예제 #1
0
        public static IAffineTransformMatrix <T> NewScaling(VectorDimension dimension, T s)
        {
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(dimension);

            a.Scale(s);
            return(a);
        }
예제 #2
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        public static IAffineTransformMatrix <T> NewScaling(IVector <T> scaleVector)
        {
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(scaleVector.RowCount);

            a.Scale(scaleVector);
            return(a);
        }
예제 #3
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        public static IAffineTransformMatrix <T> NewTranslation(IVector <T> translationVector)
        {
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(translationVector.RowCount);

            a.Translate(translationVector, MatrixOperationOrder.Append);
            return(a);
        }
예제 #4
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        public static IAffineTransformMatrix <T> NewTranslation(T dx, T dy, T dz)
        {
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(VectorDimension.Three);

            a.Translate(MatrixFactory <T> .CreateVector3D(dx, dy, dz));
            return(a);
        }
예제 #5
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        public static IAffineTransformMatrix <T> NewRotation(VectorDimension dimension, double r)
        {
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(dimension);

            a.RotateAlong(MatrixFactory <T> .CreateZeroVector(dimension), r);
            return(a);
        }
예제 #6
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        public override void OnDraw()
        {
            base.OnDraw();
            if (m_ShowFrameRate)
            {
                T GraphOffsetY = M.New <T>(-105);
                if (m_ShowPotentialDrawsBudgetGraph.status())
                {
                    IAffineTransformMatrix <T> Position = MatrixFactory <T> .NewTranslation(M.Zero <T>(), GraphOffsetY);

                    m_PotentialDrawsBudgetGraph.Draw(Position, GetRenderer());
                }

                if (m_ShowPotentialUpdatesBudgetGraph.status())
                {
                    IAffineTransformMatrix <T> Position = MatrixFactory <T> .NewTranslation(M.Zero <T>(), GraphOffsetY);

                    m_PotentialUpdatesBudgetGraph.Draw(Position, GetRenderer());
                }

                if (m_ShowActualDrawsBudgetGraph.status())
                {
                    IAffineTransformMatrix <T> Position = MatrixFactory <T> .NewTranslation(M.Zero <T>(), GraphOffsetY);

                    m_ActualDrawsBudgetGraph.Draw(Position, GetRenderer());
                }
            }
        }
예제 #7
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        public override void OnKeyDown(AGG.UI.KeyEventArgs keyEvent)
        {
            if (keyEvent.KeyCode == Keys.Space)
            {
                T cx = m_quad.xn(0).Add(m_quad.xn(1)).Add(m_quad.xn(2)).Add(m_quad.xn(3)).Divide(4);
                T cy = m_quad.yn(0).Add(m_quad.yn(1)).Add(m_quad.yn(2)).Add(m_quad.yn(3)).Divide(4);
                IAffineTransformMatrix <T> tr = MatrixFactory <T> .NewTranslation(cx.Negative(), cy.Negative());

                tr.RotateAlong(MatrixFactory <T> .CreateVector2D(0, 0), (Math.PI / 2.0));
                tr.Translate(MatrixFactory <T> .CreateVector2D(cx, cy));
                T xn0 = m_quad.xn(0); T yn0 = m_quad.yn(0);
                T xn1 = m_quad.xn(1); T yn1 = m_quad.yn(1);
                T xn2 = m_quad.xn(2); T yn2 = m_quad.yn(2);
                T xn3 = m_quad.xn(3); T yn3 = m_quad.yn(3);
                tr.Transform(ref xn0, ref yn0);
                tr.Transform(ref xn1, ref yn1);
                tr.Transform(ref xn2, ref yn2);
                tr.Transform(ref xn3, ref yn3);
                m_quad.SetXN(0, xn0); m_quad.SetYN(0, yn0);
                m_quad.SetXN(1, xn1); m_quad.SetYN(1, yn1);
                m_quad.SetXN(2, xn2); m_quad.SetYN(2, yn2);
                m_quad.SetXN(3, xn3); m_quad.SetYN(3, yn3);
                force_redraw();
            }

            base.OnKeyDown(keyEvent);
        }
예제 #8
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        public override void Render(IVertexSource <T> vertexSource, uint pathIndexToRender, RGBA_Bytes colorBytes)
        {
#if use_timers
            OpenGLRenderTimer.Start();
#endif
            PushOrthoProjection();

            vertexSource.Rewind(pathIndexToRender);

