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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
package atlasgen;
import java.awt.*;
import java.awt.image.BufferedImage;
/*__
* Created by manuel on 19-06-18.
*/
public class RelativePixeler {
private final SetMinMax.MyDim minMax;
private BufferedImage image;
private int width;
private int height;
public RelativePixeler(BufferedImage image, SetMinMax.MyDim minMax) {
this.image = image;
width = image.getWidth();
height = image.getHeight();
this.minMax = minMax;
}
public void pixelize(int x, int y, Color color) {
image.setRGB(x < 0 ? 0 : (x > width - 1 ? width - 1 : x),
y < 0 ? 0 : (y > width - 1 ? width - 1 : y),
color.getRGB());
}
public Point convert(double ratioX, double ratioY) {
return new Point((int) (ratioX * width), (int) (ratioY * height));
}
public BufferedImage getImage() {
return image;
}
public void setImage(BufferedImage image) {
this.image = image;
}
}
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