internal void render_gouraud(IImageByte backBuffer, IScanlineCache sl, IRasterizer ras, RenderPoint[] points) { ImageBuffer image = new ImageBuffer(); image.Attach(backBuffer, new BlenderZBuffer()); ImageClippingProxy ren_base = new ImageClippingProxy(image); MatterHackers.Agg.span_allocator span_alloc = new span_allocator(); span_gouraud_rgba span_gen = new span_gouraud_rgba(); span_gen.colors(points[0].color, points[1].color, points[2].color); span_gen.triangle(points[0].position.x, points[0].position.y, points[1].position.x, points[1].position.y, points[2].position.x, points[2].position.y); ras.add_path(span_gen); ScanlineRenderer scanlineRenderer = new ScanlineRenderer(); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); }
public override void OnDraw(Graphics2D graphics2D) { ImageBuffer widgetsSubImage = ImageBuffer.NewSubImageReference(graphics2D.DestImage, graphics2D.GetClippingRect()); IImageByte backBuffer = widgetsSubImage; #if SourceDepth24 pixfmt_alpha_blend_rgb pf = new pixfmt_alpha_blend_rgb(backBuffer, new blender_bgr()); #else ImageBuffer pf = new ImageBuffer(); pf.Attach(backBuffer, new BlenderBGRA()); #endif ImageClippingProxy ren_base = new ImageClippingProxy(pf); ren_base.clear(new RGBA_Floats(1.0, 1.0, 1.0)); scanline_unpacked_8 sl = new scanline_unpacked_8(); ScanlineRasterizer ras = new ScanlineRasterizer(); #if true render_gouraud(backBuffer, sl, ras); #else agg.span_allocator span_alloc = new span_allocator(); span_gouraud_rgba span_gen = new span_gouraud_rgba(new rgba8(255, 0, 0, 255), new rgba8(0, 255, 0, 255), new rgba8(0, 0, 255, 255), 320, 220, 100, 100, 200, 100, 0); span_gouraud test_sg = new span_gouraud(new rgba8(0, 0, 0, 255), new rgba8(0, 0, 0, 255), new rgba8(0, 0, 0, 255), 320, 220, 100, 100, 200, 100, 0); ras.add_path(test_sg); renderer_scanlines.render_scanlines_aa(ras, sl, ren_base, span_alloc, span_gen); //renderer_scanlines.render_scanlines_aa_solid(ras, sl, ren_base, new rgba8(0, 0, 0, 255)); #endif ras.gamma(new gamma_none()); //m_dilation.Render(ras, sl, ren_base); //m_gamma.Render(ras, sl, ren_base); //m_alpha.Render(ras, sl, ren_base); base.OnDraw(graphics2D); }
//template<class Scanline, class Ras> public void render_gouraud(IImageByte backBuffer, IScanlineCache sl, IRasterizer ras) { double alpha = m_alpha.Value; double brc = 1; #if SourceDepth24 pixfmt_alpha_blend_rgb pf = new pixfmt_alpha_blend_rgb(backBuffer, new blender_bgr()); #else ImageBuffer image = new ImageBuffer(); image.Attach(backBuffer, new BlenderBGRA()); #endif ImageClippingProxy ren_base = new ImageClippingProxy(image); MatterHackers.Agg.span_allocator span_alloc = new span_allocator(); span_gouraud_rgba span_gen = new span_gouraud_rgba(); ras.gamma(new gamma_linear(0.0, m_gamma.Value)); double d = m_dilation.Value; // Six triangles double xc = (m_x[0] + m_x[1] + m_x[2]) / 3.0; double yc = (m_y[0] + m_y[1] + m_y[2]) / 3.0; double x1 = (m_x[1] + m_x[0]) / 2 - (xc - (m_x[1] + m_x[0]) / 2); double y1 = (m_y[1] + m_y[0]) / 2 - (yc - (m_y[1] + m_y[0]) / 2); double x2 = (m_x[2] + m_x[1]) / 2 - (xc - (m_x[2] + m_x[1]) / 2); double y2 = (m_y[2] + m_y[1]) / 2 - (yc - (m_y[2] + m_y[1]) / 2); double x3 = (m_x[0] + m_x[2]) / 2 - (xc - (m_x[0] + m_x[2]) / 2); double y3 = (m_y[0] + m_y[2]) / 2 - (yc - (m_y[0] + m_y[2]) / 2); span_gen.colors(new RGBA_Floats(1, 0, 0, alpha), new RGBA_Floats(0, 1, 0, alpha), new RGBA_Floats(brc, brc, brc, alpha)); span_gen.triangle(m_x[0], m_y[0], m_x[1], m_y[1], xc, yc, d); ras.add_path(span_gen); ScanlineRenderer scanlineRenderer = new ScanlineRenderer(); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); span_gen.colors(new RGBA_Floats(0, 1, 0, alpha), new RGBA_Floats(0, 0, 1, alpha), new RGBA_Floats(brc, brc, brc, alpha)); span_gen.triangle(m_x[1], m_y[1], m_x[2], m_y[2], xc, yc, d); ras.add_path(span_gen); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); span_gen.colors(new RGBA_Floats(0, 0, 1, alpha), new RGBA_Floats(1, 0, 0, alpha), new RGBA_Floats(brc, brc, brc, alpha)); span_gen.triangle(m_x[2], m_y[2], m_x[0], m_y[0], xc, yc, d); ras.add_path(span_gen); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); brc = 1 - brc; span_gen.colors(new RGBA_Floats(1, 0, 0, alpha), new RGBA_Floats(0, 1, 0, alpha), new RGBA_Floats(brc, brc, brc, alpha)); span_gen.triangle(m_x[0], m_y[0], m_x[1], m_y[1], x1, y1, d); ras.add_path(span_gen); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); span_gen.colors(new RGBA_Floats(0, 1, 0, alpha), new RGBA_Floats(0, 0, 1, alpha), new RGBA_Floats(brc, brc, brc, alpha)); span_gen.triangle(m_x[1], m_y[1], m_x[2], m_y[2], x2, y2, d); ras.add_path(span_gen); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); span_gen.colors(new RGBA_Floats(0, 0, 1, alpha), new RGBA_Floats(1, 0, 0, alpha), new RGBA_Floats(brc, brc, brc, alpha)); span_gen.triangle(m_x[2], m_y[2], m_x[0], m_y[0], x3, y3, d); ras.add_path(span_gen); scanlineRenderer.GenerateAndRender(ras, sl, ren_base, span_alloc, span_gen); }
public styles_gouraud(mesh_ctrl mesh, GammaLookUpTable gamma) { int i; for (i = 0; i < mesh.num_triangles(); i++) { mesh_triangle t = mesh.triangle(i); mesh_point p1 = mesh.vertex(t.p1); mesh_point p2 = mesh.vertex(t.p2); mesh_point p3 = mesh.vertex(t.p3); RGBA_Bytes c1 = p1.color; RGBA_Bytes c2 = p2.color; RGBA_Bytes c3 = p3.color; c1.apply_gamma_dir(gamma); c2.apply_gamma_dir(gamma); c3.apply_gamma_dir(gamma); span_gouraud_rgba gouraud = new span_gouraud_rgba(c1, c2, c3, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y); gouraud.prepare(); m_triangles.Add(gouraud); } }