picrate 0.2.0-java → 0.3.0-java

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Files changed (38) hide show
  1. checksums.yaml +4 -4
  2. data/README.md +8 -5
  3. data/Rakefile +10 -2
  4. data/docs/_posts/2018-06-26-auto_install_picrate.md +15 -0
  5. data/lib/export.txt +8 -0
  6. data/lib/picrate/app.rb +4 -4
  7. data/lib/picrate/version.rb +1 -1
  8. data/picrate.gemspec +1 -1
  9. data/pom.rb +1 -1
  10. data/pom.xml +1 -1
  11. data/src/main/java/processing/awt/PGraphicsJava2D.java +16 -85
  12. data/src/main/java/processing/awt/PShapeJava2D.java +9 -33
  13. data/src/main/java/processing/awt/PSurfaceAWT.java +76 -169
  14. data/src/main/java/processing/core/PApplet.java +14019 -15963
  15. data/src/main/java/processing/core/PConstants.java +475 -981
  16. data/src/main/java/processing/core/PFont.java +50 -202
  17. data/src/main/java/processing/core/PGraphics.java +7330 -8477
  18. data/src/main/java/processing/core/PImage.java +42 -212
  19. data/src/main/java/processing/core/PMatrix.java +21 -160
  20. data/src/main/java/processing/core/PMatrix2D.java +18 -178
  21. data/src/main/java/processing/core/PMatrix3D.java +48 -324
  22. data/src/main/java/processing/core/PShape.java +294 -1181
  23. data/src/main/java/processing/core/PShapeOBJ.java +16 -91
  24. data/src/main/java/processing/core/PShapeSVG.java +53 -253
  25. data/src/main/java/processing/core/PStyle.java +34 -179
  26. data/src/main/java/processing/core/PSurface.java +13 -94
  27. data/src/main/java/processing/core/PSurfaceNone.java +35 -140
  28. data/src/main/java/processing/core/PVector.java +10 -87
  29. data/src/main/java/processing/event/Event.java +86 -69
  30. data/src/main/java/processing/event/MouseEvent.java +102 -102
  31. data/src/main/java/processing/opengl/PGL.java +23 -16
  32. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +13 -10
  33. data/src/main/java/processing/opengl/PJOGL.java +32 -12
  34. data/src/main/java/processing/opengl/shaders/LightVert-brcm.glsl +154 -0
  35. data/src/main/java/processing/opengl/shaders/LightVert-vc4.glsl +2 -2
  36. data/src/main/java/processing/opengl/shaders/TexLightVert-brcm.glsl +160 -0
  37. data/src/main/java/processing/opengl/shaders/TexLightVert-vc4.glsl +2 -2
  38. metadata +7 -3
@@ -0,0 +1,154 @@
1
+ /*
2
+ Part of the Processing project - http://processing.org
3
+
4
+ Copyright (c) 2012-15 The Processing Foundation
5
+ Copyright (c) 2004-12 Ben Fry and Casey Reas
6
+ Copyright (c) 2001-04 Massachusetts Institute of Technology
7
+
8
+ This library is free software; you can redistribute it and/or
9
+ modify it under the terms of the GNU Lesser General Public
10
+ License as published by the Free Software Foundation, version 2.1.
11
+
12
+ This library is distributed in the hope that it will be useful,
13
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
14
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15
+ Lesser General Public License for more details.
