Demos: ensure 720px wide, reduce indentation

This commit is contained in:
Abe Pazos
2025-01-24 23:05:40 +01:00
parent ca8fbc1c0a
commit f84bf69713
31 changed files with 961 additions and 964 deletions

View File

@@ -8,62 +8,62 @@ import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.shape.Rectangle
fun main() {
application {
configure {
multisample = WindowMultisample.SampleCount(8)
}
program {
val meshes = listOf(
boxMesh(1.0, 1.0, 1.0),
sphereMesh(radius = 0.5),
dodecahedronMesh(0.5),
cylinderMesh(radius = 0.5, length = 1.0, center = true),
planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Y),
capMesh(
15, 0.5,
listOf(Vector2.ZERO, Vector2(0.5, 0.2), Vector2.UNIT_X)
),
revolveMesh(5, 0.5)
)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val meshes = listOf(
boxMesh(1.0, 1.0, 1.0),
sphereMesh(radius = 0.5),
dodecahedronMesh(0.5),
cylinderMesh(radius = 0.5, length = 1.0, center = true),
planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Y),
capMesh(
15, 0.5,
listOf(Vector2.ZERO, Vector2(0.5, 0.2), Vector2.UNIT_X)
),
revolveMesh(5, 0.5)
)
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)
}
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()
}
s.upload()
val positions = Rectangle.fromCenter(Vector2.ZERO, width * 0.01, height * 0.01)
.grid(4, 2).flatten().map {
it.center.vector3(z = -5.0)
}
val positions = Rectangle.fromCenter(Vector2.ZERO, width * 0.01, height * 0.01)
.grid(4, 2).flatten().map {
it.center.vector3(z = -5.0)
}
extend {
drawer.clear(ColorRGBa.PINK)
drawer.perspective(60.0, width * 1.0 / height, 0.01, 1000.0)
drawer.depthWrite = true
drawer.depthTestPass = DepthTestPass.LESS_OR_EQUAL
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.clear(ColorRGBa.PINK)
drawer.perspective(60.0, width * 1.0 / height, 0.01, 1000.0)
drawer.depthWrite = true
drawer.depthTestPass = DepthTestPass.LESS_OR_EQUAL
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
float light = dot(v_worldNormal, p_light) * 0.5 + 0.5;
x_fill = texture(p_texture, va_texCoord0.xy);
x_fill.rgb *= light;
""".trimIndent()
parameter("texture", texture)
parameter("light", Vector3(1.0).normalized)
}
meshes.forEachIndexed { i, mesh ->
drawer.isolated {
translate(positions[i])
rotate(Vector3.UNIT_Y, seconds * 12)
rotate(Vector3.UNIT_X, seconds * 25)
vertexBuffer(mesh, DrawPrimitive.TRIANGLES)
}
parameter("texture", texture)
parameter("light", Vector3(1.0).normalized)
}
meshes.forEachIndexed { i, mesh ->
drawer.isolated {
translate(positions[i])
rotate(Vector3.UNIT_Y, seconds * 12)
rotate(Vector3.UNIT_X, seconds * 25)
vertexBuffer(mesh, DrawPrimitive.TRIANGLES)
}
}
}
}
}
}

View File

@@ -9,37 +9,37 @@ 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)
fun main() = application {
configure {
width = 720
height = 720
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)
}
}
program {
val box = boxMesh(1.0, 1.0, 1.0)
s.upload()
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 = """
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)
parameter("texture", texture)
}
drawer.drawStyle.cullTestPass = CullTestPass.FRONT
drawer.vertexBuffer(box, DrawPrimitive.TRIANGLES)
}
}
}

