adding the old examples to the new opengl lib

This commit is contained in:
benfry
2011-06-18 15:38:31 +00:00
parent 3683e5687e
commit 2b72e61ed3
12 changed files with 1129 additions and 6 deletions

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@@ -1,9 +1,9 @@
<?xml version="1.0"?>
<project name="Processing OpenGL2 Library" default="build">
<project name="Processing OpenGL Library" default="build">
<target name="clean" description="Clean the build directories">
<delete dir="bin" />
<delete file="library/opengl2.jar" />
<delete file="library/opengl.jar" />
</target>
<target name="compile" description="Compile sources">
@@ -20,7 +20,7 @@
classpath="../../../core/core.jar; library/jogl.all.jar; library/nativewindow.all.jar;" />
</target>
<target name="build" depends="compile" description="Build OpenGL2 library">
<jar basedir="bin" destfile="library/opengl2.jar" />
<target name="build" depends="compile" description="Build OpenGL library">
<jar basedir="bin" destfile="library/opengl.jar" />
</target>
</project>

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/**
* Esfera
* by David Pena.
*
* Distribucion aleatoria uniforme sobre la superficie de una esfera.
*/
import processing.opengl.*;
int cuantos = 8000;
pelo[] lista ;
float[] z = new float[cuantos];
float[] phi = new float[cuantos];
float[] largos = new float[cuantos];
float radio = 200;
float rx = 0;
float ry =0;
void setup() {
size(1024, 768, OPENGL);
radio = height/3.5;
lista = new pelo[cuantos];
for (int i=0; i<cuantos; i++){
lista[i] = new pelo();
}
noiseDetail(3);
}
void draw() {
background(0);
translate(width/2,height/2);
float rxp = ((mouseX-(width/2))*0.005);
float ryp = ((mouseY-(height/2))*0.005);
rx = (rx*0.9)+(rxp*0.1);
ry = (ry*0.9)+(ryp*0.1);
rotateY(rx);
rotateX(ry);
fill(0);
noStroke();
sphere(radio);
for (int i=0;i<cuantos;i++){
lista[i].dibujar();
}
}
class pelo
{
float z = random(-radio,radio);
float phi = random(TWO_PI);
float largo = random(1.15,1.2);
float theta = asin(z/radio);
void dibujar(){
float off = (noise(millis() * 0.0005,sin(phi))-0.5) * 0.3;
float offb = (noise(millis() * 0.0007,sin(z) * 0.01)-0.5) * 0.3;
float thetaff = theta+off;
float phff = phi+offb;
float x = radio * cos(theta) * cos(phi);
float y = radio * cos(theta) * sin(phi);
float z = radio * sin(theta);
float msx= screenX(x,y,z);
float msy= screenY(x,y,z);
float xo = radio * cos(thetaff) * cos(phff);
float yo = radio * cos(thetaff) * sin(phff);
float zo = radio * sin(thetaff);
float xb = xo * largo;
float yb = yo * largo;
float zb = zo * largo;
beginShape(LINES);
stroke(0);
vertex(x,y,z);
stroke(200,150);
vertex(xb,yb,zb);
endShape();
}
}

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/**
* Extrusion.
*
* Converts a flat image into spatial data points and rotates the points
* around the center.
*/
import processing.opengl.*;
PImage a;
boolean onetime = true;
int[][] aPixels;
int[][] values;
float angle;
void setup() {
size(1024, 768, OPENGL);
aPixels = new int[width][height];
values = new int[width][height];
noFill();
// Load the image into a new array
// Extract the values and store in an array
a = loadImage("ystone08.jpg");
a.loadPixels();
for (int i = 0; i < a.height; i++) {
for (int j = 0; j < a.width; j++) {
aPixels[j][i] = a.pixels[i*a.width + j];
values[j][i] = int(blue(aPixels[j][i]));
}
}
}
void draw() {
background(255);
translate(width/2, height/2, 0);
scale(2.0);
// Update and constrain the angle
angle += 0.005;
rotateY(angle);
// Display the image mass
for (int i = 0; i < a.height; i += 2) {
for (int j = 0; j < a.width; j += 2) {
stroke(values[j][i], 153);
line(j-a.width/2, i-a.height/2, -values[j][i], j-a.width/2, i-a.height/2, -values[j][i]-10);
}
}
}

