Java Code Examples for processing.core.PMatrix3D#apply()
The following examples show how to use
processing.core.PMatrix3D#apply() .
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Example 1
Source File: PaperScreen.java From PapARt with GNU Lesser General Public License v3.0 | 6 votes |
/** * * * Works only in 3D mode with beginDraw3D(). Change the currernt matrix to * the location of another PaperScreen. This could be used for drawing * objects or putting lights at another PaperScreen location. * * @param paperScreen PaperScreen to go to. */ public void goTo(PaperScreen paperScreen) { if (this.isDrawingOnScreen == true) { throw new RuntimeException("Impossible to draw on another board. You need to draw using beginDraw3D() to do so."); } // if (this.currentGraphics != graphics) { // throw new RuntimeException("The given graphics context is not valid. Use the one given by beginDraw3D()."); // } // get the location of this board... PMatrix3D loc = this.getLocation().get(); loc.invert(); loc.apply(paperScreen.getLocation()); applyMatrix(loc); }
Example 2
Source File: DwShadowMap.java From PixelFlow with MIT License | 6 votes |
public PMatrix3D getProjection(){ pg_shadowmap.updateProjmodelview(); // 1) create shadowmap matrix, // to transform positions from camera-space to the shadowmap-space (light-space) PMatrix3D mat_shadow = new PMatrix3D(); // ndc (shadowmap) -> normalized (shadowmap) // [-1,+1] -> [0,1] mat_shadow.scale(0.5f); mat_shadow.translate(1,1,1); // model (world) -> modelview (shadowmap) -> ndc (shadowmap) mat_shadow.apply(pg_shadowmap.projection); return mat_shadow; }
Example 3
Source File: DwShadowMap.java From PixelFlow with MIT License | 5 votes |
public PMatrix3D getShadowmapMatrix(){ // 1) create shadowmap matrix, // to transform positions from camera-space to the shadowmap-space (light-space) PMatrix3D mat_shadow = new PMatrix3D(); // ndc (shadowmap) -> normalized (shadowmap) // [-1,+1] -> [0,1] mat_shadow.scale(0.5f); mat_shadow.translate(1,1,1); // model (world) -> modelview (shadowmap) -> ndc (shadowmap) mat_shadow.apply(pg_shadowmap.projmodelview); return mat_shadow; }
Example 4
Source File: MarkerBoard.java From PapARt with GNU Lesser General Public License v3.0 | 5 votes |
public PMatrix3D getTransfoRelativeTo(Camera camera, MarkerBoard board2) { PMatrix3D tr1 = getTransfoMat(camera); PMatrix3D tr2 = board2.getTransfoMat(camera); tr2.apply(tr1); return tr2; }
Example 5
Source File: PaperScreen.java From PapARt with GNU Lesser General Public License v3.0 | 5 votes |
/** * Get a copy of the overall transform (after tracking and second * transform). * * @param camera * @return */ public PMatrix3D getLocation(Camera camera) { if ((!markerBoard.isTrackedBy(camera) && !this.useManualLocation)) { return extrinsics.get(); } PMatrix3D combinedTransfos = getMainLocation(camera); combinedTransfos.apply(extrinsics); return combinedTransfos; }
Example 6
Source File: PaperScreen.java From PapARt with GNU Lesser General Public License v3.0 | 5 votes |
private PVector getRelativePos(PVector v) { PMatrix3D location = this.getLocation().get(); location.translate(v.x, v.y, v.z); PMatrix3D t = tableInv.get(); t.apply(location); PVector tableRelativePos = new PVector(t.m03, t.m13, t.m23); return tableRelativePos; }
Example 7
Source File: Skylight_BulletPhysics_Basic.java From PixelFlow with MIT License | 4 votes |
