Class PGraphics2D
- All Implemented Interfaces:
Cloneable
,PConstants
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Field Summary
Fields inherited from class processing.opengl.PGraphicsOpenGL
anisoSamplingSupported, autoMipmapGenSupported, blendEqSupported, camera, cameraAspect, cameraFar, cameraFOV, cameraInv, cameraNear, cameraX, cameraY, cameraZ, currentLightFalloffConstant, currentLightFalloffLinear, currentLightFalloffQuadratic, currentLightSpecular, currentPG, defCameraAspect, defCameraFar, defCameraFOV, defCameraNear, defCameraX, defCameraY, defCameraZ, depthBits, drawBufferSupported, fboMultisampleSupported, GLSL_VERSION, initialized, lightAmbient, lightCount, lightDiffuse, lightFalloffCoefficients, lightNormal, lightPosition, lights, lightSpecular, lightSpotParameters, lightType, maxAnisoAmount, maxSamples, maxTextureSize, modelview, modelviewInv, npotTexSupported, OPENGL_EXTENSIONS, OPENGL_RENDERER, OPENGL_VENDOR, OPENGL_VERSION, packedDepthStencilSupported, pgl, projection, projmodelview, readBufferSupported, stencilBits
Fields inherited from class processing.core.PGraphics
A, AB, AG, ambientB, ambientColor, ambientG, ambientR, AR, B, backgroundColor, BEEN_LIT, bezierDetail, colorMode, colorModeA, colorModeX, colorModeY, colorModeZ, curveDetail, curveTightness, DA, DB, DEFAULT_VERTICES, DG, DR, EB, edge, EDGE, EG, ellipseMode, emissiveB, emissiveColor, emissiveG, emissiveR, ER, fill, fillColor, G, HAS_NORMAL, image, imageMode, normalX, normalY, normalZ, NX, NY, NZ, pixelCount, R, rectMode, SA, SB, setAmbient, SG, shapeMode, SHINE, shininess, smooth, SPB, specularB, specularColor, specularG, specularR, SPG, sphereDetailU, sphereDetailV, SPR, SR, stroke, strokeCap, strokeColor, strokeJoin, strokeWeight, SW, textAlign, textAlignY, textFont, textLeading, textMode, textSize, textureImage, textureMode, textureU, textureV, tint, tintColor, TX, TY, TZ, U, V, VERTEX_FIELD_COUNT, VW, VX, VY, VZ
Fields inherited from class processing.core.PImage
ALPHA_MASK, BLUE_MASK, format, GREEN_MASK, height, loaded, parent, pixelDensity, pixelHeight, pixels, pixelWidth, RED_MASK, width
Fields inherited from interface processing.core.PConstants
ADD, ALPHA, ALT, AMBIENT, ARC, ARGB, ARROW, BACKSPACE, BASELINE, BEVEL, BEZIER_VERTEX, BLEND, BLUR, BOTTOM, BOX, BREAK, BURN, CENTER, CHATTER, CHORD, CLAMP, CLOSE, CODED, COMPLAINT, CONTROL, CORNER, CORNERS, CROSS, CURVE_VERTEX, CUSTOM, DARKEST, DEG_TO_RAD, DELETE, DIAMETER, DIFFERENCE, DILATE, DIRECTIONAL, DISABLE_ASYNC_SAVEFRAME, DISABLE_BUFFER_READING, DISABLE_DEPTH_MASK, DISABLE_DEPTH_SORT, DISABLE_DEPTH_TEST, DISABLE_KEY_REPEAT, DISABLE_NATIVE_FONTS, DISABLE_OPENGL_ERRORS, DISABLE_OPTIMIZED_STROKE, DISABLE_STROKE_PERSPECTIVE, DISABLE_STROKE_PURE, DISABLE_TEXTURE_MIPMAPS, DODGE, DOWN, DXF, ELLIPSE, ENABLE_ASYNC_SAVEFRAME, ENABLE_BUFFER_READING, ENABLE_DEPTH_MASK, ENABLE_DEPTH_SORT, ENABLE_DEPTH_TEST, ENABLE_KEY_REPEAT, ENABLE_NATIVE_FONTS, ENABLE_OPENGL_ERRORS, ENABLE_OPTIMIZED_STROKE, ENABLE_STROKE_PERSPECTIVE, ENABLE_STROKE_PURE, ENABLE_TEXTURE_MIPMAPS, ENTER, EPSILON, ERODE, ESC, EXCLUSION, FX2D, GIF, GRAY, GROUP, HALF_PI, HAND, HARD_LIGHT, HINT_COUNT, HSB, IMAGE, INVERT, JAVA2D, JPEG, LANDSCAPE, LEFT, LIGHTEST, LINE, LINE_LOOP, LINE_STRIP, LINES, LINUX, MACOS, MACOSX, MAX_FLOAT, MAX_INT, MIN_FLOAT, MIN_INT, MITER, MODEL, MODELVIEW, MOVE, MULTIPLY, NORMAL, OPAQUE, OPEN, OPENGL, ORTHOGRAPHIC, OTHER, OVERLAY, P2D, P3D, PATH, PDF, PERSPECTIVE, PI, PIE, platformNames, POINT, POINTS, POLYGON, PORTRAIT, POSTERIZE, PROBLEM, PROJECT, PROJECTION, QUAD, QUAD_BEZIER_VERTEX, QUAD_STRIP, QUADRATIC_VERTEX, QUADS, QUARTER_PI, RAD_TO_DEG, RADIUS, RECT, REPEAT, REPLACE, RETURN, RGB, RIGHT, ROUND, SCREEN, SHAPE, SHIFT, SOFT_LIGHT, SPAN, SPHERE, SPOT, SQUARE, SUBTRACT, SVG, TAB, TARGA, TAU, TEXT, THIRD_PI, THRESHOLD, TIFF, TOP, TRIANGLE, TRIANGLE_FAN, TRIANGLE_STRIP, TRIANGLES, TWO_PI, UP, VERTEX, WAIT, WHITESPACE, WINDOWS, X, Y, Z
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoid
ambientLight
(float red, float green, float blue) Add an ambient light based on the current color mode.void
ambientLight
(float red, float green, float blue, float x, float y, float z) Add an ambient light based on the current color mode.void
applyMatrix
(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33) Apply a 4x4 transformation matrix to the modelview stack.void
applyMatrix
(PMatrix3D source) void
Set matrix mode to the camera matrix (instead of the current transformation matrix).void
bezierVertex
(float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4) Specifies vertex coordinates for Bézier curves.void
box
(float w, float h, float d) void
camera()
Set camera to the default settings.void
camera
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) More flexible method for dealing with camera().void
curveVertex
(float x, float y, float z) void
directionalLight
(float red, float green, float blue, float nx, float ny, float nz) Adds a directional light.void
