Пример #1
0
 public void registerNeighbor(warp_Triangle triangle)
 {
     if (!neighbor.Contains(triangle))
     {
         neighbor.Add(triangle);
     }
 }
Пример #2
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        private void enqueueTriangle(warp_Triangle tri)
        {
            if (tri.parent.material == null)
            {
                return;
            }
            if (tri.visible == false)
            {
                return;
            }
            if ((tri.parent.material.transparency == 255) &&
                (tri.parent.material.reflectivity == 0))
            {
                return;
            }

            if (tri.parent.material.transparency > 0)
            {
                transparentQueue.Add(tri);
            }
            else
            {
                opaqueQueue.Add(tri);
            }
        }
Пример #3
0
        public warp_Object identifyObjectAt(int xpos, int ypos)
        {
            warp_Triangle tri = identifyTriangleAt(xpos, ypos);

            if (tri == null)
            {
                return(null);
            }
            return(tri.parent);
        }
Пример #4
0
        private warp_Triangle[] getTransparentQueue()
        {
            if (transparentQueue.Count == 0)
            {
                return(null);
            }
            IEnumerator enumerator = transparentQueue.GetEnumerator();

            warp_Triangle[] tri = new warp_Triangle[transparentQueue.Count];

            int id = 0;

            while (enumerator.MoveNext())
            {
                tri[id++] = (warp_Triangle)enumerator.Current;
            }

            return(sortTriangles(tri, 0, tri.GetLength(0) - 1));
        }
Пример #5
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		public void removeTriangle(warp_Triangle t)
		{
			triangleData.Remove(t);
		}
Пример #6
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		public void addTriangle(warp_Triangle newTriangle)
		{
			newTriangle.parent=this;
			triangleData.Add(newTriangle);
			dirty=true;
		}
Пример #7
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 public void removeTriangle(warp_Triangle t)
 {
     triangleData.Remove(t);
 }
Пример #8
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 public void addTriangle(warp_Triangle newTriangle)
 {
     newTriangle.parent = this;
     triangleData.Add(newTriangle);
     dirty = true;
 }
 private void drawWireframe(warp_Triangle tri, int defaultcolor)
 {
     drawLine(tri.p1,tri.p2,defaultcolor);
     drawLine(tri.p2,tri.p3,defaultcolor);
     drawLine(tri.p3,tri.p1,defaultcolor);
 }
        public void render(warp_Triangle tri)
        {
            if (!ready) {return;}
            if (tri.parent == null){return;}
            if ( (mode & W) != 0)
            {
                drawWireframe(tri, color);
                if ( (mode & W) == 0){return;}
            }

            p1 = tri.p1;
            p2 = tri.p2;
            p3 = tri.p3;

            if (p1.y > p2.y){tempVertex = p1;p1 = p2;p2 = tempVertex;}
            if (p2.y > p3.y){tempVertex = p2;p2 = p3;p3 = tempVertex;}
            if (p1.y > p2.y){tempVertex = p1;p1 = p2;p2 = tempVertex;}

            if (p1.y >= height){return;}
            if (p3.y < 0){return;}
            if (p1.y == p3.y){return;}

            if (mode == F)
            {
                lutID = (int) (tri.n2.x * 127 + 127) +( (int) (tri.n2.y * 127 + 127) << 8);
                c = warp_Color.multiply(color, diffuse[lutID]);
                s = warp_Color.scale(specular[lutID], reflectivity);
                currentColor = warp_Color.add(c, s);
            }

            currentId = (tri.parent.id << 16) | tri.id;

            x1 = p1.x << 8;
            x2 = p2.x << 8;
            x3 = p3.x << 8;
            y1 = p1.y;
            y2 = p2.y;
            y3 = p3.y;

            x4 = x1 + (x3 - x1) * (y2 - y1) / (y3 - y1);
            x1 <<= 8;
            x2 <<= 8;
            x3 <<= 8;
            x4 <<= 8;

            z1 = p1.z;
            z2 = p2.z;
            z3 = p3.z;
            nx1 = p1.nx << 16;
            nx2 = p2.nx << 16;
            nx3 = p3.nx << 16;
            ny1 = p1.ny << 16;
            ny2 = p2.ny << 16;
            ny3 = p3.ny << 16;

            sw1 = 1.0f /  p1.sw;
            sw2 = 1.0f /  p2.sw;
            sw3 = 1.0f /  p3.sw;

