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https://github.com/processing/processing4.git
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92 lines
2.3 KiB
Plaintext
92 lines
2.3 KiB
Plaintext
/**
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* Texture Cube
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* by Dave Bollinger.
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*
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* Drag mouse to rotate cube. Demonstrates use of u/v coords in
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* vertex() and effect on texture(). The textures get distorted using
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* the P3D renderer as you can see, but they look great using OPENGL.
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*/
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// The next line is needed if running in JavaScript Mode with Processing.js
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/* @pjs preload="berlin-1.jpg"; */
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PImage tex;
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float rotx = PI/4;
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float roty = PI/4;
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void setup() {
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size(640, 360, P3D);
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tex = loadImage("berlin-1.jpg");
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textureMode(NORMAL);
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fill(255);
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stroke(color(44,48,32));
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}
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void draw() {
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background(0);
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noStroke();
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translate(width/2.0, height/2.0, -100);
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rotateX(rotx);
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rotateY(roty);
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scale(90);
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TexturedCube(tex);
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}
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void TexturedCube(PImage tex) {
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beginShape(QUADS);
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texture(tex);
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// Given one texture and six faces, we can easily set up the uv coordinates
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// such that four of the faces tile "perfectly" along either u or v, but the other
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// two faces cannot be so aligned. This code tiles "along" u, "around" the X/Z faces
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// and fudges the Y faces - the Y faces are arbitrarily aligned such that a
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// rotation along the X axis will put the "top" of either texture at the "top"
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// of the screen, but is not otherwised aligned with the X/Z faces. (This
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// just affects what type of symmetry is required if you need seamless
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// tiling all the way around the cube)
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// +Z "front" face
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vertex(-1, -1, 1, 0, 0);
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vertex( 1, -1, 1, 1, 0);
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vertex( 1, 1, 1, 1, 1);
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vertex(-1, 1, 1, 0, 1);
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// -Z "back" face
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vertex( 1, -1, -1, 0, 0);
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vertex(-1, -1, -1, 1, 0);
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vertex(-1, 1, -1, 1, 1);
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vertex( 1, 1, -1, 0, 1);
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// +Y "bottom" face
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vertex(-1, 1, 1, 0, 0);
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vertex( 1, 1, 1, 1, 0);
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vertex( 1, 1, -1, 1, 1);
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vertex(-1, 1, -1, 0, 1);
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// -Y "top" face
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vertex(-1, -1, -1, 0, 0);
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vertex( 1, -1, -1, 1, 0);
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vertex( 1, -1, 1, 1, 1);
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vertex(-1, -1, 1, 0, 1);
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// +X "right" face
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vertex( 1, -1, 1, 0, 0);
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vertex( 1, -1, -1, 1, 0);
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vertex( 1, 1, -1, 1, 1);
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vertex( 1, 1, 1, 0, 1);
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// -X "left" face
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vertex(-1, -1, -1, 0, 0);
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vertex(-1, -1, 1, 1, 0);
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vertex(-1, 1, 1, 1, 1);
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vertex(-1, 1, -1, 0, 1);
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endShape();
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}
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void mouseDragged() {
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float rate = 0.01;
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rotx += (pmouseY-mouseY) * rate;
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roty += (mouseX-pmouseX) * rate;
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}
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