16
+
17
+ You should have received a copy of the GNU Lesser General
18
+ Public License along with this library; if not, write to the
19
+ Free Software Foundation, Inc., 59 Temple Place, Suite 330,
20
+ Boston, MA 02111-1307 USA
21
+ */
22
+
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+ uniform mat4 modelviewMatrix;
24
+ uniform mat4 transformMatrix;
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+ uniform mat3 normalMatrix;
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+
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+ uniform int lightCount;
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+ uniform vec4 lightPosition[8];
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+ uniform vec3 lightNormal[8];
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+ uniform vec3 lightAmbient[8];
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+ uniform vec3 lightDiffuse[8];
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+ uniform vec3 lightSpecular[8];
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+ uniform vec3 lightFalloff[8];
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+ uniform vec2 lightSpot[8];
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+
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+ attribute vec4 position;
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+ attribute vec4 color;
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+ attribute vec3 normal;
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+
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+ attribute vec4 ambient;
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+ attribute vec4 specular;
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+ attribute vec4 emissive;
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+ attribute float shininess;
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+
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+ varying vec4 vertColor;
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+ varying vec4 backVertColor;
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+
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+ const float zero_float = 0.0;
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+ const float one_float = 1.0;
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+ const vec3 zero_vec3 = vec3(0.0);
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+ const vec3 minus_one_vec3 = vec3(0.0-1.0);
52
+
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+ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
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+ vec3 lpv = lightPos - vertPos;
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+ vec3 dist = vec3(one_float);
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+ dist.z = dot(lpv, lpv);
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+ dist.y = sqrt(dist.z);
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+ return one_float / dot(dist, coeff);
59
+ }
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+
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+ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
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+ vec3 lpv = normalize(lightPos - vertPos);
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+ vec3 nln = minus_one_vec3 * lightNorm;
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+ float spotCos = dot(nln, lpv);
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+ return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
66
+ }
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+
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+ float lambertFactor(vec3 lightDir, vec3 vecNormal) {
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+ return max(zero_float, dot(lightDir, vecNormal));
70
+ }
71
+
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+ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) {
73
+ vec3 np = normalize(vertPos);
74
+ vec3 ldp = normalize(lightDir - np);
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+ return pow(max(zero_float, dot(ldp, vecNormal)), shine);
76
+ }
77
+
78
+ void main() {
79
+ // Vertex in clip coordinates
80
+ gl_Position = transformMatrix * position;
81
+
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+ // Vertex in eye coordinates
83
+ vec3 ecVertex = vec3(modelviewMatrix * position);
84
+
85
+ // Normal vector in eye coordinates
86
+ vec3 ecNormal = normalize(normalMatrix * normal);
87
+ vec3 ecNormalInv = ecNormal * minus_one_vec3;
88
+
89
+ // Light calculations
90
+ vec3 totalAmbient = vec3(0, 0, 0);
91
+
92
+ vec3 totalFrontDiffuse = vec3(0, 0, 0);
93
+ vec3 totalFrontSpecular = vec3(0, 0, 0);
94
+
95
+ vec3 totalBackDiffuse = vec3(0, 0, 0);
96
+ vec3 totalBackSpecular = vec3(0, 0, 0);
97
+
98
+ // prevent register allocation failure by limiting ourselves to
99
+ // two lights for now
100
+ for (int i = 0; i < 2; i++) {
101
+ if (lightCount == i) break;
102
+
103
+ vec3 lightPos = lightPosition[i].xyz;
104
+ bool isDir = lightPosition[i].w < one_float;
105
+ float spotCos = lightSpot[i].x;
106
+ float spotExp = lightSpot[i].y;
107
+
108
+ vec3 lightDir;
109
+ float falloff;
110
+ float spotf;
111
+
112
+ if (isDir) {
113
+ falloff = one_float;
114
+ lightDir = minus_one_vec3 * lightNormal[i];
115
+ } else {
116
+ falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
117
+ lightDir = normalize(lightPos - ecVertex);
118
+ }
119
+
120
+ spotf = spotExp > zero_float ? spotFactor(lightPos, ecVertex, lightNormal[i],
121
+ spotCos, spotExp)
122
+ : one_float;
123
+
124
+ if (any(greaterThan(lightAmbient[i], zero_vec3))) {
125
+ totalAmbient += lightAmbient[i] * falloff;
126
+ }
127
+
128
+ if (any(greaterThan(lightDiffuse[i], zero_vec3))) {
129
+ totalFrontDiffuse += lightDiffuse[i] * falloff * spotf *
130
+ lambertFactor(lightDir, ecNormal);
131
+ totalBackDiffuse += lightDiffuse[i] * falloff * spotf *
132
+ lambertFactor(lightDir, ecNormalInv);
133
+ }
134
+
135
+ if (any(greaterThan(lightSpecular[i], zero_vec3))) {
136
+ totalFrontSpecular += lightSpecular[i] * falloff * spotf *
137
+ blinnPhongFactor(lightDir, ecVertex, ecNormal, shininess);
138
+ totalBackSpecular += lightSpecular[i] * falloff * spotf *
139
+ blinnPhongFactor(lightDir, ecVertex, ecNormalInv, shininess);
140
+ }
141
+ }
142
+
143
+ // Calculating final color as result of all lights (plus emissive term).
