processing-js
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For the project website, visit http://processingjs.org
12,082 lines • 461 kB
JavaScript
/**
* Processing.js object
*/
module.exports = function(options, undef) {
var defaultScope = options.defaultScope,
extend = options.extend,
Browser = options.Browser,
ajax = Browser.ajax,
navigator = Browser.navigator,
window = Browser.window,
XMLHttpRequest = window.XMLHttpRequest,
document = Browser.document,
noop = options.noop,
PConstants = defaultScope.PConstants;
PFont = defaultScope.PFont,
PShapeSVG = defaultScope.PShapeSVG,
PVector = defaultScope.PVector,
Char = Character = defaultScope.Char,
ObjectIterator = defaultScope.ObjectIterator,
XMLElement = defaultScope.XMLElement,
XML = defaultScope.XML;
// fascinating "read only" jshint error if we don't start a new var block here.
var HTMLCanvasElement = window.HTMLCanvasElement,
HTMLImageElement = window.HTMLImageElement;
// window.localStorage cannot be accessed if a user is blocking cookies.
// In that case, we make it a temporary source cache object.
var localStorage;
try { localStorage = window.localStorage; } catch (e) { localStorage = {}; }
var isDOMPresent = ("document" in this) && !("fake" in this.document);
// document.head polyfill for the benefit of Firefox 3.6
if (!document.head) {
document.head = document.getElementsByTagName('head')[0];
}
var Float32Array = setupTypedArray("Float32Array", "WebGLFloatArray"),
Int32Array = setupTypedArray("Int32Array", "WebGLIntArray"),
Uint16Array = setupTypedArray("Uint16Array", "WebGLUnsignedShortArray"),
Uint8Array = setupTypedArray("Uint8Array", "WebGLUnsignedByteArray");
// Typed Arrays: fallback to WebGL arrays or Native JS arrays if unavailable
function setupTypedArray(name, fallback) {
// Check if TypedArray exists, and use if so.
if (name in window) {
return window[name];
}
// Check if WebGLArray exists
if (typeof window[fallback] === "function") {
return window[fallback];
}
// Use Native JS array
return function(obj) {
if (obj instanceof Array) {
return obj;
}
if (typeof obj === "number") {
var arr = [];
arr.length = obj;
return arr;
}
};
}
/* IE9+ quirks mode check - ticket #1606 */
if (document.documentMode >= 9 && !document.doctype) {
throw("The doctype directive is missing. The recommended doctype in Internet Explorer is the HTML5 doctype: <!DOCTYPE html>");
}
// Manage multiple Processing instances
var processingInstances = [];
var processingInstanceIds = {};
/**
* instance tracking - adding new instances
*/
var addInstance = function(processing) {
if (processing.externals.canvas.id === undef || !processing.externals.canvas.id.length) {
processing.externals.canvas.id = "__processing" + processingInstances.length;
}
processingInstanceIds[processing.externals.canvas.id] = processingInstances.length;
processingInstances.push(processing);
};
/**
* instance tracking - removal
*/
var removeInstance = function(id) {
processingInstances.splice(processingInstanceIds[id], 1);
delete processingInstanceIds[id];
};
/**
* The Processing object
*/
var Processing = this.Processing = function(aCanvas, aCode, aFunctions) {
if (!(this instanceof Processing)) {
throw("called Processing constructor as if it were a function: missing 'new'.");
}
var curElement = {},
pgraphicsMode = (aCanvas === undef && aCode === undef);
if (pgraphicsMode) {
curElement = document.createElement("canvas");
} else {
// We'll take a canvas element or a string for a canvas element's id
curElement = typeof aCanvas === "string" ? document.getElementById(aCanvas) : aCanvas;
}
if (!('getContext' in curElement)) {
throw("called Processing constructor without passing canvas element reference or id.");
}
function unimplemented(s) {
Processing.debug('Unimplemented - ' + s);
}
////////////////////////////////////////////////////////////////////////////
// JavaScript event binding and releasing
////////////////////////////////////////////////////////////////////////////
var eventHandlers = [];
function attachEventHandler(elem, type, fn) {
if (elem.addEventListener) {
elem.addEventListener(type, fn, false);
} else {
elem.attachEvent("on" + type, fn);
}
eventHandlers.push({elem: elem, type: type, fn: fn});
}
function detachEventHandler(eventHandler) {
var elem = eventHandler.elem,
type = eventHandler.type,
fn = eventHandler.fn;
if (elem.removeEventListener) {
elem.removeEventListener(type, fn, false);
} else if (elem.detachEvent) {
elem.detachEvent("on" + type, fn);
}
}
function detachEventHandlersByType(element, types) {
Object.keys(eventHandlers).forEach(function(eventHandler) {
if (types.indexOf(eventHandler.type) > -1 && (eventHandler.elem == element)) {
detachEventHandler(eventHandler.type);
}
});
}
function removeFirstArgument(args) {
return Array.prototype.slice.call(args, 1);
}
// When something new is added to "p." it must also be added to the "names" array.
// The names array contains the names of everything that is inside "p."
var p = this;
p.Char = p.Character = Char;
// add in the Processing API functions
eventHandlers = [];
extend.withCommonFunctions(p);
extend.withMath(p);
extend.withProxyFunctions(p, removeFirstArgument);
extend.withTouch(p, curElement, attachEventHandler, detachEventHandlersByType, document, PConstants);
// custom functions and properties are added here
if(aFunctions) {
Object.keys(aFunctions).forEach(function(name) {
p[name] = aFunctions[name];
});
}
// PJS specific (non-p5) methods and properties to externalize
p.externals = {
canvas: curElement,
context: undef,
sketch: undef,
window: window
};
p.name = 'Processing.js Instance'; // Set Processing defaults / environment variables
p.use3DContext = false; // default '2d' canvas context
/**
* Confirms if a Processing program is "focused", meaning that it is
* active and will accept input from mouse or keyboard. This variable
* is "true" if it is focused and "false" if not. This variable is
* often used when you want to warn people they need to click on the
* browser before it will work.
*/
p.focused = false;
p.breakShape = false;
// Glyph path storage for textFonts
p.glyphTable = {};
// Global vars for tracking mouse position
p.pmouseX = 0;
p.pmouseY = 0;
p.mouseX = 0;
p.mouseY = 0;
p.mouseButton = 0;
p.mouseScroll = 0;
// Undefined event handlers to be replaced by user when needed
p.mouseClicked = undef;
p.mouseDragged = undef;
p.mouseMoved = undef;
p.mousePressed = undef;
p.mouseReleased = undef;
p.mouseScrolled = undef;
p.mouseOver = undef;
p.mouseOut = undef;
p.touchStart = undef;
p.touchEnd = undef;
p.touchMove = undef;
p.touchCancel = undef;
p.key = undef;
p.keyCode = undef;
p.keyPressed = noop; // needed to remove function checks
p.keyReleased = noop;
p.keyTyped = noop;
p.draw = undef;
p.setup = undef;
// Remapped vars
p.__mousePressed = false;
p.__keyPressed = false;
p.__frameRate = 60;
// The current animation frame
p.frameCount = 0;
// The height/width of the canvas
p.width = 100;
p.height = 100;
// "Private" variables used to maintain state
var curContext,
curSketch,
drawing, // hold a Drawing2D or Drawing3D object
doFill = true,
fillStyle = [1.0, 1.0, 1.0, 1.0],
currentFillColor = 0xFFFFFFFF,
isFillDirty = true,
doStroke = true,
strokeStyle = [0.0, 0.0, 0.0, 1.0],
currentStrokeColor = 0xFF000000,
isStrokeDirty = true,
lineWidth = 1,
loopStarted = false,
renderSmooth = false,
doLoop = true,
looping = 0,
curRectMode = PConstants.CORNER,
curEllipseMode = PConstants.CENTER,
normalX = 0,
normalY = 0,
normalZ = 0,
normalMode = PConstants.NORMAL_MODE_AUTO,
curFrameRate = 60,
curMsPerFrame = 1000/curFrameRate,
curCursor = PConstants.ARROW,
oldCursor = curElement.style.cursor,
curShape = PConstants.POLYGON,
curShapeCount = 0,
curvePoints = [],
curTightness = 0,
curveDet = 20,
curveInited = false,
backgroundObj = -3355444, // rgb(204, 204, 204) is the default gray background colour
bezDetail = 20,
colorModeA = 255,
colorModeX = 255,
colorModeY = 255,
colorModeZ = 255,
pathOpen = false,
mouseDragging = false,
pmouseXLastFrame = 0,
pmouseYLastFrame = 0,
curColorMode = PConstants.RGB,
curTint = null,
curTint3d = null,
getLoaded = false,
start = Date.now(),
timeSinceLastFPS = start,
framesSinceLastFPS = 0,
textcanvas,
curveBasisMatrix,
curveToBezierMatrix,
curveDrawMatrix,
bezierDrawMatrix,
bezierBasisInverse,
bezierBasisMatrix,
curContextCache = { attributes: {}, locations: {} },
// Shaders
programObject3D,
programObject2D,
programObjectUnlitShape,
boxBuffer,
boxNormBuffer,
boxOutlineBuffer,
rectBuffer,
rectNormBuffer,
sphereBuffer,
lineBuffer,
fillBuffer,
fillColorBuffer,
strokeColorBuffer,
pointBuffer,
shapeTexVBO,
canTex, // texture for createGraphics
textTex, // texture for 3d tex
curTexture = {width:0,height:0},
curTextureMode = PConstants.IMAGE,
usingTexture = false,
textBuffer,
textureBuffer,
indexBuffer,
// Text alignment
horizontalTextAlignment = PConstants.LEFT,
verticalTextAlignment = PConstants.BASELINE,
textMode = PConstants.MODEL,
// Font state
curFontName = "Arial",
curTextSize = 12,
curTextAscent = 9,
curTextDescent = 2,
curTextLeading = 14,
curTextFont = PFont.get(curFontName, curTextSize),
// Pixels cache
originalContext,
proxyContext = null,
isContextReplaced = false,
setPixelsCached,
maxPixelsCached = 1000,
pressedKeysMap = [],
lastPressedKeyCode = null,
codedKeys = [ PConstants.SHIFT, PConstants.CONTROL, PConstants.ALT, PConstants.CAPSLK, PConstants.PGUP, PConstants.PGDN,
PConstants.END, PConstants.HOME, PConstants.LEFT, PConstants.UP, PConstants.RIGHT, PConstants.DOWN, PConstants.NUMLK,
PConstants.INSERT, PConstants.F1, PConstants.F2, PConstants.F3, PConstants.F4, PConstants.F5, PConstants.F6, PConstants.F7,
PConstants.F8, PConstants.F9, PConstants.F10, PConstants.F11, PConstants.F12, PConstants.META ];
// User can only have MAX_LIGHTS lights
var lightCount = 0;
//sphere stuff
var sphereDetailV = 0,
sphereDetailU = 0,
sphereX = [],
sphereY = [],
sphereZ = [],
sinLUT = new Float32Array(PConstants.SINCOS_LENGTH),
cosLUT = new Float32Array(PConstants.SINCOS_LENGTH),
sphereVerts,
sphereNorms;
// Camera defaults and settings
var cam,
cameraInv,
modelView,
modelViewInv,
userMatrixStack,
userReverseMatrixStack,
inverseCopy,
projection,
manipulatingCamera = false,
frustumMode = false,
cameraFOV = 60 * (Math.PI / 180),
cameraX = p.width / 2,
cameraY = p.height / 2,
cameraZ = cameraY / Math.tan(cameraFOV / 2),
cameraNear = cameraZ / 10,
cameraFar = cameraZ * 10,
cameraAspect = p.width / p.height;
var vertArray = [],
curveVertArray = [],
curveVertCount = 0,
isCurve = false,
isBezier = false,
firstVert = true;
//PShape stuff
var curShapeMode = PConstants.CORNER;
// Stores states for pushStyle() and popStyle().
var styleArray = [];
// The vertices for the box cannot be specified using a triangle strip since each
// side of the cube must have its own set of normals.
// Vertices are specified in a counter-clockwise order.
