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package my3d; import java.util.Stack; import javafx.scene.canvas.Canvas; import javafx.scene.image.PixelWriter; import javafx.scene.paint.Color; import my3d._math3d.*; import my3d._shape3d.*; import my3d._shape3d2.*; public class _viewport3d3 extends _viewport3d2 { private int zbuf_w = (int)view_w, zbuf_h = (int)view_h; private double[][] zbuf = new double[zbuf_h][zbuf_w]; private PixelWriter pw; public _viewport3d3(Canvas view) { super(view); pw = gc.getPixelWriter(); for (int i = 0; i < na_buf.length; i++) na_buf[i] = new _vector(); for (int i = 0; i < ia_buf.length; i++) ia_buf[i] = new _point(); pick_material = new _material(Color.RED); DEFAULT_MATERIAL = new _material(Color.WHITE); ray_dx = 1 / view_w; for (int i = 0; i < alloc_ld_buf.length; i++) alloc_ld_buf[i] = new _line_data(); } private boolean b_zbuf; public boolean is_zbuffer_enable() { return b_zbuf; } public void set_zbuffer_enable(boolean b) { b_zbuf = b; } @Override public void begin_render() { super.begin_render(); if (b_zbuf) { for (int y = 0; y < zbuf_h; y++) for (int x = 0; x < zbuf_w; x++) zbuf[y][x] = clip_back; } } private _vector[] na_buf = new _vector[va_buf.length]; @Override public void render_shape(_shape3d shape) { if (pre_render_shape(shape)) return; if (!b_zbuf && shading_mode == _shading_mode.Flat && !b_texture) { super.render_shape(shape); return; } _vector[] vertices = shape.vertices; for (int i = 0; i < vertices.length; i++) _math3d.mul(tf_curr, vertices[i], va_buf[i]); _shape3d2 shape2 = (shape instanceof _shape3d2) ? (_shape3d2)shape : null; _vector[] normals = (shape2 != null) ? shape2.normals : null; if (shading_mode != _shading_mode.Flat && normals != null) { _matrix m = tf_curr.orientation; for (int i = 0; i < normals.length; i++) { _math3d.mul(m, normals[i], na_buf[i]); if (shading_mode == _shading_mode.Gouraud) _math3d.normalize(na_buf[i], na_buf[i]); } } for (_face face : shape.faces) render_face(face, va_buf, na_buf, get_material(shape, face)); } private _vector[] va3 = new _vector[3]; private _vector[] na3 = new _vector[3]; private _point[] pa3 = new _point[3]; private _point p_i1, p_i2, p_i3, p_i4, intensity = new _point(); private _vector v_n1, v_n2, v_n3, v_n = new _vector(); private _point p_t1, p_t2, p_t3, p_t4, p_t = new _point(); private _vector v_buf_ray = new _vector(); private _vector[] na = new _vector[va.length]; private _point[] ia_buf = new _point[va.length]; private _point[] ta; private boolean b_corn; private double stretch; private boolean b_fill_intensity, b_fill_normal, b_fill_texture; private void render_face( _face face, _vector[] vertices, _vector[] normals, _material material) { int vertex_count = get_vertices(face.vertex_indices, vertices, va, v_buf_normal); if (vertex_count == 0) return; int n = get_polygon(va, vertex_count, pa_buf); if (n == 0) return; // 光源処理 int c_mat = _math3d.to_argb(material.color); int diffuse = (int)(256 * get_diffuse(v_buf_normal)); int c_face = _math3d.mul(c_mat, diffuse); // スムーズ・シェーディング double shininess = material.shininess; b_fill_intensity = false; b_fill_normal = false; b_corn = false; _face2 