public void setup() { surface.setLocation(viewport_x, viewport_y); float SCENE_SCALE = 1000; capture = new DwFrameCapture(this, "examples/"); font12 = createFont("../data/SourceCodePro-Regular.ttf", 12); cam = new PeasyCam(this, 0, 0, 0, SCENE_SCALE); perspective(60 * DEG_TO_RAD, width/(float)height, 2, SCENE_SCALE * 250); group_bulletbodies = createShape(GROUP); // Vector3f min = new Vector3f(-200, -200, 0); // Vector3f max = new Vector3f(+200, +200, +400); // physics = new BPhysics(min, max); physics = new BPhysics(); // no bounding box physics.world.setGravity(new Vector3f(0, 0, -300)); pg_render = (PGraphics3D) createGraphics(width, height, P3D); pg_render.smooth(0); pg_render.beginDraw(); pg_render.endDraw(); // compute scene bounding-sphere DwBoundingSphere scene_bs = new DwBoundingSphere(); scene_bs.set(0, 0, 200, 450); PMatrix3D mat_bs = scene_bs.getUnitSphereMatrix(); // matrix, to place (centering, scaling) the scene in the viewport mat_scene_view = new PMatrix3D(); mat_scene_view.scale(SCENE_SCALE); mat_scene_view.apply(mat_bs); // matrix, to place the scene in the skylight renderer mat_scene_bounds = mat_scene_view.get(); mat_scene_bounds.invert(); mat_scene_bounds.preApply(mat_bs); // callback for rendering the scene DwSceneDisplay scene_display = new DwSceneDisplay(){ @Override public void display(PGraphics3D canvas) { displayScene(canvas); } }; // library context context = new DwPixelFlow(this); context.print(); context.printGL(); // postprocessing filters filter = DwFilter.get(context); // init skylight renderer skylight = new DwSkyLight(context, scene_display, mat_scene_bounds); // parameters for sky-light skylight.sky.param.iterations = 50; skylight.sky.param.solar_azimuth = 0; skylight.sky.param.solar_zenith = 0; skylight.sky.param.sample_focus = 1; // full sphere sampling skylight.sky.param.intensity = 1.0f; skylight.sky.param.rgb = new float[]{1,1,1}; skylight.sky.param.shadowmap_size = 512; // quality vs. performance // parameters for sun-light skylight.sun.param.iterations = 50; skylight.sun.param.solar_azimuth = 35; skylight.sun.param.solar_zenith = 65; skylight.sun.param.sample_focus = 0.1f; skylight.sun.param.intensity = 1.0f; skylight.sun.param.rgb = new float[]{1,1,1}; skylight.sun.param.shadowmap_size = 512; // postprocessing AA smaa = new SMAA(context); pg_aa = (PGraphics3D) createGraphics(width, height, P3D); pg_aa.smooth(0); pg_aa.textureSampling(5); dof = new DepthOfField(context); geombuffer = new DwScreenSpaceGeometryBuffer(context, scene_display); pg_tmp = (PGraphics3D) createGraphics(width, height, P3D); pg_tmp.smooth(0); DwUtils.changeTextureFormat(pg_tmp, GL2.GL_RGBA16F, GL2.GL_RGBA, GL2.GL_FLOAT); // fresh start reset(); frameRate(60); }
Example 8
Source File: DwSkyLightShader.java From PixelFlow with MIT License | 4 votes |
void setUniforms() { // 1) modelview (camera) -> model (world) PMatrix3D mat_modelviewInv = geombuffer.pg_geom.modelviewInv.get(); // camera -> world -> shadowmap PMatrix3D mat_shadow = shadowmap.getShadowmapMatrix(); mat_shadow.apply(mat_modelviewInv); mat_shadow.transpose(); // processing PMatrix3D mat_shadow_normal = mat_shadow.get(); mat_shadow_normal.invert(); mat_shadow_normal.transpose(); // processing PMatrix3D mat_shadow_normal_modelview = shadowmap.getModelView().get(); mat_shadow_normal_modelview.apply(mat_modelviewInv); mat_shadow_normal_modelview.transpose(); // processing mat_shadow_normal_modelview.invert(); mat_shadow_normal_modelview.transpose(); // processing PMatrix3D mat_shadow_normal_projection = shadowmap.getProjection().get(); mat_shadow_normal_projection.invert(); mat_shadow_normal_projection.transpose(); // processing // PMatrix3D mat_shadow_modelview = new PMatrix3D(shadowmap.pg_shadowmap.modelview); // mat_shadow_modelview.apply(mat_modelviewInv); // mat_shadow_modelview.transpose(); // 2) transform light direction into camera space = inverse-transpose-modelView * direction mat_modelviewInv.transpose(); PVector light_dir_cameraspace = mat_modelviewInv.mult(shadowmap.lightdir, null); light_dir_cameraspace.normalize(); // projection matrix of the geometry