//---------------------------------------------------------------------------- // Anti-Grain Geometry (AGG) - Version 2.5 // A high quality rendering engine for C++ // Copyright (C) 2002-2006 Maxim Shemanarev // Contact: mcseem@antigrain.com // mcseemagg@yahoo.com // http://antigrain.com // // AGG is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // AGG is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with AGG; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, // MA 02110-1301, USA. //---------------------------------------------------------------------------- #ifndef AGG_SPAN_GOURAUD_INCLUDED #define AGG_SPAN_GOURAUD_INCLUDED #include "agg_basics.h" #include "agg_math.h" namespace agg { //============================================================span_gouraud template<class ColorT> class span_gouraud { public: typedef ColorT color_type; struct coord_type { double x; double y; color_type color; }; //-------------------------------------------------------------------- span_gouraud() : m_vertex(0) { m_cmd[0] = path_cmd_stop; } //-------------------------------------------------------------------- span_gouraud(const color_type& c1, const color_type& c2, const color_type& c3, double x1, double y1, double x2, double y2, double x3, double y3, double d) : m_vertex(0) { colors(c1, c2, c3); triangle(x1, y1, x2, y2, x3, y3, d); } //-------------------------------------------------------------------- void colors(ColorT c1, ColorT c2, ColorT c3) { m_coord[0].color = c1; m_coord[1].color = c2; m_coord[2].color = c3; } //-------------------------------------------------------------------- // Sets the triangle and dilates it if needed. // The trick here is to calculate beveled joins in the vertices of the // triangle and render it as a 6-vertex polygon. // It's necessary to achieve numerical stability. // However, the coordinates to interpolate colors are calculated // as miter joins (calc_intersection). void triangle(double x1, double y1, double x2, double y2, double x3, double y3, double d) { m_coord[0].x = m_x[0] = x1; m_coord[0].y = m_y[0] = y1; m_coord[1].x = m_x[1] = x2; m_coord[1].y = m_y[1] = y2; m_coord[2].x = m_x[2] = x3; m_coord[2].y = m_y[2] = y3; m_cmd[0] = path_cmd_move_to; m_cmd[1] = path_cmd_line_to; m_cmd[2] = path_cmd_line_to; m_cmd[3] = path_cmd_stop; if(d != 0.0) { dilate_triangle(m_coord[0].x, m_coord[0].y, m_coord[1].x, m_coord[1].y, m_coord[2].x, m_coord[2].y, m_x, m_y, d); calc_intersection(m_x[4], m_y[4], m_x[5], m_y[5], m_x[0], m_y[0], m_x[1], m_y[1], &m_coord[0].x, &m_coord[0].y); calc_intersection(m_x[0], m_y[0], m_x[1], m_y[1], m_x[2], m_y[2], m_x[3], m_y[3], &m_coord[1].x, &m_coord[1].y); calc_intersection(m_x[2], m_y[2], m_x[3], m_y[3], m_x[4], m_y[4], m_x[5], m_y[5], &m_coord[2].x, &m_coord[2].y); m_cmd[3] = path_cmd_line_to; m_cmd[4] = path_cmd_line_to; m_cmd[5] = path_cmd_line_to; m_cmd[6] = path_cmd_stop; } } //-------------------------------------------------------------------- // Vertex Source Interface to feed the coordinates to the rasterizer void rewind(unsigned) { m_vertex = 0; } //-------------------------------------------------------------------- unsigned vertex(double* x, double* y) { *x = m_x[m_vertex]; *y = m_y[m_vertex]; return m_cmd[m_vertex++]; } protected: //-------------------------------------------------------------------- void arrange_vertices(coord_type* coord) const { coord[0] = m_coord[0]; coord[1] = m_coord[1]; coord[2] = m_coord[2]; if(m_coord[0].y > m_coord[2].y) { coord[0] = m_coord[2]; coord[2] = m_coord[0]; } coord_type tmp; if(coord[0].y > coord[1].y) { tmp = coord[1]; coord[1] = coord[0]; coord[0] = tmp; } if(coord[1].y > coord[2].y) { tmp = coord[2]; coord[2] = coord[1]; coord[1] = tmp; } } private: //-------------------------------------------------------------------- coord_type m_coord[3]; double m_x[8]; double m_y[8]; unsigned m_cmd[8]; unsigned m_vertex; }; } #endif |