            RGBA_Doubles color = colorBytes.GetAsRGBA_Doubles();

            Gl.glColor4d(color.R, color.G, color.B, color.A);

            IAffineTransformMatrix <T> transform = GetTransform();
            if (!transform.Equals(MatrixFactory <T> .NewIdentity(VectorDimension.Two)))
            {
                vertexSource = new ConvTransform <T>(vertexSource, transform);
            }

            if (m_ForceTexturedEdgeAntiAliasing)
            {
                DrawAAShape(vertexSource);
            }
            else
            {
                SendShapeToTeselator(m_RenderNowTesselator, vertexSource);
            }

            PopOrthoProjection();
#if use_timers
            OpenGLRenderTimer.Stop();
#endif
        }
예제 #9
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        public static void CreateContext(RasterBuffer renderingBuffer)
        {
            // set the rendering buffer and all the GL default states (this is also where you can new anything you need)
            s_RenderingBuffer = renderingBuffer;
            s_Rasterizer.SetVectorClipBox(M.Zero <T>(), M.Zero <T>(), M.New <T>(s_RenderingBuffer.Width), M.New <T>(s_RenderingBuffer.Height));
            s_PixelFormt = new FormatRGBA(s_RenderingBuffer, new BlenderBGRA());
            s_ClippingPixelFormatProxy = new FormatClippingProxy(s_PixelFormt);
            //s_ClippingPixelFormatProxy = s_PixelFormt;

            m_CurAccumulatedMatrix = MatrixFactory <T> .NewIdentity(VectorDimension.Three); // new Matrix4X4();

            m_ModelviewMatrix = MatrixFactory <T> .NewIdentity(VectorDimension.Three);      // new Matrix4X4();

            m_ProjectionMatrix = MatrixFactory <T> .NewIdentity(VectorDimension.Three);     //new Matrix4X4();

            m_pVertexCache = new VertexCachItem[m_MaxVertexCacheItems];
            for (int i = 0; i < m_MaxVertexCacheItems; i++)
            {
                m_pVertexCache[i] = new VertexCachItem();
            }

            m_LastSetColor  = new RGBA_Doubles(1, 1, 1, 1);
            m_LastSetNormal = MatrixFactory <T> .CreateZeroVector(VectorDimension.Three);          // new Vector3D();

            m_LastSetTextureCoordinate = MatrixFactory <T> .CreateZeroVector(VectorDimension.Two); // new Vector2D();
        }
예제 #10
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        public static IAffineTransformMatrix <T> NewRotation(IVector <T> axis, double r)
        {
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(axis.RowCount);

            a.RotateAlong(axis, r);
            return(a);
        }
예제 #11
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        public virtual void OnDraw()
        {
            for (int i = 0; i < m_Children.Count; i++)
            {
                GUIWidget <T> child = m_Children[i];
                if (child.Visible)
                {
                    GetRenderer().PushTransform();
                    //Affine transform = GetRenderer().GetTransform();
                    //transform *= child.GetTransform();

                    IAffineTransformMatrix <T> transform = GetRenderer().GetTransform();
                    transform = MatrixFactory <T> .CreateAffine(transform.Multiply(child.GetTransform()));

                    //transform *= child.GetTransform();

                    GetRenderer().SetTransform(transform);
                    child.OnDraw();
#if false
                    if (Focused)
                    {
                        RoundedRect rect = new RoundedRect(-5, -5, 5, 5, 0);
                        GetRenderer().Render(rect, new RGBA_Bytes(1.0, 0, 0, .5));
                    }
#endif

                    GetRenderer().PopTransform();
                }
            }
        }
예제 #12
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        public TextEditWidget(string Text, RectDouble <T> bounds, T CapitalHeight)
        {
            Bounds = bounds;

            m_TextWidget = new TextWidget <T>(Text, M.Zero <T>(), M.Zero <T>(), CapitalHeight);
            AddChild(m_TextWidget);

            m_CharIndexToInsertBefore = Text.Length;