View File

@@ -9,38 +9,36 @@ import org.openrndr.extra.meshgenerators.buildTriangleMesh
import org.openrndr.extra.meshgenerators.sphere
import org.openrndr.math.Vector3
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val m = buildTriangleMesh {
color = ColorRGBa.PINK
sphere(32, 32, 1.0)
color = ColorRGBa.WHITE
translate(0.0, -2.0, 0.0)
box(4.0, 4.0, 4.0)
}
program {
val m = buildTriangleMesh {
color = ColorRGBa.PINK
sphere(32, 32, 1.0)
color = ColorRGBa.WHITE
translate(0.0, -2.0, 0.0)
box(4.0, 4.0, 4.0)
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 2.0, 0.0)
}
}
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 2.0, 0.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -8,60 +8,58 @@ import org.openrndr.extra.meshgenerators.cylinder
import org.openrndr.extra.meshgenerators.hemisphere
import org.openrndr.math.Vector3
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 10.0, 20.0)
this.lookAt = Vector3(0.0, 5.0, 0.0)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 10.0, 20.0)
this.lookAt = Vector3(0.0, 5.0, 0.0)
val m = buildTriangleMesh {
isolated {
translate(0.0, 12.0, 0.0)
hemisphere(32, 16, 5.0)
}
val m = buildTriangleMesh {
isolated {
translate(0.0, 12.0, 0.0)
hemisphere(32, 16, 5.0)
}
isolated {
translate(0.0, 9.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, 5.0, 6.0, center = true)
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
hemisphere(32, 16, 5.0)
}
isolated {
val legCount = 12
val baseRadius = 3.0
val legRadius = 0.05
val legLength = 4.0
for (i in 0 until legCount) {
isolated {
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
rotate(Vector3.UNIT_Z, -15.0)
translate(0.0, legLength / 2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, legRadius, legLength, center = true)
}
isolated {
translate(0.0, 9.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, 5.0, 6.0, center = true)
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
hemisphere(32, 16, 5.0)
}
isolated {
val legCount = 12
val baseRadius = 3.0
val legRadius = 0.05
val legLength = 4.0
for (i in 0 until legCount) {
isolated {
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
rotate(Vector3.UNIT_Z, -15.0)
translate(0.0, legLength / 2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, legRadius, legLength, center = true)
}
}
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -6,78 +6,80 @@ import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.meshgenerators.*
import org.openrndr.math.Vector3
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 10.0, 20.0)
this.lookAt = Vector3(0.0, 5.0, 0.0)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 10.0, 20.0)
this.lookAt = Vector3(0.0, 5.0, 0.0)
val m = buildTriangleMesh {
isolated {
translate(0.0, 12.0, 0.0)
hemisphere(32, 16, 5.0)
}
val m = buildTriangleMesh {
val ridges = 5
val midLength = 6.0
val ridgeLength = midLength / ridges
val ridgeRadius = 5.5
for (r in 0 until ridges) {
isolated {
translate(0.0, 12.0, 0.0)
hemisphere(32, 16, 5.0)
translate(
0.0,
ridgeLength / 4.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(32, 1, 5.0, ridgeRadius, ridgeLength / 2.0, center = true)
}
val ridges = 5
val midLength = 6.0
val ridgeLength = midLength / ridges
val ridgeRadius = 5.5
for (r in 0 until ridges) {
isolated {
translate(
0.0,
ridgeLength / 4.0 + ridgeLength / 2.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(32, 1, ridgeRadius, 5.0, ridgeLength / 2.0, center = true)
}
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
hemisphere(32, 16, 5.0)
}
isolated {
val legCount = 12
val baseRadius = 3.0
val legRadius = 0.05
val legLength = 4.0
for (i in 0 until legCount) {
isolated {
translate(0.0,
ridgeLength/4.0 + r * ridgeLength + 6.0,
0.0)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(32, 1, 5.0, ridgeRadius, ridgeLength/ 2.0, center = true)
}
isolated {
translate(0.0,
ridgeLength/4.0 + ridgeLength/2.0 + r * ridgeLength + 6.0,
0.0)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(32, 1, ridgeRadius, 5.0, ridgeLength/2.0, center = true)
}
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
hemisphere(32, 16, 5.0)
}
isolated {
val legCount = 12
val baseRadius = 3.0
val legRadius = 0.05
val legLength = 4.0
for (i in 0 until legCount) {
isolated {
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
rotate(Vector3.UNIT_Z, -15.0)
translate(0.0, legLength/2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, legRadius, legLength, center = true)
}
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
rotate(Vector3.UNIT_Z, -15.0)
translate(0.0, legLength / 2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, legRadius, legLength, center = true)
}
}
}
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

