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773 lines
24 KiB
Java
773 lines
24 KiB
Java
/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2004-06 Ben Fry and Casey Reas
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Copyright (c) 2001-04 Massachusetts Institute of Technology
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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package processing.core;
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/**
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* zbuffer polygon rendering object for PGraphics.
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* <P>
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* Likely to be removed before 1.0 as it's no longer particularly used.
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*/
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public class PPolygon implements PConstants {
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// identical to the constants from PGraphics
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static final int X = 0; // transformed xyzw
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static final int Y = 1; // formerly SX SY SZ
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static final int Z = 2;
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static final int R = 3; // actual rgb, after lighting
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static final int G = 4; // fill stored here, transform in place
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static final int B = 5;
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static final int A = 6;
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static final int U = 7; // texture
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static final int V = 8;
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//
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static final int DEFAULT_SIZE = 64; // this is needed for spheres
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float vertices[][] = new float[DEFAULT_SIZE][PGraphics.VERTEX_FIELD_COUNT];
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int vertexCount;
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// really this is "debug" but..
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static final boolean FRY = false;
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// after some fiddling, this seems to produce the best results
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//static final int ZBUFFER_MIN_COVERAGE = 204;
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float r[] = new float[DEFAULT_SIZE]; // storage used by incrementalize
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float dr[] = new float[DEFAULT_SIZE];
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float l[] = new float[DEFAULT_SIZE]; // more storage for incrementalize
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float dl[] = new float[DEFAULT_SIZE];
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float sp[] = new float[DEFAULT_SIZE]; // temporary storage for scanline
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float sdp[] = new float[DEFAULT_SIZE];
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// color and xyz are always interpolated
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boolean interpX;
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boolean interpZ;
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boolean interpUV; // is this necessary? could just check timage != null
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boolean interpARGB;
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int rgba;
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int r2, g2, b2, a2, a2orig;
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boolean noDepthTest;
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PGraphics parent;
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int pixels[];
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// the parent's width/height,
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// or if smooth is enabled, parent's w/h scaled
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// up by the smooth dimension
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int width, height;
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int width1, height1;
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PImage timage;
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int tpixels[];
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int theight, twidth;
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int theight1, twidth1;
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int tformat;
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// temp fix to behave like SMOOTH_IMAGES
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boolean texture_smooth;
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// for anti-aliasing
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static final int SUBXRES = 8;
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static final int SUBXRES1 = 7;
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static final int SUBYRES = 8;
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static final int SUBYRES1 = 7;
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static final int MAX_COVERAGE = SUBXRES * SUBYRES;
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boolean smooth;
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int firstModY;
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int lastModY;
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int lastY;
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int aaleft[] = new int[SUBYRES];
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int aaright[] = new int[SUBYRES];
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int aaleftmin, aarightmin;
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int aaleftmax, aarightmax;
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int aaleftfull, aarightfull;
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final private int MODYRES(int y) {
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return (y & SUBYRES1);
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}
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public PPolygon(PGraphics iparent) {
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parent = iparent;
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reset(0);
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}
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public void reset(int count) {
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vertexCount = count;
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interpX = true;
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interpZ = true;
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interpUV = false;
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interpARGB = true;
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timage = null;
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}
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public float[] nextVertex() {
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if (vertexCount == vertices.length) {
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//parent.message(CHATTER, "re-allocating for " +
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// (vertexCount*2) + " vertices");
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float temp[][] = new float[vertexCount<<1][PGraphics.VERTEX_FIELD_COUNT];
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System.arraycopy(vertices, 0, temp, 0, vertexCount);
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vertices = temp;
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r = new float[vertices.length];
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dr = new float[vertices.length];
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l = new float[vertices.length];
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dl = new float[vertices.length];
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sp = new float[vertices.length];
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sdp = new float[vertices.length];
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}
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return vertices[vertexCount++]; // returns v[0], sets vc to 1
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}
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/**
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* Return true if this vertex is redundant. If so, will also
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* decrement the vertex count.
