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5076 lines
138 KiB
Java
5076 lines
138 KiB
Java
/* -*- mode: java; 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) 2004-09 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.util.HashMap;
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/**
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* Main graphics and rendering context, as well as the base API implementation for processing "core".
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* Use this class if you need to draw into an off-screen graphics buffer.
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* A PGraphics object can be constructed with the <b>createGraphics()</b> function.
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* The <b>beginDraw()</b> and <b>endDraw()</b> methods (see above example) are necessary to set up the buffer and to finalize it.
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* The fields and methods for this class are extensive;
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* for a complete list visit the developer's reference: http://dev.processing.org/reference/core/
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* =advanced
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* Main graphics and rendering context, as well as the base API implementation.
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*
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* <h2>Subclassing and initializing PGraphics objects</h2>
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* Starting in release 0149, subclasses of PGraphics are handled differently.
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* The constructor for subclasses takes no parameters, instead a series of
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* functions are called by the hosting PApplet to specify its attributes.
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* <ul>
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* <li>setParent(PApplet) - is called to specify the parent PApplet.
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* <li>setPrimary(boolean) - called with true if this PGraphics will be the
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* primary drawing surface used by the sketch, or false if not.
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* <li>setPath(String) - called when the renderer needs a filename or output
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* path, such as with the PDF or DXF renderers.
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* <li>setSize(int, int) - this is called last, at which point it's safe for
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* the renderer to complete its initialization routine.
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* </ul>
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* The functions were broken out because of the growing number of parameters
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* such as these that might be used by a renderer, yet with the exception of
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* setSize(), it's not clear which will be necessary. So while the size could
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* be passed in to the constructor instead of a setSize() function, a function
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* would still be needed that would notify the renderer that it was time to
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* finish its initialization. Thus, setSize() simply does both.
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*
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* <h2>Know your rights: public vs. private methods</h2>
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* Methods that are protected are often subclassed by other renderers, however
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* they are not set 'public' because they shouldn't be part of the user-facing
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* public API accessible from PApplet. That is, we don't want sketches calling
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* textModeCheck() or vertexTexture() directly.
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*
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* <h2>Handling warnings and exceptions</h2>
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* Methods that are unavailable generally show a warning, unless their lack of
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* availability will soon cause another exception. For instance, if a method
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* like getMatrix() returns null because it is unavailable, an exception will
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* be thrown stating that the method is unavailable, rather than waiting for
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* the NullPointerException that will occur when the sketch tries to use that
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* method. As of release 0149, warnings will only be shown once, and exceptions
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* have been changed to warnings where possible.
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*
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* <h2>Using xxxxImpl() for subclassing smoothness</h2>
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* The xxxImpl() methods are generally renderer-specific handling for some
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* subset if tasks for a particular function (vague enough for you?) For
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* instance, imageImpl() handles drawing an image whose x/y/w/h and u/v coords
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* have been specified, and screen placement (independent of imageMode) has
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* been determined. There's no point in all renderers implementing the
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* <tt>if (imageMode == BLAH)</tt> placement/sizing logic, so that's handled
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* by PGraphics, which then calls imageImpl() once all that is figured out.
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*
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* <h2>His brother PImage</h2>
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* PGraphics subclasses PImage so that it can be drawn and manipulated in a
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* similar fashion. As such, many methods are inherited from PGraphics,
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* though many are unavailable: for instance, resize() is not likely to be
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* implemented; the same goes for mask(), depending on the situation.
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*
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* <h2>What's in PGraphics, what ain't</h2>
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* For the benefit of subclasses, as much as possible has been placed inside
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* PGraphics. For instance, bezier interpolation code and implementations of
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* the strokeCap() method (that simply sets the strokeCap variable) are
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* handled here. Features that will vary widely between renderers are located
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* inside the subclasses themselves. For instance, all matrix handling code
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* is per-renderer: Java 2D uses its own AffineTransform, P2D uses a PMatrix2D,
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* and PGraphics3D needs to keep continually update forward and reverse
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* transformations. A proper (future) OpenGL implementation will have all its
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* matrix madness handled by the card. Lighting also falls under this
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* category, however the base material property settings (emissive, specular,
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* et al.) are handled in PGraphics because they use the standard colorMode()
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* logic. Subclasses should override methods like emissiveFromCalc(), which
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* is a point where a valid color has been defined internally, and can be
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* applied in some manner based on the calcXxxx values.
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*
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* <h2>What's in the PGraphics documentation, what ain't</h2>
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* Some things are noted here, some things are not. For public API, always
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* refer to the <a href="http://processing.org/reference">reference</A>
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* on Processing.org for proper explanations. <b>No attempt has been made to
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* keep the javadoc up to date or complete.</b> It's an enormous task for
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* which we simply do not have the time. That is, it's not something that
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* to be done once—it's a matter of keeping the multiple references
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* synchronized (to say nothing of the translation issues), while targeting
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* them for their separate audiences. Ouch.
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*
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* We're working right now on synchronizing the two references, so the website reference
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* is generated from the javadoc comments. Yay.
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*
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* @webref rendering
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* @instanceName graphics any object of the type PGraphics
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* @usage Web & Application
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* @see processing.core.PApplet#createGraphics(int, int, String)
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*/
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public class PGraphics extends PImage implements PConstants {
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// ........................................................
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// width and height are already inherited from PImage
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/// width minus one (useful for many calculations)
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protected int width1;
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/// height minus one (useful for many calculations)
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protected 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 smoothing is enabled (read-only)
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public boolean smooth = false;
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// ........................................................
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/// true if defaults() has been called a first time
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protected boolean settingsInited;
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/// set to a PGraphics object being used inside a beginRaw/endRaw() block
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protected PGraphics raw;
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// ........................................................
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/** path to the file being saved for this renderer (if any) */
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protected String path;
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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 primarySurface;
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// ........................................................
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/**
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* Array of hint[] items. These are hacks to get around various
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* temporary workarounds inside the environment.
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* <p/>
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* Note that this array cannot be static, as a hint() may result in a
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* runtime change specific to a renderer. For instance, calling
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* hint(DISABLE_DEPTH_TEST) has to call glDisable() right away on an
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* instance of PGraphicsOpenGL.
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* <p/>
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* The hints[] array is allocated early on because it might
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* be used inside beginDraw(), allocate(), etc.
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*/
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protected boolean[] hints = new boolean[HINT_COUNT];
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////////////////////////////////////////////////////////////
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// STYLE PROPERTIES
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// Also inherits imageMode() and smooth() (among others) from PImage.
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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 colorModeScale; // = true;
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/** True if colorMode(RGB, 255) */
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boolean colorModeDefault; // = true;
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// ........................................................
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// Tint color for images
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/**
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* True if tint() is enabled (read-only).
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*
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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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// Fill color
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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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// Stroke color
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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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// Additional stroke properties
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static protected final float DEFAULT_STROKE_WEIGHT = 1;
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static protected final int DEFAULT_STROKE_JOIN = MITER;
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static protected final int DEFAULT_STROKE_CAP = ROUND;
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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 = DEFAULT_STROKE_WEIGHT;
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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 = DEFAULT_STROKE_JOIN;
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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 = DEFAULT_STROKE_CAP;
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// ........................................................
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// Shape placement properties
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// imageMode() is inherited from PImage
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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 shape alignment mode (read-only) */
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public int shapeMode;
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/** The current image alignment (read-only) */
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public int imageMode = CORNER;
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// ........................................................
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// Text and font properties
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/** The current text font (read-only) */
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public PFont textFont;
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/** The current text align (read-only) */
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public int textAlign = LEFT;
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/** The current vertical text alignment (read-only) */
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public int textAlignY = BASELINE;
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/** The current text mode (read-only) */
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public int textMode = MODEL;
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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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// ........................................................
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// Material properties
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// PMaterial material;
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// PMaterial[] materialStack;
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// int materialStackPointer;
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public float ambientR, ambientG, ambientB;
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public float specularR, specularG, specularB;
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public float emissiveR, emissiveG, emissiveB;
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public float shininess;
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// Style stack
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static final int STYLE_STACK_DEPTH = 64;
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PStyle[] styleStack = new PStyle[STYLE_STACK_DEPTH];
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int styleStackDepth;
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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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/**
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* Current model-view matrix 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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// PMatrix matrix;
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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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// float[][] matrixInvStack = new float[MATRIX_STACK_DEPTH][16];
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// int matrixStackDepth;
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static final int MATRIX_STACK_DEPTH = 32;
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// ........................................................
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/**
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* Java AWT Image object associated with this renderer. For P2D and P3D,
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* this will be associated with their MemoryImageSource. For PGraphicsJava2D,
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* it will be the offscreen drawing buffer.
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*/
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public Image image;
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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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protected int calcRi, calcGi, calcBi, calcAi;
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protected int calcColor;
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protected 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];
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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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// used by both curve and bezier, so just init here
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protected PMatrix3D bezierBasisMatrix =
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new PMatrix3D(-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 PMatrix3D bezierForwardMatrix;
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protected PMatrix3D bezierDrawMatrix;
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// ........................................................
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protected boolean curveInited = false;
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protected int curveDetail = 20;
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public float curveTightness = 0;
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// catmull-rom basis matrix, perhaps with optional s parameter
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protected PMatrix3D curveBasisMatrix;
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protected PMatrix3D curveDrawMatrix;
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protected PMatrix3D bezierBasisInverse;
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protected PMatrix3D curveToBezierMatrix;
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// ........................................................
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// spline vertices
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protected float curveVertices[][];
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protected int curveVertexCount;
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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 font if a Java version of it is installed */
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//protected Font textFontNative;
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/** Metrics for the current native Java font */
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//protected FontMetrics textFontNativeMetrics;
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/** Last text position, because text often mixed on lines together */
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protected float textX, textY, textZ;
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/**
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* Internal buffer used by the text() functions
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* because the String object is slow
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*/
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protected char[] textBuffer = new char[8 * 1024];
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protected char[] textWidthBuffer = new char[8 * 1024];
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protected int textBreakCount;
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protected int[] textBreakStart;
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protected int[] textBreakStop;
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// ........................................................
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public boolean edge = true;
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// ........................................................
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/// normal calculated per triangle
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static protected final int NORMAL_MODE_AUTO = 0;
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/// one normal manually specified per shape
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static protected final int NORMAL_MODE_SHAPE = 1;
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/// normals specified for each shape vertex
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static protected final int NORMAL_MODE_VERTEX = 2;
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/// Current mode for normals, one of AUTO, SHAPE, or VERTEX
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protected int normalMode;
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/// Keep track of how many calls to normal, to determine the mode.
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//protected int normalCount;
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/** Current normal vector. */
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public float normalX, normalY, normalZ;
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// ........................................................
