SINCOS_LENGTH);
|
||
|
int stopLUT = (int) (0.5f + (stop / TWO_PI) * SINCOS_LENGTH);
|
||
|
|
||
|
beginShape(); //LINE_STRIP);
|
||
|
int increment = 1; // what's a good algorithm? stopLUT - startLUT;
|
||
|
for (int i = startLUT; i < stopLUT; i += increment) {
|
||
|
int ii = i % SINCOS_LENGTH;
|
||
|
vertex(centerX + cosLUT[ii] * hr,
|
||
|
centerY + sinLUT[ii] * vr);
|
||
|
}
|
||
|
// draw last point explicitly for accuracy
|
||
|
vertex(centerX + cosLUT[stopLUT % SINCOS_LENGTH] * hr,
|
||
|
centerY + sinLUT[stopLUT % SINCOS_LENGTH] * vr);
|
||
|
endShape();
|
||
|
|
||
|
fill = savedFill;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// BOX & SPHERE
|
||
|
|
||
|
|
||
|
public void box(float size) {
|
||
|
depthError("box");
|
||
|
}
|
||
|
|
||
|
public void box(float w, float h, float d) {
|
||
|
depthError("box");
|
||
|
}
|
||
|
|
||
|
public void sphereDetail(int res) {
|
||
|
depthError("sphereDetail");
|
||
|
}
|
||
|
|
||
|
public void sphere(float r) {
|
||
|
depthError("sphere");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// BEZIER
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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.
|
||
|
* <P>
|
||
|
* For instance, to convert the following example:<PRE>
|
||
|
* 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 = bezierPoint(85, 10, 90, 15, t);
|
||
|
* float y = bezierPoint(20, 10, 90, 80, t);
|
||
|
* vertex(x, y);
|
||
|
* }
|
||
|
* endShape();</PRE>
|
||
|
*/
|
||
|
public float bezierPoint(float a, float b, float c, float d, float t) {
|
||
|
float t1 = 1.0f - t;
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void bezierInit() {
|
||
|
bezierDetail(bezierDetail);
|
||
|
}
|
||
|
|
||
|
|
||
|
public void bezierDetail(int detail) {
|
||
|
if (bezierForwardMatrix == null) {
|
||
|
bezierForwardMatrix = new float[4][4];
|
||
|
bezierDrawMatrix = new float[4][4];
|
||
|
}
|
||
|
bezierDetail = detail;
|
||
|
bezierInited = true;
|
||
|
|
||
|
// setup matrix for forward differencing to speed up drawing
|
||
|
setup_spline_forward(detail, bezierForwardMatrix);
|
||
|
|
||
|
// multiply the basis and forward diff matrices together
|
||
|
// saves much time since this needn't be done for each curve
|
||
|
mult_spline_matrix(bezierForwardMatrix, bezier_basis, bezierDrawMatrix, 4);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Draw a cubic 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.
|
||
|
* <P>
|
||
|
* Identical to typing:
|
||
|
* <PRE>beginShape();
|
||
|
* vertex(x1, y1);
|
||
|
* bezierVertex(x2, y2, x3, y3, x4, y4);
|
||
|
* endShape();
|
||
|
* </PRE>
|
||
|
* In Postscript-speak, this would be:
|
||
|
* <PRE>moveto(x1, y1);
|
||
|
* curveto(x2, y2, x3, y3, x4, y4);</PRE>
|
||
|
* If you were to try and continue that curve like so:
|
||
|
* <PRE>curveto(x5, y5, x6, y6, x7, y7);</PRE>
|
||
|
* This would be done in processing by adding these statements:
|
||
|
* <PRE>bezierVertex(x5, y5, x6, y6, x7, y7)
|
||
|
* </PRE>
|
||
|
* To draw a quadratic (instead of cubic) curve,
|
||
|
* use the control point twice by doubling it:
|
||
|
* <PRE>bezier(x1, y1, cx, cy, cx, cy, x2, y2);</PRE>
|
||
|
*/
|
||
|
public void bezier(float x1, float y1,
|
||
|
float x2, float y2,
|
||
|
float x3, float y3,
|
||
|
float x4, float y4) {
|
||
|
beginShape(); //LINE_STRIP);
|
||
|
vertex(x1, y1);
|
||
|
bezierVertex(x2, y2, x3, y3, 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) {
|
||
|
beginShape(); //LINE_STRIP);
|
||
|
vertex(x1, y1, z1);
|
||
|
bezierVertex(x2, y2, z2,
|
||
|
x3, y3, z3,
|
||
|
x4, y4, z4);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// CATMULL-ROM CURVE
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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;
|
||
|
}
|
||
|
|
||
|
|
||
|
public void curveDetail(int detail) {
|
||
|
curve_mode(detail, curveTightness);
|
||
|
}
|
||
|
|
||
|
|
||
|
public void curveTightness(float tightness) {
|
||
|
curve_mode(curveDetail, tightness);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void curve_init() {
|
||
|
curve_mode(curveDetail, curveTightness);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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.
|
||
|
* <P>
|
||
|
* (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) {
|
||
|
curveDetail = segments;
|
||
|
|
||
|
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);
|
||
|
|
||
|
if (bezierBasisInverse == null) {
|
||
|
bezierBasisInverse = new PMatrix(bezierBasis).invert();
|
||
|
}
|
||
|
|
||
|
// hack here to get PGraphics2 working
|
||
|
curveToBezierMatrix = new PMatrix(c[0][0], c[0][1], c[0][2], c[0][3],
|
||
|
c[1][0], c[1][1], c[1][2], c[1][3],
|
||
|
c[2][0], c[2][1], c[2][2], c[2][3],
|
||
|
c[3][0], c[3][1], c[3][2], c[3][3]);
|
||
|
curveToBezierMatrix.preApply(bezierBasisInverse);
|
||
|
|
||
|
// 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);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Draws a segment of Catmull-Rom curve.
|
||
|
* <P>
|
||
|
* 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().
|
||
|
* <P>
|
||
|
* Identical to typing out:<PRE>
|
||
|
* beginShape();
|
||
|
* curveVertex(x1, y1);
|
||
|
* curveVertex(x2, y2);
|
||
|
* curveVertex(x3, y3);
|
||
|
* curveVertex(x4, y4);
|
||
|
* endShape();
|
||
|
* </PRE>
|
||
|
*/
|
||
|
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) {
|
||
|
beginShape(); //LINE_STRIP);
|
||
|
curveVertex(x1, y1, z1);
|
||
|
curveVertex(x2, y2, z2);
|
||
|
curveVertex(x3, y3, z3);
|
||
|
curveVertex(x4, y4, z4);
|
||
|
endShape();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// SPLINE UTILITY FUNCTIONS (used by both Bezier and Catmull-Rom)
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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.
|
||
|
* <P>
|
||
|
* 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 splineSegment(int offset, int start, float m[][],
|
||
|
int dimensions, int segments) {
|
||
|
float x1 = splineVertices[offset+0][MX];
|
||
|
float x2 = splineVertices[offset+1][MX];
|
||
|
float x3 = splineVertices[offset+2][MX];
|
||
|
float x4 = splineVertices[offset+3][MX];
|
||
|
float x0 = splineVertices[start][MX];
|
||
|
|
||
|
float y1 = splineVertices[offset+0][MY];
|
||
|
float y2 = splineVertices[offset+1][MY];
|
||
|
float y3 = splineVertices[offset+2][MY];
|
||
|
float y4 = splineVertices[offset+3][MY];
|
||
|
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 cvertexSaved = splineVertexCount;
|
||
|
|
||
|
if (dimensions == 3) {
|
||
|
float z1 = splineVertices[offset+0][MZ];
|
||
|
float z2 = splineVertices[offset+1][MZ];
|
||
|
float z3 = splineVertices[offset+2][MZ];
|
||
|
float z4 = splineVertices[offset+3][MZ];
|
||
|
float z0 = splineVertices[start][MZ];
|
||
|
|
||
|
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;
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
} else {
|
||
|
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 = cvertexSaved;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
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;
|
||
|
|
||
|
// 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) {
|
||
|
if (c < 0) { // reset a negative width
|
||
|
a += c; c = -c;
|
||
|
}
|
||
|
if (d < 0) { // reset a negative height
|
||
|
b += d; d = -d;
|
||
|
}
|
||
|
|
||
|
imageImpl(image,
|
||
|
a, b, a + c, b + d,
|
||
|
u1, v1, u2, v2);
|
||
|
|
||
|
} else if (imageMode == CORNERS) {
|
||
|
if (c < a) { // reverse because x2 < x1
|
||
|
float temp = a; a = c; c = temp;
|
||
|
}
|
||
|
if (d < b) { // reverse because y2 < y1
|
||
|
float temp = b; b = d; d = temp;
|
||
|
}
|
||
|
|
||
|
imageImpl(image,
|
||
|
a, b, c, d,
|
||
|
u1, v1, u2, v2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Expects x1, y1, x2, y2 coordinates where (x2 >= x1) and (y2 >= y1).
