New examples for 2.0

This commit is contained in:
Casey Reas
2011-09-06 00:08:48 +00:00
parent 391c79c2b6
commit 9905e0a72f
8 changed files with 222 additions and 43 deletions
@@ -0,0 +1,28 @@
/**
* Move Eye.
* by Simon Greenwold.
*
* The camera lifts up (controlled by mouseY) while looking at the same point.
*/
void setup() {
size(640, 360, P3D);
fill(204);
}
void draw() {
lights();
background(0);
// Change height of the camera with mouseY
camera(30.0, mouseY, 220.0, // eyeX, eyeY, eyeZ
0.0, 0.0, 0.0, // centerX, centerY, centerZ
0.0, 1.0, 0.0); // upX, upY, upZ
noStroke();
box(90);
stroke(255);
line(-100, 0, 0, 100, 0, 0);
line(0, -100, 0, 0, 100, 0);
line(0, 0, -100, 0, 0, 100);
}
@@ -0,0 +1,41 @@
/**
* Perspective.
*
* Move the mouse left and right to change the field of view (fov).
* Click to modify the aspect ratio. The perspective() function
* sets a perspective projection applying foreshortening, making
* distant objects appear smaller than closer ones. The parameters
* define a viewing volume with the shape of truncated pyramid.
* Objects near to the front of the volume appear their actual size,
* while farther objects appear smaller. This projection simulates
* the perspective of the world more accurately than orthographic projection.
* The version of perspective without parameters sets the default
* perspective and the version with four parameters allows the programmer
* to set the area precisely.
*/
void setup() {
size(640, 360, P3D);
noStroke();
}
void draw() {
lights();
background(204);
float cameraY = height/2.0;
float fov = mouseX/float(width) * PI/2;
float cameraZ = cameraY / tan(fov / 2.0);
float aspect = float(width)/float(height);
if (mousePressed) {
aspect = aspect / 2.0;
}
perspective(fov, aspect, cameraZ/10.0, cameraZ*10.0);
translate(width/2+30, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3 + mouseY/float(height) * PI);
box(45);
translate(0, 0, -50);
box(30);
}
@@ -0,0 +1,28 @@
/**
* Directional.
*
* Move the mouse the change the direction of the light.
* Directional light comes from one direction and is stronger
* when hitting a surface squarely and weaker if it hits at a
* a gentle angle. After hitting a surface, a directional lights
* scatters in all directions.
*/
void setup() {
size(640, 360, P3D);
noStroke();
fill(204);
}
void draw() {
noStroke();
background(0);
float dirY = (mouseY / float(height) - 0.5) * 2;
float dirX = (mouseX / float(width) - 0.5) * 2;
directionalLight(204, 204, 204, -dirX, -dirY, -1);
translate(width/2 - 100, height/2, 0);
sphere(80);
translate(200, 0, 0);
sphere(80);
}
@@ -0,0 +1,29 @@
/**
* Lights 1.
*
* Uses the default lights to show a simple box. The lights() function
* is used to turn on the default lighting.
*/
float spin = 0.0;
void setup()
{
size(640, 360, P3D);
noStroke();
}
void draw()
{
background(51);
lights();
spin += 0.01;
pushMatrix();
translate(width/2, height/2, 0);
rotateX(PI/9);
rotateY(PI/5 + spin);
box(150);
popMatrix();
}
@@ -0,0 +1,36 @@
/**
* Lights 2
* by Simon Greenwold.
*
* Display a box with three different kinds of lights.
*/
void setup()
{
size(640, 360, P3D);
noStroke();
}
void draw()
{
background(0);
translate(width / 2, height / 2);
// 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
rotateY(map(mouseX, 0, width, 0, PI));
rotateX(map(mouseY, 0, height, 0, PI));
box(150);
}
@@ -0,0 +1,25 @@
/**
* Reflection
* by Simon Greenwold.
*
* Vary the specular reflection component of a material
* with the horizontal position of the mouse.
*/
void setup() {
size(640, 360, P3D);
noStroke();
colorMode(RGB, 1);
fill(0.4);
}
void draw() {
background(0);
translate(width / 2, height / 2);
// Set the specular color of lights that follow
lightSpecular(1, 1, 1);
directionalLight(0.8, 0.8, 0.8, 0, 0, -1);
float s = mouseX / float(width);
specular(s, s, s);
sphere(120);
}
+35
View File
@@ -0,0 +1,35 @@
/**
* Spot.
*
* Move the mouse the change the position and concentation
* of a blue spot light.
*/
int concentration = 600; // Try values 1 -> 10000
void setup()
{
//size(200, 200, P3D);
size(640, 360, P3D);
noStroke();
fill(204);
sphereDetail(60);
}
void draw()
{
background(0);
// Light the bottom of the sphere
directionalLight(51, 102, 126, 0, -1, 0);
// Orange light on the upper-right of the sphere
spotLight(204, 153, 0, 360, 160, 600, 0, 0, -1, PI/2, 600);
// Moving spotlight that follows the mouse
spotLight(102, 153, 204, 360, mouseY, 600, 0, 0, -1, PI/2, 600);
translate(width/2, height/2, 0);
sphere(120);
}
@@ -1,43 +0,0 @@
/**
* Triangle Flower
* by Ira Greenberg.
*
* Using rotate() and triangle() functions generate a pretty
* flower. Uncomment the line "// rotate(rot+=radians(spin));"
* in the triBlur() function for a nice variation.
*/
PVector[] p = new PVector[3];
float shift = 0.2;
float fade = 0;
float fillCol = 0;
float rot = 0;
float spin = 0;
void setup() {
size(640, 360);
background(0);
smooth();
fade = 255.0 / (width*0.5 / shift);
spin = 360.0 / (width*0.5 / shift);
p[0] = new PVector(-width/2, height/2);
p[1] = new PVector(width/2, height/2);
p[2] = new PVector(0, -height/2);
noStroke();
translate(width/2, height/2);
triBlur();
}
void triBlur() {
fill(fillCol);
fillCol += fade;
rotate(spin);
triangle(p[0].x += shift, p[0].y -= shift/2,
p[1].x -= shift, p[1].y -= shift/2,
p[2].x, p[2].y += shift);
if (p[0].x < 0) {
// ecursive call
triBlur();
}
}