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*/
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/*
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public boolean redundantVertex(float x, float y, float z) {
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// because vertexCount will be 2 when setting vertex[1]
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if (vertexCount < 2) return false;
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// vertexCount-1 is the current vertex that would be used
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// vertexCount-2 would be the previous feller
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if ((Math.abs(vertices[vertexCount-2][MX] - x) < EPSILON) &&
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(Math.abs(vertices[vertexCount-2][MY] - y) < EPSILON) &&
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(Math.abs(vertices[vertexCount-2][MZ] - z) < EPSILON)) {
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vertexCount--;
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return true;
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}
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return false;
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}
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*/
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public void texture(PImage image) {
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this.timage = image;
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this.tpixels = image.pixels;
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this.twidth = image.width;
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this.theight = image.height;
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this.tformat = image.format;
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twidth1 = twidth - 1;
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theight1 = theight - 1;
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interpUV = true;
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}
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public void render() {
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if (vertexCount < 3) return;
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// these may have changed due to a resize()
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// so they should be refreshed here
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pixels = parent.pixels;
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//zbuffer = parent.zbuffer;
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noDepthTest = parent.hints[DISABLE_DEPTH_TEST];
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smooth = parent.smooth;
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// by default, text turns on smooth for the textures
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// themselves. but this should be shut off if the hint
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// for DISABLE_TEXT_SMOOTH is set.
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texture_smooth = (//parent.drawing_text &&
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!parent.hints[DISABLE_TEXT_SMOOTH]);
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width = smooth ? parent.width*SUBXRES : parent.width;
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height = smooth ? parent.height*SUBYRES : parent.height;
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width1 = width - 1;
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height1 = height - 1;
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if (!interpARGB) {
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r2 = (int) (vertices[0][R] * 255);
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g2 = (int) (vertices[0][G] * 255);
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b2 = (int) (vertices[0][B] * 255);
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a2 = (int) (vertices[0][A] * 255);
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a2orig = a2; // save an extra copy
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rgba = 0xff000000 | (r2 << 16) | (g2 << 8) | b2;
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}
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for (int i = 0; i < vertexCount; i++) {
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r[i] = 0; dr[i] = 0; l[i] = 0; dl[i] = 0;
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}
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// hack to not make polygons fly into the screen
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if (parent.hints[NO_FLYING_POO]) {
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float nwidth2 = -width * 2;
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float nheight2 = -height * 2;
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float width2 = width * 2;
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float height2 = height * 2;
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for (int i = 0; i < vertexCount; i++) {
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if ((vertices[i][X] < nwidth2) ||
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(vertices[i][X] > width2) ||
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(vertices[i][Y] < nheight2) ||
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(vertices[i][Y] > height2)) {
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return; // this is a bad poly
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}
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}
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}
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if (smooth) {
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for (int i = 0; i < vertexCount; i++) {
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vertices[i][X] *= SUBXRES;
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vertices[i][Y] *= SUBYRES;
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}
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firstModY = -1;
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}
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// find top vertex (y is zero at top, higher downwards)
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int topi = 0;
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float ymin = vertices[0][Y];
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float ymax = vertices[0][Y]; // fry 031001
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for (int i = 1; i < vertexCount; i++) {
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if (vertices[i][Y] < ymin) {
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ymin = vertices[i][Y];
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topi = i;
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}
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if (vertices[i][Y] > ymax) ymax = vertices[i][Y];
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}
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// the last row is an exceptional case, because there won't
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// necessarily be 8 rows of subpixel lines that will force
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// the final line to render. so instead, the algo keeps track
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// of the lastY (in subpixel resolution) that will be rendered
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// and that will force a scanline to happen the same as
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// every eighth in the other situations
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//lastY = -1; // fry 031001
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lastY = (int) (ymax - 0.5f); // global to class bc used by other fxns
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int lefti = topi; // li, index of left vertex
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int righti = topi; // ri, index of right vertex
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int y = (int) (ymin + 0.5f); // current scan line
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int lefty = y - 1; // lower end of left edge
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int righty = y - 1; // lower end of right edge
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interpX = true;
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int remaining = vertexCount;
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// scan in y, activating new edges on left & right
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// as scan line passes over new vertices
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while (remaining > 0) {
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// advance left edge?