buffer PMatrix3D mat_projection = geombuffer.pg_geom.projection.get(); mat_projection.transpose(); // processing // temporal averaging float pass_mix = RENDER_PASS/(RENDER_PASS+1.0f); float w_shadow = shadowmap.pg_shadowmap.width; float h_shadow = shadowmap.pg_shadowmap.height; // shadow offset float shadow_map_size = Math.min(w_shadow, h_shadow); float shadow_bias_mag = 0.33f/shadow_map_size; // shadow_bias_mag = scene_scale/ shadow_map_size; // PMatrix3D mat_screen_to_eye = new PMatrix3D(); // mat_screen_to_eye.scale(w, h, 1); // mat_screen_to_eye.scale(0.5f); // mat_screen_to_eye.translate(1,1,1); // mat_screen_to_eye.apply(pg.projection); // mat_screen_to_eye.invert(); // mat_screen_to_eye.transpose(); // processing, row-col switch // 3) update shader uniforms shader.set("mat_projection" , mat_projection ); shader.set("mat_shadow" , mat_shadow ); shader.set("mat_shadow_normal_modelview" , mat_shadow_normal_modelview , true); shader.set("mat_shadow_normal_projection", mat_shadow_normal_projection, true); // shader.set("mat_shadow_normal", mat_shadow_normal); // shader.set("mat_screen_to_eye", mat_screen_to_eye); // shader.set("mat_shadow_modelview", mat_shadow_modelview); shader.set("dir_light", light_dir_cameraspace); shader.set("pass_mix", pass_mix); shader.set("wh_shadow", w_shadow, h_shadow); // should match the dimensions of the shading buffers shader.set("shadow_bias_mag", shadow_bias_mag); // getBuffer(buf_mat_projection , mat_projection ); // getBuffer(buf_mat_shadow , mat_shadow ); // getBuffer(buf_mat_shadow_normal_modelview , mat_shadow_normal_modelview , true); // getBuffer(buf_mat_shadow_normal_projection, mat_shadow_normal_projection, true); // // boolean transpose = !false; // shader_.uniformMatrix4fv("mat_projection" , 1, transpose, buf_mat_projection , 0); // shader_.uniformMatrix4fv("mat_shadow" , 1, transpose, buf_mat_shadow , 0); // shader_.uniformMatrix3fv("mat_shadow_normal_modelview" , 1, transpose, buf_mat_shadow_normal_modelview , 0); // shader_.uniformMatrix3fv("mat_shadow_normal_projection", 1, transpose, buf_mat_shadow_normal_projection, 0); // shader_.uniform3f ("dir_light", light_dir_cameraspace.x, light_dir_cameraspace.y, light_dir_cameraspace.z); // shader_.uniform1f ("pass_mix", pass_mix); // shader_.uniform2f ("wh_shadow", w_shadow, h_shadow); // shader_.uniform1f ("shadow_bias_mag", shadow_bias_mag); }
Example 9
Source File: PickAndMove.java From PixelFlow with MIT License | 4 votes |
public void updateMouseAction(){ if(obj_sel == null){ if(mouseX >= 0 && mouseX < pg_pick.width && mouseY >= 0 && mouseY < pg_pick.height) { int idx_curr = pg_pick.pixels[mouseY * pg_pick.width + mouseX]; if(idx_prev != -1){ scene_objects[idx_prev].shp_render.setFill(col_prev); idx_prev = -1; } // no mouse-over, just return if(idx_curr == 0){ return; } // mouse-over, change fill color idx_curr &= 0x00FFFFFF; col_prev = scene_objects[idx_curr].shp_render.getFill(0); scene_objects[idx_curr].shp_render.setFill(color(255, 64, 0)); idx_prev = idx_curr; // mouse-over AND selection mode is active -> keep the object, and // keep a backup of its transformation matrix if(SELECT_OBJECT){ obj_sel = scene_objects[idx_curr]; obj_mat.set(obj_sel.mat); obj_off = null; } } } // object selected and ready to be moved if(obj_sel != null){ PGraphics3D pg_canvas = (PGraphics3D) this.g; // build object matrix PMatrix3D mvp = pg_canvas.projmodelview.get(); mvp.apply(obj_mat); transform.useCurrentTransformationMatrix(pg_canvas, mvp); // transform object to screen-coords float[] screen = new float[4]; float[] world = new float[4]; transform.worldToScreen(world, screen); // respect mouse-offset (to object center) if(obj_off == null){ obj_off = new float[2]; obj_off[0] = mouseX - screen[0]; obj_off[1] = mouseY - screen[1]; } // transform object (new screen-coords!) back to world-coords screen[0] = mouseX - obj_off[0]; screen[1] = mouseY - obj_off[1]; transform.screenToWorld(screen, world); // modify object matrix obj_sel.mat.set(obj_mat); obj_sel.mat.translate(world[0], world[1], world[2]); obj_sel.udpateShapesTransform(); } }