144
+ // Transparency is determined exclusively by the diffuse component.
145
+ vertColor = vec4(totalAmbient, 0) * ambient +
146
+ vec4(totalFrontDiffuse, 1) * color +
147
+ vec4(totalFrontSpecular, 0) * specular +
148
+ vec4(emissive.rgb, 0);
149
+
150
+ backVertColor = vec4(totalAmbient, 0) * ambient +
151
+ vec4(totalBackDiffuse, 1) * color +
152
+ vec4(totalBackSpecular, 0) * specular +
153
+ vec4(emissive.rgb, 0);
154
+ }
@@ -96,8 +96,8 @@ void main() {
96
96
  vec3 totalBackSpecular = vec3(0, 0, 0);
97
97
 
98
98
  // prevent register allocation failure by limiting ourselves to
99
- // two lights for now
100
- for (int i = 0; i < 2; i++) {
99
+ // four lights for now
100
+ for (int i = 0; i < 4; i++) {
101
101
  if (lightCount == i) break;
102
102
 
103
103
  vec3 lightPos = lightPosition[i].xyz;
@@ -0,0 +1,160 @@
1
+ /*
2
+ Part of the Processing project - http://processing.org
3
+
4
+ Copyright (c) 2012-15 The Processing Foundation
5
+ Copyright (c) 2004-12 Ben Fry and Casey Reas
6
+ Copyright (c) 2001-04 Massachusetts Institute of Technology
7
+
8
+ This library is free software; you can redistribute it and/or
9
+ modify it under the terms of the GNU Lesser General Public
10
+ License as published by the Free Software Foundation, version 2.1.
11
+
12
+ This library is distributed in the hope that it will be useful,
13
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
14
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15
+ Lesser General Public License for more details.
16
+
17
+ You should have received a copy of the GNU Lesser General
18
+ Public License along with this library; if not, write to the
19
+ Free Software Foundation, Inc., 59 Temple Place, Suite 330,
20
+ Boston, MA 02111-1307 USA
21
+ */
22
+
23
+ uniform mat4 modelviewMatrix;
24
+ uniform mat4 transformMatrix;
25
+ uniform mat3 normalMatrix;
26
+ uniform mat4 texMatrix;
27
+
28
+ uniform int lightCount;
29
+ uniform vec4 lightPosition[8];
30
+ uniform vec3 lightNormal[8];
31
+ uniform vec3 lightAmbient[8];
32
+ uniform vec3 lightDiffuse[8];
33
+ uniform vec3 lightSpecular[8];
34
+ uniform vec3 lightFalloff[8];
35
+ uniform vec2 lightSpot[8];
36
+
37
+ attribute vec4 position;
38
+ attribute vec4 color;
39
+ attribute vec3 normal;
40
+ attribute vec2 texCoord;
41
+
42
+ attribute vec4 ambient;
43
+ attribute vec4 specular;
44
+ attribute vec4 emissive;
45
+ attribute float shininess;
46
+
47
+ varying vec4 vertColor;
48
+ varying vec4 backVertColor;
49
+ varying vec4 vertTexCoord;
50
+
51
+ const float zero_float = 0.0;
52
+ const float one_float = 1.0;
53
+ const vec3 zero_vec3 = vec3(0.0);
54
+ const vec3 minus_one_vec3 = vec3(0.0-1.0);
55
+
56
+ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
57
+ vec3 lpv = lightPos - vertPos;
58
+ vec3 dist = vec3(one_float);
59
+ dist.z = dot(lpv, lpv);
60
+ dist.y = sqrt(dist.z);
61
+ return one_float / dot(dist, coeff);
62
+ }
