Java Code Examples for processing.core.PGraphics#textureMode()
The following examples show how to use
processing.core.PGraphics#textureMode() .
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Example 1
Source File: Shapes.java From haxademic with MIT License | 6 votes |
public static void drawDiscTextured(PGraphics pg, float radius, float innerRadius, int numSegments, PImage texture) { pg.pushMatrix(); float segmentRads = P.TWO_PI / numSegments; for( int i = 0; i < numSegments; i++ ) { float curRads = i * segmentRads; float nextRads = (i+1) * segmentRads; float progress = curRads / P.TWO_PI; float progressNext = nextRads / P.TWO_PI; pg.beginShape(P.TRIANGLES); pg.textureMode(P.NORMAL); pg.texture(texture); pg.vertex( P.cos(curRads) * innerRadius, P.sin(curRads) * innerRadius, 0, progress, 1 ); pg.vertex( P.cos(curRads) * radius, P.sin(curRads) * radius, 0, progress, 0 ); pg.vertex( P.cos(nextRads) * radius, P.sin(nextRads) * radius, 0, progressNext, 0 ); pg.vertex( P.cos(curRads) * innerRadius, P.sin(curRads) * innerRadius, 0, progress, 1 ); pg.vertex( P.cos(nextRads) * innerRadius, P.sin(nextRads) * innerRadius, 0, progressNext, 1 ); pg.vertex( P.cos(nextRads) * radius, P.sin(nextRads) * radius, 0, progressNext, 0 ); pg.endShape(); } pg.popMatrix(); }
Example 2
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 3
Source File: DwFoldingTile.java From PixelFlow with MIT License | 5 votes |
public void displayMesh(PGraphics 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 4
Source File: DwFoldingTile.java From PixelFlow with MIT License | 5 votes |
public void displayMesh(PGraphics 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 5
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 6
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static void drawTexturedLine(PGraphics pg, PImage texture, float xStart, float yStart, float xEnd, float yEnd, int color, float thickness, float texOffset, float cornerRadius) { // calc textured rectangle rotation * distance float startToEndAngle = MathUtil.getRadiansToTarget(xStart, yStart, xEnd, yEnd); float dist = MathUtil.getDistance(xStart, yStart, xEnd, yEnd); float thicknessHalf = thickness/2f; float textureHeightHalf = texture.height/2f; // set context OpenGLUtil.setTextureRepeat(pg); pg.push(); pg.translate(xStart, yStart); pg.rotate(startToEndAngle); // draw textured rect pg.noStroke(); pg.beginShape(); pg.texture(texture); pg.textureMode(P.IMAGE); pg.tint(color); if(cornerRadius <= 0) { pg.vertex(0, -thicknessHalf, 0, texOffset, 0); pg.vertex(dist, -thicknessHalf, 0, texOffset + dist, 0); pg.vertex(dist, thicknessHalf, 0, texOffset + dist, texture.height); pg.vertex(0, thicknessHalf, 0, texOffset, texture.height); } else { // diamond shape, left/center, clockwise to right/center pg.vertex(0, 0, 0, texOffset, textureHeightHalf); pg.vertex(cornerRadius, -thicknessHalf, 0, texOffset + cornerRadius, 0); pg.vertex(dist - cornerRadius, -thicknessHalf, 0, texOffset + dist - cornerRadius, 0); // right/center, clockwise to left/center pg.vertex(dist, 0, 0, texOffset + dist, textureHeightHalf); pg.vertex(dist - cornerRadius, thicknessHalf, 0, texOffset + dist - cornerRadius, texture.height); pg.vertex(cornerRadius, thicknessHalf, 0, texOffset + cornerRadius, texture.height); } pg.endShape(); pg.noTint(); pg.pop(); }
