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@ -103,100 +103,105 @@ public class Panel extends JPanel implements Runnable { |
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Matrix matCamera = Matrix.PointAt(SigRenderer.vCamera, vTarget, vUp); |
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Matrix matView = Matrix.QuickInverse(matCamera); |
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for (Triangle t : SigRenderer.cube.triangles) { |
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Triangle triProjected = new Triangle(),triTransformed=new Triangle(),triViewed=new Triangle(); |
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//matWorld = Matrix.MakeTranslation(10,0,0);
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triTransformed.A = Matrix.MultiplyVector(matWorld,t.A); |
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triTransformed.B = Matrix.MultiplyVector(matWorld,t.B); |
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triTransformed.C = Matrix.MultiplyVector(matWorld,t.C); |
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triTransformed.T = t.T; |
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triTransformed.U = t.U; |
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triTransformed.V = t.V; |
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triTransformed.tex = t.tex; |
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Vector normal=new Vector(),line1=new Vector(),line2=new Vector(); |
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line1 = Vector.subtract(triTransformed.B,triTransformed.A); |
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line2 = Vector.subtract(triTransformed.C,triTransformed.A); |
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normal = Vector.crossProduct(line1,line2); |
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normal = Vector.normalize(normal); |
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Vector cameraRay = Vector.subtract(triTransformed.A,SigRenderer.vCamera); |
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if (Vector.dotProduct(normal,cameraRay)<0) { |
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/*Vector lightDir = Vector.multiply(SigRenderer.vLookDir, -1); |
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lightDir = Vector.normalize(lightDir);*/ |
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//System.out.println(-Vector.dotProduct(normal,Vector.normalize(cameraRay)));
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//float dp = Math.max(0.1f,Math.min(1,-1/Vector.dotProduct(normal,cameraRay)));
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Vector center = Vector.divide(Vector.add(triTransformed.A,Vector.add(triTransformed.B,triTransformed.C)),3); |
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Vector cameraRay2 = Vector.subtract(center,SigRenderer.vCamera); |
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float dp = Math.max(0.1f,Math.min(1,(1f/((cameraRay2.x-center.x)*(cameraRay2.x-center.x)+ |
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(cameraRay2.y-center.y)*(cameraRay2.y-center.y)+ |
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(cameraRay2.z-center.z)*(cameraRay2.z-center.z))*4))); |
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triViewed.A = Matrix.MultiplyVector(matView,triTransformed.A); |
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triViewed.B = Matrix.MultiplyVector(matView,triTransformed.B); |
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triViewed.C = Matrix.MultiplyVector(matView,triTransformed.C); |
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triViewed.setColor(new Color(dp,dp,dp)); |
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triViewed.T = triTransformed.T; |
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triViewed.U = triTransformed.U; |
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triViewed.V = triTransformed.V; |
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triViewed.tex = triTransformed.tex; |
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int clippedTriangles = 0; |
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Triangle[] clipped = new Triangle[]{new Triangle(),new Triangle()}; |
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clippedTriangles = Triangle.ClipAgainstPlane(new Vector(0,0,0.1f),new Vector(0,0,1), triViewed, clipped); |
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for (int i=0;i<clippedTriangles;i++) { |
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if (i>0) { |
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triProjected = new Triangle(); |
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for (Block b : SigRenderer.blocks) { |
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for (Triangle t : b.block.triangles) { |
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Triangle triProjected = new Triangle(),triTransformed=new Triangle(),triViewed=new Triangle(); |
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matWorld = Matrix.MakeTranslation(b.pos.x,b.pos.y,b.pos.z); |
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triTransformed.A = Matrix.MultiplyVector(matWorld,t.A); |
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triTransformed.B = Matrix.MultiplyVector(matWorld,t.B); |
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triTransformed.C = Matrix.MultiplyVector(matWorld,t.C); |
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triTransformed.T = t.T; |
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triTransformed.U = t.U; |
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triTransformed.V = t.V; |
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triTransformed.tex = t.tex; |
