feat: maintenant ya de la couleur
Co-authored-by: pejour <pejour@users.noreply.github.com>
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60f9b0e464
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e33cca55a3
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@ -1,5 +1,4 @@
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import java.lang.Double;
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/**
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@ -14,17 +13,17 @@ public class DepthBuffer {
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* Constructs a DepthBuffer of size width x height.
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* The buffer is initially cleared.
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*/
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public DepthBuffer (int width, int height) {
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public DepthBuffer(int width, int height) {
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buffer = new double[width * height];
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this.width = width;
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this.height = height;
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clear ();
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clear();
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}
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/**
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* Clears the buffer to infinite depth for all fragments.
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*/
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public void clear () {
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public void clear() {
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for (int i = 0; i < height; i++) {
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for (int j = 0; j < width; j++) {
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buffer[i * width + j] = Double.POSITIVE_INFINITY;
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@ -37,10 +36,13 @@ public class DepthBuffer {
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* Test if a fragment passes the DepthBuffer test, i.e. is the fragment the
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* closest at its position.
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*/
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public boolean testFragment (Fragment fragment) {
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if ((fragment.getX () >= 0) && (fragment.getX () < width) && (fragment.getY () >= 0) && (fragment.getY () < height)) {
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public boolean testFragment(Fragment fragment) {
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if ((fragment.getX() >= 0) && (fragment.getX() < width) && (fragment.getY() >= 0)
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&& (fragment.getY() < height)) {
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/* COMPLETER */
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if (fragment.getDepth() < this.buffer[fragment.getY() * height + fragment.getX()]) {
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return true;
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}
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return false;
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} else {
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@ -51,15 +53,10 @@ public class DepthBuffer {
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/**
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* Writes the fragment depth to the buffer
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*/
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public void writeFragment (Fragment fragment) {
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if ((fragment.getX () >= 0) && (fragment.getX () < width) && (fragment.getY () >= 0) && (fragment.getY () < height)) {
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/* COMPLETER */
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public void writeFragment(Fragment fragment) {
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if (testFragment(fragment)) {
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this.buffer[fragment.getY() * height + fragment.getX()] = fragment.getDepth();
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}
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}
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}
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199
Rasterizer.java
199
Rasterizer.java
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@ -71,77 +71,84 @@ public class Rasterizer {
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int x2 = v2.getX();
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int y2 = v2.getY();
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/* For now : just display the vertices */
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Fragment f = new Fragment(0, 0);
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int size = 2;
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for (int i = 0; i < v1.getNumAttributes(); i++) {
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f.setAttribute(i, v1.getAttribute(i));
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// /* For now : just display the vertices */
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// Fragment f = new Fragment(0, 0);
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// int size = 2;
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// for (int i = 0; i < v1.getNumAttributes(); i++) {
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// f.setAttribute(i, v1.getAttribute(i));
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// }
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// for (int i = -size; i <= size; i++) {
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// for (int j = -size; j <= size; j++) {
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// f.setPosition(x1 + i, y1 + j);
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// shader.shade(f);
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// }
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// }
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// tracé d'un segment avec l'algo de Bresenham
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int numAttributes = v1.getNumAttributes();
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Fragment fragment = new Fragment(0, 0); // , numAttributes);
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boolean sym = (Math.abs(y2 - y1) > Math.abs(x2 - x1));
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if (sym) {
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int temp;
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temp = x1;
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x1 = y1;
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y1 = temp;
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temp = x2;
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x2 = y2;
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y2 = temp;
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}
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for (int i = -size; i <= size; i++) {
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for (int j = -size; j <= size; j++) {
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f.setPosition(x1 + i, y1 + j);
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shader.shade(f);
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}
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if (x1 > x2) {
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Fragment ftemp;
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int temp;
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temp = x1;
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x1 = x2;
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x2 = temp;
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temp = y1;
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y1 = y2;
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y2 = temp;
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ftemp = v1;
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v1 = v2;
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v2 = ftemp;
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}
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/*
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* tracé d'un segment avec l'algo de Bresenham
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* int numAttributes = v1.getNumAttributes ();
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* Fragment fragment = new Fragment (0, 0); //, numAttributes);
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*
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* boolean sym = (Math.abs (y2 - y1) > Math.abs (x2 - x1));
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* if (sym) {
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* int temp;
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* temp = x1; x1 = y1 ; y1 = temp;
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* temp = x2; x2 = y2 ; y2 = temp;
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* }
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* if (x1 > x2) {
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* Fragment ftemp;
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* int temp;
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* temp = x1; x1 = x2; x2 = temp;
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* temp = y1; y1 = y2; y2 = temp;
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* ftemp = v1; v1 = v2; v2 = ftemp;
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* }
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*
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* int ystep;
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* if (y1 < y2) {
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* ystep = 1;
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* } else {
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* ystep = -1;
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* }
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*
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* int x = x1;
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* float y_courant = y1;
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* int y=y1;
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* float delta_y = y2-y1;
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* float delta_x = x2-x1;
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* float m = delta_y/delta_x;
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*
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*
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* for (int i=1;i<=delta_x;i++) {
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* x = x+1;
