mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
Fixed lighting issues, added Patch example.
This commit is contained in:
@@ -344,6 +344,7 @@ public class PGraphics extends PImage implements PConstants {
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public int ambientColor;
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public float ambientR, ambientG, ambientB;
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protected boolean setAmbient;
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public int specularColor;
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public float specularR, specularG, specularB;
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@@ -6062,7 +6063,8 @@ public class PGraphics extends PImage implements PConstants {
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ambientColor = calcColor;
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ambientR = calcR;
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ambientG = calcG;
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ambientB = calcB;
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ambientB = calcB;
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setAmbient = true;
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}
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/**
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@@ -0,0 +1,161 @@
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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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if(!online)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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@@ -65,12 +65,14 @@ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, floa
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}
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float lambertFactor(vec3 lightDir, vec3 vecNormal) {
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return max(zero_float, dot(lightDir, vecNormal));
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//return max(zero_float, dot(lightDir, vecNormal));
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return abs(dot(lightDir, vecNormal));
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}
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float blinnPhongFactor(vec3 lightDir, vec3 lightPos, vec3 vecNormal, float shine) {
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vec3 ldp = normalize(lightDir - lightPos);
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return pow(max(zero_float, dot(ldp, vecNormal)), shine);
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//return pow(max(zero_float, dot(ldp, vecNormal)), shine);
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return pow(abs(dot(ldp, vecNormal)), shine);
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}
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void main() {
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@@ -62,12 +62,14 @@ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, floa
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}
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float lambertFactor(vec3 lightDir, vec3 vecNormal) {
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return max(zero_float, dot(lightDir, vecNormal));
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//return max(zero_float, dot(lightDir, vecNormal));
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return abs(dot(lightDir, vecNormal));
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}
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float blinnPhongFactor(vec3 lightDir, vec3 lightPos, vec3 vecNormal, float shine) {
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vec3 ldp = normalize(lightDir - lightPos);
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return pow(max(zero_float, dot(ldp, vecNormal)), shine);
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//return pow(max(zero_float, dot(ldp, vecNormal)), shine);
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return pow(abs(dot(ldp, vecNormal)), shine);
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}
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void main() {
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@@ -143,12 +143,16 @@ public class PGL {
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public static final int GL_FALSE = GL.GL_FALSE;
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public static final int GL_TRUE = GL.GL_TRUE;
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public static final int GL_LESS = GL.GL_LESS;
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public static final int GL_LEQUAL = GL.GL_LEQUAL;
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public static final int GL_CCW = GL.GL_CCW;
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public static final int GL_CW = GL.GL_CW;
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public static final int GL_FRONT = GL.GL_FRONT;
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public static final int GL_BACK = GL.GL_BACK;
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public static final int GL_LESS = GL.GL_LESS;
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public static final int GL_LEQUAL = GL.GL_LEQUAL;
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public static final int GL_CCW = GL.GL_CCW;
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public static final int GL_CW = GL.GL_CW;
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public static final int GL_CULL_FACE = GL.GL_CULL_FACE;
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public static final int GL_FRONT = GL.GL_FRONT;
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public static final int GL_BACK = GL.GL_BACK;
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public static final int GL_FRONT_AND_BACK = GL.GL_FRONT_AND_BACK;
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public static final int GL_VIEWPORT = GL.GL_VIEWPORT;
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@@ -658,6 +662,11 @@ public class PGL {
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gl.glFrontFace(mode);
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}
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public void glCullFace(int mode) {
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gl.glCullFace(mode);
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}
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public void glDepthMask(boolean flag) {
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gl.glDepthMask(flag);
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@@ -1493,8 +1493,11 @@ public class PGraphicsOpenGL extends PGraphics {
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lightFalloff(1, 0, 0);
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lightSpecular(0, 0, 0);
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// because y is flipped
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// Because y is flipped, the vertices that should be specified by
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// the user in CCW order to define a front-facing facet, end up being
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// CW.
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pgl.glFrontFace(PGL.GL_CW);
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pgl.glDisable(PGL.GL_CULL_FACE);
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// Processing uses only one texture unit.
