183 lines
6 KiB
Java
183 lines
6 KiB
Java
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import algebra.*;
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/**
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* The Renderer class drives the rendering pipeline: read in a scene, projects
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* the vertices and rasterizes every faces / edges.
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*
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* @author: cdehais
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*/
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public class Renderer {
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static Scene scene;
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static Mesh mesh;
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static Rasterizer rasterizer;
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static GraphicsWrapper screen;
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static Shader shader;
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static Transformation xform;
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static Lighting lighting;
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static boolean lightingEnabled;
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static void init(String sceneFilename) throws Exception {
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scene = new Scene(sceneFilename);
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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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rasterizer = new Rasterizer(shader);
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xform = new Transformation();
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xform.setLookAt(scene.getCameraPosition(), scene.getCameraLookAt(), scene.getCameraUp());
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xform.setProjection();
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xform.setCalibration(scene.getCameraFocal(), scene.getScreenW(), scene.getScreenH());
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lighting = new Lighting();
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lighting.addAmbientLight(scene.getAmbientI());
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double[] lightCoord = scene.getSourceCoord();
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lighting.addPointLight(lightCoord[0], lightCoord[1], lightCoord[2], scene.getSourceI());
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}
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static Fragment[] projectVertices() {
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Vector[] vertices = mesh.getVertices();
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Vector3[] normals = mesh.getNormals();
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double[] colors = mesh.getColors();
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Fragment[] fragments = new Fragment[vertices.length];
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try {
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for (int i = 0; i < vertices.length; i++) {
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Vector pVertex = xform.projectPoint(vertices[i]);
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// Vector pNormal = xform.transformVector (normals[i]);
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Vector3 pNormal = normals[i];
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int x = (int) Math.round(pVertex.get(0));
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int y = (int) Math.round(pVertex.get(1));
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fragments[i] = new Fragment(x, y);
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fragments[i].setDepth(pVertex.get(2));
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fragments[i].setNormal(pNormal);
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double[] texCoords = mesh.getTextureCoordinates();
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if (texCoords != null) {
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fragments[i].setAttribute(7, texCoords[2 * i]);
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fragments[i].setAttribute(8, texCoords[2 * i + 1]);
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}
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if (!lightingEnabled) {
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fragments[i].setColor(colors[3 * i], colors[3 * i + 1], colors[3 * i + 2]);
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} else {
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double[] color = new double[3];
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color[0] = colors[3 * i];
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color[1] = colors[3 * i + 1];
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color[2] = colors[3 * i + 2];
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double material[] = scene.getMaterial();
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double[] litColor = lighting.applyLights(new Vector3(vertices[i]), pNormal, color,
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scene.getCameraPosition(),
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material[0], material[1], material[2], material[3]);
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fragments[i].setColor(litColor[0], litColor[1], litColor[2]);
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}
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}
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} catch (SizeMismatchException e) {
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e.printStackTrace();
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/* should not reach */
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} catch (InstantiationException e) {
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e.printStackTrace();
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/* should not reach */
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}
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return fragments;
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}
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static void renderWireframe() {
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Fragment[] fragment = projectVertices();
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int[] faces = mesh.getFaces();
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for (int i = 0; i < 3 * mesh.getNumFaces(); i += 3) {
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for (int j = 0; j < 3; j++) {
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Fragment v1 = fragment[faces[i + j]];
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Fragment v2 = fragment[faces[i + ((j + 1) % 3)]];
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rasterizer.rasterizeEdge(v1, v2);
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screen.repaint(); // on refresh l'écran
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}
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}
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}
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static void renderSolid() {
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Fragment[] fragments = projectVertices();
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int[] faces = mesh.getFaces();
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for (int i = 0; i < 3 * mesh.getNumFaces(); i += 3) {
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Fragment v1 = fragments[faces[i]];
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Fragment v2 = fragments[faces[i + 1]];
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Fragment v3 = fragments[faces[i + 2]];
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rasterizer.rasterizeFace(v1, v2, v3);
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screen.repaint(); // on refresh l'écran
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}
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}
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public static void setLightingEnabled(boolean enabled) {
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lightingEnabled = enabled;
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}
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public static void wait(int sec) {
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try {
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Thread.sleep(sec * 1000);
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} catch (Exception e) {
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/* nothing */
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}
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}
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public static void main(String[] args) {
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if (args.length == 0) {
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System.out.println("usage: java Renderer <scene_file>");
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} else {
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try {
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init(args[0]);
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} catch (Exception e) {
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System.out.println("Problem initializing Renderer: " + e);
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e.printStackTrace();
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return;
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}
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}
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/* wireframe rendering */
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renderWireframe();
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// screen.swapBuffers();
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wait(3);
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/* solid rendering, no lighting */
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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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/* solid rendering, with lighting */
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screen.clearBuffer();
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shader.reset();
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setLightingEnabled(true);
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renderSolid();
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screen.swapBuffers();
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wait(1);
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/* solid rendering, with texture */
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/*
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* screen.clearBuffer ();
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* TextureShader texShader = new TextureShader (screen);
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* texShader.setTexture ("data/brick.jpg");
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* shader = texShader;
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* rasterizer.setShader (texShader);
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* setLightingEnabled (true);
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* renderSolid ();
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* screen.swapBuffers ();
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* wait (1);
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*/
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wait(5);
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screen.destroy();
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System.exit(0);
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}
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}
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