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Draw a polygon with Gouraud shading

01.01.2007
uses
  Graphics, Dialogs;
 
TRGBFloat = record
  R : single;
  G : single;
  B : single;
end;
 
TPointColor = record
  X : integer;
  Y : integer;
  RGB : TRGBFloat;
end;
 
TPointColorTriangle = array[0..2] of TPointColor;
 
{This procedure draws a triangular polygon using Gouraud shading. 
 You specify the position and colour of the 3 corners and it will
 draw a filled triangle with the colours smoothed out over the 
 surface of the polygon. This is used a lot in 3D graphics for
 improved rendering of curved surfaces. The procedure is very fast 
 and can be used for realtime 3D animation.}
 
// fill a traingular polygon using Gouraud shading
procedure T3DModel.GouraudPoly(var ABitmap : TBitmap ; V : TPointColorTriangle);
Var
  LX, RX, Ldx, Rdx : Single;
  Dif1, Dif2 : Single;
  LRGB, RRGB, RGB, RGBdx, LRGBdy, RRGBdy : TRGBFloat;
  RGBT : RGBTriple;                      
  Scan : PRGBTripleArray;
  y, x, ScanStart, ScanEnd : integer;
  Vmax : byte;
  Right : boolean;
  Temp : TPointColor;
begin
  try
 
    // sort vertices by Y
    Vmax := 0;
    if V[1].Y > V[0].Y then Vmax := 1;
    if V[2].Y > V[Vmax].Y then Vmax := 2;
    if Vmax <> 2 then begin
      Temp := V[2];
      V[2] := V[Vmax];
      V[Vmax] := Temp;
    end;
    if V[1].Y > V[0].Y then Vmax := 1 
                       else Vmax := 0;
    if Vmax = 0 then begin
      Temp := V[1];
      V[1] := V[0];
      V[0] := Temp;
    end;
 
    Dif1 := V[2].Y - V[0].Y;
    if Dif1 = 0 then Dif1 := 0.001; // prevent EZeroDivide
    Dif2 := V[1].Y - V[0].Y;
    if Dif2 = 0 then Dif2 := 0.001;
 
    { work out if middle point is to the left or right of the line
      connecting upper and lower points }
    if V[1].X > (V[2].X - V[0].X) * Dif2 / Dif1 + V[0].X then Right := True
                                                         else Right := False;
 
    // calculate increments in x and colour for stepping through the lines
    if Right then begin
      Ldx := (V[2].X - V[0].X) / Dif1;
      Rdx := (V[1].X - V[0].X) / Dif2;
      LRGBdy.B := (V[2].RGB.B - V[0].RGB.B) / Dif1;
      LRGBdy.G := (V[2].RGB.G - V[0].RGB.G) / Dif1;
      LRGBdy.R := (V[2].RGB.R - V[0].RGB.R) / Dif1;
      RRGBdy.B := (V[1].RGB.B - V[0].RGB.B) / Dif2;
      RRGBdy.G := (V[1].RGB.G - V[0].RGB.G) / Dif2;
      RRGBdy.R := (V[1].RGB.R - V[0].RGB.R) / Dif2;
    end else begin
      Ldx := (V[1].X - V[0].X) / Dif2;
      Rdx := (V[2].X - V[0].X) / Dif1;
      RRGBdy.B := (V[2].RGB.B - V[0].RGB.B) / Dif1;
      RRGBdy.G := (V[2].RGB.G - V[0].RGB.G) / Dif1;
      RRGBdy.R := (V[2].RGB.R - V[0].RGB.R) / Dif1;
      LRGBdy.B := (V[1].RGB.B - V[0].RGB.B) / Dif2;
      LRGBdy.G := (V[1].RGB.G - V[0].RGB.G) / Dif2;
      LRGBdy.R := (V[1].RGB.R - V[0].RGB.R) / Dif2;
    end;
 
    LRGB := V[0].RGB;
    RRGB := LRGB;
 
    LX := V[0].X;
    RX := V[0].X;
 
    // fill region 1
    for y := V[0].Y to V[1].Y - 1 do begin
 
      // y clipping
      if y > ABitmap.Height - 1 then Break;
      if y < 0 then begin
        LX := LX + Ldx;
        RX := RX + Rdx;
        LRGB.B := LRGB.B + LRGBdy.B;
        LRGB.G := LRGB.G + LRGBdy.G;
        LRGB.R := LRGB.R + LRGBdy.R;
        RRGB.B := RRGB.B + RRGBdy.B;
        RRGB.G := RRGB.G + RRGBdy.G;
        RRGB.R := RRGB.R + RRGBdy.R;
        Continue;
      end;
 
      Scan := ABitmap.ScanLine[y];
 
      // calculate increments in color for stepping through pixels
      Dif1 := RX - LX + 1;
      if Dif1 = 0 then Dif1 := 0.001;
      RGBdx.B := (RRGB.B - LRGB.B) / Dif1;
      RGBdx.G := (RRGB.G - LRGB.G) / Dif1;
      RGBdx.R := (RRGB.R - LRGB.R) / Dif1;
 
