mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
Added LoadSVG and FXAA examples on Android
This commit is contained in:
@@ -34,9 +34,9 @@ class Particle {
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float speed = random(0.5,4);
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velocity = new PVector(cos(a), sin(a));
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velocity.mult(speed);
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lifespan = 255;
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PVector center = part.getCenter();
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part.translate(x - center.x, y - center.y);
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lifespan = 255;
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part.resetMatrix();
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part.translate(x, y);
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}
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boolean isDead() {
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@@ -23,7 +23,7 @@ int tmpYp[];
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void setup() {
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size(displayWidth, displayHeight, P3D);
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size(displayWidth, displayHeight, P2D);
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background(0, 0, 0);
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noStroke();
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@@ -0,0 +1,35 @@
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PShape world;
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float resizeFactor;
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float offsetX, offsetY;
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void setup() {
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size(displayWidth, displayWidth, P2D);
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orientation(LANDSCAPE);
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world = loadShape("World_map_with_nations.svg");
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PVector top = world.getTop();
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world.translate(-top.x, -top.y);
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float r = world.getWidth() / world.getHeight();
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float w = width;
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float h = width / r;
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if (height < h) {
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h = height;
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w = r * h;
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offsetX = (width - w) / 2;
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offsetY = 0;
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} else {
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offsetX = 0;
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offsetY = (height - h) / 2;
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}
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resizeFactor = w / world.getWidth();
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world.scale(resizeFactor);
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}
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public void draw() {
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shape(world);
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}
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File diff suppressed because one or more lines are too long
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After Width: | Height: | Size: 586 KiB |
@@ -1,10 +1,8 @@
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// Robot 1: Draw from "Getting Started with Processing"
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// by Reas & Fry. O'Reilly / Make 2010
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size(720, 480, P3D);
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size(720, 480, P2D);
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orientation(LANDSCAPE);
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hint(ENABLE_ACCURATE_2D);
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smooth();
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strokeWeight(2);
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background(204);
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ellipseMode(RADIUS);
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@@ -13,7 +13,7 @@ float outerRad;
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float innerRad;
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void setup() {
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size(640, 360, P3D);
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size(640, 360, P2D);
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orientation(LANDSCAPE);
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background(204);
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x = width/2;
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@@ -1,4 +1,4 @@
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float boxSize = 50;
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float boxSize = 40;
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float margin = boxSize*2;
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float depth = 400;
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color boxFill;
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@@ -1,4 +1,4 @@
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size(100, 100, P3D);
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size(100, 100, P2D);
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beginShape(POLYGON);
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fill(0, 255, 0, 255);
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@@ -18,4 +18,4 @@ vertex(70, 70);
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vertex(40, 70);
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endContour();
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endShape(CLOSE);
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@@ -1,4 +1,4 @@
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size(100, 100, P3D);
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size(100, 100, P2D);
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PShape obj = createShape(POLYGON);
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obj.fill(0, 255, 0, 255);
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@@ -19,4 +19,4 @@ obj.vertex(40, 70);
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obj.endContour();
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obj.end(CLOSE);
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shape(obj);
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shape(obj);
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@@ -3,7 +3,7 @@ boolean filled = true;
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boolean stroked = true;
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public void setup() {
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size(400, 400, P3D);
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size(400, 400, P2D);
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frameRate(60);
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fill(255, 0, 0);
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@@ -1,4 +1,4 @@
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size(100, 100, P3D);
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size(100, 100, P2D);
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smooth();
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PShape obj = createShape();
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@@ -1,5 +1,5 @@
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// This example shows how to change the default fragment shader used
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// in P3D to render textures, by a custom one that applies a simple
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// in P2D to render textures, by a custom one that applies a simple
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// edge detection filter.
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//
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// Press any key to switch between the custom and the default shader.
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@@ -7,28 +7,28 @@
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PImage img;
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PShader shader;
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PGraphicsOpenGL pg;
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boolean usingShader;
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boolean customShader;
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void setup() {
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size(400, 400, P3D);
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size(400, 400, P2D);
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img = loadImage("berlin-1.jpg");
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pg = (PGraphicsOpenGL)g;
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shader = pg.loadShader("edges.glsl", FILL_SHADER_TEX);
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pg.setShader(shader, FILL_SHADER_TEX);
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usingShader = true;
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shader = pg.loadShader("edges.glsl", TEXTURE_SHADER);
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pg.setShader(shader, TEXTURE_SHADER);
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customShader = true;
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}
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public void draw() {
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image(img, 0, 0, width, height);
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}
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public void keyPressed() {
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if (usingShader) {
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pg.resetShader(FILL_SHADER_TEX);
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usingShader = false;
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public void mousePressed() {
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if (customShader) {
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pg.defaultShader(TEXTURE_SHADER);
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customShader = false;
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} else {
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pg.setShader(shader, FILL_SHADER_TEX);
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usingShader = true;
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pg.setShader(shader, TEXTURE_SHADER);
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customShader = true;
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}
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}
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@@ -0,0 +1,95 @@
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// This example uses a FxAA post-processing filter for fast
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// fullscreen antialiasing:
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// http://www.kotaku.com.au/2011/12/what-is-fxaa/
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//
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// Press any key to enable/disable the shader.
