picrate 0.2.0-java → 0.3.0-java
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +4 -4
- data/README.md +8 -5
- data/Rakefile +10 -2
- data/docs/_posts/2018-06-26-auto_install_picrate.md +15 -0
- data/lib/export.txt +8 -0
- data/lib/picrate/app.rb +4 -4
- data/lib/picrate/version.rb +1 -1
- data/picrate.gemspec +1 -1
- data/pom.rb +1 -1
- data/pom.xml +1 -1
- data/src/main/java/processing/awt/PGraphicsJava2D.java +16 -85
- data/src/main/java/processing/awt/PShapeJava2D.java +9 -33
- data/src/main/java/processing/awt/PSurfaceAWT.java +76 -169
- data/src/main/java/processing/core/PApplet.java +14019 -15963
- data/src/main/java/processing/core/PConstants.java +475 -981
- data/src/main/java/processing/core/PFont.java +50 -202
- data/src/main/java/processing/core/PGraphics.java +7330 -8477
- data/src/main/java/processing/core/PImage.java +42 -212
- data/src/main/java/processing/core/PMatrix.java +21 -160
- data/src/main/java/processing/core/PMatrix2D.java +18 -178
- data/src/main/java/processing/core/PMatrix3D.java +48 -324
- data/src/main/java/processing/core/PShape.java +294 -1181
- data/src/main/java/processing/core/PShapeOBJ.java +16 -91
- data/src/main/java/processing/core/PShapeSVG.java +53 -253
- data/src/main/java/processing/core/PStyle.java +34 -179
- data/src/main/java/processing/core/PSurface.java +13 -94
- data/src/main/java/processing/core/PSurfaceNone.java +35 -140
- data/src/main/java/processing/core/PVector.java +10 -87
- data/src/main/java/processing/event/Event.java +86 -69
- data/src/main/java/processing/event/MouseEvent.java +102 -102
- data/src/main/java/processing/opengl/PGL.java +23 -16
- data/src/main/java/processing/opengl/PGraphicsOpenGL.java +13 -10
- data/src/main/java/processing/opengl/PJOGL.java +32 -12
- data/src/main/java/processing/opengl/shaders/LightVert-brcm.glsl +154 -0
- data/src/main/java/processing/opengl/shaders/LightVert-vc4.glsl +2 -2
- data/src/main/java/processing/opengl/shaders/TexLightVert-brcm.glsl +160 -0
- data/src/main/java/processing/opengl/shaders/TexLightVert-vc4.glsl +2 -2
- 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
|
+
|
23
|
+
uniform mat4 modelviewMatrix;
|
24
|
+
uniform mat4 transformMatrix;
|
25
|
+
uniform mat3 normalMatrix;
|
26
|
+
|
27
|
+
uniform int lightCount;
|
28
|
+
uniform vec4 lightPosition[8];
|
29
|
+
uniform vec3 lightNormal[8];
|
30
|
+
uniform vec3 lightAmbient[8];
|
31
|
+
uniform vec3 lightDiffuse[8];
|
32
|
+
uniform vec3 lightSpecular[8];
|
33
|
+
uniform vec3 lightFalloff[8];
|
34
|
+
uniform vec2 lightSpot[8];
|
35
|
+
|
36
|
+
attribute vec4 position;
|
37
|
+
attribute vec4 color;
|
38
|
+
attribute vec3 normal;
|
39
|
+
|
40
|
+
attribute vec4 ambient;
|
41
|
+
attribute vec4 specular;
|
42
|
+
attribute vec4 emissive;
|
43
|
+
attribute float shininess;
|
44
|
+
|
45
|
+
varying vec4 vertColor;
|
46
|
+
varying vec4 backVertColor;
|
47
|
+
|
48
|
+
const float zero_float = 0.0;
|
49
|
+
const float one_float = 1.0;
|
50
|
+
const vec3 zero_vec3 = vec3(0.0);
|
51
|
+
const vec3 minus_one_vec3 = vec3(0.0-1.0);
|
52
|
+
|
53
|
+
float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
|
54
|
+
vec3 lpv = lightPos - vertPos;
|
55
|
+
vec3 dist = vec3(one_float);
|
56
|
+
dist.z = dot(lpv, lpv);
|
57
|
+
dist.y = sqrt(dist.z);
|
58
|
+
return one_float / dot(dist, coeff);
|
59
|
+
}
|
60
|
+
|
61
|
+
float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
|
62
|
+
vec3 lpv = normalize(lightPos - vertPos);
|
63
|
+
vec3 nln = minus_one_vec3 * lightNorm;
|
64
|
+
float spotCos = dot(nln, lpv);
|
65
|
+
return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
|
66
|
+
}
|
67
|
+
|
68
|
+
float lambertFactor(vec3 lightDir, vec3 vecNormal) {
|
69
|
+
return max(zero_float, dot(lightDir, vecNormal));
|
70
|
+
}
|
71
|
+
|
72
|
+
float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) {
|
73
|
+
vec3 np = normalize(vertPos);
|
74
|
+
vec3 ldp = normalize(lightDir - np);
|
75
|
+
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
|
+
|
82
|
+
// 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
|
-
//
|
100
|
-
for (int i = 0; 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
|
-
//
|
103
|
-
for (int i = 0; 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.
|
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-
|
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.
|
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
|