Java Code Examples for processing.core.PGraphics#endShape()
The following examples show how to use
processing.core.PGraphics#endShape() .
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Example 1
Source File: ConstellationPolygonMarker.java From constellation with Apache License 2.0 | 6 votes |
@Override public boolean draw(final PGraphics graphics, final List<MapPosition> positions, final UnfoldingMap map) { if (positions.isEmpty() || isHidden()) { return false; } graphics.pushStyle(); graphics.strokeWeight(size == MarkerUtilities.DEFAULT_SIZE ? strokeWeight : size); graphics.stroke(strokeColor); graphics.fill(getFillColor()); graphics.beginShape(); positions.forEach(position -> { graphics.vertex(position.x, position.y); }); graphics.endShape(PConstants.CLOSE); graphics.popStyle(); return true; }
Example 2
Source File: Shapes.java From haxademic with MIT License | 6 votes |
public static void drawDisc( PGraphics p, float radius, float innerRadius, int numSegments ) { p.pushMatrix(); float segmentRads = P.TWO_PI / numSegments; for( int i = 0; i < numSegments; i++ ) { p.beginShape(P.TRIANGLES); p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, 0 ); p.vertex( P.cos( i * segmentRads ) * radius, P.sin( i * segmentRads ) * radius, 0 ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, 0 ); p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, 0 ); p.vertex( P.cos( (i + 1) * segmentRads ) * innerRadius, P.sin( (i + 1) * segmentRads ) * innerRadius, 0 ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, 0 ); p.endShape(); } p.popMatrix(); }
Example 3
Source File: PGraphicsKeystone.java From haxademic with MIT License | 5 votes |
public void fillSolidColor( PGraphics canvas, int fill ) { // default single mapped quad canvas.noStroke(); canvas.fill(fill); canvas.beginShape(PConstants.QUAD); canvas.vertex(topLeft.x, topLeft.y, 0); canvas.vertex(topRight.x, topRight.y, 0); canvas.vertex(bottomRight.x, bottomRight.y, 0); canvas.vertex(bottomLeft.x, bottomLeft.y, 0); canvas.endShape(); }
Example 4
Source File: DrawToxiMesh.java From haxademic with MIT License | 5 votes |
public static void drawMeshWithAudio( PGraphics p, WETriangleMesh mesh, AudioInputWrapper audioInput, boolean isWireframe, int fillColor, int strokeColor, float baseAlpha ) { p.beginShape(PConstants.TRIANGLES); int faceIndex = 0; int color = fillColor; int colorStroke = strokeColor; float alpha; Face f; int numVertices = mesh.getNumVertices(); int eqStep = Math.round( 512f / (float) numVertices ); for (Iterator<Face> i = mesh.faces.iterator(); i.hasNext();) { // set colors alpha = baseAlpha + audioInput.getFFT().spectrum[(faceIndex*eqStep)%512]; if( isWireframe ) { p.noFill(); p.stroke( colorStroke, ( baseAlpha + alpha ) * 255 ); } else { p.noStroke(); p.fill( color, ( baseAlpha + alpha ) * 255 ); } f = i.next(); normalMap.applyTo(f.a.normal); p.normal(f.a.normal.x, f.a.normal.y, f.a.normal.z); p.vertex(f.a.x, f.a.y, f.a.z); normalMap.applyTo(f.b.normal); p.normal(f.b.normal.x, f.b.normal.y, f.b.normal.z); p.vertex(f.b.x, f.b.y, f.b.z); normalMap.applyTo(f.c.normal); p.normal(f.c.normal.x, f.c.normal.y, f.c.normal.z); p.vertex(f.c.x, f.c.y, f.c.z); faceIndex ++; } p.endShape(); }