Example 10
Source File: Skylight_BulletPhysics_TowerDemolition.java From PixelFlow with MIT License | 4 votes |
public void setup() { surface.setLocation(viewport_x, viewport_y); float SCENE_SCALE = 1000; capture = new DwFrameCapture(this, "examples/"); font12 = createFont("../data/SourceCodePro-Regular.ttf", 12); font96 = createFont("../data/SourceCodePro-Regular.ttf", 32); cam = new PeasyCam(this, 0, 0, 0, SCENE_SCALE); perspective(60 * DEG_TO_RAD, width/(float)height, 2, SCENE_SCALE * 250); group_bulletbodies = createShape(GROUP); // Vector3f min = new Vector3f(-300, -300, 0); // Vector3f max = new Vector3f(+300, +300, +1000); // physics = new BPhysics(min, max); physics = new BPhysics(); // no bounding box physics.world.setGravity(new Vector3f(0, 0, -30)); pg_render = (PGraphics3D) createGraphics(width, height, P3D); pg_render.smooth(0); pg_render.beginDraw(); pg_render.endDraw(); // compute scene bounding-sphere DwBoundingSphere scene_bs = new DwBoundingSphere(); scene_bs.set(0, 0, 200, 450); PMatrix3D mat_bs = scene_bs.getUnitSphereMatrix(); // matrix, to place (centering, scaling) the scene in the viewport mat_scene_view = new PMatrix3D(); mat_scene_view.scale(SCENE_SCALE); mat_scene_view.apply(mat_bs); // matrix, to place the scene in the skylight renderer mat_scene_bounds = mat_scene_view.get(); mat_scene_bounds.invert(); mat_scene_bounds.preApply(mat_bs); // callback for rendering the scene DwSceneDisplay scene_display = new DwSceneDisplay(){ @Override public void display(PGraphics3D canvas) { displayScene(canvas); } }; // library context context = new DwPixelFlow(this); context.print(); context.printGL(); // postprocessing filters filter = DwFilter.get(context); // init skylight renderer skylight = new DwSkyLight(context, scene_display, mat_scene_bounds); // parameters for sky-light skylight.sky.param.iterations = 50; skylight.sky.param.solar_azimuth = 0; skylight.sky.param.solar_zenith = 0; skylight.sky.param.sample_focus = 1; // full sphere sampling skylight.sky.param.intensity = 1.0f; skylight.sky.param.rgb = new float[]{1,1,1}; skylight.sky.param.shadowmap_size = 512; // quality vs. performance // parameters for sun-light skylight.sun.param.iterations = 50; skylight.sun.param.solar_azimuth = 35; skylight.sun.param.solar_zenith = 65; skylight.sun.param.sample_focus = 0.1f; skylight.sun.param.intensity = 1.0f; skylight.sun.param.rgb = new float[]{1,1,1}; skylight.sun.param.shadowmap_size = 512; // postprocessing AA smaa = new SMAA(context); pg_aa = (PGraphics3D) createGraphics(width, height, P3D); pg_aa.smooth(0); pg_aa.textureSampling(5); dof = new DepthOfField(context); geombuffer = new DwScreenSpaceGeometryBuffer(context, scene_display); pg_tmp = (PGraphics3D) createGraphics(width, height, P3D); pg_tmp.smooth(0); DwUtils.changeTextureFormat(pg_tmp, GL2.GL_RGBA16F, GL2.GL_RGBA, GL2.GL_FLOAT); // fresh start reset(); createBuildings(BUILDING); frameRate(60); }
Example 11
Source File: TrackedView.java From PapARt with GNU Lesser General Public License v3.0 | 4 votes |
