
com.ctreber.acearth.shader.ShaderDefault Maven / Gradle / Ivy
package com.ctreber.acearth.shader;
import java.awt.Color;
/**
* Shader for projections which display the whole surface.
*
* © 2002 Christian Treber, [email protected] (Nov 11, 2002)
* @author Christian Treber, [email protected]
*
*/
public class ShaderDefault extends Shader
{
public Color[] getShadedColors(int pRowNo, int[] pRowTypes)
{
final double y = fProjection.inverseProjectY(fProjection.inverseFinalizeY(pRowNo));
// conceptually, on each iteration of the i loop, we want:
//
// x = Math.sin(INV_XPROJECT(i)) * sqrt(1 - (y*y));
// z = cos(INV_XPROJECT(i)) * sqrt(1 - (y*y));
//
// computing this directly is rather expensive, however, so we only
// compute the first (i=0) pair of values directly; all other pairs
// (i>0) are obtained through successive rotations of the original
// pair (by inv_proj_scale radians).
//
// compute initial (x, z) values
double tmp = Math.sqrt(1 - (y * y));
double x = Math.sin(fProjection.inverseFinalizeX(0)) * tmp;
double z = Math.cos(fProjection.inverseFinalizeX(0)) * tmp;
// compute rotation coefficients used
// to find subsequent (x, z) values
tmp = 1 / fProjection.getScale();
final double sin_theta = Math.sin(tmp);
final double cos_theta = Math.cos(tmp);
// save a little computation in the inner loop
final double lYBySunVectorY = y * fLightVector.getY();
// use i_lim to encourage compilers to register loop limit
final Color[] lColors = new Color[pRowTypes.length];
for(int lColNo = 0; lColNo < pRowTypes.length; lColNo++)
{
double lSunValue = (x * fLightVector.getX()) + lYBySunVectorY +
(z * fLightVector.getZ());
lColors[lColNo] = getShadedColorForType(pRowTypes[lColNo], lSunValue);
// compute next (x, z) values via 2-d rotation
tmp = (cos_theta * z) - (sin_theta * x);
x = (sin_theta * z) + (cos_theta * x);
z = tmp;
}
return lColors;
}
}
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