Example 5
Source File: BFLinewaveRender.java From haxademic with MIT License | 5 votes |
public void update(PGraphics pg, float frameOsc) { _x.update(); _y.update(); pg.noFill(); pg.stroke(0); pg.strokeWeight(HEIGHT); p.strokeCap(P.SQUARE); float third = 1f/3f; float twoThird = 2f/3f; float sixth = 1f/6f; float curveAdd = 1.25f; curveAdd = curveAdd/2f + frameOsc * curveAdd/2f; pg.beginShape(); pg.vertex(_x.value(), _y.value()); pg.bezierVertex( _x.value() + WIDTH * sixth, _y.value(), _x.value() + WIDTH * sixth, _y.value() + _index * curveAdd, _x.value() + WIDTH * third, _y.value() + _index * curveAdd ); pg.bezierVertex( _x.value() + WIDTH * (third + sixth), _y.value() + _index * curveAdd, _x.value() + WIDTH * (third + sixth), _y.value(), _x.value() + WIDTH * twoThird, _y.value() ); pg.bezierVertex( _x.value() + WIDTH * (twoThird + sixth), _y.value(), _x.value() + WIDTH * (twoThird + sixth), _y.value() + _index * curveAdd, _x.value() + WIDTH, _y.value() + _index * curveAdd ); pg.endShape(); }
Example 6
Source File: TexturePoly.java From haxademic with MIT License | 5 votes |
public void draw( PGraphics pg ) { if( _texture != null ) { pg.beginShape(PConstants.TRIANGLE); pg.texture(_texture); if( _mappingStyleIsFullImage == true ) { if( mappingOrientation == 0 ) { pg.vertex(x1, y1, 0, 0, 0); pg.vertex(x2, y2, 0, _texture.width, _texture.height/2); pg.vertex(x3, y3, 0, 0, _texture.height); } else if( mappingOrientation == 1 ) { pg.vertex(x1, y1, 0, 0, 0); pg.vertex(x2, y2, 0, _texture.width, 0); pg.vertex(x3, y3, 0, _texture.width/2, _texture.height); } else if( mappingOrientation == 2 ) { pg.vertex(x1, y1, 0, 0, _texture.height/2); pg.vertex(x2, y2, 0, _texture.width, 0); pg.vertex(x3, y3, 0, _texture.width, _texture.height); } else if( mappingOrientation == 3 ) { pg.vertex(x1, y1, 0, 0, _texture.height); pg.vertex(x2, y2, 0, _texture.width/2, 0); pg.vertex(x3, y3, 0, _texture.width, _texture.height); } } else { float texScreenRatioW = (float) _texture.width / (float) pg.width; float texScreenRatioH = (float) _texture.height / (float) pg.height; pg.vertex(x1, y1, 0, x1 * texScreenRatioW, y1 * texScreenRatioH); pg.vertex(x2, y2, 0, x2 * texScreenRatioW, y2 * texScreenRatioH); pg.vertex(x3, y3, 0, x3 * texScreenRatioW, y3 * texScreenRatioH); } pg.endShape(); } }
Example 7
Source File: Demo_FrameDifferenceShapesLauncher.java From haxademic with MIT License | 5 votes |
public void update(PGraphics pg) { if(available()) return; // update position gravity.x *= 0.97f; speed.add(gravity); pos.add(speed); rotation += gravity.z; // update size sizeProgress.update(); float curSize = size * Penner.easeOutBack(sizeProgress.value()); if(sizeProgress.value() == 1) sizeProgress.setTarget(0); // draw image or polygon if(image != null) { // draw image pg.pushMatrix(); pg.translate(pos.x, pos.y); pg.rotate(rotation); pg.image(image, 0, 0, curSize * 2f, curSize * 2f); pg.popMatrix(); } else { // draw shape float segmentRads = P.TWO_PI / vertices; pg.fill(color); // , 150); pg.stroke(255); pg.pushMatrix(); pg.translate(pos.x, pos.y); pg.rotate(rotation); pg.beginShape(P.POLYGON); for(float i = 0; i <= vertices; i++) { pg.vertex(P.cos(segmentRads * i) * curSize, P.sin(segmentRads * i) * curSize); } pg.endShape(); pg.popMatrix(); // pg.rect(pos.x, pos.y, 2, 2); } }
