Java Code Examples for processing.core.PShape#texture()
The following examples show how to use
processing.core.PShape#texture() .
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Example 1
Source File: Icosahedron.java From haxademic with MIT License | 6 votes |
public static PShape createIcosahedron(PGraphics pg, int level, PImage img) { // the icosahedron is created with positions, normals and texture coordinates in the above class Icosahedron ico = new Icosahedron(level); pg.textureMode(P.NORMAL); // set textureMode to normalized (range 0 to 1); PShape mesh = pg.createShape(); // create the initial PShape mesh.beginShape(P.TRIANGLES); // define the PShape type: TRIANGLES mesh.noStroke(); if(img != null) mesh.texture(img); // put all the vertices, uv texture coordinates and normals into the PShape for (int i=0; i<ico.positions.size(); i++) { PVector pos = ico.positions.get(i); PVector t = ico.texCoords.get(i); PVector n = ico.normals.get(i); mesh.normal(n.x, n.y, n.z); mesh.vertex(pos.x, pos.y, pos.z, t.x, t.y); } mesh.endShape(); return mesh; }
Example 2
Source File: DwSoftGrid2D.java From PixelFlow with MIT License | 6 votes |
private void displayGridXY(PShape pg, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); pg.noStroke(); int ix, iy; for(iy = 0; iy < nodes_y-1; iy++){ for(ix = 0; ix < nodes_x; ix++){ vertex(pg, getNode(ix, iy+0), ix * tx_inv, (iy+0) * ty_inv); vertex(pg, getNode(ix, iy+1), ix * tx_inv, (iy+1) * ty_inv); } ix -= 1; vertex(pg, getNode(ix, iy+1), 0, 0); ix = 0; vertex(pg, getNode(ix, iy+1), 0, 0); } pg.endShape(); }
Example 3
Source File: DwSoftGrid3D.java From PixelFlow with MIT License | 6 votes |
private void displayGridXY(PShape pg, float[][] normals, int iz, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); int ix, iy; for(iy = 0; iy < nodes_y-1; iy++){ for(ix = 0; ix < nodes_x; ix++){ vertex(pg, getNode3D(ix, iy+0, iz), normals[(iy+0)*nodes_x+ix], ix * tx_inv, (iy+0) * ty_inv); vertex(pg, getNode3D(ix, iy+1, iz), normals[(iy+1)*nodes_x+ix], ix * tx_inv, (iy+1) * ty_inv); } ix -= 1; vertex(pg, getNode3D(ix, iy+1, iz), normals[(iy+1)*nodes_x+ix], 0, 0); ix = 0; vertex(pg, getNode3D(ix, iy+1, iz), normals[(iy+1)*nodes_x+ix], 0, 0); } pg.endShape(); }
Example 4
Source File: DwSoftGrid3D.java From PixelFlow with MIT License | 6 votes |
private void displayGridYZ(PShape pg, float[][] normals, int ix, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); int iz, iy; for(iz = 0; iz < nodes_z-1; iz++){ for(iy = 0; iy < nodes_y; iy++){ vertex(pg, getNode3D(ix, iy, iz+0), normals[(iz+0)*nodes_y+iy], iy * ty_inv, (iz+0) * tz_inv); vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_y+iy], iy * ty_inv, (iz+1) * tz_inv); } iy -= 1; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_y+iy], 0, 0); iy = 0; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_y+iy], 0, 0); } pg.endShape(); }
Example 5
Source File: DwSoftGrid3D.java From PixelFlow with MIT License | 6 votes |