face2 = (face instanceof _face2) ? (_face2)face : null; int[] indices = (face2 != null) ? face2.normal_indices : null; int normal_count; if (normals != null && indices != null) { normal_count = indices.length; if (normal_count == 2) b_corn = true; for (int i = 0; i < normal_count; i++) na[i] = normals[indices[i]]; if (shading_mode == _shading_mode.Gouraud) { _vector v; if (b_corn) { for (int i = 0; i < 4; i++) { v = na[i / 2]; ia_buf[i].set( get_diffuse(v), get_specular(v, va[i % 3], shininess)); } p_i4 = ia_buf[3]; } else { for (int i = 0; i < indices.length; i++) { v = na[i]; ia_buf[i].set( get_diffuse(v), get_specular(v, va[i], shininess)); } } b_fill_intensity = true; } else if (shading_mode == _shading_mode.Phong) { b_fill_normal = true; } } // テクスチャ _texture tex = (b_texture) ? material.texture : null; ta = (tex == null || face2 == null) ? null : face2.texture_coordinates; b_fill_texture = (ta != null); stretch = (b_fill_texture && face2 != null) ? face2.stretch : 0; boolean b_triangle = (vertex_count == 3); boolean b_clip = is_clip(); _point[] pa; if (b_clip) { pa = pa_buf; } else { pa = pa3; n = 3; } int i1, i2, i3; for (int i = 0; i < vertex_count - 2; i++) { if (stretch != 0 && i == 1) { stretch = 1 / stretch; i1 = 2; i2 = 3; i3 = 0; } else { i1 = 0; i2 = i + 1; i3 = i + 2; } va3[0] = va[i1]; va3[1] = va[i2]; va3[2] = va[i3]; if (!b_clip) { pa3[0] = pa_buf[i1]; pa3[1] = pa_buf[i2]; pa3[2] = pa_buf[i3]; } else if (!b_triangle) { n = get_polygon(va3, 3, pa_buf); if (n == 0) continue; } if (b_fill_intensity) { p_i1 = ia_buf[i1]; p_i2 = ia_buf[i2]; p_i3 = ia_buf[i3]; } else if (b_fill_normal) { v_n1 = na[i1]; v_n2 = na[i2]; v_n3 = na[i3]; } if (b_fill_texture) { p_t1 = ta[i1]; p_t2 = ta[i2]; p_t3 = ta[i3]; } fill_polygon(pa, n, va3, v_buf_normal, v_buf_ray, (t1, t2, ray) -> { double t3 = 1 - t1 - t2; if (b_fill_intensity) { if (b_corn) _math3d.lerp(p_i1, p_i2, p_i3, p_i4, t1, t2, t3, intensity); else _math3d.lerp(p_i1, p_i2, p_i3, t1, t2, t3, intensity); } if (b_fill_normal) { if (b_corn) { if (t1 > (1 - 10e-3)) _math3d.add(v_n1, v_n2, v_n); _math3d.lerp(v_n1, v_n2, t2 / (1 - t1), v_n); } else { _math3d.lerp(v_n1, v_n2, v_n3, t1, t2, t3, v_n); } _math3d.normalize(v_n, v_n); intensity.set( get_diffuse(v_n), get_specular(v_n, ray, shininess)); } int c = c_mat; if (b_fill_texture) { if (stretch != 0) { t3 /= stretch * t1 + (1 - t1); t2 = 1 - t1 - t3; } _math3d.lerp(p_t1, p_t2, p_t3, t1, t2, t3, p_t); c = _math3d.add(c, tex.get_color(p_t.x, p_t.y)); } if (!b_fill_normal && !b_fill_intensity) { return (b_fill_texture) ? _math3d.mul(c, diffuse) : c_face; } return _math3d.mul_add(c, (int)(256 * intensity.x), (int)(256 * intensity.y)); }); } } private static interface _render_callback { int get_pixel_color(double t1, double t2, _vector ray); } private static class _line_data { int start_y, end_y; double x, dx; public void set(int sy, int ey, double x, double dx) { start_y = sy; end_y = ey; this.x = x; this.dx = dx; } } // todo: private _line_data[] alloc_ld_buf = new _line_data[12]; private int alloc_ld_pos; private void alloc_ld_clear() { alloc_ld_pos = 0; } private _line_data alloc_ld() { return