// Triangles are in this order: back, front, right, bottom, left, top.
var boxVerts = new Float32Array([
0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5,
0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5,
0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5,
0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5,
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5,
0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5]);
var boxOutlineVerts = new Float32Array([
0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5,
-0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5,
0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5,
0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5,
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5]);
var boxNorms = new Float32Array([
0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1,
0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0,
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0,
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0]);
// These verts are used for the fill and stroke using TRIANGLE_FAN and LINE_LOOP.
var rectVerts = new Float32Array([0,0,0, 0,1,0, 1,1,0, 1,0,0]);
var rectNorms = new Float32Array([0,0,1, 0,0,1, 0,0,1, 0,0,1]);
// Shader for points and lines in begin/endShape.
var vertexShaderSrcUnlitShape =
"varying vec4 vFrontColor;" +
"attribute vec3 aVertex;" +
"attribute vec4 aColor;" +
"uniform mat4 uView;" +
"uniform mat4 uProjection;" +
"uniform float uPointSize;" +
"void main(void) {" +
" vFrontColor = aColor;" +
" gl_PointSize = uPointSize;" +
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" +
"}";
var fragmentShaderSrcUnlitShape =
"#ifdef GL_ES\n" +
"precision highp float;\n" +
"#endif\n" +
"varying vec4 vFrontColor;" +
"uniform bool uSmooth;" +
"void main(void){" +
" if(uSmooth == true){" +
" float dist = distance(gl_PointCoord, vec2(0.5));" +
" if(dist > 0.5){" +
" discard;" +
" }" +
" }" +
" gl_FragColor = vFrontColor;" +
"}";
// Shader for rect, text, box outlines, sphere outlines, point() and line().
var vertexShaderSrc2D =
"varying vec4 vFrontColor;" +
"attribute vec3 aVertex;" +
"attribute vec2 aTextureCoord;" +
"uniform vec4 uColor;" +
"uniform mat4 uModel;" +
"uniform mat4 uView;" +
"uniform mat4 uProjection;" +
"uniform float uPointSize;" +
"varying vec2 vTextureCoord;"+
"void main(void) {" +
" gl_PointSize = uPointSize;" +
" vFrontColor = uColor;" +
" gl_Position = uProjection * uView * uModel * vec4(aVertex, 1.0);" +
" vTextureCoord = aTextureCoord;" +
"}";
var fragmentShaderSrc2D =
"#ifdef GL_ES\n" +
"precision highp float;\n" +
"#endif\n" +
"varying vec4 vFrontColor;" +
"varying vec2 vTextureCoord;"+
"uniform sampler2D uSampler;"+
"uniform int uIsDrawingText;"+
"uniform bool uSmooth;" +
"void main(void){" +
// WebGL does not support POINT_SMOOTH, so we do it ourselves
" if(uSmooth == true){" +
" float dist = distance(gl_PointCoord, vec2(0.5));" +
" if(dist > 0.5){" +
" discard;" +
" }" +
" }" +
" if(uIsDrawingText == 1){" +
" float alpha = texture2D(uSampler, vTextureCoord).a;"+
" gl_FragColor = vec4(vFrontColor.rgb * alpha, alpha);"+
" }" +
" else{" +
" gl_FragColor = vFrontColor;" +
" }" +
"}";
var webglMaxTempsWorkaround = /Windows/.test(navigator.userAgent);
// Vertex shader for boxes and spheres.
var vertexShaderSrc3D =
"varying vec4 vFrontColor;" +
"attribute vec3 aVertex;" +
"attribute vec3 aNormal;" +
"attribute vec4 aColor;" +
"attribute vec2 aTexture;" +
"varying vec2 vTexture;" +
"uniform vec4 uColor;" +
"uniform bool uUsingMat;" +
"uniform vec3 uSpecular;" +
"uniform vec3 uMaterialEmissive;" +
"uniform vec3 uMaterialAmbient;" +
"uniform vec3 uMaterialSpecular;" +
"uniform float uShininess;" +
"uniform mat4 uModel;" +
"uniform mat4 uView;" +
"uniform mat4 uProjection;" +
"uniform mat4 uNormalTransform;" +
"uniform int uLightCount;" +
"uniform vec3 uFalloff;" +
// Careful changing the order of these fields. Some cards
// have issues with memory alignment.
"struct Light {" +
" int type;" +
" vec3 color;" +
" vec3 position;" +
" vec3 direction;" +
" float angle;" +
" vec3 halfVector;" +
" float concentration;" +
"};" +
// nVidia cards have issues with arrays of structures
// so instead we create 8 instances of Light.
"uniform Light uLights0;" +
"uniform Light uLights1;" +
"uniform Light uLights2;" +
"uniform Light uLights3;" +
"uniform Light uLights4;" +
"uniform Light uLights5;" +
"uniform Light uLights6;" +
"uniform Light uLights7;" +
// GLSL does not support switch.
"Light getLight(int index){" +
" if(index == 0) return uLights0;" +
" if(index == 1) return uLights1;" +
" if(index == 2) return uLights2;" +
" if(index == 3) return uLights3;" +
" if(index == 4) return uLights4;" +
" if(index == 5) return uLights5;" +
" if(index == 6) return uLights6;" +
// Do not use a conditional for the last return statement
// because some video cards will fail and complain that
// "not all paths return".
" return uLights7;" +
"}" +
"void AmbientLight( inout vec3 totalAmbient, in vec3 ecPos, in Light light ) {" +
// Get the vector from the light to the vertex and
// get the distance from the current vector to the light position.
" float d = length( light.position - ecPos );" +
" float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ));" +
" totalAmbient += light.color * attenuation;" +
"}" +
/*
col - accumulated color
spec - accumulated specular highlight
vertNormal - Normal of the vertex
ecPos - eye coordinate position
light - light structure
*/
"void DirectionalLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
" float powerFactor = 0.0;" +
" float nDotVP = max(0.0, dot( vertNormal, normalize(-light.position) ));" +
" float nDotVH = max(0.0, dot( vertNormal, normalize(-light.position-normalize(ecPos) )));" +
" if( nDotVP != 0.0 ){" +
" powerFactor = pow( nDotVH, uShininess );" +
" }" +
" col += light.color * nDotVP;" +
" spec += uSpecular * powerFactor;" +
"}" +
/*
col - accumulated color
spec - accumulated specular highlight
vertNormal - Normal of the vertex
ecPos - eye coordinate position
light - light structure
*/
"void PointLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
" float powerFactor;" +
// Get the vector from the light to the vertex.
" vec3 VP = light.position - ecPos;" +
// Get the distance from the current vector to the light position.
" float d = length( VP ); " +
// Normalize the light ray so it can be used in the dot product operation.
" VP = normalize( VP );" +
" float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ));" +
" float nDotVP = max( 0.0, dot( vertNormal, VP ));" +
" vec3 halfVector = normalize( VP - normalize(ecPos) );" +
" float nDotHV = max( 0.0, dot( vertNormal, halfVector ));" +
" if( nDotVP == 0.0 ) {" +
" powerFactor = 0.0;" +
" }" +
" else {" +
" powerFactor = pow( nDotHV, uShininess );" +
" }" +
" spec += uSpecular * powerFactor * attenuation;" +
" col += light.color * nDotVP * attenuation;" +
"}" +
/*
col - accumulated color
spec - accumulated specular highlight
vertNormal - Normal of the vertex
ecPos - eye coordinate position
light - light structure
*/
"void SpotLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
" float spotAttenuation;" +
" float powerFactor = 0.0;" +
// Calculate the vector from the current vertex to the light.
" vec3 VP = light.position - ecPos;" +
" vec3 ldir = normalize( -light.direction );" +
// Get the distance from the spotlight and the vertex
" float d = length( VP );" +
" VP = normalize( VP );" +
" float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ) );" +
// Dot product of the vector from vertex to light and light direction.
" float spotDot = dot( VP, ldir );" +
// If the vertex falls inside the cone
(webglMaxTempsWorkaround ? // Windows reports max temps error if light.angle is used
" spotAttenuation = 1.0; " :
" if( spotDot > cos( light.angle ) ) {" +
" spotAttenuation = pow( spotDot, light.concentration );" +
" }" +
" else{" +
" spotAttenuation = 0.0;" +
" }" +
" attenuation *= spotAttenuation;" +
"") +
" float nDotVP = max( 0.0, dot( vertNormal, VP ) );" +
" vec3 halfVector = normalize( VP - normalize(ecPos) );" +
" float nDotHV = max( 0.0, dot( vertNormal, halfVector ) );" +
" if( nDotVP != 0.0 ) {" +
" powerFactor = pow( nDotHV, uShininess );" +
" }" +
" spec += uSpecular * powerFactor * attenuation;" +
" col += light.color * nDotVP * attenuation;" +
"}" +
"void main(void) {" +
" vec3 finalAmbient = vec3( 0.0 );" +
" vec3 finalDiffuse = vec3( 0.0 );" +
" vec3 finalSpecular = vec3( 0.0 );" +
" vec4 col = uColor;" +
" if ( uColor[0] == -1.0 ){" +
" col = aColor;" +
" }" +
// We use the sphere vertices as the normals when we create the sphere buffer.
// But this only works if the sphere vertices are unit length, so we
// have to normalize the normals here. Since this is only required for spheres
// we could consider placing this in a conditional later on.
" vec3 norm = normalize(vec3( uNormalTransform * vec4( aNormal, 0.0 ) ));" +
" vec4 ecPos4 = uView * uModel * vec4(aVertex, 1.0);" +
" vec3 ecPos = (vec3(ecPos4))/ecPos4.w;" +
// If there were no lights this draw call, just use the
// assigned fill color of the shape and the specular value.
" if( uLightCount == 0 ) {" +
" vFrontColor = col + vec4(uMaterialSpecular, 1.0);" +
" }" +
" else {" +
// WebGL forces us to iterate over a constant value
// so we can't iterate using lightCount.
" for( int i = 0; i < 8; i++ ) {" +
" Light l = getLight(i);" +
// We can stop iterating if we know we have gone past
// the number of lights which are actually on. This gives us a
// significant performance increase with high vertex counts.
" if( i >= uLightCount ){" +
" break;" +
" }" +
" if( l.type == 0 ) {" +
" AmbientLight( finalAmbient, ecPos, l );" +
" }" +
" else if( l.type == 1 ) {" +
" DirectionalLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
" }" +
" else if( l.type == 2 ) {" +
" PointLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
" }" +
" else {" +
" SpotLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
" }" +
" }" +
" if( uUsingMat == false ) {" +
" vFrontColor = vec4(" +
" vec3( col ) * finalAmbient +" +
" vec3( col ) * finalDiffuse +" +
" vec3( col ) * finalSpecular," +
" col[3] );" +
" }" +
" else{" +
" vFrontColor = vec4( " +
" uMaterialEmissive + " +
" (vec3(col) * uMaterialAmbient * finalAmbient ) + " +
" (vec3(col) * finalDiffuse) + " +
" (uMaterialSpecular * finalSpecular), " +
" col[3] );" +
" }" +
" }" +
" vTexture.xy = aTexture.xy;" +
" gl_Position = uProjection * uView * uModel * vec4( aVertex, 1.0 );" +
"}";
var fragmentShaderSrc3D =
"#ifdef GL_ES\n" +
"precision highp float;\n" +
"#endif\n" +
"varying vec4 vFrontColor;" +
"uniform sampler2D uSampler;" +
"uniform bool uUsingTexture;" +
"varying vec2 vTexture;" +
// In Processing, when a texture is used, the fill color is ignored
// vec4(1.0,1.0,1.0,0.5)
"void main(void){" +
" if( uUsingTexture ){" +
" gl_FragColor = vec4(texture2D(uSampler, vTexture.xy)) * vFrontColor;" +
" }"+
" else{" +
" gl_FragColor = vFrontColor;" +
" }" +
"}";
////////////////////////////////////////////////////////////////////////////
// 3D Functions
////////////////////////////////////////////////////////////////////////////
/*
* Sets a uniform variable in a program object to a particular
* value. Before calling this function, ensure the correct
* program object has been installed as part of the current
* rendering state by calling useProgram.
*
* On some systems, if the variable exists in the shader but isn't used,
* the compiler will optimize it out and this function will fail.
*
* @param {String} cacheId
* @param {WebGLProgram} programObj program object returned from
* createProgramObject
* @param {String} varName the name of the variable in the shader
* @param {float | Array} varValue either a scalar value or an Array
*
* @returns none
*
* @see uniformi
* @see uniformMatrix
*/
function uniformf(cacheId, programObj, varName, varValue) {
var varLocation = curContextCache.locations[cacheId];
if(varLocation === undef) {
varLocation = curContext.getUniformLocation(programObj, varName);
curContextCache.locations[cacheId] = varLocation;
}
// the variable won't be found if it was optimized out.
if (varLocation !== null) {
if (varValue.length === 4) {
curContext.uniform4fv(varLocation, varValue);
} else if (varValue.length === 3) {
curContext.uniform3fv(varLocation, varValue);
} else if (varValue.length === 2) {
curContext.uniform2fv(varLocation, varValue);
} else {
curContext.uniform1f(varLocation, varValue);
}
}
}
/**
* Sets a uniform int or int array in a program object to a particular
* value. Before calling this function, ensure the correct
* program object has been installed as part of the current
* rendering state.
*
* On some systems, if the variable exists in the shader but isn't used,
* the compiler will optimize it out and this function will fail.
*
* @param {String} cacheId
* @param {WebGLProgram} programObj program object returned from
* createProgramObject
* @param {String} varName the name of the variable in the shader
* @param {int | Array} varValue either a scalar value or an Array
*
* @returns none
*
* @see uniformf
* @see uniformMatrix
*/
function uniformi(cacheId, programObj, varName, varValue) {
var varLocation = curContextCache.locations[cacheId];
if(varLocation === undef) {
varLocation = curContext.getUniformLocation(programObj, varName);
curContextCache.locations[cacheId] = varLocation;
}
// the variable won't be found if it was optimized out.
if (varLocation !== null) {
if (varValue.length === 4) {
curContext.uniform4iv(varLocation, varValue);
} else if (varValue.length === 3) {
curContext.uniform3iv(varLocation, varValue);
} else if (varValue.length === 2) {
curContext.uniform2iv(varLocation, varValue);
} else {
curContext.uniform1i(varLocation, varValue);
}
}
}
/**
* Sets the value of a uniform matrix variable in a program
* object. Before calling this function, ensure the correct
* program object has been installed as part of the current
* rendering state.
