Moved texture examples to Topics

This commit is contained in:
Casey Reas
2011-09-06 00:12:41 +00:00
parent 9905e0a72f
commit 47030c69ce
4 changed files with 190 additions and 0 deletions

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/**
* TexturedCube
* by Dave Bollinger.
*
* Drag mouse to rotate cube. Demonstrates use of u/v coords in
* vertex() and effect on texture(). The textures get distorted using
* the P3D renderer as you can see, but they look great using OPENGL.
*/
PImage tex;
float rotx = PI/4;
float roty = PI/4;
void setup()
{
size(640, 360, P3D);
tex = loadImage("berlin-1.jpg");
textureMode(NORMALIZED);
fill(255);
stroke(color(44,48,32));
}
void draw()
{
background(0);
noStroke();
translate(width/2.0, height/2.0, -100);
rotateX(rotx);
rotateY(roty);
scale(90);
TexturedCube(tex);
}
void TexturedCube(PImage tex) {
beginShape(QUADS);
texture(tex);
// Given one texture and six faces, we can easily set up the uv coordinates
// such that four of the faces tile "perfectly" along either u or v, but the other
// two faces cannot be so aligned. This code tiles "along" u, "around" the X/Z faces
// and fudges the Y faces - the Y faces are arbitrarily aligned such that a
// rotation along the X axis will put the "top" of either texture at the "top"
// of the screen, but is not otherwised aligned with the X/Z faces. (This
// just affects what type of symmetry is required if you need seamless
// tiling all the way around the cube)
// +Z "front" face
vertex(-1, -1, 1, 0, 0);
vertex( 1, -1, 1, 1, 0);
vertex( 1, 1, 1, 1, 1);
vertex(-1, 1, 1, 0, 1);
// -Z "back" face
vertex( 1, -1, -1, 0, 0);
vertex(-1, -1, -1, 1, 0);
vertex(-1, 1, -1, 1, 1);
vertex( 1, 1, -1, 0, 1);
// +Y "bottom" face
vertex(-1, 1, 1, 0, 0);
vertex( 1, 1, 1, 1, 0);
vertex( 1, 1, -1, 1, 1);
vertex(-1, 1, -1, 0, 1);
// -Y "top" face
vertex(-1, -1, -1, 0, 0);
vertex( 1, -1, -1, 1, 0);
vertex( 1, -1, 1, 1, 1);
vertex(-1, -1, 1, 0, 1);
// +X "right" face
vertex( 1, -1, 1, 0, 0);
vertex( 1, -1, -1, 1, 0);
vertex( 1, 1, -1, 1, 1);
vertex( 1, 1, 1, 0, 1);
// -X "left" face
vertex(-1, -1, -1, 0, 0);
vertex(-1, -1, 1, 1, 0);
vertex(-1, 1, 1, 1, 1);
vertex(-1, 1, -1, 0, 1);
endShape();
}
void mouseDragged() {
float rate = 0.01;
rotx += (pmouseY-mouseY) * rate;
roty += (mouseX-pmouseX) * rate;
}

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/**
* Texture 3.
*
* Load an image and draw it onto a cylinder and a quad.
*/
int tubeRes = 32;
float[] tubeX = new float[tubeRes];
float[] tubeY = new float[tubeRes];
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
float angle = 270.0 / tubeRes;
for (int i = 0; i < tubeRes; i++) {
tubeX[i] = cos(radians(i * angle));
tubeY[i] = sin(radians(i * angle));
}
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateX(map(mouseY, 0, height, -PI, PI));
rotateY(map(mouseX, 0, width, -PI, PI));
beginShape(QUAD_STRIP);
texture(img);
for (int i = 0; i < tubeRes; i++) {
float x = tubeX[i] * 100;
float z = tubeY[i] * 100;
float u = img.width / tubeRes * i;
vertex(x, -100, z, u, 0);
vertex(x, 100, z, u, img.height);
}
endShape();
beginShape(QUADS);
texture(img);
vertex(0, -100, 0, 0, 0);
vertex(100, -100, 0, 100, 0);
vertex(100, 100, 0, 100, 100);
vertex(0, 100, 0, 0, 100);
endShape();
}

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/**
* Texture 1.
*
* Load an image and draw it onto a quad. The texture() function sets
* the texture image. The vertex() function maps the image to the geometry.
*/
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
rotateZ(PI/6);
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -100, 0, 400, 0);
vertex(100, 100, 0, 400, 400);
vertex(-100, 100, 0, 0, 400);
endShape();
}

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/**
* Texture 2.
*
* Using a rectangular image to map a texture onto a triangle.
*/
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -40, 0, 400, 120);
vertex(0, 100, 0, 200, 400);
endShape();
}