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/**
* Geometry
* by Marius Watz.
*
* Using sin/cos lookup tables, blends colors, and draws a series of
* rotating arcs on the screen.
*/
import processing.opengl.*;
// Trig lookup tables borrowed from Toxi; cryptic but effective.
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION=1.0;
int SINCOS_LENGTH= int((360.0/SINCOS_PRECISION));
// System data
boolean dosave=false;
int num;
float pt[];
int style[];
void setup() {
size(1024, 768, OPENGL);
background(255);
// Fill the tables
sinLUT=new float[SINCOS_LENGTH];
cosLUT=new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i]= (float)Math.sin(i*DEG_TO_RAD*SINCOS_PRECISION);
cosLUT[i]= (float)Math.cos(i*DEG_TO_RAD*SINCOS_PRECISION);
}
num = 150;
pt = new float[6*num]; // rotx, roty, deg, rad, w, speed
style = new int[2*num]; // color, render style
// Set up arc shapes
int index=0;
float prob;
for (int i=0; i<num; i++) {
pt[index++] = random(PI*2); // Random X axis rotation
pt[index++] = random(PI*2); // Random Y axis rotation
pt[index++] = random(60,80); // Short to quarter-circle arcs
if(random(100)>90) pt[index]=(int)random(8,27)*10;
pt[index++] = int(random(2,50)*5); // Radius. Space them out nicely
pt[index++] = random(4,32); // Width of band
if(random(100)>90) pt[index]=random(40,60); // Width of band
pt[index++] = radians(random(5,30))/5; // Speed of rotation
// get colors
prob = random(100);
if(prob<30) style[i*2]=colorBlended(random(1), 255,0,100, 255,0,0, 210);
else if(prob<70) style[i*2]=colorBlended(random(1), 0,153,255, 170,225,255, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 200,255,0, 150,255,0, 210);
else style[i*2]=color(255,255,255, 220);
if(prob<50) style[i*2]=colorBlended(random(1), 200,255,0, 50,120,0, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 255,100,0, 255,255,0, 210);
else style[i*2]=color(255,255,255, 220);
style[i*2+1]=(int)(random(100))%3;
}
}
void draw() {
background(0);
int index=0;
translate(width/2, height/2, 0);
rotateX(PI/6);
rotateY(PI/6);
for (int i = 0; i < num; i++) {
pushMatrix();
rotateX(pt[index++]);
rotateY(pt[index++]);
if(style[i*2+1]==0) {
stroke(style[i*2]);
noFill();
strokeWeight(1);
arcLine(0,0, pt[index++],pt[index++],pt[index++]);
}
else if(style[i*2+1]==1) {
fill(style[i*2]);
noStroke();
arcLineBars(0,0, pt[index++],pt[index++],pt[index++]);
}
else {
fill(style[i*2]);
noStroke();
arc(0,0, pt[index++],pt[index++],pt[index++]);
}
// increase rotation
pt[index-5]+=pt[index]/10;
pt[index-4]+=pt[index++]/20;
popMatrix();
}
}
// Get blend of two colors
int colorBlended(float fract,
float r, float g, float b,
float r2, float g2, float b2, float a) {
r2 = (r2 - r);
g2 = (g2 - g);
b2 = (b2 - b);
return color(r + r2 * fract, g + g2 * fract, b + b2 * fract, a);
}
// Draw arc line
void arcLine(float x,float y,float deg,float rad,float w) {
int a=(int)(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
int numlines=(int)(w/2);
for (int j=0; j<numlines; j++) {
beginShape();
for (int i=0; i<a; i++) {
vertex(cosLUT[i]*rad+x,sinLUT[i]*rad+y);
}
endShape();
rad += 2;
}
}
// Draw arc line with bars
void arcLineBars(float x,float y,float deg,float rad,float w) {
int a = int((min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1)));
a /= 4;
beginShape(QUADS);
for (int i=0; i<a; i+=4) {
vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
vertex(cosLUT[i+2]*(rad+w)+x,sinLUT[i+2]*(rad+w)+y);
vertex(cosLUT[i+2]*(rad)+x,sinLUT[i+2]*(rad)+y);
}
endShape();
}
// Draw solid arc
void arc(float x,float y,float deg,float rad,float w) {
int a = int(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
beginShape(QUAD_STRIP);
for (int i = 0; i < a; i++) {
vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
}
endShape();
}