63
+
64
+ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
65
+ vec3 lpv = normalize(lightPos - vertPos);
66
+ vec3 nln = minus_one_vec3 * lightNorm;
67
+ float spotCos = dot(nln, lpv);
68
+ return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
69
+ }
70
+
71
+ float lambertFactor(vec3 lightDir, vec3 vecNormal) {
72
+ return max(zero_float, dot(lightDir, vecNormal));
73
+ }
74
+
75
+ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) {
76
+ vec3 np = normalize(vertPos);
77
+ vec3 ldp = normalize(lightDir - np);
78
+ return pow(max(zero_float, dot(ldp, vecNormal)), shine);
79
+ }
80
+
81
+ void main() {
82
+ // Vertex in clip coordinates
83
+ gl_Position = transformMatrix * position;
84
+
85
+ // Vertex in eye coordinates
86
+ vec3 ecVertex = vec3(modelviewMatrix * position);
87
+
88
+ // Normal vector in eye coordinates
89
+ vec3 ecNormal = normalize(normalMatrix * normal);
90
+ vec3 ecNormalInv = ecNormal * minus_one_vec3;
91
+
92
+ // Light calculations
93
+ vec3 totalAmbient = vec3(0, 0, 0);
94
+
95
+ vec3 totalFrontDiffuse = vec3(0, 0, 0);
96
+ vec3 totalFrontSpecular = vec3(0, 0, 0);
97
+
98
+ vec3 totalBackDiffuse = vec3(0, 0, 0);
99
+ vec3 totalBackSpecular = vec3(0, 0, 0);
100
+
101
+ // prevent register allocation failure by limiting ourselves to
102
+ // two lights for now
103
+ for (int i = 0; i < 2; i++) {
104
+ if (lightCount == i) break;
105
+
106
+ vec3 lightPos = lightPosition[i].xyz;
107
+ bool isDir = lightPosition[i].w < one_float;
108
+ float spotCos = lightSpot[i].x;
109
+ float spotExp = lightSpot[i].y;
110
+
111
+ vec3 lightDir;
112
+ float falloff;
113
+ float spotf;
114
+
115
+ if (isDir) {
116
+ falloff = one_float;
117
+ lightDir = minus_one_vec3 * lightNormal[i];
118
+ } else {
119
+ falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
120
+ lightDir = normalize(lightPos - ecVertex);
121
+ }
122
+
123
+ spotf = spotExp > zero_float ? spotFactor(lightPos, ecVertex, lightNormal[i],
124
+ spotCos, spotExp)
125
+ : one_float;
126
+
127
+ if (any(greaterThan(lightAmbient[i], zero_vec3))) {
128
+ totalAmbient += lightAmbient[i] * falloff;
129
+ }
130
+
131
+ if (any(greaterThan(lightDiffuse[i], zero_vec3))) {
132
+ totalFrontDiffuse += lightDiffuse[i] * falloff * spotf *
133
+ lambertFactor(lightDir, ecNormal);
134
+ totalBackDiffuse += lightDiffuse[i] * falloff * spotf *
135
+ lambertFactor(lightDir, ecNormalInv);
136
+ }
137
+
138
+ if (any(greaterThan(lightSpecular[i], zero_vec3))) {
139
+ totalFrontSpecular += lightSpecular[i] * falloff * spotf *
140
+ blinnPhongFactor(lightDir, ecVertex, ecNormal, shininess);
141
+ totalBackSpecular += lightSpecular[i] * falloff * spotf *
142
+ blinnPhongFactor(lightDir, ecVertex, ecNormalInv, shininess);
143
+ }
144
+ }
145
+
146
+ // Calculating final color as result of all lights (plus emissive term).
147
+ // Transparency is determined exclusively by the diffuse component.