private void displayGridXZ(PShape pg, float[][] normals, int iy, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); int iz, ix; for(iz = 0; iz < nodes_z-1; iz++){ for(ix = 0; ix < nodes_x; ix++){ vertex(pg, getNode3D(ix, iy, iz+0), normals[(iz+0)*nodes_x+ix], ix * tx_inv, (iz+0) * tz_inv); vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], ix * tx_inv, (iz+1) * tz_inv); } ix -= 1; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], 0, 0); ix = 0; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], 0, 0); } pg.endShape(); }
Example 6
Source File: TextureSphere.java From haxademic with MIT License | 6 votes |
PShape createIcosahedron(int level, String imagePath) { // the icosahedron is created with positions, normals and texture coordinates in the above class Icosahedron ico = new Icosahedron(level); textureMode(NORMAL); // set textureMode to normalized (range 0 to 1); PImage tex = loadImage(imagePath); // load the texture PShape mesh = createShape(); // create the initial PShape mesh.beginShape(TRIANGLES); // define the PShape type: TRIANGLES mesh.noStroke(); mesh.texture(tex); // set the texture // put all the vertices, uv texture coordinates and normals into the PShape for (int i=0; i<ico.positions.size(); i++) { PVector p = ico.positions.get(i); PVector t = ico.texCoords.get(i); PVector n = ico.normals.get(i); mesh.normal(n.x, n.y, n.z); mesh.vertex(p.x, p.y, p.z, t.x, t.y); } mesh.endShape(); return mesh; // our work is done here, return DA MESH! ;-) }
Example 7
Source File: ShaderVertexTrigDeform.java From haxademic with MIT License | 6 votes |
PShape createCylinder(float r, float h, int detail, PImage tex) { textureMode(NORMAL); PShape sh = createShape(); sh.beginShape(QUAD_STRIP); sh.noStroke(); sh.texture(tex); for (int i = 0; i <= detail; i++) { float angle = TWO_PI / detail; float x = sin(i * angle); float z = cos(i * angle); float u = (float)i / detail; sh.normal(x, 0, z); sh.vertex(x * r, -h/2, z * r, u, 0); sh.vertex(x * r, +h/2, z * r, u, 1); } sh.endShape(); return sh; }
Example 8
Source File: DwFoldingTile.java From PixelFlow with MIT License | 5 votes |
public void displayMesh(PShape pg, DwParticle3D[] particles){ // pg.beginShape(PConstants.TRIANGLES); pg.textureMode(PConstants.NORMAL); pg.texture(DEF.style.texture); pg.noStroke(); int s0,s1,s2; int i0,i1,i2; float[] t0,t1,t2; DwParticle3D v0,v1,v2; for(int i = 0; i < DEF.FACES_COUNT; i++){ i0 = faces[i][0]; v0 = particles[i0]; if(v0.all_springs_deactivated) continue; i1 = faces[i][1]; v1 = particles[i1]; if(v1.all_springs_deactivated) continue; i2 = faces[i][2]; v2 = particles[i2]; if(v2.all_springs_deactivated) continue; i0 = DEF.FACES[i][0]; s0 = DEF.HILO[i0]; t0 = DEF.TEX_COORDS[i0]; i1 = DEF.FACES[i][1]; s1 = DEF.HILO[i1]; t1 = DEF.TEX_COORDS[i1]; i2 = DEF.FACES[i][2]; s2 = DEF.HILO[i2]; t2 = DEF.TEX_COORDS[i2]; int ci = DEF.FACES_COL[i]; if(DEF.style.texture != null){ DwDisplayUtils.vertex(pg, v0, t0); DwDisplayUtils.vertex(pg, v1, t1); DwDisplayUtils.vertex(pg, v2, t2); } else { // pg.fill(DEF.style.COL[s0]); DwDisplayUtils.vertex(pg, v0); // pg.fill(DEF.style.COL[s1]); DwDisplayUtils.vertex(pg, v1); // pg.fill(DEF.style.COL[s2]); DwDisplayUtils.vertex(pg, v2); pg.fill(DEF.style.RGBS[ci][s0]); DwDisplayUtils.vertex(pg, v0); pg.fill(DEF.style.RGBS[ci][s1]); DwDisplayUtils.vertex(pg, v1); pg.fill(DEF.style.RGBS[ci][s2]); DwDisplayUtils.vertex(pg, v2); } } // pg.endShape(); }