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/**
* LightsGL.
* Modified from an example by Simon Greenwold.
*
* Display a box with three different kinds of lights.
*/
import processing.opengl.*;
void setup()
{
size(1024, 768, OPENGL);
noStroke();
}
void draw()
{
defineLights();
background(0);
for (int x = 0; x <= width; x += 100) {
for (int y = 0; y <= height; y += 100) {
pushMatrix();
translate(x, y);
rotateY(map(mouseX, 0, width, 0, PI));
rotateX(map(mouseY, 0, height, 0, PI));
box(90);
popMatrix();
}
}
}
void defineLights() {
// Orange point light on the right
pointLight(150, 100, 0, // Color
200, -150, 0); // Position
// Blue directional light from the left
directionalLight(0, 102, 255, // Color
1, 0, 0); // The x-, y-, z-axis direction
// Yellow spotlight from the front
spotLight(255, 255, 109, // Color
0, 40, 200, // Position
0, -0.5, -0.5, // Direction
PI / 2, 2); // Angle, concentration
}

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class Cube {
// Properties
int w, h, d;
int shiftX, shiftY, shiftZ;
// Constructor
Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
this.w = w;
this.h = h;
this.d = d;
this.shiftX = shiftX;
this.shiftY = shiftY;
this.shiftZ = shiftZ;
}
// Main cube drawing method, which looks
// more confusing than it really is. It's
// just a bunch of rectangles drawn for
// each cube face
void drawCube(){
beginShape(QUADS);
// Front face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Back face
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
// Left face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Right face
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
// Top face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
// Bottom face
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
endShape();
// Add some rotation to each box for pizazz.
rotateY(radians(1));
rotateX(radians(1));
rotateZ(radians(1));
}
}

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/**
* Space Junk
* by Ira Greenberg.
* Zoom suggestion
* by Danny Greenberg.
*
* Rotating cubes in space using a custom Cube class.
* Color controlled by light sources. Move the mouse left
* and right to zoom.
*/
import processing.opengl.*;
// Used for oveall rotation
float ang;
// Cube count-lower/raise to test P3D/OPENGL performance
int limit = 500;
// Array for all cubes
Cube[]cubes = new Cube[limit];
void setup() {
size(1024, 768, OPENGL);
background(0);
noStroke();
// Instantiate cubes, passing in random vals for size and postion
for (int i = 0; i< cubes.length; i++){
cubes[i] = new Cube(int(random(-10, 10)), int(random(-10, 10)),
int(random(-10, 10)), int(random(-140, 140)), int(random(-140, 140)),
int(random(-140, 140)));
}
}
void draw(){
background(0);
fill(200);
// Set up some different colored lights
pointLight(51, 102, 255, 65, 60, 100);
pointLight(200, 40, 60, -65, -60, -150);
// Raise overall light in scene
ambientLight(70, 70, 10);
// Center geometry in display windwow.
// you can change 3rd argument ('0')
// to move block group closer(+)/further(-)
translate(width/2, height/2, -200 + mouseX * 0.65);
// Rotate around y and x axes
rotateY(radians(ang));
rotateX(radians(ang));
// Draw cubes
for (int i = 0; i < cubes.length; i++){
cubes[i].drawCube();
}
// Used in rotate function calls above
ang++;
}