|
||
|
* If tint() has been called, the image will be colored.
|
||
|
* <p/>
|
||
|
* The default implementation draws an image as a textured quad.
|
||
|
* The (u, v) coordinates are in image space (they're ints, after all..)
|
||
|
*/
|
||
|
protected void imageImpl(PImage image,
|
||
|
float x1, float y1, float x2, float y2,
|
||
|
int u1, int v1, int u2, int v2) {
|
||
|
boolean savedStroke = stroke;
|
||
|
boolean savedFill = fill;
|
||
|
int savedTextureMode = textureMode;
|
||
|
|
||
|
stroke = false;
|
||
|
fill = true;
|
||
|
textureMode = IMAGE;
|
||
|
|
||
|
float savedFillR = fillR;
|
||
|
float savedFillG = fillG;
|
||
|
float savedFillB = fillB;
|
||
|
float savedFillA = fillA;
|
||
|
|
||
|
if (tint) {
|
||
|
fillR = tintR;
|
||
|
fillG = tintG;
|
||
|
fillB = tintB;
|
||
|
fillA = tintA;
|
||
|
|
||
|
} else {
|
||
|
fillR = 1;
|
||
|
fillG = 1;
|
||
|
fillB = 1;
|
||
|
fillA = 1;
|
||
|
}
|
||
|
|
||
|
//System.out.println(fill + " " + fillR + " " + fillG + " " + fillB);
|
||
|
|
||
|
beginShape(QUADS);
|
||
|
texture(image);
|
||
|
vertex(x1, y1, u1, v1);
|
||
|
vertex(x1, y2, u1, v2);
|
||
|
vertex(x2, y2, u2, v2);
|
||
|
vertex(x2, y1, u2, v1);
|
||
|
endShape();
|
||
|
|
||
|
stroke = savedStroke;
|
||
|
fill = savedFill;
|
||
|
textureMode = savedTextureMode;
|
||
|
|
||
|
fillR = savedFillR;
|
||
|
fillG = savedFillG;
|
||
|
fillB = savedFillB;
|
||
|
fillA = savedFillA;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// TEXT/FONTS
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sets the alignment of the text to one of LEFT, CENTER, or RIGHT.
|
||
|
* This will also reset the vertical text alignment to BASELINE.
|
||
|
*/
|
||
|
public void textAlign(int align) {
|
||
|
textAlign(align, BASELINE);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sets the horizontal and vertical alignment of the text. The horizontal
|
||
|
* alignment can be one of LEFT, CENTER, or RIGHT. The vertical alignment
|
||
|
* can be TOP, BOTTOM, CENTER, or the BASELINE (the default).
|
||
|
*/
|
||
|
public void textAlign(int alignX, int alignY) {
|
||
|
textAlign = alignX;
|
||
|
textAlignY = alignY;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Returns the ascent of the current font at the current size.
|
||
|
* This is a method, rather than a variable inside the PGraphics object
|
||
|
* because it requires calculation.
|
||
|
*/
|
||
|
public float textAscent() {
|
||
|
if (textFont == null) {
|
||
|
throw new RuntimeException("use textFont() before textAscent()");
|
||
|
}
|
||
|
|
||
|
return textFont.ascent() *
|
||
|
((textMode == SCREEN) ? textFont.size : textSize);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Returns the descent of the current font at the current size.
|
||
|
* This is a method, rather than a variable inside the PGraphics object
|
||
|
* because it requires calculation.
|
||
|
*/
|
||
|
public float textDescent() {
|
||
|
if (textFont != null) {
|
||
|
return textFont.descent() *
|
||
|
((textMode == SCREEN) ? textFont.size : textSize);
|
||
|
|
||
|
} else {
|
||
|
throw new RuntimeException("use textFont() before textDescent()");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sets the current font. The font's size will be the "natural"
|
||
|
* size of this font (the size that was set when using "Create Font").
|
||
|
* The leading will also be reset.
|
||
|
*/
|
||
|
public void textFont(PFont which) {
|
||
|
if (which != null) {
|
||
|
textFont = which;
|
||
|
if (hints[ENABLE_NATIVE_FONTS]) {
|
||
|
if (which.font == null) {
|
||
|
which.findFont();
|
||
|
}
|
||
|
}
|
||
|
textFontNative = which.font;
|
||
|
|
||
|
//textFontNativeMetrics = null;
|
||
|
// changed for rev 0104 for textMode(SHAPE) in opengl
|
||
|
if (textFontNative != null) {
|
||
|
// TODO need a better way to handle this. could use reflection to get
|
||
|
// rid of the warning, but that'd be a little silly. supporting this is
|
||
|
// an artifact of supporting java 1.1, otherwise we'd use getLineMetrics,
|
||
|
// as recommended by the @deprecated flag.
|
||
|
textFontNativeMetrics =
|
||
|
Toolkit.getDefaultToolkit().getFontMetrics(textFontNative);
|
||
|
}
|
||
|
textSize(which.size);
|
||
|
|
||
|
} else {
|
||
|
throw new RuntimeException("a null PFont was passed to textFont()");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Useful function to set the font and size at the same time.
|
||
|
*/
|
||
|
public void textFont(PFont which, float size) {
|
||
|
textFont(which);
|
||
|
textSize(size);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the text leading to a specific value. If using a custom
|
||
|
* value for the text leading, you'll have to call textLeading()
|
||
|
* again after any calls to textSize().
|
||
|
*/
|
||
|
public void textLeading(float leading) {
|
||
|
textLeading = leading;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sets the text rendering/placement to be either SCREEN (direct
|
||
|
* to the screen, exact coordinates, only use the font's original size)
|
||
|
* or MODEL (the default, where text is manipulated by translate() and
|
||
|
* can have a textSize). The text size cannot be set when using
|
||
|
* textMode(SCREEN), because it uses the pixels directly from the font.
|
||
|
*/
|
||
|
public void textMode(int mode) {
|
||
|
// CENTER and MODEL overlap (they're both 3)
|
||
|
if ((mode == LEFT) || (mode == RIGHT)) {
|
||
|
throw new RuntimeException("textMode() is now textAlign() " +
|
||
|
"in Processing beta");
|
||
|
}
|
||
|
if ((mode != SCREEN) && (mode != MODEL)) {
|
||
|
throw new RuntimeException("Only textMode(SCREEN) and textMode(MODEL) " +
|
||
|
"are available with this renderer.");
|
||
|
}
|
||
|
|
||
|
//if (textFont != null) {
|
||
|
textMode = mode;
|
||
|
|
||
|
// reset the font to its natural size
|
||
|
// (helps with width calculations and all that)
|
||
|
//if (textMode == SCREEN) {
|
||
|
//textSize(textFont.size);
|
||
|
//}
|
||
|
|
||
|
//} else {
|
||
|
//throw new RuntimeException("use textFont() before textMode()");
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sets the text size, also resets the value for the leading.
