73 lines
2.6 KiB
Kotlin
73 lines
2.6 KiB
Kotlin
import org.openrndr.WindowMultisample
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.draw.TransformTarget
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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.readObjMeshData
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import org.openrndr.extra.objloader.loadOBJasVertexBuffer
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import org.openrndr.extra.mesh.wireframe
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import org.openrndr.math.Vector3
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import org.openrndr.shape.Path3D
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import java.io.File
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import kotlin.math.cos
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/**
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* Demonstrates two approaches for loading an OBJ file: as a `VertexBuffer` and as `CompoundMeshData`.
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*
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* A `CompoundMeshData` object contains vertices, texture coordinates, colors, normals, tangents, and bitangents,
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* alongside their associated face indices, grouped into meshes.
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*
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* In this demo `CompoundMeshData.wireframe()` is called to generate a wireframe representation of the loaded mesh.
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*
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* When rendering the wireframe, a shade style is used to displace the lines slightly towards the camera, to ensure
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* the lines do not end up occluded by the mesh rendered as triangles.
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*
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* Finally, the `sub` method is called on the `Path3D` instances to draw only parts of the wireframe, creating
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* an animated effect.
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*/
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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(4)
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}
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program {
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val vb = loadOBJasVertexBuffer("orx-obj-loader/test-data/non-planar.obj")
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val md = readObjMeshData(File("orx-obj-loader/test-data/non-planar.obj").readLines())
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val paths = md.wireframe().map {
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Path3D.fromPoints(it, true)
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}
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extend(Orbital())
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extend {
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drawer.rotate(Vector3.Companion.UNIT_Y, seconds * 45.0 + 45.0, TransformTarget.MODEL)
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drawer.translate(0.0, 0.0, 9.0, TransformTarget.VIEW)
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """
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x_fill.rgb = normalize(v_viewNormal) * 0.5 + vec3(0.5);
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""".trimIndent()
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}
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drawer.vertexBuffer(vb, DrawPrimitive.TRIANGLES)
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drawer.stroke = ColorRGBa.WHITE
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drawer.strokeWeight = 1.0
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drawer.shadeStyle = shadeStyle {
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vertexTransform = """
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x_projectionMatrix[3][2] -= 0.001;
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""".trimIndent()
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}
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drawer.strokeWeight = 1.0
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drawer.paths(paths.mapIndexed { index, it ->
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it.sub(
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0.0, cos(seconds * 0.5 + index * 0.5) * 0.5 + 0.5
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)
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})
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}
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}
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}
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