Example 8
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static void drawStar( PGraphics p, float spikes, float outerrad, float innerradpercent, float h, float rot) { p.pushMatrix(); int pi; float futil; p.beginShape(P.TRIANGLE_STRIP); for(pi=0;pi<spikes+1;pi++) { p.vertex(0,0,h/2); futil=(pi/spikes) * P.TWO_PI; //current angle p.vertex( P.cos(futil+rot)*outerrad, P.sin(futil+rot)*outerrad, 0); futil=futil+ ( (1/spikes)/2 *P.TWO_PI ); p.vertex( P.cos(futil+rot)*outerrad*innerradpercent, P.sin(futil+rot)*outerrad*innerradpercent, 0); } p.endShape(); p.beginShape(P.TRIANGLE_STRIP); for(pi=0;pi<spikes+1;pi++) { p.vertex(0,0,-h/2); futil=(pi/spikes) * P.TWO_PI; //current angle p.vertex( P.cos(futil+rot)*outerrad, P.sin(futil+rot)*outerrad, 0); futil=futil+ ( (1/spikes)/2 *P.TWO_PI ); p.vertex( P.cos(futil+rot)*outerrad*innerradpercent, P.sin(futil+rot)*outerrad*innerradpercent, 0); } p.endShape(); p.popMatrix(); }
Example 9
Source File: Polygon.java From haxademic with MIT License | 5 votes |
protected void drawShapeBg(PGraphics pg) { ArrayList<Edge> curEdges = (edgesAnim == null) ? edges : edgesAnim; pg.fill(bgColor); // if(collided) pg.fill(0, 255, 0, 50); pg.noStroke(); pg.beginShape(); for (int i = 0; i < curEdges.size(); i++) { PVector v = curEdges.get(i).v1(); pg.vertex(v.x, v.y, v.z, v.x/pg.width, v.y/pg.height); } pg.endShape(P.CLOSE); }
Example 10
Source File: DwFoldingSoftBody.java From PixelFlow with MIT License | 5 votes |
@Override public void displayNormals(PGraphics pg){ pg.beginShape(PConstants.LINES); int faces_count = foldingmodel.ifs.getFacesCount(); int[][] faces = foldingmodel.ifs.getFaces(); for(int i = 0; i < faces_count; i++){ int ia = faces[i][0]; DwDisplayUtils.normal(pg, particles[ia], normals_face[i], display_normal_length); } pg.endShape(); }
Example 11
Source File: DwIndexedFaceSet.java From PixelFlow with MIT License | 5 votes |
public void display(PGraphics pg){ for(int i = 0; i < faces.length; i++){ int[] face = faces[i]; pg.beginShape(); for(int j = 0; j < face.length; j++){ vertex(pg, verts[face[j]]); } pg.endShape(PConstants.CLOSE); } }
Example 12
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static void drawTexturedRect(PGraphics pg, PImage texture) { pg.beginShape(P.QUAD); pg.textureMode(P.NORMAL); pg.texture(texture); pg.vertex(-texture.width/2, -texture.height/2, 0, 0); pg.vertex( texture.width/2, -texture.height/2, 1, 0); pg.vertex( texture.width/2, texture.height/2, 1, 1); pg.vertex(-texture.width/2, texture.height/2, 0, 1); pg.endShape(); }
Example 13
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static void drawSphereWithQuads(PGraphics pg, float size) { float radius = size; float rho = radius; float x, y, z; float phi = 0; int phiSteps = 20; float phiFactor = P.PI / phiSteps; float theta; int thetaSteps = 20; float thetaFactor = P.TWO_PI / thetaSteps; for(int p = 0; p < phiSteps; p++) { pg.beginShape(P.QUAD_STRIP); theta = 0.0f; for(int t = 0; t < thetaSteps + 1; t++) { x = rho * P.sin(phi) * P.cos(theta); z = rho * P.sin(phi) * P.sin(theta); y = -rho * P.cos(phi); pg.normal(x, y, z); pg.vertex(x, y, z); x = rho * P.sin(phi + phiFactor) * P.cos(theta); z = rho * P.sin(phi + phiFactor) * P.sin(theta); y = -rho * P.cos(phi + phiFactor); pg.normal(x, y, z); pg.vertex(x, y, z); theta += thetaFactor; } phi += phiFactor; pg.endShape(P.CLOSE); } }
