262 lines
7.6 KiB
Java
262 lines
7.6 KiB
Java
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import algebra.*;
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/**
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* The Rasterizer class is responsible for the discretization of geometric
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* primitives
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* (edges and faces) over the screen pixel grid and generates Fragment (pixels
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* with
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* interpolated attributes). Those Fragment are then passed to a Shader object,
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* which will produce the final color of the fragment.
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*
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* @author morin, chambon, cdehais
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*/
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public class Rasterizer {
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Shader shader;
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public Rasterizer(Shader shader) {
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this.shader = shader;
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}
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public void setShader(Shader shader) {
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this.shader = shader;
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}
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/**
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* Linear interpolation of a Fragment f on the edge defined by Fragment's v1 and
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* v2
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*/
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private void interpolate2(Fragment v1, Fragment v2, Fragment f) {
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int x1 = v1.getX();
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int y1 = v1.getY();
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int x2 = v2.getX();
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int y2 = v2.getY();
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int x = f.getX();
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int y = f.getX();
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double alpha;
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if (Math.abs(x2 - x1) > Math.abs(y2 - y1)) {
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alpha = (double) (x - x1) / (double) (x2 - x1);
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} else {
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if (y2 != y1) {
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alpha = (double) (y - y1) / (double) (y2 - y1);
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} else {
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alpha = 0.5;
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}
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}
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int numAttributes = f.getNumAttributes();
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for (int i = 0; i < numAttributes; i++) {
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f.setAttribute(i, (1.0 - alpha) * v1.getAttribute(i) + alpha * v2.getAttribute(i));
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}
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}
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/*
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* Swaps x and y coordinates of the fragment. Used by the Bresenham algorithm.
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*/
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private static void swapXAndY(Fragment f) {
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f.setPosition(f.getY(), f.getX());
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}
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public void rasterizeVertice(Fragment v1, Fragment v2) {
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/* Coordinates of V1 and V2 */
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int x1 = v1.getX();
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int y1 = v1.getY();
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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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}
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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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}
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/**
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* Rasterizes the edge between the projected vectors v1 and v2.
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* Generates Fragment's and calls the Shader::shade() metho on each of them.
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*/
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public void rasterizeEdge(Fragment v1, Fragment v2) {
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/* Coordinates of V1 and V2 */
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int x1 = v1.getX();
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int y1 = v1.getY();
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int x2 = v2.getX();
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int y2 = v2.getY();
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// tracé d'un segment avec l'algo de Bresenham
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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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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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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 - 0.5))) {
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y = y; // dafuk ?
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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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static double triangleArea(Fragment v1, Fragment v2, Fragment v3) {
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return (double) v2.getX() * v3.getY() - v2.getY() * v3.getX()
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+ v3.getX() * v1.getY() - v1.getX() * v3.getY()
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+ v1.getX() * v2.getY() - v2.getX() * v1.getY();
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}
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static protected Matrix makeBarycentricCoordsMatrix(Fragment v1, Fragment v2, Fragment v3) {
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Matrix C = null;
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try {
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C = new Matrix(3, 3);
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} catch (InstantiationException e) {
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/* unreached */
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}
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double area = triangleArea(v1, v2, v3);
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int x1 = v1.getX();
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int y1 = v1.getY();
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int x2 = v2.getX();
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int y2 = v2.getY();
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int x3 = v3.getX();
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int y3 = v3.getY();
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C.set(0, 0, (x2 * y3 - x3 * y2) / area);
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C.set(0, 1, (y2 - y3) / area);
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C.set(0, 2, (x3 - x2) / area);
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C.set(1, 0, (x3 * y1 - x1 * y3) / area);
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C.set(1, 1, (y3 - y1) / area);
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C.set(1, 2, (x1 - x3) / area);
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C.set(2, 0, (x1 * y2 - x2 * y1) / area);
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C.set(2, 1, (y1 - y2) / area);
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C.set(2, 2, (x2 - x1) / area);
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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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public void rasterizeFace(Fragment v1, Fragment v2, Fragment v3) {
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Matrix C = makeBarycentricCoordsMatrix(v1, v2, v3);
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/* iterate over the triangle's bounding box */
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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) < -1e-3) {
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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 = 0;
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pondere += v1.getAttribute(i) * barycentre.get(0);
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pondere += v2.getAttribute(i) * barycentre.get(1);
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pondere += 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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