private void computeCorners() { PMatrix3D pos = null; if (useManualConrers) { return; } if (usePaperLocation) { pos = paperScreen.getLocation(); } if (useBoardLocation) { pos = board.getTransfoMat(camera).get(); } if (pos == null) { throw new RuntimeException("ERROR in TrackedView, report this."); } PMatrix3D tmp = new PMatrix3D(); tmp.apply(pos); for (int i = 0; i < 4; i++) { corner3DPos[i] = new PVector(); } if (isYUp) { // bottom left tmp.translate(topLeftCorner.x, topLeftCorner.y); corner3DPos[0].x = tmp.m03; corner3DPos[0].y = tmp.m13; corner3DPos[0].z = tmp.m23; // bottom right tmp.translate(captureSizeMM.x, 0); corner3DPos[1].x = tmp.m03; corner3DPos[1].y = tmp.m13; corner3DPos[1].z = tmp.m23; // top right tmp.translate(0, -captureSizeMM.y, 0); corner3DPos[2].x = tmp.m03; corner3DPos[2].y = tmp.m13; corner3DPos[2].z = tmp.m23; // top left tmp.translate(-captureSizeMM.x, 0, 0); corner3DPos[3].x = tmp.m03; corner3DPos[3].y = tmp.m13; corner3DPos[3].z = tmp.m23; } else { // TODO: use BottowLeftCorner here ?!! // top left tmp.translate(topLeftCorner.x, paperScreen.getDrawingSize().y - topLeftCorner.y); corner3DPos[3].x = tmp.m03; corner3DPos[3].y = tmp.m13; corner3DPos[3].z = tmp.m23; // top right tmp.translate(captureSizeMM.x, 0); corner3DPos[2].x = tmp.m03; corner3DPos[2].y = tmp.m13; corner3DPos[2].z = tmp.m23; // bottom right tmp.translate(0, -captureSizeMM.y, 0); corner3DPos[1].x = tmp.m03; corner3DPos[1].y = tmp.m13; corner3DPos[1].z = tmp.m23; // bottom left tmp.translate(-captureSizeMM.x, 0, 0); corner3DPos[0].x = tmp.m03; corner3DPos[0].y = tmp.m13; corner3DPos[0].z = tmp.m23; } screenPixelCoordinates.clear(); for (int i = 0; i < 4; i++) { screenPixelCoordinates.add(camera.pdp.worldToPixel(corner3DPos[i], true)); } cornersSet = true; }
Example 12
Source File: Skylight_BulletPhysics_Breakable3.java From PixelFlow with MIT License | 4 votes |
public void setup() { surface.setLocation(viewport_x, viewport_y); float SCENE_SCALE = 1000; // for screenshot capture = new DwFrameCapture(this, "examples/"); font12 = createFont("../data/SourceCodePro-Regular.ttf", 12); cam = new PeasyCam(this, 0, 0, 0, SCENE_SCALE); perspective(60 * DEG_TO_RAD, width/(float)height, 2, SCENE_SCALE * 250); group_bulletbodies = createShape(GROUP); physics = new MyBPhysics(); // no bounding box physics.world.setGravity(new Vector3f(0, 0, -100)); pg_render = (PGraphics3D) createGraphics(width, height, P3D); pg_render.smooth(0); pg_render.beginDraw(); pg_render.endDraw(); // compute scene bounding-sphere DwBoundingSphere scene_bs = new DwBoundingSphere(); scene_bs.set(0, 0, 200, 450); PMatrix3D mat_bs = scene_bs.getUnitSphereMatrix(); // matrix, to place (centering, scaling) the scene in the viewport mat_scene_view = new PMatrix3D(); mat_scene_view.scale(SCENE_SCALE); mat_scene_view.apply(mat_bs); // matrix, to place the scene in the skylight renderer mat_scene_bounds = mat_scene_view.get(); mat_scene_bounds.invert(); mat_scene_bounds.preApply(mat_bs); // callback for rendering the scene DwSceneDisplay scene_display = new DwSceneDisplay(){ @Override public void display(PGraphics3D canvas) { displayScene(canvas); } }; // library context context = new DwPixelFlow(this); context.print(); context.printGL(); // postprocessing filters filter = DwFilter.get(context); // init skylight renderer skylight = new DwSkyLight(context, scene_display, mat_scene_bounds); // parameters for sky-light skylight.sky.param.iterations = 50; skylight.sky.param.solar_azimuth = 0; skylight.sky.param.solar_zenith = 0; skylight.sky.param.sample_focus = 1; // full sphere sampling skylight.sky.param.intensity = 1.0f; skylight.sky.param.rgb = new float[]{1,1,1}; skylight.sky.param.shadowmap_size = 512; // quality vs. performance // parameters for sun-light skylight.sun.param.iterations = 50; skylight.sun.param.solar_azimuth = 35; skylight.sun.param.solar_zenith = 65; skylight.sun.param.sample_focus = 0.1f; skylight.sun.param.intensity = 1.0f; skylight.sun.param.rgb = new float[]{1,1,1}; skylight.sun.param.shadowmap_size = 512; // postprocessing AA smaa = new SMAA(context); pg_aa = (PGraphics3D) createGraphics(width, height, P3D); pg_aa.smooth(0); pg_aa.textureSampling(5); dof = new DepthOfField(context); geombuffer = new DwScreenSpaceGeometryBuffer(context, scene_display); pg_tmp = (PGraphics3D) createGraphics(width, height, P3D); pg_tmp.smooth(0); DwUtils.changeTextureFormat(pg_tmp, GL2.GL_RGBA16F, GL2.GL_RGBA, GL2.GL_FLOAT); // fresh start reset(); createFractureShape(); frameRate(60); }
