Fastest pixel blitting renderer being created in Java. 3D renderer. For educational purposes and most importantly, FUN
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SigRenderer2/src/sig/Panel.java

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12 KiB

package sig;
import javax.swing.JPanel;
import sig.utils.DrawUtils;
import java.awt.Graphics;
import java.awt.Color;
import java.awt.Image;
import java.awt.image.MemoryImageSource;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.List;
import java.awt.image.ColorModel;
import java.awt.GraphicsEnvironment;
import java.awt.GraphicsConfiguration;
import java.awt.Toolkit;
public class Panel extends JPanel implements Runnable {
long startTime = System.nanoTime();
long endTime = System.nanoTime();
public int pixel[];
public int width=SigRenderer.SCREEN_WIDTH;
public int height=SigRenderer.SCREEN_HEIGHT;
private Image imageBuffer;
private MemoryImageSource mImageProducer;
private ColorModel cm;
private Thread thread;
List<Triangle> accumulatedTris = new ArrayList<Triangle>();
public Panel() {
super(true);
thread = new Thread(this, "MyPanel Thread");
}
/**
* Get Best Color model available for current screen.
* @return color model
*/
protected static ColorModel getCompatibleColorModel(){
GraphicsConfiguration gfx_config = GraphicsEnvironment.
getLocalGraphicsEnvironment().getDefaultScreenDevice().
getDefaultConfiguration();
return gfx_config.getColorModel();
}
/**
* Call it after been visible and after resizes.
*/
public void init(){
cm = getCompatibleColorModel();
width = getWidth();
height = getHeight();
SigRenderer.SCREEN_WIDTH=getWidth();
SigRenderer.SCREEN_HEIGHT=getHeight();
int screenSize = width * height;
if(pixel == null || pixel.length < screenSize){
pixel = new int[screenSize];
}
mImageProducer = new MemoryImageSource(width, height, cm, pixel,0, width);
mImageProducer.setAnimated(true);
mImageProducer.setFullBufferUpdates(true);
imageBuffer = Toolkit.getDefaultToolkit().createImage(mImageProducer);
if(thread.isInterrupted() || !thread.isAlive()){
thread.start();
}
SigRenderer.depthBuffer = new float[width*height];
}
/**
* Do your draws in here !!
* pixel is your canvas!
*/
public /* abstract */ void render(){
int[] p = pixel; // this avoid crash when resizing
//a=h/w
final int h=SigRenderer.SCREEN_HEIGHT;
if(p.length != width * height) return;
for (int x=0;x<width;x++) {
for (int y=0;y<height;y++) {
p[ (int)(x*SigRenderer.RESOLUTION) + (int)(y*SigRenderer.RESOLUTION) * width] = 0;
SigRenderer.depthBuffer[x+y*width]=0;
}
}
accumulatedTris.clear();
//Matrix matRotZ = Matrix.MakeRotationZ(fTheta*0.5f),matRotX = Matrix.MakeRotationX(fTheta);
Matrix matRotZ = Matrix.IDENTITY;
Matrix matRotX = Matrix.IDENTITY;
Matrix matTranslation = Matrix.MakeTranslation(0,0,0);
Matrix matWorld = Matrix.IDENTITY;
matWorld = Matrix.MultiplyMatrix(matRotZ,matRotX);
matWorld = Matrix.MultiplyMatrix(matWorld,matTranslation);
Vector vUp = new Vector(0,1,0);
Vector vTarget = new Vector(0,(float)Math.sin(SigRenderer.pitch),(float)Math.cos(SigRenderer.pitch));
Matrix matCameraRot = Matrix.MakeRotationY(SigRenderer.yaw);
SigRenderer.vLookDir = Matrix.MultiplyVector(matCameraRot,vTarget);
vTarget = Vector.add(SigRenderer.vCamera,SigRenderer.vLookDir);