*
* On some systems, if the variable exists in the shader but
* isn't used, the compiler will optimize it out and this
* function will fail.
*
* @param {String} cacheId
* @param {WebGLProgram} programObj program object returned from
* createProgramObject
* @param {String} varName the name of the variable in the shader
* @param {boolean} transpose must be false
* @param {Array} matrix an array of 4, 9 or 16 values
*
* @returns none
*
* @see uniformi
* @see uniformf
*/
function uniformMatrix(cacheId, programObj, varName, transpose, matrix) {
var varLocation = curContextCache.locations[cacheId];
if(varLocation === undef) {
varLocation = curContext.getUniformLocation(programObj, varName);
curContextCache.locations[cacheId] = varLocation;
}
// The variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (matrix.length === 16) {
curContext.uniformMatrix4fv(varLocation, transpose, matrix);
} else if (matrix.length === 9) {
curContext.uniformMatrix3fv(varLocation, transpose, matrix);
} else {
curContext.uniformMatrix2fv(varLocation, transpose, matrix);
}
}
}
/**
* Binds the VBO, sets the vertex attribute data for the program
* object and enables the attribute.
*
* On some systems, if the attribute exists in the shader but
* isn't used, the compiler will optimize it out and this
* function will fail.
*
* @param {String} cacheId
* @param {WebGLProgram} programObj program object returned from
* createProgramObject
* @param {String} varName the name of the variable in the shader
* @param {int} size the number of components per vertex attribute
* @param {WebGLBuffer} VBO Vertex Buffer Object
*
* @returns none
*
* @see disableVertexAttribPointer
*/
function vertexAttribPointer(cacheId, programObj, varName, size, VBO) {
var varLocation = curContextCache.attributes[cacheId];
if(varLocation === undef) {
varLocation = curContext.getAttribLocation(programObj, varName);
curContextCache.attributes[cacheId] = varLocation;
}
if (varLocation !== -1) {
curContext.bindBuffer(curContext.ARRAY_BUFFER, VBO);
curContext.vertexAttribPointer(varLocation, size, curContext.FLOAT, false, 0, 0);
curContext.enableVertexAttribArray(varLocation);
}
}
/**
* Disables a program object attribute from being sent to WebGL.
*
* @param {String} cacheId
* @param {WebGLProgram} programObj program object returned from
* createProgramObject
* @param {String} varName name of the attribute
*
* @returns none
*
* @see vertexAttribPointer
*/
function disableVertexAttribPointer(cacheId, programObj, varName){
var varLocation = curContextCache.attributes[cacheId];
if(varLocation === undef) {
varLocation = curContext.getAttribLocation(programObj, varName);
curContextCache.attributes[cacheId] = varLocation;
}
if (varLocation !== -1) {
curContext.disableVertexAttribArray(varLocation);
}
}
/**
* Creates a WebGL program object.
*
* @param {String} vetexShaderSource
* @param {String} fragmentShaderSource
*
* @returns {WebGLProgram} A program object
*/
var createProgramObject = function(curContext, vetexShaderSource, fragmentShaderSource) {
var vertexShaderObject = curContext.createShader(curContext.VERTEX_SHADER);
curContext.shaderSource(vertexShaderObject, vetexShaderSource);
curContext.compileShader(vertexShaderObject);
if (!curContext.getShaderParameter(vertexShaderObject, curContext.COMPILE_STATUS)) {
throw curContext.getShaderInfoLog(vertexShaderObject);
}
var fragmentShaderObject = curContext.createShader(curContext.FRAGMENT_SHADER);
curContext.shaderSource(fragmentShaderObject, fragmentShaderSource);
curContext.compileShader(fragmentShaderObject);
if (!curContext.getShaderParameter(fragmentShaderObject, curContext.COMPILE_STATUS)) {
throw curContext.getShaderInfoLog(fragmentShaderObject);
}
var programObject = curContext.createProgram();
curContext.attachShader(programObject, vertexShaderObject);
curContext.attachShader(programObject, fragmentShaderObject);
curContext.linkProgram(programObject);
if (!curContext.getProgramParameter(programObject, curContext.LINK_STATUS)) {
throw "Error linking shaders.";
}
return programObject;
};
////////////////////////////////////////////////////////////////////////////
// 2D/3D drawing handling
////////////////////////////////////////////////////////////////////////////
var imageModeCorner = function(x, y, w, h, whAreSizes) {
return {
x: x,
y: y,
w: w,
h: h
};
};
var imageModeConvert = imageModeCorner;
var imageModeCorners = function(x, y, w, h, whAreSizes) {
return {
x: x,
y: y,
w: whAreSizes ? w : w - x,
h: whAreSizes ? h : h - y
};
};
var imageModeCenter = function(x, y, w, h, whAreSizes) {
return {
x: x - w / 2,
y: y - h / 2,
w: w,
h: h
};
};
// Objects for shared, 2D and 3D contexts
var DrawingShared = function(){};
var Drawing2D = function(){};
var Drawing3D = function(){};
var DrawingPre = function(){};
// Setup the prototype chain
Drawing2D.prototype = new DrawingShared();
Drawing2D.prototype.constructor = Drawing2D;
Drawing3D.prototype = new DrawingShared();
Drawing3D.prototype.constructor = Drawing3D;
DrawingPre.prototype = new DrawingShared();
DrawingPre.prototype.constructor = DrawingPre;
// A no-op function for when the user calls 3D functions from a 2D sketch
// We can change this to a throw or console.error() later if we want
DrawingShared.prototype.a3DOnlyFunction = noop;
/**
* The shape() function displays shapes to the screen.
* Processing currently works with SVG shapes only.
* The <b>shape</b> parameter specifies the shape to display and the <b>x</b>
* and <b>y</b> parameters define the location of the shape from its
* upper-left corner.
* The shape is displayed at its original size unless the <b>width</b>
* and <b>height</b> parameters specify a different size.
* The <b>shapeMode()</b> function changes the way the parameters work.
* A call to <b>shapeMode(CORNERS)</b>, for example, will change the width
* and height parameters to define the x and y values of the opposite corner
* of the shape.
* <br><br>
* Note complex shapes may draw awkwardly with P2D, P3D, and OPENGL. Those
* renderers do not yet support shapes that have holes or complicated breaks.
*
* @param {PShape} shape the shape to display
* @param {int|float} x x-coordinate of the shape
* @param {int|float} y y-coordinate of the shape
* @param {int|float} width width to display the shape
* @param {int|float} height height to display the shape
*
* @see PShape
* @see loadShape()
* @see shapeMode()
*/
p.shape = function(shape, x, y, width, height) {
if (arguments.length >= 1 && arguments[0] !== null) {
if (shape.isVisible()) {
p.pushMatrix();
if (curShapeMode === PConstants.CENTER) {
if (arguments.length === 5) {
p.translate(x - width/2, y - height/2);
p.scale(width / shape.getWidth(), height / shape.getHeight());
} else if (arguments.length === 3) {
p.translate(x - shape.getWidth()/2, - shape.getHeight()/2);
} else {
p.translate(-shape.getWidth()/2, -shape.getHeight()/2);
}
} else if (curShapeMode === PConstants.CORNER) {
if (arguments.length === 5) {
p.translate(x, y);
p.scale(width / shape.getWidth(), height / shape.getHeight());
} else if (arguments.length === 3) {
p.translate(x, y);
}
} else if (curShapeMode === PConstants.CORNERS) {
if (arguments.length === 5) {
width -= x;
height -= y;
p.translate(x, y);
p.scale(width / shape.getWidth(), height / shape.getHeight());
} else if (arguments.length === 3) {
p.translate(x, y);
}
}
shape.draw(p);
if ((arguments.length === 1 && curShapeMode === PConstants.CENTER ) || arguments.length > 1) {
p.popMatrix();
}
}
}
};
/**
* The shapeMode() function modifies the location from which shapes draw.
* The default mode is <b>shapeMode(CORNER)</b>, which specifies the
* location to be the upper left corner of the shape and uses the third
* and fourth parameters of <b>shape()</b> to specify the width and height.
* The syntax <b>shapeMode(CORNERS)</b> uses the first and second parameters
* of <b>shape()</b> to set the location of one corner and uses the third
* and fourth parameters to set the opposite corner.
* The syntax <b>shapeMode(CENTER)</b> draws the shape from its center point
* and uses the third and forth parameters of <b>shape()</b> to specify the
* width and height.
* The parameter must be written in "ALL CAPS" because Processing syntax
* is case sensitive.
*
* @param {int} mode One of CORNER, CORNERS, CENTER
*
* @see shape()
* @see rectMode()
*/
p.shapeMode = function (mode) {
curShapeMode = mode;
};
/**
* The loadShape() function loads vector shapes into a variable of type PShape. Currently, only SVG files may be loaded.
* In most cases, <b>loadShape()</b> should be used inside <b>setup()</b> because loading shapes inside <b>draw()</b> will reduce the speed of a sketch.
*
* @param {String} filename an SVG file
*
* @return {PShape} a object of type PShape or null
* @see PShape
* @see PApplet#shape()
* @see PApplet#shapeMode()
*/
p.loadShape = function (filename) {
if (arguments.length === 1) {
if (filename.indexOf(".svg") > -1) {
return new PShapeSVG(null, filename);
}
}
return null;
};
/**
* Processing 2.0 function for loading XML files.
*
* @param {String} uri The uri for the xml file to load.
*
* @return {XML} An XML object representing the xml data.
*/
p.loadXML = function(uri) {
return new XML(p, uri);
};
/**
* Processing 2.0 function for creating XML elements from string
*
* @param {String} xml the XML source code
*
* @return {XML} An XML object representation of the input XML markup.
*/
p.parseXML = function(xmlstring) {
var element = new XML();
element.parse(xmlstring);
return element;
};
////////////////////////////////////////////////////////////////////////////
// 2D Matrix
////////////////////////////////////////////////////////////////////////////
/**
* Helper function for printMatrix(). Finds the largest scalar
* in the matrix, then number of digits left of the decimal.
* Call from PMatrix2D and PMatrix3D's print() function.
*/
var printMatrixHelper = function(elements) {
var big = 0;
for (var i = 0; i < elements.length; i++) {
if (i !== 0) {
big = Math.max(big, Math.abs(elements[i]));
} else {
big = Math.abs(elements[i]);
}
}
var digits = (big + "").indexOf(".");
if (digits === 0) {
digits = 1;
} else if (digits === -1) {
digits = (big + "").length;
}
return digits;
};
/**
* PMatrix2D is a 3x2 affine matrix implementation. The constructor accepts another PMatrix2D or a list of six float elements.
* If no parameters are provided the matrix is set to the identity matrix.
*
* @param {PMatrix2D} matrix the initial matrix to set to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the second element of the matrix
* @param {float} m02 the third element of the matrix
* @param {float} m10 the fourth element of the matrix
* @param {float} m11 the fifth element of the matrix
* @param {float} m12 the sixth element of the matrix
*/
var PMatrix2D = p.PMatrix2D = function() {
if (arguments.length === 0) {
this.reset();
} else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
this.set(arguments[0].array());
} else if (arguments.length === 6) {
this.set(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
}
};
/**
* PMatrix2D methods
*/
PMatrix2D.prototype = {
/**
* @member PMatrix2D
* The set() function sets the matrix elements. The function accepts either another PMatrix2D, an array of elements, or a list of six floats.
*
* @param {PMatrix2D} matrix the matrix to set this matrix to
* @param {float[]} elements an array of elements to set this matrix to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the third element of the matrix
* @param {float} m10 the fourth element of the matrix
* @param {float} m11 the fith element of the matrix
* @param {float} m12 the sixth element of the matrix
*/
set: function() {
if (arguments.length === 6) {
var a = arguments;
this.set([a[0], a[1], a[2],
a[3], a[4], a[5]]);
} else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
this.elements = arguments[0].array();
} else if (arguments.length === 1 && arguments[0] instanceof Array) {
this.elements = arguments[0].slice();
}
},
/**
* @member PMatrix2D
* The get() function returns a copy of this PMatrix2D.
*
* @return {PMatrix2D} a copy of this PMatrix2D
*/
get: function() {
var outgoing = new PMatrix2D();
outgoing.set(this.elements);
return outgoing;
},
/**
* @member PMatrix2D
* The reset() function sets this PMatrix2D to the identity matrix.
*/
reset: function() {
this.set([1, 0, 0, 0, 1, 0]);
},
/**
* @member PMatrix2D
* The array() function returns a copy of the element values.
* @addon
*
* @return {float[]} returns a copy of the element values
*/
array: function array() {
return this.elements.slice();
},
/**
* @member PMatrix2D
* The translate() function translates this matrix by moving the current coordinates to the location specified by tx and ty.
*
* @param {float} tx the x-axis coordinate to move to
* @param {float} ty the y-axis coordinate to move to
*/
translate: function(tx, ty) {
this.elements[2] = tx * this.elements[0] + ty * this.elements[1] + this.elements[2];
this.elements[5] = tx * this.elements[3] + ty * this.elements[4] + this.elements[5];
},
/**
* @member PMatrix2D
* The invTranslate() function translates this matrix by moving the current coordinates to the negative location specified by tx and ty.
*
* @param {float} tx the x-axis coordinate to move to
* @param {float} ty the y-axis coordinate to move to
*/
invTranslate: function(tx, ty) {
this.translate(-tx, -ty);
},
/**
* @member PMatrix2D
* The transpose() function is not used in processingjs.
