55 lines
1.9 KiB
Kotlin
55 lines
1.9 KiB
Kotlin
import org.openrndr.WindowMultisample
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import org.openrndr.application
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.draw.isolated
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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.loadOBJMeshData
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import org.openrndr.extra.mesh.noise.uniform
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import org.openrndr.extra.meshgenerators.sphereMesh
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import org.openrndr.math.Vector3
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import java.io.File
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import kotlin.random.Random
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/**
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* This demo creates a 3D visualization program using the OPENRNDR framework.
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* It demonstrates loading an OBJ model, generating uniform points on the surface
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* of the mesh, and rendering these points as small spheres using a custom shader.
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*
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* The following key processes are performed:
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* - Loading mesh data from an OBJ file.
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* - Generating a list of uniformly distributed points on the mesh surface.
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* - Rendering the generated points with small spheres.
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* - Using an "Orbital" extension for interactive camera control.
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* - Applying a shader effect to visualize surface normals.
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*
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* The application runs with a window size of 720x720 pixels and positions the camera
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* in front of the scene using the "Orbital" extension.
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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(8)
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}
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program {
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val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
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val points = mesh.uniform(1000, Random(0))
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val sphere = sphereMesh(radius = 0.1)
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 2.0)
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}
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extend {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
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}
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for (point in points) drawer.isolated {
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drawer.translate(point)
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drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
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}
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}
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}
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}
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