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/**
* Textured Sphere
* by Mike 'Flux' Chang (cleaned up by Aaron Koblin).
* Based on code by Toxi.
*
* A 3D textured sphere with simple rotation control.
* Note: Controls will be inverted when sphere is upside down.
* Use an "arc ball" to deal with this appropriately.
*/
import processing.opengl.*;
PImage bg;
PImage texmap;
int sDetail = 35; // Sphere detail setting
float rotationX = 0;
float rotationY = 0;
float velocityX = 0;
float velocityY = 0;
float globeRadius = 450;
float pushBack = 0;
float[] cx, cz, sphereX, sphereY, sphereZ;
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION = 0.5;
int SINCOS_LENGTH = int(360.0 / SINCOS_PRECISION);
void setup() {
size(1024, 768, OPENGL);
texmap = loadImage("world32k.jpg");
initializeSphere(sDetail);
}
void draw() {
background(0);
renderGlobe();
}
void renderGlobe() {
pushMatrix();
translate(width/2.0, height/2.0, pushBack);
pushMatrix();
noFill();
stroke(255,200);
strokeWeight(2);
smooth();
popMatrix();
lights();
pushMatrix();
rotateX( radians(-rotationX) );
rotateY( radians(270 - rotationY) );
fill(200);
noStroke();
textureMode(IMAGE);
texturedSphere(globeRadius, texmap);
popMatrix();
popMatrix();
rotationX += velocityX;
rotationY += velocityY;
velocityX *= 0.95;
velocityY *= 0.95;
// Implements mouse control (interaction will be inverse when sphere is upside down)
if(mousePressed){
velocityX += (mouseY-pmouseY) * 0.01;
velocityY -= (mouseX-pmouseX) * 0.01;
}
}
void initializeSphere(int res)
{
sinLUT = new float[SINCOS_LENGTH];
cosLUT = new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i] = (float) Math.sin(i * DEG_TO_RAD * SINCOS_PRECISION);
cosLUT[i] = (float) Math.cos(i * DEG_TO_RAD * SINCOS_PRECISION);
}
float delta = (float)SINCOS_LENGTH/res;
float[] cx = new float[res];
float[] cz = new float[res];
// Calc unit circle in XZ plane
for (int i = 0; i < res; i++) {
cx[i] = -cosLUT[(int) (i*delta) % SINCOS_LENGTH];
cz[i] = sinLUT[(int) (i*delta) % SINCOS_LENGTH];
}
// Computing vertexlist vertexlist starts at south pole
int vertCount = res * (res-1) + 2;
int currVert = 0;
// Re-init arrays to store vertices
sphereX = new float[vertCount];
sphereY = new float[vertCount];
sphereZ = new float[vertCount];
float angle_step = (SINCOS_LENGTH*0.5f)/res;
float angle = angle_step;
// Step along Y axis
for (int i = 1; i < res; i++) {
float curradius = sinLUT[(int) angle % SINCOS_LENGTH];
float currY = -cosLUT[(int) angle % SINCOS_LENGTH];
for (int j = 0; j < res; j++) {
sphereX[currVert] = cx[j] * curradius;
sphereY[currVert] = currY;
sphereZ[currVert++] = cz[j] * curradius;
}
angle += angle_step;
}
sDetail = res;
}
// Generic routine to draw textured sphere
void texturedSphere(float r, PImage t)
{
int v1,v11,v2;
r = (r + 240 ) * 0.33;
beginShape(TRIANGLE_STRIP);
texture(t);
float iu=(float)(t.width-1)/(sDetail);
float iv=(float)(t.height-1)/(sDetail);
float u=0,v=iv;
for (int i = 0; i < sDetail; i++) {
vertex(0, -r, 0,u,0);
vertex(sphereX[i]*r, sphereY[i]*r, sphereZ[i]*r, u, v);
u+=iu;
}
vertex(0, -r, 0,u,0);
vertex(sphereX[0]*r, sphereY[0]*r, sphereZ[0]*r, u, v);
endShape();
// Middle rings
int voff = 0;
for(int i = 2; i < sDetail; i++) {
v1=v11=voff;
voff += sDetail;
v2=voff;
u=0;
beginShape(TRIANGLE_STRIP);
texture(t);
for (int j = 0; j < sDetail; j++) {
vertex(sphereX[v1]*r, sphereY[v1]*r, sphereZ[v1++]*r, u, v);
vertex(sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2++]*r, u, v+iv);
u+=iu;
}
// Close each ring
v1=v11;
v2=voff;
vertex(sphereX[v1]*r, sphereY[v1]*r, sphereZ[v1]*r, u, v);
vertex(sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2]*r, u, v+iv);
endShape();
v+=iv;
}
u=0;
// Add the northern cap
beginShape(TRIANGLE_STRIP);
texture(t);
for (int i = 0; i < sDetail; i++) {
v2 = voff + i;
vertex(sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2]*r, u, v);
vertex(0, r, 0,u,v+iv);
u+=iu;
}
vertex(sphereX[voff]*r, sphereY[voff]*r, sphereZ[voff]*r, u, v);
endShape();
}