Example 13
Source File: Skylight_BulletPhysics_MengerSponge.java From PixelFlow with MIT License | 4 votes |
public void setup() { surface.setLocation(viewport_x, viewport_y); float SCENE_SCALE = 1000; // for screenshot capture = new DwFrameCapture(this, "examples/"); font12 = createFont("../data/SourceCodePro-Regular.ttf", 12); cam = new PeasyCam(this, 0, 0, 0, SCENE_SCALE); perspective(60 * DEG_TO_RAD, width/(float)height, 2, SCENE_SCALE * 250); group_bulletbodies = createShape(GROUP); physics = new BPhysics(); // no bounding box physics.world.setGravity(new Vector3f(0, 0, -50)); pg_render = (PGraphics3D) createGraphics(width, height, P3D); pg_render.smooth(0); pg_render.beginDraw(); pg_render.endDraw(); // compute scene bounding-sphere DwBoundingSphere scene_bs = new DwBoundingSphere(); scene_bs.set(0, 0, 200, 450); PMatrix3D mat_bs = scene_bs.getUnitSphereMatrix(); // matrix, to place (centering, scaling) the scene in the viewport mat_scene_view = new PMatrix3D(); mat_scene_view.scale(SCENE_SCALE); mat_scene_view.apply(mat_bs); // matrix, to place the scene in the skylight renderer mat_scene_bounds = mat_scene_view.get(); mat_scene_bounds.invert(); mat_scene_bounds.preApply(mat_bs); // callback for rendering the scene DwSceneDisplay scene_display = new DwSceneDisplay(){ @Override public void display(PGraphics3D canvas) { displayScene(canvas); } }; // library context context = new DwPixelFlow(this); context.print(); context.printGL(); // postprocessing filters filter = DwFilter.get(context); // init skylight renderer skylight = new DwSkyLight(context, scene_display, mat_scene_bounds); // parameters for sky-light skylight.sky.param.iterations = 50; skylight.sky.param.solar_azimuth = 0; skylight.sky.param.solar_zenith = 0; skylight.sky.param.sample_focus = 1; // full sphere sampling skylight.sky.param.intensity = 1.0f; skylight.sky.param.rgb = new float[]{1,1,1}; skylight.sky.param.shadowmap_size = 512; // quality vs. performance // parameters for sun-light skylight.sun.param.iterations = 50; skylight.sun.param.solar_azimuth = 35; skylight.sun.param.solar_zenith = 70; skylight.sun.param.sample_focus = 0.1f; skylight.sun.param.intensity = 1.0f; skylight.sun.param.rgb = new float[]{1,1,1}; skylight.sun.param.shadowmap_size = 512; // postprocessing AA smaa = new SMAA(context); pg_aa = (PGraphics3D) createGraphics(width, height, P3D); pg_aa.smooth(0); pg_aa.textureSampling(5); dof = new DepthOfField(context); geombuffer = new DwScreenSpaceGeometryBuffer(context, scene_display); pg_tmp = (PGraphics3D) createGraphics(width, height, P3D); pg_tmp.smooth(0); DwUtils.changeTextureFormat(pg_tmp, GL2.GL_RGBA16F, GL2.GL_RGBA, GL2.GL_FLOAT); // fresh start reset(); createFractureShape(); frameRate(60); }
Example 14
Source File: Skylight_BulletPhysics_CellFracture.java From PixelFlow with MIT License | 4 votes |
