Sync with Android

This commit is contained in:
codeanticode
2012-04-10 21:20:34 +00:00
parent a018d78c2f
commit bfb9f8ecf4
5 changed files with 56 additions and 31 deletions
@@ -323,6 +323,7 @@ public class PGraphics extends PImage implements PConstants {
public int ambientColor;
public float ambientR, ambientG, ambientB;
protected boolean setAmbient;
public int specularColor;
public float specularR, specularG, specularB;
@@ -4205,6 +4206,7 @@ public class PGraphics extends PImage implements PConstants {
ambientR = calcR;
ambientG = calcG;
ambientB = calcB;
setAmbient = true;
}
@@ -65,12 +65,14 @@ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, floa
}
float lambertFactor(vec3 lightDir, vec3 vecNormal) {
return max(zero_float, dot(lightDir, vecNormal));
//return max(zero_float, dot(lightDir, vecNormal));
return abs(dot(lightDir, vecNormal));
}
float blinnPhongFactor(vec3 lightDir, vec3 lightPos, vec3 vecNormal, float shine) {
vec3 ldp = normalize(lightDir - lightPos);
return pow(max(zero_float, dot(ldp, vecNormal)), shine);
//return pow(max(zero_float, dot(ldp, vecNormal)), shine);
return pow(abs(dot(ldp, vecNormal)), shine);
}
void main() {
@@ -62,12 +62,14 @@ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, floa
}
float lambertFactor(vec3 lightDir, vec3 vecNormal) {
return max(zero_float, dot(lightDir, vecNormal));
//return max(zero_float, dot(lightDir, vecNormal));
return abs(dot(lightDir, vecNormal));
}
float blinnPhongFactor(vec3 lightDir, vec3 lightPos, vec3 vecNormal, float shine) {
vec3 ldp = normalize(lightDir - lightPos);
return pow(max(zero_float, dot(ldp, vecNormal)), shine);
//return pow(max(zero_float, dot(ldp, vecNormal)), shine);
return pow(abs(dot(ldp, vecNormal)), shine);
}
void main() {
@@ -118,12 +120,13 @@ void main() {
if (any(greaterThan(lightSpecular[i], zero_vec3))) {
totalSpecular += lightSpecular[i] * falloff * spotf *
blinnPhongFactor(lightDir, lightPos, ecNormal, inShine);
}
}
}
// Calculating final color as result of all lights (plus emissive term)
vertColor = vec4(totalAmbient, 1) * inAmbient +
vec4(totalDiffuse, 1) * inColor +
vec4(totalSpecular, 1) * inSpecular +
inEmissive;
inEmissive;
}
@@ -1485,8 +1485,11 @@ public class PGraphicsOpenGL extends PGraphics {
lightFalloff(1, 0, 0);
lightSpecular(0, 0, 0);
// because y is flipped
// Because y is flipped, the vertices that should be specified by
// the user in CCW order to define a front-facing facet, end up being
// CW.
pgl.glFrontFace(PGL.GL_CW);
pgl.glDisable(PGL.GL_CULL_FACE);
// Processing uses only one texture unit.
pgl.glActiveTexture(PGL.GL_TEXTURE0);
@@ -1617,6 +1620,7 @@ public class PGraphicsOpenGL extends PGraphics {
pgl.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
pgl.glFrontFace(PGL.GL_CW);
pgl.glDisable(PGL.GL_CULL_FACE);
pgl.glActiveTexture(PGL.GL_TEXTURE0);
@@ -1837,6 +1841,9 @@ public class PGraphicsOpenGL extends PGraphics {
specular(125);
emissive(0);
shininess(1);
// To indicate that the user hasn't set ambient
setAmbient = false;
}
@@ -4094,11 +4101,14 @@ public class PGraphicsOpenGL extends PGraphics {
protected void fillFromCalc() {
super.fillFromCalc();
// Setting the ambient color from the current fill
// is what the old P3D did and allows to have an
// default ambient color when the user doesn't specify
// it explicitly.
ambientFromCalc();
if (!setAmbient) {
// Setting the ambient color from the current fill
// is what the old P3D did and allows to have an
// default ambient color when the user doesn't specify
// it explicitly.