|
||
|
*/
|
||
|
public void textSize(float size) {
|
||
|
if (textFont != null) {
|
||
|
if ((textMode == SCREEN) && (size != textFont.size)) {
|
||
|
throw new RuntimeException("textSize() cannot be used with " +
|
||
|
"textMode(SCREEN)");
|
||
|
}
|
||
|
textSize = size;
|
||
|
//textLeading = textSize *
|
||
|
// ((textFont.ascent() + textFont.descent()) * 1.275f);
|
||
|
textLeading = (textAscent() + textDescent()) * 1.275f;
|
||
|
|
||
|
} else {
|
||
|
throw new RuntimeException("Use textFont() before textSize()");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
|
||
|
public float textWidth(char c) {
|
||
|
textBuffer[0] = c;
|
||
|
return textWidthImpl(textBuffer, 0, 1);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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 str) {
|
||
|
if (textFont == null) {
|
||
|
throw new RuntimeException("use textFont() before textWidth()");
|
||
|
}
|
||
|
|
||
|
int length = str.length();
|
||
|
if (length > textWidthBuffer.length) {
|
||
|
textWidthBuffer = new char[length + 10];
|
||
|
}
|
||
|
str.getChars(0, length, textWidthBuffer, 0);
|
||
|
|
||
|
float wide = 0;
|
||
|
int index = 0;
|
||
|
int start = 0;
|
||
|
|
||
|
while (index < length) {
|
||
|
if (textWidthBuffer[index] == '\n') {
|
||
|
wide = Math.max(wide, textWidthImpl(textWidthBuffer, start, index));
|
||
|
start = index+1;
|
||
|
}
|
||
|
index++;
|
||
|
}
|
||
|
if (start < length) {
|
||
|
wide = Math.max(wide, textWidthImpl(textWidthBuffer, start, index));
|
||
|
}
|
||
|
return wide;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Implementation of returning the text width of
|
||
|
* the chars [start, stop) in the buffer.
|
||
|
* Unlike the previous version that was inside PFont, this will
|
||
|
* return the size not of a 1 pixel font, but the actual current size.
|
||
|
*/
|
||
|
protected float textWidthImpl(char buffer[], int start, int stop) {
|
||
|
float wide = 0;
|
||
|
for (int i = start; i < stop; i++) {
|
||
|
// could add kerning here, but it just ain't implemented
|
||
|
wide += textFont.width(buffer[i]) * textSize;
|
||
|
}
|
||
|
return wide;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ........................................................
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Write text where we just left off.
|
||
|
*/
|
||
|
public void text(char c) {
|
||
|
text(c, textX, textY, textZ);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Draw a single character on screen.
|
||
|
* Extremely slow when used with textMode(SCREEN) and Java 2D,
|
||
|
* because loadPixels has to be called first and updatePixels last.
|
||
|
*/
|
||
|
public void text(char c, float x, float y) {
|
||
|
if (textFont == null) {
|
||
|
throw new RuntimeException("use textFont() before text()");
|
||
|
}
|
||
|
|
||
|
if (textMode == SCREEN) loadPixels();
|
||
|
|
||
|
textBuffer[0] = c;
|
||
|
textLineImpl(textBuffer, 0, 1, x, y);
|
||
|
|
||
|
if (textMode == SCREEN) updatePixels();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Draw a single character on screen (with a z coordinate)
|
||
|
*/
|
||
|
public void text(char c, float x, float y, float z) {
|
||
|
if ((z != 0) && (textMode == SCREEN)) {
|
||
|
String msg = "textMode(SCREEN) cannot have a z coordinate";
|
||
|
throw new RuntimeException(msg);
|
||
|
}
|
||
|
|
||
|
if (z != 0) translate(0, 0, z); // slowness, badness
|
||
|
|
||
|
text(c, x, y);
|
||
|
textZ = z;
|
||
|
|
||
|
if (z != 0) translate(0, 0, -z);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Write text where we just left off.
|
||
|
*/
|
||
|
public void text(String str) {
|
||
|
text(str, textX, textY, textZ);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Draw a chunk of text.
|
||
|
* Newlines that are \n (Unix newline or linefeed char, ascii 10)
|
||
|
* are honored, but \r (carriage return, Windows and Mac OS) are
|
||
|
* ignored.
|
||
|
*/
|
||
|
public void text(String str, float x, float y) {
|
||
|
if (textFont == null) {
|
||
|
throw new RuntimeException("use textFont() before text()");
|
||
|
}
|
||
|
|
||
|
if (textMode == SCREEN) loadPixels();
|
||
|
|
||
|
int length = str.length();
|
||
|
if (length > textBuffer.length) {
|
||
|
textBuffer = new char[length + 10];
|
||
|
}
|
||
|
str.getChars(0, length, textBuffer, 0);
|
||
|
|
||
|
// If multiple lines, sum the height of the additional lines
|
||
|
float high = 0; //-textAscent();
|
||
|
for (int i = 0; i < length; i++) {
|
||
|
if (textBuffer[i] == '\n') {
|
||
|
high += textLeading;
|
||
|
}
|
||
|
}
|
||
|
if (textAlignY == CENTER) {
|
||
|
// for a single line, this adds half the textAscent to y
|
||
|
// for multiple lines, subtract half the additional height
|
||
|
//y += (textAscent() - textDescent() - high)/2;
|
||
|
y += (textAscent() - high)/2;
|
||
|
} else if (textAlignY == TOP) {
|
||
|
// for a single line, need to add textAscent to y
|
||
|
// for multiple lines, no different
|
||
|
y += textAscent();
|
||
|
} else if (textAlignY == BOTTOM) {
|
||
|
// for a single line, this is just baseline (unchanged)
|
||
|
// for multiple lines, subtract leading for each line
|
||
|
y -= high;
|
||
|
//} else if (textAlignY == BASELINE) {
|
||
|
// do nothing
|
||
|
}
|
||
|
|
||
|
int start = 0;
|
||
|
int index = 0;
|
||
|
while (index < length) {
|
||
|
if (textBuffer[index] == '\n') {
|
||
|
textLineImpl(textBuffer, start, index, x, y);
|
||
|
start = index + 1;
|
||
|
y += textLeading;
|
||
|
}
|
||
|
index++;
|
||
|
}
|
||
|
if (start < length) {
|
||
|
textLineImpl(textBuffer, start, index, x, y);
|
||
|
}
|
||
|
if (textMode == SCREEN) updatePixels();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Same as above but with a z coordinate.
|
||
|
*/
|
||
|
public void text(String str, float x, float y, float z) {
|
||
|
if ((z != 0) && (textMode == SCREEN)) {
|
||
|
String msg = "textMode(SCREEN) cannot have a z coordinate";
|
||
|
throw new RuntimeException(msg);
|
||
|
}
|
||
|
|
||
|
if (z != 0) translate(0, 0, z); // slow!
|
||
|
|
||
|
text(str, x, y);
|
||
|
textZ = z;
|
||
|
|
||
|
if (z != 0) translate(0, 0, -z);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Handles placement of a text line, then calls textLinePlaced
|
||
|
* to actually render at the specific point.
|
||
|
*/
|
||
|
protected void textLineImpl(char buffer[], int start, int stop,
|
||
|
float x, float y) {
|
||
|
if (textAlign == CENTER) {
|
||
|
x -= textWidthImpl(buffer, start, stop) / 2f;
|
||
|
|
||
|
} else if (textAlign == RIGHT) {
|
||
|
x -= textWidthImpl(buffer, start, stop);
|
||
|
}
|
||
|
|
||
|
textLinePlacedImpl(buffer, start, stop, x, y);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void textLinePlacedImpl(char buffer[], int start, int stop,
|
||
|
float x, float y) {
|
||
|
for (int index = start; index < stop; index++) {
|
||
|
textCharImpl(buffer[index], x, y); //, 0); //z);
|
||
|
|
||
|
// this doesn't account for kerning
|
||
|
x += textWidth(buffer[index]);
|
||
|
}
|
||
|
textX = x;
|
||
|
textY = y;
|
||
|
textZ = 0; // this will get set by the caller if non-zero
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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).
|
||
|
* <P/>
|
||
|
* 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.