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@@ -7,98 +7,98 @@ import org.openrndr.extra.meshgenerators.*
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 15.0, 15.0)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 15.0, 15.0)
}
val m = buildTriangleMesh {
val sides = 12
isolated {
translate(0.0, 12.0, 0.0)
cap(sides, 5.0, listOf(
Vector2(0.0, 1.0),
Vector2(0.5, 1.0),
Vector2(0.5, 0.5),
Vector2(0.9, 0.5),
Vector2(1.0, 0.0))
val m = buildTriangleMesh {
val sides = 12
isolated {
translate(0.0, 12.0, 0.0)
cap(
sides, 5.0, listOf(
Vector2(0.0, 1.0),
Vector2(0.5, 1.0),
Vector2(0.5, 0.5),
Vector2(0.9, 0.5),
Vector2(1.0, 0.0)
)
}
)
}
val ridges = 5
val midLength = 6.0
val ridgeLength = midLength / ridges
val ridgeRadius = 5.5
val ridges = 5
val midLength = 6.0
val ridgeLength = midLength / ridges
val ridgeRadius = 5.5
for (r in 0 until ridges) {
isolated {
translate(
0.0,
ridgeLength / 6.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(sides, 1, 5.0, ridgeRadius, ridgeLength / 3.0, center = true)
}
isolated {
translate(
0.0,
ridgeLength / 6.0 + ridgeLength / 3.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(sides, 1, ridgeRadius, ridgeRadius, ridgeLength / 3.0, center = true)
}
isolated {
translate(
0.0,
ridgeLength / 6.0 + 2 * ridgeLength / 3.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(sides, 1, ridgeRadius, 5.0, ridgeLength / 3.0, center = true)
}
for (r in 0 until ridges) {
isolated {
translate(
0.0,
ridgeLength / 6.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(sides, 1, 5.0, ridgeRadius, ridgeLength / 3.0, center = true)
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
cap(sides, 5.0, listOf(Vector2(0.0, 0.0), Vector2(1.0, 0.0)))
translate(
0.0,
ridgeLength / 6.0 + ridgeLength / 3.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(sides, 1, ridgeRadius, ridgeRadius, ridgeLength / 3.0, center = true)
}
isolated {
val legCount = 12
val baseRadius = 4.5
val legRadius = 0.05
val legLength = 7.0
for (i in 0 until legCount) {
isolated {
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
translate(0.0, legLength / 2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(sides, 1, legRadius, legLength, center = true)
}
translate(
0.0,
ridgeLength / 6.0 + 2 * ridgeLength / 3.0 + r * ridgeLength + 6.0,
0.0
)
rotate(Vector3.UNIT_X, 270.0)
taperedCylinder(sides, 1, ridgeRadius, 5.0, ridgeLength / 3.0, center = true)
}
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
cap(sides, 5.0, listOf(Vector2(0.0, 0.0), Vector2(1.0, 0.0)))
}
isolated {
val legCount = 12
val baseRadius = 4.5
val legRadius = 0.05
val legLength = 7.0
for (i in 0 until legCount) {
isolated {
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
translate(0.0, legLength / 2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(sides, 1, legRadius, legLength, center = true)
}
}
}
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -11,38 +11,36 @@ import org.openrndr.extra.meshgenerators.twist
import org.openrndr.math.Vector3
import org.openrndr.shape.Circle
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 30.0, 50.0)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 30.0, 50.0)
}
val m = buildTriangleMesh {
grid(5, 5, 5) { u, v, w ->
isolated {
translate(u * 20.0, v * 20.0, w * 20.0)
extrudeShape(Circle(0.0, 0.0, 50.0).shape, 4.0, scale = 0.1)
}
val m = buildTriangleMesh {
grid(5, 5, 5) { u, v, w ->
isolated {
translate(u * 20.0, v * 20.0, w * 20.0)
