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Render.java
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219 lines (192 loc) · 9.28 KB
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import javax.swing.*;
import java.awt.*;
import java.util.List;
import java.util.ArrayList;
import java.awt.image.BufferedImage;
public class Render {
public static void main(String[] args) {
JFrame frame = new JFrame();
Container pane = frame.getContentPane();
pane.setLayout(new BorderLayout());
// slider to control horizontal rotation
JSlider headingSlider = new JSlider(-180, 180, 0);
pane.add(headingSlider, BorderLayout.SOUTH);
// slider to control vertical rotation
JSlider pitchSlider = new JSlider(SwingConstants.VERTICAL, -90, 90, 0);
pane.add(pitchSlider, BorderLayout.EAST);
// panel to display render results
JPanel renderPanel = new JPanel() {
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, getWidth(), getHeight());
List<Triangle> tris = new ArrayList<>();
tris.add(new Triangle(new Vertex(100, 100, 100),
new Vertex(-100, -100, 100),
new Vertex(-100, 100, -100),
Color.WHITE));
tris.add(new Triangle(new Vertex(100, 100, 100),
new Vertex(-100, -100, 100),
new Vertex(100, -100, -100),
Color.RED));
tris.add(new Triangle(new Vertex(-100, 100, -100),
new Vertex(100, -100, -100),
new Vertex(100, 100, 100),
Color.GREEN));
tris.add(new Triangle(new Vertex(-100, 100, -100),
new Vertex(100, -100, -100),
new Vertex(-100, -100, 100),
Color.BLUE));
for (int i = 0; i < 4; i++) {
tris = inflate(tris);
}
double heading = Math.toRadians(headingSlider.getValue());
Matrix3 headingTransform = new Matrix3(new double[] {
Math.cos(heading), 0, -Math.sin(heading),
0, 1, 0,
Math.sin(heading), 0, Math.cos(heading)
});
double pitch = Math.toRadians(pitchSlider.getValue());
Matrix3 pitchTransform = new Matrix3(new double[] {
1, 0, 0,
0, Math.cos(pitch), Math.sin(pitch),
0, -Math.sin(pitch), Math.cos(pitch)
});
Matrix3 transform = headingTransform.multiply(pitchTransform);
BufferedImage img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB);
double[] zBuffer = new double[img.getWidth() * img.getHeight()];
// initialize array with extremely far away depths
for (int q = 0; q < zBuffer.length; q++) {
zBuffer[q] = Double.NEGATIVE_INFINITY;
}
for (Triangle t : tris) {
Vertex v1 = transform.transform(t.v1);
v1.x += getWidth() / 2;
v1.y += getHeight() / 2;
Vertex v2 = transform.transform(t.v2);
v2.x += getWidth() / 2;
v2.y += getHeight() / 2;
Vertex v3 = transform.transform(t.v3);
v3.x += getWidth() / 2;
v3.y += getHeight() / 2;
Vertex ab = new Vertex(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z);
Vertex ac = new Vertex(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z);
Vertex norm = new Vertex(
ab.y * ac.z - ab.z * ac.y,
ab.z * ac.x - ab.x * ac.z,
ab.x * ac.y - ab.y * ac.x
);
double normalLength = Math.sqrt(norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
norm.x /= normalLength;
norm.y /= normalLength;
norm.z /= normalLength;
double angleCos = Math.abs(norm.z);
int minX = (int) Math.max(0, Math.ceil(Math.min(v1.x, Math.min(v2.x, v3.x))));
int maxX = (int) Math.min(img.getWidth() - 1, Math.floor(Math.max(v1.x, Math.max(v2.x, v3.x))));
int minY = (int) Math.max(0, Math.ceil(Math.min(v1.y, Math.min(v2.y, v3.y))));