|
||
|
* <P/>
|
||
|
* Newlines that are \n (Unix newline or linefeed char, ascii 10)
|
||
|
* are honored, and \r (carriage return, Windows and Mac OS) are
|
||
|
* ignored.
|
||
|
*/
|
||
|
public void text(String str, float x1, float y1, float x2, float y2) {
|
||
|
if (textFont == null) {
|
||
|
throw new RuntimeException("use textFont() before text()");
|
||
|
}
|
||
|
|
||
|
if (textMode == SCREEN) loadPixels();
|
||
|
|
||
|
float hradius, vradius;
|
||
|
switch (rectMode) {
|
||
|
case CORNER:
|
||
|
x2 += x1; y2 += y1;
|
||
|
break;
|
||
|
case 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;
|
||
|
}
|
||
|
|
||
|
float spaceWidth = textWidth(' ');
|
||
|
float runningX = x1; //boxX1;
|
||
|
float currentY = y1; //boxY1;
|
||
|
float boxWidth = x2 - x1; //boxX2 - boxX1;
|
||
|
|
||
|
// lineX is the position where the text starts, which is adjusted
|
||
|
// to left/center/right based on the current textAlign
|
||
|
float lineX = x1; //boxX1;
|
||
|
if (textAlign == CENTER) {
|
||
|
lineX = lineX + boxWidth/2f;
|
||
|
} else if (textAlign == RIGHT) {
|
||
|
lineX = x2; //boxX2;
|
||
|
}
|
||
|
|
||
|
// ala illustrator, the text itself must fit inside the box
|
||
|
currentY += textAscent(); //ascent() * textSize;
|
||
|
// if the box is already too small, tell em to f off
|
||
|
if (currentY > y2) return; //boxY2) return;
|
||
|
|
||
|
int length = str.length();
|
||
|
if (length > textBuffer.length) {
|
||
|
textBuffer = new char[length + 10];
|
||
|
}
|
||
|
str.getChars(0, length, textBuffer, 0);
|
||
|
|
||
|
int wordStart = 0;
|
||
|
int wordStop = 0;
|
||
|
int lineStart = 0;
|
||
|
int index = 0;
|
||
|
while (index < length) {
|
||
|
if ((textBuffer[index] == ' ') || (index == length-1)) {
|
||
|
// boundary of a word
|
||
|
float wordWidth = textWidthImpl(textBuffer, wordStart, index);
|
||
|
|
||
|
if (runningX + wordWidth > x2) { //boxX2) {
|
||
|
if (runningX == x1) { //boxX1) {
|
||
|
// if this is the first word, and its width is
|
||
|
// greater than the width of the text box,
|
||
|
// then break the word where at the max width,
|
||
|
// and send the rest of the word to the next line.
|
||
|
do {
|
||
|
index--;
|
||
|
if (index == wordStart) {
|
||
|
// not a single char will fit on this line. screw 'em.
|
||
|
//System.out.println("screw you");
|
||
|
return;
|
||
|
}
|
||
|
wordWidth = textWidthImpl(textBuffer, wordStart, index);
|
||
|
} while (wordWidth > boxWidth);
|
||
|
textLineImpl(textBuffer, lineStart, index, lineX, currentY);
|
||
|
|
||
|
} else {
|
||
|
// next word is too big, output current line
|
||
|
// and advance to the next line
|
||
|
textLineImpl(textBuffer, lineStart, wordStop, lineX, currentY);
|
||
|
// only increment index if a word wasn't broken inside the
|
||
|
// do/while loop above.. also, this is a while() loop too,
|
||
|
// because multiple spaces don't count for shit when they're
|
||
|
// at the end of a line like this.
|
||
|
|
||
|
index = wordStop; // back that ass up
|
||
|
while ((index < length) &&
|
||
|
(textBuffer[index] == ' ')) {
|
||
|
index++;
|
||
|
}
|
||
|
}
|
||
|
lineStart = index;
|
||
|
wordStart = index;
|
||
|
wordStop = index;
|
||
|
runningX = x1; //boxX1;
|
||
|
currentY += textLeading;
|
||
|
//if (currentY > boxY2) return; // box is now full
|
||
|
if (currentY > y2) return; // box is now full
|
||
|
|
||
|
} else {
|
||
|
runningX += wordWidth + spaceWidth;
|
||
|
// on to the next word
|
||
|
wordStop = index;
|
||
|
wordStart = index + 1;
|
||
|
}
|
||
|
|
||
|
} else if (textBuffer[index] == '\n') {
|
||
|
if (lineStart != index) { // if line is not empty
|
||
|
textLineImpl(textBuffer, lineStart, index, lineX, currentY);
|
||
|
}
|
||
|
lineStart = index + 1;
|
||
|
wordStart = lineStart;
|
||
|
runningX = x1; // fix for bug 188
|
||
|
currentY += textLeading;
|
||
|
//if (currentY > boxY2) return; // box is now full
|
||
|
if (currentY > y2) return; // box is now full
|
||
|
}
|
||
|
index++;
|
||
|
}
|
||
|
if ((lineStart < length) && (lineStart != index)) {
|
||
|
textLineImpl(textBuffer, lineStart, index, lineX, currentY);
|
||
|
}
|
||
|
|
||
|
if (textMode == SCREEN) updatePixels();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void text(String s, float x1, float y1, float x2, float y2, float z) {
|
||
|
if ((z != 0) && (textMode == SCREEN)) {
|
||
|
String msg = "textMode(SCREEN) cannot have a z coordinate";
|
||
|
throw new RuntimeException(msg);
|
||
|
}
|
||
|
|
||
|
if (z != 0) translate(0, 0, z); // slowness, badness
|
||
|
|
||
|
text(s, x1, y1, x2, y2);
|
||
|
textZ = z;
|
||
|
|
||
|
if (z != 0) translate(0, 0, -z); // TEMPORARY HACK! SLOW!
|
||
|
}
|
||
|
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This does a basic number formatting, to avoid the
|
||
|
* generally ugly appearance of printing floats.
|
||
|
* Users who want more control should use their own nf() 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) {
|
||
|
text(PApplet.nfs(num, 0, 3), x, y, z);
|
||
|
}
|
||
|
|
||
|
|
||
|
// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
|
||
|
|
||
|
|
||
|
// what was this for?