Example 14
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static void drawPyramid( PGraphics p, float shapeHeight, float baseWidth, boolean drawBase ){ baseWidth *= P.HALF_PI; p.pushMatrix(); p.rotateZ(P.radians(-45.0f)); p.beginShape(P.TRIANGLES); int numSides = 4; float segmentCircumference = (2f*P.PI) / numSides; float halfBaseW = baseWidth / 2f; for( int i = 0; i < numSides; i++ ) { p.vertex( 0, 0, shapeHeight ); p.vertex( P.sin( i * segmentCircumference ) * halfBaseW, P.cos( i * segmentCircumference ) * halfBaseW, 0 ); p.vertex( P.sin( (i + 1) * segmentCircumference ) * halfBaseW, P.cos( (i + 1) * segmentCircumference ) * halfBaseW, 0 ); } if( drawBase ) { // base p.vertex( P.sin( 0 * segmentCircumference ) * halfBaseW, P.cos( 0 * segmentCircumference ) * halfBaseW, 0 ); p.vertex( P.sin( 1 * segmentCircumference ) * halfBaseW, P.cos( 1 * segmentCircumference ) * halfBaseW, 0 ); p.vertex( P.sin( 2 * segmentCircumference ) * halfBaseW, P.cos( 2 * segmentCircumference ) * halfBaseW, 0 ); p.vertex( P.sin( 2 * segmentCircumference ) * halfBaseW, P.cos( 2 * segmentCircumference ) * halfBaseW, 0 ); p.vertex( P.sin( 3 * segmentCircumference ) * halfBaseW, P.cos( 3 * segmentCircumference ) * halfBaseW, 0 ); p.vertex( P.sin( 0 * segmentCircumference ) * halfBaseW, P.cos( 0 * segmentCircumference ) * halfBaseW, 0 ); } p.endShape(); p.popMatrix(); }
Example 15
Source File: QuadSurface.java From sketch-mapper with MIT License | 4 votes |
/** * Actual rendering of the QUAD. Is called from the render method. Should * normally not be accessed directly. * * @param g * @param tex */ private void renderQuad(PGraphics g, PImage tex) { tOffX = tex.width * textureWindow[0].x; tOffY = tex.height * textureWindow[0].y; tWidth = tex.width * (textureWindow[1].x); tHeight = tex.height * (textureWindow[1].y); if (this.isUsingEdgeBlend() || this.isUsingSurfaceMask()) { // // if (bufferScreen == null || bufferScreen.width != this.getBufferScreenWidth()) { // bufferScreen = parent.createGraphics(this.getBufferScreenWidth(), this.getBufferScreenWidth()); // } // bufferScreen.beginDraw(); // bufferScreen.beginShape(PApplet.QUADS); // bufferScreen.texture(tex); // bufferScreen.vertex(0, 0, tOffX, tOffY); // bufferScreen.vertex(bufferScreen.width, 0, tWidth + tOffX, tOffY); // bufferScreen.vertex(bufferScreen.width, bufferScreen.height, tWidth + tOffX, tHeight + tOffY); // bufferScreen.vertex(0, bufferScreen.height, tOffX, tHeight + tOffY); // bufferScreen.endShape(PApplet.CLOSE); // bufferScreen.endDraw(); // // // if (this.isUsingSurfaceMask()) { //// maskFilter.setParameterValue("mask_factor", 0.0f); //// maskFilter.apply(new GLTexture[]{bufferScreen.getTexture(), surfaceMask}, maskedTex); //// applyEdgeBlendToTexture(maskedTex); // } else { // applyEdgeBlendToTexture(bufferScreen.get()); // } } g.beginDraw(); g.noStroke(); g.beginShape(PApplet.QUADS); g.texture(tex); if (this.isUsingSurfaceMask() || this.isUsingEdgeBlend()) { g.texture(maskedTex); tOffX = 0; tOffY = 0; tWidth = maskedTex.width; tHeight = maskedTex.height; } else { g.texture(tex); if (bufferScreen != null) { bufferScreen = null; } if (blendScreen != null) { blendScreen = null; } } for (int i = 0; i < GRID_RESOLUTION - 1; i++) { for (int j = 0; j < GRID_RESOLUTION - 1; j++) { g.vertex(vertexPoints[i][j].x, vertexPoints[i][j].y, vertexPoints[i][j].z + currentZ, ((float) i / (GRID_RESOLUTION - 1)) * tWidth + tOffX, ((float) j / (GRID_RESOLUTION - 1)) * tHeight + tOffY); g.vertex(vertexPoints[i + 1][j].x, vertexPoints[i + 1][j].y, vertexPoints[i + 1][j].z + currentZ, (((float) i + 1) / (GRID_RESOLUTION - 1)) * tWidth + tOffX, ((float) j / (GRID_RESOLUTION - 1)) * tHeight + tOffY); g.vertex(vertexPoints[i + 1][j + 1].x, vertexPoints[i + 1][j + 1].y, vertexPoints[i + 1][j + 1].z + currentZ, (((float) i + 1) / (GRID_RESOLUTION - 1)) * tWidth + tOffX, (((float) j + 1) / (GRID_RESOLUTION - 1)) * tHeight + tOffY); g.vertex(vertexPoints[i][j + 1].x, vertexPoints[i][j + 1].y, vertexPoints[i][j + 1].z + currentZ, ((float) i / (GRID_RESOLUTION - 1)) * tWidth + tOffX, (((float) j + 1) / (GRID_RESOLUTION - 1)) * tHeight + tOffY); } } g.endShape(PApplet.CLOSE); g.endDraw(); }
Example 16
Source File: Shapes.java From haxademic with MIT License | 4 votes |
public static void drawDisc3D( PGraphics p, float radius, float innerRadius, float cylinderHeight, int numSegments, int color, int wallcolor ) { // draw triangles p.beginShape(P.TRIANGLES); float segmentRads = P.TWO_PI / numSegments; float halfHeight = cylinderHeight / 2; for( int i = 0; i < numSegments; i++ ) { if( color > 0 ) p.fill( color ); // top disc p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, halfHeight ); p.vertex( P.cos( i * segmentRads ) * radius, P.sin( i * segmentRads ) * radius, halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, halfHeight ); p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * innerRadius, P.sin( (i + 1) * segmentRads ) * innerRadius, halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, halfHeight ); // bottom disc p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, -halfHeight ); p.vertex( P.cos( i * segmentRads ) * radius, P.sin( i * segmentRads ) * radius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, -halfHeight ); p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * innerRadius, P.sin( (i + 1) * segmentRads ) * innerRadius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, -halfHeight ); if( wallcolor > 0 ) p.fill( wallcolor ); // outer wall p.vertex( P.cos( i * segmentRads ) * radius, P.sin( i * segmentRads ) * radius, halfHeight ); p.vertex( P.cos( i * segmentRads ) * radius, P.sin( i * segmentRads ) * radius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, halfHeight ); p.vertex( P.cos( i * segmentRads ) * radius, P.sin( i * segmentRads ) * radius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * radius, P.sin( (i + 1) * segmentRads ) * radius, -halfHeight ); // only draw inner radius if needed if( innerRadius > 0 ) { if( wallcolor > 0 ) p.fill(wallcolor); // inner wall p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, halfHeight ); p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * innerRadius, P.sin( (i + 1) * segmentRads ) * innerRadius, halfHeight ); p.vertex( P.cos( i * segmentRads ) * innerRadius, P.sin( i * segmentRads ) * innerRadius, -halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * innerRadius, P.sin( (i + 1) * segmentRads ) * innerRadius, halfHeight ); p.vertex( P.cos( (i + 1) * segmentRads ) * innerRadius, P.sin( (i + 1) * segmentRads ) * innerRadius, -halfHeight ); } } p.endShape(); }