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pgl.glActiveTexture(PGL.GL_TEXTURE0);
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@@ -1625,6 +1628,7 @@ public class PGraphicsOpenGL extends PGraphics {
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pgl.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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pgl.glFrontFace(PGL.GL_CW);
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pgl.glDisable(PGL.GL_CULL_FACE);
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pgl.glActiveTexture(PGL.GL_TEXTURE0);
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@@ -1845,6 +1849,9 @@ public class PGraphicsOpenGL extends PGraphics {
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specular(125);
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emissive(0);
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shininess(1);
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// To indicate that the user hasn't set ambient
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setAmbient = false;
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}
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@@ -4102,11 +4109,14 @@ public class PGraphicsOpenGL extends PGraphics {
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protected void fillFromCalc() {
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super.fillFromCalc();
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// Setting the ambient color from the current fill
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// is what the old P3D did and allows to have an
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// default ambient color when the user doesn't specify
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// it explicitly.
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ambientFromCalc();
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if (!setAmbient) {
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// Setting the ambient color from the current fill
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// is what the old P3D did and allows to have an
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// default ambient color when the user doesn't specify
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// it explicitly.
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ambientFromCalc();
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setAmbient = false;
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}
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}
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@@ -6377,15 +6387,17 @@ public class PGraphicsOpenGL extends PGraphics {
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float v10y = y0 - y1;
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float v10z = z0 - z1;
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// n = v10 x v12 (so the normal points out following the
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// clockwise direction along the vertices of the triangle).
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float nx = v10y * v12z - v12y * v10z;
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float ny = v10z * v12x - v12z * v10x;
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float nz = v10x * v12y - v12x * v10y;
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// The automatic normal calculation in Processing assumes
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// that vertices as given in CCW order so:
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// n = v12 x v10
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// so that the normal outwards.
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float nx = v12y * v10z - v10y * v12z;
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float ny = v12z * v10x - v10z * v12x;
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float nz = v12x * v10y - v10x * v12y;
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float d = PApplet.sqrt(nx * nx + ny * ny + nz * nz);
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nx /= -d;
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ny /= -d;
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nz /= -d;
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nx /= d;
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ny /= d;
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nz /= d;
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index = 3 * i0;
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normals[index++] = nx;
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@@ -6622,9 +6634,11 @@ public class PGraphicsOpenGL extends PGraphics {
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int i1 = i;
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int i0, i2;
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if (i % 2 == 0) {
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// The even triangles (0, 2, 4...) should be CW
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i0 = i + 1;
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i2 = i - 1;
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} else {
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// The even triangles (1, 3, 5...) should be CCW
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i0 = i - 1;
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i2 = i + 1;
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}
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@@ -6680,11 +6694,11 @@ public class PGraphicsOpenGL extends PGraphics {
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for (int qd = 1; qd < (lastVertex - firstVertex + 1) / 2; qd++) {
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int i0 = firstVertex + 2 * (qd - 1);
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int i1 = firstVertex + 2 * (qd - 1) + 1;
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int i2 = firstVertex + 2 * qd + 1;
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int i3 = firstVertex + 2 * qd;
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int i2 = firstVertex + 2 * qd;
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int i3 = firstVertex + 2 * qd + 1;
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calcTriangleNormal(i0, i1, i3);
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calcTriangleNormal(i3, i2, i0);
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calcTriangleNormal(i0, i3, i1);
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calcTriangleNormal(i0, i2, i3);
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}
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}
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@@ -8580,15 +8594,16 @@ public class PGraphicsOpenGL extends PGraphics {
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}
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break;
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case TRIANGLE_STRIP:
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for (int i = 1; i < tessCount - 1; i++) {
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addIndex(i);
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for (int i = 1; i < tessCount - 1; i++) {
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if (i % 2 == 0) {
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addIndex(i - 1);
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addIndex(i + 1);
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addIndex(i);
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addIndex(i - 1);
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if (calcNormals) calcTriNormal(i + 1, i, i - 1);
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} else {
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addIndex(i + 1);
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addIndex(i - 1);
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addIndex(i);
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addIndex(i + 1);
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if (calcNormals) calcTriNormal(i - 1, i, i + 1);
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}
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}
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@@ -2605,6 +2605,9 @@ public class PShape3D extends PShape {
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d = params[2];
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}
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//in.generateBox(w, h, d);
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float x1 = -w/2f; float x2 = w/2f;
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float y1 = -h/2f; float y2 = h/2f;
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float z1 = -d/2f; float z2 = d/2f;
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