Class PGraphics2D

All Implemented Interfaces:
Cloneable, PConstants

public class PGraphics2D extends PGraphicsOpenGL
  • Constructor Details

    • PGraphics2D

      public PGraphics2D()
  • Method Details

    • is2D

      public boolean is2D()
      Description copied from class: PGraphics
      Return true if this renderer supports 2D drawing. Defaults to true.
      Overrides:
      is2D in class PGraphics
    • is3D

      public boolean is3D()
      Description copied from class: PGraphics
      Return true if this renderer supports 3D drawing. Defaults to false.
      Overrides:
      is3D in class PGraphics
    • 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 class PGraphicsOpenGL
      Parameters:
      which - name of the hint to be enabled or disabled
      See Also:
    • ortho

      public void ortho()
      Description copied from class: PGraphicsOpenGL
      Calls ortho() with the proper parameters for Processing's standard orthographic projection.
      Overrides:
      ortho in class PGraphicsOpenGL
    • 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 class PGraphicsOpenGL
      Parameters:
      left - left plane of the clipping volume
      right - right plane of the clipping volume
      bottom - bottom plane of the clipping volume
      top - top plane of the clipping volume
    • 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 class PGraphicsOpenGL
      near - maximum distance from the origin to the viewer
      far - maximum distance from the origin away from the viewer
    • perspective

      public void perspective()
      Description copied from class: PGraphicsOpenGL
      Calls perspective() with Processing's standard coordinate projection.

      Projection functions:

      • frustrum()
      • ortho()
      • perspective()
      Each of these three functions completely replaces the projection matrix with a new one. They can be called inside setup(), and their effects will be felt inside draw(). At the top of draw(), the projection matrix is not reset. Therefore the last projection function to be called always dominates. On resize, the default projection is always established, which has perspective.

      This behavior is pretty much familiar from OpenGL, except where functions replace matrices, rather than multiplying against the previous.

      Overrides:
      perspective in class PGraphicsOpenGL
    • 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 class PGraphicsOpenGL
      Parameters:
      fov - field-of-view angle (in radians) for vertical direction
      aspect - ratio of width to height
      zNear - z-position of nearest clipping plane
      zFar - z-position of the farthest clipping plane
    • 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 class PGraphicsOpenGL
      Parameters:
      left - left coordinate of the clipping plane
      right - right coordinate of the clipping plane
      bottom - bottom coordinate of the clipping plane
      top - top coordinate of the clipping plane
      znear - near component of the clipping plane; must be greater than zero
      zfar - far component of the clipping plane; must be greater than the near value
      See Also:
    • 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 are
       camera(); // sets up the nice default camera transform
       resetMatrix(); // sets up the identity camera transform
       
      So to rotate a camera a constant amount, you might try
       beginCamera();
       camera();
       rotateY(PI / 8);
       endCamera();
       
      Overrides:
      beginCamera in class PGraphicsOpenGL
      See Also:
    • 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 class PGraphicsOpenGL
      See Also:
    • 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 class PGraphicsOpenGL
      See Also:
    • 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 to
       camera(); // 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 class PGraphicsOpenGL
      Parameters:
      eyeX - x-coordinate for the eye
      eyeY - y-coordinate for the eye
      eyeZ - z-coordinate for the eye
      centerX - x-coordinate for the center of the scene
      centerY - y-coordinate for the center of the scene
      centerZ - z-coordinate for the center of the scene
      upX - usually 0.0, 1.0, or -1.0
      upY - usually 0.0, 1.0, or -1.0
      upZ - usually 0.0, 1.0, or -1.0
    • shape

      public void shape(PShape shape)
      Overrides:
      shape in class PGraphics
    • shape

      public void shape(PShape shape, float x, float y)
      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.
      Overrides:
      shape in class PGraphics
      Parameters:
      shape - the shape to display
      x - x-coordinate of the shape
      y - y-coordinate of the shape
      See Also:
    • shape

      public void shape(PShape shape, float a, float b, float c, float d)
      Overrides:
      shape in class PGraphics
      a - x-coordinate of the shape
      b - y-coordinate of the shape
      c - width to display the shape
      d - height to display the shape
    • shape

      public void shape(PShape shape, float x, float y, float z)
    • shape

      public void shape(PShape shape, float x, float y, float z, float c, float d, float e)
    • 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 class PGraphicsOpenGL
      Parameters:
      x - 3D x-coordinate to be mapped
      y - 3D y-coordinate to be mapped
      z - 3D z-coordinate to be mapped
      See Also:
    • 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 class PGraphicsOpenGL
      Parameters:
      x - 3D x-coordinate to be mapped
      y - 3D y-coordinate to be mapped
      z - 3D z-coordinate to be mapped
      See Also:
    • 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 class PGraphicsOpenGL
      Parameters:
      x - 3D x-coordinate to be mapped
      y - 3D y-coordinate to be mapped
      z - 3D z-coordinate to be mapped
      See Also:
    • 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 class PGraphicsOpenGL
      Parameters:
      x2 - the x-coordinate of the 1st control point
      y2 - the y-coordinate of the 1st control point
      z2 - the z-coordinate of the 1st control point
      x3 - the x-coordinate of the 2nd control point
      y3 - the y-coordinate of the 2nd control point
      z3 - the z-coordinate of the 2nd control point
      x4 - the x-coordinate of the anchor point
      y4 - the y-coordinate of the anchor point
      z4 - the z-coordinate of the anchor point
      See Also:
    • quadraticVertex