alloc_ld_buf[alloc_ld_pos++]; } private Stack<_line_data> ld_stack = new Stack<>(); private double ray_dx; private void fill_polygon( _point[] pa, int n, _vector[] va, _vector normal, _vector ray, _render_callback rc) { _point p_curr, p_next, p_tail; int start_y, end_y, temp_y; double l1, l2, l3; _line_data ld; p_tail = pa[n - 1]; p_next = p_tail; ld_stack.clear(); alloc_ld_clear(); for (int i = n - 1; i >= 0; i--) { p_curr = p_next; p_next = (i >= 1) ? pa[i - 1] : p_tail; start_y = (int)(p_curr.y + 0.5); end_y = (int)(p_next.y + 0.5); if (start_y == end_y) continue; if (start_y > end_y) { temp_y = start_y; start_y = end_y; end_y = temp_y; } l1 = p_curr.y - (start_y + 0.5); l2 = p_next.y - (start_y + 0.5); l3 = l1 - l2; ld = alloc_ld(); ld.set(start_y, end_y, (p_next.x * l1 - p_curr.x * l2) / l3 + 0.5, (start_y + 1 != end_y) ? (p_curr.x - p_next.x) / l3 : 0); ld_stack.push(ld); } n = ld_stack.size(); if (n == 0) return; int index = get_max_index(normal); _vector v1 = va[0], v2 = va[1], v3 = va[2]; double s = get_square(v1, v2, v3, index); double len = _math3d.dot(v1, normal); ld_stack.sort((ld1, ld2) -> { int sub = ld2.start_y - ld1.start_y; if (sub != 0) return sub; return (int)Math.signum(ld2.x - ld1.x); }); end_y = ld_stack.get(0).end_y; _line_data left = ld_stack.pop(), right = ld_stack.pop(); int start_x, end_x; start_y = left.start_y; for (int y = start_y; y < end_y; y++) { if (y == left.end_y) left = ld_stack.pop(); if (y == right.end_y) right = ld_stack.pop(); start_x = (int)left.x; end_x = (int)right.x; get_ray(start_x, y, ray); for (int x = start_x; x < end_x; x++, ray.x += ray_dx) { double ray_x = ray.x, ray_y = ray.y, ray_z = ray.z; _math3d.mul(ray, len / _math3d.dot(ray, normal), v_buf1); if (b_zbuf) { if (v_buf1.z > zbuf[y][x]) continue; zbuf[y][x] = v_buf1.z; } pw.setArgb(x, y, rc.get_pixel_color( get_square(v_buf1, v2, v3, index) / s, get_square(v_buf1, v3, v1, index) / s, ray ) ); } left.x += left.dx; right.x += right.dx; } } public _material pick_material; private _material DEFAULT_MATERIAL; private _material mat_buf = new _material(Color.WHITE); private _material get_material(_shape3d shape, _face face) { if (is_picked(shape, face)) return pick_material; if (shape instanceof _shape3d2) { _material mat; if ((mat = ((_face2)face).material) != null) return mat; if ((mat = ((_shape3d2)shape).material) != null) return mat; } else { Color color; if ((color = face.get_color()) == null) color = shape.get_color(); if (color != null) { mat_buf.color = color; return mat_buf; } } return DEFAULT_MATERIAL; } // スムーズ・シェーディング public static enum _shading_mode { Flat, Gouraud, Phong }; public _shading_mode shading_mode = _shading_mode.Flat; private double get_specular( _vector normal, _vector ray, double shininess) { if (shininess == 0) return 0; _math3d.add(ray, _math3d.mul(normal, _math3d.dot(ray, normal) * -2, v_buf1), v_buf2); double k = -_math3d.dot(v_sun, v_buf2) / _math3d.len(ray); return (k <= 0) ? 0 : sun_light * Math.pow(k, shininess); } // テクスチャ protected boolean b_texture; public boolean is_texture_enable() { return b_texture; } public void set_texture_enable(boolean b) { b_texture = b; } }