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while ((lefty <= y) && (remaining > 0)) {
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remaining--;
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// step ccw down left side
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int i = (lefti != 0) ? (lefti-1) : (vertexCount-1);
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incrementalize_y(vertices[lefti], vertices[i], l, dl, y);
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lefty = (int) (vertices[i][Y] + 0.5f);
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lefti = i;
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}
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// advance right edge?
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while ((righty <= y) && (remaining > 0)) {
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remaining--;
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// step cw down right edge
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int i = (righti != vertexCount-1) ? (righti + 1) : 0;
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incrementalize_y(vertices[righti], vertices[i], r, dr, y);
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righty = (int) (vertices[i][Y] + 0.5f);
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righti = i;
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}
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// do scanlines till end of l or r edge
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while (y < lefty && y < righty) {
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// this doesn't work because it's not always set here
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//if (remaining == 0) {
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//lastY = (lefty < righty) ? lefty-1 : righty-1;
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//System.out.println("lastY is " + lastY);
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//}
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if ((y >= 0) && (y < height)) {
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//try { // hopefully this bug is fixed
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if (l[X] <= r[X]) scanline(y, l, r);
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else scanline(y, r, l);
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//} catch (ArrayIndexOutOfBoundsException e) {
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//e.printStackTrace();
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//}
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}
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y++;
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// this increment probably needs to be different
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// UV and RGB shouldn't be incremented until line is emitted
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increment(l, dl);
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increment(r, dr);
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}
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}
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//if (smooth) {
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//System.out.println("y/lasty/lastmody = " + y + " " + lastY + " " + lastModY);
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//}
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}
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public void unexpand() {
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if (smooth) {
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for (int i = 0; i < vertexCount; i++) {
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vertices[i][X] /= SUBXRES;
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vertices[i][Y] /= SUBYRES;
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}
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}
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}
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private void scanline(int y, float l[], float r[]) {
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//System.out.println("scanline " + y);
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for (int i = 0; i < vertexCount; i++) { // should be moved later
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sp[i] = 0; sdp[i] = 0;
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}
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// this rounding doesn't seem to be relevant with smooth
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int lx = (int) (l[X] + 0.49999f); // ceil(l[X]-.5);
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if (lx < 0) lx = 0;
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int rx = (int) (r[X] - 0.5f);
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if (rx > width1) rx = width1;
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if (lx > rx) return;
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if (smooth) {
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int mody = MODYRES(y);
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aaleft[mody] = lx;
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aaright[mody] = rx;
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if (firstModY == -1) {
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firstModY = mody;
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aaleftmin = lx; aaleftmax = lx;
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aarightmin = rx; aarightmax = rx;
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} else {
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if (aaleftmin > aaleft[mody]) aaleftmin = aaleft[mody];
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if (aaleftmax < aaleft[mody]) aaleftmax = aaleft[mody];
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if (aarightmin > aaright[mody]) aarightmin = aaright[mody];
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if (aarightmax < aaright[mody]) aarightmax = aaright[mody];
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}
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lastModY = mody; // moved up here (before the return) 031001
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// not the eighth (or lastY) line, so not scanning this time
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if ((mody != SUBYRES1) && (y != lastY)) return;
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//lastModY = mody; // eeK! this was missing
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//return;
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//if (y == lastY) {
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//System.out.println("y is lasty");
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//}
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//lastModY = mody;
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aaleftfull = aaleftmax/SUBXRES + 1;
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aarightfull = aarightmin/SUBXRES - 1;
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}
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// this is the setup, based on lx
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incrementalize_x(l, r, sp, sdp, lx);
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// scan in x, generating pixels
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// using parent.width to get actual pixel index
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// rather than scaled by smooth factor
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int offset = smooth ? parent.width * (y / SUBYRES) : parent.width*y;
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int truelx = 0, truerx = 0;
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if (smooth) {
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truelx = lx / SUBXRES;
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truerx = (rx + SUBXRES1) / SUBXRES;
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lx = aaleftmin / SUBXRES;
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rx = (aarightmax + SUBXRES1) / SUBXRES;
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if (lx < 0) lx = 0;
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if (rx > parent.width1) rx = parent.width1;
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}
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interpX = false;
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int tr, tg, tb, ta;
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for (int x = lx; x <= rx; x++) {
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// added == because things on same plane weren't replacing each other
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// makes for strangeness in 3D, but totally necessary for 2D
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//if (noDepthTest || (sp[Z] <= zbuffer[offset+x])) {
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if (true) {
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// map texture based on U, V coords in sp[U] and sp[V]
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if (interpUV) {
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int tu = (int)sp[U];
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int tv = (int)sp[V];
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if (tu > twidth1) tu = twidth1;
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if (tv > theight1) tv = theight1;
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if (tu < 0) tu = 0;
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if (tv < 0) tv = 0;
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int txy = tv*twidth + tu;
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if (smooth || texture_smooth) {
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//if (FRY) System.out.println("sp u v = " + sp[U] + " " + sp[V]);
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//System.out.println("sp u v = " + sp[U] + " " + sp[V]);
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// tuf1/tvf1 is the amount of coverage for the adjacent
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// pixel, which is the decimal percentage.