Record the current settings into the camera matrix, and set the matrix mode back to the current transformation matrix.void
frustum
(float left, float right, float bottom, float top, float znear, float zfar) Same as glFrustum(), except that it wipes out (rather than multiplies against) the current perspective matrix.Copy the current transformation matrix into the specified target.void
hint
(int which) Set various hints and hacks for the renderer.boolean
is2D()
Return true if this renderer supports 2D drawing.boolean
is3D()
Return true if this renderer supports 3D drawing.void
lightFalloff
(float constant, float linear, float quadratic) Set the light falloff rates for the last light that was created.void
lights()
Sets up an ambient and directional light using OpenGL.void
lightSpecular
(float v1, float v2, float v3) Set the specular color of the last light created.float
modelX
(float x, float y, float z) Returns the three-dimensional X, Y, Z position in model space.float
modelY
(float x, float y, float z) Returns the three-dimensional X, Y, Z position in model space.float
modelZ
(float x, float y, float z) Returns the three-dimensional X, Y, Z position in model space.void
noLights()
Disables lighting.void
ortho()
Calls ortho() with the proper parameters for Processing's standard orthographic projection.void
ortho
(float left, float right, float bottom, float top) Calls ortho() with the specified size of the viewing volume along the X and Z directions.void
ortho
(float left, float right, float bottom, float top, float near, float far) Sets an orthographic projection.void
Calls perspective() with Processing's standard coordinate projection.void
perspective
(float fov, float aspect, float zNear, float zFar) Similar to gluPerspective().void
pointLight
(float red, float green, float blue, float x, float y, float z) Adds a point light.void
quadraticVertex
(float x2, float y2, float z2, float x4, float y4, float z4) void
rotate
(float angle, float vx, float vy, float vz) Rotate around an arbitrary vector, similar to glRotate(), except that it takes radians (instead of degrees).void
rotateX
(float angle) Rotates a shape around the x-axis the amount specified by the angle parameter.void
rotateY
(float angle) Rotates a shape around the y-axis the amount specified by the angle parameter.void
rotateZ
(float angle) Rotates a shape around the z-axis the amount specified by the angle parameter.void
scale
(float sx, float sy, float sz) Scale in three dimensions.float
screenX
(float x, float y, float z) float
screenY
(float x, float y, float z) float
screenZ
(float x, float y, float z) Takes a three-dimensional X, Y, Z position and returns the Z value for where it will appear on a (two-dimensional) screen.void
Set the current transformation to the contents of the specified source.void
void
Draws shapes to the display window.void
void
void
void
sphere
(float r) A sphere is a hollow ball made from tessellated triangles.void
spotLight
(float red, float green, float blue, float x, float y, float z, float nx, float ny, float nz, float angle, float concentration) Adds a spotlight.void
translate
(float tx, float ty, float tz) void
vertex
(float x, float y, float z) void
vertex
(float x, float y, float z, float u, float v) All shapes are constructed by connecting a series of vertices.Methods inherited from class processing.opengl.PGraphicsOpenGL
applyMatrix, applyMatrix, applyProjection, applyProjection, attrib, attrib, attrib, attribColor, attribNormal, attribPosition, beginContour, beginDraw, beginPGL, beginShape, bezierVertex, copy, copy, createSurface, curveVertex, dispose, ellipseImpl, endContour, endDraw, endPGL, endShape, filter, filter, filter, flush, get, getCache, getFrameBuffer, getFrameBuffer, getMatrix, getTexture, getTexture, getTexture, isGL, line, line, loadPixels, loadShader, loadShader, loadShape, loadTexture, mask, noClip, point, point, popMatrix, popProjection, popStyle, printCamera, printMatrix, printProjection, pushMatrix, pushProjection, quad, quadraticVertex, removeCache, resetMatrix, resetProjection, resetShader, resetShader, resize, rotate, saveImpl, scale, scale, screenX, screenY, set, setCache, setMatrix, setParent, setPrimary, setProjection, setSize, shader, shader, shearX, shearY, strokeCap, strokeJoin, strokeWeight, textureSampling, textureWrap, translate, triangle, updateDisplay, updateProjmodelview, updateTexture, updateTexture, vertex, vertex
Methods inherited from class processing.core.PGraphics