148
+ vertColor = vec4(totalAmbient, 0) * ambient +
149
+ vec4(totalFrontDiffuse, 1) * color +
150
+ vec4(totalFrontSpecular, 0) * specular +
151
+ vec4(emissive.rgb, 0);
152
+
153
+ backVertColor = vec4(totalAmbient, 0) * ambient +
154
+ vec4(totalBackDiffuse, 1) * color +
155
+ vec4(totalBackSpecular, 0) * specular +
156
+ vec4(emissive.rgb, 0);
157
+
158
+ // Calculating texture coordinates, with r and q set both to one
159
+ vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
160
+ }
@@ -99,8 +99,8 @@ void main() {
99
99
  vec3 totalBackSpecular = vec3(0, 0, 0);
100
100
 
101
101
  // prevent register allocation failure by limiting ourselves to
102
- // two lights for now
103
- for (int i = 0; i < 2; i++) {
102
+ // four lights for now
103
+ for (int i = 0; i < 4; i++) {
104
104
  if (lightCount == i) break;
105
105
 
106
106
  vec3 lightPos = lightPosition[i].xyz;
metadata CHANGED
@@ -1,14 +1,14 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: picrate
3
3
  version: !ruby/object:Gem::Version
4
- version: 0.2.0
4
+ version: 0.3.0
5
5
  platform: java
6
6
  authors:
7
7
  - monkstone
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2018-06-14 00:00:00.000000000 Z
11
+ date: 2018-07-24 00:00:00.000000000 Z
12
12
  dependencies:
13
13
  - !ruby/object:Gem::Dependency
14
14
  name: rake
@@ -142,6 +142,7 @@ files:
142
142
  - docs/_posts/2018-05-06-install_jruby.md
143
143
  - docs/_posts/2018-05-06-processing-api.md
144
144
  - docs/_posts/2018-05-11-arch-linux-arm.md
145
+ - docs/_posts/2018-06-26-auto_install_picrate.md
145
146
  - docs/_sass/_base.scss
146
147
  - docs/_sass/_layout.scss
147
148
  - docs/_sass/_syntax-highlighting.scss
@@ -160,13 +161,14 @@ files:
160
161
  - docs/methods.md
161
162
  - docs/modules.md
162
163
  - docs/objects.md
164
+ - lib/export.txt
163
165
  - lib/gluegen-rt-natives-linux-amd64.jar
164
166
  - lib/gluegen-rt-natives-linux-armv6hf.jar
165
167
  - lib/gluegen-rt.jar
166
168
  - lib/jogl-all-natives-linux-amd64.jar
167
169
  - lib/jogl-all-natives-linux-armv6hf.jar
168
170
  - lib/jogl-all.jar
169
- - lib/picrate-0.2.0.jar
171
+ - lib/picrate-0.3.0.jar
170
172
  - lib/picrate.rb
171
173
  - lib/picrate/app.rb
172
174
  - lib/picrate/creators/sketch_class.rb
@@ -281,6 +283,7 @@ files:
281
283
  - src/main/java/processing/opengl/shaders/ColorFrag.glsl
282
284
  - src/main/java/processing/opengl/shaders/ColorVert.glsl
283
285
  - src/main/java/processing/opengl/shaders/LightFrag.glsl
286
+ - src/main/java/processing/opengl/shaders/LightVert-brcm.glsl
284
287
  - src/main/java/processing/opengl/shaders/LightVert-vc4.glsl
285
288
  - src/main/java/processing/opengl/shaders/LightVert.glsl
286
289
  - src/main/java/processing/opengl/shaders/LineFrag.glsl
@@ -290,6 +293,7 @@ files:
290
293
  - src/main/java/processing/opengl/shaders/PointVert.glsl
291
294
  - src/main/java/processing/opengl/shaders/TexFrag.glsl
292
295
  - src/main/java/processing/opengl/shaders/TexLightFrag.glsl
296
+ - src/main/java/processing/opengl/shaders/TexLightVert-brcm.glsl
293
297
  - src/main/java/processing/opengl/shaders/TexLightVert-vc4.glsl
294
298
  - src/main/java/processing/opengl/shaders/TexLightVert.glsl
295
299
  - src/main/java/processing/opengl/shaders/TexVert.glsl