Created
October 6, 2019 19:37
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Distributed Points in Dome
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import org.processing.wiki.triangulate.*; | |
PShape globe, sphere; | |
void settings() { | |
fullScreen(P3D); | |
} | |
void setup() { | |
surface.setSize(1200, 1200); | |
surface.setLocation(360, 0); | |
initCubeMap(); | |
//colorMode(HSB); | |
//noStroke(); | |
sphereDetail(128); | |
globe = createShape(SPHERE, height/2); | |
globe.setStroke(false); | |
globe.setTexture(loadImage("earth.jpg")); | |
sphereDetail(10); | |
ArrayList<PVector> points = new ArrayList(); | |
float R[] = { 1, .93, .8, .5, 0 }; | |
float A[] = { 12, 12, 12, 6, 1 }; | |
for (int i=0; i<R.length; i++) { | |
float r = R[i]; | |
for (int j=0; j<A[i]; j++) { | |
float a = j/A[i] * TWO_PI; | |
PVector p = toSphere(sin(a)*r, cos(a)*r); | |
p.mult(height/2); | |
println(p); | |
points.add(p); | |
} | |
} | |
ArrayList<Triangle> triangles = Triangulate.triangulate(points); | |
sphere = createShape(); | |
sphere.setStrokeWeight(3); | |
sphere.setFill(false); | |
sphere.setStroke(color(255)); | |
sphere.beginShape(TRIANGLES); | |
for (Triangle t : triangles) { | |
sphere.vertex(t.p1.x, t.p1.y, t.p1.z); | |
sphere.vertex(t.p2.x, t.p2.y, t.p2.z); | |
sphere.vertex(t.p3.x, t.p3.y, t.p3.z); | |
} | |
sphere.endShape(); | |
} | |
void draw() { | |
background(0); | |
drawCubeMap(); | |
} | |
void drawScene(int face) { | |
background(face/6.*255, 255, 255); | |
translate(width/2, height/2); | |
//rotateX(-mouseY/100.); | |
pushMatrix(); | |
scale(-1, 1); | |
rotateY(-HALF_PI); | |
shape(globe); | |
popMatrix(); | |
scale(-1, -1, -1); | |
shape(sphere); | |
for (int i = 0; i < sphere.getVertexCount(); i++) { | |
PVector v = sphere.getVertex(i); | |
pushMatrix(); | |
translate(v.x, v.y, v.z); | |
fill(255, 0, 0); | |
noStroke(); | |
sphere(20); | |
popMatrix(); | |
} | |
} | |
PVector toSphere(float x, float y) { //-0.5 ... +0.5 | |
PVector v = new PVector(x, y); | |
if (v.mag()>1.0f) v.normalize(); | |
else v.z = sqrt(1.0 - v.mag()); | |
return v; | |
} | |
PVector toSphere(float x, float y, float radius) { //-radius..+radius | |
PVector v = new PVector(x, y); | |
v.z = sqrt(radius - v.mag()); | |
return v; | |
} |
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import java.nio.IntBuffer; | |
IntBuffer fbo; | |
IntBuffer rbo; | |
IntBuffer envMapTextureID; | |
PShader cubemapShader; | |
PShape domeSphere; | |
int envMapSize = 1000; | |
void initCubeMap() { | |
sphereDetail(50); | |
domeSphere = createShape(SPHERE, height/2); | |
domeSphere.rotateX(HALF_PI); | |
domeSphere.setStroke(false); | |
PGL pgl = beginPGL(); | |
envMapTextureID = IntBuffer.allocate(1); | |
pgl.genTextures(1, envMapTextureID); | |
pgl.bindTexture(PGL.TEXTURE_CUBE_MAP, envMapTextureID.get(0)); | |
pgl.texParameteri(PGL.TEXTURE_CUBE_MAP, PGL.TEXTURE_WRAP_S, PGL.CLAMP_TO_EDGE); | |
pgl.texParameteri(PGL.TEXTURE_CUBE_MAP, PGL.TEXTURE_WRAP_T, PGL.CLAMP_TO_EDGE); | |
pgl.texParameteri(PGL.TEXTURE_CUBE_MAP, PGL.TEXTURE_WRAP_R, PGL.CLAMP_TO_EDGE); | |
pgl.texParameteri(PGL.TEXTURE_CUBE_MAP, PGL.TEXTURE_MIN_FILTER, PGL.NEAREST); | |
pgl.texParameteri(PGL.TEXTURE_CUBE_MAP, PGL.TEXTURE_MAG_FILTER, PGL.NEAREST); | |