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/**
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* Sets whether texture coordinates passed to
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* 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;
|
|
|
|
// ........................................................
|
|
|
|
// [toxi031031] new & faster sphere code w/ support flexibile resolutions
|
|
// will be set by sphereDetail() or 1st call to sphere()
|
|
float sphereX[], sphereY[], sphereZ[];
|
|
|
|
/// Number of U steps (aka "theta") around longitudinally spanning 2*pi
|
|
public int sphereDetailU = 0;
|
|
/// Number of V steps (aka "phi") along latitudinally top-to-bottom spanning pi
|
|
public int sphereDetailV = 0;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// INTERNAL
|
|
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
*/
|
|
public PGraphics() {
|
|
}
|
|
|
|
|
|
public void setParent(PApplet parent) { // ignore
|
|
this.parent = parent;
|
|
}
|
|
|
|
|
|
/**
|
|
* Set (or unset) this as the main drawing surface. Meaning that it can
|
|
* safely be set to opaque (and given a default gray background), or anything
|
|
* else that goes along with that.
|
|
*/
|
|
public void setPrimary(boolean primary) { // ignore
|
|
this.primarySurface = primary;
|
|
|
|
// 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.
|
|
if (primarySurface) {
|
|
format = RGB;
|
|
}
|
|
}
|
|
|
|
|
|
public void setPath(String path) { // ignore
|
|
this.path = path;
|
|
}
|
|
|
|
|
|
/**
|
|
* The final step in setting up a renderer, set its size of this renderer.
|
|
* This was formerly handled by the constructor, but instead it's been broken
|
|
* out so that setParent/setPrimary/setPath can be handled differently.
|
|
*
|
|
* Important that this is ignored by preproc.pl because otherwise it will
|
|
* override setSize() in PApplet/Applet/Component, which will 1) not call
|
|
* super.setSize(), and 2) will cause the renderer to be resized from the
|
|
* event thread (EDT), causing a nasty crash as it collides with the
|
|
* animation thread.
|
|
*/
|
|
public void setSize(int w, int h) { // ignore
|
|
width = w;
|
|
height = h;
|
|
width1 = width - 1;
|
|
height1 = height - 1;
|
|
|
|
allocate();
|
|
reapplySettings();
|
|
}
|
|
|
|
|
|
/**
|
|
* Allocate memory for this renderer. Generally will need to be implemented
|
|
* for all renderers.
|
|
*/
|
|
protected void allocate() { }
|
|
|
|
|
|
/**
|
|
* 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
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// FRAME
|
|
|
|
|
|
/**
|
|
* Some renderers have requirements re: when they are ready to draw.
|
|
*/
|
|
public boolean canDraw() { // ignore
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Sets the default properties for a PGraphics object. It should be called before anything is drawn into the object.
|
|
* =advanced
|
|
* <p/>
|
|
* When creating your own PGraphics, you should call this before
|
|
* drawing anything.
|
|
*
|
|
* @webref
|
|
* @brief Sets up the rendering context
|
|
*/
|
|
public void beginDraw() { // ignore
|
|
}
|
|
|
|
|
|
/**
|
|
* Finalizes the rendering of a PGraphics object so that it can be shown on screen.
|
|
* =advanced
|
|
* <p/>
|
|
* When creating your own PGraphics, you should call this when
|
|
* you're finished drawing.
|
|
*
|
|
* @webref
|
|
* @brief Finalizes the renderering context
|
|
*/
|
|
public void endDraw() { // ignore
|
|
}
|
|
|
|
|
|
public void flush() {
|
|
// no-op, mostly for P3D to write sorted stuff
|
|
}
|
|
|
|
|
|
protected void checkSettings() {
|
|
if (!settingsInited) defaultSettings();
|
|
}
|
|
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* This is currently called by checkSettings(), during beginDraw().
|
|
*/
|
|
protected void defaultSettings() { // ignore
|
|
// System.out.println("PGraphics.defaultSettings() " + width + " " + height);
|
|
|
|
noSmooth(); // 0149
|
|
|
|
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(DIAMETER);
|
|
|
|
// 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).
|
|
// this background() call is for the Java 2D and OpenGL renderers.
|
|
if (primarySurface) {
|
|
//System.out.println("main drawing surface bg " + getClass().getName());
|
|
background(backgroundColor);
|
|
}
|
|
|
|
settingsInited = true;
|
|
// defaultSettings() overlaps reapplySettings(), don't do both
|
|
//reapplySettings = false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Re-apply current settings. Some methods, such as textFont(), require that
|
|
* their methods be called (rather than simply setting the textFont variable)
|
|
* because they affect the graphics context, or they require parameters from
|
|
* the context (e.g. getting native fonts for text).
|
|
*
|
|
* This will only be called from an allocate(), which is only called from
|
|
* size(), which is safely called from inside beginDraw(). And it cannot be
|
|
* called before defaultSettings(), so we should be safe.
|
|
*/
|
|
protected void reapplySettings() {
|
|
// System.out.println("attempting reapplySettings()");
|
|
if (!settingsInited) return; // if this is the initial setup, no need to reapply
|
|
|
|
// System.out.println(" doing reapplySettings");
|
|
// new Exception().printStackTrace(System.out);
|
|
|
|
colorMode(colorMode, colorModeX, colorModeY, colorModeZ);
|
|
if (fill) {
|
|
// PApplet.println(" fill " + PApplet.hex(fillColor));
|
|
fill(fillColor);
|
|
} else {
|
|
noFill();
|
|
}
|
|
if (stroke) {
|
|
stroke(strokeColor);
|
|
|
|
// The if() statements should be handled inside the functions,
|
|
// otherwise an actual reset/revert won't work properly.
|
|
//if (strokeWeight != DEFAULT_STROKE_WEIGHT) {
|
|
strokeWeight(strokeWeight);
|
|
//}
|
|
// if (strokeCap != DEFAULT_STROKE_CAP) {
|
|
strokeCap(strokeCap);
|
|
// }
|
|
// if (strokeJoin != DEFAULT_STROKE_JOIN) {
|
|
strokeJoin(strokeJoin);
|
|
// }
|
|
} else {
|
|
noStroke();
|
|
}
|
|
if (tint) {
|
|
tint(tintColor);
|
|
} else {
|
|
noTint();
|
|
}
|
|
if (smooth) {
|
|
smooth();
|
|
} else {
|
|
// Don't bother setting this, cuz it'll anger P3D.
|
|
noSmooth();
|
|
}
|
|
if (textFont != null) {
|
|
// System.out.println(" textFont in reapply is " + textFont);
|
|
// textFont() resets the leading, so save it in case it's changed
|
|
float saveLeading = textLeading;
|
|
textFont(textFont, textSize);
|
|
textLeading(saveLeading);
|
|
}
|
|
textMode(textMode);
|
|
textAlign(textAlign, textAlignY);
|
|
background(backgroundColor);
|
|
|
|
//reapplySettings = false;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// 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) {
|
|
if (which > 0) {
|
|
hints[which] = true;
|
|
} else {
|
|
hints[-which] = false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// VERTEX 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.
|
|
*/
|
|
public void beginShape(int kind) {
|
|
shape = kind;
|
|
}
|
|
|
|
|
|
/**
|
|
* Sets whether the upcoming vertex is part of an edge.
|
|
* Equivalent to glEdgeFlag(), for people familiar with OpenGL.
|
|
*/
|
|
public void edge(boolean edge) {
|
|
this.edge = edge;
|
|
}
|
|
|
|
|
|
/**
|
|
* Sets the current normal vector. Only applies with 3D rendering
|
|
* and inside a beginShape/endShape block.
|
|
* <P/>
|
|
* This is for drawing three dimensional shapes and surfaces,
|
|
* allowing you to specify a vector perpendicular to the surface
|
|
* of the shape, which determines how lighting affects it.
|
|
* <P/>
|
|
* For the most part, PGraphics3D will attempt to automatically
|
|
* assign normals to shapes, but since that's imperfect,
|
|
* this is a better option when you want more control.
|
|
* <P/>
|
|
* For people familiar with OpenGL, this function is basically
|
|
* identical to glNormal3f().
|
|
*/
|
|
public void normal(float nx, float ny, float nz) {
|
|
normalX = nx;
|
|
normalY = ny;
|
|
normalZ = nz;
|
|
|
|
// if drawing a shape and the normal hasn't been set yet,
|
|
// then we need to set the normals for each vertex so far
|
|
if (shape != 0) {
|
|
if (normalMode == NORMAL_MODE_AUTO) {
|
|
// either they set the normals, or they don't [0149]
|
|
// for (int i = vertex_start; i < vertexCount; i++) {
|
|
// vertices[i][NX] = normalX;
|
|
// vertices[i][NY] = normalY;
|
|
// vertices[i][NZ] = normalZ;
|
|
// }
|
|
// One normal per begin/end shape
|
|
normalMode = NORMAL_MODE_SHAPE;
|
|
|
|
} else if (normalMode == NORMAL_MODE_SHAPE) {
|
|
// a separate normal for each vertex
|
|
normalMode = NORMAL_MODE_VERTEX;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
|
|
protected void vertexCheck() {
|
|
if (vertexCount == vertices.length) {
|
|
float temp[][] = new float[vertexCount << 1][VERTEX_FIELD_COUNT];
|
|
System.arraycopy(vertices, 0, temp, 0, vertexCount);
|
|
vertices = temp;
|
|
}
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y) {
|
|
vertexCheck();
|
|
float[] vertex = vertices[vertexCount];
|
|
|
|
curveVertexCount = 0;
|
|
|
|
vertex[X] = x;
|
|
vertex[Y] = y;
|
|
|
|
vertex[EDGE] = edge ? 1 : 0;
|
|
|
|
// if (fill) {
|
|
// vertex[R] = fillR;
|
|
// vertex[G] = fillG;
|
|
// vertex[B] = fillB;
|
|
// vertex[A] = fillA;
|
|
// }
|
|
if (fill || textureImage != null) {
|
|
if (textureImage == null) {
|
|
vertex[R] = fillR;
|
|
vertex[G] = fillG;
|
|
vertex[B] = fillB;
|
|
vertex[A] = fillA;
|
|
} else {
|
|
if (tint) {
|
|
vertex[R] = tintR;
|
|
vertex[G] = tintG;
|
|
vertex[B] = tintB;
|
|
vertex[A] = tintA;
|
|
} else {
|
|
vertex[R] = 1;
|
|
vertex[G] = 1;
|
|
vertex[B] = 1;
|
|
vertex[A] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
vertexCount++;
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y, float z) {
|
|
vertexCheck();
|
|
float[] vertex = vertices[vertexCount];
|
|
|
|
// only do this if we're using an irregular (POLYGON) shape that
|
|
// will go through the triangulator. otherwise it'll do thinks like
|
|
// disappear in mathematically odd ways
|
|
// http://dev.processing.org/bugs/show_bug.cgi?id=444
|
|
if (shape == POLYGON) {
|
|
if (vertexCount > 0) {
|
|
float pvertex[] = vertices[vertexCount-1];
|
|
if ((Math.abs(pvertex[X] - x) < EPSILON) &&
|
|
(Math.abs(pvertex[Y] - y) < EPSILON) &&
|
|
(Math.abs(pvertex[Z] - z) < EPSILON)) {
|
|
// this vertex is identical, don't add it,
|
|
// because it will anger the triangulator
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// User called vertex(), so that invalidates anything queued up for curve
|
|
// vertices. If this is internally called by curveVertexSegment,
|
|
// then curveVertexCount will be saved and restored.
|
|
curveVertexCount = 0;
|
|
|
|
vertex[X] = x;
|
|
vertex[Y] = y;
|
|
vertex[Z] = z;
|
|
|
|
vertex[EDGE] = edge ? 1 : 0;
|
|
|
|
if (fill || textureImage != null) {
|
|
if (textureImage == null) {
|
|
vertex[R] = fillR;
|
|
vertex[G] = fillG;
|
|
vertex[B] = fillB;
|
|
vertex[A] = fillA;
|
|
} else {
|
|
if (tint) {
|
|
vertex[R] = tintR;
|
|
vertex[G] = tintG;
|
|
vertex[B] = tintB;
|
|
vertex[A] = tintA;
|
|
} else {
|
|
vertex[R] = 1;
|
|
vertex[G] = 1;
|
|
vertex[B] = 1;
|
|
vertex[A] = 1;
|
|
}
|
|
}
|
|
|
|
vertex[AR] = ambientR;
|
|
vertex[AG] = ambientG;
|
|
vertex[AB] = ambientB;
|
|
|
|
vertex[SPR] = specularR;
|
|
vertex[SPG] = specularG;
|
|
vertex[SPB] = specularB;
|
|
//vertex[SPA] = specularA;
|
|
|
|
vertex[SHINE] = shininess;
|
|
|
|
vertex[ER] = emissiveR;
|
|
vertex[EG] = emissiveG;
|
|
vertex[EB] = emissiveB;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
vertex[NX] = normalX;
|
|
vertex[NY] = normalY;
|
|
vertex[NZ] = normalZ;
|
|
|
|
vertex[BEEN_LIT] = 0;
|
|
|
|
vertexCount++;
|
|
}
|
|
|
|
|
|
/**
|
|
* Used by renderer subclasses or PShape to efficiently pass in already
|
|
* formatted vertex information.
|
|
* @param v vertex parameters, as a float array of length VERTEX_FIELD_COUNT
|
|
*/
|
|
public void vertex(float[] v) {
|
|
vertexCheck();
|
|
curveVertexCount = 0;
|
|
float[] vertex = vertices[vertexCount];
|
|
System.arraycopy(v, 0, vertex, 0, VERTEX_FIELD_COUNT);
|
|
vertexCount++;
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y, float u, float v) {
|
|
vertexTexture(u, v);
|
|
vertex(x, y);
|
|
}
|
|
|
|
|
|
public void vertex(float x, float y, float z, float u, float v) {
|
|
vertexTexture(u, v);
|
|
vertex(x, y, z);
|
|
}
|
|
|
|
|
|
/**
|
|
* Internal method to copy all style information for the given vertex.