Example 17
Source File: ImageUtil.java From haxademic with MIT License | 4 votes |
public static void drawTextureMappedRect(PGraphics dest, PImage texture, int subdivideX, int subdivideY, float topLeftX, float topLeftY, float topRightX, float topRightY, float bottomRightX, float bottomRightY, float bottomLeftX, float bottomLeftY) { // draw to screen with pinned corner coords // generalized version ported from PGraphicsKeystone // inspired by: https://github.com/davidbouchard/keystone & http://marcinignac.com/blog/projectedquads-source-code/ dest.textureMode(PConstants.IMAGE); dest.noStroke(); dest.fill(255); dest.beginShape(PConstants.QUAD); dest.texture(texture); if(subdivideX > 0) { // subdivide quad for better resolution float stepsX = subdivideX; float stepsY = subdivideY; for( float x=0; x < stepsX; x += 1f ) { // calculate spread of mesh grid and uv coordinates float xPercent = x/stepsX; float xPercentNext = (x+1f)/stepsX; if( xPercentNext > 1 ) xPercentNext = 1; float uPercent = xPercent; float uPercentNext = xPercentNext; for( float y=0; y < stepsY; y += 1f ) { // calculate spread of mesh grid and uv coordinates float yPercent = y/stepsY; float yPercentNext = (y+1f)/stepsY; if( yPercentNext > 1 ) yPercentNext = 1; float vPercent = yPercent; float vPercentNext = yPercentNext; // calc grid positions based on interpolating columns between corners float colTopX = interp(topLeftX, topRightX, xPercent); float colTopY = interp(topLeftY, topRightY, xPercent); float colBotX = interp(bottomLeftX, bottomRightX, xPercent); float colBotY = interp(bottomLeftY, bottomRightY, xPercent); float nextColTopX = interp(topLeftX, topRightX, xPercentNext); float nextColTopY = interp(topLeftY, topRightY, xPercentNext); float nextColBotX = interp(bottomLeftX, bottomRightX, xPercentNext); float nextColBotY = interp(bottomLeftY, bottomRightY, xPercentNext); // calc quad coords float quadTopLeftX = interp(colTopX, colBotX, yPercent); float quadTopLeftY = interp(colTopY, colBotY, yPercent); float quadTopRightX = interp(nextColTopX, nextColBotX, yPercent); float quadTopRightY = interp(nextColTopY, nextColBotY, yPercent); float quadBotRightX = interp(nextColTopX, nextColBotX, yPercentNext); float quadBotRightY = interp(nextColTopY, nextColBotY, yPercentNext); float quadBotLeftX = interp(colTopX, colBotX, yPercentNext); float quadBotLeftY = interp(colTopY, colBotY, yPercentNext); // draw subdivided quads dest.vertex(quadTopLeftX, quadTopLeftY, 0, texture.width * uPercent, texture.height * vPercent); dest.vertex(quadTopRightX, quadTopRightY, 0, texture.width * uPercentNext, texture.height * vPercent); dest.vertex(quadBotRightX, quadBotRightY, 0, texture.width * uPercentNext, texture.height * vPercentNext); dest.vertex(quadBotLeftX, quadBotLeftY, 0, texture.width * uPercent, texture.height * vPercentNext); } } } else { // default single mapped quad dest.vertex(topLeftX, topLeftY, 0, 0, 0); dest.vertex(topRightX, topRightY, 0, texture.width, 0); dest.vertex(bottomRightX, bottomRightY, 0, texture.width, texture.height); dest.vertex(bottomLeftX, bottomLeftY, 0, 0, texture.height); } dest.endShape(); }