extrudeShape(Circle(0.0, 0.0, 50.0).shape, 4.0, scale = 0.1)
}
twist(360.0 / 200.0, 0.0)
twist(360.0 / 200.0, 0.0, Vector3.UNIT_X)
twist(360.0 / 200.0, 0.0, Vector3.UNIT_Z)
}
twist(360.0 / 200.0, 0.0)
twist(360.0 / 200.0, 0.0, Vector3.UNIT_X)
twist(360.0 / 200.0, 0.0, Vector3.UNIT_Z)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.drawStyle.cullTestPass = CullTestPass.FRONT
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.drawStyle.cullTestPass = CullTestPass.FRONT
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -13,50 +13,48 @@ import org.openrndr.math.Vector3
* Interactive orbital camera.
*
*/
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(3.0, 3.0, 10.0)
this.fov = 60.0
}
program {
extend(Orbital()) {
this.eye = Vector3(3.0, 3.0, 10.0)
this.fov = 60.0
}
val m = buildTriangleMesh {
grid(5, 5) { u, v ->
isolated {
grid(3, 3, 3, GridCoordinates.UNIPOLAR) { x, y, z ->
val pos0 = Vector3(u, v, 0.0) * 10.0
val pos1 = Vector3(x, y, z) * 2.0
val pos2 = pos0 + pos1 + Vector3(
y * 0.12 + z * 0.3,
x * 0.14 + z * 0.15,
x * 0.16 + y * 0.17
)
// Drop some boxes
if(simplex(0, pos1 * 0.5 + pos0 * 0.05) > 0) {
translate(pos2)
color = rgb(x, y, z)
box(1.2, 1.2, 1.2)
}
val m = buildTriangleMesh {
grid(5, 5) { u, v ->
isolated {
grid(3, 3, 3, GridCoordinates.UNIPOLAR) { x, y, z ->
val pos0 = Vector3(u, v, 0.0) * 10.0
val pos1 = Vector3(x, y, z) * 2.0
val pos2 = pos0 + pos1 + Vector3(
y * 0.12 + z * 0.3,
x * 0.14 + z * 0.15,
x * 0.16 + y * 0.17
)
// Drop some boxes
if (simplex(0, pos1 * 0.5 + pos0 * 0.05) > 0) {
translate(pos2)
color = rgb(x, y, z)
box(1.2, 1.2, 1.2)
}
}
}
}
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
vec3 s = sin(v_worldPosition.xyz * 2.5);
x_fill.rgb += s * 0.1 - 0.1;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -11,57 +11,55 @@ import org.openrndr.extra.shapes.splines.toPath3D
import org.openrndr.math.Vector3
import org.openrndr.shape.Circle
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val m = buildTriangleMesh {
color = ColorRGBa.PINK
val path = listOf(
Vector3(0.0, 0.0, 0.0),
Vector3(-2.0, 2.0, 2.0),
Vector3(2.0, -4.0, 4.0),
Vector3(0.0, 0.0, 8.0)
).catmullRom(0.5, closed = false).toPath3D()
translate(-1.0, 0.0, 0.0)
for (i in 0 until 3) {
extrudeContourSteps(
Circle(0.0, 0.0, 0.5).contour,
path,
160,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
translate(1.0, 0.0, 0.0)
}
}
program {
val m = buildTriangleMesh {
color = ColorRGBa.PINK
val path = listOf(
Vector3(0.0, 0.0, 0.0),
Vector3(-2.0, 2.0, 2.0),
Vector3(2.0, -4.0, 4.0),
Vector3(0.0, 0.0, 8.0)
).catmullRom(0.5, closed = false).toPath3D()
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 2.0, 0.0)
}
translate(-1.0, 0.0, 0.0)
for (i in 0 until 3) {
extrudeContourSteps(
Circle(0.0, 0.0, 0.5).contour,
path,
160,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
translate(1.0, 0.0, 0.0)
}
}
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 2.0, 0.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -12,60 +12,56 @@ import org.openrndr.math.Vector3
import org.openrndr.shape.Circle
import org.openrndr.shape.Shape
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val m = buildTriangleMesh {
color = ColorRGBa.PINK
val path = listOf(
Vector3(0.0, 0.0, 0.0),
Vector3(-2.0, 2.0, 2.0),
Vector3(2.0, -4.0, 4.0),
Vector3(0.0, 0.0, 8.0)
).catmullRom(0.5, closed = false).toPath3D()
translate(-5.0, 0.0, 0.0)