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class Gesture {
float damp = 5.0;
float dampInv = 1.0 / damp;
float damp1 = damp - 1;
int w;
int h;
int capacity;
Vec3f path[];
int crosses[];
Polygon polygons[];
int nPoints;
int nPolys;
float jumpDx, jumpDy;
boolean exists;
float INIT_TH = 14;
float thickness = INIT_TH;
Gesture(int mw, int mh) {
w = mw;
h = mh;
capacity = 600;
path = new Vec3f[capacity];
polygons = new Polygon[capacity];
crosses = new int[capacity];
for (int i=0;i<capacity;i++) {
polygons[i] = new Polygon();
polygons[i].npoints = 4;
path[i] = new Vec3f();
crosses[i] = 0;
}
nPoints = 0;
nPolys = 0;
exists = false;
jumpDx = 0;
jumpDy = 0;
}
void clear() {
nPoints = 0;
exists = false;
thickness = INIT_TH;
}
void clearPolys() {
nPolys = 0;
}
void addPoint(float x, float y) {
if (nPoints >= capacity) {
// there are all sorts of possible solutions here,
// but for abject simplicity, I don't do anything.
}
else {
float v = distToLast(x, y);
float p = getPressureFromVelocity(v);
path[nPoints++].set(x,y,p);
if (nPoints > 1) {
exists = true;
jumpDx = path[nPoints-1].x - path[0].x;
jumpDy = path[nPoints-1].y - path[0].y;
}
}
}
float getPressureFromVelocity(float v) {
final float scale = 18;
final float minP = 0.02;
final float oldP = (nPoints > 0) ? path[nPoints-1].p : 0;
return ((minP + max(0, 1.0 - v/scale)) + (damp1*oldP))*dampInv;
}
void setPressures() {
// pressures vary from 0...1
float pressure;
Vec3f tmp;
float t = 0;
float u = 1.0 / (nPoints - 1)*TWO_PI;
for (int i = 0; i < nPoints; i++) {
pressure = sqrt((1.0 - cos(t))*0.5);
path[i].p = pressure;
t += u;
}
}
float distToLast(float ix, float iy) {
if (nPoints > 0) {
Vec3f v = path[nPoints-1];
float dx = v.x - ix;
float dy = v.y - iy;
return mag(dx, dy);
}
else {
return 30;
}
}
void compile() {
// compute the polygons from the path of Vec3f's
if (exists) {
clearPolys();
Vec3f p0, p1, p2;
float radius0, radius1;
float ax, bx, cx, dx;
float ay, by, cy, dy;
int axi, bxi, cxi, dxi, axip, axid;
int ayi, byi, cyi, dyi, ayip, ayid;
float p1x, p1y;
float dx01, dy01, hp01, si01, co01;
float dx02, dy02, hp02, si02, co02;
float dx13, dy13, hp13, si13, co13;
float taper = 1.0;
int nPathPoints = nPoints - 1;
int lastPolyIndex = nPathPoints - 1;
float npm1finv = 1.0 / max(1, nPathPoints - 1);
// handle the first point
p0 = path[0];
p1 = path[1];
radius0 = p0.p * thickness;
dx01 = p1.x - p0.x;
dy01 = p1.y - p0.y;
hp01 = sqrt(dx01*dx01 + dy01*dy01);
if (hp01 == 0) {