|
|
* Can be overridden by subclasses to handle only properties pertinent to
|
|
* that renderer. (e.g. no need to copy the emissive color in P2D)
|
|
*/
|
|
// protected void vertexStyle() {
|
|
// }
|
|
|
|
|
|
/**
|
|
* 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 vertexTexture(float u, float v) {
|
|
if (textureImage == null) {
|
|
throw new RuntimeException("You must first call texture() before " +
|
|
"using u and v coordinates with vertex()");
|
|
}
|
|
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;
|
|
}
|
|
|
|
|
|
/** This feature is in testing, do not use or rely upon its implementation */
|
|
public void breakShape() {
|
|
showWarning("This renderer cannot currently handle concave shapes, " +
|
|
"or shapes with holes.");
|
|
}
|
|
|
|
|
|
public void endShape() {
|
|
endShape(OPEN);
|
|
}
|
|
|
|
|
|
public void endShape(int mode) {
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// CURVE/BEZIER VERTEX HANDLING
|
|
|
|
|
|
protected void bezierVertexCheck() {
|
|
if (shape == 0 || shape != POLYGON) {
|
|
throw new RuntimeException("beginShape() or beginShape(POLYGON) " +
|
|
"must be used before bezierVertex()");
|
|
}
|
|
if (vertexCount == 0) {
|
|
throw new RuntimeException("vertex() must be used at least once" +
|
|
"before bezierVertex()");
|
|
}
|
|
}
|
|
|
|
|
|
public void bezierVertex(float x2, float y2,
|
|
float x3, float y3,
|
|
float x4, float y4) {
|
|
bezierInitCheck();
|
|
bezierVertexCheck();
|
|
PMatrix3D draw = bezierDrawMatrix;
|
|
|
|
float[] prev = vertices[vertexCount-1];
|
|
float x1 = prev[X];
|
|
float y1 = prev[Y];
|
|
|
|
float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
|
|
float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
|
|
float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;
|
|
|
|
float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
|
|
float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
|
|
float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;
|
|
|
|
for (int j = 0; j < bezierDetail; j++) {
|
|
x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
|
y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
|
vertex(x1, y1);
|
|
}
|
|
}
|
|
|
|
|
|
public void bezierVertex(float x2, float y2, float z2,
|
|
float x3, float y3, float z3,
|
|
float x4, float y4, float z4) {
|
|
bezierInitCheck();
|
|
bezierVertexCheck();
|
|
PMatrix3D draw = bezierDrawMatrix;
|
|
|
|
float[] prev = vertices[vertexCount-1];
|
|
float x1 = prev[X];
|
|
float y1 = prev[Y];
|
|
float z1 = prev[Z];
|
|
|
|
float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
|
|
float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
|
|
float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;
|
|
|
|
float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
|
|
float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
|
|
float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;
|
|
|
|
float zplot1 = draw.m10*z1 + draw.m11*z2 + draw.m12*z3 + draw.m13*z4;
|
|
float zplot2 = draw.m20*z1 + draw.m21*z2 + draw.m22*z3 + draw.m23*z4;
|
|
float zplot3 = draw.m30*z1 + draw.m31*z2 + draw.m32*z3 + draw.m33*z4;
|
|
|
|
for (int j = 0; j < bezierDetail; j++) {
|
|
x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
|
y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
|
z1 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
|
|
vertex(x1, y1, z1);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Perform initialization specific to curveVertex(), and handle standard
|
|
* error modes. Can be overridden by subclasses that need the flexibility.
|
|
*/
|
|
protected void curveVertexCheck() {
|
|
if (shape != POLYGON) {
|
|
throw new RuntimeException("You must use beginShape() or " +
|
|
"beginShape(POLYGON) before curveVertex()");
|
|
}
|
|
// to improve code init time, allocate on first use.
|
|
if (curveVertices == null) {
|
|
curveVertices = new float[128][3];
|
|
}
|
|
|
|
if (curveVertexCount == curveVertices.length) {
|
|
// Can't use PApplet.expand() cuz it doesn't do the copy properly
|
|
float[][] temp = new float[curveVertexCount << 1][3];
|
|
System.arraycopy(curveVertices, 0, temp, 0, curveVertexCount);
|
|
curveVertices = temp;
|
|
}
|
|
curveInitCheck();
|
|
}
|
|
|
|
|
|
public void curveVertex(float x, float y) {
|
|
curveVertexCheck();
|
|
float[] vertex = curveVertices[curveVertexCount];
|
|
vertex[X] = x;
|
|
vertex[Y] = y;
|
|
curveVertexCount++;
|
|
|
|
// draw a segment if there are enough points
|
|
if (curveVertexCount > 3) {
|
|
curveVertexSegment(curveVertices[curveVertexCount-4][X],
|
|
curveVertices[curveVertexCount-4][Y],
|
|
curveVertices[curveVertexCount-3][X],
|
|
curveVertices[curveVertexCount-3][Y],
|
|
curveVertices[curveVertexCount-2][X],
|
|
curveVertices[curveVertexCount-2][Y],
|
|
curveVertices[curveVertexCount-1][X],
|
|
curveVertices[curveVertexCount-1][Y]);
|
|
}
|
|
}
|
|
|
|
|
|
public void curveVertex(float x, float y, float z) {
|
|
curveVertexCheck();
|
|
float[] vertex = curveVertices[curveVertexCount];
|
|
vertex[X] = x;
|
|
vertex[Y] = y;
|
|
vertex[Z] = z;
|
|
curveVertexCount++;
|
|
|
|
// draw a segment if there are enough points
|
|
if (curveVertexCount > 3) {
|
|
curveVertexSegment(curveVertices[curveVertexCount-4][X],
|
|
curveVertices[curveVertexCount-4][Y],
|
|
curveVertices[curveVertexCount-4][Z],
|
|
curveVertices[curveVertexCount-3][X],
|
|
curveVertices[curveVertexCount-3][Y],
|
|
curveVertices[curveVertexCount-3][Z],
|
|
curveVertices[curveVertexCount-2][X],
|
|
curveVertices[curveVertexCount-2][Y],
|
|
curveVertices[curveVertexCount-2][Z],
|
|
curveVertices[curveVertexCount-1][X],
|
|
curveVertices[curveVertexCount-1][Y],
|
|
curveVertices[curveVertexCount-1][Z]);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle emitting a specific segment of Catmull-Rom curve. This can be
|
|
* overridden by subclasses that need more efficient rendering options.
|
|
*/
|
|
protected void curveVertexSegment(float x1, float y1,
|
|
float x2, float y2,
|
|
float x3, float y3,
|
|
float x4, float y4) {
|
|
float x0 = x2;
|
|
float y0 = y2;
|
|
|
|
PMatrix3D draw = curveDrawMatrix;
|
|
|
|
float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
|
|
float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
|
|
float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;
|
|
|
|
float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
|
|
float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
|
|
float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;
|
|
|
|
// vertex() will reset splineVertexCount, so save it
|
|
int savedCount = curveVertexCount;
|
|
|
|
vertex(x0, y0);
|
|
for (int j = 0; j < curveDetail; j++) {
|
|
x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
|
y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
|
vertex(x0, y0);
|
|
}
|
|
curveVertexCount = savedCount;
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle emitting a specific segment of Catmull-Rom curve. This can be
|
|
* overridden by subclasses that need more efficient rendering options.
|
|
*/
|
|
protected void curveVertexSegment(float x1, float y1, float z1,
|
|
float x2, float y2, float z2,
|
|
float x3, float y3, float z3,
|
|
float x4, float y4, float z4) {
|
|
float x0 = x2;
|
|
float y0 = y2;
|
|
float z0 = z2;
|
|
|
|
PMatrix3D draw = curveDrawMatrix;
|
|
|
|
float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
|
|
float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
|
|
float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;
|
|
|
|
float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
|
|
float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
|
|
float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;
|
|
|
|
// vertex() will reset splineVertexCount, so save it
|
|
int savedCount = curveVertexCount;
|
|
|
|
float zplot1 = draw.m10*z1 + draw.m11*z2 + draw.m12*z3 + draw.m13*z4;
|
|
float zplot2 = draw.m20*z1 + draw.m21*z2 + draw.m22*z3 + draw.m23*z4;
|
|
float zplot3 = draw.m30*z1 + draw.m31*z2 + draw.m32*z3 + draw.m33*z4;
|
|
|
|
vertex(x0, y0, z0);
|
|
for (int j = 0; j < curveDetail; j++) {
|
|
x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
|
y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
|
z0 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
|
|
vertex(x0, y0, z0);
|
|
}
|
|
curveVertexCount = savedCount;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// 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 a, float b, float c, float d) {
|
|
float hradius, vradius;
|
|
switch (rectMode) {
|
|
case CORNERS:
|
|
break;
|
|
case CORNER:
|
|
c += a; d += b;
|
|
break;
|
|
case RADIUS:
|
|
hradius = c;
|
|
vradius = d;
|
|
c = a + hradius;
|
|
d = b + vradius;
|
|
a -= hradius;
|
|
b -= vradius;
|
|
break;
|
|
case CENTER:
|
|
hradius = c / 2.0f;
|
|
vradius = d / 2.0f;
|
|
c = a + hradius;
|
|
d = b + vradius;
|
|
a -= hradius;
|
|
b -= vradius;
|
|
}
|
|
|
|
if (a > c) {
|
|
float temp = a; a = c; c = temp;
|
|
}
|
|
|
|
if (b > d) {
|
|
float temp = b; b = d; d = temp;
|
|
}
|
|
|
|
rectImpl(a, b, c, d);
|
|
}
|
|
|
|
|
|
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 == DIAMETER) {
|
|
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 x, float y, float w, float h) {
|
|
}
|
|
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
// make sure this loop will exit before starting while
|
|
if (Float.isInfinite(start) || Float.isInfinite(stop)) return;
|
|
// while (stop < start) stop += TWO_PI;
|
|
if (stop < start) return; // why bother
|
|
|
|
// make sure that we're starting at a useful point
|
|
while (start < 0) {
|
|
start += TWO_PI;
|
|
stop += TWO_PI;
|
|
}
|
|
|
|
if (stop - start > TWO_PI) {
|
|
start = 0;
|
|
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 x, float y, float w, float h,
|
|
float start, float stop) {
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// BOX
|
|
|
|
|
|
public void box(float size) {
|
|
box(size, size, size);
|
|
}
|
|
|
|
|
|
// TODO not the least bit efficient, it even redraws lines
|
|
// along the vertices. ugly ugly ugly!
|
|
public void box(float w, float h, float d) {
|
|
float x1 = -w/2f; float x2 = w/2f;
|
|
float y1 = -h/2f; float y2 = h/2f;
|
|
float z1 = -d/2f; float z2 = d/2f;
|
|
|
|
beginShape(QUADS);
|
|
|
|
// front
|
|
normal(0, 0, 1);
|
|
vertex(x1, y1, z1);
|
|
vertex(x2, y1, z1);
|
|
vertex(x2, y2, z1);
|
|
vertex(x1, y2, z1);
|
|
|
|
// right
|
|
normal(1, 0, 0);
|
|
vertex(x2, y1, z1);
|
|
vertex(x2, y1, z2);
|
|
vertex(x2, y2, z2);
|
|
vertex(x2, y2, z1);
|
|
|
|
// back
|
|
normal(0, 0, -1);
|
|
vertex(x2, y1, z2);
|
|
vertex(x1, y1, z2);
|
|
vertex(x1, y2, z2);
|
|
vertex(x2, y2, z2);
|
|
|
|
// left
|
|
normal(-1, 0, 0);
|
|
vertex(x1, y1, z2);
|
|
vertex(x1, y1, z1);
|
|
vertex(x1, y2, z1);
|
|
vertex(x1, y2, z2);
|
|
|
|
// top
|
|
normal(0, 1, 0);
|
|
vertex(x1, y1, z2);
|
|
vertex(x2, y1, z2);
|
|
vertex(x2, y1, z1);
|
|
vertex(x1, y1, z1);
|
|
|
|
// bottom
|
|
normal(0, -1, 0);
|
|
vertex(x1, y2, z1);
|
|
vertex(x2, y2, z1);
|
|
vertex(x2, y2, z2);
|
|
vertex(x1, y2, z2);
|
|
|
|
endShape();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// SPHERE
|
|
|
|
|
|
public void sphereDetail(int res) {
|
|
sphereDetail(res, res);
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the detail level for approximating a sphere. The ures and vres params
|
|
* control the horizontal and vertical resolution.
|
|
*
|
|
* Code for sphereDetail() submitted by toxi [031031].
|
|
* Code for enhanced u/v version from davbol [080801].