val ring = Shape(listOf(Circle(0.0, 0.0, 0.5).contour, Circle(0.0, 0.0, 0.25).contour.reversed))
for (i in 0 until 5) {
extrudeShapeSteps(
ring,
path,
160,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
translate(2.0, 0.0, 0.0)
}
}
program {
val m = buildTriangleMesh {
color = ColorRGBa.PINK
val path = listOf(
Vector3(0.0, 0.0, 0.0),
Vector3(-2.0, 2.0, 2.0),
Vector3(2.0, -4.0, 4.0),
Vector3(0.0, 0.0, 8.0)
).catmullRom(0.5, closed = false).toPath3D()
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 2.0, 0.0)
}
translate(-5.0, 0.0, 0.0)
val ring = Shape(listOf(Circle(0.0, 0.0, 0.5).contour, Circle(0.0, 0.0, 0.25).contour.reversed))
for (i in 0 until 5) {
extrudeShapeSteps(
ring,
path,
160,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
translate(2.0, 0.0, 0.0)
}
}
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 2.0, 0.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -15,82 +15,76 @@ import org.openrndr.shape.Path3D
import kotlin.math.PI
import kotlin.math.exp
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
fun spiralPath(a: Double, k: Double, cycles: Double, steps: Int, direction: Double = 1.0): Path3D {
val points = (0 until steps).map {
val theta = ((PI * 2.0 * cycles) / steps) * it
val radius = a * exp(k * theta)
val c = Polar(theta.asDegrees, radius).cartesian
c.xy0
}
return Path3D.fromPoints(points, false)
}
program {
fun spiralPath(a: Double, k: Double, cycles: Double, steps: Int, direction:Double = 1.0): Path3D {
val points = (0 until steps).map {
val theta = ((PI * 2.0 * cycles) / steps) * it
val radius = a * exp(k * theta)
val spiral = buildTriangleMesh {
for (i in -1..1 step 2) {
val p = spiralPath(0.2 * i, 0.25, 4.0, 400)
val c = Polar(theta.asDegrees, radius).cartesian
c.xy0
}
return Path3D.fromPoints(points, false)
extrudeContourAdaptive(
Circle(0.0, 0.0, 0.1).contour,
p,
Vector3.UNIT_Z,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
}
val spiral = buildTriangleMesh {
for (i in -1..1 step 2) {
val p = spiralPath(0.2 * i, 0.25, 4.0, 400)
isolated {
color = ColorRGBa.YELLOW
rotate(Vector3.UNIT_X, 90.0)
extrudeContourAdaptive(
Circle(0.0, 0.0, 0.1).contour,
p,
Vector3.UNIT_Z,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
}
//rotate(Vector3.UNIT_Y, 45.0)
for (j in 0 until 1) {
for (i in -1..1 step 2) {
isolated {
color = ColorRGBa.YELLOW
rotate(Vector3.UNIT_X, 90.0)
val rotationDegrees = j * 180.0 / 1.0
val rotation = rotationDegrees.asRadians
val scale = exp(rotation * 0.25)
//rotate(Vector3.UNIT_Y, 45.0)
for (j in 0 until 1) {
for (i in -1..1 step 2) {
val p = spiralPath(0.2 * i * scale, 0.25, 4.0, 400)
val rotationDegrees = j * 180.0 / 1.0
val rotation = rotationDegrees.asRadians
val scale = exp(rotation * 0.25)
val p = spiralPath(0.2 * i * scale, 0.25, 4.0, 400)
extrudeContourAdaptive(
Circle(0.0, 0.0, 0.1).contour,
p,
Vector3.UNIT_Z,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
}
rotate(Vector3.UNIT_Y, 180.0 / 1.0)
extrudeContourAdaptive(
Circle(0.0, 0.0, 0.1).contour,
p,
Vector3.UNIT_Z,
contourDistanceTolerance = 0.02,
pathDistanceTolerance = 0.001
)
}
rotate(Vector3.UNIT_Y, 180.0 / 1.0)
}
}
}
extend(Orbital())
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend(Orbital())
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.rotate(Vector3.UNIT_X, seconds*20.0)
drawer.vertexBuffer(spiral, DrawPrimitive.TRIANGLES)
}
drawer.rotate(Vector3.UNIT_X, seconds * 20.0)
drawer.vertexBuffer(spiral, DrawPrimitive.TRIANGLES)
}
}
}
}