|
||
|
//font.getStringBounds(text, g2.getFontRenderContext()).getWidth();
|
||
|
|
||
|
|
||
|
protected void textCharImpl(char ch, float x, float y) { //, float z) {
|
||
|
int index = textFont.index(ch);
|
||
|
if (index == -1) return;
|
||
|
|
||
|
PImage glyph = textFont.images[index];
|
||
|
|
||
|
if (textMode == MODEL) {
|
||
|
float high = (float) textFont.height[index] / textFont.fheight;
|
||
|
float bwidth = (float) textFont.width[index] / textFont.fwidth;
|
||
|
float lextent = (float) textFont.leftExtent[index] / textFont.fwidth;
|
||
|
float textent = (float) textFont.topExtent[index] / textFont.fheight;
|
||
|
|
||
|
float x1 = x + lextent * textSize;
|
||
|
float y1 = y - textent * textSize;
|
||
|
float x2 = x1 + bwidth * textSize;
|
||
|
float y2 = y1 + high * textSize;
|
||
|
|
||
|
textCharModelImpl(glyph,
|
||
|
x1, y1, x2, y2,
|
||
|
//x1, y1, z, x2, y2, z,
|
||
|
textFont.width[index], textFont.height[index]);
|
||
|
|
||
|
} else if (textMode == SCREEN) {
|
||
|
int xx = (int) x + textFont.leftExtent[index];;
|
||
|
int yy = (int) y - textFont.topExtent[index];
|
||
|
|
||
|
int w0 = textFont.width[index];
|
||
|
int h0 = textFont.height[index];
|
||
|
|
||
|
textCharScreenImpl(glyph, xx, yy, w0, h0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void textCharModelImpl(PImage glyph,
|
||
|
float x1, float y1, //float z1,
|
||
|
float x2, float y2, //float z2,
|
||
|
int u2, int v2) {
|
||
|
boolean savedTint = tint;
|
||
|
int savedTintColor = tintColor;
|
||
|
float savedTintR = tintR;
|
||
|
float savedTintG = tintG;
|
||
|
float savedTintB = tintB;
|
||
|
float savedTintA = tintA;
|
||
|
boolean savedTintAlpha = tintAlpha;
|
||
|
|
||
|
tint = true;
|
||
|
tintColor = fillColor;
|
||
|
tintR = fillR;
|
||
|
tintG = fillG;
|
||
|
tintB = fillB;
|
||
|
tintA = fillA;
|
||
|
tintAlpha = fillAlpha;
|
||
|
|
||
|
imageImpl(glyph, x1, y1, x2, y2, 0, 0, u2, v2);
|
||
|
|
||
|
tint = savedTint;
|
||
|
tintColor = savedTintColor;
|
||
|
tintR = savedTintR;
|
||
|
tintG = savedTintG;
|
||
|
tintB = savedTintB;
|
||
|
tintA = savedTintA;
|
||
|
tintAlpha = savedTintAlpha;
|
||
|
}
|
||
|
|
||
|
|
||
|
// should take image, int x1, int y1, and x2, y2
|
||
|
|
||
|
protected void textCharScreenImpl(PImage glyph,
|
||
|
int xx, int yy, //int x2, int y2,
|
||
|
int w0, int h0) {
|
||
|
/*
|
||
|
System.out.println("textimplscreen");
|
||
|
rectMode(CORNER);
|
||
|
stroke(255);
|
||
|
rect(xx, yy, w0, h0);
|
||
|
*/
|
||
|
|
||
|
int x0 = 0;
|
||
|
int y0 = 0;
|
||
|
|
||
|
if ((xx >= width) || (yy >= height) ||
|
||
|
(xx + w0 < 0) || (yy + h0 < 0)) return;
|
||
|
|
||
|
if (xx < 0) {
|
||
|
x0 -= xx;
|
||
|
w0 += xx;
|
||
|
xx = 0;
|
||
|
}
|
||
|
if (yy < 0) {
|
||
|
y0 -= yy;
|
||
|
h0 += yy;
|
||
|
yy = 0;
|
||
|
}
|
||
|
if (xx + w0 > width) {
|
||
|
w0 -= ((xx + w0) - width);
|
||
|
}
|
||
|
if (yy + h0 > height) {
|
||
|
h0 -= ((yy + h0) - height);
|
||
|
}
|
||
|
|
||
|
int fr = fillRi;
|
||
|
int fg = fillGi;
|
||
|
int fb = fillBi;
|
||
|
int fa = fillAi;
|
||
|
|
||
|
int pixels1[] = glyph.pixels; //images[glyph].pixels;
|
||
|
|
||
|
// TODO this can be optimized a bit
|
||
|
for (int row = y0; row < y0 + h0; row++) {
|
||
|
for (int col = x0; col < x0 + w0; col++) {
|
||
|
int a1 = (fa * pixels1[row * textFont.twidth + col]) >> 8;
|
||
|
int a2 = a1 ^ 0xff;
|
||
|
//int p1 = pixels1[row * glyph.width + col];
|
||
|
int p2 = pixels[(yy + row-y0)*width + (xx+col-x0)];
|
||
|
|
||
|
pixels[(yy + row-y0)*width + xx+col-x0] =
|
||
|
(0xff000000 |
|
||
|
(((a1 * fr + a2 * ((p2 >> 16) & 0xff)) & 0xff00) << 8) |
|
||
|
(( a1 * fg + a2 * ((p2 >> 8) & 0xff)) & 0xff00) |
|
||
|
(( a1 * fb + a2 * ( p2 & 0xff)) >> 8));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// 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) {
|
||
|
depthErrorXYZ("translate");
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Two dimensional rotation.
|
||
|
* <br/> <br/>
|
||
|
* <A HREF="http://www.xkcd.com/c184.html">Additional background</A>.
|
||
|
* <br/> <br/>
|
||
|
* 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) {
|
||
|
float c = (float) Math.cos(angle);
|
||
|
float s = (float) Math.sin(angle);
|
||
|
|
||
|
applyMatrix(c, -s, 0, s, c, 0);
|
||
|
}
|
||
|
|
||
|
|
||
|
public void rotateX(float angle) {
|
||
|
depthError("rotateX");
|
||
|
}
|
||
|
|
||
|
public void rotateY(float angle) {
|
||
|
depthError("rotateY");
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Rotate around the z axis. The functions rotate() and rotateZ() are
|
||
|
* the same, it's just that it make sense to have rotate() and then rotateX()
|
||
|
* and rotateY() when running in 3D; nor does it make sense to use
|
||
|
* a function called rotateZ() if you're only doing things in 2D.
|
||
|
* so we just decided to have them both be the same.
|
||
|
*/
|
||
|
public void rotateZ(float angle) {
|
||
|
depthError("rotateZ");
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Rotate about a vector in space. Same as the glRotatef() function.
|
||
|
*/
|
||
|
public void rotate(float angle, float vx, float vy, float vz) {
|
||
|
throw new RuntimeException("rotate(angle, x, y, z) " +
|
||
|
"can only be used with P3D or OPENGL");
|
||
|
}
|
||
|
|
||
|
|
||
|
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) {
|
||
|
depthErrorXYZ("scale");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// TRANSFORMATION MATRIX
|
||
|
|
||
|
|
||
|
public void pushMatrix() {
|
||
|
if (matrixStackDepth+1 == MATRIX_STACK_DEPTH) {
|
||
|
throw new RuntimeException("too many calls to pushMatrix()");
|
||
|
}
|
||
|
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 popMatrix() {
|
||
|
if (matrixStackDepth == 0) {
|
||
|
throw new RuntimeException("too many calls to popMatrix() " +
|
||
|
"(and not enough to pushMatrix)");
|
||
|
}
|
||
|
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 OPENGL or P3D");
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Loads the current matrix into m00, m01 etc (or modelview and
|
||
|
* projection when using 3D) so that the values can be read.
|
||
|
* <P/>
|
||
|
* Note that there is no "updateMatrix" because that gets too
|
||
|
* complicated (unnecessary) when considering the 3D matrices.
|
||
|
*/
|
||
|
public void loadMatrix() {
|
||
|
// no-op on base PGraphics because they're used directly
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Print the current model (or "transformation") matrix.
|
||
|
*/
|
||
|
public void printMatrix() {
|
||
|
loadMatrix(); // just to make sure
|
||
|
|
||
|
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 = 1000000; // 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 beginCamera() {
|
||
|
depthError("beginCamera");
|
||
|
}
|
||
|
|
||
|
public void endCamera() {
|
||
|
depthError("endCamera");
|
||
|
}
|
||
|
|
||
|
public void camera() {
|
||
|
depthError("camera");
|
||
|
}
|
||
|
|
||
|
public void camera(float eyeX, float eyeY, float eyeZ,
|
||
|
float centerX, float centerY, float centerZ,
|
||
|
float upX, float upY, float upZ) {
|
||
|
depthError("camera");
|
||
|
}
|
||
|
|
||
|
public void printCamera() {
|
||
|
depthError("printCamera");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// PROJECTION (none are supported in 2D)
|
||
|
|
||
|
|
||
|
public void ortho() {
|
||
|
depthError("ortho");
|
||
|
}
|
||
|
|
||
|
public void ortho(float left, float right,
|
||
|
float bottom, float top,
|
||
|
float near, float far) {
|
||
|
depthError("ortho");
|
||
|
}
|
||
|
|
||
|
public void perspective() {
|
||
|
depthError("perspective");
|
||
|
}
|
||
|
|
||
|
public void perspective(float fovy, float aspect, float zNear, float zFar) {
|
||
|
depthError("perspective");
|
||
|
}
|
||
|
|
||
|
public void frustum(float left, float right, float bottom,
|
||
|
float top, float znear, float zfar) {
|
||
|
depthError("frustum");
|
||
|
}
|
||
|
|
||
|
public void printProjection() {
|
||
|
depthError("printCamera");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// SCREEN TRANSFORMS
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Given an x and y coordinate, returns the x position of where
|
||
|
* that point would be placed on screen, once affected by translate(),
|
||
|
* scale(), or any other transformations.