|
|
*/
|
|
public void sphereDetail(int ures, int vres) {
|
|
if (ures < 3) ures = 3; // force a minimum res
|
|
if (vres < 2) vres = 2; // force a minimum res
|
|
if ((ures == sphereDetailU) && (vres == sphereDetailV)) return;
|
|
|
|
float delta = (float)SINCOS_LENGTH/ures;
|
|
float[] cx = new float[ures];
|
|
float[] cz = new float[ures];
|
|
// calc unit circle in XZ plane
|
|
for (int i = 0; i < ures; i++) {
|
|
cx[i] = cosLUT[(int) (i*delta) % SINCOS_LENGTH];
|
|
cz[i] = sinLUT[(int) (i*delta) % SINCOS_LENGTH];
|
|
}
|
|
// computing vertexlist
|
|
// vertexlist starts at south pole
|
|
int vertCount = ures * (vres-1) + 2;
|
|
int currVert = 0;
|
|
|
|
// re-init arrays to store vertices
|
|
sphereX = new float[vertCount];
|
|
sphereY = new float[vertCount];
|
|
sphereZ = new float[vertCount];
|
|
|
|
float angle_step = (SINCOS_LENGTH*0.5f)/vres;
|
|
float angle = angle_step;
|
|
|
|
// step along Y axis
|
|
for (int i = 1; i < vres; i++) {
|
|
float curradius = sinLUT[(int) angle % SINCOS_LENGTH];
|
|
float currY = -cosLUT[(int) angle % SINCOS_LENGTH];
|
|
for (int j = 0; j < ures; j++) {
|
|
sphereX[currVert] = cx[j] * curradius;
|
|
sphereY[currVert] = currY;
|
|
sphereZ[currVert++] = cz[j] * curradius;
|
|
}
|
|
angle += angle_step;
|
|
}
|
|
sphereDetailU = ures;
|
|
sphereDetailV = vres;
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw a sphere with radius r centered at coordinate 0, 0, 0.
|
|
* <P>
|
|
* Implementation notes:
|
|
* <P>
|
|
* cache all the points of the sphere in a static array
|
|
* top and bottom are just a bunch of triangles that land
|
|
* in the center point
|
|
* <P>
|
|
* sphere is a series of concentric circles who radii vary
|
|
* along the shape, based on, er.. cos or something
|
|
* <PRE>
|
|
* [toxi 031031] new sphere code. removed all multiplies with
|
|
* radius, as scale() will take care of that anyway
|
|
*
|
|
* [toxi 031223] updated sphere code (removed modulos)
|
|
* and introduced sphereAt(x,y,z,r)
|
|
* to avoid additional translate()'s on the user/sketch side
|
|
*
|
|
* [davbol 080801] now using separate sphereDetailU/V
|
|
* </PRE>
|
|
*/
|
|
public void sphere(float r) {
|
|
if ((sphereDetailU < 3) || (sphereDetailV < 2)) {
|
|
sphereDetail(30);
|
|
}
|
|
|
|
pushMatrix();
|
|
scale(r);
|
|
edge(false);
|
|
|
|
// 1st ring from south pole
|
|
beginShape(TRIANGLE_STRIP);
|
|
for (int i = 0; i < sphereDetailU; i++) {
|
|
normal(0, -1, 0);
|
|
vertex(0, -1, 0);
|
|
normal(sphereX[i], sphereY[i], sphereZ[i]);
|
|
vertex(sphereX[i], sphereY[i], sphereZ[i]);
|
|
}
|
|
//normal(0, -1, 0);
|
|
vertex(0, -1, 0);
|
|
normal(sphereX[0], sphereY[0], sphereZ[0]);
|
|
vertex(sphereX[0], sphereY[0], sphereZ[0]);
|
|
endShape();
|
|
|
|
int v1,v11,v2;
|
|
|
|
// middle rings
|
|
int voff = 0;
|
|
for (int i = 2; i < sphereDetailV; i++) {
|
|
v1 = v11 = voff;
|
|
voff += sphereDetailU;
|
|
v2 = voff;
|
|
beginShape(TRIANGLE_STRIP);
|
|
for (int j = 0; j < sphereDetailU; j++) {
|
|
normal(sphereX[v1], sphereY[v1], sphereZ[v1]);
|
|
vertex(sphereX[v1], sphereY[v1], sphereZ[v1++]);
|
|
normal(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
vertex(sphereX[v2], sphereY[v2], sphereZ[v2++]);
|
|
}
|
|
// close each ring
|
|
v1 = v11;
|
|
v2 = voff;
|
|
normal(sphereX[v1], sphereY[v1], sphereZ[v1]);
|
|
vertex(sphereX[v1], sphereY[v1], sphereZ[v1]);
|
|
normal(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
vertex(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
endShape();
|
|
}
|
|
|
|
// add the northern cap
|
|
beginShape(TRIANGLE_STRIP);
|
|
for (int i = 0; i < sphereDetailU; i++) {
|
|
v2 = voff + i;
|
|
normal(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
vertex(sphereX[v2], sphereY[v2], sphereZ[v2]);
|
|
normal(0, 1, 0);
|
|
vertex(0, 1, 0);
|
|
}
|
|
normal(sphereX[voff], sphereY[voff], sphereZ[voff]);
|
|
vertex(sphereX[voff], sphereY[voff], sphereZ[voff]);
|
|
normal(0, 1, 0);
|
|
vertex(0, 1, 0);
|
|
endShape();
|
|
|
|
edge(true);
|
|
popMatrix();
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// 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.
|
|
* Fix from davbol for 0136.
|
|
*/
|
|
public float bezierTangent(float a, float b, float c, float d, float t) {
|
|
return (3*t*t * (-a+3*b-3*c+d) +
|
|
6*t * (a-2*b+c) +
|
|
3 * (-a+b));
|
|
}
|
|
|
|
|
|
protected void bezierInitCheck() {
|
|
if (!bezierInited) {
|
|
bezierInit();
|
|
}
|
|
}
|
|
|
|
|
|
protected void bezierInit() {
|
|
// overkill to be broken out, but better parity with the curve stuff below
|
|
bezierDetail(bezierDetail);
|
|
bezierInited = true;
|
|
}
|
|
|
|
|
|
public void bezierDetail(int detail) {
|
|
bezierDetail = detail;
|
|
|
|
if (bezierDrawMatrix == null) {
|
|
bezierDrawMatrix = new PMatrix3D();
|
|
}
|
|
|
|
// setup matrix for forward differencing to speed up drawing
|
|
splineForward(detail, bezierDrawMatrix);
|
|
|
|
// 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);
|
|
//bezierDrawMatrix.set(bezierForwardMatrix);
|
|
bezierDrawMatrix.apply(bezierBasisMatrix);
|
|
}
|
|
|
|
|
|
/**
|
|
* 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();
|
|
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();
|
|
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) {
|
|
curveInitCheck();
|
|
|
|
float tt = t * t;
|
|
float ttt = t * tt;
|
|
PMatrix3D cb = curveBasisMatrix;
|
|
|
|
// not optimized (and probably need not be)
|
|
return (a * (ttt*cb.m00 + tt*cb.m10 + t*cb.m20 + cb.m30) +
|
|
b * (ttt*cb.m01 + tt*cb.m11 + t*cb.m21 + cb.m31) +
|
|
c * (ttt*cb.m02 + tt*cb.m12 + t*cb.m22 + cb.m32) +
|
|
d * (ttt*cb.m03 + tt*cb.m13 + t*cb.m23 + cb.m33));
|
|
}
|
|
|
|
|
|
/**
|
|
* Calculate the tangent at a t value (0..1) on a Catmull-Rom curve.
|
|
* Code thanks to Dave Bollinger (Bug #715)
|
|
*/
|
|
public float curveTangent(float a, float b, float c, float d, float t) {
|
|
curveInitCheck();
|
|
|
|
float tt3 = t * t * 3;
|
|
float t2 = t * 2;
|
|
PMatrix3D cb = curveBasisMatrix;
|
|
|
|
// not optimized (and probably need not be)
|
|
return (a * (tt3*cb.m00 + t2*cb.m10 + cb.m20) +
|
|
b * (tt3*cb.m01 + t2*cb.m11 + cb.m21) +
|
|
c * (tt3*cb.m02 + t2*cb.m12 + cb.m22) +
|
|
d * (tt3*cb.m03 + t2*cb.m13 + cb.m23) );
|
|
}
|
|
|
|
|
|
public void curveDetail(int detail) {
|
|
curveDetail = detail;
|
|
curveInit();
|
|
}
|
|
|
|
|
|
public void curveTightness(float tightness) {
|
|
curveTightness = tightness;
|
|
curveInit();
|
|
}
|
|
|
|
|
|
protected void curveInitCheck() {
|
|
if (!curveInited) {
|
|
curveInit();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 curveInit() {
|
|
// allocate only if/when used to save startup time
|
|
if (curveDrawMatrix == null) {
|
|
curveBasisMatrix = new PMatrix3D();
|
|
curveDrawMatrix = new PMatrix3D();
|
|
curveInited = true;
|
|
}
|
|
|
|
float s = curveTightness;
|
|
curveBasisMatrix.set((s-1)/2f, (s+3)/2f, (-3-s)/2f, (1-s)/2f,
|
|
(1-s), (-5-s)/2f, (s+2), (s-1)/2f,
|
|
(s-1)/2f, 0, (1-s)/2f, 0,
|
|
0, 1, 0, 0);
|
|
|
|
//setup_spline_forward(segments, curveForwardMatrix);
|
|
splineForward(curveDetail, curveDrawMatrix);
|
|
|
|
if (bezierBasisInverse == null) {
|
|
bezierBasisInverse = bezierBasisMatrix.get();
|
|
bezierBasisInverse.invert();
|
|
curveToBezierMatrix = new PMatrix3D();
|
|
}
|
|
|
|
// TODO only needed for PGraphicsJava2D? if so, move it there
|
|
// actually, it's generally useful for other renderers, so keep it
|
|
// or hide the implementation elsewhere.
|
|
curveToBezierMatrix.set(curveBasisMatrix);
|
|
curveToBezierMatrix.preApply(bezierBasisInverse);
|
|
|
|
// multiply the basis and forward diff matrices together
|
|
// saves much time since this needn't be done for each curve
|
|
curveDrawMatrix.apply(curveBasisMatrix);
|
|
}
|
|
|
|
|
|
/**
|
|
* 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();
|
|
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();
|
|
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
|
|
* @param matrix target object for the new matrix
|
|
*/
|
|
protected void splineForward(int segments, PMatrix3D matrix) {
|
|
float f = 1.0f / segments;
|
|
float ff = f * f;
|
|
float fff = ff * f;
|
|
|
|
matrix.set(0, 0, 0, 1,
|
|
fff, ff, f, 0,
|
|
6*fff, 2*ff, 0, 0,
|
|
6*fff, 0, 0, 0);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// SMOOTHING
|
|
|
|
|
|
/**
|
|
* If true in PImage, use bilinear interpolation for copy()
|
|
* operations. When inherited by PGraphics, also controls shapes.
|
|
*/
|
|
public void smooth() {
|
|
smooth = true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Disable smoothing. See smooth().
|
|
*/
|
|
public void noSmooth() {
|
|
smooth = false;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// IMAGE
|
|
|
|
|
|
/**
|
|
* The mode can only be set to CORNERS, CORNER, and CENTER.
|
|
* <p/>
|
|
* Support for CENTER was added in release 0146.
|
|
*/
|
|
public void imageMode(int mode) {
|
|
if ((mode == CORNER) || (mode == CORNERS) || (mode == CENTER)) {
|
|
imageMode = mode;
|
|
} else {
|
|
String msg =
|
|
"imageMode() only works with CORNER, CORNERS, or CENTER";
|
|
throw new RuntimeException(msg);
|
|
}
|
|
}
|
|
|
|
|
|
public void image(PImage image, float x, float y) {
|
|
// Starting in release 0144, image errors are simply ignored.
|
|
// loadImageAsync() sets width and height to -1 when loading fails.
|
|
if (image.width == -1 || image.height == -1) return;
|
|
|
|
if (imageMode == CORNER || imageMode == CORNERS) {
|
|
imageImpl(image,
|
|
x, y, x+image.width, y+image.height,
|
|
0, 0, image.width, image.height);
|
|
|
|
} else if (imageMode == CENTER) {
|
|
float x1 = x - image.width/2;
|
|
float y1 = y - image.height/2;
|
|
imageImpl(image,
|
|
x1, y1, x1+image.width, y1+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);
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw an image(), also specifying u/v coordinates.