*/
transpose: function() {
// Does nothing in Processing.
},
/**
* @member PMatrix2D
* The mult() function multiplied this matrix.
* If two array elements are passed in the function will multiply a two element vector against this matrix.
* If target is null or not length four, a new float array will be returned.
* The values for vec and target can be the same (though that's less efficient).
* If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
*
* @param {PVector} source, target the PVectors used to multiply this matrix
* @param {float[]} source, target the arrays used to multiply this matrix
*
* @return {PVector|float[]} returns a PVector or an array representing the new matrix
*/
mult: function(source, target) {
var x, y;
if (source instanceof PVector) {
x = source.x;
y = source.y;
if (!target) {
target = new PVector();
}
} else if (source instanceof Array) {
x = source[0];
y = source[1];
if (!target) {
target = [];
}
}
if (target instanceof Array) {
target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2];
target[1] = this.elements[3] * x + this.elements[4] * y + this.elements[5];
} else if (target instanceof PVector) {
target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2];
target.y = this.elements[3] * x + this.elements[4] * y + this.elements[5];
target.z = 0;
}
return target;
},
/**
* @member PMatrix2D
* The multX() function calculates the x component of a vector from a transformation.
*
* @param {float} x the x component of the vector being transformed
* @param {float} y the y component of the vector being transformed
*
* @return {float} returnes the result of the calculation
*/
multX: function(x, y) {
return (x * this.elements[0] + y * this.elements[1] + this.elements[2]);
},
/**
* @member PMatrix2D
* The multY() function calculates the y component of a vector from a transformation.
*
* @param {float} x the x component of the vector being transformed
* @param {float} y the y component of the vector being transformed
*
* @return {float} returnes the result of the calculation
*/
multY: function(x, y) {
return (x * this.elements[3] + y * this.elements[4] + this.elements[5]);
},
/**
* @member PMatrix2D
* The skewX() function skews the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of skew specified in radians
*/
skewX: function(angle) {
this.apply(1, 0, 1, angle, 0, 0);
},
/**
* @member PMatrix2D
* The skewY() function skews the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of skew specified in radians
*/
skewY: function(angle) {
this.apply(1, 0, 1, 0, angle, 0);
},
/**
* @member PMatrix2D
* The shearX() function shears the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of skew specified in radians
*/
shearX: function(angle) {
this.apply(1, 0, 1, Math.tan(angle) , 0, 0);
},
/**
* @member PMatrix2D
* The shearY() function shears the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of skew specified in radians
*/
shearY: function(angle) {
this.apply(1, 0, 1, 0, Math.tan(angle), 0);
},
/**
* @member PMatrix2D
* The determinant() function calvculates the determinant of this matrix.
*
* @return {float} the determinant of the matrix
*/
determinant: function() {
return (this.elements[0] * this.elements[4] - this.elements[1] * this.elements[3]);
},
/**
* @member PMatrix2D
* The invert() function inverts this matrix
*
* @return {boolean} true if successful
*/
invert: function() {
var d = this.determinant();
if (Math.abs( d ) > PConstants.MIN_INT) {
var old00 = this.elements[0];
var old01 = this.elements[1];
var old02 = this.elements[2];
var old10 = this.elements[3];
var old11 = this.elements[4];
var old12 = this.elements[5];
this.elements[0] = old11 / d;
this.elements[3] = -old10 / d;
this.elements[1] = -old01 / d;
this.elements[4] = old00 / d;
this.elements[2] = (old01 * old12 - old11 * old02) / d;
this.elements[5] = (old10 * old02 - old00 * old12) / d;
return true;
}
return false;
},
/**
* @member PMatrix2D
* The scale() function increases or decreases the size of a shape by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
* This is equivalent to a two parameter call.
*
* @param {float} sx the amount to scale on the x-axis
* @param {float} sy the amount to scale on the y-axis
*/
scale: function(sx, sy) {
if (sx && !sy) {
sy = sx;
}
if (sx && sy) {
this.elements[0] *= sx;
this.elements[1] *= sy;
this.elements[3] *= sx;
this.elements[4] *= sy;
}
},
/**
* @member PMatrix2D
* The invScale() function decreases or increases the size of a shape by contracting and expanding vertices. When only one parameter is specified scale will occur in all dimensions.
* This is equivalent to a two parameter call.
*
* @param {float} sx the amount to scale on the x-axis
* @param {float} sy the amount to scale on the y-axis
*/
invScale: function(sx, sy) {
if (sx && !sy) {
sy = sx;
}
this.scale(1 / sx, 1 / sy);
},
/**
* @member PMatrix2D
* The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix2D or a list of floats can be passed in.
*
* @param {PMatrix2D} matrix the matrix to apply this matrix to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the third element of the matrix
* @param {float} m10 the fourth element of the matrix
* @param {float} m11 the fith element of the matrix
* @param {float} m12 the sixth element of the matrix
*/
apply: function() {
var source;
if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
source = arguments[0].array();
} else if (arguments.length === 6) {
source = Array.prototype.slice.call(arguments);
} else if (arguments.length === 1 && arguments[0] instanceof Array) {
source = arguments[0];
}
var result = [0, 0, this.elements[2],
0, 0, this.elements[5]];
var e = 0;
for (var row = 0; row < 2; row++) {
for (var col = 0; col < 3; col++, e++) {
result[e] += this.elements[row * 3 + 0] * source[col + 0] +
this.elements[row * 3 + 1] * source[col + 3];
}
}
this.elements = result.slice();
},
/**
* @member PMatrix2D
* The preApply() function applies another matrix to the left of this one. Note that either a PMatrix2D or elements of a matrix can be passed in.
*
* @param {PMatrix2D} matrix the matrix to apply this matrix to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the third element of the matrix
* @param {float} m10 the fourth element of the matrix
* @param {float} m11 the fith element of the matrix
* @param {float} m12 the sixth element of the matrix
*/
preApply: function() {
var source;
if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
source = arguments[0].array();
} else if (arguments.length === 6) {
source = Array.prototype.slice.call(arguments);
} else if (arguments.length === 1 && arguments[0] instanceof Array) {
source = arguments[0];
}
var result = [0, 0, source[2],
0, 0, source[5]];
result[2] = source[2] + this.elements[2] * source[0] + this.elements[5] * source[1];
result[5] = source[5] + this.elements[2] * source[3] + this.elements[5] * source[4];
result[0] = this.elements[0] * source[0] + this.elements[3] * source[1];
result[3] = this.elements[0] * source[3] + this.elements[3] * source[4];
result[1] = this.elements[1] * source[0] + this.elements[4] * source[1];
result[4] = this.elements[1] * source[3] + this.elements[4] * source[4];
this.elements = result.slice();
},
/**
* @member PMatrix2D
* The rotate() function rotates the matrix.
*
* @param {float} angle the angle of rotation in radiants
*/
rotate: function(angle) {
var c = Math.cos(angle);
var s = Math.sin(angle);
var temp1 = this.elements[0];
var temp2 = this.elements[1];
this.elements[0] = c * temp1 + s * temp2;
this.elements[1] = -s * temp1 + c * temp2;
temp1 = this.elements[3];
temp2 = this.elements[4];
this.elements[3] = c * temp1 + s * temp2;
this.elements[4] = -s * temp1 + c * temp2;
},
/**
* @member PMatrix2D
* The rotateZ() function rotates the matrix.
*
* @param {float} angle the angle of rotation in radiants
*/
rotateZ: function(angle) {
this.rotate(angle);
},
/**
* @member PMatrix2D
* The invRotateZ() function rotates the matrix in opposite direction.
*
* @param {float} angle the angle of rotation in radiants
*/
invRotateZ: function(angle) {
this.rotateZ(angle - Math.PI);
},
/**
* @member PMatrix2D
* The print() function prints out the elements of this matrix
*/
print: function() {
var digits = printMatrixHelper(this.elements);
var output = "" + p.nfs(this.elements[0], digits, 4) + " " +
p.nfs(this.elements[1], digits, 4) + " " +
p.nfs(this.elements[2], digits, 4) + "\n" +
p.nfs(this.elements[3], digits, 4) + " " +
p.nfs(this.elements[4], digits, 4) + " " +
p.nfs(this.elements[5], digits, 4) + "\n\n";
p.println(output);
}
};
/**
* PMatrix3D is a 4x4 matrix implementation. The constructor accepts another PMatrix3D or a list of six or sixteen float elements.
* If no parameters are provided the matrix is set to the identity matrix.
*/
var PMatrix3D = p.PMatrix3D = function() {
// When a matrix is created, it is set to an identity matrix
this.reset();
};
/**
* PMatrix3D methods
*/
PMatrix3D.prototype = {
/**
* @member PMatrix2D
* The set() function sets the matrix elements. The function accepts either another PMatrix3D, an array of elements, or a list of six or sixteen floats.
*
* @param {PMatrix3D} matrix the initial matrix to set to
* @param {float[]} elements an array of elements to set this matrix to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the second element of the matrix
* @param {float} m02 the third element of the matrix
* @param {float} m03 the fourth element of the matrix
* @param {float} m10 the fifth element of the matrix
* @param {float} m11 the sixth element of the matrix
* @param {float} m12 the seventh element of the matrix
* @param {float} m13 the eight element of the matrix
* @param {float} m20 the nineth element of the matrix
* @param {float} m21 the tenth element of the matrix
* @param {float} m22 the eleventh element of the matrix
* @param {float} m23 the twelveth element of the matrix
* @param {float} m30 the thirteenth element of the matrix
* @param {float} m31 the fourtheenth element of the matrix
* @param {float} m32 the fivetheenth element of the matrix
* @param {float} m33 the sixteenth element of the matrix
*/
set: function() {
if (arguments.length === 16) {
this.elements = Array.prototype.slice.call(arguments);
} else if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
this.elements = arguments[0].array();
} else if (arguments.length === 1 && arguments[0] instanceof Array) {
this.elements = arguments[0].slice();
}
},
/**
* @member PMatrix3D
* The get() function returns a copy of this PMatrix3D.
*
* @return {PMatrix3D} a copy of this PMatrix3D
*/
get: function() {
var outgoing = new PMatrix3D();
outgoing.set(this.elements);
return outgoing;
},
/**
* @member PMatrix3D
* The reset() function sets this PMatrix3D to the identity matrix.
*/
reset: function() {
this.elements = [1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1];
},
/**
* @member PMatrix3D
* The array() function returns a copy of the element values.
* @addon
*
* @return {float[]} returns a copy of the element values
*/
array: function array() {
return this.elements.slice();
},
/**
* @member PMatrix3D
* The translate() function translates this matrix by moving the current coordinates to the location specified by tx, ty, and tz.
*
* @param {float} tx the x-axis coordinate to move to
* @param {float} ty the y-axis coordinate to move to
* @param {float} tz the z-axis coordinate to move to
*/
translate: function(tx, ty, tz) {
if (tz === undef) {
tz = 0;
}
this.elements[3] += tx * this.elements[0] + ty * this.elements[1] + tz * this.elements[2];
this.elements[7] += tx * this.elements[4] + ty * this.elements[5] + tz * this.elements[6];
this.elements[11] += tx * this.elements[8] + ty * this.elements[9] + tz * this.elements[10];
this.elements[15] += tx * this.elements[12] + ty * this.elements[13] + tz * this.elements[14];
},
/**
* @member PMatrix3D
* The transpose() function transpose this matrix.
*/
transpose: function() {
var temp = this.elements[4];
this.elements[4] = this.elements[1];
this.elements[1] = temp;
temp = this.elements[8];
this.elements[8] = this.elements[2];
this.elements[2] = temp;
temp = this.elements[6];
this.elements[6] = this.elements[9];
this.elements[9] = temp;
temp = this.elements[3];
this.elements[3] = this.elements[12];
this.elements[12] = temp;
temp = this.elements[7];
this.elements[7] = this.elements[13];
this.elements[13] = temp;
temp = this.elements[11];
this.elements[11] = this.elements[14];
this.elements[14] = temp;
},
/**
* @member PMatrix3D
* The mult() function multiplied this matrix.
* If two array elements are passed in the function will multiply a two element vector against this matrix.
* If target is null or not length four, a new float array will be returned.
* The values for vec and target can be the same (though that's less efficient).
* If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
*
* @param {PVector} source, target the PVectors used to multiply this matrix
* @param {float[]} source, target the arrays used to multiply this matrix
*
* @return {PVector|float[]} returns a PVector or an array representing the new matrix
*/
mult: function(source, target) {
var x, y, z, w;
if (source instanceof PVector) {
x = source.x;
y = source.y;
z = source.z;
w = 1;
if (!target) {
target = new PVector();
}
} else if (source instanceof Array) {
x = source[0];
y = source[1];
z = source[2];
w = source[3] || 1;
if ( !target || (target.length !== 3 && target.length !== 4) ) {
target = [0, 0, 0];
}
}
if (target instanceof Array) {
if (target.length === 3) {
target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
} else if (target.length === 4) {
target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
target[3] = this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
}
}
if (target instanceof PVector) {
target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
target.y = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
target.z = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
}
return target;
},
/**
* @member PMatrix3D
* The preApply() function applies another matrix to the left of this one. Note that either a PMatrix3D or elements of a matrix can be passed in.