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int tuf1 = (int) (255f * (sp[U] - (float)tu));
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int tvf1 = (int) (255f * (sp[V] - (float)tv));
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// the closer sp[U or V] is to the decimal being zero
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// the more coverage it should get of the original pixel
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int tuf = 255 - tuf1;
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int tvf = 255 - tvf1;
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// this code sucks! filled with bugs and slow as hell!
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int pixel00 = tpixels[txy];
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int pixel01 = (tv < theight1) ?
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tpixels[txy + twidth] : tpixels[txy];
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int pixel10 = (tu < twidth1) ?
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tpixels[txy + 1] : tpixels[txy];
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int pixel11 = ((tv < theight1) && (tu < twidth1)) ?
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tpixels[txy + twidth + 1] : tpixels[txy];
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int p00, p01, p10, p11;
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int px0, px1; //, pxy;
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if (tformat == ALPHA) {
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px0 = (pixel00*tuf + pixel10*tuf1) >> 8;
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px1 = (pixel01*tuf + pixel11*tuf1) >> 8;
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ta = (((px0*tvf + px1*tvf1) >> 8) *
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(interpARGB ? ((int) (sp[A]*255)) : a2orig)) >> 8;
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} else if (tformat == ARGB) {
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p00 = (pixel00 >> 24) & 0xff;
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p01 = (pixel01 >> 24) & 0xff;
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p10 = (pixel10 >> 24) & 0xff;
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p11 = (pixel11 >> 24) & 0xff;
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px0 = (p00*tuf + p10*tuf1) >> 8;
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px1 = (p01*tuf + p11*tuf1) >> 8;
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ta = (((px0*tvf + px1*tvf1) >> 8) *
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(interpARGB ? ((int) (sp[A]*255)) : a2orig)) >> 8;
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} else { // RGB image, no alpha
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ta = interpARGB ? ((int) (sp[A]*255)) : a2orig;
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}