|
|
* In this method, the 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) {
|
|
// Starting in release 0144, image errors are simply ignored.
|
|
// loadImageAsync() sets width and height to -1 when loading fails.
|
|
if (image.width == -1 || image.height == -1) return;
|
|
|
|
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);
|
|
|
|
} else if (imageMode == CENTER) {
|
|
// c and d are width/height
|
|
if (c < 0) c = -c;
|
|
if (d < 0) d = -d;
|
|
float x1 = a - c/2;
|
|
float y1 = b - d/2;
|
|
|
|
imageImpl(image,
|
|
x1, y1, x1 + c, y1 + 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;
|
|
// }
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// SHAPE
|
|
|
|
|
|
/**
|
|
* Set the orientation for the shape() command (like imageMode() or rectMode()).
|
|
* @param mode Either CORNER, CORNERS, or CENTER.
|
|
*/
|
|
public void shapeMode(int mode) {
|
|
this.shapeMode = mode;
|
|
}
|
|
|
|
|
|
public void shape(PShape shape) {
|
|
if (shape.isVisible()) { // don't do expensive matrix ops if invisible
|
|
if (shapeMode == CENTER) {
|
|
pushMatrix();
|
|
translate(-shape.getWidth()/2, -shape.getHeight()/2);
|
|
}
|
|
|
|
shape.draw(this); // needs to handle recorder too
|
|
|
|
if (shapeMode == CENTER) {
|
|
popMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Convenience method to draw at a particular location.
|
|
*/
|
|
public void shape(PShape shape, float x, float y) {
|
|
if (shape.isVisible()) { // don't do expensive matrix ops if invisible
|
|
pushMatrix();
|
|
|
|
if (shapeMode == CENTER) {
|
|
translate(x - shape.getWidth()/2, y - shape.getHeight()/2);
|
|
|
|
} else if ((shapeMode == CORNER) || (shapeMode == CORNERS)) {
|
|
translate(x, y);
|
|
}
|
|
shape.draw(this);
|
|
|
|
popMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
public void shape(PShape shape, float x, float y, float c, float d) {
|
|
if (shape.isVisible()) { // don't do expensive matrix ops if invisible
|
|
pushMatrix();
|
|
|
|
if (shapeMode == CENTER) {
|
|
// x and y are center, c and d refer to a diameter
|
|
translate(x - c/2f, y - d/2f);
|
|
scale(c / shape.getWidth(), d / shape.getHeight());
|
|
|
|
} else if (shapeMode == CORNER) {
|
|
translate(x, y);
|
|
scale(c / shape.getWidth(), d / shape.getHeight());
|
|
|
|
} else if (shapeMode == CORNERS) {
|
|
// c and d are x2/y2, make them into width/height
|
|
c -= x;
|
|
d -= y;
|
|
// then same as above
|
|
translate(x, y);
|
|
scale(c / shape.getWidth(), d / shape.getHeight());
|
|
}
|
|
shape.draw(this);
|
|
|
|
popMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// 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) {
|
|
showTextFontException("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) {
|
|
showTextFontException("textDescent");
|
|
}
|
|
return textFont.descent() * ((textMode == SCREEN) ? textFont.size : textSize);
|
|
}
|
|
|
|
|
|
/**
|
|
* 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);
|
|
// The following is what needs to be done, however we need to be able
|
|
// to get the actual graphics context where the drawing is happening.
|
|
// For instance, parent.getGraphics() doesn't work for OpenGL since
|
|
// an OpenGL drawing surface is an embedded component.
|
|
// if (parent != null) {
|
|
// textFontNativeMetrics = parent.getGraphics().getFontMetrics(textFontNative);
|
|
// }
|
|
|
|
// float w = font.getStringBounds(text, g2.getFontRenderContext()).getWidth();
|
|
}
|
|
*/
|
|
textSize(which.size);
|
|
|
|
} else {
|
|
throw new RuntimeException(ERROR_TEXTFONT_NULL_PFONT);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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)) {
|
|
showWarning("Since Processing beta, textMode() is now textAlign().");
|
|
return;
|
|
}
|
|
// if ((mode != SCREEN) && (mode != MODEL)) {
|
|
// showError("Only textMode(SCREEN) and textMode(MODEL) " +
|
|
// "are available with this renderer.");
|
|
// }
|
|
|
|
if (textModeCheck(mode)) {
|
|
textMode = mode;
|
|
} else {
|
|
String modeStr = String.valueOf(mode);
|
|
switch (mode) {
|
|
case SCREEN: modeStr = "SCREEN"; break;
|
|
case MODEL: modeStr = "MODEL"; break;
|
|
case SHAPE: modeStr = "SHAPE"; break;
|
|
}
|
|
showWarning("textMode(" + modeStr + ") is not supported by this renderer.");
|
|
}
|
|
|
|
// 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()");
|
|
//}
|
|
}
|
|
|
|
|
|
protected boolean textModeCheck(int mode) {
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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() is ignored with " +
|
|
// "textMode(SCREEN)");
|
|
// }
|
|
textSize = size;
|
|
textLeading = (textAscent() + textDescent()) * 1.275f;
|
|
|
|
} else {
|
|
showTextFontException("textSize");
|
|
}
|
|
}
|
|
|
|
|
|
// ........................................................
|
|
|
|
|
|
public float textWidth(char c) {
|
|
textWidthBuffer[0] = c;
|
|
return textWidthImpl(textWidthBuffer, 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) {
|
|
showTextFontException("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;
|
|
}
|
|
|
|
|
|
/**
|
|
* TODO not sure if this stays...
|
|
*/
|
|
public float textWidth(char[] chars, int start, int length) {
|
|
return textWidthImpl(chars, start, start + length);
|
|
}
|
|
|
|
|
|
/**
|
|
* 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) {
|
|
showTextFontException("text");
|
|
}
|
|
|
|
if (textMode == SCREEN) loadPixels();
|
|
|
|
if (textAlignY == CENTER) {
|
|
y += textAscent() / 2;
|
|
} else if (textAlignY == TOP) {
|
|
y += textAscent();
|
|
} else if (textAlignY == BOTTOM) {
|
|
y -= textDescent();
|
|
//} else if (textAlignY == BASELINE) {
|
|
// do nothing
|
|
}
|
|
|
|
textBuffer[0] = c;
|
|
textLineAlignImpl(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) {
|
|
showTextFontException("text");
|
|
}
|
|
|
|
if (textMode == SCREEN) loadPixels();
|
|
|
|
int length = str.length();
|
|
if (length > textBuffer.length) {
|
|
textBuffer = new char[length + 10];
|
|
}
|
|
str.getChars(0, length, textBuffer, 0);
|
|
text(textBuffer, 0, length, x, y);
|
|
}
|
|
|
|
|
|
/**
|
|
* Method to draw text from an array of chars. This method will usually be
|
|
* more efficient than drawing from a String object, because the String will
|
|
* not be converted to a char array before drawing.
|
|
*/
|
|
public void text(char[] chars, int start, int stop, float x, float y) {
|
|
// If multiple lines, sum the height of the additional lines
|
|
float high = 0; //-textAscent();
|
|
for (int i = start; i < stop; i++) {
|
|
if (chars[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 offset by the descent
|
|
// for multiple lines, subtract leading for each line
|
|
y -= textDescent() + high;
|
|
//} else if (textAlignY == BASELINE) {
|
|
// do nothing
|
|
}
|
|
|
|
// int start = 0;
|
|
int index = 0;
|
|
while (index < stop) { //length) {
|
|
if (chars[index] == '\n') {
|
|
textLineAlignImpl(chars, start, index, x, y);
|
|
start = index + 1;
|
|
y += textLeading;
|
|
}
|
|
index++;
|
|
}
|
|
if (start < stop) { //length) {
|
|
textLineAlignImpl(chars, 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) translate(0, 0, z); // slow!
|
|
|
|
text(str, x, y);
|
|
textZ = z;
|
|
|
|
if (z != 0) translate(0, 0, -z); // inaccurate!
|
|
}
|
|
|
|
|
|
public void text(char[] chars, int start, int stop,
|
|
float x, float y, float z) {
|
|
if (z != 0) translate(0, 0, z); // slow!
|
|
|
|
text(chars, start, stop, x, y);
|
|
textZ = z;
|
|
|
|
if (z != 0) translate(0, 0, -z); // inaccurate!
|
|
}
|
|
|
|
|
|
/**
|
|
* 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) {
|
|
showTextFontException("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 currentY = y1;
|
|
float boxWidth = x2 - x1;
|
|
|
|
// // 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;
|
|
|
|
float spaceWidth = textWidth(' ');
|
|
|
|
if (textBreakStart == null) {
|
|
textBreakStart = new int[20];
|
|
textBreakStop = new int[20];
|
|
}
|
|
textBreakCount = 0;
|
|
|
|
int length = str.length();
|
|
if (length + 1 > textBuffer.length) {
|
|
textBuffer = new char[length + 1];
|
|
}
|
|
str.getChars(0, length, textBuffer, 0);
|
|
// add a fake newline to simplify calculations
|
|
textBuffer[length++] = '\n';
|
|
|
|
int sentenceStart = 0;
|
|
for (int i = 0; i < length; i++) {
|
|
if (textBuffer[i] == '\n') {
|
|
// currentY = textSentence(textBuffer, sentenceStart, i,
|
|
// lineX, boxWidth, currentY, y2, spaceWidth);
|
|
boolean legit =
|
|
textSentence(textBuffer, sentenceStart, i, boxWidth, spaceWidth);
|
|
if (!legit) break;
|
|
// if (Float.isNaN(currentY)) break; // word too big (or error)
|
|
// if (currentY > y2) break; // past the box
|
|
sentenceStart = i + 1;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
float boxHeight = y2 - y1;
|
|
//int lineFitCount = 1 + PApplet.floor((boxHeight - textAscent()) / textLeading);
|
|
// incorporate textAscent() for the top (baseline will be y1 + ascent)
|
|
// and textDescent() for the bottom, so that lower parts of letters aren't
|
|
// outside the box. [0151]
|
|
float topAndBottom = textAscent() + textDescent();
|
|
int lineFitCount = 1 + PApplet.floor((boxHeight - topAndBottom) / textLeading);
|
|
int lineCount = Math.min(textBreakCount, lineFitCount);
|
|
|
|
if (textAlignY == CENTER) {
|
|
float lineHigh = textAscent() + textLeading * (lineCount - 1);
|
|
float y = y1 + textAscent() + (boxHeight - lineHigh) / 2;
|
|
for (int i = 0; i < lineCount; i++) {
|
|
textLineAlignImpl(textBuffer, textBreakStart[i], textBreakStop[i], lineX, y);
|
|
y += textLeading;
|
|
}
|
|
|
|
} else if (textAlignY == BOTTOM) {
|
|
float y = y2 - textDescent() - textLeading * (lineCount - 1);
|
|
for (int i = 0; i < lineCount; i++) {
|
|
textLineAlignImpl(textBuffer, textBreakStart[i], textBreakStop[i], lineX, y);
|
|
y += textLeading;
|
|
}
|
|
|
|
} else { // TOP or BASELINE just go to the default
|
|
float y = y1 + textAscent();
|
|
for (int i = 0; i < lineCount; i++) {
|
|
textLineAlignImpl(textBuffer, textBreakStart[i], textBreakStop[i], lineX, y);
|
|
y += textLeading;
|
|
}
|
|
}
|
|
|
|
if (textMode == SCREEN) updatePixels();
|
|
}
|
|
|
|
|
|
/**
|
|
* Emit a sentence of text, defined as a chunk of text without any newlines.
|
|
* @param stop non-inclusive, the end of the text in question
|
|
*/
|
|
protected boolean textSentence(char[] buffer, int start, int stop,
|
|
float boxWidth, float spaceWidth) {
|
|
float runningX = 0;
|
|
|
|
// Keep track of this separately from index, since we'll need to back up
|
|
// from index when breaking words that are too long to fit.
|
|
int lineStart = start;
|
|
int wordStart = start;
|
|
int index = start;
|
|
while (index <= stop) {
|
|
// boundary of a word or end of this sentence
|
|
if ((buffer[index] == ' ') || (index == stop)) {
|
|
float wordWidth = textWidthImpl(buffer, wordStart, index);
|
|
|
|
if (runningX + wordWidth > boxWidth) {
|
|
if (runningX != 0) {
|
|
// Next word is too big, output the current line and advance
|
|
index = wordStart;
|
|
textSentenceBreak(lineStart, index);
|
|
// Eat whitespace because multiple spaces don't count for s*
|
|
// when they're at the end of a line.