      // x clipping
      if LX < 0 then begin
        ScanStart := 0;
        RGB.B := LRGB.B + (RGBdx.B * abs(LX));
        RGB.G := LRGB.G + (RGBdx.G * abs(LX));
        RGB.R := LRGB.R + (RGBdx.R * abs(LX));
      end else begin
        RGB := LRGB;
        ScanStart := round(LX);
      end;
      if RX - 1 > ABitmap.Width - 1 then ScanEnd := ABitmap.Width - 1
                                    else ScanEnd := round(RX) - 1;
 
      // scan the line
      for x := ScanStart to ScanEnd do begin
        RGBT.rgbtBlue := trunc(RGB.B);
        RGBT.rgbtGreen := trunc(RGB.G);
        RGBT.rgbtRed := trunc(RGB.R);
        Scan[x] := RGBT;
        RGB.B := RGB.B + RGBdx.B;
        RGB.G := RGB.G + RGBdx.G;
        RGB.R := RGB.R + RGBdx.R;
      end;
      // increment edge x positions
      LX := LX + Ldx;
      RX := RX + Rdx;
 
      // increment edge colours by the y colour increments
      LRGB.B := LRGB.B + LRGBdy.B;
      LRGB.G := LRGB.G + LRGBdy.G;
      LRGB.R := LRGB.R + LRGBdy.R;
      RRGB.B := RRGB.B + RRGBdy.B;
      RRGB.G := RRGB.G + RRGBdy.G;
      RRGB.R := RRGB.R + RRGBdy.R;
    end;
 
    Dif1 := V[2].Y - V[1].Y;
    if Dif1 = 0 then Dif1 := 0.001;
    // calculate new increments for region 2
    if Right then begin
      Rdx := (V[2].X - V[1].X) / Dif1;
      RX := V[1].X;
      RRGBdy.B := (V[2].RGB.B - V[1].RGB.B) / Dif1;
      RRGBdy.G := (V[2].RGB.G - V[1].RGB.G) / Dif1;
      RRGBdy.R := (V[2].RGB.R - V[1].RGB.R) / Dif1;
      RRGB := V[1].RGB;
    end else begin
      Ldx := (V[2].X - V[1].X) / Dif1;
      LX := V[1].X;
      LRGBdy.B := (V[2].RGB.B - V[1].RGB.B) / Dif1;
      LRGBdy.G := (V[2].RGB.G - V[1].RGB.G) / Dif1;
      LRGBdy.R := (V[2].RGB.R - V[1].RGB.R) / Dif1;
      LRGB := V[1].RGB;
    end;
 
    // fill region 2
    for y := V[1].Y to V[2].Y - 1 do begin
 
      // y clipping
      if y > ABitmap.Height - 1 then Break;
      if y < 0 then begin
        LX := LX + Ldx;
        RX := RX + Rdx;
        LRGB.B := LRGB.B + LRGBdy.B;
        LRGB.G := LRGB.G + LRGBdy.G;
        LRGB.R := LRGB.R + LRGBdy.R;
        RRGB.B := RRGB.B + RRGBdy.B;
        RRGB.G := RRGB.G + RRGBdy.G;
        RRGB.R := RRGB.R + RRGBdy.R;
        Continue;
      end;
 
      Scan := ABitmap.ScanLine[y];
 
      Dif1 := RX - LX + 1;
      if Dif1 = 0 then Dif1 := 0.001;
      RGBdx.B := (RRGB.B - LRGB.B) / Dif1;
      RGBdx.G := (RRGB.G - LRGB.G) / Dif1;
      RGBdx.R := (RRGB.R - LRGB.R) / Dif1;
 
      // x clipping
      if LX < 0 then begin
        ScanStart := 0;
        RGB.B := LRGB.B + (RGBdx.B * abs(LX));
        RGB.G := LRGB.G + (RGBdx.G * abs(LX));
        RGB.R := LRGB.R + (RGBdx.R * abs(LX));
      end else begin
        RGB := LRGB;
        ScanStart := round(LX);
      end;
      if RX - 1 > ABitmap.Width - 1 then ScanEnd := ABitmap.Width - 1
                                    else ScanEnd := round(RX) - 1;
 
      // scan the line
      for x := ScanStart to ScanEnd do begin
        RGBT.rgbtBlue := trunc(RGB.B);
        RGBT.rgbtGreen := trunc(RGB.G);
        RGBT.rgbtRed := trunc(RGB.R);
        Scan[x] := RGBT;
        RGB.B := RGB.B + RGBdx.B;
        RGB.G := RGB.G + RGBdx.G;
        RGB.R := RGB.R + RGBdx.R;
      end;
 
      LX := LX + Ldx;
      RX := RX + Rdx;
 
      LRGB.B := LRGB.B + LRGBdy.B;
      LRGB.G := LRGB.G + LRGBdy.G;
      LRGB.R := LRGB.R + LRGBdy.R;
      RRGB.B := RRGB.B + RRGBdy.B;
      RRGB.G := RRGB.G + RRGBdy.G;
      RRGB.R := RRGB.R + RRGBdy.R;
    end;
 
  except
    ShowMessage('Exception in GouraudPoly Method');
  end;
end;

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