[orx-mesh, orx-mesh-generator, orx-obj-loader] Add decal and tangent tools
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86
orx-mesh-generators/src/jvmDemo/kotlin/decal/DemoDecal02.kt
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86
orx-mesh-generators/src/jvmDemo/kotlin/decal/DemoDecal02.kt
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package decal
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import org.openrndr.application
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.draw.isolated
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import org.openrndr.draw.shadeStyle
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import org.openrndr.extra.camera.Orbital
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import org.openrndr.extra.objloader.loadOBJMeshData
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import org.openrndr.extra.mesh.toVertexBuffer
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import org.openrndr.extra.meshgenerators.decal.decal
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import org.openrndr.math.Vector3
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import org.openrndr.math.transforms.buildTransform
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import java.io.File
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import kotlin.math.PI
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/**
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* Demonstrate decal generation and rendering
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*/
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fun main() {
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application {
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configure {
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width = 720
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height = 720
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}
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program {
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/** base object */
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val obj = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj"))
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.toMeshData() // convert from CompoundMeshData to MeshData
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.triangulate() // convert to triangles, we need this for the decal generation steps
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/** object [VertexBuffer] */
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val objVB = obj.toVertexBuffer()
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/** positions for the decal projectors */
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val decalPositions = listOf(
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Vector3(0.35, 0.245, 0.8),
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Vector3(-0.35, 0.245, 0.8)
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)
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/** decal vertex buffers */
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val decalVBs = decalPositions.map {
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val projector = buildTransform {
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translate(it)
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}
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val decal = obj.decal(projector, Vector3(2.0, 2.0, 0.5))
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val vb = decal.toVertexBuffer()
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vb
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}
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 2.0)
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}
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extend {
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/* draw the base mesh */
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drawer.isolated {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """x_fill.rgb = vec3(v_viewNormal * 0.5 + 0.5); """
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}
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drawer.vertexBuffer(objVB, DrawPrimitive.TRIANGLES)
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}
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/* draw the decals */
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drawer.isolated {
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for ((index, decal) in decalVBs.withIndex()) {
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/* offset the projection transform to avoid z-fighting */
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drawer.projection = buildTransform {
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translate(0.0, 0.0, -1e-4)
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} * drawer.projection
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/* draw effects on the decal geometry */
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """
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float d = length(va_texCoord0.xy - vec2(0.5));
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float sd = smoothstep(-0.01, 0.01, cos(p_time + d * 3.1415 * 2.0 * 10.0));
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float l = max(0.0, va_normal.z);
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x_fill = vec4(0.0, 0.0, 0.0, l * sd * 0.5); """
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parameter("time", seconds * PI * 2 + index * PI)
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}
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drawer.vertexBuffer(decal, DrawPrimitive.TRIANGLES)
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}
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}
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}
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}
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}
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}
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