|
||
|
*/
|
||
|
public float screenX(float x, float y) {
|
||
|
return m00*x + m01*y + m02;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Given an x and y coordinate, returns the y position of where
|
||
|
* that point would be placed on screen, once affected by translate(),
|
||
|
* scale(), or any other transformations.
|
||
|
*/
|
||
|
public float screenY(float x, float y) {
|
||
|
return m10*x + m11*y + m12;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Maps a three dimensional point to its placement on-screen.
|
||
|
* <P>
|
||
|
* Given an (x, y, z) coordinate, returns the x position of where
|
||
|
* that point would be placed on screen, once affected by translate(),
|
||
|
* scale(), or any other transformations.
|
||
|
*/
|
||
|
public float screenX(float x, float y, float z) {
|
||
|
depthErrorXYZ("screenX");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Maps a three dimensional point to its placement on-screen.
|
||
|
* <P>
|
||
|
* Given an (x, y, z) coordinate, returns the y position of where
|
||
|
* that point would be placed on screen, once affected by translate(),
|
||
|
* scale(), or any other transformations.
|
||
|
*/
|
||
|
public float screenY(float x, float y, float z) {
|
||
|
depthErrorXYZ("screenY");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Maps a three dimensional point to its placement on-screen.
|
||
|
* <P>
|
||
|
* Given an (x, y, z) coordinate, returns its z value.
|
||
|
* This value can be used to determine if an (x, y, z) coordinate
|
||
|
* is in front or in back of another (x, y, z) coordinate.
|
||
|
* The units are based on how the zbuffer is set up, and don't
|
||
|
* relate to anything "real". They're only useful for in
|
||
|
* comparison to another value obtained from screenZ(),
|
||
|
* or directly out of the zbuffer[].
|
||
|
*/
|
||
|
public float screenZ(float x, float y, float z) {
|
||
|
depthErrorXYZ("screenZ");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Returns the model space x value for an x, y, z coordinate.
|
||
|
* <P>
|
||
|
* This will give you a coordinate after it has been transformed
|
||
|
* by translate(), rotate(), and camera(), but not yet transformed
|
||
|
* by the projection matrix. For instance, his can be useful for
|
||
|
* figuring out how points in 3D space relate to the edge
|
||
|
* coordinates of a shape.
|
||
|
*/
|
||
|
public float modelX(float x, float y, float z) {
|
||
|
depthError("modelX");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Returns the model space y value for an x, y, z coordinate.
|
||
|
*/
|
||
|
public float modelY(float x, float y, float z) {
|
||
|
depthError("modelY");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Returns the model space z value for an x, y, z coordinate.
|
||
|
*/
|
||
|
public float modelZ(float x, float y, float z) {
|
||
|
depthError("modelZ");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// COLOR
|
||
|
|
||
|
|
||
|
public void colorMode(int mode) {
|
||
|
colorMode(mode, colorModeX, colorModeY, colorModeZ, colorModeA);
|
||
|
}
|
||
|
|
||
|
|
||
|
public void colorMode(int mode, float max) {
|
||
|
colorMode(mode, max, max, max, max);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the colorMode and the maximum values for (r, g, b)
|
||
|
* or (h, s, b).
|
||
|
* <P>
|
||
|
* Note that this doesn't set the maximum for the alpha value,
|
||
|
* which might be confusing if for instance you switched to
|
||
|
* <PRE>colorMode(HSB, 360, 100, 100);</PRE>
|
||
|
* because the alpha values were still between 0 and 255.
|
||
|
*/
|
||
|
public void colorMode(int mode,
|
||
|
float maxX, float maxY, float maxZ) {
|
||
|
colorMode(mode, maxX, maxY, maxZ, colorModeA);
|
||
|
}
|
||
|
|
||
|
|
||
|
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 != 1) || (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 colorCalc(float gray) {
|
||
|
colorCalc(gray, colorModeA);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void colorCalc(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 colorCalc(float x, float y, float z) {
|
||
|
colorCalc(x, y, z, colorModeA);
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void colorCalc(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 colorCalc.
|
||
|
* <P>
|
||
|
* Handled here with its own function since this is indepenent
|
||
|
* of the color mode.
|
||
|
* <P>
|
||
|
* Strangely the old version of this code ignored the alpha
|
||
|
* value. not sure if that was a bug or what.
|
||
|
* <P>
|
||
|
* Note, no need for a bounds check since it's a 32 bit number.
|
||
|
*/
|
||
|
protected void colorCalcARGB(int argb, float alpha) {
|
||
|
if (alpha == colorModeA) {
|
||
|
calcAi = (argb >> 24) & 0xff;
|
||
|
calcColor = argb;
|
||
|
} else {
|
||
|
calcAi = (int) (((argb >> 24) & 0xff) * (alpha / colorModeA));
|
||
|
calcColor = (calcAi << 24) | (argb & 0xFFFFFF);
|
||
|
}
|
||
|
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);
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the tint to either a grayscale or ARGB value.
|
||
|
* See notes attached to the fill() function.
|
||
|
*/
|
||
|
public void stroke(int rgb) {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
||
|
stroke((float) rgb);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, colorModeA);
|
||
|
strokeFromCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public void stroke(int rgb, float alpha) {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
||
|
stroke((float) rgb, alpha);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, alpha);
|
||
|
strokeFromCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public void stroke(float gray) {
|
||
|
colorCalc(gray);
|
||
|
strokeFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void stroke(float gray, float alpha) {
|
||
|
colorCalc(gray, alpha);
|
||
|
strokeFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void stroke(float x, float y, float z) {
|
||
|
colorCalc(x, y, z);
|
||
|
strokeFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void stroke(float x, float y, float z, float a) {
|
||
|
colorCalc(x, y, z, a);
|
||
|
strokeFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void strokeFromCalc() {
|
||
|
stroke = true;
|
||
|
//strokeChanged = true;
|
||
|
strokeR = calcR;
|
||
|
strokeG = calcG;
|
||
|
strokeB = calcB;
|
||
|
strokeA = calcA;
|
||
|
strokeRi = calcRi;
|
||
|
strokeGi = calcGi;
|
||
|
strokeBi = calcBi;
|
||
|
strokeAi = calcAi;
|
||
|
strokeColor = calcColor;
|
||
|
strokeAlpha = calcAlpha;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
public void noTint() {
|
||
|
tint = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the tint to either a grayscale or ARGB value. See notes
|
||
|
* attached to the fill() function.
|
||
|
*/
|
||
|
public void tint(int rgb) {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
||
|
tint((float) rgb);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, colorModeA);
|
||
|
tintFromCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void tint(int rgb, float alpha) {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
||
|
tint((float) rgb, alpha);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, alpha);
|
||
|
tintFromCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void tint(float gray) {
|
||
|
colorCalc(gray);
|
||
|
tintFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void tint(float gray, float alpha) {
|
||
|
colorCalc(gray, alpha);
|
||
|
tintFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void tint(float x, float y, float z) {
|
||
|
colorCalc(x, y, z);
|
||
|
tintFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void tint(float x, float y, float z, float a) {
|
||
|
colorCalc(x, y, z, a);
|
||
|
tintFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void tintFromCalc() {
|
||
|
tint = true;
|
||
|
tintR = calcR;
|
||
|
tintG = calcG;
|
||
|
tintB = calcB;
|
||
|
tintA = calcA;
|
||
|
tintRi = calcRi;
|
||
|
tintGi = calcGi;
|
||
|
tintBi = calcBi;
|
||
|
tintAi = calcAi;
|
||
|
tintColor = calcColor;
|
||
|
tintAlpha = calcAlpha;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
public void noFill() {
|
||
|
fill = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the fill to either a grayscale value or an ARGB int.