View File

@@ -16,71 +16,69 @@ import org.openrndr.shape.Segment3D
* Extruded Bézier tubes grown on a morphing Bézier surface.
*
*/
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val crossSection = Circle(0.0, 0.0, 0.2).contour
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 0.0, 0.0)
}
program {
val crossSection = Circle(0.0, 0.0, 0.2).contour
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 0.0, 0.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
val m = buildTriangleMesh {
val beziers = List(4) { curveId ->
val n = List(12) {
Random.simplex(it * 7.387, curveId * 5.531 + seconds * 0.05) * 10.0
}
Segment3D(
Vector3(n[0], n[1], n[2]),
Vector3(n[3], n[4], n[5]),
Vector3(n[6], n[7], n[8]),
Vector3(n[9], n[10], n[11])
)
}
for (i in 0 until 20) {
val t = i / (20.0 - 1.0)
val path = Path3D(
listOf(
Segment3D(
beziers[0].position(t),
beziers[1].position(t),
beziers[2].position(t),
beziers[3].position(t)
)
), false
)
color = if(i % 2 == 0) ColorRGBa.PINK else ColorRGBa.WHITE.shade(0.1)
extrudeContourSteps(
crossSection,
path,
120,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.05,
pathDistanceTolerance = 0.05
)
}
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
m.destroy()
}
val m = buildTriangleMesh {
val beziers = List(4) { curveId ->
val n = List(12) {
Random.simplex(it * 7.387, curveId * 5.531 + seconds * 0.05) * 10.0
}
Segment3D(
Vector3(n[0], n[1], n[2]),
Vector3(n[3], n[4], n[5]),
Vector3(n[6], n[7], n[8]),
Vector3(n[9], n[10], n[11])
)
}
for (i in 0 until 20) {
val t = i / (20.0 - 1.0)
val path = Path3D(
listOf(
Segment3D(
beziers[0].position(t),
beziers[1].position(t),
beziers[2].position(t),
beziers[3].position(t)
)
), false
)
color = if (i % 2 == 0) ColorRGBa.PINK else ColorRGBa.WHITE.shade(0.1)
extrudeContourSteps(
crossSection,
path,
120,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.05,
pathDistanceTolerance = 0.05
)
}
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
m.destroy()
}
}
}

View File

@@ -18,72 +18,70 @@ import kotlin.math.cos
* Extruded Bézier tubes grown on a morphing Bézier surface.
*
*/
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val crossSection = Circle(0.0, 0.0, 0.2).contour
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 0.0, 0.0)
}
program {
val crossSection = Circle(0.0, 0.0, 0.2).contour
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 0.0, 0.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
val m = buildTriangleMesh {
val beziers = List(4) { curveId ->
val n = List(12) {
Random.simplex(it * 7.387, curveId * 5.531 + seconds * 0.05) * 10.0
}
Segment3D(
Vector3(n[0], n[1], n[2]),
Vector3(n[3], n[4], n[5]),
Vector3(n[6], n[7], n[8]),
Vector3(n[9], n[10], n[11])
)
}
for (i in 0 until 20) {
val t = i / (20.0 - 1.0)
val path = Path3D(
listOf(
Segment3D(
beziers[0].position(t),
beziers[1].position(t),
beziers[2].position(t),
beziers[3].position(t)
)
), false
)
color = if(i % 2 == 0) ColorRGBa.PINK else ColorRGBa.WHITE.shade(0.1)
extrudeContourStepsScaled(
crossSection,
path,
120,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.05,
pathDistanceTolerance = 0.05,
scale = { tt: Double -> 0.5 - 0.5 * cos(tt * 2 * PI) }
)
}
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
m.destroy()
}
val m = buildTriangleMesh {
val beziers = List(4) { curveId ->
val n = List(12) {
Random.simplex(it * 7.387, curveId * 5.531 + seconds * 0.05) * 10.0
}
Segment3D(
Vector3(n[0], n[1], n[2]),
Vector3(n[3], n[4], n[5]),
Vector3(n[6], n[7], n[8]),
Vector3(n[9], n[10], n[11])
)
}
for (i in 0 until 20) {
val t = i / (20.0 - 1.0)
val path = Path3D(
listOf(
Segment3D(
beziers[0].position(t),
beziers[1].position(t),
beziers[2].position(t),
beziers[3].position(t)
)
), false
)
color = if (i % 2 == 0) ColorRGBa.PINK else ColorRGBa.WHITE.shade(0.1)
extrudeContourStepsScaled(
crossSection,
path,
120,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.05,
pathDistanceTolerance = 0.05,
scale = { tt: Double -> 0.5 - 0.5 * cos(tt * 2 * PI) }
)
}
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
m.destroy()
}
}
}