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* y_courant = y_courant + m;
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* if ((ystep == 1)&&(y_courant < y+0.5)||((ystep == -1) && (y_courant > y
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* -0.5))) {
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* y = y;
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* } else {
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* y = y + ystep;
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* }
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*
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* //envoi du fragment au shader
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* fragment.setPosition (x, y);
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*
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* if (!shader.isClipped (fragment)) {
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*
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* //interpolation des attributs
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* interpolate2 (v1, v2, fragment);
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* if (sym) {
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* swapXAndY (fragment);
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* }
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* shader.shade (fragment);
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* }
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* }
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*/
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int ystep;
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if (y1 < y2) {
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ystep = 1;
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} else {
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ystep = -1;
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}
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int x = x1;
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float y_courant = y1;
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int y = y1;
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float delta_y = y2 - y1;
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float delta_x = x2 - x1;
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float m = delta_y / delta_x;
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for (int i = 1; i <= delta_x; i++) {
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x = x + 1;
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y_courant = y_courant + m;
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if ((ystep == 1) && (y_courant < y + 0.5) || ((ystep == -1) && (y_courant > y
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- 0.5))) {
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y = y;
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} else {
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y = y + ystep;
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}
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// envoi du fragment au shader
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fragment.setPosition(x, y);
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if (!shader.isClipped(fragment)) {
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// interpolation des attributs
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interpolate2(v1, v2, fragment);
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if (sym) {
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swapXAndY(fragment);
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}
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shader.shade(fragment);
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}
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}
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}
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@ -179,6 +186,14 @@ public class Rasterizer {
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return C;
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}
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private int min3(int a, int b, int c) {
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return Math.min(a, Math.min(b, c));
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}
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private int max3(int a, int b, int c) {
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return Math.max(a, Math.max(b, c));
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}
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/**
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* Rasterizes the triangular face made of the Fragment v1, v2 and v3
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*/
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@ -188,7 +203,53 @@ public class Rasterizer {
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/* iterate over the triangle's bounding box */
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/* A COMPLETER */
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int x_hg = min3(v1.getX(), v2.getX(), v3.getX());
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int y_hg = min3(v1.getY(), v2.getY(), v3.getY());
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int x_bd = max3(v1.getX(), v2.getX(), v3.getX());
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int y_bd = max3(v1.getY(), v2.getY(), v3.getY());
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for (int px = x_hg; px < x_bd; px++) {
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boucle: for (int py = y_hg; py < y_bd; py++) {
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// System.out.println(px);
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// System.out.println(py);
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// System.out.println();
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Vector3 point = new Vector3(1, px, py);
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Vector barycentre = null;
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try {
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barycentre = C.multiply(point);
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} catch (SizeMismatchException e) {
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e.printStackTrace();
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}
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for (int i = 0; i < 3; i++) {
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// si une des coordonnées barycentrique est négative,
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// le pixel n'est pas dans le triangle
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if (barycentre.get(i) < 0) {
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// on passe au pixel suivant
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continue boucle;
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}
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}
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// System.out.println(barycentre);
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// Le pixel est dans le triangle
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// On créé un fragment
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Fragment couleur = new Fragment(px, py);
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// on interpole la couleur
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for (int i = 0; i < couleur.getNumAttributes(); i++) {
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double pondere = v1.getAttribute(i) * barycentre.get(0) + v2.getAttribute(i) * barycentre.get(1)
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+ v3.getAttribute(i) * barycentre.get(2);
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couleur.setAttribute(i, pondere);
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}
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// on affiche le pixel
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shader.shade(couleur);
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}
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}
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}
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}
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@ -23,9 +23,9 @@ public class Renderer {
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mesh = new Mesh(scene.getMeshFileName());
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screen = new GraphicsWrapper(scene.getScreenW(), scene.getScreenH());
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screen.clearBuffer();
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shader = new SimpleShader(screen);
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// shader = new PainterShader (screen);
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// rasterizer = new PerspectiveCorrectRasterizer (shader);
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// shader = new SimpleShader(screen);
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shader = new PainterShader(screen);
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rasterizer = new PerspectiveCorrectRasterizer(shader);
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rasterizer = new Rasterizer(shader);
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xform = new Transformation();
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@ -146,16 +146,17 @@ public class Renderer {
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/* wireframe rendering */
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renderWireframe();
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screen.swapBuffers();
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wait(10);
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wait(1);
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/* solid rendering, no lighting */
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/*
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* screen.clearBuffer ();
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* shader.reset ();
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* renderSolid ();
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* screen.swapBuffers ();
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* wait (3);
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*/
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screen.clearBuffer();
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shader.reset();
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renderSolid();
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screen.swapBuffers();
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wait(1);
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wait(10);
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/* solid rendering, with lighting */
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/*
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