|
|
while ((index < stop) && (buffer[index] == ' ')) {
|
|
index++;
|
|
}
|
|
} else { // (runningX == 0)
|
|
// If this is the first word on the line, 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 false; //Float.NaN;
|
|
}
|
|
wordWidth = textWidthImpl(buffer, wordStart, index);
|
|
} while (wordWidth > boxWidth);
|
|
|
|
//textLineImpl(buffer, lineStart, index, x, y);
|
|
textSentenceBreak(lineStart, index);
|
|
}
|
|
lineStart = index;
|
|
wordStart = index;
|
|
runningX = 0;
|
|
|
|
} else if (index == stop) {
|
|
// last line in the block, time to unload
|
|
//textLineImpl(buffer, lineStart, index, x, y);
|
|
textSentenceBreak(lineStart, index);
|
|
// y += textLeading;
|
|
index++;
|
|
|
|
} else { // this word will fit, just add it to the line
|
|
runningX += wordWidth + spaceWidth;
|
|
wordStart = index + 1; // move on to the next word
|
|
index++;
|
|
}
|
|
} else { // not a space or the last character
|
|
index++; // this is just another letter
|
|
}
|
|
}
|
|
// return y;
|
|
return true;
|
|
}
|
|
|
|
|
|
protected void textSentenceBreak(int start, int stop) {
|
|
if (textBreakCount == textBreakStart.length) {
|
|
textBreakStart = PApplet.expand(textBreakStart);
|
|
textBreakStop = PApplet.expand(textBreakStop);
|
|
}
|
|
textBreakStart[textBreakCount] = start;
|
|
textBreakStop[textBreakCount] = stop;
|
|
textBreakCount++;
|
|
}
|
|
|
|
|
|
public void text(String s, float x1, float y1, float x2, float y2, float z) {
|
|
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);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// TEXT IMPL
|
|
|
|
// These are most likely to be overridden by subclasses, since the other
|
|
// (public) functions handle generic features like setting alignment.
|
|
|
|
|
|
/**
|
|
* Handles placement of a text line, then calls textLineImpl
|
|
* to actually render at the specific point.
|
|
*/
|
|
protected void textLineAlignImpl(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);
|
|
}
|
|
|
|
textLineImpl(buffer, start, stop, x, y);
|
|
}
|
|
|
|
|
|
/**
|
|
* Implementation of actual drawing for a line of text.
|
|
*/
|
|
protected void textLineImpl(char buffer[], int start, int stop,
|
|
float x, float y) {
|
|
for (int index = start; index < stop; index++) {
|
|
textCharImpl(buffer[index], x, y);
|
|
|
|
// 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
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
protected void textCharScreenImpl(PImage glyph,
|
|
int xx, int yy,
|
|
int w0, int 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 STACK
|
|
|
|
|
|
/**
|
|
* Push a copy of the current transformation matrix onto the stack.
|
|
*/
|
|
public void pushMatrix() {
|
|
showMethodWarning("pushMatrix");
|
|
}
|
|
|
|
|
|
/**
|
|
* Replace the current transformation matrix with the top of the stack.
|
|
*/
|
|
public void popMatrix() {
|
|
showMethodWarning("popMatrix");
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MATRIX TRANSFORMATIONS
|
|
|
|
|
|
/**
|
|
* Translate in X and Y.
|
|
*/
|
|
public void translate(float tx, float ty) {
|
|
showMissingWarning("translate");
|
|
}
|
|
|
|
|
|
/**
|
|
* Translate in X, Y, and Z.
|
|
*/
|
|
public void translate(float tx, float ty, float tz) {
|
|
showMissingWarning("translate");
|
|
}
|
|
|
|
|
|
/**
|
|
* Two dimensional rotation.
|
|
*
|
|
* 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.
|
|
*
|
|
* <A HREF="http://www.xkcd.com/c184.html">Additional background</A>.
|
|
*/
|
|
public void rotate(float angle) {
|
|
showMissingWarning("rotate");
|
|
}
|
|
|
|
|
|
/**
|
|
* Rotate around the X axis.
|
|
*/
|
|
public void rotateX(float angle) {
|
|
showMethodWarning("rotateX");
|
|
}
|
|
|
|
|
|
/**
|
|
* Rotate around the Y axis.
|
|
*/
|
|
public void rotateY(float angle) {
|
|
showMethodWarning("rotateY");
|
|
}
|
|
|
|
|
|
/**
|
|
* Rotate around the Z axis.
|
|
*
|
|
* The functions rotate() and rotateZ() are identical, it's just that it make
|
|
* sense to have rotate() and then rotateX() and rotateY() when using 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) {
|
|
showMethodWarning("rotateZ");
|
|
}
|
|
|
|
|
|
/**
|
|
* Rotate about a vector in space. Same as the glRotatef() function.
|
|
*/
|
|
public void rotate(float angle, float vx, float vy, float vz) {
|
|
showMissingWarning("rotate");
|
|
}
|
|
|
|
|
|
/**
|
|
* Scale in all dimensions.
|
|
*/
|
|
public void scale(float s) {
|
|
showMissingWarning("scale");
|
|
}
|
|
|
|
|
|
/**
|
|
* Scale in X and Y. Equivalent to scale(sx, sy, 1).
|
|
*
|
|
* Not recommended for use in 3D, because the z-dimension is just
|
|
* scaled by 1, since there's no way to know what else to scale it by.
|
|
*/
|
|
public void scale(float sx, float sy) {
|
|
showMissingWarning("scale");
|
|
}
|
|
|
|
|
|
/**
|
|
* Scale in X, Y, and Z.
|
|
*/
|
|
public void scale(float x, float y, float z) {
|
|
showMissingWarning("scale");
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MATRIX FULL MONTY
|
|
|
|
|
|
/**
|
|
* Set the current transformation matrix to identity.
|
|
*/
|
|
public void resetMatrix() {
|
|
showMethodWarning("resetMatrix");
|
|
}
|
|
|
|
|
|
public void applyMatrix(PMatrix source) {
|
|
if (source instanceof PMatrix2D) {
|
|
applyMatrix((PMatrix2D) source);
|
|
} else if (source instanceof PMatrix3D) {
|
|
applyMatrix((PMatrix3D) source);
|
|
}
|
|
}
|
|
|
|
|
|
public void applyMatrix(PMatrix2D source) {
|
|
applyMatrix(source.m00, source.m01, source.m02,
|
|
source.m10, source.m11, source.m12);
|
|
}
|
|
|
|
|
|
/**
|
|
* Apply a 3x2 affine transformation matrix.
|
|
*/
|
|
public void applyMatrix(float n00, float n01, float n02,
|
|
float n10, float n11, float n12) {
|
|
showMissingWarning("applyMatrix");
|
|
}
|
|
|
|
|
|
public void applyMatrix(PMatrix3D source) {
|
|
applyMatrix(source.m00, source.m01, source.m02, source.m03,
|
|
source.m10, source.m11, source.m12, source.m13,
|
|
source.m20, source.m21, source.m22, source.m23,
|
|
source.m30, source.m31, source.m32, source.m33);
|
|
}
|
|
|
|
|
|
/**
|
|
* Apply a 4x4 transformation matrix.
|
|
*/
|
|
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) {
|
|
showMissingWarning("applyMatrix");
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MATRIX GET/SET/PRINT
|
|
|
|
|
|
public PMatrix getMatrix() {
|
|
showMissingWarning("getMatrix");
|
|
return null;
|
|
}
|
|
|
|
|
|
/**
|
|
* Copy the current transformation matrix into the specified target.
|
|
* Pass in null to create a new matrix.
|
|
*/
|
|
public PMatrix2D getMatrix(PMatrix2D target) {
|
|
showMissingWarning("getMatrix");
|
|
return null;
|
|
}
|
|
|
|
|
|
/**
|
|
* Copy the current transformation matrix into the specified target.
|
|
* Pass in null to create a new matrix.
|
|
*/
|
|
public PMatrix3D getMatrix(PMatrix3D target) {
|
|
showMissingWarning("getMatrix");
|
|
return null;
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the current transformation matrix to the contents of another.
|
|
*/
|
|
public void setMatrix(PMatrix source) {
|
|
if (source instanceof PMatrix2D) {
|
|
setMatrix((PMatrix2D) source);
|
|
} else if (source instanceof PMatrix3D) {
|
|
setMatrix((PMatrix3D) source);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the current transformation to the contents of the specified source.
|
|
*/
|
|
public void setMatrix(PMatrix2D source) {
|
|
showMissingWarning("setMatrix");
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the current transformation to the contents of the specified source.
|
|
*/
|
|
public void setMatrix(PMatrix3D source) {
|
|
showMissingWarning("setMatrix");
|
|
}
|
|
|
|
|
|
/**
|
|
* Print the current model (or "transformation") matrix.
|
|
*/
|
|
public void printMatrix() {
|
|
showMethodWarning("printMatrix");
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// CAMERA
|
|
|
|
|
|
public void beginCamera() {
|
|
showMethodWarning("beginCamera");
|
|
}
|
|
|
|
|
|
public void endCamera() {
|
|
showMethodWarning("endCamera");
|
|
}
|
|
|
|
|
|
public void camera() {
|
|
showMissingWarning("camera");
|
|
}
|
|
|
|
|
|
public void camera(float eyeX, float eyeY, float eyeZ,
|
|
float centerX, float centerY, float centerZ,
|
|
float upX, float upY, float upZ) {
|
|
showMissingWarning("camera");
|
|
}
|
|
|
|
|
|
public void printCamera() {
|
|
showMethodWarning("printCamera");
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// PROJECTION
|
|
|
|
|
|
public void ortho() {
|
|
showMissingWarning("ortho");
|
|
}
|
|
|
|
|
|
public void ortho(float left, float right,
|
|
float bottom, float top,
|
|
float near, float far) {
|
|
showMissingWarning("ortho");
|
|
}
|
|
|
|
|
|
public void perspective() {
|
|
showMissingWarning("perspective");
|
|
}
|
|
|
|
|
|
public void perspective(float fovy, float aspect, float zNear, float zFar) {
|
|
showMissingWarning("perspective");
|
|
}
|
|
|
|
|
|
public void frustum(float left, float right,
|
|
float bottom, float top,
|
|
float near, float far) {
|
|
showMethodWarning("frustum");
|
|
}
|
|
|
|
|
|
public void printProjection() {
|
|
showMethodWarning("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) {
|
|
showMissingWarning("screenX");
|
|
return 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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) {
|
|
showMissingWarning("screenY");
|
|
return 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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) {
|
|
showMissingWarning("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) {
|
|
showMissingWarning("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) {
|
|
showMissingWarning("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) {
|
|
showMissingWarning("modelX");
|
|
return 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* Returns the model space y value for an x, y, z coordinate.
|
|
*/
|
|
public float modelY(float x, float y, float z) {
|
|
showMissingWarning("modelY");
|
|
return 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* Returns the model space z value for an x, y, z coordinate.
|
|
*/
|
|
public float modelZ(float x, float y, float z) {
|
|
showMissingWarning("modelZ");
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// STYLE
|
|
|
|
|
|
public void pushStyle() {
|
|
if (styleStackDepth == styleStack.length) {
|
|
styleStack = (PStyle[]) PApplet.expand(styleStack);
|
|
}
|
|
if (styleStack[styleStackDepth] == null) {
|
|
styleStack[styleStackDepth] = new PStyle();
|
|
}
|
|
PStyle s = styleStack[styleStackDepth++];
|
|
getStyle(s);
|
|
}
|
|
|
|
|
|
public void popStyle() {
|
|
if (styleStackDepth == 0) {
|
|
throw new RuntimeException("Too many popStyle() without enough pushStyle()");
|
|
}
|
|
styleStackDepth--;
|
|
style(styleStack[styleStackDepth]);
|
|
}
|
|
|
|
|
|
public void style(PStyle s) {
|
|
// if (s.smooth) {
|
|
// smooth();
|
|
// } else {
|
|
// noSmooth();
|
|
// }
|
|
|
|
imageMode(s.imageMode);
|
|
rectMode(s.rectMode);
|
|
ellipseMode(s.ellipseMode);
|
|
shapeMode(s.shapeMode);
|
|
|
|
if (s.tint) {
|
|
tint(s.tintColor);
|
|
} else {
|
|
noTint();
|
|
}
|
|
if (s.fill) {
|
|
fill(s.fillColor);
|
|
} else {
|
|
noFill();
|
|
}
|
|
if (s.stroke) {
|
|
stroke(s.strokeColor);
|
|
} else {
|
|
noStroke();
|
|
}
|
|
strokeWeight(s.strokeWeight);
|
|
strokeCap(s.strokeCap);
|
|
strokeJoin(s.strokeJoin);
|
|
|
|
// Set the colorMode() for the material properties.