View File

@@ -22,25 +22,24 @@ import kotlin.math.cos
* based on the t value along a Path3D. In other words, a tube in which the cross-section does not need
* to be constant, but can be scaled, rotated and displaced along its curvy axis.
*/
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
Random.seed = System.currentTimeMillis().toString()
val texture = loadImage("demo-data/images/peopleCity01.jpg").also {
it.wrapU = WrapMode.REPEAT
it.wrapV = WrapMode.REPEAT
it.filterMag = MagnifyingFilter.LINEAR
it.filterMin = MinifyingFilter.LINEAR
}
program {
Random.seed = System.currentTimeMillis().toString()
val texture = loadImage("demo-data/images/peopleCity01.jpg").also {
it.wrapU = WrapMode.REPEAT
it.wrapV = WrapMode.REPEAT
it.filterMag = MagnifyingFilter.LINEAR
it.filterMin = MinifyingFilter.LINEAR
}
val shader = shadeStyle {
fragmentTransform = """
val shader = shadeStyle {
fragmentTransform = """
// A. Passed color
x_fill = va_color;
@@ -56,38 +55,37 @@ fun main() {
// Black fog (darken far away shapes)
x_fill.rgb += v_viewPosition.z * 0.05;
""".trimIndent()
parameter("img", texture)
}
parameter("img", texture)
}
extend(Orbital()) {
eye = Vector3(0.0, 3.0, 7.0)
lookAt = Vector3(0.0, 0.0, 0.0)
}
extend {
drawer.stroke = null
extend(Orbital()) {
eye = Vector3(0.0, 3.0, 7.0)
lookAt = Vector3(0.0, 0.0, 0.0)
}
extend {
drawer.stroke = null
val path = get3DPath(10.0, seconds * 0.05, 400)
val tubes = makeTubes(path, seconds * 0.2)
val path = get3DPath(10.0, seconds * 0.05, 400)
val tubes = makeTubes(path, seconds * 0.2)
shader.parameter("seconds", seconds * 0.1)
drawer.fill = ColorRGBa.WHITE
drawer.shadeStyle = shader
tubes.forEachIndexed { i, vb ->
shader.parameter("offset", i * 0.3 + 0.2)
shader.parameter("seconds", seconds * 0.1)
drawer.fill = ColorRGBa.WHITE
drawer.shadeStyle = shader
tubes.forEachIndexed { i, vb ->
shader.parameter("offset", i * 0.3 + 0.2)
// Mirror the mesh 5 times
repeat(5) {
drawer.isolated {
rotate(Vector3.UNIT_Z, it * 72.0)
vertexBuffer(vb, DrawPrimitive.TRIANGLES)
}
// Mirror the mesh 5 times
repeat(5) {
drawer.isolated {
rotate(Vector3.UNIT_Z, it * 72.0)
vertexBuffer(vb, DrawPrimitive.TRIANGLES)
}
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
vb.destroy()
}
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
vb.destroy()
}
}
}
}

View File

@@ -15,42 +15,40 @@ import java.io.File
* Demonstrate decal generator as an object slicer
* @see <img src="https://raw.githubusercontent.com/openrndr/orx/media/orx-mesh-generators/images/decal-DemoDecal01Kt.png">
*/
fun main() {
application {
configure {
width = 720
height = 720
fun main() = application {
configure {
width = 720
height = 720
}
program {
val obj = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData().triangulate()
val slices = 25
val sliceStep = 0.1
val sliceWidth = 0.14
val sliceVBs = (0 until slices).map {
val projector = buildTransform {
translate(0.0, 0.0, -1.0 + it * sliceStep)
}
val decal = obj.decal(projector, Vector3(4.0, 4.0, sliceWidth))
val vb = decal.toVertexBuffer()
vb
}
program {
val obj = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData().triangulate()
val slices = 25
val sliceStep = 0.1
val sliceWidth = 0.14
val sliceVBs = (0 until slices).map {
val projector = buildTransform {
translate(0.0, 0.0, -1.0 + it * sliceStep)
}
val decal = obj.decal(projector, Vector3(4.0, 4.0, sliceWidth))
val vb = decal.toVertexBuffer()
vb
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """x_fill.rgb = v_viewNormal.rgb * 0.5 + 0.5; """
}
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """x_fill.rgb = v_viewNormal.rgb * 0.5 + 0.5; """
}
drawer.translate(0.0, 0.0, slices * 0.5 * 0.5)
for (i in 0 until sliceVBs.size) {
drawer.vertexBuffer(sliceVBs[i], DrawPrimitive.TRIANGLES)
drawer.translate(0.0, 0.0, -0.5)
}
drawer.translate(0.0, 0.0, slices * 0.5 * 0.5)
for (i in 0 until sliceVBs.size) {
drawer.vertexBuffer(sliceVBs[i], DrawPrimitive.TRIANGLES)
drawer.translate(0.0, 0.0, -0.5)
}
}
}
}
}

