Files
orx/orx-mesh-noise/src/jvmDemo/kotlin/DemoNonUniformMeshNoise01.kt
Abe Pazos c8f7dd52c6 Demos: ensure all use fun main() = application {
- Adjust some demo window sizes.
- Replace Random.double by Double.uniform
- Tweak some demos so screenshots look more interesting
2025-01-26 20:57:04 +01:00

68 lines
2.5 KiB
Kotlin

import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.isolated
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.mesh.IIndexedPolygon
import org.openrndr.extra.mesh.IVertexData
import org.openrndr.extra.mesh.noise.nonuniformRSeq
import org.openrndr.extra.meshgenerators.normals.estimateNormals
import org.openrndr.extra.meshgenerators.sphereMesh
import org.openrndr.extra.objloader.loadOBJMeshData
import org.openrndr.math.Vector3
import java.io.File
import kotlin.math.pow
import kotlin.random.Random
/**
* The program demonstrates the loading of a 3D model, estimating its normals,
* sampling points based on non-uniform distribution, and rendering points as spheres.
*
* Key functionalities include:
* - Loading a 3D model from an OBJ file.
* - Estimating per-vertex normals for the mesh.
* - Generating and rendering a sphere mesh for sampled points.
* - Using a lighting direction vector to bias the point sampling distribution.
* - Extending the program with an orbital camera for interactive navigation.
* - Applying shading to simulate lighting effects based on vertex normals.
*
* The rendering of spheres is performed by iterating over the sampled points and isolating each in the transformation matrix.
* This setup allows customization for complex rendering pipelines.
*/
fun main() = application {
configure {
width = 720
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData().estimateNormals()
val sphere = sphereMesh(radius = 0.0125)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 8.0)
fov = 25.0
}
val v = Vector3(1.0, 1.0, 1.0).normalized
val points = mesh.nonuniformRSeq(
10000,
false,
Random((seconds * 0).toInt())
) { vertexData: IVertexData, polygon: IIndexedPolygon, vertexIndex: Int ->
vertexData.normals[polygon.normals[vertexIndex]].dot(v).coerceIn(0.1, 1.0).pow(2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4( (v_viewNormal * 0.5 + 0.5), 1.0);"
}
for (point in points) drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}