Example 9
Source File: Icosahedron.java From haxademic with MIT License | 5 votes |
public static PShape createIcosahedronGrouped(PApplet p, int level, PImage img, int fillColor, int strokeColor, float strokeWeight) { // the icosahedron is created with positions, normals and texture coordinates in the above class Icosahedron ico = new Icosahedron(level); p.textureMode(P.NORMAL); // set textureMode to normalized (range 0 to 1); PShape mesh = p.createShape(P.GROUP); // create the initial PShape // put all the vertices, uv texture coordinates and normals into the PShape PShape triangle = null; for (int i=0; i<ico.positions.size(); i++) { if(i % 3 == 0) { triangle = p.createShape(); triangle.beginShape(P.TRIANGLE); // define the PShape type: TRIANGLES if(fillColor != -1) { triangle.strokeWeight(strokeWeight); triangle.stroke(strokeColor); triangle.fill(fillColor); } if(img != null) mesh.texture(img); } PVector pos = ico.positions.get(i); PVector t = ico.texCoords.get(i); PVector n = ico.normals.get(i); triangle.normal(n.x, n.y, n.z); triangle.vertex(pos.x, pos.y, pos.z, t.x, t.y); if(i % 3 == 2) { triangle.endShape(); mesh.addChild(triangle); } } return mesh; }
Example 10
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static PShape createSheet(int detail, PImage tex) { P.p.textureMode(P.NORMAL); // P.println("Shapes.createSheet() setting textureMode is weird to do here... Maybe should be PAppletHax default?"); PShape sh = P.p.createShape(); sh.beginShape(P.QUADS); sh.noStroke(); sh.texture(tex); float cellW = tex.width / detail; float cellH = tex.height / detail; // int numVertices = 0; for (int col = 0; col < detail; col++) { for (int row = 0; row < detail; row++) { float xU = col * cellW; float yV = row * cellH; float x = -tex.width/2f + col * cellW; float y = -tex.height/2f + row * cellH; float z = 0; sh.normal(x, y, z); sh.vertex(x, y, z, P.map(xU, 0, tex.width, 0, 1), P.map(yV, 0, tex.height, 0, 1)); sh.vertex(x, y + cellH, z, P.map(xU, 0, tex.width, 0, 1), P.map(yV + cellH, 0, tex.height, 0, 1)); sh.vertex(x + cellW, y + cellH, z, P.map(xU + cellW, 0, tex.width, 0, 1), P.map(yV + cellH, 0, tex.height, 0, 1)); sh.vertex(x + cellW, y, z, P.map(xU + cellW, 0, tex.width, 0, 1), P.map(yV, 0, tex.height, 0, 1)); // numVertices++; } } // P.println("createSheet() vertices:", numVertices); sh.endShape(); P.p.textureMode(P.IMAGE); // reset return sh; }
Example 11
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static PShape createSheet(int cols, int rows, PImage tex) { P.p.textureMode(P.NORMAL); // P.println("Shapes.createSheet() setting textureMode is weird to do here... Maybe should be PAppletHax default?"); PShape sh = P.p.createShape(); sh.beginShape(P.QUADS); sh.noStroke(); sh.texture(tex); float cellW = (float) tex.width / (float) cols; float cellH = (float) tex.height / (float) rows; // int numVertices = 0; for (int col = 0; col < cols; col++) { for (int row = 0; row < rows; row++) { float xU = col * cellW; float yV = row * cellH; float x = -tex.width/2f + col * cellW; float y = -tex.height/2f + row * cellH; float z = 0; sh.normal(x, y, z); sh.vertex(x, y, z, P.map(xU, 0, tex.width, 0, 1), P.map(yV, 0, tex.height, 0, 1)); sh.vertex(x, y + cellH, z, P.map(xU, 0, tex.width, 0, 1), P.map(yV + cellH, 0, tex.height, 0, 1)); sh.vertex(x + cellW, y + cellH, z, P.map(xU + cellW, 0, tex.width, 0, 1), P.map(yV + cellH, 0, tex.height, 0, 1)); sh.vertex(x + cellW, y, z, P.map(xU + cellW, 0, tex.width, 0, 1), P.map(yV, 0, tex.height, 0, 1)); // numVertices++; } } // P.println("createSheet() vertices:", numVertices); sh.endShape(); P.p.textureMode(P.IMAGE); // reset return sh; }
Example 12
Source File: KinectShaderVertexDeform.java From haxademic with MIT License | 5 votes |
PShape createSheet(int detail, PImage tex) { p.textureMode(NORMAL); PShape sh = p.createShape(); sh.beginShape(QUADS); sh.noStroke(); sh.noFill(); sh.texture(tex); float cellW = tex.width / detail; float cellH = tex.height / detail; int numVertices = 0; for (int col = 0; col < tex.width; col += cellW) { for (int row = 0; row < tex.height; row += cellH) { float xU = col; float yV = row; float x = -tex.width/2f + xU; float y = -tex.height/2f + yV; float z = 0; sh.normal(x, y, z); sh.vertex(x, y, z, P.map(xU, 0, tex.width, 0, 1f), P.map(yV, 0, tex.height, 0, 1f)); sh.vertex(x, y + cellH, z, P.map(xU, 0, tex.width, 0, 1f), P.map(yV + cellH, 0, tex.height, 0, 1f)); sh.vertex(x + cellW, y + cellH, z, P.map(xU + cellW, 0, tex.width, 0, 1f), P.map(yV + cellH, 0, tex.height, 0, 1f)); sh.vertex(x + cellW, y, z, P.map(xU + cellW, 0, tex.width, 0, 1f), P.map(yV, 0, tex.height, 0, 1f)); numVertices++; } } P.println(numVertices, "vertices"); sh.endShape(); return sh; }
Example 13
Source File: DwFoldingTile.java From PixelFlow with MIT License | 5 votes |
public void displayMesh(PShape pg, DwIndexedFaceSet ifs){ // pg.beginShape(PConstants.TRIANGLES); pg.textureMode(PConstants.NORMAL); pg.texture(DEF.style.texture); pg.noStroke(); int s0,s1,s2; int i0,i1,i2; float[] t0,t1,t2; float[] v0,v1,v2; for(int i = 0; i < DEF.FACES_COUNT; i++){ i0 = faces[i][0]; v0 = ifs.verts[i0]; i1 = faces[i][1]; v1 = ifs.verts[i1]; i2 = faces[i][2]; v2 = ifs.verts[i2]; i0 = DEF.FACES[i][0]; s0 = DEF.HILO[i0]; t0 = DEF.TEX_COORDS[i0]; i1 = DEF.FACES[i][1]; s1 = DEF.HILO[i1]; t1 = DEF.TEX_COORDS[i1]; i2 = DEF.FACES[i][2]; s2 = DEF.HILO[i2]; t2 = DEF.TEX_COORDS[i2]; int ci = DEF.FACES_COL[i]; if(DEF.style.texture != null){ DwDisplayUtils.vertex(pg, v0, t0); DwDisplayUtils.vertex(pg, v1, t1); DwDisplayUtils.vertex(pg, v2, t2); } else { // pg.fill(DEF.style.COL[s0]); DwDisplayUtils.vertex(pg, v0); // pg.fill(DEF.style.COL[s1]); DwDisplayUtils.vertex(pg, v1); // pg.fill(DEF.style.COL[s2]); DwDisplayUtils.vertex(pg, v2); pg.fill(DEF.style.RGBS[ci][s0]); DwDisplayUtils.vertex(pg, v0); pg.fill(DEF.style.RGBS[ci][s1]); DwDisplayUtils.vertex(pg, v1); pg.fill(DEF.style.RGBS[ci][s2]); DwDisplayUtils.vertex(pg, v2); } } // pg.endShape(); }
Example 14
Source File: ParticleSystem.java From PixelFlow with MIT License | 5 votes |