hp02 = 0.0001;
}
co01 = radius0 * dx01 / hp01;
si01 = radius0 * dy01 / hp01;
ax = p0.x - si01;
ay = p0.y + co01;
bx = p0.x + si01;
by = p0.y - co01;
int xpts[];
int ypts[];
int LC = 20;
int RC = w-LC;
int TC = 20;
int BC = h-TC;
float mint = 0.618;
float tapow = 0.4;
// handle the middle points
int i = 1;
Polygon apoly;
for (i = 1; i < nPathPoints; i++) {
taper = pow((lastPolyIndex-i)*npm1finv,tapow);
p0 = path[i-1];
p1 = path[i ];
p2 = path[i+1];
p1x = p1.x;
p1y = p1.y;
radius1 = Math.max(mint,taper*p1.p*thickness);
// assumes all segments are roughly the same length...
dx02 = p2.x - p0.x;
dy02 = p2.y - p0.y;
hp02 = (float) Math.sqrt(dx02*dx02 + dy02*dy02);
if (hp02 != 0) {
hp02 = radius1/hp02;
}
co02 = dx02 * hp02;
si02 = dy02 * hp02;
// translate the integer coordinates to the viewing rectangle
axi = axip = (int)ax;
ayi = ayip = (int)ay;
axi=(axi<0)?(w-((-axi)%w)):axi%w;
axid = axi-axip;
ayi=(ayi<0)?(h-((-ayi)%h)):ayi%h;
ayid = ayi-ayip;
// set the vertices of the polygon
apoly = polygons[nPolys++];
xpts = apoly.xpoints;
ypts = apoly.ypoints;
xpts[0] = axi = axid + axip;
xpts[1] = bxi = axid + (int) bx;
xpts[2] = cxi = axid + (int)(cx = p1x + si02);
xpts[3] = dxi = axid + (int)(dx = p1x - si02);
ypts[0] = ayi = ayid + ayip;
ypts[1] = byi = ayid + (int) by;
ypts[2] = cyi = ayid + (int)(cy = p1y - co02);
ypts[3] = dyi = ayid + (int)(dy = p1y + co02);
// keep a record of where we cross the edge of the screen
crosses[i] = 0;
if ((axi<=LC)||(bxi<=LC)||(cxi<=LC)||(dxi<=LC)) {
crosses[i]|=1;
}
if ((axi>=RC)||(bxi>=RC)||(cxi>=RC)||(dxi>=RC)) {
crosses[i]|=2;
}
if ((ayi<=TC)||(byi<=TC)||(cyi<=TC)||(dyi<=TC)) {
crosses[i]|=4;
}
if ((ayi>=BC)||(byi>=BC)||(cyi>=BC)||(dyi>=BC)) {
crosses[i]|=8;
}
//swap data for next time
ax = dx;
ay = dy;
bx = cx;
by = cy;
}
// handle the last point
p2 = path[nPathPoints];
apoly = polygons[nPolys++];
xpts = apoly.xpoints;
ypts = apoly.ypoints;
xpts[0] = (int)ax;
xpts[1] = (int)bx;
xpts[2] = (int)(p2.x);
xpts[3] = (int)(p2.x);
ypts[0] = (int)ay;
ypts[1] = (int)by;
ypts[2] = (int)(p2.y);
ypts[3] = (int)(p2.y);
}
}
void smooth() {
// average neighboring points
final float weight = 18;
final float scale = 1.0 / (weight + 2);
int nPointsMinusTwo = nPoints - 2;
Vec3f lower, upper, center;
for (int i = 1; i < nPointsMinusTwo; i++) {
lower = path[i-1];
center = path[i];
upper = path[i+1];
center.x = (lower.x + weight*center.x + upper.x)*scale;
center.y = (lower.y + weight*center.y + upper.y)*scale;
}
}
}