            IAffineTransformMatrix <T> transform = GetTransform();
            IVector <T> v1 = transform.TransformVector(MatrixFactory <T> .CreateVector2D(bounds.x1, bounds.y1));
            IVector <T> v2 = transform.TransformVector(MatrixFactory <T> .CreateVector2D(bounds.x2, bounds.y2));

            SetTransform(transform);

            m_BorderSize = CapitalHeight.Multiply(.2);
            m_Thickness  = CapitalHeight.Divide(8);
            m_CapsHeight = CapitalHeight;

            FixBarPosition(true);

            UndoData newUndoData = new UndoData(this);

            m_UndoBuffer.Add(newUndoData, "Initial", UndoBuffer.MergeType.NotMergable);
        }
예제 #13
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        public static void Transform <T>(this IAffineTransformMatrix <T> m, ref T x, ref T y)
            where T : IEquatable <T>, IComparable <T>, IComputable <T>, IConvertible, IFormattable, ICommonNumericalOperations <T>, ITrigonometricOperations <T>
        {
            IVector <T> v1 = m.TransformVector(MatrixFactory <T> .CreateVector2D(x, y));

            x = v1[0];
            y = v1[1];
        }
예제 #14
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        protected override void DoDraw(RendererBase <T> destRenderer)
        {
            IAffineTransformMatrix <T> Final = MatrixFactory <T> .NewIdentity(VectorDimension.Two);

            Final.RotateAlong(MatrixFactory <T> .CreateVector2D(0, 0), m_Rotation.ToDouble());
            Final.Translate(m_Position);
            ConvTransform <T> TransformedShip = new ConvTransform <T>(m_PlayerToDraw, Final);

            destRenderer.Render(TransformedShip, new RGBA_Bytes(.9, .4, .2, 1));
        }
예제 #15
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 public override void Render(IVertexSource<T> vertexSource, uint pathIndexToRender, RGBA_Bytes colorBytes)
 {
     m_Rasterizer.Reset();
     IAffineTransformMatrix<T> transform = GetTransform();
     if (!transform.Equals(MatrixFactory<T>.NewIdentity(VectorDimension.Two)))
     {
         vertexSource = new ConvTransform<T>(vertexSource, transform);
     }
     m_Rasterizer.AddPath(vertexSource, pathIndexToRender);
     Renderer<T>.RenderSolid(m_PixelFormat, m_Rasterizer, m_ScanlineCache, colorBytes);
 }
예제 #16
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        //-------------------------------------------------------------------
        public IAffineTransformMatrix <T> ToAffine()
        {
            //Affine mtx = Affine.NewTranslation(-m_wx1, -m_wy1);
            //mtx *= Affine.NewScaling(m_kx, m_ky);
            //mtx *= Affine.NewTranslation(m_dx1, m_dy1);
            //return mtx;
            IAffineTransformMatrix <T> a = MatrixFactory <T> .NewIdentity(VectorDimension.Two);

            a.Translate(MatrixFactory <T> .CreateVector2D(m_wx1.Negative(), m_wy1.Negative()));
            a.Scale(MatrixFactory <T> .CreateVector2D(m_kx, m_ky));
            a.Scale(MatrixFactory <T> .CreateVector2D(m_dx1, m_dy1));
            return(a);
        }
예제 #17
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        void DrawAATest()
        {
            PathStorage <T> PolgonToDraw = new PathStorage <T>();
            T    Angle        = M.Zero <T>();
            bool DrawTrinagle = true;

            if (DrawTrinagle)
            {
                PolgonToDraw.MoveTo(Angle.Cos(), Angle.Sin());
                Angle.AddEquals(120.0 / 180.0 * Math.PI);
                PolgonToDraw.LineTo(Angle.Cos(), Angle.Sin());
                Angle.AddEquals(120.0 / 180.0 * Math.PI);
                PolgonToDraw.LineTo(Angle.Cos(), Angle.Sin());
                Angle.AddEquals(120.0 / 180.0 * Math.PI);
                //Triangle.line_to(Math.Cos(Angle), Math.Sin(Angle));
                PolgonToDraw.ClosePolygon();
            }
            else
            {
                PolgonToDraw.MoveTo(M.Zero <T>(), M.Zero <T>());
                PolgonToDraw.LineTo(M.One <T>(), M.Zero <T>());
                PolgonToDraw.LineTo(M.One <T>(), M.One <T>());
                PolgonToDraw.LineTo(M.Zero <T>(), M.One <T>());
                PolgonToDraw.ClosePolygon();
            }

