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