|
||
|
* <P>
|
||
|
* The problem with this code is that it has to detect between
|
||
|
* these two situations automatically. This is done by checking
|
||
|
* to see if the high bits (the alpha for 0xAA000000) is set,
|
||
|
* and if not, whether the color value that follows is less than
|
||
|
* colorModeX (the first param passed to colorMode).
|
||
|
* <P>
|
||
|
* This auto-detect would break in the following situation:
|
||
|
* <PRE>size(256, 256);
|
||
|
* for (int i = 0; i < 256; i++) {
|
||
|
* color c = color(0, 0, 0, i);
|
||
|
* stroke(c);
|
||
|
* line(i, 0, i, 256);
|
||
|
* }</PRE>
|
||
|
* ...on the first time through the loop, where (i == 0),
|
||
|
* since the color itself is zero (black) then it would appear
|
||
|
* indistinguishable from someone having written fill(0).
|
||
|
*/
|
||
|
public void fill(int rgb) {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
||
|
fill((float) rgb);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, colorModeA);
|
||
|
fillFromCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public void fill(int rgb, float alpha) {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
||
|
fill((float) rgb, alpha);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, alpha);
|
||
|
fillFromCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public void fill(float gray) {
|
||
|
colorCalc(gray);
|
||
|
fillFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void fill(float gray, float alpha) {
|
||
|
colorCalc(gray, alpha);
|
||
|
fillFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void fill(float x, float y, float z) {
|
||
|
colorCalc(x, y, z);
|
||
|
fillFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void fill(float x, float y, float z, float a) {
|
||
|
colorCalc(x, y, z, a);
|
||
|
fillFromCalc();
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void fillFromCalc() {
|
||
|
fill = true;
|
||
|
fillR = calcR;
|
||
|
fillG = calcG;
|
||
|
fillB = calcB;
|
||
|
fillA = calcA;
|
||
|
fillRi = calcRi;
|
||
|
fillGi = calcGi;
|
||
|
fillBi = calcBi;
|
||
|
fillAi = calcAi;
|
||
|
fillColor = calcColor;
|
||
|
fillAlpha = calcAlpha;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
public void ambient(int rgb) {
|
||
|
depthError("ambient");
|
||
|
}
|
||
|
|
||
|
public void ambient(float gray) {
|
||
|
depthError("ambient");
|
||
|
}
|
||
|
|
||
|
public void ambient(float x, float y, float z) {
|
||
|
depthError("ambient");
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
public void specular(int rgb) {
|
||
|
depthError("specular");
|
||
|
}
|
||
|
|
||
|
public void specular(float gray) {
|
||
|
depthError("specular");
|
||
|
}
|
||
|
|
||
|
public void specular(float gray, float alpha) {
|
||
|
depthError("specular");
|
||
|
}
|
||
|
|
||
|
public void specular(float x, float y, float z) {
|
||
|
depthError("specular");
|
||
|
}
|
||
|
|
||
|
public void specular(float x, float y, float z, float a) {
|
||
|
depthError("specular");
|
||
|
}
|
||
|
|
||
|
public void shininess(float shine) {
|
||
|
depthError("shininess");
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
public void emissive(int rgb) {
|
||
|
depthError("emissive");
|
||
|
}
|
||
|
|
||
|
public void emissive(float gray) {
|
||
|
depthError("emissive");
|
||
|
}
|
||
|
|
||
|
public void emissive(float x, float y, float z ) {
|
||
|
depthError("emissive");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// LIGHTS
|
||
|
|
||
|
|
||
|
public void lights() {
|
||
|
depthError("lights");
|
||
|
}
|
||
|
|
||
|
public void ambientLight(float red, float green, float blue) {
|
||
|
depthError("ambientLight");
|
||
|
}
|
||
|
|
||
|
public void ambientLight(float red, float green, float blue,
|
||
|
float x, float y, float z) {
|
||
|
depthError("ambientLight");
|
||
|
}
|
||
|
|
||
|
public void directionalLight(float red, float green, float blue,
|
||
|
float nx, float ny, float nz) {
|
||
|
depthError("directionalLight");
|
||
|
}
|
||
|
|
||
|
public void pointLight(float red, float green, float blue,
|
||
|
float x, float y, float z) {
|
||
|
depthError("pointLight");
|
||
|
}
|
||
|
|
||
|
public void spotLight(float red, float green, float blue,
|
||
|
float x, float y, float z,
|
||
|
float nx, float ny, float nz,
|
||
|
float angle, float concentration) {
|
||
|
depthError("spotLight");
|
||
|
}
|
||
|
|
||
|
public void lightFalloff(float constant, float linear, float quadratic) {
|
||
|
depthError("lightFalloff");
|
||
|
}
|
||
|
|
||
|
public void lightSpecular(float x, float y, float z) {
|
||
|
depthError("lightSpecular");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the background to a gray or ARGB color.
|
||
|
* <P>
|
||
|
* Note that background() should 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)) {
|
||
|
background((float) rgb);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, colorModeA);
|
||
|
backgroundFromCalc();
|
||
|
}
|
||
|
clear();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* See notes about alpha in background(x, y, z, a).
|
||
|
*/
|
||
|
public void background(int rgb, float alpha) {
|
||
|
if (mainDrawingSurface) {
|
||
|
background(rgb); // don't allow people to set alpha
|
||
|
|
||
|
} else {
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
||
|
background((float) rgb, alpha);
|
||
|
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, alpha);
|
||
|
backgroundFromCalc();
|
||
|
clear();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the background to a grayscale value, based on the
|
||
|
* current colorMode.
|
||
|
*/
|
||
|
public void background(float gray) {
|
||
|
colorCalc(gray);
|
||
|
backgroundFromCalc();
|
||
|
clear();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* See notes about alpha in background(x, y, z, a).
|
||
|
*/
|
||
|
public void background(float gray, float alpha) {
|
||
|
if (mainDrawingSurface) {
|
||
|
background(gray); // don't allow people to set alpha
|
||
|
|
||
|
} else {
|
||
|
colorCalc(gray, alpha);
|
||
|
backgroundFromCalc();
|
||
|
clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Set the background to an r, g, b or h, s, b value,
|
||
|
* based on the current colorMode.
|
||
|
*/
|
||
|
public void background(float x, float y, float z) {
|
||
|
colorCalc(x, y, z);
|
||
|
backgroundFromCalc();
|
||
|
clear();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Clear the background with a color that includes an alpha value.
|
||
|
* This should only be used with objects created by createGraphics(),
|
||
|
* setting the main drawing surface transparent may cause problems.
|
||
|
* It might be tempting to use this function to partially clear the
|
||
|
* screen on each frame, however that's not how this function works.
|
||
|
* When calling background(), the pixels will be replaced with pixels
|
||
|
* that have that level of transparency. To do a semi-transparent
|
||
|
* overlay, use fill() with alpha and draw a rectangle.
|
||
|
*/
|
||
|
public void background(float x, float y, float z, float a) {
|
||
|
if (mainDrawingSurface) {
|
||
|
background(x, y, z); // don't allow people to set alpha
|
||
|
|
||
|
} else {
|
||
|
colorCalc(x, y, z, a);
|
||
|
backgroundFromCalc();
|
||
|
clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void backgroundFromCalc() {
|
||
|
backgroundR = calcR;
|
||
|
backgroundG = calcG;
|
||
|
backgroundB = calcB;
|
||
|
backgroundA = calcA;
|
||
|
backgroundRi = calcRi;
|
||
|
backgroundGi = calcGi;
|
||
|
backgroundBi = calcBi;
|
||
|
backgroundAi = calcAi;
|
||
|
backgroundAlpha = calcAlpha;
|
||
|
backgroundColor = calcColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Takes an RGB or ARGB image and sets it as the background.
|
||
|
* <P>
|
||
|
* Note that even if the image is set as RGB, the high 8 bits of
|
||
|
* each pixel should be set opaque (0xFF000000), because the image data
|
||
|
* will be copied directly to the screen, and non-opaque background
|
||
|
* images may have strange behavior. Using image.filter(OPAQUE)
|
||
|
* will handle this easily.