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Vector normal=new Vector(),line1=new Vector(),line2=new Vector(); |
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line1 = Vector.subtract(triTransformed.B,triTransformed.A); |
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line2 = Vector.subtract(triTransformed.C,triTransformed.A); |
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normal = Vector.crossProduct(line1,line2); |
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normal = Vector.normalize(normal); |
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Vector cameraRay = Vector.subtract(triTransformed.A,SigRenderer.vCamera); |
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if (Vector.dotProduct(normal,cameraRay)<0) { |
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/*Vector lightDir = Vector.multiply(SigRenderer.vLookDir, -1); |
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lightDir = Vector.normalize(lightDir);*/ |
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//System.out.println(-Vector.dotProduct(normal,Vector.normalize(cameraRay)));
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//float dp = Math.max(0.1f,Math.min(1,-1/Vector.dotProduct(normal,cameraRay)));
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/*Vector center = Vector.divide(Vector.add(triTransformed.A,Vector.add(triTransformed.B,triTransformed.C)),3); |
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Vector cameraRay2 = Vector.subtract(center,SigRenderer.vCamera); |
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float dp = Math.max(0.1f,Math.min(1,(1f/((cameraRay2.x-center.x)*(cameraRay2.x-center.x)+ |
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(cameraRay2.y-center.y)*(cameraRay2.y-center.y)+ |
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(cameraRay2.z-center.z)*(cameraRay2.z-center.z))*4)));*/ |
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float dp = Math.max(0.1f,Math.min(1,(1f/((b.pos.x-SigRenderer.vCamera.x)+ |
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(b.pos.y-SigRenderer.vCamera.y)*(b.pos.y-SigRenderer.vCamera.y)+ |
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(b.pos.z-SigRenderer.vCamera.z)*(b.pos.z-SigRenderer.vCamera.z))*4))); |
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triViewed.A = Matrix.MultiplyVector(matView,triTransformed.A); |
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triViewed.B = Matrix.MultiplyVector(matView,triTransformed.B); |
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triViewed.C = Matrix.MultiplyVector(matView,triTransformed.C); |
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triViewed.setColor(new Color(dp,dp,dp)); |
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triViewed.T = triTransformed.T; |
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triViewed.U = triTransformed.U; |
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triViewed.V = triTransformed.V; |
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triViewed.tex = triTransformed.tex; |
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int clippedTriangles = 0; |
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Triangle[] clipped = new Triangle[]{new Triangle(),new Triangle()}; |
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clippedTriangles = Triangle.ClipAgainstPlane(new Vector(0,0,0.1f),new Vector(0,0,1), triViewed, clipped); |
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for (int i=0;i<clippedTriangles;i++) { |
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if (i>0) { |
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triProjected = new Triangle(); |
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} |
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triProjected.A = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].A); |
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triProjected.B = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].B); |
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triProjected.C = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].C); |
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triProjected.col = clipped[i].col; |
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triProjected.tex = clipped[i].tex; |
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triProjected.T = (Vector2)clipped[i].T.clone(); |
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triProjected.U = (Vector2)clipped[i].U.clone(); |
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triProjected.V = (Vector2)clipped[i].V.clone(); |
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triProjected.T.u = triProjected.T.u/triProjected.A.w; |
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triProjected.U.u = triProjected.U.u/triProjected.B.w; |
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triProjected.V.u = triProjected.V.u/triProjected.C.w; |
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triProjected.T.v = triProjected.T.v/triProjected.A.w; |
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triProjected.U.v = triProjected.U.v/triProjected.B.w; |
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triProjected.V.v = triProjected.V.v/triProjected.C.w; |
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triProjected.T.w = 1.0f/triProjected.A.w; |
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triProjected.U.w = 1.0f/triProjected.B.w; |
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triProjected.V.w = 1.0f/triProjected.C.w; |
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triProjected.A = Vector.divide(triProjected.A, triProjected.A.w); |
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triProjected.B = Vector.divide(triProjected.B, triProjected.B.w); |