alpha, ambient, ambient, ambient, applyMatrix, arc, arc, background, background, background, background, background, background, background, beginRaw, beginShape, bezier, bezier, bezierDetail, bezierPoint, bezierTangent, blendMode, blue, box, brightness, circle, clear, clip, color, color, color, color, color, color, color, color, color, colorMode, colorMode, colorMode, colorMode, createShape, createShape, createShape, curve, curve, curveDetail, curvePoint, curveTangent, curveTightness, displayable, edge, ellipse, ellipseMode, emissive, emissive, emissive, endRaw, endShape, fill, fill, fill, fill, fill, fill, getMatrix, getRaw, getStyle, getStyle, green, haveRaw, hue, image, image, image, imageMode, is2X, lerpColor, lerpColor, loadShape, noFill, normal, noSmooth, noStroke, noTexture, noTint, pop, push, pushStyle, rect, rect, rect, rectMode, red, saturation, save, setMatrix, setPath, shapeMode, shininess, showDepthWarning, showDepthWarningXYZ, showException, showMethodWarning, showMissingWarning, showVariationWarning, showWarning, showWarning, smooth, smooth, specular, specular, specular, sphereDetail, sphereDetail, square, stroke, stroke, stroke, stroke, stroke, stroke, style, text, text, text, text, text, text, text, text, text, text, text, textAlign, textAlign, textAscent, textDescent, textFont, textFont, textLeading, textMode, textSize, texture, textureMode, textWidth, textWidth, textWidth, tint, tint, tint, tint, tint, tint, vertex
Methods inherited from class processing.core.PImage
blend, blend, blendColor, checkAlpha, clone, copy, get, get, getImage, getModifiedX1, getModifiedX2, getModifiedY1, getModifiedY2, getNative, init, init, isLoaded, isModified, loadTGA, mask, set, setLoaded, setLoaded, setModified, setModified, updatePixels, updatePixels
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Constructor Details
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PGraphics2D
public PGraphics2D()
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Method Details
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is2D
public boolean is2D()Description copied from class:PGraphics
Return true if this renderer supports 2D drawing. Defaults to true. -
is3D
public boolean is3D()Description copied from class:PGraphics
Return true if this renderer supports 3D drawing. Defaults to false. -
hint
public void hint(int which) Description copied from class:PGraphics
Set various hints and hacks for the renderer. This is used to handle obscure rendering features that cannot be implemented in a consistent manner across renderers. Many options will often graduate to standard features instead of hints over time.
hint(ENABLE_OPENGL_4X_SMOOTH)- Enable 4x anti-aliasing for P3D. This can help force anti-aliasing if it has not been enabled by the user. On some graphics cards, this can also be set by the graphics driver's control panel, however not all cards make this available. This hint must be called immediately after the size() command because it resets the renderer, obliterating any settings and anything drawn (and like size(), re-running the code that came before it again).
hint(DISABLE_OPENGL_2X_SMOOTH) - In Processing 1.0, Processing always enables 2x smoothing when the P3D renderer is used. This hint disables the default 2x smoothing and returns the smoothing behavior found in earlier releases, where smooth() and noSmooth() could be used to enable and disable smoothing, though the quality was inferior.
hint(ENABLE_NATIVE_FONTS) - Use the native version fonts when they are installed, rather than the bitmapped version from a .vlw file. This is useful with the default (or JAVA2D) renderer setting, as it will improve font rendering speed. This is not enabled by default, because it can be misleading while testing because the type will look great on your machine (because you have the font installed) but lousy on others' machines if the identical font is unavailable. This option can only be set per-sketch, and must be called before any use of textFont().
hint(DISABLE_DEPTH_TEST) - Disable the zbuffer, allowing you to draw on top of everything at will. When depth testing is disabled, items will be drawn to the screen sequentially, like a painting. This hint is most often used to draw in 3D, then draw in 2D on top of it (for instance, to draw GUI controls in 2D on top of a 3D interface). Starting in release 0149, this will also clear the depth buffer. Restore the default with hint(ENABLE_DEPTH_TEST), but note that with the depth buffer cleared, any 3D drawing that happens later in draw() will ignore existing shapes on the screen.
hint(ENABLE_DEPTH_SORT) - Enable primitive z-sorting of triangles and lines in P3D and OPENGL. This can slow performance considerably, and the algorithm is not yet perfect. Restore the default with hint(DISABLE_DEPTH_SORT).
hint(DISABLE_OPENGL_ERROR_REPORT) - Speeds up the P3D renderer setting by not checking for errors while running. Undo with hint(ENABLE_OPENGL_ERROR_REPORT).
hint(ENABLE_BUFFER_READING) - Depth and stencil buffers in P2D/P3D will be down-sampled to make PGL#readPixels work with multisampling. Enabling this introduces some overhead, so if you experience bad performance, disable multisampling with noSmooth() instead. This hint is not intended to be enabled and disabled repeatedly, so call this once in setup() or after creating your PGraphics2D/3D. You can restore the default with hint(DISABLE_BUFFER_READING) if you don't plan to read depth from this PGraphics anymore.