int maxY = (int) Math.min(img.getHeight() - 1, Math.floor(Math.max(v1.y, Math.max(v2.y, v3.y))));
double triangleArea = (v1.y - v3.y) * (v2.x - v3.x) + (v2.y - v3.y) * (v3.x - v1.x);
for (int y = minY; y <= maxY; y++) {
for (int x = minX; x <= maxX; x++) {
double b1 = ((y - v3.y) * (v2.x - v3.x) + (v2.y - v3.y) * (v3.x - x)) / triangleArea;
double b2 = ((y - v1.y) * (v3.x - v1.x) + (v3.y - v1.y) * (v1.x - x)) / triangleArea;
double b3 = ((y - v2.y) * (v1.x - v2.x) + (v1.y - v2.y) * (v2.x - x)) / triangleArea;
if (b1 >= 0 && b1 <= 1 && b2 >= 0 && b2 <= 1 && b3 >= 0 && b3 <= 1) {
double depth = b1 * v1.z + b2 * v2.z + b3 * v3.z;
int zIndex = y * img.getWidth() + x;
if (zBuffer[zIndex] < depth) {
img.setRGB(x, y, getShade(t.color, angleCos).getRGB());
zBuffer[zIndex] = depth;
}
}
}
}
}
g2.drawImage(img, 0, 0, null);
}
};
pane.add(renderPanel, BorderLayout.CENTER);
headingSlider.addChangeListener(e -> renderPanel.repaint());
pitchSlider.addChangeListener(e -> renderPanel.repaint());
frame.setSize(400, 400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
public static Color getShade(Color color, double shade) {
double redLinear = Math.pow(color.getRed(), 2.4) * shade;
double greenLinear = Math.pow(color.getGreen(), 2.4) * shade;
double blueLinear = Math.pow(color.getBlue(), 2.4) * shade;
int red = (int) Math.pow(redLinear, 1/2.4);
int green = (int) Math.pow(greenLinear, 1/2.4);
int blue = (int) Math.pow(blueLinear, 1/2.4);
return new Color(red, green, blue);
}
public static List<Triangle> inflate(List<Triangle> tris) {
List<Triangle> result = new ArrayList<>();
for (Triangle t : tris) {
Vertex m1 = new Vertex((t.v1.x + t.v2.x)/2, (t.v1.y + t.v2.y)/2, (t.v1.z + t.v2.z)/2);
Vertex m2 = new Vertex((t.v2.x + t.v3.x)/2, (t.v2.y + t.v3.y)/2, (t.v2.z + t.v3.z)/2);
Vertex m3 = new Vertex((t.v1.x + t.v3.x)/2, (t.v1.y + t.v3.y)/2, (t.v1.z + t.v3.z)/2);
result.add(new Triangle(t.v1, m1, m3, t.color));
result.add(new Triangle(t.v2, m1, m2, t.color));
result.add(new Triangle(t.v3, m2, m3, t.color));
result.add(new Triangle(m1, m2, m3, t.color));
}
for (Triangle t : result) {
for (Vertex v : new Vertex[] { t.v1, t.v2, t.v3 }) {
double l = Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z) / Math.sqrt(30000);
v.x /= l;
v.y /= l;
v.z /= l;
}
}
return result;
}
}
class Vertex {
double x;
double y;
double z;
Vertex(double x, double y, double z) {
this.x = x;
this.y = y;
this.z = z;
}
}
class Triangle {
Vertex v1;
Vertex v2;
Vertex v3;
Color color;
Triangle(Vertex v1, Vertex v2, Vertex v3, Color color) {
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
this.color = color;
}
}
class Matrix3 {
double[] values;
Matrix3(double[] values) {
this.values = values;
}
Matrix3 multiply(Matrix3 other) {
double[] result = new double[9];
for (int row = 0; row < 3; row++) {
for (int col = 0; col < 3; col++) {
for (int i = 0; i < 3; i++) {
result[row * 3 + col] +=
this.values[row * 3 + i] * other.values[i * 3 + col];
}
}
}
return new Matrix3(result);
}
Vertex transform(Vertex in) {
return new Vertex(
in.x * values[0] + in.y * values[3] + in.z * values[6],
in.x * values[1] + in.y * values[4] + in.z * values[7],
in.x * values[2] + in.y * values[5] + in.z * values[8]
);
}
}