Last active
November 28, 2024 06:10
-
-
Save Rogach/f3dfd457d7ddb5fcfd99 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import javax.swing.*; | |
import java.awt.*; | |
import java.util.List; | |
import java.util.ArrayList; | |
import java.awt.geom.*; | |
import java.awt.image.BufferedImage; | |
public class DemoViewer { | |
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); | |
// slider to control roll | |
JSlider rollSlider = new JSlider(SwingConstants.VERTICAL, -90, 90, 0); | |
pane.add(rollSlider, BorderLayout.WEST); | |
// slider to control FoV | |
JSlider FoVSlider = new JSlider(1, 179, 60); | |
pane.add(FoVSlider, BorderLayout.NORTH); | |
// panel to display render results | |
JPanel renderPanel = new JPanel() { | |
public void paintComponent(Graphics g) { | |
Graphics2D g2 = (Graphics2D) g; | |
g2.setColor(Color.GRAY); | |
g2.fillRect(0, 0, getWidth(), getHeight()); | |
List<Triangle> tris = new ArrayList<>(); | |
//A | |
tris.add(new Triangle(new Vertex(-100, 100, 100, 1), | |
new Vertex(100, 100, 100, 1), | |
new Vertex(-100, 100, -100, 1), | |
Color.WHITE)); | |
//B | |
tris.add(new Triangle(new Vertex(100, 100, 100, 1), | |
new Vertex(100, 100, -100, 1), | |
new Vertex(-100, 100, -100, 1), | |
Color.WHITE)); | |
//C | |
tris.add(new Triangle(new Vertex(100, -100, 100, 1), | |
new Vertex(100, 100, -100, 1), | |
new Vertex(100, 100, 100, 1), | |
Color.WHITE)); | |
//D | |
tris.add(new Triangle(new Vertex(100, -100, 100, 1), | |
new Vertex(100, -100, -100, 1), | |
new Vertex(100, 100, -100, 1), | |
Color.WHITE)); | |
//E | |
tris.add(new Triangle(new Vertex(-100, -100, 100, 1), | |
new Vertex(100, -100, 100, 1), | |
new Vertex(-100, 100, 100, 1), | |
Color.WHITE)); | |
//F | |
tris.add(new Triangle(new Vertex(100, -100, 100, 1), | |
new Vertex(100, 100, 100, 1), | |
new Vertex(-100, 100, 100, 1), | |
Color.WHITE)); | |
//G | |
tris.add(new Triangle(new Vertex(-100, -100, 100, 1), | |
new Vertex(-100, 100, 100, 1), | |
new Vertex(-100, -100, -100, 1), | |
Color.WHITE)); | |
//H | |
tris.add(new Triangle(new Vertex(-100, 100, 100, 1), | |
new Vertex(-100, 100, -100, 1), | |
new Vertex(-100, -100, -100, 1), | |
Color.WHITE)); | |
//I | |
tris.add(new Triangle(new Vertex(-100, 100, -100, 1), | |
new Vertex(100, 100, -100, 1), | |
new Vertex(-100, -100, -100, 1), | |
Color.WHITE)); | |
//J | |
tris.add(new Triangle(new Vertex(-100, -100, -100, 1), | |
new Vertex(100, 100, -100, 1), | |
new Vertex(100, -100, -100, 1), | |
Color.WHITE)); | |
//K | |
tris.add(new Triangle(new Vertex(100, -100, 100, 1), | |
new Vertex(-100, -100, 100, 1), | |
new Vertex(-100, -100, -100, 1), | |
Color.WHITE)); | |
//L | |
tris.add(new Triangle(new Vertex(-100, -100, -100, 1), | |
new Vertex(100, -100, -100, 1), | |
new Vertex(100, -100, 100, 1), | |
Color.WHITE)); | |
double heading = Math.toRadians(headingSlider.getValue()); | |
Matrix4 headingTransform = new Matrix4(new double[] { | |
Math.cos(heading), 0, -Math.sin(heading), 0, | |
0, 1, 0, 0, | |
Math.sin(heading), 0, Math.cos(heading), 0, | |
0, 0, 0, 1 | |
}); | |
double pitch = Math.toRadians(pitchSlider.getValue()); | |
Matrix4 pitchTransform = new Matrix4(new double[] { | |
1, 0, 0, 0, | |
0, Math.cos(pitch), Math.sin(pitch), 0, | |
0, -Math.sin(pitch), Math.cos(pitch), 0, | |
0, 0, 0, 1 | |
}); | |
double roll = Math.toRadians(rollSlider.getValue()); | |
