[orx-mesh-noise] Refactor barycentric and mesh sampling logic into specialized files.

This commit is contained in:
Edwin Jakobs
2025-01-25 13:57:39 +01:00
parent e32fcba77b
commit c1d2ea4ecc
9 changed files with 562 additions and 252 deletions

View File

@@ -1,3 +1,4 @@
import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.isolated
@@ -26,31 +27,28 @@ import kotlin.random.Random
* The application runs with a window size of 720x720 pixels and positions the camera
* in front of the scene using the "Orbital" extension.
*/
fun main() {
application {
configure {
width = 720
height = 720
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
val points = mesh.uniform(1000, Random(0))
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
val points = mesh.uniform(1000, Random(0))
val sphere = sphereMesh(radius = 0.1)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
val sphere = sphereMesh(radius = 0.1)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
}
for (point in points) {
drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
for (point in points) drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}
}

View File

@@ -1,3 +1,4 @@
import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.isolated
@@ -5,44 +6,36 @@ import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.mesh.noise.hash
import org.openrndr.extra.objloader.loadOBJMeshData
import org.openrndr.extra.mesh.noise.uniform
import org.openrndr.extra.meshgenerators.sphereMesh
import org.openrndr.math.Vector3
import java.io.File
import kotlin.math.cos
import kotlin.random.Random
/**
* Demonstrate uniform point on mesh generation using hash functions
*/
fun main() {
application {
configure {
width = 720
height = 720
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
val sphere = sphereMesh(radius = 0.01)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
val sphere = sphereMesh(radius = 0.01)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
extend {
val points = mesh.hash((1000 + (cos(seconds) * 0.5 + 0.5) * 9000).toInt(), 808, (seconds * 1).toInt())
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
}
extend {
val points = mesh.hash((1000 + (cos(seconds)*0.5+0.5)*9000).toInt(), 808, (seconds*10000).toInt())
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
}
for (point in points) {
drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
for (point in points) drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}
}

View File

@@ -0,0 +1,57 @@
import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.isolated
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.objloader.loadOBJMeshData
import org.openrndr.extra.mesh.noise.uniformPoints
import org.openrndr.extra.meshgenerators.cylinderMesh
import org.openrndr.extra.meshgenerators.normals.estimateNormals
import org.openrndr.extra.meshgenerators.tangents.estimateTangents
import org.openrndr.math.Vector3
import org.openrndr.math.transforms.buildTransform
import java.io.File
import kotlin.math.cos
import kotlin.random.Random
/**
* This demo loads a 3D model from an OBJ file, processes the mesh data to estimate normals and tangents, and generates
* a set of uniformly distributed pose points. These pose points determine the transformations applied to individual
* objects rendered in the viewport.
*
* It extends the rendering with an orbital camera for navigation and shaders for custom visual
* effects. Cylinders represent transformed objects, with their scale animations based on time-dependent
* trigonometric functions.
*/
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData().triangulate()
.estimateNormals().estimateTangents()
val poses = mesh.uniformPoints(10000, Random(0)).map { it.pose() }
val cylinder = cylinderMesh(radius = 0.01, length = 0.2)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
}
for (pose in poses) {
drawer.isolated {
drawer.model = buildTransform {
multiply(pose)
scale(1.0, 1.0, cos(pose.c3r0 * 10.0 + seconds) * 0.5 + 0.5)
}
drawer.vertexBuffer(cylinder, DrawPrimitive.TRIANGLES)
}
}
}
}
}

View File

@@ -0,0 +1,75 @@
import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.isolated
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.mesh.IIndexedPolygon
import org.openrndr.extra.mesh.IVertexData
import org.openrndr.extra.mesh.noise.nonuniform
import org.openrndr.extra.mesh.noise.nonuniformHammersley
import org.openrndr.extra.mesh.noise.nonuniformRSeq
import org.openrndr.extra.objloader.loadOBJMeshData
import org.openrndr.extra.mesh.noise.uniform
import org.openrndr.extra.meshgenerators.normals.estimateNormals
import org.openrndr.extra.meshgenerators.sphereMesh
import org.openrndr.math.Spherical
import org.openrndr.math.Vector3
import java.io.File
import kotlin.math.absoluteValue
import kotlin.math.cos
import kotlin.math.pow
import kotlin.math.sin
import kotlin.random.Random
/**
* The program demonstrates the loading of a 3D model, estimating its normals,
* sampling points based on non-uniform distribution, and rendering points as spheres.
*
* Key functionalities include:
* - Loading a 3D model from an OBJ file.
* - Estimating per-vertex normals for the mesh.
* - Generating and rendering a sphere mesh for sampled points.
* - Using a lighting direction vector to bias the point sampling distribution.
* - Extending the program with an orbital camera for interactive navigation.
* - Applying shading to simulate lighting effects based on vertex normals.
*
* The rendering of spheres is performed by iterating over the sampled points and isolating each in the transformation matrix.
* This setup allows customization for complex rendering pipelines.
*/
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData().estimateNormals()
val sphere = sphereMesh(radius = 0.0125)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 8.0)
fov = 25.0
}
val v = Vector3(1.0, 1.0, 1.0).normalized
val points = mesh.nonuniformRSeq(
10000,
false,
Random((seconds * 0).toInt())
) { vertexData: IVertexData, polygon: IIndexedPolygon, vertexIndex: Int ->
vertexData.normals[polygon.normals[vertexIndex]].dot(v).coerceIn(0.1, 1.0).pow(2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4( (v_viewNormal * 0.5 + 0.5), 1.0);"
}
for (point in points) drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}