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if ((tformat == RGB) || (tformat == ARGB)) {
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p00 = (pixel00 >> 16) & 0xff; // red
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p01 = (pixel01 >> 16) & 0xff;
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p10 = (pixel10 >> 16) & 0xff;
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p11 = (pixel11 >> 16) & 0xff;
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px0 = (p00*tuf + p10*tuf1) >> 8;
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px1 = (p01*tuf + p11*tuf1) >> 8;
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tr = (((px0*tvf + px1*tvf1) >> 8) *
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(interpARGB ? ((int) sp[R]*255) : r2)) >> 8;
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p00 = (pixel00 >> 8) & 0xff; // green
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p01 = (pixel01 >> 8) & 0xff;
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p10 = (pixel10 >> 8) & 0xff;
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p11 = (pixel11 >> 8) & 0xff;
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px0 = (p00*tuf + p10*tuf1) >> 8;
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|
px1 = (p01*tuf + p11*tuf1) >> 8;
|
|
tg = (((px0*tvf + px1*tvf1) >> 8) *
|
|
(interpARGB ? ((int) sp[G]*255) : g2)) >> 8;
|
|
|
|
|
|
p00 = pixel00 & 0xff; // blue
|
|
p01 = pixel01 & 0xff;
|
|
p10 = pixel10 & 0xff;
|
|
p11 = pixel11 & 0xff;
|
|
|
|
px0 = (p00*tuf + p10*tuf1) >> 8;
|
|
px1 = (p01*tuf + p11*tuf1) >> 8;
|
|
tb = (((px0*tvf + px1*tvf1) >> 8) *
|
|
(interpARGB ? ((int) sp[B]*255) : b2)) >> 8;
|
|
|
|
} else { // alpha image, only use current fill color
|
|
if (interpARGB) {
|
|
tr = (int) (sp[R] * 255);
|
|
tg = (int) (sp[G] * 255);
|
|
tb = (int) (sp[B] * 255);
|
|
|
|
} else {
|
|
tr = r2;
|
|
tg = g2;
|
|
tb = b2;
|
|
}
|
|
}
|
|
|
|
// get coverage for pixel if smooth
|
|
// checks smooth again here because of
|
|
// hints[SMOOTH_IMAGES] used up above
|
|
int weight = smooth ? coverage(x) : 255;
|
|
if (weight != 255) ta = ta*weight >> 8;
|
|
|
|
} else { // no smooth, just get the pixels
|
|
int tpixel = tpixels[txy];
|
|
|
|
// TODO i doubt splitting these guys really gets us
|
|
// all that much speed.. is it worth it?
|
|
if (tformat == ALPHA) {
|
|
ta = tpixel;
|
|
|
|
if (interpARGB) {
|
|
tr = (int) sp[R]*255;
|
|
tg = (int) sp[G]*255;
|
|
tb = (int) sp[B]*255;
|
|
if (sp[A] != 1) {
|
|
ta = (((int) sp[A]*255) * ta) >> 8;
|
|
}
|
|
|
|
} else {
|
|
tr = r2;
|
|
tg = g2;
|
|
tb = b2;
|
|
ta = (a2orig * ta) >> 8;
|
|
}
|
|
|
|
} else { // RGB or ARGB
|
|
ta = (tformat == RGB) ? 255 : (tpixel >> 24) & 0xff;
|
|
|
|
if (interpARGB) {
|
|
tr = (((int) sp[R]*255) * ((tpixel >> 16) & 0xff)) >> 8;
|
|
tg = (((int) sp[G]*255) * ((tpixel >> 8) & 0xff)) >> 8;
|
|
tb = (((int) sp[B]*255) * ((tpixel) & 0xff)) >> 8;
|
|