hint(ENABLE_KEY_REPEAT) - Auto-repeating key events are discarded by default (works only in P2D/P3D); use this hint to get all the key events (including auto-repeated). Call hint(DISABLE_KEY_REPEAT) to get events only when the key goes physically up or down.
hint(DISABLE_ASYNC_SAVEFRAME) - P2D/P3D only - save() and saveFrame() will not use separate threads for saving and will block until the image is written to the drive. This was the default behavior in 3.0b7 and before. To enable, call hint(ENABLE_ASYNC_SAVEFRAME).- Overrides:
hint
in classPGraphicsOpenGL
- Parameters:
which
- name of the hint to be enabled or disabled- See Also:
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ortho
public void ortho()Description copied from class:PGraphicsOpenGL
Calls ortho() with the proper parameters for Processing's standard orthographic projection.- Overrides:
ortho
in classPGraphicsOpenGL
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ortho
public void ortho(float left, float right, float bottom, float top) Description copied from class:PGraphicsOpenGL
Calls ortho() with the specified size of the viewing volume along the X and Z directions.- Overrides:
ortho
in classPGraphicsOpenGL
- Parameters:
left
- left plane of the clipping volumeright
- right plane of the clipping volumebottom
- bottom plane of the clipping volumetop
- top plane of the clipping volume
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ortho
public void ortho(float left, float right, float bottom, float top, float near, float far) Description copied from class:PGraphicsOpenGL
Sets an orthographic projection.- Overrides:
ortho
in classPGraphicsOpenGL
near
- maximum distance from the origin to the viewerfar
- maximum distance from the origin away from the viewer
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perspective
public void perspective()Description copied from class:PGraphicsOpenGL
Calls perspective() with Processing's standard coordinate projection.Projection functions:
- frustrum()
- ortho()
- perspective()
This behavior is pretty much familiar from OpenGL, except where functions replace matrices, rather than multiplying against the previous.
- Overrides:
perspective
in classPGraphicsOpenGL
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perspective
public void perspective(float fov, float aspect, float zNear, float zFar) Description copied from class:PGraphicsOpenGL
Similar to gluPerspective(). Implementation based on Mesa's glu.c- Overrides:
perspective
in classPGraphicsOpenGL
- Parameters:
fov
- field-of-view angle (in radians) for vertical directionaspect
- ratio of width to heightzNear
- z-position of nearest clipping planezFar
- z-position of the farthest clipping plane
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frustum
public void frustum(float left, float right, float bottom, float top, float znear, float zfar) Description copied from class:PGraphicsOpenGL
Same as glFrustum(), except that it wipes out (rather than multiplies against) the current perspective matrix.Implementation based on the explanation in the OpenGL blue book.
- Overrides:
frustum
in classPGraphicsOpenGL
- Parameters:
left
- left coordinate of the clipping planeright
- right coordinate of the clipping planebottom
- bottom coordinate of the clipping planetop
- top coordinate of the clipping planeznear
- near component of the clipping plane; must be greater than zerozfar
- far component of the clipping plane; must be greater than the near value- See Also:
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beginCamera
public void beginCamera()Description copied from class:PGraphicsOpenGL
Set matrix mode to the camera matrix (instead of the current transformation matrix). This means applyMatrix, resetMatrix, etc. will affect the camera.Note that the camera matrix is *not* the perspective matrix, it contains the values of the modelview matrix immediatly after the latter was initialized with ortho() or camera(), or the modelview matrix as result of the operations applied between beginCamera()/endCamera().
beginCamera() specifies that all coordinate transforms until endCamera() should be pre-applied in inverse to the camera transform matrix. Note that this is only challenging when a user specifies an arbitrary matrix with applyMatrix(). Then that matrix will need to be inverted, which may not be possible. But take heart, if a user is applying a non-invertible matrix to the camera transform, then he is clearly up to no good, and we can wash our hands of those bad intentions.
begin/endCamera clauses do not automatically reset the camera transform matrix. That's because we set up a nice default camera transform in setup(), and we expect it to hold through draw(). So we don't reset the camera transform matrix at the top of draw(). That means that an innocuous-looking clause like
beginCamera(); translate(0, 0, 10); endCamera();
at the top of draw(), will result in a runaway camera that shoots infinitely out of the screen over time. In order to prevent this, it is necessary to call some function that does a hard reset of the camera transform matrix inside of begin/endCamera. Two options arecamera(); // sets up the nice default camera transform resetMatrix(); // sets up the identity camera transform
So to rotate a camera a constant amount, you might trybeginCamera(); camera(); rotateY(PI / 8); endCamera();
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endCamera
public void endCamera()Description copied from class:PGraphicsOpenGL
Record the current settings into the camera matrix, and set the matrix mode back to the current transformation matrix.Note that this will destroy any settings to scale(), translate(), or whatever, because the final camera matrix will be copied (not multiplied) into the modelview.
- Overrides:
endCamera
in classPGraphicsOpenGL
- See Also:
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camera
public void camera()Description copied from class:PGraphicsOpenGL
Set camera to the default settings.Processing camera behavior:
Camera behavior can be split into two separate components, camera transformation, and projection. The transformation corresponds to the physical location, orientation, and scale of the camera. In a physical camera metaphor, this is what can manipulated by handling the camera body (with the exception of scale, which doesn't really have a physcial analog). The projection corresponds to what can be changed by manipulating the lens.
