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moving the OpenGL examples to the core
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161
java/examples/OpenGL/Advanced/Patch/Patch.pde
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161
java/examples/OpenGL/Advanced/Patch/Patch.pde
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// Bezier patch By Maritus Watz:
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// http://www.openprocessing.org/sketch/57709
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// Normal calculation added by Andres Colubri
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// Direct port of sample code by Paul Bourke.
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// Original code: http://paulbourke.net/geometry/bezier/
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int ni=4, nj=5, RESI=ni*10, RESJ=nj*10;
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PVector outp[][], inp[][];
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PVector normp[][];
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boolean autoNormals = false;
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void setup() {
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size(600, 600, P3D);
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build();
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}
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void draw() {
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background(255);
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translate(width/2,height/2);
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lights();
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scale(0.9);
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rotateY(map(mouseX,0,width,-PI,PI));
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rotateX(map(mouseY,0,height,-PI,PI));
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noStroke();
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fill(255);
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for(int i=0; i<RESI-1; i++) {
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beginShape(QUAD_STRIP);
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for(int j=0; j<RESJ; j++) {
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if (!autoNormals) {
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normal(normp[i][j].x, normp[i][j].y, normp[i][j].z);
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}
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vertex(outp[i][j].x,outp[i][j].y,outp[i][j].z);
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vertex(outp[i+1][j].x,outp[i+1][j].y,outp[i+1][j].z);
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}
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endShape();
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}
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}
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void keyPressed() {
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if(key==' ') build();
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saveFrame("bezPatch.png");
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}
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void build() {
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int i, j, ki, kj;
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double mui, muj, bi, bj, dbi, dbj;
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outp=new PVector[RESI][RESJ];
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normp=new PVector[RESI][RESJ];
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inp=new PVector[ni+1][nj+1];
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PVector uitang = new PVector();
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PVector ujtang = new PVector();
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for (i=0;i<=ni;i++) {
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for (j=0;j<=nj;j++) {
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inp[i][j]=new PVector(i,j,random(-3,3));
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}
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}
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for (i=0;i<RESI;i++) {
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mui = i / (double)(RESI-1);
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for (j=0;j<RESJ;j++) {
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muj = j / (double)(RESJ-1);
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outp[i][j]=new PVector();
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uitang.set(0, 0, 0);
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ujtang.set(0, 0, 0);
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for (ki=0;ki<=ni;ki++) {
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bi = BezierBlend(ki, mui, ni);
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dbi = DBezierBlend(ki, mui, ni);
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for (kj=0;kj<=nj;kj++) {
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bj = BezierBlend(kj, muj, nj);
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dbj = DBezierBlend(kj, muj, nj);
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outp[i][j].x += (inp[ki][kj].x * bi * bj);
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outp[i][j].y += (inp[ki][kj].y * bi * bj);
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outp[i][j].z += (inp[ki][kj].z * bi * bj);
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uitang.x += (inp[ki][kj].x * dbi * bj);
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uitang.y += (inp[ki][kj].y * dbi * bj);
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uitang.z += (inp[ki][kj].z * dbi * bj);
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ujtang.x += (inp[ki][kj].x * bi * dbj);
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ujtang.y += (inp[ki][kj].y * bi * dbj);
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ujtang.z += (inp[ki][kj].z * bi * dbj);
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}
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}
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outp[i][j].add(new PVector(-ni/2,-nj/2,0));
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outp[i][j].mult(100);
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uitang.normalize();
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ujtang.normalize();
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normp[i][j] = uitang.cross(ujtang);
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}
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}
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}
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double BezierBlend(int k, double mu, int n) {
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int nn, kn, nkn;
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double blend=1;
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nn = n;
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kn = k;
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nkn = n - k;
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while (nn >= 1) {
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blend *= nn;
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nn--;
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if (kn > 1) {
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blend /= (double)kn;
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kn--;
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}
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if (nkn > 1) {
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blend /= (double)nkn;
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nkn--;
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}
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}
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if (k > 0)
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blend *= Math.pow(mu, (double)k);
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if (n-k > 0)
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blend *= Math.pow(1-mu, (double)(n-k));
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return(blend);
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}
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double DBezierBlend(int k, double mu, int n) {
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int nn, kn, nkn;
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double dblendf = 1;
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nn = n;
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kn = k;
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nkn = n - k;
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while (nn >= 1) {
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dblendf *= nn;
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nn--;
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if (kn > 1) {
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dblendf /= (double)kn;
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kn--;
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}
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if (nkn > 1) {
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dblendf /= (double)nkn;
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nkn--;
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}
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}
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double fk = 1;
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double dk = 0;
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double fnk = 1;
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double dnk = 0;
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if (k > 0) {
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fk = Math.pow(mu, (double)k);
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dk = k*Math.pow(mu, (double)k-1);
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}
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if (n-k > 0) {
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fnk = Math.pow(1-mu, (double)(n-k));
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dnk = (k-n)*Math.pow(1-mu, (double)(n-k-1));
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}
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dblendf *= (dk * fnk + fk * dnk);
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return(dblendf);
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}
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