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@@ -0,0 +1,19 @@
class Vec3f {
float x;
float y;
float p; // Pressure
Vec3f() {
set(0, 0, 0);
}
Vec3f(float ix, float iy, float ip) {
set(ix, iy, ip);
}
void set(float ix, float iy, float ip) {
x = ix;
y = iy;
p = ip;
}
}

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@@ -0,0 +1,190 @@
/**
* Yellowtail
* by Golan Levin (www.flong.com).
*
* Click, drag, and release to create a kinetic gesture.
*
* Yellowtail (1998-2000) is an interactive software system for the gestural
* creation and performance of real-time abstract animation. Yellowtail repeats
* a user's strokes end-over-end, enabling simultaneous specification of a
* line's shape and quality of movement. Each line repeats according to its
* own period, producing an ever-changing and responsive display of lively,
* worm-like textures.
*/
import processing.opengl.*;
import java.awt.Polygon;
Gesture gestureArray[];
final int nGestures = 36; // Number of gestures
final int minMove = 3; // Minimum travel for a new point
int currentGestureID;
Polygon tempP;
int tmpXp[];
int tmpYp[];
void setup() {
size(1024, 768, OPENGL);
background(0, 0, 0);
noStroke();
currentGestureID = -1;
gestureArray = new Gesture[nGestures];
for (int i = 0; i < nGestures; i++) {
gestureArray[i] = new Gesture(width, height);
}
clearGestures();
}
void draw() {
background(0);
updateGeometry();
fill(255, 255, 245);
for (int i = 0; i < nGestures; i++) {
renderGesture(gestureArray[i], width, height);
}
}
void mousePressed() {
currentGestureID = (currentGestureID+1) % nGestures;
Gesture G = gestureArray[currentGestureID];
G.clear();
G.clearPolys();
G.addPoint(mouseX, mouseY);
}
void mouseDragged() {
if (currentGestureID >= 0) {
Gesture G = gestureArray[currentGestureID];
if (G.distToLast(mouseX, mouseY) > minMove) {
G.addPoint(mouseX, mouseY);
G.smooth();
G.compile();
}
}
}
void keyPressed() {
if (key == '+' || key == '=') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = min(96, th+1);
gestureArray[currentGestureID].compile();
}
} else if (key == '-') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = max(2, th-1);
gestureArray[currentGestureID].compile();
}
} else if (key == ' ') {
clearGestures();
}
}
void renderGesture(Gesture gesture, int w, int h) {
if (gesture.exists) {
if (gesture.nPolys > 0) {
Polygon polygons[] = gesture.polygons;
int crosses[] = gesture.crosses;
int xpts[];
int ypts[];
Polygon p;
int cr;
beginShape(QUADS);
int gnp = gesture.nPolys;
for (int i=0; i<gnp; i++) {
p = polygons[i];
xpts = p.xpoints;
ypts = p.ypoints;
vertex(xpts[0], ypts[0]);
vertex(xpts[1], ypts[1]);
vertex(xpts[2], ypts[2]);
vertex(xpts[3], ypts[3]);
if ((cr = crosses[i]) > 0) {
if ((cr & 3)>0) {
vertex(xpts[0]+w, ypts[0]);
vertex(xpts[1]+w, ypts[1]);
vertex(xpts[2]+w, ypts[2]);
vertex(xpts[3]+w, ypts[3]);
vertex(xpts[0]-w, ypts[0]);
vertex(xpts[1]-w, ypts[1]);
vertex(xpts[2]-w, ypts[2]);
vertex(xpts[3]-w, ypts[3]);
}
if ((cr & 12)>0) {
vertex(xpts[0], ypts[0]+h);
vertex(xpts[1], ypts[1]+h);
vertex(xpts[2], ypts[2]+h);
vertex(xpts[3], ypts[3]+h);
vertex(xpts[0], ypts[0]-h);
vertex(xpts[1], ypts[1]-h);
vertex(xpts[2], ypts[2]-h);
vertex(xpts[3], ypts[3]-h);
}
// I have knowingly retained the small flaw of not
// completely dealing with the corner conditions
// (the case in which both of the above are true).
}
}
endShape();
}
}
}
void updateGeometry() {
Gesture J;
for (int g=0; g<nGestures; g++) {
if ((J=gestureArray[g]).exists) {
if (g!=currentGestureID) {
advanceGesture(J);
} else if (!mousePressed) {
advanceGesture(J);
}
}
}
}
void advanceGesture(Gesture gesture) {
// Move a Gesture one step
if (gesture.exists) { // check
int nPts = gesture.nPoints;
int nPts1 = nPts-1;
Vec3f path[];
float jx = gesture.jumpDx;
float jy = gesture.jumpDy;
if (nPts > 0) {
path = gesture.path;
for (int i = nPts1; i > 0; i--) {
path[i].x = path[i-1].x;
path[i].y = path[i-1].y;
}
path[0].x = path[nPts1].x - jx;
path[0].y = path[nPts1].y - jy;
gesture.compile();
}
}
}
void clearGestures() {
for (int i = 0; i < nGestures; i++) {
gestureArray[i].clear();
}
}

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@@ -1,10 +1,10 @@
# If you want to support more platforms, see the jogl.dev.java.net to get the
# natives libraries for the platform in question (i.e. Solaris).
name = OpenGL2
name = OpenGL
# In releases later than (but not including) 1.0.9, the applet JAR files
# are downloaded directly from Sun, so that a single version is cached
# on the user's computer, rather than increasing the download size with
# the versions for each platform.
applet = opengl2.jar
applet = opengl.jar