|
||
|
* <P>
|
||
|
* When using 3D, this will also clear 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");
|
||
|
}
|
||
|
|
||
|
// zero this out since it's an image
|
||
|
backgroundColor = 0;
|
||
|
|
||
|
// blit image to the screen
|
||
|
System.arraycopy(image.pixels, 0, pixels, 0, pixels.length);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Clear the pixel buffer.
|
||
|
*/
|
||
|
abstract protected void clear();
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// MESSAGES / ERRORS / LOGGING
|
||
|
|
||
|
|
||
|
protected void depthError(String method) {
|
||
|
throw new RuntimeException(method + "() can only be used " +
|
||
|
"with P3D or OPENGL.");
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void depthErrorXYZ(String method) {
|
||
|
throw new RuntimeException(method + "(x, y, z) can only be used with " +
|
||
|
"OPENGL or P3D, use " +
|
||
|
method + "(x, y) instead.");
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void unavailableError(String methodStr) {
|
||
|
throw new RuntimeException(methodStr +
|
||
|
" is not available with this renderer");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// 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 (((gray & 0xff000000) == 0) && (gray <= colorModeX)) {
|
||
|
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;
|
||
|
} else {
|
||
|
colorCalc(gray);
|
||
|
}
|
||
|
} else {
|
||
|
colorCalcARGB(gray, colorModeA);
|
||
|
}
|
||
|
return calcColor;
|
||
|
}
|
||
|
|
||
|
public final int color(float gray) { // ignore
|
||
|
colorCalc(gray);
|
||
|
return calcColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* @param gray can be packed ARGB or a gray in this case
|
||
|
*/
|
||
|
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;
|
||
|
}
|
||
|
colorCalc(gray, alpha);
|
||
|
return calcColor;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @param rgb can be packed ARGB or a gray in this case
|
||
|
*/
|
||
|
public final int color(int rgb, float alpha) { // ignore
|
||
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
||
|
colorCalc(rgb, alpha);
|
||
|
} else {
|
||
|
colorCalcARGB(rgb, alpha);
|
||
|
}
|
||
|
return calcColor;
|
||
|
}
|
||
|
|
||
|
public final int color(float gray, float alpha) { // ignore
|
||
|
colorCalc(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;
|
||
|
}
|
||
|
colorCalc(x, y, z);
|
||
|
return calcColor;
|
||
|
}
|
||
|
|
||
|
public final int color(float x, float y, float z) { // ignore
|
||
|
colorCalc(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;
|
||
|
}
|
||
|
colorCalc(x, y, z, a);
|
||
|
return calcColor;
|
||
|
}
|
||
|
|
||
|
public final int color(float x, float y, float z, float a) { // ignore
|
||
|
colorCalc(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 int lerpColor(int c1, int c2, float amt) {
|
||
|
return lerpColor(c1, c2, amt, colorMode);
|
||
|
}
|
||
|
|
||
|
static float[] lerpColorHSB1;
|
||
|
static float[] lerpColorHSB2;
|
||
|
|
||
|
static public int lerpColor(int c1, int c2, float amt, int mode) {
|
||
|
if (mode == RGB) {
|
||
|
float a1 = ((c1 >> 24) & 0xff);
|
||
|
float r1 = (c1 >> 16) & 0xff;
|
||
|
float g1 = (c1 >> 8) & 0xff;
|
||
|
float b1 = c1 & 0xff;
|
||
|
float a2 = (c2 >> 24) & 0xff;
|
||
|
float r2 = (c2 >> 16) & 0xff;
|
||
|
float g2 = (c2 >> 8) & 0xff;
|
||
|
float b2 = c2 & 0xff;
|
||
|
|
||
|
return (((int) (a1 + (a2-a1)*amt) << 24) |
|
||
|
((int) (r1 + (r2-r1)*amt) << 16) |
|
||
|
((int) (g1 + (g2-g1)*amt) << 8) |
|
||
|
((int) (b1 + (b2-b1)*amt)));
|
||
|
|
||
|
} else if (mode == HSB) {
|
||
|
if (lerpColorHSB1 == null) {
|
||
|
lerpColorHSB1 = new float[3];
|
||
|
lerpColorHSB2 = new float[3];
|
||
|
}
|
||
|
|
||
|
float a1 = (c1 >> 24) & 0xff;
|
||
|
float a2 = (c2 >> 24) & 0xff;
|
||
|
int alfa = ((int) (a1 + (a2-a1)*amt)) << 24;
|
||
|
|
||
|
Color.RGBtoHSB((c1 >> 16) & 0xff, (c1 >> 8) & 0xff, c1 & 0xff,
|
||
|
lerpColorHSB1);
|
||
|
Color.RGBtoHSB((c2 >> 16) & 0xff, (c2 >> 8) & 0xff, c2 & 0xff,
|
||
|
lerpColorHSB2);
|
||
|
|
||
|
// roll around when 0.9 to 0.1
|
||
|
// more than 0.5 away means that it should roll in the other direction
|
||
|
float h1 = lerpColorHSB1[0];
|
||
|
float h2 = lerpColorHSB2[0];
|
||
|
if (Math.abs(h1 - h2) > 0.5f) {
|
||
|
if (h1 > h2) {
|
||
|
// i.e. h1 is 0.7, h2 is 0.1
|
||
|
h2 += 1;
|
||
|
} else {
|
||
|
// i.e. h1 is 0.1, h2 is 0.7
|
||
|
h1 += 1;
|
||
|
}
|
||
|
}
|
||
|
float ho = (PApplet.lerp(lerpColorHSB1[0], lerpColorHSB2[0], amt)) % 1.0f;
|
||
|
float so = PApplet.lerp(lerpColorHSB1[1], lerpColorHSB2[1], amt);
|
||
|
float bo = PApplet.lerp(lerpColorHSB1[2], lerpColorHSB2[2], amt);
|
||
|
|
||
|
return alfa | (Color.HSBtoRGB(ho, so, bo) & 0xFFFFFF);
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// MATH
|
||
|
|
||
|
|
||
|
static final float sqrt(float a) {
|
||
|
return (float)Math.sqrt(a);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
// 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
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Use with caution on PGraphics. This should not be used with
|
||
|
* the base PGraphics that's tied to a PApplet, but it can be used
|
||
|
* with user-created PGraphics objects that are drawn to the screen.
|
||
|
*/
|
||
|
public void mask(int alpha[]) { // ignore
|
||
|
super.mask(alpha);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Use with caution on PGraphics. This should not be used with
|
||
|
* the base PGraphics that's tied to a PApplet, but it can be used
|
||
|
* with user-created PGraphics objects that are drawn to the screen.
|
||
|
*/
|
||
|
public void mask(PImage alpha) { // ignore
|
||
|
super.mask(alpha);
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
public void beginRaw(PGraphics rawGraphics) {
|
||
|
this.raw = rawGraphics;
|
||
|
rawGraphics.beginDraw();
|
||
|
}
|
||
|
|
||
|
|
||
|
public void endRaw() {
|
||
|
if (raw != null) {
|
||
|
// for 3D, need to flush any geometry that's been stored for sorting
|
||
|
raw.flush(); // this should be called by endDraw() instead
|
||
|
|
||
|
// just like beginDraw, this will have to be called because
|
||
|
// endDraw() will be happening outside of draw()
|
||
|
raw.endDraw();
|
||
|
raw.dispose();
|
||
|
raw = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Handle any takedown for this graphics context.
|
||
|
* <p>
|
||
|
* This is called when a sketch is shut down and this renderer was
|
||
|
* specified using the size() command, or inside endRecord() and
|
||
|
* endRaw(), in order to shut things off.
|
||
|
*/
|
||
|
public void dispose() { // ignore
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Return true if this renderer should be drawn to the screen.
|
||
|
* Overridden for subclasses like PDF so that an enormous window
|
||
|
* doesn't open up.
|
||
|
* showFrame, displayable, isVisible, visible, shouldDisplay,
|
||
|
* what to call this?
|
||
|
*/
|
||
|
public boolean displayable() {
|
||
|
return true;
|
||
|
}
|
||
|
}
|