|
|
// TODO this is really inefficient, need to just have a material() method,
|
|
// but this has the least impact to the API.
|
|
colorMode(RGB, 1);
|
|
ambient(s.ambientR, s.ambientG, s.ambientB);
|
|
emissive(s.emissiveR, s.emissiveG, s.emissiveB);
|
|
specular(s.specularR, s.specularG, s.specularB);
|
|
shininess(s.shininess);
|
|
|
|
/*
|
|
s.ambientR = ambientR;
|
|
s.ambientG = ambientG;
|
|
s.ambientB = ambientB;
|
|
s.specularR = specularR;
|
|
s.specularG = specularG;
|
|
s.specularB = specularB;
|
|
s.emissiveR = emissiveR;
|
|
s.emissiveG = emissiveG;
|
|
s.emissiveB = emissiveB;
|
|
s.shininess = shininess;
|
|
*/
|
|
// material(s.ambientR, s.ambientG, s.ambientB,
|
|
// s.emissiveR, s.emissiveG, s.emissiveB,
|
|
// s.specularR, s.specularG, s.specularB,
|
|
// s.shininess);
|
|
|
|
// Set this after the material properties.
|
|
colorMode(s.colorMode,
|
|
s.colorModeX, s.colorModeY, s.colorModeZ, s.colorModeA);
|
|
|
|
// This is a bit asymmetric, since there's no way to do "noFont()",
|
|
// and a null textFont will produce an error (since usually that means that
|
|
// the font couldn't load properly). So in some cases, the font won't be
|
|
// 'cleared' to null, even though that's technically correct.
|
|
if (s.textFont != null) {
|
|
textFont(s.textFont, s.textSize);
|
|
textLeading(s.textLeading);
|
|
}
|
|
// These don't require a font to be set.
|
|
textAlign(s.textAlign, s.textAlignY);
|
|
textMode(s.textMode);
|
|
}
|
|
|
|
|
|
public PStyle getStyle() { // ignore
|
|
return getStyle(null);
|
|
}
|
|
|
|
|
|
public PStyle getStyle(PStyle s) { // ignore
|
|
if (s == null) {
|
|
s = new PStyle();
|
|
}
|
|
|
|
s.imageMode = imageMode;
|
|
s.rectMode = rectMode;
|
|
s.ellipseMode = ellipseMode;
|
|
s.shapeMode = shapeMode;
|
|
|
|
s.colorMode = colorMode;
|
|
s.colorModeX = colorModeX;
|
|
s.colorModeY = colorModeY;
|
|
s.colorModeZ = colorModeZ;
|
|
s.colorModeA = colorModeA;
|
|
|
|
s.tint = tint;
|
|
s.tintColor = tintColor;
|
|
s.fill = fill;
|
|
s.fillColor = fillColor;
|
|
s.stroke = stroke;
|
|
s.strokeColor = strokeColor;
|
|
s.strokeWeight = strokeWeight;
|
|
s.strokeCap = strokeCap;
|
|
s.strokeJoin = strokeJoin;
|
|
|
|
s.ambientR = ambientR;
|
|
s.ambientG = ambientG;
|
|
s.ambientB = ambientB;
|
|
s.specularR = specularR;
|
|
s.specularG = specularG;
|
|
s.specularB = specularB;
|
|
s.emissiveR = emissiveR;
|
|
s.emissiveG = emissiveG;
|
|
s.emissiveB = emissiveB;
|
|
s.shininess = shininess;
|
|
|
|
s.textFont = textFont;
|
|
s.textAlign = textAlign;
|
|
s.textAlignY = textAlignY;
|
|
s.textMode = textMode;
|
|
s.textSize = textSize;
|
|
s.textLeading = textLeading;
|
|
|
|
return s;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// STROKE CAP/JOIN/WEIGHT
|
|
|
|
|
|
public void strokeWeight(float weight) {
|
|
strokeWeight = weight;
|
|
}
|
|
|
|
|
|
public void strokeJoin(int join) {
|
|
strokeJoin = join;
|
|
}
|
|
|
|
|
|
public void strokeCap(int cap) {
|
|
strokeCap = cap;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// STROKE COLOR
|
|
|
|
|
|
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();
|
|
// }
|
|
colorCalc(rgb);
|
|
strokeFromCalc();
|
|
}
|
|
|
|
|
|
public void stroke(int rgb, float alpha) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// stroke((float) rgb, alpha);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, alpha);
|
|
// strokeFromCalc();
|
|
// }
|
|
colorCalc(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;
|
|
strokeR = calcR;
|
|
strokeG = calcG;
|
|
strokeB = calcB;
|
|
strokeA = calcA;
|
|
strokeRi = calcRi;
|
|
strokeGi = calcGi;
|
|
strokeBi = calcBi;
|
|
strokeAi = calcAi;
|
|
strokeColor = calcColor;
|
|
strokeAlpha = calcAlpha;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// TINT COLOR
|
|
|
|
|
|
public void noTint() {
|
|
tint = false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the tint to either a grayscale or ARGB value.
|
|
*/
|
|
public void tint(int rgb) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// tint((float) rgb);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, colorModeA);
|
|
// tintFromCalc();
|
|
// }
|
|
colorCalc(rgb);
|
|
tintFromCalc();
|
|
}
|
|
|
|
public void tint(int rgb, float alpha) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// tint((float) rgb, alpha);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, alpha);
|
|
// tintFromCalc();
|
|
// }
|
|
colorCalc(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;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// FILL COLOR
|
|
|
|
|
|
public void noFill() {
|
|
fill = false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the fill to either a grayscale value or an ARGB int.
|
|
*/
|
|
public void fill(int rgb) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
|
// fill((float) rgb);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, colorModeA);
|
|
// fillFromCalc();
|
|
// }
|
|
colorCalc(rgb);
|
|
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();
|
|
// }
|
|
colorCalc(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;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// MATERIAL PROPERTIES
|
|
|
|
|
|
public void ambient(int rgb) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// ambient((float) rgb);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, colorModeA);
|
|
// ambientFromCalc();
|
|
// }
|
|
colorCalc(rgb);
|
|
ambientFromCalc();
|
|
}
|
|
|
|
|
|
public void ambient(float gray) {
|
|
colorCalc(gray);
|
|
ambientFromCalc();
|
|
}
|
|
|
|
|
|
public void ambient(float x, float y, float z) {
|
|
colorCalc(x, y, z);
|
|
ambientFromCalc();
|
|
}
|
|
|
|
|
|
protected void ambientFromCalc() {
|
|
ambientR = calcR;
|
|
ambientG = calcG;
|
|
ambientB = calcB;
|
|
}
|
|
|
|
|
|
public void specular(int rgb) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// specular((float) rgb);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, colorModeA);
|
|
// specularFromCalc();
|
|
// }
|
|
colorCalc(rgb);
|
|
specularFromCalc();
|
|
}
|
|
|
|
|
|
public void specular(float gray) {
|
|
colorCalc(gray);
|
|
specularFromCalc();
|
|
}
|
|
|
|
|
|
public void specular(float x, float y, float z) {
|
|
colorCalc(x, y, z);
|
|
specularFromCalc();
|
|
}
|
|
|
|
|
|
protected void specularFromCalc() {
|
|
specularR = calcR;
|
|
specularG = calcG;
|
|
specularB = calcB;
|
|
}
|
|
|
|
|
|
public void shininess(float shine) {
|
|
shininess = shine;
|
|
}
|
|
|
|
|
|
public void emissive(int rgb) {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// emissive((float) rgb);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, colorModeA);
|
|
// emissiveFromCalc();
|
|
// }
|
|
colorCalc(rgb);
|
|
emissiveFromCalc();
|
|
}
|
|
|
|
|
|
public void emissive(float gray) {
|
|
colorCalc(gray);
|
|
emissiveFromCalc();
|
|
}
|
|
|
|
|
|
public void emissive(float x, float y, float z) {
|
|
colorCalc(x, y, z);
|
|
emissiveFromCalc();
|
|
}
|
|
|
|
|
|
protected void emissiveFromCalc() {
|
|
emissiveR = calcR;
|
|
emissiveG = calcG;
|
|
emissiveB = calcB;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// LIGHTS
|
|
|
|
// The details of lighting are very implementation-specific, so this base
|
|
// class does not handle any details of settings lights. It does however
|
|
// display warning messages that the functions are not available.
|
|
|
|
|
|
public void lights() {
|
|
showMethodWarning("lights");
|
|
}
|
|
|
|
public void noLights() {
|
|
showMethodWarning("noLights");
|
|
}
|
|
|
|
public void ambientLight(float red, float green, float blue) {
|
|
showMethodWarning("ambientLight");
|
|
}
|
|
|
|
public void ambientLight(float red, float green, float blue,
|
|
float x, float y, float z) {
|
|
showMethodWarning("ambientLight");
|
|
}
|
|
|
|
public void directionalLight(float red, float green, float blue,
|
|
float nx, float ny, float nz) {
|
|
showMethodWarning("directionalLight");
|
|
}
|
|
|
|
public void pointLight(float red, float green, float blue,
|
|
float x, float y, float z) {
|
|
showMethodWarning("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) {
|
|
showMethodWarning("spotLight");
|
|
}
|
|
|
|
public void lightFalloff(float constant, float linear, float quadratic) {
|
|
showMethodWarning("lightFalloff");
|
|
}
|
|
|
|
public void lightSpecular(float x, float y, float z) {
|
|
showMethodWarning("lightSpecular");
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// BACKGROUND
|
|
|
|
/**
|
|
* Set the background to a gray or ARGB color.
|
|
* <p>
|
|
* For the main drawing surface, the alpha value will be ignored. However,
|
|
* alpha can be used on PGraphics objects from createGraphics(). This is
|
|
* the only way to set all the pixels partially transparent, for instance.
|
|
* <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 {
|
|
// if (format == RGB) {
|
|
// rgb |= 0xff000000; // ignore alpha for main drawing surface
|
|
// }
|
|
// colorCalcARGB(rgb, colorModeA);
|
|
// backgroundFromCalc();
|
|
// backgroundImpl();
|
|
// }
|
|
colorCalc(rgb);
|
|
backgroundFromCalc();
|
|
}
|
|
|
|
|
|
/**
|
|
* See notes about alpha in background(x, y, z, a).
|
|
*/
|
|
public void background(int rgb, float alpha) {
|
|
// if (format == RGB) {
|
|
// background(rgb); // ignore alpha for main drawing surface
|
|
//
|
|
// } else {
|
|
// if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
// background((float) rgb, alpha);
|
|
//
|
|
// } else {
|
|
// colorCalcARGB(rgb, alpha);
|
|
// backgroundFromCalc();
|
|
// backgroundImpl();
|
|
// }
|
|
// }
|
|
colorCalc(rgb, alpha);
|
|
backgroundFromCalc();
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the background to a grayscale value, based on the
|
|
* current colorMode.
|
|
*/
|
|
public void background(float gray) {
|
|
colorCalc(gray);
|
|
backgroundFromCalc();
|
|
// backgroundImpl();
|
|
}
|
|
|
|
|
|
/**
|
|
* See notes about alpha in background(x, y, z, a).
|
|
*/
|
|
public void background(float gray, float alpha) {
|
|
if (format == RGB) {
|
|
background(gray); // ignore alpha for main drawing surface
|
|
|
|
} else {
|
|
colorCalc(gray, alpha);
|
|
backgroundFromCalc();
|
|
// backgroundImpl();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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();
|
|
// backgroundImpl();
|
|
}
|
|
|
|
|
|
/**
|
|
* Clear the background with a color that includes an alpha value. This can
|
|
* only be used with objects created by createGraphics(), because the main
|
|
* drawing surface cannot be set transparent.
