Improve mesh generator (#301)

Co-authored-by: Edwin Jakobs <edwin@rndr.studio>
This commit is contained in:
Abe Pazos
2023-04-19 10:34:55 +02:00
committed by GitHub
parent a8c2f7217c
commit 03bf971ff5
31 changed files with 2639 additions and 1164 deletions

View File

@@ -0,0 +1,45 @@
import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.CullTestPass
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.colorBuffer
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.meshgenerators.boxMesh
import org.openrndr.math.Vector3
fun main() {
application {
configure {
multisample = WindowMultisample.SampleCount(8)
}
program {
val box = boxMesh(1.0, 1.0, 1.0)
val texture = colorBuffer(256, 256)
val s = texture.shadow
for (y in 0 until 256) {
for (x in 0 until 256) {
s[x, y] = ColorRGBa(x/256.0, y/256.0, 0.0, 1.0)
}
}
s.upload()
extend(Orbital()) {
eye = Vector3(1.0, 1.0, 1.0)
}
extend {
drawer.clear(ColorRGBa.PINK)
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = texture(p_texture, va_texCoord0.xy);
""".trimIndent()
parameter("texture", texture)
}
drawer.drawStyle.cullTestPass = CullTestPass.FRONT
drawer.vertexBuffer(box, DrawPrimitive.TRIANGLES)
}
}
}
}