ambientFromCalc();
setAmbient = false;
}
}
@@ -6369,15 +6379,17 @@ public class PGraphicsOpenGL extends PGraphics {
float v10y = y0 - y1;
float v10z = z0 - z1;
// n = v10 x v12 (so the normal points out following the
// clockwise direction along the vertices of the triangle).
float nx = v10y * v12z - v12y * v10z;
float ny = v10z * v12x - v12z * v10x;
float nz = v10x * v12y - v12x * v10y;
// The automatic normal calculation in Processing assumes
// that vertices as given in CCW order so:
// n = v12 x v10
// so that the normal outwards.
float nx = v12y * v10z - v10y * v12z;
float ny = v12z * v10x - v10z * v12x;
float nz = v12x * v10y - v10x * v12y;
float d = PApplet.sqrt(nx * nx + ny * ny + nz * nz);
nx /= -d;
ny /= -d;
nz /= -d;
nx /= d;
ny /= d;
nz /= d;
index = 3 * i0;
normals[index++] = nx;
@@ -6614,9 +6626,11 @@ public class PGraphicsOpenGL extends PGraphics {
int i1 = i;
int i0, i2;
if (i % 2 == 0) {
// The even triangles (0, 2, 4...) should be CW
i0 = i + 1;
i2 = i - 1;
} else {
// The even triangles (1, 3, 5...) should be CCW
i0 = i - 1;
i2 = i + 1;
}
@@ -6672,11 +6686,11 @@ public class PGraphicsOpenGL extends PGraphics {
for (int qd = 1; qd < (lastVertex - firstVertex + 1) / 2; qd++) {
int i0 = firstVertex + 2 * (qd - 1);
int i1 = firstVertex + 2 * (qd - 1) + 1;
int i2 = firstVertex + 2 * qd + 1;
int i3 = firstVertex + 2 * qd;
int i2 = firstVertex + 2 * qd;
int i3 = firstVertex + 2 * qd + 1;
calcTriangleNormal(i0, i1, i3);
calcTriangleNormal(i3, i2, i0);
calcTriangleNormal(i0, i3, i1);
calcTriangleNormal(i0, i2, i3);
}
}
@@ -8572,15 +8586,16 @@ public class PGraphicsOpenGL extends PGraphics {
}
break;
case TRIANGLE_STRIP:
for (int i = 1; i < tessCount - 1; i++) {
addIndex(i);
for (int i = 1; i < tessCount - 1; i++) {
if (i % 2 == 0) {
addIndex(i - 1);
addIndex(i + 1);
addIndex(i);
addIndex(i - 1);
if (calcNormals) calcTriNormal(i + 1, i, i - 1);
} else {
addIndex(i + 1);
addIndex(i - 1);
addIndex(i);
addIndex(i + 1);
if (calcNormals) calcTriNormal(i - 1, i, i + 1);
}
}
@@ -2594,6 +2594,9 @@ public class PShape3D extends PShape {
d = params[2];
}
//in.generateBox(w, h, d);
float x1 = -w/2f; float x2 = w/2f;
float y1 = -h/2f; float y2 = h/2f;
float z1 = -d/2f; float z2 = d/2f;
@@ -3800,7 +3803,7 @@ public class PShape3D extends PShape {
shader.start();
for (int i = 0; i < pointIndexData.size(); i++) {
IndexData index = (IndexData)pointIndexData.get(i);
IndexData index = pointIndexData.get(i);
int first = index.first;
int offset = index.offset;
int size = index.size;
@@ -3823,7 +3826,7 @@ public class PShape3D extends PShape {
shader.start();
for (int i = 0; i < lineIndexData.size(); i++) {
IndexData index = (IndexData)lineIndexData.get(i);
IndexData index = lineIndexData.get(i);
int first = index.first;
int offset = index.offset;
int size = index.size;
@@ -3855,7 +3858,7 @@ public class PShape3D extends PShape {
shader.start();
for (int i = 0; i < fillIndexData.size(); i++) {
IndexData index = (IndexData)fillIndexData.get(i);
IndexData index = fillIndexData.get(i);
int first = index.first;
int offset = index.offset;
int size = index.size;