Example 7
Source File: TiledGrid.java From haxademic with MIT License | 5 votes |
public void draw(PGraphics pg, float cols, float rows, boolean drawOutline) { int prevRectMode = pg.rectMode; PG.setTextureRepeat(pg, true); pg.pushMatrix(); float drawW = cols * tileSize + strokeWeight; float drawH = rows * tileSize + strokeWeight; pg.noStroke(); pg.beginShape(); pg.textureMode(P.IMAGE); pg.texture(gridCell); if(prevRectMode == PConstants.CENTER) pg.translate(P.round(-drawW/2), P.round(-drawH/2)); pg.vertex(0, 0, 0, offsetX * tileSize + 0, offsetY * tileSize + 0); pg.vertex(drawW, 0, 0, offsetX * tileSize + drawW, offsetY * tileSize + 0); pg.vertex(drawW, drawH, 0, offsetX * tileSize + drawW, offsetY * tileSize + drawH); pg.vertex(0, drawH, 0, offsetX * tileSize + 0, offsetY * tileSize + drawH); pg.endShape(); if(drawOutline) { pg.rectMode(PConstants.CORNER); // make sure rect is drawing from the same top left pg.fill(colorStroke); pg.rect(0, 0, drawW, strokeWeight); // top pg.rect(0, drawH - strokeWeight, drawW, strokeWeight); // bottom pg.rect(0, 0, strokeWeight, drawH); // left pg.rect(drawW - strokeWeight, 0, strokeWeight, drawH); // right pg.rectMode(prevRectMode); // reset rect mode to whatever it was before } pg.popMatrix(); }
Example 8
Source File: Shapes.java From haxademic with MIT License | 4 votes |
public static void textureQuadSubdivided(PGraphics pg, PImage texture, int subDivideSteps, float x1, float y1, float z1, float u1, float v1, float x2, float y2, float z2, float u2, float v2, float x3, float y3, float z3, float u3, float v3, float x4, float y4, float z4, float u4, float v4 ) { pg.beginShape(P.QUAD); pg.textureMode(PConstants.NORMAL); pg.texture(texture); // subdivide quad for better resolution // vertices go top-left, clockwise to bottom left float stepsX = subDivideSteps; float segmentX = 1f / subDivideSteps; float stepsY = subDivideSteps; float segmentY = 1f / stepsY; // draw a subdivided grid for( float x=0; x < stepsX; x++ ) { // calculate spread of mesh grid and uv coordinates float xNorm = x * segmentX; float xNormNext = (x+1) * segmentX; for( float y=0; y < stepsY; y++ ) { // calculate grid cells' uv coordinates float yNorm = y * segmentY; float yNormNext = (y+1) * segmentY; // calc grid positions based on interpolating columns between corners // we only need the xProgress for this, since we're slicing by column float colTopX = P.lerp(x1, x2, xNorm); float colTopY = P.lerp(y1, y2, xNorm); float colTopZ = P.lerp(z1, z2, xNorm); float colTopU = P.lerp(u1, u2, xNorm); float colTopV = P.lerp(v1, v2, xNorm); float colBotX = P.lerp(x4, x3, xNorm); float colBotY = P.lerp(y4, y3, xNorm); float colBotZ = P.lerp(z4, z3, xNorm); float colBotU = P.lerp(u4, u3, xNorm); float colBotV = P.lerp(v4, v3, xNorm); float nextColTopX = P.lerp(x1, x2, xNormNext); float nextColTopY = P.lerp(y1, y2, xNormNext); float nextColTopZ = P.lerp(z1, z2, xNormNext); float nextColTopU = P.lerp(u1, u2, xNormNext); float nextColTopV = P.lerp(v1, v2, xNormNext); float nextColBotX = P.lerp(x4, x3, xNormNext); float nextColBotY = P.lerp(y4, y3, xNormNext); float nextColBotZ = P.lerp(z4, z3, xNormNext); float nextColBotU = P.lerp(u4, u3, xNormNext); float nextColBotV = P.lerp(v4, v3, xNormNext); // calc quad coords float quadTopLeftX = P.lerp(colTopX, colBotX, yNorm); float