We maintain separate matrices to represent the camera transform and projection. An important distinction between the two is that the camera transform should be invertible, where the projection matrix should not, since it serves to map three dimensions to two. It is possible to bake the two matrices into a single one just by multiplying them together, but it isn't a good idea, since lighting, z-ordering, and z-buffering all demand a true camera z coordinate after modelview and camera transforms have been applied but before projection. If the camera transform and projection are combined there is no way to recover a good camera-space z-coordinate from a model coordinate.
Fortunately, there are no functions that manipulate both camera transformation and projection.
camera() sets the camera position, orientation, and center of the scene. It replaces the camera transform with a new one.
The transformation functions are the same ones used to manipulate the modelview matrix (scale, translate, rotate, etc.). But they are bracketed with beginCamera(), endCamera() to indicate that they should apply (in inverse), to the camera transformation matrix.
- Overrides:
camera
in classPGraphicsOpenGL
- See Also:
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camera
public void camera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Description copied from class:PGraphicsOpenGL
More flexible method for dealing with camera().The actual call is like gluLookat. Here's the real skinny on what does what:
camera(); or camera(ex, ey, ez, cx, cy, cz, ux, uy, uz);
do not need to be called from with beginCamera();/endCamera(); That's because they always apply to the camera transformation, and they always totally replace it. That means that any coordinate transforms done before camera(); in draw() will be wiped out. It also means that camera() always operates in untransformed world coordinates. Therefore it is always redundant to call resetMatrix(); before camera(); This isn't technically true of gluLookat, but it's pretty much how it's used.Now, beginCamera(); and endCamera(); are useful if you want to move the camera around using transforms like translate(), etc. They will wipe out any coordinate system transforms that occur before them in draw(), but they will not automatically wipe out the camera transform. This means that they should be at the top of draw(). It also means that the following:
beginCamera(); rotateY(PI / 8); endCamera();
will result in a camera that spins without stopping. If you want to just rotate a small constant amount, try this:beginCamera(); camera(); // sets up the default view rotateY(PI / 8); endCamera();
That will rotate a little off of the default view. Note that this is entirely equivalent tocamera(); // sets up the default view beginCamera(); rotateY(PI / 8); endCamera();
because camera() doesn't care whether or not it's inside a begin/end clause. Basically it's safe to use camera() or camera(ex, ey, ez, cx, cy, cz, ux, uy, uz) as naked calls because they do all the matrix resetting automatically.- Overrides:
camera
in classPGraphicsOpenGL
- Parameters:
eyeX
- x-coordinate for the eyeeyeY
- y-coordinate for the eyeeyeZ
- z-coordinate for the eyecenterX
- x-coordinate for the center of the scenecenterY
- y-coordinate for the center of the scenecenterZ
- z-coordinate for the center of the sceneupX
- usually 0.0, 1.0, or -1.0upY
- usually 0.0, 1.0, or -1.0upZ
- usually 0.0, 1.0, or -1.0
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shape
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shape
Description copied from class:PGraphics
Draws shapes to the display window. Shapes must be in the sketch's "data" directory to load correctly. Select "Add file..." from the "Sketch" menu to add the shape. Processing currently works with SVG, OBJ, and custom-created shapes. The shape parameter specifies the shape to display and the coordinate parameters define the location of the shape from its upper-left corner. The shape is displayed at its original size unless the c and d parameters specify a different size. The shapeMode() function can be used to change the way these parameters are interpreted. -
shape
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shape
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shape
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modelX
public float modelX(float x, float y, float z) Description copied from class:PGraphics
Returns the three-dimensional X, Y, Z position in model space. This returns the X value for a given coordinate based on the current set of transformations (scale, rotate, translate, etc.) The X value can be used to place an object in space relative to the location of the original point once the transformations are no longer in use.
In the example, the modelX(), modelY(), and modelZ() functions record the location of a box in space after being placed using a series of translate and rotate commands. After popMatrix() is called, those transformations no longer apply, but the (x, y, z) coordinate returned by the model functions is used to place another box in the same location.- Overrides:
modelX
in classPGraphicsOpenGL
- Parameters:
x
- 3D x-coordinate to be mappedy
- 3D y-coordinate to be mappedz
- 3D z-coordinate to be mapped- See Also:
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modelY
public float modelY(float x, float y, float z) Description copied from class:PGraphics
Returns the three-dimensional X, Y, Z position in model space. This returns the Y value for a given coordinate based on the current set of transformations (scale, rotate, translate, etc.) The Y value can be used to place an object in space relative to the location of the original point once the transformations are no longer in use.
In the example, the modelX(), modelY(), and modelZ() functions record the location of a box in space after being placed using a series of translate and rotate commands. After popMatrix() is called, those transformations no longer apply, but the (x, y, z) coordinate returned by the model functions is used to place another box in the same location.- Overrides:
modelY
in classPGraphicsOpenGL
- Parameters:
x
- 3D x-coordinate to be mappedy
- 3D y-coordinate to be mappedz
- 3D z-coordinate to be mapped- See Also:
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modelZ
public float modelZ(float x, float y, float z) Description copied from class:PGraphics
Returns the three-dimensional X, Y, Z position in model space. This returns the Z value for a given coordinate based on the current set of transformations (scale, rotate, translate, etc.) The Z value can be used to place an object in space relative to the location of the original point once the transformations are no longer in use.