*
* @param {PMatrix3D} matrix the matrix to apply this matrix to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the second element of the matrix
* @param {float} m02 the third element of the matrix
* @param {float} m03 the fourth element of the matrix
* @param {float} m10 the fifth element of the matrix
* @param {float} m11 the sixth element of the matrix
* @param {float} m12 the seventh element of the matrix
* @param {float} m13 the eight element of the matrix
* @param {float} m20 the nineth element of the matrix
* @param {float} m21 the tenth element of the matrix
* @param {float} m22 the eleventh element of the matrix
* @param {float} m23 the twelveth element of the matrix
* @param {float} m30 the thirteenth element of the matrix
* @param {float} m31 the fourtheenth element of the matrix
* @param {float} m32 the fivetheenth element of the matrix
* @param {float} m33 the sixteenth element of the matrix
*/
preApply: function() {
var source;
if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
source = arguments[0].array();
} else if (arguments.length === 16) {
source = Array.prototype.slice.call(arguments);
} else if (arguments.length === 1 && arguments[0] instanceof Array) {
source = arguments[0];
}
var result = [0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0];
var e = 0;
for (var row = 0; row < 4; row++) {
for (var col = 0; col < 4; col++, e++) {
result[e] += this.elements[col + 0] * source[row * 4 + 0] + this.elements[col + 4] *
source[row * 4 + 1] + this.elements[col + 8] * source[row * 4 + 2] +
this.elements[col + 12] * source[row * 4 + 3];
}
}
this.elements = result.slice();
},
/**
* @member PMatrix3D
* The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix3D or a list of floats can be passed in.
*
* @param {PMatrix3D} matrix the matrix to apply this matrix to
* @param {float} m00 the first element of the matrix
* @param {float} m01 the second element of the matrix
* @param {float} m02 the third element of the matrix
* @param {float} m03 the fourth element of the matrix
* @param {float} m10 the fifth element of the matrix
* @param {float} m11 the sixth element of the matrix
* @param {float} m12 the seventh element of the matrix
* @param {float} m13 the eight element of the matrix
* @param {float} m20 the nineth element of the matrix
* @param {float} m21 the tenth element of the matrix
* @param {float} m22 the eleventh element of the matrix
* @param {float} m23 the twelveth element of the matrix
* @param {float} m30 the thirteenth element of the matrix
* @param {float} m31 the fourtheenth element of the matrix
* @param {float} m32 the fivetheenth element of the matrix
* @param {float} m33 the sixteenth element of the matrix
*/
apply: function() {
var source;
if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
source = arguments[0].array();
} else if (arguments.length === 16) {
source = Array.prototype.slice.call(arguments);
} else if (arguments.length === 1 && arguments[0] instanceof Array) {
source = arguments[0];
}
var result = [0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0];
var e = 0;
for (var row = 0; row < 4; row++) {
for (var col = 0; col < 4; col++, e++) {
result[e] += this.elements[row * 4 + 0] * source[col + 0] + this.elements[row * 4 + 1] *
source[col + 4] + this.elements[row * 4 + 2] * source[col + 8] +
this.elements[row * 4 + 3] * source[col + 12];
}
}
this.elements = result.slice();
},
/**
* @member PMatrix3D
* The rotate() function rotates the matrix.
*
* @param {float} angle the angle of rotation in radiants
*/
rotate: function(angle, v0, v1, v2) {
if (arguments.length < 4) {
this.rotateZ(angle);
} else {
var v = new PVector(v0, v1, v2);
var m = v.mag();
if (m === 0) {
return;
} else if (m != 1) {
v.normalize();
v0 = v.x;
v1 = v.y;
v2 = v.z;
}
var c = p.cos(angle);
var s = p.sin(angle);
var t = 1.0 - c;
this.apply((t * v0 * v0) + c,
(t * v0 * v1) - (s * v2),
(t * v0 * v2) + (s * v1),
0,
(t * v0 * v1) + (s * v2),
(t * v1 * v1) + c,
(t * v1 * v2) - (s * v0),
0,
(t * v0 * v2) - (s * v1),
(t * v1 * v2) + (s * v0),
(t * v2 * v2) + c,
0,
0, 0, 0, 1);
}
},
/**
* @member PMatrix3D
* The invApply() function applies the inverted matrix to this matrix.
*
* @param {float} m00 the first element of the matrix
* @param {float} m01 the second element of the matrix
* @param {float} m02 the third element of the matrix
* @param {float} m03 the fourth element of the matrix
* @param {float} m10 the fifth element of the matrix
* @param {float} m11 the sixth element of the matrix
* @param {float} m12 the seventh element of the matrix
* @param {float} m13 the eight element of the matrix
* @param {float} m20 the nineth element of the matrix
* @param {float} m21 the tenth element of the matrix
* @param {float} m22 the eleventh element of the matrix
* @param {float} m23 the twelveth element of the matrix
* @param {float} m30 the thirteenth element of the matrix
* @param {float} m31 the fourtheenth element of the matrix
* @param {float} m32 the fivetheenth element of the matrix
* @param {float} m33 the sixteenth element of the matrix
*
* @return {boolean} returns true if the operation was successful.
*/
invApply: function() {
if (inverseCopy === undef) {
inverseCopy = new PMatrix3D();
}
var a = arguments;
inverseCopy.set(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8],
a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
if (!inverseCopy.invert()) {
return false;
}
this.preApply(inverseCopy);
return true;
},
/**
* @member PMatrix3D
* The rotateZ() function rotates the matrix.
*
* @param {float} angle the angle of rotation in radiants
*/
rotateX: function(angle) {
var c = p.cos(angle);
var s = p.sin(angle);
this.apply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
},
/**
* @member PMatrix3D
* The rotateY() function rotates the matrix.
*
* @param {float} angle the angle of rotation in radiants
*/
rotateY: function(angle) {
var c = p.cos(angle);
var s = p.sin(angle);
this.apply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
},
/**
* @member PMatrix3D
* The rotateZ() function rotates the matrix.
*
* @param {float} angle the angle of rotation in radiants
*/
rotateZ: function(angle) {
var c = Math.cos(angle);
var s = Math.sin(angle);
this.apply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
},
/**
* @member PMatrix3D
* The scale() function increases or decreases the size of a matrix by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
* This is equivalent to a three parameter call.
*
* @param {float} sx the amount to scale on the x-axis
* @param {float} sy the amount to scale on the y-axis
* @param {float} sz the amount to scale on the z-axis
*/
scale: function(sx, sy, sz) {
if (sx && !sy && !sz) {
sy = sz = sx;
} else if (sx && sy && !sz) {
sz = 1;
}
if (sx && sy && sz) {
this.elements[0] *= sx;
this.elements[1] *= sy;
this.elements[2] *= sz;
this.elements[4] *= sx;
this.elements[5] *= sy;
this.elements[6] *= sz;
this.elements[8] *= sx;
this.elements[9] *= sy;
this.elements[10] *= sz;
this.elements[12] *= sx;
this.elements[13] *= sy;
this.elements[14] *= sz;
}
},
/**
* @member PMatrix3D
* The skewX() function skews the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of skew specified in radians
*/
skewX: function(angle) {
var t = Math.tan(angle);
this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
},
/**
* @member PMatrix3D
* The skewY() function skews the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of skew specified in radians
*/
skewY: function(angle) {
var t = Math.tan(angle);
this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
},
/**
* @member PMatrix3D
* The shearX() function shears the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of shear specified in radians
*/
shearX: function(angle) {
var t = Math.tan(angle);
this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
},
/**
* @member PMatrix3D
* The shearY() function shears the matrix along 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 <b>radians()</b> function.
*
* @param {float} angle angle of shear specified in radians
*/
shearY: function(angle) {
var t = Math.tan(angle);
this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
},
multX: function(x, y, z, w) {
if (!z) {
return this.elements[0] * x + this.elements[1] * y + this.elements[3];
}
if (!w) {
return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
}
return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
},
multY: function(x, y, z, w) {
if (!z) {
return this.elements[4] * x + this.elements[5] * y + this.elements[7];
}
if (!w) {
return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
}
return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
},
multZ: function(x, y, z, w) {
if (!w) {
return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
}
return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
},
multW: function(x, y, z, w) {
if (!w) {
return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15];
}
return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
},
/**
* @member PMatrix3D
* The invert() function inverts this matrix
*
* @return {boolean} true if successful
*/
invert: function() {
var fA0 = this.elements[0] * this.elements[5] - this.elements[1] * this.elements[4];
var fA1 = this.elements[0] * this.elements[6] - this.elements[2] * this.elements[4];
var fA2 = this.elements[0] * this.elements[7] - this.elements[3] * this.elements[4];
var fA3 = this.elements[1] * this.elements[6] - this.elements[2] * this.elements[5];
var fA4 = this.elements[1] * this.elements[7] - this.elements[3] * this.elements[5];
var fA5 = this.elements[2] * this.elements[7] - this.elements[3] * this.elements[6];
var fB0 = this.elements[8] * this.elements[13] - this.elements[9] * this.elements[12];
var fB1 = this.elements[8] * this.elements[14] - this.elements[10] * this.elements[12];
var fB2 = this.elements[8] * this.elements[15] - this.elements[11] * this.elements[12];
var fB3 = this.elements[9] * this.elements[14] - this.elements[10] * this.elements[13];
var fB4 = this.elements[9] * this.elements[15] - this.elements[11] * this.elements[13];
var fB5 = this.elements[10] * this.elements[15] - this.elements[11] * this.elements[14];
// Determinant
var fDet = fA0 * fB5 - fA1 * fB4 + fA2 * fB3 + fA3 * fB2 - fA4 * fB1 + fA5 * fB0;
// Account for a very small value
// return false if not successful.
if (Math.abs(fDet) <= 1e-9) {
return false;
}
var kInv = [];
kInv[0] = +this.elements[5] * fB5 - this.elements[6] * fB4 + this.elements[7] * fB3;
kInv[4] = -this.elements[4] * fB5 + this.elements[6] * fB2 - this.elements[7] * fB1;
kInv[8] = +this.elements[4] * fB4 - this.elements[5] * fB2 + this.elements[7] * fB0;
kInv[12] = -this.elements[4] * fB3 + this.elements[5] * fB1 - this.elements[6] * fB0;
kInv[1] = -this.elements[1] * fB5 + this.elements[2] * fB4 - this.elements[3] * fB3;
kInv[5] = +this.elements[0] * fB5 - this.elements[2] * fB2 + this.elements[3] * fB1;
kInv[9] = -this.elements[0] * fB4 + this.elements[1] * fB2 - this.elements[3] * fB0;
kInv[13] = +this.elements[0] * fB3 - this.elements[1] * fB1 + this.elements[2] * fB0;
kInv[2] = +this.elements[13] * fA5 - this.elements[14] * fA4 + this.elements[15] * fA3;
kInv[6] = -this.elements[12] * fA5 + this.elements[14] * fA2 - this.elements[15] * fA1;
kInv[10] = +this.elements[12] * fA4 - this.elements[13] * fA2 + this.elements[15] * fA0;
kInv[14] = -this.elements[12] * fA3 + this.elements[13] * fA1 - this.elements[14] * fA0;
kInv[3] = -this.elements[9] * fA5 + this.elements[10] * fA4 - this.elements[11] * fA3;
kInv[7] = +this.elements[8] * fA5 - this.elements[10] * fA2 + this.elements[11] * fA1;
kInv[11] = -this.elements[8] * fA4 + this.elements[9] * fA2 - this.elements[11] * fA0;
kInv[15] = +this.elements[8] * fA3 - this.elements[9] * fA1 + this.elements[10] * fA0;
// Inverse using Determinant
var fInvDet = 1.0 / fDet;
kInv[0] *= fInvDet;
kInv[1] *= fInvDet;
kInv[2] *= fInvDet;
kInv[3] *= fInvDet;
kInv[4] *= fInvDet;
kInv[5] *= fInvDet;
kInv[6] *= fInvDet;
kInv[7] *= fInvDet;
kInv[8] *= fInvDet;
kInv[9] *= fInvDet;
kInv[10] *= fInvDet;
kInv[11] *= fInvDet;
kInv[12] *= fInvDet;
kInv[13] *= fInvDet;
kInv[14] *= fInvDet;
kInv[15] *= fInvDet;
this.elements = kInv.slice();
return true;
},
toString: function() {
var str = "";
for (var i = 0; i < 15; i++) {
str += this.elements[i] + ", ";
}
str += this.elements[15];
return str;
},
/**
* @member PMatrix3D
* The print() function prints out the elements of this matrix
*/
print: function() {
var digits = printMatrixHelper(this.elements);
var output = "" + p.nfs(this.elements[0], digits, 4) + " " + p.nfs(this.elements[1], digits, 4) +
" " + p.nfs(this.elements[2], digits, 4) + " " + p.nfs(this.elements[3], digits, 4) +
"\n" + p.nfs(this.elements[4], digits, 4) + " " + p.nfs(this.elements[5], digits, 4) +
" " + p.nfs(this.elements[6], digits, 4) + " " + p.nfs(this.elements[7], digits, 4) +
"\n" + p.nfs(this.elements[8], digits, 4) + " " + p.nfs(this.elements[9], digits, 4) +
" " + p.nfs(this.elements[10], digits, 4) + " " + p.nfs(this.elements[11], digits, 4) +
"\n" + p.nfs(this.elements[12], digits, 4) + " " + p.nfs(this.elements[13], digits, 4) +
" " + p.nfs(this.elements[14], digits, 4) + " " + p.nfs(this.elements[15], digits, 4) + "\n\n";
p.println(output);
},
invTranslate: function(tx, ty, tz) {
this.preApply(1, 0, 0, -tx, 0, 1, 0, -ty, 0, 0, 1, -tz, 0, 0, 0, 1);
},
invRotateX: function(angle) {
var c = Math.cos(-angle);
var s = Math.sin(-angle);
this.preApply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
},
invRotateY: function(angle) {
var c = Math.cos(-angle);
var s = Math.sin(-angle);
this.preApply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
},
invRotateZ: function(angle) {
var c = Math.cos(-angle);
var s = Math.sin(-angle);
this.preApply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
},
invScale: function(x, y, z) {
this.preApply([1 / x, 0, 0, 0, 0, 1 / y, 0, 0, 0, 0, 1 / z, 0, 0, 0, 0, 1]);
}
};
/**
* @private
* The matrix stack stores the transformations and translations that occur within the space.