            IAffineTransformMatrix <T> tran = MatrixFactory <T> .NewScaling(VectorDimension.Two, M.New <T>(80));

            tran.RotateAlong(MatrixFactory <T> .CreateVector2D(M.Zero <T>(), M.Zero <T>()), Math.PI / 8);
            tran.Translate(MatrixFactory <T> .CreateVector2D(M.New <T>(500), M.New <T>(100)));

            ConvTransform <T> TransformedPolygon = new ConvTransform <T>(PolgonToDraw, tran);

            ((RendererOpenGL <T>)GetRenderer()).m_ForceTexturedEdgeAntiAliasing = true;
            GetRenderer().Render(TransformedPolygon, new RGBA_Bytes(0, 0, 0));

            Ellipse <T> testEllipse = new Ellipse <T>(M.New <T>(300), M.New <T>(250), M.New <T>(60), M.New <T>(60));

            GetRenderer().Render(testEllipse, new RGBA_Bytes(205, 23, 12, 120));
            ((RendererOpenGL <T>)GetRenderer()).m_ForceTexturedEdgeAntiAliasing = false;

            //conv_stroke OutLine = new conv_stroke(TransformedPolygon);
            //OutLine.width(2);
            //conv_transform TransformedOutLine = new conv_transform(OutLine, Affine.NewTranslation(100, 0));
            //GetRenderer().Render(TransformedOutLine, new RGBA_Bytes(0, 0, 0));

            //conv_transform TransformedOutLine2 = new conv_transform(OutLine, Affine.NewScaling(6) * Affine.NewTranslation(200, 0));
            //conv_stroke OutLineOutLine = new conv_stroke(TransformedOutLine2);
            //GetRenderer().Render(OutLineOutLine, new RGBA_Bytes(0, 0, 0));
        }
예제 #18
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        public void TransformTest()
        {
            IAffineTransformMatrix <DoubleComponent> a = MatrixFactory <DoubleComponent> .NewIdentity(VectorDimension.Two);

            a.Translate(MatrixFactory <DoubleComponent> .CreateVector2D(10, 20));

            DoubleComponent x    = 10;
            DoubleComponent y    = 20;
            DoubleComponent newx = 0;
            DoubleComponent newy = 0;

            a.Transform(ref newx, ref newy);
            Assert.AreEqual((double)x, (double)newx, .001);
            Assert.AreEqual((double)y, (double)newy, .001);
        }
예제 #19
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        public static void glMatrixMode(int mode)
        {
            switch (mode)
            {
            case GL_MODELVIEW:
                m_CurEditingMatrix = m_ModelviewMatrix;
                break;

            case GL_PROJECTION:
                m_CurEditingMatrix = m_ProjectionMatrix;
                break;

            default:
                throw new System.NotImplementedException("You have to have one of the matrices we suport");
            }
        }
예제 #20
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 public static T TranslationY <T>(this IAffineTransformMatrix <T> m)
     where T : IEquatable <T>, IComparable <T>, IComputable <T>, IConvertible, IFormattable, ICommonNumericalOperations <T>, ITrigonometricOperations <T>
 {
     if (m.ColumnCount != 3)
     {
         throw new InvalidOperationException();
     }
     if (m.Format == MatrixFormat.RowMajor)
     {
         return(m[2, 1]);
     }
     else
     {
         return(m[1, 2]);
     }
 }
예제 #21
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        public override void OnDraw()
        {
            int width  = (int)rbuf_window().Width;
            int height = (int)rbuf_window().Height;


            IPixelFormat        pixf          = new FormatRGB(rbuf_window(), new BlenderBGR());
            FormatClippingProxy clippingProxy = new FormatClippingProxy(pixf);

            clippingProxy.Clear(new RGBA_Doubles(1, 1, 1));