Matrix matCamera = Matrix.PointAt(SigRenderer.vCamera, vTarget, vUp);
Matrix matView = Matrix.QuickInverse(matCamera);
for (Triangle t : SigRenderer.cube.triangles) {
Triangle triProjected = new Triangle(),triTransformed=new Triangle(),triViewed=new Triangle();
//matWorld = Matrix.MakeTranslation(10,0,0);
triTransformed.A = Matrix.MultiplyVector(matWorld,t.A);
triTransformed.B = Matrix.MultiplyVector(matWorld,t.B);
triTransformed.C = Matrix.MultiplyVector(matWorld,t.C);
triTransformed.T = t.T;
triTransformed.U = t.U;
triTransformed.V = t.V;
triTransformed.tex = t.tex;
Vector normal=new Vector(),line1=new Vector(),line2=new Vector();
line1 = Vector.subtract(triTransformed.B,triTransformed.A);
line2 = Vector.subtract(triTransformed.C,triTransformed.A);
normal = Vector.crossProduct(line1,line2);
normal = Vector.normalize(normal);
Vector cameraRay = Vector.subtract(triTransformed.A,SigRenderer.vCamera);
if (Vector.dotProduct(normal,cameraRay)<0) {
/*Vector lightDir = Vector.multiply(SigRenderer.vLookDir, -1);
lightDir = Vector.normalize(lightDir);*/
//System.out.println(-Vector.dotProduct(normal,Vector.normalize(cameraRay)));
//float dp = Math.max(0.1f,Math.min(1,-1/Vector.dotProduct(normal,cameraRay)));
Vector center = Vector.divide(Vector.add(triTransformed.A,Vector.add(triTransformed.B,triTransformed.C)),3);
Vector cameraRay2 = Vector.subtract(center,SigRenderer.vCamera);
float dp = Math.max(0.1f,Math.min(1,(1f/((cameraRay2.x-center.x)*(cameraRay2.x-center.x)+
(cameraRay2.y-center.y)*(cameraRay2.y-center.y)+
(cameraRay2.z-center.z)*(cameraRay2.z-center.z))*4)));
triViewed.A = Matrix.MultiplyVector(matView,triTransformed.A);
triViewed.B = Matrix.MultiplyVector(matView,triTransformed.B);
triViewed.C = Matrix.MultiplyVector(matView,triTransformed.C);
triViewed.setColor(new Color(dp,dp,dp));
triViewed.T = triTransformed.T;
triViewed.U = triTransformed.U;
triViewed.V = triTransformed.V;
triViewed.tex = triTransformed.tex;
int clippedTriangles = 0;
Triangle[] clipped = new Triangle[]{new Triangle(),new Triangle()};
clippedTriangles = Triangle.ClipAgainstPlane(new Vector(0,0,0.1f),new Vector(0,0,1), triViewed, clipped);
for (int i=0;i<clippedTriangles;i++) {
if (i>0) {
triProjected = new Triangle();
}
triProjected.A = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].A);
triProjected.B = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].B);
triProjected.C = Matrix.MultiplyVector(SigRenderer.matProj,clipped[i].C);
triProjected.col = clipped[i].col;
triProjected.tex = clipped[i].tex;
triProjected.T = (Vector2)clipped[i].T.clone();
triProjected.U = (Vector2)clipped[i].U.clone();
triProjected.V = (Vector2)clipped[i].V.clone();
triProjected.T.u = triProjected.T.u/triProjected.A.w;
triProjected.U.u = triProjected.U.u/triProjected.B.w;
triProjected.V.u = triProjected.V.u/triProjected.C.w;
triProjected.T.v = triProjected.T.v/triProjected.A.w;
triProjected.U.v = triProjected.U.v/triProjected.B.w;
triProjected.V.v = triProjected.V.v/triProjected.C.w;
triProjected.T.w = 1.0f/triProjected.A.w;
triProjected.U.w = 1.0f/triProjected.B.w;
triProjected.V.w = 1.0f/triProjected.C.w;
triProjected.A = Vector.divide(triProjected.A, triProjected.A.w);