quadTopLeftY = P.lerp(colTopY, colBotY, yNorm); float quadTopLeftZ = P.lerp(colTopZ, colBotZ, yNorm); float quadTopLeftU = P.lerp(colTopU, colBotU, yNorm); float quadTopLeftV = P.lerp(colTopV, colBotV, yNorm); float quadTopRightX = P.lerp(nextColTopX, nextColBotX, yNorm); float quadTopRightY = P.lerp(nextColTopY, nextColBotY, yNorm); float quadTopRightZ = P.lerp(nextColTopZ, nextColBotZ, yNorm); float quadTopRightU = P.lerp(nextColTopU, nextColBotU, yNorm); float quadTopRightV = P.lerp(nextColTopV, nextColBotV, yNorm); float quadBotRightX = P.lerp(nextColTopX, nextColBotX, yNormNext); float quadBotRightY = P.lerp(nextColTopY, nextColBotY, yNormNext); float quadBotRightZ = P.lerp(nextColTopZ, nextColBotZ, yNormNext); float quadBotRightU = P.lerp(nextColTopU, nextColBotU, yNormNext); float quadBotRightV = P.lerp(nextColTopV, nextColBotV, yNormNext); float quadBotLeftX = P.lerp(colTopX, colBotX, yNormNext); float quadBotLeftY = P.lerp(colTopY, colBotY, yNormNext); float quadBotLeftZ = P.lerp(colTopZ, colBotZ, yNormNext); float quadBotLeftU = P.lerp(colTopU, colBotU, yNormNext); float quadBotLeftV = P.lerp(colTopV, colBotV, yNormNext); // draw subdivided quads pg.vertex(quadTopLeftX, quadTopLeftY, quadTopLeftZ, quadTopLeftU, quadTopLeftV); pg.vertex(quadTopRightX, quadTopRightY, quadTopRightZ, quadTopRightU, quadTopRightV); pg.vertex(quadBotRightX, quadBotRightY, quadBotRightZ, quadBotRightU, quadBotRightV); pg.vertex(quadBotLeftX, quadBotLeftY, quadBotLeftZ, quadBotLeftU, quadBotLeftV); } } pg.endShape(P.CLOSE); }
Example 9
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 10
Source File: TiledTexture.java From haxademic with MIT License | 4 votes |
public void draw(PGraphics pg, float drawW, float drawH, boolean drawFromCenter) { PG.setTextureRepeat(pg, true); float halfDrawW = drawW / 2f; float halfDrawH = drawH / 2f; float halfSizeX = halfDrawW * sizeX; float halfSizeY = halfDrawH * sizeY; pg.noStroke(); pg.beginShape(); pg.textureMode(P.IMAGE); pg.texture(texture); if(rotation == 0) { tlX = uX - halfSizeX; tlY = vY - halfSizeY; trX = uX + halfSizeX; trY = vY - halfSizeY; brX = uX + halfSizeX; brY = vY + halfSizeY; blX = uX - halfSizeX; blY = vY + halfSizeY; } else { float curRot = rotation + P.PI; float radius = MathUtil.getDistance(0, 0, halfSizeX, halfSizeY); float tlRads = -MathUtil.getRadiansToTarget(uX - halfSizeX, vY - halfSizeY, uX, vY) + curRot; float trRads = -MathUtil.getRadiansToTarget(uX + halfSizeX, vY - halfSizeY, uX, vY) + curRot; float brRads = -MathUtil.getRadiansToTarget(uX + halfSizeX, vY + halfSizeY, uX, vY) + curRot; float blRads = -MathUtil.getRadiansToTarget(uX - halfSizeX, vY + halfSizeY, uX, vY) + curRot; tlX = uX + radius * P.cos(tlRads); tlY = vY - radius * P.sin(tlRads); trX = uX + radius * P.cos(trRads); trY = vY - radius * P.sin(trRads); brX = uX + radius * P.cos(brRads); brY = vY - radius * P.sin(brRads); blX = uX + radius * P.cos(blRads); blY = vY - radius * P.sin(blRads); } if(drawFromCenter) { pg.vertex(-halfDrawW, -halfDrawH, tlX, tlY); pg.vertex( halfDrawW, -halfDrawH, trX, trY); pg.vertex( halfDrawW, halfDrawH, brX, brY); pg.vertex(-halfDrawW, halfDrawH, blX, blY); } else { pg.vertex(0, 0, tlX, tlY); pg.vertex(drawW, 0, trX, trY); pg.vertex(drawW, drawH, brX, brY); pg.vertex(0, drawH, blX, blY); } pg.endShape(); }