ta = (((int) sp[A]*255) * ta) >> 8;
|
|
|
|
} else {
|
|
tr = (r2 * ((tpixel >> 16) & 0xff)) >> 8;
|
|
tg = (g2 * ((tpixel >> 8) & 0xff)) >> 8;
|
|
tb = (b2 * ((tpixel) & 0xff)) >> 8;
|
|
ta = (a2orig * ta) >> 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((ta == 254) || (ta == 255)) { // if (ta & 0xf8) would be good
|
|
// no need to blend
|
|
pixels[offset+x] = 0xff000000 | (tr << 16) | (tg << 8) | tb;
|
|
//zbuffer[offset+x] = sp[Z];
|
|
|
|
} else {
|
|
// blend with pixel on screen
|
|
int a1 = 255-ta;
|
|
int r1 = (pixels[offset+x] >> 16) & 0xff;
|
|
int g1 = (pixels[offset+x] >> 8) & 0xff;
|
|
int b1 = (pixels[offset+x]) & 0xff;
|
|
|
|
pixels[offset+x] = 0xff000000 |
|
|
(((tr*ta + r1*a1) >> 8) << 16) |
|
|
((tg*ta + g1*a1) & 0xff00) |
|
|
((tb*ta + b1*a1) >> 8);
|
|
//if (ta > ZBUFFER_MIN_COVERAGE) zbuffer[offset+x] = sp[Z];
|
|
}
|
|
|
|
} else { // no image applied
|
|
int weight = smooth ? coverage(x) : 255;
|
|
|
|
if (interpARGB) {
|
|
r2 = (int) (sp[R] * 255);
|
|
g2 = (int) (sp[G] * 255);
|
|
b2 = (int) (sp[B] * 255);
|
|
if (sp[A] != 1) weight = (weight * ((int) (sp[A] * 255))) >> 8;
|
|
if (weight == 255) {
|
|
rgba = 0xff000000 | (r2 << 16) | (g2 << 8) | b2;
|
|
}
|
|
} else {
|
|
if (a2orig != 255) weight = (weight * a2orig) >> 8;
|
|
}
|
|
|
|
if (weight == 255) {
|
|
// no blend, no aa, just the rgba
|
|
pixels[offset+x] = rgba;
|
|
//zbuffer[offset+x] = sp[Z];
|
|
|
|
} else {
|
|
int r1 = (pixels[offset+x] >> 16) & 0xff;
|
|
int g1 = (pixels[offset+x] >> 8) & 0xff;
|
|
int b1 = (pixels[offset+x]) & 0xff;
|
|
a2 = weight;
|
|
|
|
int a1 = 255 - a2;
|
|
pixels[offset+x] = (0xff000000 |
|
|
((r1*a1 + r2*a2) >> 8) << 16 |
|
|
// use & instead of >> and << below
|
|
((g1*a1 + g2*a2) >> 8) << 8 |
|
|
((b1*a1 + b2*a2) >> 8));
|
|
|
|
//if (a2 > ZBUFFER_MIN_COVERAGE) zbuffer[offset+x] = sp[Z];
|
|
}
|
|
}
|
|
}
|
|
// if smooth enabled, don't increment values
|
|
// for the pixel in the stretch out version
|
|
// of the scanline used to get smooth edges.
|
|
if (!smooth || ((x >= truelx) && (x <= truerx))) {
|
|
increment(sp, sdp);
|
|
}
|
|
}
|
|
firstModY = -1;
|
|
interpX = true;
|
|
}
|
|
|
|
|
|
// x is in screen, not huge 8x coordinates
|
|
private int coverage(int x) {
|
|
if ((x >= aaleftfull) && (x <= aarightfull) &&
|
|
// important since not all SUBYRES lines may have been covered
|
|
(firstModY == 0) && (lastModY == SUBYRES1)) {
|
|
return 255;
|
|
}
|
|
|
|
int pixelLeft = x*SUBXRES; // huh?
|
|
int pixelRight = pixelLeft + 8;
|
|
|
|
int amt = 0;
|
|
for (int i = firstModY; i <= lastModY; i++) {
|
|
if ((aaleft[i] > pixelRight) || (aaright[i] < pixelLeft)) {
|
|
continue;
|
|
}
|
|
// does this need a +1 ?
|
|
amt += ((aaright[i] < pixelRight ? aaright[i] : pixelRight) -
|
|
(aaleft[i] > pixelLeft ? aaleft[i] : pixelLeft));
|
|
}
|
|
amt <<= 2;
|
|
return (amt == 256) ? 255 : amt;
|
|
}
|
|
|
|
|
|
private void incrementalize_y(float p1[], float p2[],