            tx1 = p1.tx * sw1;
            tx2 = p2.tx * sw2;
            tx3 = p3.tx * sw3;
            ty1 = p1.ty * sw1;
            ty2 = p2.ty * sw2;
            ty3 = p3.ty * sw3;

            dx = (x4 - x2) >> 16;
            if (dx == 0)
            {
                return;
            }

            temp = 256 * (y2 - y1) / (y3 - y1);

            z4 = z1 + ( (z3 - z1) >> 8) * temp;
            nx4 = nx1 + ( (nx3 - nx1) >> 8) * temp;
            ny4 = ny1 + ( (ny3 - ny1) >> 8) * temp;

            float tf = (float)(y2 - y1) / (float)(y3 - y1);

            tx4 = tx1 + ( (tx3 - tx1) * tf);
            ty4 = ty1 + ( (ty3 - ty1) * tf);

            sw4 = sw1 + ( (sw3 - sw1) * tf) ;

            dz = (z4 - z2) / dx;
            dnx = (nx4 - nx2) / dx;
            dny = (ny4 - ny2) / dx;
            dtx = (tx4 - tx2) / dx;
            dty = (ty4 - ty2) / dx;
            dsw = (sw4 - sw2) / dx;

            if (dx < 0)
            {
                temp = x2;
                x2 = x4;
                x4 = temp;
                z2 = z4;
                tx2 = tx4;
                ty2 = ty4;
                sw2 = sw4;
                nx2 = nx4;
                ny2 = ny4;
            }
            if (y2 >= 0)
            {
                dy = y2 - y1;
                if (dy != 0)
                {
                    dxL = (x2 - x1) / dy;
                    dxR = (x4 - x1) / dy;
                    dzBase = (z2 - z1) / dy;
                    dnxBase = (nx2 - nx1) / dy;
                    dnyBase = (ny2 - ny1) / dy;
                    dtxBase = (tx2 - tx1) / dy;
                    dtyBase = (ty2 - ty1) / dy;
                    dswBase = (sw2 - sw1) / dy;
                }

                xBase = x1;
                xMax = x1;
                zBase = z1;
                nxBase = nx1;
                nyBase = ny1;
                txBase = tx1;
                tyBase = ty1;
                swBase = sw1;

                if (y1 < 0)
                {
                    xBase -= y1 * dxL;
                    xMax -= y1 * dxR;
                    zBase -= y1 * dzBase;
                    nxBase -= y1 * dnxBase;
                    nyBase -= y1 * dnyBase;
                    txBase -= y1 * dtxBase;
                    tyBase -= y1 * dtyBase;
                    swBase -= y1 * dswBase;
                    y1 = 0;
                }

                y2 = (y2 < height) ? y2 : height;
                offset = y1 * width;
                for (y = y1; y < y2; y++)
                {
                    renderLine();
                }
            }

            if (y2 < height)
            {
                dy = y3 - y2;
                if (dy != 0)
                {
                    dxL = (x3 - x2) / dy;
                    dxR = (x3 - x4) / dy;
                    dzBase = (z3 - z2) / dy;
                    dnxBase = (nx3 - nx2) / dy;
                    dnyBase = (ny3 - ny2) / dy;
                    dtxBase = (tx3 - tx2) / dy;
                    dtyBase = (ty3 - ty2) / dy;
                    dswBase = (sw3 - sw2) / dy;
                }

                xBase = x2;
                xMax = x4;
                zBase = z2;
                nxBase = nx2;
                nyBase = ny2;
                txBase = tx2;
                tyBase = ty2;
                swBase = sw2;

                if (y2 < 0)
                {
                    xBase -= y2 * dxL;
                    xMax -= y2 * dxR;
                    zBase -= y2 * dzBase;
                    nxBase -= y2 * dnxBase;
                    nyBase -= y2 * dnyBase;
                    txBase -= y2 * dtxBase;
                    tyBase -= y2 * dtyBase;
                    swBase -= y2 * dswBase;
                    y2 = 0;
                }

                y3 = (y3 < height) ? y3 : height;
                offset = y2 * width;