Example 18
Source File: MappedTriangle.java From haxademic with MIT License | 4 votes |
public void draw( PGraphics pg ) { if( _texture != null ) { updateVertices(); if( _mappingStyle == MAP_STYLE_CONTAIN_TEXTURE ) { pg.beginShape(PConstants.TRIANGLE); pg.texture(_texture); if( _mappingOrientation == 0 ) { setUVCoordinates(0, 0, _texture.width, _texture.height/2, 0, _texture.height); } else if( _mappingOrientation == 1 ) { setUVCoordinates(0, 0, _texture.width, 0, _texture.width/2, _texture.height); } else if( _mappingOrientation == 2 ) { setUVCoordinates(0, _texture.height/2, _texture.width, 0, _texture.width, _texture.height); } else if( _mappingOrientation == 3 ) { setUVCoordinates(0, _texture.height, _texture.width/2, 0, _texture.width, _texture.height); } pg.vertex(_x1.value(), _y1.value(), getZ(x1, y1), _UVx1.value(), _UVy1.value()); pg.vertex(_x2.value(), _y2.value(), getZ(x2, y2), _UVx2.value(), _UVy2.value()); pg.vertex(_x3.value(), _y3.value(), getZ(x3, y3), _UVx3.value(), _UVy3.value()); pg.endShape(); } else if( _mappingStyle == MAP_STYLE_MASK ) { pg.beginShape(PConstants.TRIANGLE); pg.texture(_texture); // map the screen coordinates to the texture coordinates // crop to fill the mapped area with the current texture setUVCoordinates(_maskTriangle[0].x, _maskTriangle[0].y, _maskTriangle[1].x, _maskTriangle[1].y, _maskTriangle[2].x, _maskTriangle[2].y); pg.vertex(_x1.value(), _y1.value(), getZ(x1, y1), _UVx1.value(), _UVy1.value()); pg.vertex(_x2.value(), _y2.value(), getZ(x2, y2), _UVx2.value(), _UVy2.value()); pg.vertex(_x3.value(), _y3.value(), getZ(x3, y3), _UVx3.value(), _UVy3.value()); pg.endShape(); } else if( _mappingStyle == MAP_STYLE_CONTAIN_RANDOM_TEX_AREA ) { pg.beginShape(PConstants.TRIANGLE); pg.texture(_texture); // map the polygon coordinates to the random sampling coordinates setUVCoordinates(_randTriangle[0].x, _randTriangle[0].y, _randTriangle[1].x, _randTriangle[1].y, _randTriangle[2].x, _randTriangle[2].y); pg.vertex(_x1.value(), _y1.value(), getZ(x1, y1), _UVx1.value(), _UVy1.value()); pg.vertex(_x2.value(), _y2.value(), getZ(x2, y2), _UVx2.value(), _UVy2.value()); pg.vertex(_x3.value(), _y3.value(), getZ(x3, y3), _UVx3.value(), _UVy3.value()); pg.endShape(); } else if( _mappingStyle == MAP_STYLE_EQ ) { _curColor = P.p.lerpColor(_curColor, _color, 0.1f); pg.beginShape(PConstants.TRIANGLE); pg.fill(pg.color(_curColor, P.constrain( AudioIn.audioFreq(_eqIndex) * 255, 0, 255 ))); pg.vertex(_x1.value(), _y1.value(), getZ(x1, y1)); pg.vertex(_x2.value(), _y2.value(), getZ(x2, y2)); pg.fill(pg.color(_curColor, P.constrain( AudioIn.audioFreq(_eqIndex) * 100, 0, 190 ))); pg.vertex(_x3.value(), _y3.value(), getZ(x3, y3)); pg.endShape(); } // flash fade overlay drawFlashFadeOverlay(pg); // overlay with gradient, oscillating from white to black over time float whiteFade = P.sin(P.p.frameCount / _gradientFadeDivisor); //P.constrain( AudioIn.getEqBand((_eqIndex)) * 200 * _isFlash, 0, 50 ); pg.noStroke(); pg.beginShape(PConstants.TRIANGLE); pg.fill(255*whiteFade,fakeLightAlpha); pg.vertex(_x1.value(), _y1.value(), getZ(x1, y1)); pg.fill(255*whiteFade,0); pg.vertex(_x2.value(), _y2.value(), getZ(x2, y2)); pg.vertex(_x3.value(), _y3.value(), getZ(x3, y3)); pg.endShape(); // // show debug info // pg.fill(255); // pg.textSize(20); // pg.text(_mappingStyle+"", _centerX, _centerY); } }
Example 19
Source File: Shapes.java From haxademic with MIT License | 4 votes |
public static void drawTexturedCube(PGraphics pg, float size, PImage texture) { pg.beginShape(P.QUADS); pg.texture(texture); // BL, BR, TR, TL // front pg.vertex(-size, size, size, 0, texture.height); pg.vertex( size, size, size, texture.width, texture.height); pg.vertex( size, -size, size, texture.width, 0); pg.vertex(-size, -size, size, 0, 0); // back pg.vertex( size, size, -size, 0, texture.height); pg.vertex(-size, size, -size, texture.width, texture.height); pg.vertex(-size, -size, -size, texture.width, 0); pg.vertex( size, -size, -size, 0, 0); // left pg.vertex(-size, size, -size, 0, texture.height); pg.vertex(-size, size, size, texture.width, texture.height); pg.vertex(-size, -size, size, texture.width, 0); pg.vertex(-size, -size, -size, 0, 0); // right pg.vertex( size, size, size, 0, texture.height); pg.vertex( size, size, -size, texture.width, texture.height); pg.vertex( size, -size, -size, texture.width, 0); pg.vertex( size, -size, size, 0, 0); // floor pg.vertex(-size, size, -size, 0, 0); pg.vertex( size, size, -size, texture.width, 0); pg.vertex( size, size, size, texture.width, texture.height); pg.vertex(-size, size, size, 0, texture.height); // ceiling pg.vertex(-size, -size, -size, 0, 0); pg.vertex( size, -size, -size, texture.width, 0); pg.vertex( size, -size, size, texture.width, texture.height); pg.vertex(-size, -size, size, 0, texture.height); pg.endShape(); }
Example 20
Source File: Partycles.java From haxademic with MIT License | 4 votes |
public void update(PGraphics pg) { if(available()) return; // update position gravity.x *= 0.97f; speed.add(gravity); pos.add(speed); rotation += gravity.z; // update size sizeProgress.update(); float audioAmp = (1f + 1f * AudioIn.audioFreq(audioIndex)); if(sizeProgress.value() == 1) shrink -= 0.01f; float curSize = (sizeProgress.value() == 1) ? size * shrink * audioAmp: size * Penner.easeOutQuad(sizeProgress.value()) * audioAmp; // if(sizeProgress.value() == 1) sizeProgress.setTarget(0); // draw image or polygon if(image != null) { // draw image pg.pushMatrix(); pg.translate(pos.x, pos.y); pg.rotate(rotation); pg.tint(color); pg.image(image, 0, 0, curSize * 2f, curSize * 2f); pg.tint(255); pg.popMatrix(); } else { // draw shape float segmentRads = P.TWO_PI / vertices; pg.fill(color); // , 150); // pg.stroke(255); pg.noStroke(); pg.pushMatrix(); pg.translate(pos.x, pos.y); pg.rotate(rotation); pg.beginShape(P.POLYGON); for(float i = 0; i <= vertices; i++) { pg.vertex(P.cos(segmentRads * i) * curSize, P.sin(segmentRads * i) * curSize); } pg.endShape(); pg.popMatrix(); // pg.rect(pos.x, pos.y, 2, 2); } pg.tint(255); }