package tangents import org.openrndr.application import org.openrndr.draw.DrawPrimitive import org.openrndr.draw.shadeStyle import org.openrndr.extra.camera.Orbital import org.openrndr.extra.mesh.toVertexBuffer import org.openrndr.extra.meshgenerators.tangents.estimateTangents import org.openrndr.extra.objloader.loadOBJMeshData import org.openrndr.math.Vector3 import java.io.File /** * Tangent and bitangent vectors are used in shader programs for tangent space normal mapping / lighting * and certain forms of displacement mapping. * * This demo shows: * - how to create a triangulated `MeshData`. * - how to estimate the tangents of this MeshData. * - How to use the tangent and bitangent attributes in GLSL code. */ 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() val objVB = tangentObj.toVertexBuffer() extend(Orbital()) { eye = Vector3(0.0, 0.0, 2.0) } extend { drawer.shadeStyle = shadeStyle { fragmentTransform = """ vec3 viewTangent = (u_viewNormalMatrix * u_modelNormalMatrix * vec4(va_tangent, 0.0)).xyz; vec3 viewBitangent = (u_viewNormalMatrix * u_modelNormalMatrix * vec4(va_bitangent, 0.0)).xyz; float c = cos(100.0 * dot(v_worldPosition, va_normal)) * 0.5 + 0.5; //x_fill.rgb = normalize(viewTangent) * 0.5 + 0.5; x_fill.rgb = vec3(c); """.trimIndent() } drawer.vertexBuffer(objVB, DrawPrimitive.TRIANGLES) } } }