*/
var PMatrixStack = p.PMatrixStack = function() {
this.matrixStack = [];
};
/**
* @member PMatrixStack
* load pushes the matrix given in the function into the stack
*
* @param {Object | Array} matrix the matrix to be pushed into the stack
*/
PMatrixStack.prototype.load = function() {
var tmpMatrix = drawing.$newPMatrix();
if (arguments.length === 1) {
tmpMatrix.set(arguments[0]);
} else {
tmpMatrix.set(arguments);
}
this.matrixStack.push(tmpMatrix);
};
Drawing2D.prototype.$newPMatrix = function() {
return new PMatrix2D();
};
Drawing3D.prototype.$newPMatrix = function() {
return new PMatrix3D();
};
/**
* @member PMatrixStack
* push adds a duplicate of the top of the stack onto the stack - uses the peek function
*/
PMatrixStack.prototype.push = function() {
this.matrixStack.push(this.peek());
};
/**
* @member PMatrixStack
* pop removes returns the matrix at the top of the stack
*
* @returns {Object} the matrix at the top of the stack
*/
PMatrixStack.prototype.pop = function() {
return this.matrixStack.pop();
};
/**
* @member PMatrixStack
* peek returns but doesn't remove the matrix at the top of the stack
*
* @returns {Object} the matrix at the top of the stack
*/
PMatrixStack.prototype.peek = function() {
var tmpMatrix = drawing.$newPMatrix();
tmpMatrix.set(this.matrixStack[this.matrixStack.length - 1]);
return tmpMatrix;
};
/**
* @member PMatrixStack
* this function multiplies the matrix at the top of the stack with the matrix given as a parameter
*
* @param {Object | Array} matrix the matrix to be multiplied into the stack
*/
PMatrixStack.prototype.mult = function(matrix) {
this.matrixStack[this.matrixStack.length - 1].apply(matrix);
};
////////////////////////////////////////////////////////////////////////////
// Array handling
////////////////////////////////////////////////////////////////////////////
/**
* The split() function breaks a string into pieces using a character or string
* as the divider. The delim parameter specifies the character or characters that
* mark the boundaries between each piece. A String[] array is returned that contains
* each of the pieces.
* If the result is a set of numbers, you can convert the String[] array to to a float[]
* or int[] array using the datatype conversion functions int() and float() (see example above).
* The splitTokens() function works in a similar fashion, except that it splits using a range
* of characters instead of a specific character or sequence.
*
* @param {String} str the String to be split
* @param {String} delim the character or String used to separate the data
*
* @returns {string[]} The new string array
*
* @see splitTokens
* @see join
* @see trim
*/
p.split = function(str, delim) {
return str.split(delim);
};
/**
* The splitTokens() function splits a String at one or many character "tokens." The tokens
* parameter specifies the character or characters to be used as a boundary.
* If no tokens character is specified, any whitespace character is used to split.
* Whitespace characters include tab (\t), line feed (\n), carriage return (\r), form
* feed (\f), and space. To convert a String to an array of integers or floats, use the
* datatype conversion functions int() and float() to convert the array of Strings.
*
* @param {String} str the String to be split
* @param {Char[]} tokens list of individual characters that will be used as separators
*
* @returns {string[]} The new string array
*
* @see split
* @see join
* @see trim
*/
p.splitTokens = function(str, tokens) {
if (tokens === undef) {
return str.split(/\s+/g);
}
var chars = tokens.split(/()/g),
buffer = "",
len = str.length,
i, c,
tokenized = [];
for (i = 0; i < len; i++) {
c = str[i];
if (chars.indexOf(c) > -1) {
if (buffer !== "") {
tokenized.push(buffer);
}
buffer = "";
} else {
buffer += c;
}
}
if (buffer !== "") {
tokenized.push(buffer);
}
return tokenized;
};
/**
* Expands an array by one element and adds data to the new position. The datatype of
* the element parameter must be the same as the datatype of the array.
* When using an array of objects, the data returned from the function must be cast to
* the object array's data type. For example: SomeClass[] items = (SomeClass[])
* append(originalArray, element).
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
* byte[], char[], int[], float[], or String[], or an array of objects
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} element new data for the array
*
* @returns Array (the same datatype as the input)
*
* @see shorten
* @see expand
*/
p.append = function(array, element) {
array[array.length] = element;
return array;
};
/**
* Concatenates two arrays. For example, concatenating the array { 1, 2, 3 } and the
* array { 4, 5, 6 } yields { 1, 2, 3, 4, 5, 6 }. Both parameters must be arrays of the
* same datatype.
* When using an array of objects, the data returned from the function must be cast to the
* object array's data type. For example: SomeClass[] items = (SomeClass[]) concat(array1, array2).
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array1 boolean[],
* byte[], char[], int[], float[], String[], or an array of objects
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array2 boolean[],
* byte[], char[], int[], float[], String[], or an array of objects
*
* @returns Array (the same datatype as the input)
*
* @see splice
*/
p.concat = function(array1, array2) {
return array1.concat(array2);
};
/**
* Sorts an array of numbers from smallest to largest and puts an array of
* words in alphabetical order. The original array is not modified, a
* re-ordered array is returned. The count parameter states the number of
* elements to sort. For example if there are 12 elements in an array and
* if count is the value 5, only the first five elements on the array will
* be sorted. Alphabetical ordering is case insensitive.
*
* @param {String[] | int[] | float[]} array Array of elements to sort
* @param {int} numElem Number of elements to sort
*
* @returns {String[] | int[] | float[]} Array (same datatype as the input)
*
* @see reverse
*/
p.sort = function(array, numElem) {
var ret = [];
// depending on the type used (int, float) or string
// we'll need to use a different compare function
if (array.length > 0) {
// copy since we need to return another array
var elemsToCopy = numElem > 0 ? numElem : array.length;
for (var i = 0; i < elemsToCopy; i++) {
ret.push(array[i]);
}
if (typeof array[0] === "string") {
ret.sort();
}
// int or float
else {
ret.sort(function(a, b) {
return a - b;
});
}
// copy on the rest of the elements that were not sorted in case the user
// only wanted a subset of an array to be sorted.
if (numElem > 0) {
for (var j = ret.length; j < array.length; j++) {
ret.push(array[j]);
}
}
}
return ret;
};
/**
* Inserts a value or array of values into an existing array. The first two parameters must
* be of the same datatype. The array parameter defines the array which will be modified
* and the second parameter defines the data which will be inserted. When using an array
* of objects, the data returned from the function must be cast to the object array's data
* type. For example: SomeClass[] items = (SomeClass[]) splice(array1, array2, index).
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
* byte[], char[], int[], float[], String[], or an array of objects
* @param {boolean|byte|char|int|float|String|boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects}
* value boolean, byte, char, int, float, String, boolean[], byte[], char[], int[],
* float[], String[], or other Object: value or an array of objects to be spliced in
* @param {int} index position in the array from which to insert data
*
* @returns Array (the same datatype as the input)
*
* @see contract
* @see subset
*/
p.splice = function(array, value, index) {
// Trying to splice an empty array into "array" in P5 won't do
// anything, just return the original.
if(value.length === 0)
{
return array;
}
// If the second argument was an array, we'll need to iterate over all
// the "value" elements and add one by one because
// array.splice(index, 0, value);
// would create a multi-dimensional array which isn't what we want.
if(value instanceof Array) {
for(var i = 0, j = index; i < value.length; j++,i++) {
array.splice(j, 0, value[i]);
}
} else {
array.splice(index, 0, value);
}
return array;
};
/**
* Extracts an array of elements from an existing array. The array parameter defines the
* array from which the elements will be copied and the offset and length parameters determine
* which elements to extract. If no length is given, elements will be extracted from the offset
* to the end of the array. When specifying the offset remember the first array element is 0.
* This function does not change the source array.
* When using an array of objects, the data returned from the function must be cast to the
* object array's data type.
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
* byte[], char[], int[], float[], String[], or an array of objects
* @param {int} offset position to begin
* @param {int} length number of values to extract
*
* @returns Array (the same datatype as the input)
*
* @see splice
*/
p.subset = function(array, offset, length) {
var end = (length !== undef) ? offset + length : array.length;
return array.slice(offset, end);
};
/**
* Combines an array of Strings into one String, each separated by the character(s) used for
* the separator parameter. To join arrays of ints or floats, it's necessary to first convert
* them to strings using nf() or nfs().
*
* @param {Array} array array of Strings
* @param {char|String} separator char or String to be placed between each item
*
* @returns {String} The combined string
*
* @see split
* @see trim
* @see nf
* @see nfs
*/
p.join = function(array, seperator) {
return array.join(seperator);
};
/**
* Decreases an array by one element and returns the shortened array. When using an
* array of objects, the data returned from the function must be cast to the object array's
* data type. For example: SomeClass[] items = (SomeClass[]) shorten(originalArray).
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array
* boolean[], byte[], char[], int[], float[], or String[], or an array of objects
*
* @returns Array (the same datatype as the input)
*
* @see append
* @see expand
*/
p.shorten = function(ary) {
var newary = [];
// copy array into new array
var len = ary.length;
for (var i = 0; i < len; i++) {
newary[i] = ary[i];
}
newary.pop();
return newary;
};
/**
* Increases the size of an array. By default, this function doubles the size of the array,
* but the optional newSize parameter provides precise control over the increase in size.
* When using an array of objects, the data returned from the function must be cast to the
* object array's data type. For example: SomeClass[] items = (SomeClass[]) expand(originalArray).
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} ary
* boolean[], byte[], char[], int[], float[], String[], or an array of objects
* @param {int} newSize positive int: new size for the array
*
* @returns Array (the same datatype as the input)
*
* @see contract
*/
p.expand = function(ary, targetSize) {
var temp = ary.slice(0),
newSize = targetSize || ary.length * 2;
temp.length = newSize;
return temp;
};
/**
* Copies an array (or part of an array) to another array. The src array is copied to the
* dst array, beginning at the position specified by srcPos and into the position specified
* by dstPos. The number of elements to copy is determined by length. The simplified version
* with two arguments copies an entire array to another of the same size. It is equivalent
* to "arrayCopy(src, 0, dst, 0, src.length)". This function is far more efficient for copying
* array data than iterating through a for and copying each element.
*
* @param {Array} src an array of any data type: the source array
* @param {Array} dest an array of any data type (as long as it's the same as src): the destination array
* @param {int} srcPos starting position in the source array
* @param {int} destPos starting position in the destination array
* @param {int} length number of array elements to be copied
*
* @returns none
*/
p.arrayCopy = function() { // src, srcPos, dest, destPos, length) {
var src, srcPos = 0, dest, destPos = 0, length;
if (arguments.length === 2) {
// recall itself and copy src to dest from start index 0 to 0 of src.length
src = arguments[0];
dest = arguments[1];
length = src.length;
} else if (arguments.length === 3) {
// recall itself and copy src to dest from start index 0 to 0 of length
src = arguments[0];
dest = arguments[1];
length = arguments[2];
} else if (arguments.length === 5) {
src = arguments[0];
srcPos = arguments[1];
dest = arguments[2];
destPos = arguments[3];
length = arguments[4];
}
// copy src to dest from index srcPos to index destPos of length recursivly on objects
for (var i = srcPos, j = destPos; i < length + srcPos; i++, j++) {
if (dest[j] !== undef) {
dest[j] = src[i];
} else {
throw "array index out of bounds exception";
}
}
};
/**
* Reverses the order of an array.