            IAffineTransformMatrix <T> mtx = MatrixFactory <T> .NewIdentity(VectorDimension.Two);

            mtx.Translate(MatrixFactory <T> .CreateVector2D(g_base_dx.Negative(), g_base_dy.Negative()));
            mtx.Scale(g_scale);
            mtx.RotateAlong(MatrixFactory <T> .CreateVector2D(0, 0), g_angle.Add(Math.PI).ToDouble());
            mtx.Shear(MatrixFactory <T> .CreateVector2D(g_skew_x.Divide(1000.0), g_skew_y.Divide(1000.0)));
            mtx.Translate(MatrixFactory <T> .CreateVector2D(width / 2, height / 2));

            if (m_scanline.status())
            {
                g_rasterizer.SetVectorClipBox(0, 0, width, height);

                ConvStroke <T> stroke = new ConvStroke <T>(g_path);
                stroke.Width    = m_width_slider.value();
                stroke.LineJoin = LineJoin.RoundJoin;
                ConvTransform <T> trans = new ConvTransform <T>(stroke, mtx);
                Renderer <T> .RenderSolidAllPaths(clippingProxy, g_rasterizer, g_scanline, trans, g_colors, g_path_idx, g_npaths);
            }
            else
            {
                /*
                 * double w = m_width_slider.Value() * mtx.scale();
                 *
                 * line_profile_aa profile = new line_profile_aa(w, new gamma_none());
                 * renderer_outline_aa ren = new renderer_outline_aa(rb, profile);
                 * rasterizer_outline_aa ras = new rasterizer_outline_aa(ren);
                 *
                 * conv_transform trans = new conv_transform(g_path, mtx);
                 *
                 * ras.render_all_paths(trans, g_colors, g_path_idx, g_npaths);
                 */
            }

            base.OnDraw();
        }
예제 #22
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        //used to Transform the sweepers vertices prior to rendering
        public void WorldTransform(List <IVector <T> > sweeper)
        {
            ////create the world transformation matrix
            //Matrix4X4 matTransform = new Matrix4X4();

            ////scale
            //matTransform.Scale(m_dScale, m_dScale, 1);

            ////rotate
            //matTransform.AddRotate(2, (double)m_dRotation);

            ////and translate
            //matTransform.AddTranslate(m_vPosition.x, m_vPosition.y, 0);

            ////now Transform the ships vertices
            //for (int i = 0; i < sweeper.Count; i++)
            //{
            //    Vector3D Temp = sweeper[i];
            //    matTransform.TransformVector(ref Temp);
            //    sweeper[i] = Temp;
            //}

            //create the world transformation matrix
            IAffineTransformMatrix <T> matTransform = MatrixFactory <T> .NewIdentity(VectorDimension.Three);

            //scale
            matTransform.Scale(MatrixFactory <T> .CreateVector3D(m_dScale, m_dScale, M.One <T>()));

            //rotate
            //matTransform.AddRotate(2, (double)m_dRotation);
            IVector <T> axis = null;/// need to work out which axis this should be

            matTransform.RotateAlong(axis, m_dRotation);


            //and translate
            matTransform.Translate(MatrixFactory <T> .CreateVector3D(m_vPosition[0], m_vPosition[1], M.Zero <T>()));

            //now Transform the ships vertices
            for (int i = 0; i < sweeper.Count; i++)
            {
                IVector <T> Temp = sweeper[i];
                Temp       = matTransform.TransformVector(Temp);
                sweeper[i] = Temp;
            }
        }
예제 #23
0
        //--------------------------------------------------------------------
        public void TransformAllPaths(IAffineTransformMatrix <T> trans)
        {
            uint idx;
            uint num_ver = m_vertices.TotalVertices();

            for (idx = 0; idx < num_ver; idx++)
            {
                T x, y;
                if (Path.IsVertex(m_vertices.Vertex(idx, out x, out y)))
                {
                    //trans.Transform(ref x, ref y);
                    //m_vertices.ModifyVertex(idx, x, y);

                    IVector <T> v = trans.TransformVector(MatrixFactory <T> .CreateVector2D(x, y));
                    m_vertices.ModifyVertex(idx, v[0], v[1]);
                }
            }
        }
예제 #24
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        public override void OnDraw()
        {
#if use_timers
            AllTimer.Start();
#endif
            int width  = (int)rbuf_window().Width;
            int height = (int)rbuf_window().Height;

            uint i;
            for (i = 0; i < m_NumPaths; i++)
            {
                // g_colors[i].A_Byte = (byte)(m_AlphaSlider.value() * 255);
                g_colors[i] = RGBA_Bytes.ModifyComponent(g_colors[i], Component.A, (byte)(m_AlphaSlider.value().ToDouble() * 255));
            }

