- Adjust some demo window sizes. - Replace Random.double by Double.uniform - Tweak some demos so screenshots look more interesting
68 lines
2.5 KiB
Kotlin
68 lines
2.5 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.mesh.IIndexedPolygon
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import org.openrndr.extra.mesh.IVertexData
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import org.openrndr.extra.mesh.noise.nonuniformRSeq
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import org.openrndr.extra.meshgenerators.normals.estimateNormals
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import org.openrndr.extra.meshgenerators.sphereMesh
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import org.openrndr.extra.objloader.loadOBJMeshData
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import org.openrndr.math.Vector3
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import java.io.File
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import kotlin.math.pow
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import kotlin.random.Random
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/**
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* The program demonstrates the loading of a 3D model, estimating its normals,
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* sampling points based on non-uniform distribution, and rendering points as spheres.
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*
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* Key functionalities include:
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* - Loading a 3D model from an OBJ file.
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* - Estimating per-vertex normals for the mesh.
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* - Generating and rendering a sphere mesh for sampled points.
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* - Using a lighting direction vector to bias the point sampling distribution.
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* - Extending the program with an orbital camera for interactive navigation.
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* - Applying shading to simulate lighting effects based on vertex normals.
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*
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* The rendering of spheres is performed by iterating over the sampled points and isolating each in the transformation matrix.
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* This setup allows customization for complex rendering pipelines.
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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().estimateNormals()
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val sphere = sphereMesh(radius = 0.0125)
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 8.0)
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fov = 25.0
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}
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val v = Vector3(1.0, 1.0, 1.0).normalized
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val points = mesh.nonuniformRSeq(
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10000,
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false,
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Random((seconds * 0).toInt())
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) { vertexData: IVertexData, polygon: IIndexedPolygon, vertexIndex: Int ->
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vertexData.normals[polygon.normals[vertexIndex]].dot(v).coerceIn(0.1, 1.0).pow(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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} |