View File

@@ -17,71 +17,69 @@ import kotlin.math.PI
* Demonstrate decal generation and rendering
* @see <img src="https://raw.githubusercontent.com/openrndr/orx/media/orx-mesh-generators/images/decal-DemoDecal02Kt.png">
*/
fun main() {
application {
configure {
width = 720
height = 720
fun main() = application {
configure {
width = 720
height = 720
}
program {
/** base object */
val obj = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj"))
.toMeshData() // convert from CompoundMeshData to MeshData
.triangulate() // convert to triangles, we need this for the decal generation steps
/** object [VertexBuffer] */
val objVB = obj.toVertexBuffer()
/** positions for the decal projectors */
val decalPositions = listOf(
Vector3(0.35, 0.245, 0.8),
Vector3(-0.35, 0.245, 0.8)
)
/** decal vertex buffers */
val decalVBs = decalPositions.map {
val projector = buildTransform {
translate(it)
}
val decal = obj.decal(projector, Vector3(2.0, 2.0, 0.5))
val vb = decal.toVertexBuffer()
vb
}
program {
/** base object */
val obj = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj"))
.toMeshData() // convert from CompoundMeshData to MeshData
.triangulate() // convert to triangles, we need this for the decal generation steps
/** object [VertexBuffer] */
val objVB = obj.toVertexBuffer()
/** positions for the decal projectors */
val decalPositions = listOf(
Vector3(0.35, 0.245, 0.8),
Vector3(-0.35, 0.245, 0.8)
)
/** decal vertex buffers */
val decalVBs = decalPositions.map {
val projector = buildTransform {
translate(it)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
/* draw the base mesh */
drawer.isolated {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """x_fill.rgb = vec3(v_viewNormal * 0.5 + 0.5); """
}
val decal = obj.decal(projector, Vector3(2.0, 2.0, 0.5))
val vb = decal.toVertexBuffer()
vb
drawer.vertexBuffer(objVB, DrawPrimitive.TRIANGLES)
}
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
/* draw the base mesh */
drawer.isolated {
/* draw the decals */
drawer.isolated {
for ((index, decal) in decalVBs.withIndex()) {
/* offset the projection transform to avoid z-fighting */
drawer.projection = buildTransform {
translate(0.0, 0.0, -1e-4)
} * drawer.projection
/* draw effects on the decal geometry */
drawer.shadeStyle = shadeStyle {
fragmentTransform = """x_fill.rgb = vec3(v_viewNormal * 0.5 + 0.5); """
}
drawer.vertexBuffer(objVB, DrawPrimitive.TRIANGLES)
}
/* draw the decals */
drawer.isolated {
for ((index, decal) in decalVBs.withIndex()) {
/* offset the projection transform to avoid z-fighting */
drawer.projection = buildTransform {
translate(0.0, 0.0, -1e-4)
} * drawer.projection
/* draw effects on the decal geometry */
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
fragmentTransform = """
float d = length(va_texCoord0.xy - vec2(0.5));
float sd = smoothstep(-0.01, 0.01, cos(p_time + d * 3.1415 * 2.0 * 10.0));
float l = max(0.0, va_normal.z);
x_fill = vec4(0.0, 0.0, 0.0, l * sd * 0.5); """
parameter("time", seconds * PI * 2 + index * PI)
}
drawer.vertexBuffer(decal, DrawPrimitive.TRIANGLES)
parameter("time", seconds * PI * 2 + index * PI)
}
drawer.vertexBuffer(decal, DrawPrimitive.TRIANGLES)
}
}
}
}
}
}

View File

@@ -11,6 +11,10 @@ import org.openrndr.math.Vector3
import java.io.File
fun main() = application {
configure {
width = 720
height = 720
}
program {
val obj = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData().triangulate()
val tangentObj = obj.estimateTangents()