            IAffineTransformMatrix <T> transform = MatrixFactory <T> .NewIdentity(VectorDimension.Two);

            transform.Translate(MatrixFactory <T> .CreateVector2D(g_base_dx.Negative(), g_base_dy.Negative()));
            transform.Scale(MatrixFactory <T> .CreateVector2D(g_scale, g_scale));
            transform.RotateAlong(MatrixFactory <T> .CreateVector2D(M.Zero <T>(), M.Zero <T>()), g_angle + Math.PI);
            transform.Shear(MatrixFactory <T> .CreateVector2D(g_skew_x.Divide(1000.0), g_skew_y.Divide(1000.0)));
            transform.Translate(MatrixFactory <T> .CreateVector2D(M.New <T>(width).Divide(2), M.New <T>(height).Divide(2)));

            // This code renders the lion:
            ConvTransform <T> transformedPathStorage = new ConvTransform <T>(g_PathStorage, transform);
#if use_timers
            Lion50Timer.Start();
            for (uint j = 0; j < 200; j++)
#endif
            {
                this.GetRenderer().Render(transformedPathStorage, g_colors, g_path_idx, m_NumPaths);
            }
#if use_timers
            Lion50Timer.Stop();
#endif

#if use_timers
            AllTimer.Stop();
            CExecutionTimer.Instance.AppendResultsToFile("TimingTest.txt", AllTimer.GetTotalSeconds());
            CExecutionTimer.Instance.Reset();
#endif
            base.OnDraw();
        }
예제 #25
0
        public void AlignX(T x, Alignment alignment)
        {
            IAffineTransformMatrix <T> transform = GetTransform();

            switch (alignment)
            {
            case Alignment.Center:
                SetTransform(MatrixFactory <T> .NewTranslation(x.Subtract(Width.Divide(2)), transform.TranslationY()));
                break;

            case Alignment.Left:
                SetTransform(MatrixFactory <T> .NewTranslation(x, transform.TranslationY()));
                break;

            case Alignment.Right:
                SetTransform(MatrixFactory <T> .NewTranslation(x.Subtract(Width), transform.TranslationY()));
                break;
            }
        }
예제 #26
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        public void WorldTransform(List <IVector <T> > VBuffer, IVector <T> vPos)
        {
            //create the world transformation matrix
            //Matrix4X4 matTransform = new Matrix4X4();

            IAffineTransformMatrix <T> matTransform = MatrixFactory <T> .NewIdentity(VectorDimension.Three);

            //scale
            matTransform.Scale(MatrixFactory <T> .CreateVector2D(m_MineScale, m_MineScale));

            //translate
            matTransform.Translate(MatrixFactory <T> .CreateVector2D(vPos[0], vPos[1]));

            //Transform the ships vertices
            for (int i = 0; i < VBuffer.Count; i++)
            {
                IVector <T> Temp = VBuffer[i];
                Temp       = matTransform.TransformVector(Temp);
                VBuffer[i] = Temp;
            }
        }
예제 #27
0
        public void Transform(IAffineTransformMatrix <T> trans, uint path_id)
        {
            uint num_ver = m_vertices.TotalVertices();

            for (; path_id < num_ver; path_id++)
            {
                T    x, y;
                uint PathAndFlags = m_vertices.Vertex(path_id, out x, out y);
                if (Path.IsStop(PathAndFlags))
                {
                    break;
                }
                if (Path.IsVertex(PathAndFlags))
                {
                    //trans.Transform(ref x, ref y);
                    //m_vertices.ModifyVertex(path_id, x, y);
                    IVector <T> v1 = trans.TransformVector(MatrixFactory <T> .CreateVector2D(x, y));
                    m_vertices.ModifyVertex(path_id, v1[0], v1[1]);
                }
            }
        }
예제 #28
0
        public static void glBegin(int mode)
        {
            //m_CurAccumulatedMatrix.Multiply(m_ModelviewMatrix, m_ProjectionMatrix);

            m_CurAccumulatedMatrix = (IAffineTransformMatrix <T>)m_CurAccumulatedMatrix.Multiply(m_ModelviewMatrix);
            m_CurAccumulatedMatrix = (IAffineTransformMatrix <T>)m_CurAccumulatedMatrix.Multiply(m_ProjectionMatrix);