In the example, the modelX(), modelY(), and modelZ() functions record the location of a box in space after being placed using a series of translate and rotate commands. After popMatrix() is called, those transformations no longer apply, but the (x, y, z) coordinate returned by the model functions is used to place another box in the same location.- Overrides:
modelZ
in classPGraphicsOpenGL
- Parameters:
x
- 3D x-coordinate to be mappedy
- 3D y-coordinate to be mappedz
- 3D z-coordinate to be mapped- See Also:
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bezierVertex
public void bezierVertex(float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4) Description copied from class:PGraphics
Specifies vertex coordinates for Bézier curves. Each call to bezierVertex() defines the position of two control points and one anchor point of a Bézier curve, adding a new segment to a line or shape. The first time bezierVertex() is used within a beginShape() call, it must be prefaced with a call to vertex() to set the first anchor point. This function must be used between beginShape() and endShape() and only when there is no MODE parameter specified to beginShape(). Using the 3D version requires rendering with P3D (see the Environment reference for more information).- Overrides:
bezierVertex
in classPGraphicsOpenGL
- Parameters:
x2
- the x-coordinate of the 1st control pointy2
- the y-coordinate of the 1st control pointz2
- the z-coordinate of the 1st control pointx3
- the x-coordinate of the 2nd control pointy3
- the y-coordinate of the 2nd control pointz3
- the z-coordinate of the 2nd control pointx4
- the x-coordinate of the anchor pointy4
- the y-coordinate of the anchor pointz4
- the z-coordinate of the anchor point- See Also:
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quadraticVertex
public void quadraticVertex(float x2, float y2, float z2, float x4, float y4, float z4) - Overrides:
quadraticVertex
in classPGraphicsOpenGL
z2
- the z-coordinate of the control pointz4
- the z-coordinate of the anchor point
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curveVertex
public void curveVertex(float x, float y, float z) - Overrides:
curveVertex
in classPGraphicsOpenGL
z
- the z-coordinate of the vertex
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box
public void box(float w, float h, float d) - Overrides:
box
in classPGraphicsOpenGL
- Parameters:
w
- dimension of the box in the x-dimensionh
- dimension of the box in the y-dimensiond
- dimension of the box in the z-dimension
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sphere
public void sphere(float r) Description copied from class:PGraphics
A sphere is a hollow ball made from tessellated triangles.Advanced
Implementation notes:
cache all the points of the sphere in a static array top and bottom are just a bunch of triangles that land in the center point
sphere is a series of concentric circles who radii vary along the shape, based on, err... cos or something
[toxi 031031] new sphere code. removed all multiplies with radius, as scale() will take care of that anyway [toxi 031223] updated sphere code (removed modulo) and introduced sphereAt(x,y,z,r) to avoid additional translate()'s on the user/sketch side [davbol 080801] now using separate sphereDetailU/V
- Overrides:
sphere
in classPGraphicsOpenGL
- Parameters:
r
- the radius of the sphere- See Also:
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vertex
public void vertex(float x, float y, float z) - Overrides:
vertex
in classPGraphicsOpenGL
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vertex
public void vertex(float x, float y, float z, float u, float v) Description copied from class:PGraphics
All shapes are constructed by connecting a series of vertices. vertex() is used to specify the vertex coordinates for points, lines, triangles, quads, and polygons. It is used exclusively within the beginShape() and endShape() functions.
Drawing a vertex in 3D using the z parameter requires the P3D parameter in combination with size, as shown in the above example.
This function is also used to map a texture onto geometry. The texture() function declares the texture to apply to the geometry and the u and v coordinates set define the mapping of this texture to the form. By default, the coordinates used for u and v are specified in relation to the image's size in pixels, but this relation can be changed with textureMode().- Overrides:
vertex
in classPGraphicsOpenGL
- Parameters:
x
- x-coordinate of the vertexy
- y-coordinate of the vertexz
- z-coordinate of the vertexu
- horizontal coordinate for the texture mappingv
- vertical coordinate for the texture mapping- See Also:
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translate
public void translate(float tx, float ty, float tz) - Overrides:
translate
in classPGraphicsOpenGL
tz
- forward/backward translation
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rotateX
public void rotateX(float angle) Description copied from class:PGraphics
Rotates a shape around the x-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always rotated around their relative position to the origin and positive numbers rotate objects in a counterclockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling rotateX(PI/2) and then rotateX(PI/2) is the same as rotateX(PI). If rotateX() is called within the draw(), the transformation is reset when the loop begins again. This function requires using P3D as a third parameter to size() as shown in the example above.- Overrides:
rotateX
in classPGraphicsOpenGL
- Parameters:
angle
- angle of rotation specified in radians- See Also:
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rotateY
public void rotateY(float angle) Description copied from class:PGraphics
Rotates a shape around the y-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always rotated around their relative position to the origin and positive numbers rotate objects in a counterclockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling rotateY(PI/2) and then rotateY(PI/2) is the same as rotateY(PI). If rotateY() is called within the draw(), the transformation is reset when the loop begins again. This function requires using P3D as a third parameter to size() as shown in the examples above.- Overrides:
rotateY
in classPGraphicsOpenGL
- Parameters:
angle