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PGraphics canvas;
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boolean drawing = false;
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PGraphicsOpenGL pg;
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PShader shader;
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boolean usingShader;
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String message;
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float msgLen;
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void setup() {
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size(displayWidth, displayHeight, P2D);
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orientation(LANDSCAPE);
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noSmooth(); // doesn't realy matter, as mobile devices don't have anti-aliasing anyways
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canvas = createGraphics(width, height, P2D);
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canvas.noSmooth();
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pg = (PGraphicsOpenGL) g;
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shader = pg.loadShader("fxaa.glsl", TEXTURE_SHADER);
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pg.setShader(shader, TEXTURE_SHADER);
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usingShader = true;
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canvas.beginDraw();
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canvas.background(255);
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canvas.stroke(0);
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canvas.strokeWeight(15);
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canvas.strokeCap(ROUND);
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canvas.endDraw();
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PFont font = createFont("Arial", 18);
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textFont(font);
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updateMessage();
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drawing = false;
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}
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public void draw() {
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if (drawing) {
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canvas.beginDraw();
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if (1 < dist(mouseX, mouseY, pmouseX, pmouseY)) {
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canvas.line(pmouseX, pmouseY, mouseX, mouseY);
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}
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canvas.endDraw();
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}
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image(canvas, 0, 0);
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drawMessage();
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}
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public void mousePressed() {
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if (!drawing && width - msgLen < mouseX && height - 23 < mouseY) {
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if (usingShader) {
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pg.defaultShader(TEXTURE_SHADER);
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usingShader = false;
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} else {
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pg.setShader(shader, TEXTURE_SHADER);
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usingShader = true;
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}
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updateMessage();
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} else {
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drawing = true;
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}
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}
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void mouseReleased() {
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drawing = false;
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}
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void updateMessage() {
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if (usingShader) {
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message = "Anti-aliasing enabled";
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} else {
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message = "Anti-aliasing disabled";
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}
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msgLen = textWidth(message);
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}
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void drawMessage() {
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if (usingShader) {
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// We need the default texture shader to
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// render text.
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pg.defaultShader(TEXTURE_SHADER);
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}
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fill(0);
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text(message, width - msgLen, height - 5);
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if (usingShader) {
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pg.setShader(shader, TEXTURE_SHADER);
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}
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}
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@@ -0,0 +1,69 @@
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// FXAA shader, GLSL code adapted from:
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// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
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// Whitepaper describing the technique:
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// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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// The inverse of the texture dimensions along X and Y
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uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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void main() {
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// The parameters are hardcoded for now, but could be
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// made into uniforms to control fromt he program.
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float FXAA_SPAN_MAX = 8.0;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = (1.0/128.0);
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vec3 rgbNW = texture2D(textureSampler, vertTexcoord.xy + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbNE = texture2D(textureSampler, vertTexcoord.xy + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbSW = texture2D(textureSampler, vertTexcoord.xy + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbSE = texture2D(textureSampler, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbM = texture2D(textureSampler, vertTexcoord.xy).xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot( rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
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vec3 rgbA = (1.0/2.0) * (
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texture2D(textureSampler, vertTexcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
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texture2D(textureSampler, vertTexcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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texture2D(textureSampler, vertTexcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
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texture2D(textureSampler, vertTexcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)){
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gl_FragColor.xyz=rgbA;
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} else {
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gl_FragColor.xyz=rgbB;
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}
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gl_FragColor.a = 1.0;
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gl_FragColor *= vertColor;
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}
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@@ -5,7 +5,7 @@
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PShader shader;
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PGraphicsOpenGL pg;
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boolean usingShader;
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boolean customShader;
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public void setup() {
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size(400, 400, P3D);
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@@ -13,9 +13,9 @@ public void setup() {
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fill(204);
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pg = (PGraphicsOpenGL)g;
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shader = pg.loadShader("ToonVert.glsl", "ToonFrag.glsl", FILL_SHADER_LIT);
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pg.setShader(shader, FILL_SHADER_LIT);
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usingShader = true;
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shader = pg.loadShader("ToonVert.glsl", "ToonFrag.glsl", LIGHT_SHADER);
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pg.setShader(shader, LIGHT_SHADER);
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customShader = true;
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}
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public void draw() {
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@@ -28,14 +28,15 @@ public void draw() {
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sphere(80);
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}
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public void keyPressed() {
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if (usingShader) {
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pg.resetShader(FILL_SHADER_LIT);
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usingShader = false;
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}
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else {
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pg.setShader(shader, FILL_SHADER_LIT);
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usingShader = true;
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public void mousePressed() {
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if (dist(mouseX, mouseY, width/2, height/2) < 80) {
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if (customShader) {
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pg.defaultShader(LIGHT_SHADER);
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customShader = false;
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}
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else {
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pg.setShader(shader, LIGHT_SHADER);
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customShader = true;
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}
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}
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}
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