            switch (mode)
            {
            case GL_TRIANGLES:
                s_BeginMode = GL_TRIANGLES;
                break;

            case GL_QUADS:
                s_BeginMode = GL_QUADS;
                break;

            default:
                throw new System.NotImplementedException();
            }
        }
예제 #29
0
        public void InvertTest()
        {
            //Affine a = Affine.NewIdentity();
            IAffineTransformMatrix <DoubleComponent> a =
                MatrixFactory <DoubleComponent> .NewIdentity(VectorDimension.Two);

            a.Translate(
                MatrixFactory <DoubleComponent> .CreateVector2D(
                    M.New <DoubleComponent>(10),
                    M.New <DoubleComponent>(10)));

            IAffineTransformMatrix <DoubleComponent> b = MatrixFactory <DoubleComponent> .CreateAffine(a);

            b = b.Inverse;



            DoubleComponent x    = 100;
            DoubleComponent y    = 100;
            DoubleComponent newx = x;
            DoubleComponent newy = y;

            IVector <DoubleComponent> v1 =
                MatrixFactory <DoubleComponent> .CreateVector2D(
                    M.New <DoubleComponent>(100),
                    M.New <DoubleComponent>(100));

            IVector <DoubleComponent> v2 = a.TransformVector(v1);
            IVector <DoubleComponent> v3 = b.TransformVector(v2);


            //a.Transform(ref newx, ref newy);
            //b.Transform(ref newx, ref newy);
            Assert.AreEqual((double)v1[0], (double)v3[0], .001);
            Assert.AreEqual((double)v1[1], (double)v3[1], .001);
        }
예제 #30
0
        void transform_image(double angle)
        {
            double width  = rbuf_img(0).Width;
            double height = rbuf_img(0).Height;

#if SourceDepth24
            FormatRGB pixf     = new FormatRGB(rbuf_img(0), new BlenderBGR());
            FormatRGB pixf_pre = new FormatRGB(rbuf_img(0), new BlenderPreMultBGR());
#else
            pixfmt_alpha_blend_rgba32 pixf     = new pixfmt_alpha_blend_rgba32(rbuf_img(0), new blender_bgra32());
            pixfmt_alpha_blend_rgba32 pixf_pre = new pixfmt_alpha_blend_rgba32(rbuf_img(0), new blender_bgra_pre());
#endif
            FormatClippingProxy rb     = new FormatClippingProxy(pixf);
            FormatClippingProxy rb_pre = new FormatClippingProxy(pixf_pre);

            rb.Clear(new RGBA_Doubles(1.0, 1.0, 1.0));

            IAffineTransformMatrix <T> src_mtx = MatrixFactory <T> .NewIdentity(VectorDimension.Two);

            src_mtx.Translate(MatrixFactory <T> .CreateVector2D(-width / 2.0, -height / 2.0));
            src_mtx.RotateAlong(MatrixFactory <T> .CreateVector2D(0, 0), angle * Math.PI / 180.0);
            src_mtx.Translate(MatrixFactory <T> .CreateVector2D(width / 2.0, height / 2.0));

            IAffineTransformMatrix <T> img_mtx = MatrixFactory <T> .CreateAffine(src_mtx);

            img_mtx = img_mtx.Inverse;

            double r = width;
            if (height < r)
            {
                r = height;
            }

            r *= 0.5;
            r -= 4.0;
            VertexSource.Ellipse <T> ell = new AGG.VertexSource.Ellipse <T>(width / 2.0, height / 2.0, r, r, 200);
            ConvTransform <T>        tr  = new ConvTransform <T>(ell, src_mtx);

            m_num_pix += r * r * Math.PI;

            SpanInterpolatorLinear <T> interpolator = new SpanInterpolatorLinear <T>(img_mtx);

            ImageFilterLookUpTable <T> filter = new ImageFilterLookUpTable <T>();
            bool norm = m_normalize.status();