|
|
float p[], float dp[], int y) {
|
|
float delta = p2[Y] - p1[Y];
|
|
if (delta == 0) delta = 1;
|
|
float fraction = y + 0.5f - p1[Y];
|
|
|
|
if (interpX) {
|
|
dp[X] = (p2[X] - p1[X]) / delta;
|
|
p[X] = p1[X] + dp[X] * fraction;
|
|
}
|
|
if (interpZ) {
|
|
dp[Z] = (p2[Z] - p1[Z]) / delta;
|
|
p[Z] = p1[Z] + dp[Z] * fraction;
|
|
}
|
|
|
|
if (interpARGB) {
|
|
dp[R] = (p2[R] - p1[R]) / delta;
|
|
dp[G] = (p2[G] - p1[G]) / delta;
|
|
dp[B] = (p2[B] - p1[B]) / delta;
|
|
dp[A] = (p2[A] - p1[A]) / delta;
|
|
p[R] = p1[R] + dp[R] * fraction;
|
|
p[G] = p1[G] + dp[G] * fraction;
|
|
p[B] = p1[B] + dp[B] * fraction;
|
|
p[A] = p1[A] + dp[A] * fraction;
|
|
}
|
|
|
|
if (interpUV) {
|
|
dp[U] = (p2[U] - p1[U]) / delta;
|
|
dp[V] = (p2[V] - p1[V]) / delta;
|
|
|
|
//if (smooth) {
|
|
//p[U] = p1[U]; //+ dp[U] * fraction;
|
|
//p[V] = p1[V]; //+ dp[V] * fraction;
|
|
|
|
//} else {
|
|
p[U] = p1[U] + dp[U] * fraction;
|
|
p[V] = p1[V] + dp[V] * fraction;
|
|
//}
|
|
if (FRY) System.out.println("inc y p[U] p[V] = " + p[U] + " " + p[V]);
|
|
}
|
|
}
|
|
|
|
|
|
private void incrementalize_x(float p1[], float p2[],
|
|
float p[], float dp[], int x) {
|
|
float delta = p2[X] - p1[X];
|
|
if (delta == 0) delta = 1;
|
|
float fraction = x + 0.5f - p1[X];
|
|
if (smooth) {
|
|
delta /= SUBXRES;
|
|
fraction /= SUBXRES;
|
|
}
|
|
|
|
if (interpX) {
|
|
dp[X] = (p2[X] - p1[X]) / delta;
|
|
p[X] = p1[X] + dp[X] * fraction;
|
|
}
|
|
if (interpZ) {
|
|
dp[Z] = (p2[Z] - p1[Z]) / delta;
|
|
p[Z] = p1[Z] + dp[Z] * fraction;
|
|
}
|
|
|
|
if (interpARGB) {
|
|
dp[R] = (p2[R] - p1[R]) / delta;
|
|
dp[G] = (p2[G] - p1[G]) / delta;
|
|
dp[B] = (p2[B] - p1[B]) / delta;
|
|
dp[A] = (p2[A] - p1[A]) / delta;
|
|
p[R] = p1[R] + dp[R] * fraction;
|
|
p[G] = p1[G] + dp[G] * fraction;
|
|
p[B] = p1[B] + dp[B] * fraction;
|
|
p[A] = p1[A] + dp[A] * fraction;
|
|
}
|
|
|
|
if (interpUV) {
|
|
if (FRY) System.out.println("delta, frac = " + delta + ", " + fraction);
|
|
dp[U] = (p2[U] - p1[U]) / delta;
|
|
dp[V] = (p2[V] - p1[V]) / delta;
|
|
|
|
//if (smooth) {
|
|
//p[U] = p1[U];
|
|
// offset for the damage that will be done by the
|
|
// 8 consecutive calls to scanline
|
|
// agh.. this won't work b/c not always 8 calls before render
|
|
// maybe lastModY - firstModY + 1 instead?
|
|
if (FRY) System.out.println("before inc x p[V] = " + p[V] + " " + p1[V] + " " + p2[V]);
|
|
//p[V] = p1[V] - SUBXRES1 * fraction;
|
|
|
|
//} else {
|
|
p[U] = p1[U] + dp[U] * fraction;
|
|
p[V] = p1[V] + dp[V] * fraction;
|
|
//}
|
|
}
|
|
}
|
|
|
|
|
|
private void increment(float p[], float dp[]) {
|
|
if (interpX) p[X] += dp[X];
|
|
if (interpZ) p[Z] += dp[Z];
|
|
|
|
if (interpARGB) {
|
|
p[R] += dp[R];
|
|
p[G] += dp[G];
|
|
p[B] += dp[B];
|
|
p[A] += dp[A];
|
|
}
|
|
|
|
if (interpUV) {
|
|
if (FRY) System.out.println("increment() " + p[V] + " " + dp[V]);
|
|
p[U] += dp[U];
|
|
p[V] += dp[V];
|
|
}
|
|
}
|
|
}
|