Matrix4 rollTransform = new Matrix4(new double[] { | |
Math.cos(roll), -Math.sin(roll), 0, 0, | |
Math.sin(roll), Math.cos(roll), 0, 0, | |
0, 0, 1, 0, | |
0, 0, 0, 1 | |
}); | |
Matrix4 panOutTransform = new Matrix4(new double[] { | |
1, 0, 0, 0, | |
0, 1, 0, 0, | |
0, 0, 1, 0, | |
0, 0, -400, 1 | |
}); | |
double viewportWidth = getWidth(); | |
double viewportHeight = getHeight(); | |
double fovAngle = Math.toRadians(FoVSlider.getValue()); | |
double fov = Math.tan(fovAngle / 2) * 170; | |
Matrix4 transform = | |
headingTransform | |
.multiply(pitchTransform) | |
.multiply(rollTransform) | |
.multiply(panOutTransform); | |
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); | |
Vertex v2 = transform.transform(t.v2); | |
Vertex v3 = transform.transform(t.v3); | |
Vertex ab = new Vertex(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z, v2.w - v1.w); | |
Vertex ac = new Vertex(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z, v3.w - v1.w); | |
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, | |
1 | |
); | |
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); | |
v1.x = v1.x / (-v1.z) * fov; | |
v1.y = v1.y / (-v1.z) * fov; | |
v2.x = v2.x / (-v2.z) * fov; | |
v2.y = v2.y / (-v2.z) * fov; | |
v3.x = v3.x / (-v3.z) * fov; | |
v3.y = v3.y / (-v3.z) * fov; | |
v1.x += viewportWidth / 2; | |
v1.y += viewportHeight / 2; | |
v2.x += viewportWidth / 2; | |
v2.y += viewportHeight / 2; | |
v3.x += viewportWidth / 2; | |
v3.y += viewportHeight / 2; | |
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()); | |
rollSlider.addChangeListener(e -> renderPanel.repaint()); | |
FoVSlider.addChangeListener(e -> renderPanel.repaint()); | |
frame.setSize(400, 400); | |
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); | |
} | |
} | |
class Vertex { | |
double x; | |
double y; | |
double z; | |
double w; | |
Vertex(double x, double y, double z, double w) { | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
this.w = w; | |
} | |
} | |
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 Matrix4 { | |
double[] values; | |
Matrix4(double[] values) { | |
this.values = values; | |
} | |
Matrix4 multiply(Matrix4 other) { | |
double[] result = new double[16]; | |
for (int row = 0; row < 4; row++) { | |
for (int col = 0; col < 4; col++) { | |
for (int i = 0; i < 4; i++) { | |
result[row * 4 + col] += | |
this.values[row * 4 + i] * other.values[i * 4 + col]; | |
} | |
} | |
} | |
return new Matrix4(result); | |
} | |
Vertex transform(Vertex in) { | |
return new Vertex( | |
in.x * values[0] + in.y * values[4] + in.z * values[8] + in.w * values[12], | |
in.x * values[1] + in.y * values[5] + in.z * values[9] + in.w * values[13], | |
in.x * values[2] + in.y * values[6] + in.z * values[10] + in.w * values[14], | |
in.x * values[3] + in.y * values[7] + in.z * values[11] + in.w * values[15] | |
); | |
} | |
@Override public String toString() { | |
StringBuilder sb = new StringBuilder(); | |
sb.append("["); | |
for (int row = 0; row < 4; row++) { | |
for (int col = 0; col < 4; col++) { | |
sb.append(values[row * 4 + col]); | |
if (col != 3) { | |
sb.append(","); | |
} | |
} | |
if (row != 3) { | |
sb.append(";\n "); | |
} | |
} | |
sb.append("]"); | |
return sb.toString(); | |
} | |
} |
Excelent article, thank you a lot to share, you are awesome.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Got it, thanks.