triProjected.B = Vector.divide(triProjected.B, triProjected.B.w);
triProjected.C = Vector.divide(triProjected.C, triProjected.C.w);
triProjected.A.x*=-1f;
triProjected.A.y*=-1f;
triProjected.B.x*=-1f;
triProjected.B.y*=-1f;
triProjected.C.x*=-1f;
triProjected.C.y*=-1f;
Vector viewOffset = new Vector(1,1,0);
triProjected.A = Vector.add(triProjected.A,viewOffset);
triProjected.B = Vector.add(triProjected.B,viewOffset);
triProjected.C = Vector.add(triProjected.C,viewOffset);
triProjected.A.x*=0.5f*SigRenderer.SCREEN_WIDTH;
triProjected.A.y*=0.5f*SigRenderer.SCREEN_HEIGHT;
triProjected.B.x*=0.5f*SigRenderer.SCREEN_WIDTH;
triProjected.B.y*=0.5f*SigRenderer.SCREEN_HEIGHT;
triProjected.C.x*=0.5f*SigRenderer.SCREEN_WIDTH;
triProjected.C.y*=0.5f*SigRenderer.SCREEN_HEIGHT;
accumulatedTris.add(triProjected);
}
}
}
/*Collections.sort(accumulatedTris, new Comparator<Triangle>() {
@Override
public int compare(Triangle t1, Triangle t2) {
float z1=(t1.A.z+t1.B.z+t1.C.z)/3f;
float z2=(t2.A.z+t2.B.z+t2.C.z)/3f;
return (z1<z2)?1:(z1==z2)?0:-1;
}
});*/
for (Triangle t : accumulatedTris) {
Triangle[] clipped = new Triangle[]{new Triangle(),new Triangle()};
List<Triangle> triList = new ArrayList<>();
triList.add(t);
int newTriangles=1;
for (int pl=0;pl<4;pl++) {
int trisToAdd=0;
while (newTriangles>0) {
clipped = new Triangle[]{new Triangle(),new Triangle()};
Triangle test = triList.remove(0);
newTriangles--;
switch (pl) {
case 0:{trisToAdd = Triangle.ClipAgainstPlane(new Vector(0,0,0),new Vector(0,1,0),test,clipped);}break;
case 1:{trisToAdd = Triangle.ClipAgainstPlane(new Vector(0,getHeight()-1f,0),new Vector(0,-1,0),test,clipped);}break;
case 2:{trisToAdd = Triangle.ClipAgainstPlane(new Vector(0,0,0),new Vector(1,0,0),test,clipped);}break;
case 3:{trisToAdd = Triangle.ClipAgainstPlane(new Vector(getWidth()-1f,0,0),new Vector(-1,0,0),test,clipped);}break;
}
for (int w=0;w<trisToAdd;w++) {
triList.add(clipped[w]);
}
}
newTriangles=triList.size();
}
for (Triangle tt : triList) {
if (tt.tex!=null) {
DrawUtils.TexturedTriangle(p,
(int)tt.A.x,(int)tt.A.y,tt.T.u,tt.T.v,tt.T.w,
(int)tt.B.x,(int)tt.B.y,tt.U.u,tt.U.v,tt.U.w,
(int)tt.C.x,(int)tt.C.y,tt.V.u,tt.V.v,tt.V.w,
tt.tex,tt.col.getRed());
} else {
DrawUtils.FillTriangle(p,(int)tt.A.x,(int)tt.A.y,(int)tt.B.x,(int)tt.B.y,(int)tt.C.x,(int)tt.C.y,tt.getColor());
}
if (SigRenderer.WIREFRAME) {
DrawUtils.DrawTriangle(p,(int)tt.A.x,(int)tt.A.y,(int)tt.B.x,(int)tt.B.y,(int)tt.C.x,(int)tt.C.y,Color.WHITE);
}
}
}
}
public void repaint() {
super.repaint();
startTime = System.nanoTime();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
// perform draws on pixels
render();
// ask ImageProducer to update image
mImageProducer.newPixels();
// draw it on panel
g.drawImage(this.imageBuffer, 0, 0, this);
endTime=System.nanoTime();
SigRenderer.DRAWLOOPTIME=(endTime-startTime)/1000000f;
}
/**
* Overrides ImageObserver.imageUpdate.
* Always return true, assuming that imageBuffer is ready to go when called
*/
@Override
public boolean imageUpdate(Image image, int a, int b, int c, int d, int e) {
return true;
}
@Override
public void run() {
while (true) {
// request a JPanel re-drawing
repaint();
try {Thread.sleep(5);} catch (InterruptedException e) {}
}
}
}