public void setup() { surface.setLocation(viewport_x, viewport_y); float SCENE_SCALE = 1000; // for screenshot capture = new DwFrameCapture(this, "examples/"); font12 = createFont("../data/SourceCodePro-Regular.ttf", 12); cam = new PeasyCam(this, 0, 0, 0, SCENE_SCALE); perspective(60 * DEG_TO_RAD, width/(float)height, 2, SCENE_SCALE * 250); group_bulletbodies = createShape(GROUP); physics = new BPhysics(); // no bounding box physics.world.setGravity(new Vector3f(0, 0, -100)); pg_render = (PGraphics3D) createGraphics(width, height, P3D); pg_render.smooth(0); pg_render.beginDraw(); pg_render.endDraw(); // compute scene bounding-sphere DwBoundingSphere scene_bs = new DwBoundingSphere(); scene_bs.set(0, 0, 200, 450); PMatrix3D mat_bs = scene_bs.getUnitSphereMatrix(); // matrix, to place (centering, scaling) the scene in the viewport mat_scene_view = new PMatrix3D(); mat_scene_view.scale(SCENE_SCALE); mat_scene_view.apply(mat_bs); // matrix, to place the scene in the skylight renderer mat_scene_bounds = mat_scene_view.get(); mat_scene_bounds.invert(); mat_scene_bounds.preApply(mat_bs); // callback for rendering the scene DwSceneDisplay scene_display = new DwSceneDisplay(){ @Override public void display(PGraphics3D canvas) { displayScene(canvas); } }; // library context context = new DwPixelFlow(this); context.print(); context.printGL(); // postprocessing filters filter = DwFilter.get(context); // init skylight renderer skylight = new DwSkyLight(context, scene_display, mat_scene_bounds); // parameters for sky-light skylight.sky.param.iterations = 50; skylight.sky.param.solar_azimuth = 0; skylight.sky.param.solar_zenith = 0; skylight.sky.param.sample_focus = 1; // full sphere sampling skylight.sky.param.intensity = 1.0f; skylight.sky.param.rgb = new float[]{1,1,1}; skylight.sky.param.shadowmap_size = 512; // quality vs. performance // parameters for sun-light skylight.sun.param.iterations = 50; skylight.sun.param.solar_azimuth = 35; skylight.sun.param.solar_zenith = 65; skylight.sun.param.sample_focus = 0.1f; skylight.sun.param.intensity = 1.0f; skylight.sun.param.rgb = new float[]{1,1,1}; skylight.sun.param.shadowmap_size = 512; // postprocessing AA smaa = new SMAA(context); pg_aa = (PGraphics3D) createGraphics(width, height, P3D); pg_aa.smooth(0); pg_aa.textureSampling(5); dof = new DepthOfField(context); geombuffer = new DwScreenSpaceGeometryBuffer(context, scene_display); pg_tmp = (PGraphics3D) createGraphics(width, height, P3D); pg_tmp.smooth(0); DwUtils.changeTextureFormat(pg_tmp, GL2.GL_RGBA16F, GL2.GL_RGBA, GL2.GL_FLOAT); // fresh start reset(); createFractureShape(); frameRate(60); }
Example 15
Source File: PaperScreen.java From PapARt with GNU Lesser General Public License v3.0 | 4 votes |
/** * Init VR rendering. The VR rendering creates a 3D "screen". It is used to * create 3D pop-up effects. * * @param cam Rendering origin. * @param userPos Position of the user, relative to the PaperScreen * @param nearPlane Close disance for OpengL in millimeters. * @param farPlane Far distance for OpenGL in millimeters. * @param isAnaglyph Use Anaglyph. * @param isLeft When analygph is it left or right, ignored otherwise. */ public void initDraw(Camera cam, PVector userPos, float nearPlane, float farPlane, boolean isAnaglyph, boolean isLeft) { PGraphicsOpenGL graphics = getGraphics(); if (initPosM == null) { this.isOpenGL = true; // Transformation Camera -> Marker initPosM = this.getLocation(cam); initPosM.translate(this.getRenderingSizeX() / 2, this.getRenderingSizeY() / 2); // All is relative to the paper's center. not the corner. initPosM.scale(-1, 1, 1); } // get the current transformation... PMatrix3D newPos = this.getLocation(cam); newPos.translate(this.getRenderingSizeX() / 2, this.getRenderingSizeY() / 2); newPos.scale(-1, 1, 1); newPos.invert(); newPos.apply(initPosM); PVector user = new PVector(); if (isAnaglyph && isLeft) { userPos.add(-halfEyeDist * 2, 0, 0); } newPos.mult(userPos, user); PVector paperCameraPos = user; // Camera must look perpendicular to the screen. graphics.camera(paperCameraPos.x, paperCameraPos.y, paperCameraPos.z, paperCameraPos.x, paperCameraPos.y, 0, 0, 1, 0); // http://www.gamedev.net/topic/597564-view-and-projection-matrices-for-vr-window-using-head-tracking/ float nearFactor = nearPlane / paperCameraPos.z; float left = nearFactor * (-drawingSize.x / 2f - paperCameraPos.x); float right = nearFactor * (drawingSize.x / 2f - paperCameraPos.x); float top = nearFactor * (drawingSize.y / 2f - paperCameraPos.y); float bottom = nearFactor * (-drawingSize.y / 2f - paperCameraPos.y); graphics.frustum(left, right, bottom, top, nearPlane, farPlane); graphics.projection.m11 = -graphics.projection.m11; // No detection? PMatrix3D transformation = this.getLocation(cam); if (transformation.m03 == 0 && transformation.m13 == 0 && transformation.m23 == 0) { resetPos(); } }
Example 16
Source File: Skylight_BulletPhysics_Cubes.java From PixelFlow with MIT License | 4 votes |
public void setup() { surface.setLocation(viewport_x, viewport_y); float SCENE_SCALE = 1000; // for screenshot capture = new DwFrameCapture(this, "examples/"); font12 = createFont("../data/SourceCodePro-Regular.ttf", 12); cam = new PeasyCam(this, 0, 0, 0, SCENE_SCALE); perspective(60 * DEG_TO_RAD, width/(float)height, 2, SCENE_SCALE * 250); group_bulletbodies = createShape(GROUP); physics = new BPhysics(); // no bounding box physics.world.setGravity(new Vector3f(0, 0, -50)); pg_render = (PGraphics3D) createGraphics(width, height, P3D); pg_render.smooth(0); pg_render.beginDraw(); pg_render.endDraw(); // compute scene bounding-sphere DwBoundingSphere scene_bs = new DwBoundingSphere(); scene_bs.set(0, 0, 200, 450); PMatrix3D mat_bs = scene_bs.getUnitSphereMatrix(); // matrix, to place (centering, scaling) the scene in the viewport mat_scene_view = new PMatrix3D(); mat_scene_view.scale(SCENE_SCALE); mat_scene_view.apply(mat_bs); // matrix, to place the scene in the skylight renderer mat_scene_bounds = mat_scene_view.get(); mat_scene_bounds.invert(); mat_scene_bounds.preApply(mat_bs); // callback for rendering the scene DwSceneDisplay scene_display = new DwSceneDisplay(){ @Override public void display(PGraphics3D canvas) { displayScene(canvas); } }; // library context context = new DwPixelFlow(this); context.print(); context.printGL(); // postprocessing filters filter = DwFilter.get(context); // init skylight renderer skylight = new DwSkyLight(context, scene_display, mat_scene_bounds); // parameters for sky-light skylight.sky.param.iterations = 50; skylight.sky.param.solar_azimuth = 0; skylight.sky.param.solar_zenith = 0; skylight.sky.param.sample_focus = 1; // full sphere sampling skylight.sky.param.intensity = 1.0f; skylight.sky.param.rgb = new float[]{1,1,1}; skylight.sky.param.shadowmap_size = 512; // quality vs. performance // parameters for sun-light skylight.sun.param.iterations = 50; skylight.sun.param.solar_azimuth = 35; skylight.sun.param.solar_zenith = 70; skylight.sun.param.sample_focus = 0.1f; skylight.sun.param.intensity = 1.0f; skylight.sun.param.rgb = new float[]{1,1,1}; skylight.sun.param.shadowmap_size = 512; // postprocessing AA smaa = new SMAA(context); pg_aa = (PGraphics3D) createGraphics(width, height, P3D); pg_aa.smooth(0); pg_aa.textureSampling(5); dof = new DepthOfField(context); geombuffer = new DwScreenSpaceGeometryBuffer(context, scene_display); pg_tmp = (PGraphics3D) createGraphics(width, height, P3D); pg_tmp.smooth(0); DwUtils.changeTextureFormat(pg_tmp, GL2.GL_RGBA16F, GL2.GL_RGBA, GL2.GL_FLOAT); // fresh start reset(); createFractureShape(); frameRate(60); }
Example 17
Source File: PaperScreen.java From PapARt with GNU Lesser General Public License v3.0 | 2 votes |
/** * Get a copy of the overall transform (after tracking and second * transform). * * @param trackedLocation * @return */ public PMatrix3D getLocation(PMatrix3D trackedLocation) { PMatrix3D combinedTransfos = trackedLocation.get(); combinedTransfos.apply(extrinsics); return combinedTransfos; }