#if SourceDepth24
            FormatRGB pixf_img = new FormatRGB(rbuf_img(1), new BlenderBGR());
#else
            pixfmt_alpha_blend_rgba32 pixf_img = new pixfmt_alpha_blend_rgba32(rbuf_img(1), new blender_bgra32());
#endif
            RasterBufferAccessorClip source = new RasterBufferAccessorClip(pixf_img, RGBA_Doubles.RgbaPre(0, 0, 0, 0));

            switch (m_filters.cur_item())
            {
            case 0:
            {
#if SourceDepth24
                SpanImageFilterRgbNN <T> sg = new SpanImageFilterRgbNN <T>(source, interpolator);
#else
                span_image_filter_rgba_nn sg = new span_image_filter_rgba_nn(source, interpolator);
#endif
                m_Rasterizer.AddPath(tr);
                Renderer <T> .GenerateAndRender(m_Rasterizer, m_ScanlineUnpacked, rb_pre, m_SpanAllocator, sg);
            }
            break;

            case 1:
            {
#if SourceDepth24
                //span_image_filter_rgb_bilinear_clip sg = new span_image_filter_rgb_bilinear_clip(pixf_img, rgba.rgba_pre(0, 0.4, 0, 0.5), interpolator);
                SpanImageFilterRgbBilinear <T> sg = new SpanImageFilterRgbBilinear <T>(source, interpolator);
#else
                //span_image_filter_rgba_bilinear_clip sg = new span_image_filter_rgba_bilinear_clip(pixf_img, rgba.rgba_pre(0, 0, 0, 0), interpolator);
                span_image_filter_rgba_bilinear sg = new span_image_filter_rgba_bilinear(source, interpolator);
#endif
                m_Rasterizer.AddPath(tr);
                Renderer <T> .GenerateAndRender(m_Rasterizer, m_ScanlineUnpacked, rb_pre, m_SpanAllocator, sg);
            }
            break;

            case 5:
            case 6:
            case 7:
            {
                switch (m_filters.cur_item())
                {
                case 5: filter.Calculate(new ImageFilterHanning <T>(), norm); break;

                case 6: filter.Calculate(new ImageFilterHamming <T>(), norm); break;

                case 7: filter.Calculate(new ImageFilterHermite <T>(), norm); break;
                }

                SpanImageFilterRgb2x2 <T> sg = new SpanImageFilterRgb2x2 <T>(source, interpolator, filter);
                m_Rasterizer.AddPath(tr);
                Renderer <T> .GenerateAndRender(m_Rasterizer, m_ScanlineUnpacked, rb_pre, m_SpanAllocator, sg);
            }
            break;

            case 2:
            case 3:
            case 4:
            case 8:
            case 9:
            case 10:
            case 11:
            case 12:
            case 13:
            case 14:
            case 15:
            case 16:
            {
                switch (m_filters.cur_item())
                {
                case 2: filter.Calculate(new ImageFilterBicubic <T>(), norm); break;

                case 3: filter.Calculate(new ImageFilterSpline16 <T>(), norm); break;

                case 4: filter.Calculate(new ImageFilterSpline36 <T>(), norm); break;

                case 8: filter.Calculate(new ImageFilterKaiser <T>(), norm); break;

                case 9: filter.Calculate(new ImageFilterQuadric <T>(), norm); break;

                case 10: filter.Calculate(new ImageFilterCatrom <T>(), norm); break;

                case 11: filter.Calculate(new ImageFilterGaussian <T>(), norm); break;

                case 12: filter.Calculate(new ImageFilterBessel <T>(), norm); break;

                case 13: filter.Calculate(new ImageFilterMitchell <T>(), norm); break;

                case 14: filter.Calculate(new ImageFilterSinc <T>(m_radius.value()), norm); break;

                case 15: filter.Calculate(new ImageFilterLanczos <T>(m_radius.value()), norm); break;

                case 16:
                    filter.Calculate(new ImageFilterBlackman <T>(m_radius.value()), norm);
                    break;
                }

#if SourceDepth24
                SpanImageFilterRgb <T> sg = new SpanImageFilterRgb <T>(source, interpolator, filter);
#else
                span_image_filter_rgb sg = new span_image_filter_rgba(source, interpolator, filter);
#endif
                m_Rasterizer.AddPath(tr);
                Renderer <T> .GenerateAndRender(m_Rasterizer, m_ScanlineUnpacked, rb_pre, m_SpanAllocator, sg);
            }
            break;
            }
        }