*
* @param {boolean[]|byte[]|char[]|int[]|float[]|String[]} array
* boolean[], byte[], char[], int[], float[], or String[]
*
* @returns Array (the same datatype as the input)
*
* @see sort
*/
p.reverse = function(array) {
return array.reverse();
};
////////////////////////////////////////////////////////////////////////////
// Color functions
////////////////////////////////////////////////////////////////////////////
// helper functions for internal blending modes
p.mix = function(a, b, f) {
return a + (((b - a) * f) >> 8);
};
p.peg = function(n) {
return (n < 0) ? 0 : ((n > 255) ? 255 : n);
};
// blending modes
/**
* These are internal blending modes used for BlendColor()
*
* @param {Color} c1 First Color to blend
* @param {Color} c2 Second Color to blend
*
* @returns {Color} The blended Color
*
* @see BlendColor
* @see Blend
*/
p.modes = (function() {
var ALPHA_MASK = PConstants.ALPHA_MASK,
RED_MASK = PConstants.RED_MASK,
GREEN_MASK = PConstants.GREEN_MASK,
BLUE_MASK = PConstants.BLUE_MASK,
min = Math.min,
max = Math.max;
function applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb) {
var a = min(((c1 & 0xff000000) >>> 24) + f, 0xff) << 24;
var r = (ar + (((cr - ar) * f) >> 8));
r = ((r < 0) ? 0 : ((r > 255) ? 255 : r)) << 16;
var g = (ag + (((cg - ag) * f) >> 8));
g = ((g < 0) ? 0 : ((g > 255) ? 255 : g)) << 8;
var b = ab + (((cb - ab) * f) >> 8);
b = (b < 0) ? 0 : ((b > 255) ? 255 : b);
return (a | r | g | b);
}
return {
replace: function(c1, c2) {
return c2;
},
blend: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK),
ag = (c1 & GREEN_MASK),
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK),
bg = (c2 & GREEN_MASK),
bb = (c2 & BLUE_MASK);
return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
(ar + (((br - ar) * f) >> 8)) & RED_MASK |
(ag + (((bg - ag) * f) >> 8)) & GREEN_MASK |
(ab + (((bb - ab) * f) >> 8)) & BLUE_MASK);
},
add: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24;
return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
min(((c1 & RED_MASK) + ((c2 & RED_MASK) >> 8) * f), RED_MASK) & RED_MASK |
min(((c1 & GREEN_MASK) + ((c2 & GREEN_MASK) >> 8) * f), GREEN_MASK) & GREEN_MASK |
min((c1 & BLUE_MASK) + (((c2 & BLUE_MASK) * f) >> 8), BLUE_MASK));
},
subtract: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24;
return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
max(((c1 & RED_MASK) - ((c2 & RED_MASK) >> 8) * f), GREEN_MASK) & RED_MASK |
max(((c1 & GREEN_MASK) - ((c2 & GREEN_MASK) >> 8) * f), BLUE_MASK) & GREEN_MASK |
max((c1 & BLUE_MASK) - (((c2 & BLUE_MASK) * f) >> 8), 0));
},
lightest: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24;
return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
max(c1 & RED_MASK, ((c2 & RED_MASK) >> 8) * f) & RED_MASK |
max(c1 & GREEN_MASK, ((c2 & GREEN_MASK) >> 8) * f) & GREEN_MASK |
max(c1 & BLUE_MASK, ((c2 & BLUE_MASK) * f) >> 8));
},
darkest: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK),
ag = (c1 & GREEN_MASK),
ab = (c1 & BLUE_MASK),
br = min(c1 & RED_MASK, ((c2 & RED_MASK) >> 8) * f),
bg = min(c1 & GREEN_MASK, ((c2 & GREEN_MASK) >> 8) * f),
bb = min(c1 & BLUE_MASK, ((c2 & BLUE_MASK) * f) >> 8);
return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
(ar + (((br - ar) * f) >> 8)) & RED_MASK |
(ag + (((bg - ag) * f) >> 8)) & GREEN_MASK |
(ab + (((bb - ab) * f) >> 8)) & BLUE_MASK);
},
difference: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = (ar > br) ? (ar - br) : (br - ar),
cg = (ag > bg) ? (ag - bg) : (bg - ag),
cb = (ab > bb) ? (ab - bb) : (bb - ab);
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
exclusion: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = ar + br - ((ar * br) >> 7),
cg = ag + bg - ((ag * bg) >> 7),
cb = ab + bb - ((ab * bb) >> 7);
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
multiply: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = (ar * br) >> 8,
cg = (ag * bg) >> 8,
cb = (ab * bb) >> 8;
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
screen: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = 255 - (((255 - ar) * (255 - br)) >> 8),
cg = 255 - (((255 - ag) * (255 - bg)) >> 8),
cb = 255 - (((255 - ab) * (255 - bb)) >> 8);
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
hard_light: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = (br < 128) ? ((ar * br) >> 7) : (255 - (((255 - ar) * (255 - br)) >> 7)),
cg = (bg < 128) ? ((ag * bg) >> 7) : (255 - (((255 - ag) * (255 - bg)) >> 7)),
cb = (bb < 128) ? ((ab * bb) >> 7) : (255 - (((255 - ab) * (255 - bb)) >> 7));
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
soft_light: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = ((ar * br) >> 7) + ((ar * ar) >> 8) - ((ar * ar * br) >> 15),
cg = ((ag * bg) >> 7) + ((ag * ag) >> 8) - ((ag * ag * bg) >> 15),
cb = ((ab * bb) >> 7) + ((ab * ab) >> 8) - ((ab * ab * bb) >> 15);
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
overlay: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK),
cr = (ar < 128) ? ((ar * br) >> 7) : (255 - (((255 - ar) * (255 - br)) >> 7)),
cg = (ag < 128) ? ((ag * bg) >> 7) : (255 - (((255 - ag) * (255 - bg)) >> 7)),
cb = (ab < 128) ? ((ab * bb) >> 7) : (255 - (((255 - ab) * (255 - bb)) >> 7));
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
dodge: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK);
var cr = 255;
if (br !== 255) {
cr = (ar << 8) / (255 - br);
cr = (cr < 0) ? 0 : ((cr > 255) ? 255 : cr);
}
var cg = 255;
if (bg !== 255) {
cg = (ag << 8) / (255 - bg);
cg = (cg < 0) ? 0 : ((cg > 255) ? 255 : cg);
}
var cb = 255;
if (bb !== 255) {
cb = (ab << 8) / (255 - bb);
cb = (cb < 0) ? 0 : ((cb > 255) ? 255 : cb);
}
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
},
burn: function(c1, c2) {
var f = (c2 & ALPHA_MASK) >>> 24,
ar = (c1 & RED_MASK) >> 16,
ag = (c1 & GREEN_MASK) >> 8,
ab = (c1 & BLUE_MASK),
br = (c2 & RED_MASK) >> 16,
bg = (c2 & GREEN_MASK) >> 8,
bb = (c2 & BLUE_MASK);
var cr = 0;
if (br !== 0) {
cr = ((255 - ar) << 8) / br;
cr = 255 - ((cr < 0) ? 0 : ((cr > 255) ? 255 : cr));
}
var cg = 0;
if (bg !== 0) {
cg = ((255 - ag) << 8) / bg;
cg = 255 - ((cg < 0) ? 0 : ((cg > 255) ? 255 : cg));
}
var cb = 0;
if (bb !== 0) {
cb = ((255 - ab) << 8) / bb;
cb = 255 - ((cb < 0) ? 0 : ((cb > 255) ? 255 : cb));
}
return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
}
};
}());
function color$4(aValue1, aValue2, aValue3, aValue4) {
var r, g, b, a;
if (curColorMode === PConstants.HSB) {
var rgb = p.color.toRGB(aValue1, aValue2, aValue3);
r = rgb[0];
g = rgb[1];
b = rgb[2];
} else {
r = Math.round(255 * (aValue1 / colorModeX));
g = Math.round(255 * (aValue2 / colorModeY));
b = Math.round(255 * (aValue3 / colorModeZ));
}
a = Math.round(255 * (aValue4 / colorModeA));
// Limit values less than 0 and greater than 255
r = (r < 0) ? 0 : r;
g = (g < 0) ? 0 : g;
b = (b < 0) ? 0 : b;
a = (a < 0) ? 0 : a;
r = (r > 255) ? 255 : r;
g = (g > 255) ? 255 : g;
b = (b > 255) ? 255 : b;
a = (a > 255) ? 255 : a;
// Create color int
return (a << 24) & PConstants.ALPHA_MASK | (r << 16) & PConstants.RED_MASK | (g << 8) & PConstants.GREEN_MASK | b & PConstants.BLUE_MASK;
}
function color$2(aValue1, aValue2) {
var a;
// Color int and alpha
if (aValue1 & PConstants.ALPHA_MASK) {
a = Math.round(255 * (aValue2 / colorModeA));
// Limit values less than 0 and greater than 255
a = (a > 255) ? 255 : a;
a = (a < 0) ? 0 : a;
return aValue1 - (aValue1 & PConstants.ALPHA_MASK) + ((a << 24) & PConstants.ALPHA_MASK);
}
// Grayscale and alpha
if (curColorMode === PConstants.RGB) {
return color$4(aValue1, aValue1, aValue1, aValue2);
}
if (curColorMode === PConstants.HSB) {
return color$4(0, 0, (aValue1 / colorModeX) * colorModeZ, aValue2);
}
}
function color$1(aValue1) {
// Grayscale
if (aValue1 <= colorModeX && aValue1 >= 0) {
if (curColorMode === PConstants.RGB) {
return color$4(aValue1, aValue1, aValue1, colorModeA);
}
if (curColorMode === PConstants.HSB) {
return color$4(0, 0, (aValue1 / colorModeX) * colorModeZ, colorModeA);
}
}
// Color int
if (aValue1) {
if (aValue1 > 2147483647) {
// Java Overflow
aValue1 -= 4294967296;
}
return aValue1;
}
}
/**
* Creates colors for storing in variables of the color datatype. The parameters are
* interpreted as RGB or HSB values depending on the current colorMode(). The default
* mode is RGB values from 0 to 255 and therefore, the function call color(255, 204, 0)
* will return a bright yellow color. More about how colors are stored can be found in
* the reference for the color datatype.
*
* @param {int|float} aValue1 red or hue or grey values relative to the current color range.
* Also can be color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
* @param {int|float} aValue2 green or saturation values relative to the current color range
* @param {int|float} aValue3 blue or brightness values relative to the current color range
* @param {int|float} aValue4 relative to current color range. Represents alpha
*
* @returns {color} the color
*
* @see colorMode
*/
p.color = function(aValue1, aValue2, aValue3, aValue4) {
// 4 arguments: (R, G, B, A) or (H, S, B, A)
if (aValue1 !== undef && aValue2 !== undef && aValue3 !== undef && aValue4 !== undef) {
return color$4(aValue1, aValue2, aValue3, aValue4);
}
// 3 arguments: (R, G, B) or (H, S, B)
if (aValue1 !== undef && aValue2 !== undef && aValue3 !== undef) {
return color$4(aValue1, aValue2, aValue3, colorModeA);
}
// 2 arguments: (Color, A) or (Grayscale, A)
if (aValue1 !== undef && aValue2 !== undef) {
return color$2(aValue1, aValue2);
}
// 1 argument: (Grayscale) or (Color)
if (typeof aValue1 === "number") {
return color$1(aValue1);
}
// Default
return color$4(colorModeX, colorModeY, colorModeZ, colorModeA);
};
// Ease of use function to extract the colour bits into a string
p.color.toString = function(colorInt) {
return "rgba(" + ((colorInt & PConstants.RED_MASK) >>> 16) + "," + ((colorInt & PConstants.GREEN_MASK) >>> 8) +
"," + ((colorInt & PConstants.BLUE_MASK)) + "," + ((colorInt & PConstants.ALPHA_MASK) >>> 24) / 255 + ")";
};
// Easy of use function to pack rgba values into a single bit-shifted color int.
p.color.toInt = function(r, g, b, a) {
return (a << 24) & PConstants.ALPHA_MASK | (r << 16) & PConstants.RED_MASK | (g << 8) & PConstants.GREEN_MASK | b & PConstants.BLUE_MASK;
};
// Creates a simple array in [R, G, B, A] format, [255, 255, 255, 255]
p.color.toArray = function(colorInt) {
return [(colorInt & PConstants.RED_MASK) >>> 16, (colorInt & PConstants.GREEN_MASK) >>> 8,
colorInt & PConstants.BLUE_MASK, (colorInt & PConstants.ALPHA_MASK) >>> 24];
};
// Creates a WebGL color array in [R, G, B, A] format. WebGL wants the color ranges between 0 and 1, [1, 1, 1, 1]
p.color.toGLArray = function(colorInt) {
return [((colorInt & PConstants.RED_MASK) >>> 16) / 255, ((colorInt & PConstants.GREEN_MASK) >>> 8) / 255,
(colorInt & PConstants.BLUE_MASK) / 255, ((colorInt & PConstants.ALPHA_MASK) >>> 24) / 255];
};
// HSB conversion function from Mootools, MIT Licensed
p.color.toRGB = function(h, s, b) {
// Limit values greater than range
h = (h > colorModeX) ? colorModeX : h;
s = (s > colorModeY) ? colorModeY : s;
b = (b > colorModeZ) ? colorModeZ : b;
// Limit values smaller than range
h = (h < 0) ? 0 : h;
h = (h / colorModeX) * 360;
s = (s / colorModeY) * 100;
b = (b / colorModeZ) * 100;
var br = Math.round(b / 100 * 255);
if (s === 0) { // Grayscale
return [br, br, br];
}
var hue = h % 360;
var f = hue % 60;
var p = Math.round((b * (100 - s)) / 10000 * 255);
var q = Math.round((b * (6000 - s * f)) / 600000 * 255);
var t = Math.round((b * (6000 - s * (60 - f))) / 600000 * 255);
switch (Math.floor(hue / 60)) {
case 0:
return [br, t, p];
case 1:
return [q, br, p];
case 2:
return [p, br, t];
case 3:
return [p, q, br];
case 4:
return [t, p, br];
case 5:
return [br, p, q];
default:
Processing.debug("Unexpectedly hit default case in toRGB function.");
}
};
function colorToHSB(colorInt) {
var red, green, blue;
red = ((colorInt & PConstants.RED_MASK) >>> 16) / 255;
green = ((colorInt & PConstants.GREEN_MASK) >>> 8) / 255;
blue = (colorInt & PConstants.BLUE_MASK) / 255;
var max = p.max(p.max(red,green), blue),
min = p.min(p.min(red,green), blue),
hue, saturation;
if (min === max) {
return [0, 0, max*colorModeZ];
}
saturation = (max - min) / max;
if (red === max) {
hue = (green - blue) / (max - min);
} else if (green === max) {
hue = 2 + ((blue - red) / (max - min));
} else {
hue = 4 + ((red - green) / (max - min));
}
hue /= 6;
if (hue < 0) {
hue += 1;
} else if (hue > 1) {
hue -= 1;
}
return [hue*colorModeX, saturation*colorModeY, max*colorModeZ];
}
/**
* Extracts the brightness value from a color.