- angle of rotation specified in radians- See Also:
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rotateZ
public void rotateZ(float angle) Description copied from class:PGraphics
Rotates a shape around the z-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always rotated around their relative position to the origin and positive numbers rotate objects in a counterclockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling rotateZ(PI/2) and then rotateZ(PI/2) is the same as rotateZ(PI). If rotateZ() is called within the draw(), the transformation is reset when the loop begins again. This function requires using P3D as a third parameter to size() as shown in the examples above.- Overrides:
rotateZ
in classPGraphicsOpenGL
- Parameters:
angle
- angle of rotation specified in radians- See Also:
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rotate
public void rotate(float angle, float vx, float vy, float vz) Description copied from class:PGraphicsOpenGL
Rotate around an arbitrary vector, similar to glRotate(), except that it takes radians (instead of degrees).- Overrides:
rotate
in classPGraphicsOpenGL
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applyMatrix
- Overrides:
applyMatrix
in classPGraphicsOpenGL
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applyMatrix
public void applyMatrix(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33) Description copied from class:PGraphicsOpenGL
Apply a 4x4 transformation matrix to the modelview stack.- Overrides:
applyMatrix
in classPGraphicsOpenGL
n03
- numbers which define the 4x4 matrix to be multipliedn13
- numbers which define the 4x4 matrix to be multipliedn20
- numbers which define the 4x4 matrix to be multipliedn21
- numbers which define the 4x4 matrix to be multipliedn22
- numbers which define the 4x4 matrix to be multipliedn23
- numbers which define the 4x4 matrix to be multipliedn30
- numbers which define the 4x4 matrix to be multipliedn31
- numbers which define the 4x4 matrix to be multipliedn32
- numbers which define the 4x4 matrix to be multipliedn33
- numbers which define the 4x4 matrix to be multiplied
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scale
public void scale(float sx, float sy, float sz) Description copied from class:PGraphicsOpenGL
Scale in three dimensions.- Overrides:
scale
in classPGraphicsOpenGL
sz
- percentage to scale the object in the z-axis
-
screenX
public float screenX(float x, float y, float z) - Overrides:
screenX
in classPGraphicsOpenGL
z
- 3D z-coordinate to be mapped
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screenY
public float screenY(float x, float y, float z) - Overrides:
screenY
in classPGraphicsOpenGL
z
- 3D z-coordinate to be mapped
-
screenZ
public float screenZ(float x, float y, float z) Description copied from class:PGraphics
Takes a three-dimensional X, Y, Z position and returns the Z value for where it will appear on a (two-dimensional) screen.- Overrides:
screenZ
in classPGraphicsOpenGL
- Parameters:
x
- 3D x-coordinate to be mappedy
- 3D y-coordinate to be mappedz
- 3D z-coordinate to be mapped- See Also:
-
getMatrix
Description copied from class:PGraphics
Copy the current transformation matrix into the specified target. Pass in null to create a new matrix.- Overrides:
getMatrix
in classPGraphicsOpenGL
-
setMatrix
Description copied from class:PGraphicsOpenGL
Set the current transformation to the contents of the specified source.- Overrides:
setMatrix
in classPGraphicsOpenGL
-
lights
public void lights()Description copied from class:PGraphicsOpenGL
Sets up an ambient and directional light using OpenGL. API taken from PGraphics3D.The Lighting Skinny: The way lighting works is complicated enough that it's worth producing a document to describe it. Lighting calculations proceed pretty much exactly as described in the OpenGL red book. Light-affecting material properties: AMBIENT COLOR - multiplies by light's ambient component - for believability this should match diffuse color DIFFUSE COLOR - multiplies by light's diffuse component SPECULAR COLOR - multiplies by light's specular component - usually less colored than diffuse/ambient SHININESS - the concentration of specular effect - this should be set pretty high (20-50) to see really noticeable specularity EMISSIVE COLOR - constant additive color effect Light types: AMBIENT - one color - no specular color - no direction - may have falloff (constant, linear, and quadratic) - may have position (which matters in non-constant falloff case) - multiplies by a material's ambient reflection DIRECTIONAL - has diffuse color - has specular color - has direction - no position - no falloff - multiplies by a material's diffuse and specular reflections POINT - has diffuse color - has specular color - has position - no direction - may have falloff (constant, linear, and quadratic) - multiplies by a material's diffuse and specular reflections SPOT - has diffuse color - has specular color - has position - has direction - has cone angle (set to half the total cone angle) - has concentration value - may have falloff (constant, linear, and quadratic) - multiplies by a material's diffuse and specular reflections Normal modes: All of the primitives (rect, box, sphere, etc.) have their normals set nicely. During beginShape/endShape normals can be set by the user. AUTO-NORMAL - if no normal is set during the shape, we are in auto-normal mode - auto-normal calculates one normal per triangle (face-normal mode) SHAPE-NORMAL - if one normal is set during the shape, it will be used for all vertices VERTEX-NORMAL - if multiple normals are set, each normal applies to subsequent vertices - (except for the first one, which applies to previous and subsequent vertices) Efficiency consequences: There is a major efficiency consequence of position-dependent lighting calculations per vertex. (See below for determining whether lighting is vertex position-dependent.) If there is no position dependency then the only factors that affect the lighting contribution per vertex are its colors and its normal. There is a major efficiency win if 1) lighting is not position dependent 2) we are in AUTO-NORMAL or SHAPE-NORMAL mode because then we can calculate one lighting contribution per shape (SHAPE-NORMAL) or per triangle (AUTO-NORMAL) and simply multiply it into the vertex colors. The converse is our worst-case performance when 1) lighting is position dependent 2) we are in AUTO-NORMAL mode because then we must calculate lighting per-face * per-vertex. Each vertex has a different lighting contribution per face in which it appears. Yuck. Determining vertex position dependency: If any of the following factors are TRUE then lighting is vertex position dependent: 1) Any lights uses non-constant falloff 2) There are any point or spot lights 3) There is a light with specular color AND there is a material with specular color So worth noting is that default lighting (a no-falloff ambient and a directional without specularity) is not position-dependent. We should capitalize. Simon Greenwold, April 2005