      public void quadraticVertex(float x2, float y2, float z2, float x4, float y4, float z4)
      Overrides:
      quadraticVertex in class PGraphicsOpenGL
      z2 - the z-coordinate of the control point
      z4 - the z-coordinate of the anchor point
    • curveVertex

      public void curveVertex(float x, float y, float z)
      Overrides:
      curveVertex in class PGraphicsOpenGL
      z - the z-coordinate of the vertex
    • box

      public void box(float w, float h, float d)
      Overrides:
      box in class PGraphicsOpenGL
      Parameters:
      w - dimension of the box in the x-dimension
      h - dimension of the box in the y-dimension
      d - dimension of the box in the z-dimension
    • 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 class PGraphicsOpenGL
      Parameters:
      r - the radius of the sphere
      See Also:
    • vertex

      public void vertex(float x, float y, float z)
      Overrides:
      vertex in class PGraphicsOpenGL
    • 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 class PGraphicsOpenGL
      Parameters:
      x - x-coordinate of the vertex
      y - y-coordinate of the vertex
      z - z-coordinate of the vertex
      u - horizontal coordinate for the texture mapping
      v - vertical coordinate for the texture mapping
      See Also:
    • translate

      public void translate(float tx, float ty, float tz)
      Overrides:
      translate in class PGraphicsOpenGL
      tz - forward/backward translation
    • 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 class PGraphicsOpenGL
      Parameters:
      angle - angle of rotation specified in radians
      See Also:
    • 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 class PGraphicsOpenGL
      Parameters:
      angle - angle of rotation specified in radians
      See Also:
    • 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 class PGraphicsOpenGL
      Parameters:
      angle - angle of rotation specified in radians
      See Also:
    • 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 class PGraphicsOpenGL
    • applyMatrix

      public void applyMatrix(PMatrix3D source)
      Overrides:
      applyMatrix in class PGraphicsOpenGL
    • 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 class PGraphicsOpenGL
      n03 - numbers which define the 4x4 matrix to be multiplied
      n13 - numbers which define the 4x4 matrix to be multiplied
      n20 - numbers which define the 4x4 matrix to be multiplied
      n21 - numbers which define the 4x4 matrix to be multiplied
      n22 - numbers which define the 4x4 matrix to be multiplied
      n23 - numbers which define the 4x4 matrix to be multiplied
      n30 - numbers which define the 4x4 matrix to be multiplied
      n31 - numbers which define the 4x4 matrix to be multiplied
      n32 - numbers which define the 4x4 matrix to be multiplied
      n33 - numbers which define the 4x4 matrix to be multiplied
    • scale

      public void scale(float sx, float sy, float sz)
      Description copied from class: PGraphicsOpenGL
      Scale in three dimensions.
      Overrides:
      scale in class PGraphicsOpenGL
      sz - percentage to scale the object in the z-axis
    • screenX

      public float screenX(float x, float y, float z)
      Overrides:
      screenX in class PGraphicsOpenGL
      z - 3D z-coordinate to be mapped
    • screenY

      public float screenY(float x, float y, float z)
      Overrides:
      screenY in class PGraphicsOpenGL
      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 class PGraphicsOpenGL
      Parameters:
      x - 3D x-coordinate to be mapped
      y - 3D y-coordinate to be mapped
      z - 3D z-coordinate to be mapped
      See Also:
    • getMatrix

      public PMatrix3D getMatrix(PMatrix3D target)
      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 class PGraphicsOpenGL
    • setMatrix

      public void setMatrix(PMatrix3D source)
      Description copied from class: PGraphicsOpenGL
      Set the current transformation to the contents of the specified source.
      Overrides:
      setMatrix in class PGraphicsOpenGL
    • 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 class PGraphicsOpenGL
      See Also:
    • noLights

      public void noLights()
      Description copied from class: PGraphicsOpenGL
      Disables lighting.
      Overrides:
      noLights in class PGraphicsOpenGL
      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 class PGraphicsOpenGL
      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:
    • 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 class PGraphicsOpenGL
      x - x-coordinate of the light
      y - y-coordinate of the light
      z - z-coordinate of the light
    • 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 class PGraphicsOpenGL
      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-axis
      ny - direction along the y-axis
      nz - direction along the z-axis
      See Also:
    • 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 class PGraphicsOpenGL
      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 light
      y - y-coordinate of the light
      z - z-coordinate of the light
      See Also:
    • 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 class PGraphicsOpenGL
      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 light
      y - y-coordinate of the light
      z - z-coordinate of the light
      nx - direction along the x-axis
      ny - direction along the y-axis
      nz - direction along the z-axis
      angle - angle of the spotlight cone
      concentration - exponent determining the center bias of the cone
      See Also:
    • 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 class PGraphicsOpenGL
      Parameters:
      constant - constant value or determining falloff
      linear - linear value for determining falloff
      quadratic - quadratic value for determining falloff
      See Also:
    • 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 class PGraphicsOpenGL
      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: