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package ext.plantuml.com.ctreber.acearth.shader;

import java.awt.Color;

import ext.plantuml.com.ctreber.acearth.projection.Projection;
import ext.plantuml.com.ctreber.acearth.scanbit.BitGeneratorMap;
import ext.plantuml.com.ctreber.acearth.util.Coordinate;
import ext.plantuml.com.ctreber.acearth.util.Point3D;

/**
 * 

A shader computes Colors for a row of pixel types, depending * on lighting parameters.

* *

© 2002 Christian Treber, [email protected] (Nov 11, 2002)

* @author Christian Treber, [email protected] * */ abstract public class Shader { // ::remove folder when __HAXE__ private static final Color COLOR_SPACE = Color.black; private static final Color COLOR_STAR = Color.white; private static final Color COLOR_WATER = Color.blue; private static final Color COLOR_LAND = Color.green; // Brown //static final Color COLOR_LAND = new Color(255, 136, 25); private static final Color COLOR_GRID_LAND = Color.white; // Bright blue private static final Color COLOR_GRID_WATER = new Color(128, 128, 255); /**

Needed to calculate lighting vectors. */ Projection fProjection; // Stuff below only needed when shading. private Coordinate fSunPos; private double fNightSideBrightness; private double fDaySideBrightness; private double fTerminatorDiscontinuity; private double fDaySideValueBase; private double fDaySideValueRange; Point3D fLightVector; abstract public Color[] getShadedColors(int pRowNo, int[] pRowTypes); public void init() { // Precompute shading parameters. I personally find the terminator // stuff is obscure and might as well be left out. final double tmp = fTerminatorDiscontinuity / 100; // 100%: day, 0%: night fDaySideValueBase = (int)(tmp * fDaySideBrightness + (1 - tmp) * fNightSideBrightness); fDaySideValueRange = fDaySideBrightness - fDaySideValueBase; fLightVector = fProjection.rotate(fSunPos.getPoint3D()); } Color getShadedColorForType(int pType, double pSunValue) { double lBrightness; if(pSunValue < 0) { // The sun is below the horizon. lBrightness = fNightSideBrightness / 100; } else { // The sun is above the horizon. The brightness will range from // the base to the maximum value. lBrightness = (fDaySideValueBase + pSunValue * fDaySideValueRange) / 100; } if(lBrightness > 1.0) { lBrightness = 1.0; } switch(pType) { case BitGeneratorMap.PixTypeSpace: return COLOR_SPACE; case BitGeneratorMap.PixTypeStar: return COLOR_STAR; case BitGeneratorMap.PixTypeGridLand: return shade(COLOR_GRID_LAND, lBrightness); case BitGeneratorMap.PixTypeGridWater: return shade(COLOR_GRID_WATER, lBrightness); case BitGeneratorMap.PixTypeLand: return shade(COLOR_LAND, lBrightness); case BitGeneratorMap.PixTypeWater: return shade(COLOR_WATER, lBrightness); } return null; } private static Color shade(Color pColor, double pBrightness) { return new Color((int)(pColor.getRed() * pBrightness), (int)(pColor.getGreen() * pBrightness), (int)(pColor.getBlue() * pBrightness)); } public void setProjection(Projection pProjection) { fProjection = pProjection; } public void setSunPos(Coordinate pSunPos) { fSunPos = pSunPos; } public void setDaySideBrightness(double pDaySideBrightness) { fDaySideBrightness = pDaySideBrightness; } public void setNightSideBrightness(double pNightSideBrightness) { fNightSideBrightness = pNightSideBrightness; } public void setTerminatorDiscontinuity(double pTerminatorDiscontinuity) { fTerminatorDiscontinuity = pTerminatorDiscontinuity; } }





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