- Overrides:
lights
in classPGraphicsOpenGL
- See Also:
-
PGraphics.ambientLight(float, float, float, float, float, float)
PGraphics.directionalLight(float, float, float, float, float, float)
PGraphics.pointLight(float, float, float, float, float, float)
PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)
PGraphics.noLights()
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noLights
public void noLights()Description copied from class:PGraphicsOpenGL
Disables lighting.- Overrides:
noLights
in classPGraphicsOpenGL
- See Also:
-
ambientLight
public void ambientLight(float red, float green, float blue) Description copied from class:PGraphicsOpenGL
Add an ambient light based on the current color mode.- Overrides:
ambientLight
in classPGraphicsOpenGL
- Parameters:
red
- red or hue value (depending on current color mode)green
- green or saturation value (depending on current color mode)blue
- blue or brightness value (depending on current color mode)- See Also:
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ambientLight
public void ambientLight(float red, float green, float blue, float x, float y, float z) Description copied from class:PGraphicsOpenGL
Add an ambient light based on the current color mode. This version includes an (x, y, z) position for situations where the falloff distance is used.- Overrides:
ambientLight
in classPGraphicsOpenGL
x
- x-coordinate of the lighty
- y-coordinate of the lightz
- z-coordinate of the light
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directionalLight
public void directionalLight(float red, float green, float blue, float nx, float ny, float nz) Description copied from class:PGraphics
Adds a directional light. Directional light comes from one direction and is stronger when hitting a surface squarely and weaker if it hits at a gentle angle. After hitting a surface, a directional lights scatters in all directions. Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop. The affect of the v1, v2, and v3 parameters is determined by the current color mode. The nx, ny, and nz parameters specify the direction the light is facing. For example, setting ny to -1 will cause the geometry to be lit from below (the light is facing directly upward).- Overrides:
directionalLight
in classPGraphicsOpenGL
- Parameters:
red
- red or hue value (depending on current color mode)green
- green or saturation value (depending on current color mode)blue
- blue or brightness value (depending on current color mode)nx
- direction along the x-axisny
- direction along the y-axisnz
- direction along the z-axis- See Also:
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pointLight
public void pointLight(float red, float green, float blue, float x, float y, float z) Description copied from class:PGraphics
Adds a point light. Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop. The v1, v2, and v3 parameters are interpreted as either RGB or HSB values, depending on the current color mode. The x, y, and z parameters set the position of the light.- Overrides:
pointLight
in classPGraphicsOpenGL
- Parameters:
red
- red or hue value (depending on current color mode)green
- green or saturation value (depending on current color mode)blue
- blue or brightness value (depending on current color mode)x
- x-coordinate of the lighty
- y-coordinate of the lightz
- z-coordinate of the light- See Also:
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spotLight
public void spotLight(float red, float green, float blue, float x, float y, float z, float nx, float ny, float nz, float angle, float concentration) Description copied from class:PGraphics
Adds a spotlight. Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop. The v1, v2, and v3 parameters are interpreted as either RGB or HSB values, depending on the current color mode. The x, y, and z parameters specify the position of the light and nx, ny, nz specify the direction of light. The angle parameter affects angle of the spotlight cone, while concentration sets the bias of light focusing toward the center of that cone.- Overrides:
spotLight
in classPGraphicsOpenGL
- Parameters:
red
- red or hue value (depending on current color mode)green
- green or saturation value (depending on current color mode)blue
- blue or brightness value (depending on current color mode)x
- x-coordinate of the lighty
- y-coordinate of the lightz
- z-coordinate of the lightnx
- direction along the x-axisny
- direction along the y-axisnz
- direction along the z-axisangle
- angle of the spotlight coneconcentration
- exponent determining the center bias of the cone- See Also:
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lightFalloff
public void lightFalloff(float constant, float linear, float quadratic) Description copied from class:PGraphicsOpenGL
Set the light falloff rates for the last light that was created. Default is lightFalloff(1, 0, 0).- Overrides:
lightFalloff
in classPGraphicsOpenGL
- Parameters:
constant
- constant value or determining fallofflinear
- linear value for determining falloffquadratic
- quadratic value for determining falloff- See Also:
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lightSpecular
public void lightSpecular(float v1, float v2, float v3) Description copied from class:PGraphicsOpenGL
Set the specular color of the last light created.- Overrides:
lightSpecular
in classPGraphicsOpenGL
- Parameters:
v1
- red or hue value (depending on current color mode)v2
- green or saturation value (depending on current color mode)v3
- blue or brightness value (depending on current color mode)- See Also:
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