|
|
* <p>
|
|
* 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 (format == RGB) {
|
|
// background(x, y, z); // don't allow people to set alpha
|
|
//
|
|
// } else {
|
|
// colorCalc(x, y, z, a);
|
|
// backgroundFromCalc();
|
|
// backgroundImpl();
|
|
// }
|
|
colorCalc(x, y, z, a);
|
|
backgroundFromCalc();
|
|
}
|
|
|
|
|
|
protected void backgroundFromCalc() {
|
|
backgroundR = calcR;
|
|
backgroundG = calcG;
|
|
backgroundB = calcB;
|
|
backgroundA = (format == RGB) ? colorModeA : calcA;
|
|
backgroundRi = calcRi;
|
|
backgroundGi = calcGi;
|
|
backgroundBi = calcBi;
|
|
backgroundAi = (format == RGB) ? 255 : calcAi;
|
|
backgroundAlpha = (format == RGB) ? false : calcAlpha;
|
|
backgroundColor = calcColor;
|
|
|
|
backgroundImpl();
|
|
}
|
|
|
|
|
|
/**
|
|
* Takes an RGB or ARGB image and sets it as the background.
|
|
* The width and height of the image must be the same size as the sketch.
|
|
* Use image.resize(width, height) to make short work of such a task.
|
|
* <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 the zbuffer (if it exists).
|
|
*/
|
|
public void background(PImage image) {
|
|
if ((image.width != width) || (image.height != height)) {
|
|
throw new RuntimeException(ERROR_BACKGROUND_IMAGE_SIZE);
|
|
}
|
|
if ((image.format != RGB) && (image.format != ARGB)) {
|
|
throw new RuntimeException(ERROR_BACKGROUND_IMAGE_FORMAT);
|
|
}
|
|
backgroundColor = 0; // just zero it out for images
|
|
backgroundImpl(image);
|
|
}
|
|
|
|
|
|
/**
|
|
* Actually set the background image. This is separated from the error
|
|
* handling and other semantic goofiness that is shared across renderers.
|
|
*/
|
|
protected void backgroundImpl(PImage image) {
|
|
// blit image to the screen
|
|
set(0, 0, image);
|
|
}
|
|
|
|
|
|
/**
|
|
* Actual implementation of clearing the background, now that the
|
|
* internal variables for background color have been set. Called by the
|
|
* backgroundFromCalc() method, which is what all the other background()
|
|
* methods call once the work is done.
|
|
*/
|
|
protected void backgroundImpl() {
|
|
pushStyle();
|
|
pushMatrix();
|
|
resetMatrix();
|
|
fill(backgroundColor);
|
|
rect(0, 0, width, height);
|
|
popMatrix();
|
|
popStyle();
|
|
}
|
|
|
|
|
|
/**
|
|
* Callback to handle clearing the background when begin/endRaw is in use.
|
|
* Handled as separate function for OpenGL (or other) subclasses that
|
|
* override backgroundImpl() but still needs this to work properly.
|
|
*/
|
|
// protected void backgroundRawImpl() {
|
|
// if (raw != null) {
|
|
// raw.colorMode(RGB, 1);
|
|
// raw.noStroke();
|
|
// raw.fill(backgroundR, backgroundG, backgroundB);
|
|
// raw.beginShape(TRIANGLES);
|
|
//
|
|
// raw.vertex(0, 0);
|
|
// raw.vertex(width, 0);
|
|
// raw.vertex(0, height);
|
|
//
|
|
// raw.vertex(width, 0);
|
|
// raw.vertex(width, height);
|
|
// raw.vertex(0, height);
|
|
//
|
|
// raw.endShape();
|
|
// }
|
|
// }
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// COLOR MODE
|
|
|
|
|
|
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
|
|
colorModeScale =
|
|
((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
|
|
colorModeDefault = (colorMode == RGB) &&
|
|
(colorModeA == 255) && (colorModeX == 255) &&
|
|
(colorModeY == 255) && (colorModeZ == 255);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// COLOR CALCULATIONS
|
|
|
|
// Given input values for coloring, these functions will fill the calcXxxx
|
|
// variables with values that have been properly filtered through the
|
|
// current colorMode settings.
|
|
|
|
// Renderers that need to subclass any drawing properties such as fill or
|
|
// stroke will usally want to override methods like fillFromCalc (or the
|
|
// same for stroke, ambient, etc.) That way the color calcuations are
|
|
// covered by this based PGraphics class, leaving only a single function
|
|
// to override/implement in the subclass.
|
|
|
|
|
|
/**
|
|
* 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 (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 code
|
|
* that reads "fill(0)". The solution is to use the four parameter versions
|
|
* of stroke or fill to more directly specify the desired result.
|
|
*/
|
|
protected void colorCalc(int rgb) {
|
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) {
|
|
colorCalc((float) rgb);
|
|
|
|
} else {
|
|
colorCalcARGB(rgb, colorModeA);
|
|
}
|
|
}
|
|
|
|
|
|
protected void colorCalc(int rgb, float alpha) {
|
|
if (((rgb & 0xff000000) == 0) && (rgb <= colorModeX)) { // see above
|
|
colorCalc((float) rgb, alpha);
|
|
|
|
} else {
|
|
colorCalcARGB(rgb, alpha);
|
|
}
|
|
}
|
|
|
|
|
|
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 = colorModeScale ? (gray / colorModeX) : gray;
|
|
calcG = calcR;
|
|
calcB = calcR;
|
|
calcA = colorModeScale ? (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 (colorModeScale) {
|
|
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 = colorModeScale ? (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);
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// COLOR DATATYPE STUFFING
|
|
|
|
// The 'color' primitive type in Processing syntax is in fact a 32-bit int.
|
|
// These functions handle stuffing color values into a 32-bit cage based
|
|
// on the current colorMode settings.
|
|
|
|
// These functions are really slow (because they take the current colorMode
|
|
// into account), but they're easy to use. Advanced users can write their
|
|
// own bit shifting operations to setup 'color' data types.
|
|
|
|
|
|
public final int color(int gray) { // ignore
|
|
if (((gray & 0xff000000) == 0) && (gray <= colorModeX)) {
|
|
if (colorModeDefault) {
|
|
// 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 (colorModeDefault) {
|
|
// 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 (colorModeDefault) {
|
|
// 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 (colorModeDefault) {
|
|
// 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;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// COLOR DATATYPE EXTRACTION
|
|
|
|
// Vee have veys of making the colors talk.
|
|
|
|
|
|
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 (colorModeDefault) return c;
|
|
return (c / 255.0f) * colorModeX;
|
|
}
|
|
|
|
|
|
public final float green(int what) {
|
|
float c = (what >> 8) & 0xff;
|
|
if (colorModeDefault) return c;
|
|
return (c / 255.0f) * colorModeY;
|
|
}
|
|
|
|
|
|
public final float blue(int what) {
|
|
float c = (what) & 0xff;
|
|
if (colorModeDefault) 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;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// COLOR DATATYPE INTERPOLATION
|
|
|
|
// Against our better judgement.
|
|
|
|
|
|
/**
|
|
* Interpolate between two colors, using the current color mode.
|
|
*/
|
|
public int lerpColor(int c1, int c2, float amt) {
|
|
return lerpColor(c1, c2, amt, colorMode);
|
|
}
|
|
|
|
static float[] lerpColorHSB1;
|
|
static float[] lerpColorHSB2;
|
|
|
|
/**
|
|
* Interpolate between two colors. Like lerp(), but for the
|
|
* individual color components of a color supplied as an int value.
|
|
*/
|
|
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);
|
|
|
|
/* If mode is HSB, this will take the shortest path around the
|
|
* color wheel to find the new color. For instance, red to blue
|
|
* will go red violet blue (backwards in hue space) rather than
|
|
* cycling through ROYGBIV.
|
|
*/
|
|
// Disabling rollover (wasn't working anyway) for 0126.
|
|
// Otherwise it makes full spectrum scale impossible for
|
|
// those who might want it...in spite of how despicable
|
|
// a full spectrum scale might be.
|
|
// 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 ho = PApplet.lerp(lerpColorHSB1[0], lerpColorHSB2[0], amt);
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// BEGINRAW/ENDRAW
|
|
|
|
|
|
/**
|
|
* Record individual lines and triangles by echoing them to another renderer.
|
|
*/
|
|
public void beginRaw(PGraphics rawGraphics) { // ignore
|
|
this.raw = rawGraphics;
|
|
rawGraphics.beginDraw();
|
|
}
|
|
|
|
|
|
public void endRaw() { // ignore
|
|
if (raw != null) {
|
|
// for 3D, need to flush any geometry that's been stored for sorting
|
|
// (particularly if the ENABLE_DEPTH_SORT hint is set)
|
|
flush();
|
|
|
|
// just like beginDraw, this will have to be called because
|
|
// endDraw() will be happening outside of draw()
|
|
raw.endDraw();
|
|
raw.dispose();
|
|
raw = null;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// WARNINGS and EXCEPTIONS
|
|
|
|
|
|
static protected HashMap<String, Object> warnings;
|
|
|
|
|
|
/**
|
|
* Show a renderer error, and keep track of it so that it's only shown once.
|
|
* @param msg the error message (which will be stored for later comparison)
|
|
*/
|
|
static public void showWarning(String msg) { // ignore
|
|
if (warnings == null) {
|
|
warnings = new HashMap<String, Object>();
|
|
}
|
|
if (!warnings.containsKey(msg)) {
|
|
System.err.println(msg);
|
|
warnings.put(msg, new Object());
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Display a warning that the specified method is only available with 3D.
|
|
* @param method The method name (no parentheses)
|
|
*/
|
|
static protected void showDepthWarning(String method) {
|
|
showWarning(method + "() can only be used with a renderer that " +
|
|
"supports 3D, such as P3D or OPENGL.");
|
|
}
|
|
|
|
|
|
/**
|
|
* Display a warning that the specified method that takes x, y, z parameters
|
|
* can only be used with x and y parameters in this renderer.
|
|
* @param method The method name (no parentheses)
|
|
*/
|
|
static protected void showDepthWarningXYZ(String method) {
|
|
showWarning(method + "() with x, y, and z coordinates " +
|
|
"can only be used with a renderer that " +
|
|
"supports 3D, such as P3D or OPENGL. " +
|
|
"Use a version without a z-coordinate instead.");
|
|
}
|
|
|
|
|
|
/**
|
|
* Display a warning that the specified method is simply unavailable.
|
|
*/
|
|
static protected void showMethodWarning(String method) {
|
|
showWarning(method + "() is not available with this renderer.");
|
|
}
|
|
|
|
|
|
/**
|
|
* Error that a particular variation of a method is unavailable (even though
|
|
* other variations are). For instance, if vertex(x, y, u, v) is not
|
|
* available, but vertex(x, y) is just fine.
|
|
*/
|
|
static protected void showVariationWarning(String str) {
|
|
showWarning(str + " is not available with this renderer.");
|
|
}
|
|
|
|
|
|
/**
|
|
* Display a warning that the specified method is not implemented, meaning
|
|
* that it could be either a completely missing function, although other
|
|
* variations of it may still work properly.
|
|
*/
|
|
static protected void showMissingWarning(String method) {
|
|
showWarning(method + "(), or this particular variation of it, " +
|
|
"is not available with this renderer.");
|
|
}
|
|
|
|
|
|
/**
|
|
* Show an renderer-related exception that halts the program. Currently just
|
|
* wraps the message as a RuntimeException and throws it, but might do
|
|
* something more specific might be used in the future.
|
|
*/
|
|
static public void showException(String msg) { // ignore
|
|
throw new RuntimeException(msg);
|
|
}
|
|
|
|
|
|
/**
|
|
* Throw an exeption that halts the program because textFont() has not been
|
|
* used prior to the specified method.
|
|
*/
|
|
static protected void showTextFontException(String method) {
|
|
throw new RuntimeException("Use textFont() before " + method + "()");
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
|
|
// RENDERER SUPPORT QUERIES
|
|
|
|
|
|
/**
|
|
* Return true if this renderer should be drawn to the screen. Defaults to
|
|
* returning true, since nearly all renderers are on-screen beasts. But can
|
|
* be overridden for subclasses like PDF so that a window doesn't open up.
|
|
* <br/> <br/>
|
|
* A better name? showFrame, displayable, isVisible, visible, shouldDisplay,
|
|
* what to call this?
|
|
*/
|
|
public boolean displayable() {
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return true if this renderer supports 2D drawing. Defaults to true.
|
|
*/
|
|
public boolean is2D() {
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return true if this renderer supports 2D drawing. Defaults to true.
|
|
*/
|
|
public boolean is3D() {
|
|
return false;
|
|
}
|
|
}
|