public PShape createParticleShape(DwParticle2D particle, PImage pimg_sprite){ final float rad = 2; PShape shp_sprite = papplet.createShape(); shp_sprite.beginShape(PConstants.QUADS); shp_sprite.noStroke(); shp_sprite.noFill(); shp_sprite.tint(255,10,10); if(particle.idx == IDX_MOUSE_PARTICLE){ shp_sprite.tint(200,100,100); } else { float r = 0 + papplet.random(-30, 30); float g = 100; float b = 100; shp_sprite.tint(r,g,b); } shp_sprite.textureMode(PConstants.NORMAL); shp_sprite.texture(pimg_sprite); shp_sprite.normal(0, 0, 1); shp_sprite.vertex(-rad, -rad, 0, 0); shp_sprite.vertex(+rad, -rad, 1, 0); shp_sprite.vertex(+rad, +rad, 1, 1); shp_sprite.vertex(-rad, +rad, 0, 1); shp_sprite.endShape(); return shp_sprite; }
Example 15
Source File: Shapes.java From haxademic with MIT License | 4 votes |
public static PShape createDisc(float radius, int vertices, int rows, PImage tex) { P.p.textureMode(P.NORMAL); PShape sh = P.p.createShape(); sh.beginShape(P.TRIANGLES); sh.textureMode(P.NORMAL); if(tex != null) sh.texture(tex); sh.noStroke(); float radiusTwo = radius * 2f; float rowSize = radius / (float) rows; float segmentRads = P.TWO_PI / vertices; for( int v = 0; v < vertices; v++ ) { for( int r = 0; r < rows; r++ ) { float curRads = v * segmentRads; float nextRads = (v+1) * segmentRads; float curRadius = r * rowSize; float nextRadius = (r+1) * rowSize; float x1 = P.cos(curRads) * curRadius; float y1 = P.sin(curRads) * curRadius; float u1 = (x1 + radius) / radiusTwo; // normalize within texture - move from being centered float v1 = (y1 + radius) / radiusTwo; float x2 = P.cos(curRads) * nextRadius; float y2 = P.sin(curRads) * nextRadius; float u2 = (x2 + radius) / radiusTwo; // normalize within texture - move from being centered float v2 = (y2 + radius) / radiusTwo; float x3 = P.cos(nextRads) * nextRadius; float y3 = P.sin(nextRads) * nextRadius; float u3 = (x3 + radius) / radiusTwo; // normalize within texture - move from being centered float v3 = (y3 + radius) / radiusTwo; float x4 = P.cos(nextRads) * curRadius; float y4 = P.sin(nextRads) * curRadius; float u4 = (x4 + radius) / radiusTwo; // normalize within texture - move from being centered float v4 = (y4 + radius) / radiusTwo; sh.vertex( x1, y1, 0, u1, v1 ); sh.vertex( x2, y2, 0, u2, v2 ); sh.vertex( x3, y3, 0, u3, v3 ); sh.vertex( x1, y1, 0, u1, v1 ); sh.vertex( x4, y4, 0, u4, v4 ); sh.vertex( x3, y3, 0, u3, v3 ); } } sh.endShape(); return sh; }
Example 16
Source File: ParticleSystem.java From PixelFlow with MIT License | 4 votes |
public PShape createParticleShape(DwParticle2D particle, PImage sprite_img){ final float rad = particle.rad; PShape shp_particle = papplet.createShape(PShape.GROUP); if( PARTICLE_SHAPE_IDX >= 0 && PARTICLE_SHAPE_IDX < 4){ PShape sprite = papplet.createShape(PShape.GEOMETRY); sprite.beginShape(PConstants.QUAD); sprite.noStroke(); sprite.noFill(); sprite.textureMode(PConstants.NORMAL); sprite.texture(sprite_img); sprite.normal(0, 0, 1); sprite.vertex(-rad, -rad, 0, 0); sprite.vertex(+rad, -rad, 1, 0); sprite.vertex(+rad, +rad, 1, 1); sprite.vertex(-rad, +rad, 0, 1); sprite.endShape(); shp_particle.addChild(sprite); } else if( PARTICLE_SHAPE_IDX == 4){ float threshold1 = 1; // radius shortening for arc segments float threshold2 = 140; // arc between