import org.openrndr.WindowMultisample import org.openrndr.application import org.openrndr.draw.DrawPrimitive import org.openrndr.draw.shadeStyle import org.openrndr.extra.camera.Orbital import org.openrndr.extra.meshgenerators.buildTriangleMesh import org.openrndr.extra.meshgenerators.cylinder import org.openrndr.extra.meshgenerators.hemisphere import org.openrndr.math.Vector3 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) } 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) } } } } extend { drawer.shadeStyle = shadeStyle { fragmentTransform = """ x_fill.rgb *= v_viewNormal.z; """.trimIndent() } drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES) } } }