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triProjected.C = Vector.divide(triProjected.C, triProjected.C.w); |
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triProjected.A.x*=-1f; |
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triProjected.A.y*=-1f; |
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triProjected.B.x*=-1f; |
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triProjected.B.y*=-1f; |
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triProjected.C.x*=-1f; |
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triProjected.C.y*=-1f; |
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Vector viewOffset = new Vector(1,1,0); |
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triProjected.A = Vector.add(triProjected.A,viewOffset); |
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triProjected.B = Vector.add(triProjected.B,viewOffset); |
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triProjected.C = Vector.add(triProjected.C,viewOffset); |
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triProjected.A.x*=0.5f*SigRenderer.SCREEN_WIDTH; |
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triProjected.A.y*=0.5f*SigRenderer.SCREEN_HEIGHT; |
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triProjected.B.x*=0.5f*SigRenderer.SCREEN_WIDTH; |
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triProjected.B.y*=0.5f*SigRenderer.SCREEN_HEIGHT; |
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triProjected.C.x*=0.5f*SigRenderer.SCREEN_WIDTH; |
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triProjected.C.y*=0.5f*SigRenderer.SCREEN_HEIGHT; |
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accumulatedTris.add(triProjected); |
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} |
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triProjected.A = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].A); |
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triProjected.B = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].B); |
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triProjected.C = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].C); |
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triProjected.col = clipped[i].col; |
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triProjected.tex = clipped[i].tex; |
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triProjected.T = (Vector2)clipped[i].T.clone(); |
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triProjected.U = (Vector2)clipped[i].U.clone(); |
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triProjected.V = (Vector2)clipped[i].V.clone(); |
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triProjected.T.u = triProjected.T.u/triProjected.A.w; |
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triProjected.U.u = triProjected.U.u/triProjected.B.w; |
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triProjected.V.u = triProjected.V.u/triProjected.C.w; |
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triProjected.T.v = triProjected.T.v/triProjected.A.w; |
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triProjected.U.v = triProjected.U.v/triProjected.B.w; |
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triProjected.V.v = triProjected.V.v/triProjected.C.w; |
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triProjected.T.w = 1.0f/triProjected.A.w; |
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triProjected.U.w = 1.0f/triProjected.B.w; |
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triProjected.V.w = 1.0f/triProjected.C.w; |
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triProjected.A = Vector.divide(triProjected.A, triProjected.A.w); |
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triProjected.B = Vector.divide(triProjected.B, triProjected.B.w); |
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triProjected.C = Vector.divide(triProjected.C, triProjected.C.w); |
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triProjected.A.x*=-1f; |
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triProjected.A.y*=-1f; |
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triProjected.B.x*=-1f; |
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triProjected.B.y*=-1f; |
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triProjected.C.x*=-1f; |
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triProjected.C.y*=-1f; |
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Vector viewOffset = new Vector(1,1,0); |
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triProjected.A = Vector.add(triProjected.A,viewOffset); |
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triProjected.B = Vector.add(triProjected.B,viewOffset); |
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triProjected.C = Vector.add(triProjected.C,viewOffset); |
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triProjected.A.x*=0.5f*SigRenderer.SCREEN_WIDTH; |
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triProjected.A.y*=0.5f*SigRenderer.SCREEN_HEIGHT; |
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triProjected.B.x*=0.5f*SigRenderer.SCREEN_WIDTH; |
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triProjected.B.y*=0.5f*SigRenderer.SCREEN_HEIGHT; |
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triProjected.C.x*=0.5f*SigRenderer.SCREEN_WIDTH; |
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triProjected.C.y*=0.5f*SigRenderer.SCREEN_HEIGHT; |
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accumulatedTris.add(triProjected); |
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} |
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} |
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} |
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