segments double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad); double arc2 = (180 - threshold2) * Math.PI / 180; double arc = Math.min(arc1, arc2); int num_vtx = (int)Math.ceil(2*Math.PI/arc); // System.out.println(num_vtx); PShape circle = papplet.createShape(PShape.GEOMETRY); circle.beginShape(); circle.noStroke(); circle.fill(200,100); for(int i = 0; i < num_vtx; i++){ float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * rad; float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * rad; circle.vertex(vx, vy); } circle.endShape(PConstants.CLOSE); PShape line = papplet.createShape(PShape.GEOMETRY); line.beginShape(PConstants.LINES); line.stroke(0, 100); line.strokeWeight(1); line.vertex(0, 0); line.vertex(-(rad-1), 0); line.endShape(); // PShape circle = papplet.createShape(PConstants.ELLIPSE, 0, 0, rad*2, rad*2); // circle.setStroke(false); // circle.setFill(papplet.color(200,100)); // // PShape line = papplet.createShape(PConstants.LINE, 0, 0, -(rad-1), 0); // line.setStroke(papplet.color(0,200)); // line.setStrokeWeight(1); shp_particle.addChild(circle); shp_particle.addChild(line); } return shp_particle; }
Example 17
Source File: ParticleSystem.java From PixelFlow with MIT License | 4 votes |
public PShape createParticleShape(DwParticle2D particle, PImage sprite_img){ final float rad = particle.rad; PShape shp_particle = papplet.createShape(PShape.GROUP); if( PARTICLE_SHAPE_IDX >= 0 && PARTICLE_SHAPE_IDX < 4){ PShape sprite = papplet.createShape(PShape.GEOMETRY); sprite.beginShape(PConstants.QUAD); sprite.noStroke(); sprite.noFill(); sprite.textureMode(PConstants.NORMAL); sprite.texture(sprite_img); sprite.normal(0, 0, 1); sprite.vertex(-rad, -rad, 0, 0); sprite.vertex(+rad, -rad, 1, 0); sprite.vertex(+rad, +rad, 1, 1); sprite.vertex(-rad, +rad, 0, 1); sprite.endShape(); shp_particle.addChild(sprite); } else if( PARTICLE_SHAPE_IDX == 4){ float threshold1 = 1; // radius shortening for arc segments float threshold2 = 140; // arc between segments double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad); double arc2 = (180 - threshold2) * Math.PI / 180; double arc = Math.min(arc1, arc2); int num_vtx = (int)Math.ceil(2*Math.PI/arc); // System.out.println(num_vtx); PShape circle = papplet.createShape(PShape.GEOMETRY); circle.beginShape(); circle.noStroke(); circle.fill(200,100); for(int i = 0; i < num_vtx; i++){ float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * rad; float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * rad; circle.vertex(vx, vy); } circle.endShape(PConstants.CLOSE); PShape line = papplet.createShape(PShape.GEOMETRY); line.beginShape(PConstants.LINES); line.stroke(0, 100); line.strokeWeight(1); line.vertex(0, 0); line.vertex(-(rad-1), 0); line.endShape(); // PShape circle = papplet.createShape(PConstants.ELLIPSE, 0, 0, rad*2, rad*2); // circle.setStroke(false); // circle.setFill(papplet.color(200,100)); // // PShape line = papplet.createShape(PConstants.LINE, 0, 0, -(rad-1), 0); // line.setStroke(papplet.color(0,200)); // line.setStrokeWeight(1); shp_particle.addChild(circle); shp_particle.addChild(line); } return shp_particle; }