projet-rendu/Rasterizer.java

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Java
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2022-04-12 10:08:58 +00:00
import algebra.*;
import java.lang.Math.*;
/**
* The Rasterizer class is responsible for the discretization of geometric
* primitives
* (edges and faces) over the screen pixel grid and generates Fragment (pixels
* with
* interpolated attributes). Those Fragment are then passed to a Shader object,
* which will produce the final color of the fragment.
*
* @author morin, chambon, cdehais
*/
public class Rasterizer {
Shader shader;
public Rasterizer(Shader shader) {
this.shader = shader;
}
public void setShader(Shader shader) {
this.shader = shader;
}
/**
* Linear interpolation of a Fragment f on the edge defined by Fragment's v1 and
* v2
*/
private void interpolate2(Fragment v1, Fragment v2, Fragment f) {
int x1 = v1.getX();
int y1 = v1.getY();
int x2 = v2.getX();
int y2 = v2.getY();
int x = f.getX();
int y = f.getX();
double alpha;
if (Math.abs(x2 - x1) > Math.abs(y2 - y1)) {
alpha = (double) (x - x1) / (double) (x2 - x1);
} else {
if (y2 != y1) {
alpha = (double) (y - y1) / (double) (y2 - y1);
} else {
alpha = 0.5;
}
}
int numAttributes = f.getNumAttributes();
for (int i = 0; i < numAttributes; i++) {
f.setAttribute(i, (1.0 - alpha) * v1.getAttribute(i) + alpha * v2.getAttribute(i));
}
}
/*
* Swaps x and y coordinates of the fragment. Used by the Bresenham algorithm.
*/
private static void swapXAndY(Fragment f) {
f.setPosition(f.getY(), f.getX());
}
/**
* Rasterizes the edge between the projected vectors v1 and v2.
* Generates Fragment's and calls the Shader::shade() metho on each of them.
*/
public void rasterizeEdge(Fragment v1, Fragment v2) {
/* Coordinates of V1 and V2 */
int x1 = v1.getX();
int y1 = v1.getY();
int x2 = v2.getX();
int y2 = v2.getY();
/* For now : just display the vertices */
Fragment f = new Fragment(0, 0);
int size = 2;
for (int i = 0; i < v1.getNumAttributes(); i++) {
f.setAttribute(i, v1.getAttribute(i));
}
for (int i = -size; i <= size; i++) {
for (int j = -size; j <= size; j++) {
f.setPosition(x1 + i, y1 + j);
shader.shade(f);
}
}
/*
* tracé d'un segment avec l'algo de Bresenham
* int numAttributes = v1.getNumAttributes ();
* Fragment fragment = new Fragment (0, 0); //, numAttributes);
*
* boolean sym = (Math.abs (y2 - y1) > Math.abs (x2 - x1));
* if (sym) {
* int temp;
* temp = x1; x1 = y1 ; y1 = temp;
* temp = x2; x2 = y2 ; y2 = temp;
* }
* if (x1 > x2) {
* Fragment ftemp;
* int temp;
* temp = x1; x1 = x2; x2 = temp;
* temp = y1; y1 = y2; y2 = temp;
* ftemp = v1; v1 = v2; v2 = ftemp;
* }
*
* int ystep;
* if (y1 < y2) {
* ystep = 1;
* } else {
* ystep = -1;
* }
*
* int x = x1;
* float y_courant = y1;
* int y=y1;
* float delta_y = y2-y1;
* float delta_x = x2-x1;
* float m = delta_y/delta_x;
*
*
* for (int i=1;i<=delta_x;i++) {
* x = x+1;
* y_courant = y_courant + m;
* if ((ystep == 1)&&(y_courant < y+0.5)||((ystep == -1) && (y_courant > y
* -0.5))) {
* y = y;
* } else {
* y = y + ystep;
* }
*
* //envoi du fragment au shader
* fragment.setPosition (x, y);
*
* if (!shader.isClipped (fragment)) {
*
* //interpolation des attributs
* interpolate2 (v1, v2, fragment);
* if (sym) {
* swapXAndY (fragment);
* }
* shader.shade (fragment);
* }
* }
*/
}
static double triangleArea(Fragment v1, Fragment v2, Fragment v3) {
return (double) v2.getX() * v3.getY() - v2.getY() * v3.getX()
+ v3.getX() * v1.getY() - v1.getX() * v3.getY()
+ v1.getX() * v2.getY() - v2.getX() * v1.getY();
}
static protected Matrix makeBarycentricCoordsMatrix(Fragment v1, Fragment v2, Fragment v3) {
Matrix C = null;
try {
C = new Matrix(3, 3);
} catch (InstantiationException e) {
/* unreached */
}
double area = triangleArea(v1, v2, v3);
int x1 = v1.getX();
int y1 = v1.getY();
int x2 = v2.getX();
int y2 = v2.getY();
int x3 = v3.getX();
int y3 = v3.getY();
C.set(0, 0, (x2 * y3 - x3 * y2) / area);
C.set(0, 1, (y2 - y3) / area);
C.set(0, 2, (x3 - x2) / area);
C.set(1, 0, (x3 * y1 - x1 * y3) / area);
C.set(1, 1, (y3 - y1) / area);
C.set(1, 2, (x1 - x3) / area);
C.set(2, 0, (x1 * y2 - x2 * y1) / area);
C.set(2, 1, (y1 - y2) / area);
C.set(2, 2, (x2 - x1) / area);
return C;
}
/**
* Rasterizes the triangular face made of the Fragment v1, v2 and v3
*/
public void rasterizeFace(Fragment v1, Fragment v2, Fragment v3) {
Matrix C = makeBarycentricCoordsMatrix(v1, v2, v3);
/* iterate over the triangle's bounding box */
/* A COMPLETER */
}
}