[orx-dnk3] Add feature architecture and post processing effects

This commit is contained in:
Edwin Jakobs
2020-07-06 13:00:58 +02:00
parent 0b0691e9ae
commit 419c38cc25
63 changed files with 2164 additions and 187 deletions

View File

@@ -5,7 +5,7 @@ import org.openrndr.extra.dnk3.*
import org.openrndr.extra.dnk3.gltf.buildSceneNodes
import org.openrndr.extra.dnk3.gltf.loadGltfFromFile
import org.openrndr.extra.dnk3.gltf.loadGltfFromGlbFile
import org.openrndr.extra.dnk3.renderers.dryRenderer
import org.openrndr.extras.camera.Orbital
import org.openrndr.math.Vector3
import org.openrndr.math.transforms.transform
@@ -15,7 +15,6 @@ fun main() = application {
configure {
width = 1280
height = 720
//multisample = WindowMultisample.SampleCount(8)
}
program {
@@ -26,7 +25,6 @@ fun main() = application {
}
val gltf = loadGltfFromFile(File("demo-data/gltf-models/duck/Duck.gltf"))
// val gltf = loadGltfFromGlbFile(File("demo-data/gltf-models/splash-sss.glb"))
val scene = Scene(SceneNode())
// -- add some lights
@@ -36,6 +34,7 @@ fun main() = application {
rotate(Vector3.UNIT_X, -90.0)
}
lightNode.entities.add(DirectionalLight())
scene.root.entities.add(HemisphereLight().apply {
upColor = ColorRGBa.WHITE.shade(1.0)
downColor = ColorRGBa.WHITE.shade(0.1)
@@ -43,7 +42,6 @@ fun main() = application {
scene.root.children.add(lightNode)
scene.root.children.addAll(gltf.buildSceneNodes().scenes.first())
// -- create a renderer
val renderer = dryRenderer()
extend(Orbital()) {