                for (y = y2; y < y3; y++)
                {
                    renderLine();
                }
            }
        }
Пример #11
0
 private void drawWireframe(warp_Triangle tri, int defaultcolor)
 {
     drawLine(tri.p1, tri.p2, defaultcolor);
     drawLine(tri.p2, tri.p3, defaultcolor);
     drawLine(tri.p3, tri.p1, defaultcolor);
 }
Пример #12
0
        public void render(warp_Triangle tri)
        {
            if (!ready)
            {
                return;
            }
            if (tri.parent == null)
            {
                return;
            }
            if ((mode & W) != 0)
            {
                drawWireframe(tri, color);
                if ((mode & W) == 0)
                {
                    return;
                }
            }

            p1 = tri.p1;
            p2 = tri.p2;
            p3 = tri.p3;

            if (p1.y > p2.y)
            {
                tempVertex = p1; p1 = p2; p2 = tempVertex;
            }
            if (p2.y > p3.y)
            {
                tempVertex = p2; p2 = p3; p3 = tempVertex;
            }
            if (p1.y > p2.y)
            {
                tempVertex = p1; p1 = p2; p2 = tempVertex;
            }

            if (p1.y >= height)
            {
                return;
            }
            if (p3.y < 0)
            {
                return;
            }
            if (p1.y == p3.y)
            {
                return;
            }

            if (mode == F)
            {
                lutID        = (int)(tri.n2.x * 127 + 127) + ((int)(tri.n2.y * 127 + 127) << 8);
                c            = warp_Color.multiply(color, diffuse[lutID]);
                s            = warp_Color.scale(specular[lutID], reflectivity);
                currentColor = warp_Color.add(c, s);
            }

            currentId = (tri.parent.id << 16) | tri.id;

            x1 = p1.x << 8;
            x2 = p2.x << 8;
            x3 = p3.x << 8;
            y1 = p1.y;
            y2 = p2.y;
            y3 = p3.y;

            x4   = x1 + (x3 - x1) * (y2 - y1) / (y3 - y1);
            x1 <<= 8;
            x2 <<= 8;
            x3 <<= 8;
            x4 <<= 8;

            z1  = p1.z;
            z2  = p2.z;
            z3  = p3.z;
            nx1 = p1.nx << 16;
            nx2 = p2.nx << 16;
            nx3 = p3.nx << 16;
            ny1 = p1.ny << 16;
            ny2 = p2.ny << 16;
            ny3 = p3.ny << 16;

            sw1 = 1.0f / p1.sw;
            sw2 = 1.0f / p2.sw;
            sw3 = 1.0f / p3.sw;

            tx1 = p1.tx * sw1;
            tx2 = p2.tx * sw2;
            tx3 = p3.tx * sw3;
            ty1 = p1.ty * sw1;
            ty2 = p2.ty * sw2;
            ty3 = p3.ty * sw3;

            dx = (x4 - x2) >> 16;
            if (dx == 0)
            {
                return;
            }

            temp = 256 * (y2 - y1) / (y3 - y1);

            z4  = z1 + ((z3 - z1) >> 8) * temp;
            nx4 = nx1 + ((nx3 - nx1) >> 8) * temp;
            ny4 = ny1 + ((ny3 - ny1) >> 8) * temp;

            float tf = (float)(y2 - y1) / (float)(y3 - y1);

            tx4 = tx1 + ((tx3 - tx1) * tf);
            ty4 = ty1 + ((ty3 - ty1) * tf);

            sw4 = sw1 + ((sw3 - sw1) * tf);

            dz  = (z4 - z2) / dx;
            dnx = (nx4 - nx2) / dx;
            dny = (ny4 - ny2) / dx;
            dtx = (tx4 - tx2) / dx;
            dty = (ty4 - ty2) / dx;
            dsw = (sw4 - sw2) / dx;

            if (dx < 0)
            {
                temp = x2;
                x2   = x4;
                x4   = temp;
                z2   = z4;
                tx2  = tx4;
                ty2  = ty4;
                sw2  = sw4;
                nx2  = nx4;
                ny2  = ny4;
            }
            if (y2 >= 0)
            {
                dy = y2 - y1;
                if (dy != 0)
                {
                    dxL     = (x2 - x1) / dy;
                    dxR     = (x4 - x1) / dy;
                    dzBase  = (z2 - z1) / dy;
                    dnxBase = (nx2 - nx1) / dy;
                    dnyBase = (ny2 - ny1) / dy;
                    dtxBase = (tx2 - tx1) / dy;
                    dtyBase = (ty2 - ty1) / dy;
                    dswBase = (sw2 - sw1) / dy;
                }