for (int i = PGL.TEXTURE_CUBE_MAP_POSITIVE_X; i < PGL.TEXTURE_CUBE_MAP_POSITIVE_X + 6; i++) { | |
pgl.texImage2D(i, 0, PGL.RGBA8, envMapSize, envMapSize, 0, PGL.RGBA, PGL.UNSIGNED_BYTE, null); | |
} | |
// Init fbo, rbo | |
fbo = IntBuffer.allocate(1); | |
rbo = IntBuffer.allocate(1); | |
pgl.genFramebuffers(1, fbo); | |
pgl.bindFramebuffer(PGL.FRAMEBUFFER, fbo.get(0)); | |
pgl.framebufferTexture2D(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0, PGL.TEXTURE_CUBE_MAP_POSITIVE_X, envMapTextureID.get(0), 0); | |
pgl.genRenderbuffers(1, rbo); | |
pgl.bindRenderbuffer(PGL.RENDERBUFFER, rbo.get(0)); | |
pgl.renderbufferStorage(PGL.RENDERBUFFER, PGL.DEPTH_COMPONENT24, envMapSize, envMapSize); | |
// Attach depth buffer to FBO | |
pgl.framebufferRenderbuffer(PGL.FRAMEBUFFER, PGL.DEPTH_ATTACHMENT, PGL.RENDERBUFFER, rbo.get(0)); | |
endPGL(); | |
// Load cubemap shader. | |
cubemapShader = loadShader("cubemapfrag.glsl", "cubemapvert.glsl"); | |
cubemapShader.set("cubemap", 1); | |
} | |
void drawCubeMap() { | |
PGL pgl = beginPGL(); | |
pgl.activeTexture(PGL.TEXTURE1); | |
pgl.enable(PGL.TEXTURE_CUBE_MAP); | |
pgl.bindTexture(PGL.TEXTURE_CUBE_MAP, envMapTextureID.get(0)); | |
regenerateEnvMap(pgl); | |
endPGL(); | |
drawDomeMaster(); | |
pgl.bindTexture(PGL.TEXTURE_CUBE_MAP, 0); | |
} | |
void drawDomeMaster() { | |
camera(); | |
ortho(); | |
resetMatrix(); | |
shader(cubemapShader); | |
shape(domeSphere); | |
resetShader(); | |
} | |
// Called to regenerate the envmap | |
void regenerateEnvMap(PGL pgl) { | |
// bind fbo | |
pgl.bindFramebuffer(PGL.FRAMEBUFFER, fbo.get(0)); | |
int i=0; | |
// generate 6 views from origin(0, 0, 0) | |
pgl.viewport(0, 0, envMapSize, envMapSize); | |
perspective(90.0f * DEG_TO_RAD, 1.0f, 1.0f, 1025.0f); | |
for (int face = PGL.TEXTURE_CUBE_MAP_POSITIVE_X; face < | |
PGL.TEXTURE_CUBE_MAP_NEGATIVE_Z; face++) { | |
resetMatrix(); | |
if (face == PGL.TEXTURE_CUBE_MAP_POSITIVE_X) { | |
camera(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f); | |
} else if (face == PGL.TEXTURE_CUBE_MAP_NEGATIVE_X) { | |
camera(0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f); | |
} else if (face == PGL.TEXTURE_CUBE_MAP_POSITIVE_Y) { | |
camera(0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f); | |
} else if (face == PGL.TEXTURE_CUBE_MAP_NEGATIVE_Y) { | |
camera(0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); | |
} else if (face == PGL.TEXTURE_CUBE_MAP_POSITIVE_Z) { | |
camera(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f); | |
} | |
scale(-1, 1, -1); | |
translate(-width/2, -height/2, -168); //was -192? | |
//println(-mouseX); | |
pgl.framebufferTexture2D(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0, face, envMapTextureID.get(0), 0); | |
drawScene(i++); // Draw objects in the scene | |
flush(); // Make sure that the geometry in the scene is pushed to the GPU | |
noLights(); // Disabling lights to avoid adding many times | |
pgl.framebufferTexture2D(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0, face, 0, 0); | |
} | |
} |
Author
companje
commented
Oct 6, 2019
let op: de vertices zijn dubbel omdat bij iedere nieuwe triangle 3x vertex() wordt aangeroepen
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