                xBase  = x1;
                xMax   = x1;
                zBase  = z1;
                nxBase = nx1;
                nyBase = ny1;
                txBase = tx1;
                tyBase = ty1;
                swBase = sw1;

                if (y1 < 0)
                {
                    xBase  -= y1 * dxL;
                    xMax   -= y1 * dxR;
                    zBase  -= y1 * dzBase;
                    nxBase -= y1 * dnxBase;
                    nyBase -= y1 * dnyBase;
                    txBase -= y1 * dtxBase;
                    tyBase -= y1 * dtyBase;
                    swBase -= y1 * dswBase;
                    y1      = 0;
                }

                y2     = (y2 < height) ? y2 : height;
                offset = y1 * width;
                for (y = y1; y < y2; y++)
                {
                    renderLine();
                }
            }

            if (y2 < height)
            {
                dy = y3 - y2;
                if (dy != 0)
                {
                    dxL     = (x3 - x2) / dy;
                    dxR     = (x3 - x4) / dy;
                    dzBase  = (z3 - z2) / dy;
                    dnxBase = (nx3 - nx2) / dy;
                    dnyBase = (ny3 - ny2) / dy;
                    dtxBase = (tx3 - tx2) / dy;
                    dtyBase = (ty3 - ty2) / dy;
                    dswBase = (sw3 - sw2) / dy;
                }

                xBase  = x2;
                xMax   = x4;
                zBase  = z2;
                nxBase = nx2;
                nyBase = ny2;
                txBase = tx2;
                tyBase = ty2;
                swBase = sw2;

                if (y2 < 0)
                {
                    xBase  -= y2 * dxL;
                    xMax   -= y2 * dxR;
                    zBase  -= y2 * dzBase;
                    nxBase -= y2 * dnxBase;
                    nyBase -= y2 * dnyBase;
                    txBase -= y2 * dtxBase;
                    tyBase -= y2 * dtyBase;
                    swBase -= y2 * dswBase;
                    y2      = 0;
                }

                y3     = (y3 < height) ? y3 : height;
                offset = y2 * width;

                for (y = y2; y < y3; y++)
                {
                    renderLine();
                }
            }
        }
        private warp_Triangle[] sortTriangles(warp_Triangle[] tri, int L, int R)
        {
            //FIX: Added Index bounds checking. (Was causing random exceptions) - Created by: X
            if (L < 0) L = 0;
            if (L > tri.Length) L = tri.Length;
            if (R < 0) R = 0;
            if (R > tri.Length) R = tri.Length;
            // - Created by: X

            float m = (tri[L].dist + tri[R].dist) * 0.5f;
            int i=L;
            int j=R;
            warp_Triangle temp;

            do
            {
                while (tri[i].dist>m) i++;
                while (tri[j].dist<m) j--;

                if (i<=j)
                {
                    temp=tri[i];
                    tri[i]=tri[j];
                    tri[j]=temp;
                    i++;
                    j--;
                }
            }
            while (j>=i);

            if (L<j) sortTriangles(tri,L,j);
            if (R>i) sortTriangles(tri,i,R);

            return tri;
        }
        private warp_Triangle[] getTransparentQueue()
        {
            if (transparentQueue.Count==0) return null;
            IEnumerator enumerator=transparentQueue.GetEnumerator();
            warp_Triangle[] tri=new warp_Triangle[transparentQueue.Count];

            int id=0;
            while (enumerator.MoveNext())
                tri[id++]=(warp_Triangle)enumerator.Current;

            return sortTriangles(tri,0,tri.GetLength(0)-1);
        }
        private void enqueueTriangle(warp_Triangle tri)
        {
            if (tri.parent.material == null)
            {
                return;
            }
            if (tri.visible == false)
            {
                return;
            }
            if ( (tri.parent.material.transparency == 255) &&
                (tri.parent.material.reflectivity == 0))
            {
                return;
            }

            if (tri.parent.material.transparency > 0)
            {
                transparentQueue.Add(tri);
            }
            else
            {
                opaqueQueue.Add(tri);
            }
        }
Пример #16
0
		public void registerNeighbor(warp_Triangle triangle)
		{
			if (!neighbor.Contains(triangle)) neighbor.Add(triangle);
		}