*
* @param {color} colInt any value of the color datatype
*
* @returns {float} The brightness color value.
*
* @see red
* @see green
* @see blue
* @see hue
* @see saturation
*/
p.brightness = function(colInt){
return colorToHSB(colInt)[2];
};
/**
* Extracts the saturation value from a color.
*
* @param {color} colInt any value of the color datatype
*
* @returns {float} The saturation color value.
*
* @see red
* @see green
* @see blue
* @see hue
* @see brightness
*/
p.saturation = function(colInt){
return colorToHSB(colInt)[1];
};
/**
* Extracts the hue value from a color.
*
* @param {color} colInt any value of the color datatype
*
* @returns {float} The hue color value.
*
* @see red
* @see green
* @see blue
* @see saturation
* @see brightness
*/
p.hue = function(colInt){
return colorToHSB(colInt)[0];
};
/**
* Extracts the red value from a color, scaled to match current colorMode().
* This value is always returned as a float so be careful not to assign it to an int value.
*
* @param {color} aColor any value of the color datatype
*
* @returns {float} The red color value.
*
* @see green
* @see blue
* @see alpha
* @see >> right shift
* @see hue
* @see saturation
* @see brightness
*/
p.red = function(aColor) {
return ((aColor & PConstants.RED_MASK) >>> 16) / 255 * colorModeX;
};
/**
* Extracts the green value from a color, scaled to match current colorMode().
* This value is always returned as a float so be careful not to assign it to an int value.
*
* @param {color} aColor any value of the color datatype
*
* @returns {float} The green color value.
*
* @see red
* @see blue
* @see alpha
* @see >> right shift
* @see hue
* @see saturation
* @see brightness
*/
p.green = function(aColor) {
return ((aColor & PConstants.GREEN_MASK) >>> 8) / 255 * colorModeY;
};
/**
* Extracts the blue value from a color, scaled to match current colorMode().
* This value is always returned as a float so be careful not to assign it to an int value.
*
* @param {color} aColor any value of the color datatype
*
* @returns {float} The blue color value.
*
* @see red
* @see green
* @see alpha
* @see >> right shift
* @see hue
* @see saturation
* @see brightness
*/
p.blue = function(aColor) {
return (aColor & PConstants.BLUE_MASK) / 255 * colorModeZ;
};
/**
* Extracts the alpha value from a color, scaled to match current colorMode().
* This value is always returned as a float so be careful not to assign it to an int value.
*
* @param {color} aColor any value of the color datatype
*
* @returns {float} The alpha color value.
*
* @see red
* @see green
* @see blue
* @see >> right shift
* @see hue
* @see saturation
* @see brightness
*/
p.alpha = function(aColor) {
return ((aColor & PConstants.ALPHA_MASK) >>> 24) / 255 * colorModeA;
};
/**
* Calculates a color or colors between two colors at a specific increment.
* The amt parameter is the amount to interpolate between the two values where 0.0
* equal to the first point, 0.1 is very near the first point, 0.5 is half-way in between, etc.
*
* @param {color} c1 interpolate from this color
* @param {color} c2 interpolate to this color
* @param {float} amt between 0.0 and 1.0
*
* @returns {float} The blended color.
*
* @see blendColor
* @see color
*/
p.lerpColor = function(c1, c2, amt) {
var r, g, b, a, r1, g1, b1, a1, r2, g2, b2, a2;
var hsb1, hsb2, rgb, h, s;
var colorBits1 = p.color(c1);
var colorBits2 = p.color(c2);
if (curColorMode === PConstants.HSB) {
// Special processing for HSB mode.
// Get HSB and Alpha values for Color 1 and 2
hsb1 = colorToHSB(colorBits1);
a1 = ((colorBits1 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
hsb2 = colorToHSB(colorBits2);
a2 = ((colorBits2 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
// Return lerp value for each channel, for HSB components
h = p.lerp(hsb1[0], hsb2[0], amt);
s = p.lerp(hsb1[1], hsb2[1], amt);
b = p.lerp(hsb1[2], hsb2[2], amt);
rgb = p.color.toRGB(h, s, b);
// ... and for Alpha-range
a = (p.lerp(a1, a2, amt) * colorModeA + 0.5) | 0;
return (a << 24) & PConstants.ALPHA_MASK |
(rgb[0] << 16) & PConstants.RED_MASK |
(rgb[1] << 8) & PConstants.GREEN_MASK |
rgb[2] & PConstants.BLUE_MASK;
}
// Get RGBA values for Color 1 to floats
r1 = (colorBits1 & PConstants.RED_MASK) >>> 16;
g1 = (colorBits1 & PConstants.GREEN_MASK) >>> 8;
b1 = (colorBits1 & PConstants.BLUE_MASK);
a1 = ((colorBits1 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
// Get RGBA values for Color 2 to floats
r2 = (colorBits2 & PConstants.RED_MASK) >>> 16;
g2 = (colorBits2 & PConstants.GREEN_MASK) >>> 8;
b2 = (colorBits2 & PConstants.BLUE_MASK);
a2 = ((colorBits2 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
// Return lerp value for each channel, INT for color, Float for Alpha-range
r = (p.lerp(r1, r2, amt) + 0.5) | 0;
g = (p.lerp(g1, g2, amt) + 0.5) | 0;
b = (p.lerp(b1, b2, amt) + 0.5) | 0;
a = (p.lerp(a1, a2, amt) * colorModeA + 0.5) | 0;
return (a << 24) & PConstants.ALPHA_MASK |
(r << 16) & PConstants.RED_MASK |
(g << 8) & PConstants.GREEN_MASK |
b & PConstants.BLUE_MASK;
};
/**
* Changes the way Processing interprets color data. By default, fill(), stroke(), and background()
* colors are set by values between 0 and 255 using the RGB color model. It is possible to change the
* numerical range used for specifying colors and to switch color systems. For example, calling colorMode(RGB, 1.0)
* will specify that values are specified between 0 and 1. The limits for defining colors are altered by setting the
* parameters range1, range2, range3, and range 4.
*
* @param {MODE} mode Either RGB or HSB, corresponding to Red/Green/Blue and Hue/Saturation/Brightness
* @param {int|float} range range for all color elements
* @param {int|float} range1 range for the red or hue depending on the current color mode
* @param {int|float} range2 range for the green or saturation depending on the current color mode
* @param {int|float} range3 range for the blue or brightness depending on the current color mode
* @param {int|float} range4 range for the alpha
*
* @returns none
*
* @see background
* @see fill
* @see stroke
*/
p.colorMode = function() { // mode, range1, range2, range3, range4
curColorMode = arguments[0];
if (arguments.length > 1) {
colorModeX = arguments[1];
colorModeY = arguments[2] || arguments[1];
colorModeZ = arguments[3] || arguments[1];
colorModeA = arguments[4] || arguments[1];
}
};
/**
* Blends two color values together based on the blending mode given as the MODE parameter.
* The possible modes are described in the reference for the blend() function.
*
* @param {color} c1 color: the first color to blend
* @param {color} c2 color: the second color to blend
* @param {MODE} MODE Either BLEND, ADD, SUBTRACT, DARKEST, LIGHTEST, DIFFERENCE, EXCLUSION, MULTIPLY,
* SCREEN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, or BURN
*
* @returns {float} The blended color.
*
* @see blend
* @see color
*/
p.blendColor = function(c1, c2, mode) {
if (mode === PConstants.REPLACE) {
return p.modes.replace(c1, c2);
} else if (mode === PConstants.BLEND) {
return p.modes.blend(c1, c2);
} else if (mode === PConstants.ADD) {
return p.modes.add(c1, c2);
} else if (mode === PConstants.SUBTRACT) {
return p.modes.subtract(c1, c2);
} else if (mode === PConstants.LIGHTEST) {
return p.modes.lightest(c1, c2);
} else if (mode === PConstants.DARKEST) {
return p.modes.darkest(c1, c2);
} else if (mode === PConstants.DIFFERENCE) {
return p.modes.difference(c1, c2);
} else if (mode === PConstants.EXCLUSION) {
return p.modes.exclusion(c1, c2);
} else if (mode === PConstants.MULTIPLY) {
return p.modes.multiply(c1, c2);
} else if (mode === PConstants.SCREEN) {
return p.modes.screen(c1, c2);
} else if (mode === PConstants.HARD_LIGHT) {
return p.modes.hard_light(c1, c2);
} else if (mode === PConstants.SOFT_LIGHT) {
return p.modes.soft_light(c1, c2);
} else if (mode === PConstants.OVERLAY) {
return p.modes.overlay(c1, c2);
} else if (mode === PConstants.DODGE) {
return p.modes.dodge(c1, c2);
} else if (mode === PConstants.BURN) {
return p.modes.burn(c1, c2);
}
};
////////////////////////////////////////////////////////////////////////////
// Canvas-Matrix manipulation
////////////////////////////////////////////////////////////////////////////
function saveContext() {
curContext.save();
}
function restoreContext() {
curContext.restore();
isStrokeDirty = true;
isFillDirty = true;
}
/**
* Prints the current matrix to the text window.
*
* @returns none
*
* @see pushMatrix
* @see popMatrix
* @see resetMatrix
* @see applyMatrix
*/
p.printMatrix = function() {
modelView.print();
};
/**
* Specifies an amount to displace objects within the display window. The x parameter specifies left/right translation,
* the y parameter specifies up/down translation, and the z parameter specifies translations toward/away from the screen.
* Using this function with the z parameter requires using the P3D or OPENGL parameter in combination with size as shown
* in the above example. Transformations apply to everything that happens after and subsequent calls to the function
* accumulates the effect. For example, calling translate(50, 0) and then translate(20, 0) is the same as translate(70, 0).
* If translate() is called within draw(), the transformation is reset when the loop begins again.
* This function can be further controlled by the pushMatrix() and popMatrix().
*
* @param {int|float} x left/right translation
* @param {int|float} y up/down translation
* @param {int|float} z forward/back translation
*
* @returns none
*
* @see pushMatrix
* @see popMatrix
* @see scale
* @see rotate
* @see rotateX
* @see rotateY
* @see rotateZ
*/
Drawing2D.prototype.translate = function(x, y) {
modelView.translate(x, y);
modelViewInv.invTranslate(x, y);
curContext.translate(x, y);
};
Drawing3D.prototype.translate = function(x, y, z) {
modelView.translate(x, y, z);
modelViewInv.invTranslate(x, y, z);
};
/**
* Increases or decreases the size of a shape by expanding and contracting vertices. Objects always scale from their
* relative origin to the coordinate system. Scale values are specified as decimal percentages. For example, the
* function call scale(2.0) increases the dimension of a shape by 200%. Transformations apply to everything that
* happens after and subsequent calls to the function multiply the effect. For example, calling scale(2.0) and
* then scale(1.5) is the same as scale(3.0). If scale() is called within draw(), the transformation is reset when
* the loop begins again. Using this fuction with the z parameter requires passing P3D or OPENGL into the size()
* parameter as shown in the example above. This function can be further controlled by pushMatrix() and popMatrix().
*
* @param {int|float} size percentage to scale the object
* @param {int|float} x percentage to scale the object in the x-axis
* @param {int|float} y percentage to scale the object in the y-axis
* @param {int|float} z percentage to scale the object in the z-axis
*
* @returns none
*
* @see pushMatrix
* @see popMatrix
* @see translate
* @see rotate
* @see rotateX
* @see rotateY
* @see rotateZ
*/
Drawing2D.prototype.scale = function(x, y) {
modelView.scale(x, y);
modelViewInv.invScale(x, y);
curContext.scale(x, y || x);
};
Drawing3D.prototype.scale = function(x, y, z) {
modelView.scale(x, y, z);
modelViewInv.invScale(x, y, z);
};
/**
* helper function for applying a transfrom matrix to a 2D context.
*/
Drawing2D.prototype.transform = function(pmatrix) {
var e = pmatrix.array();
curContext.transform(e[0],e[3],e[1],e[4],e[2],e[5]);
};
/**
* helper function for applying a transfrom matrix to a 3D context.
* not currently implemented.
*/
Drawing3D.prototype.transformm = function(pmatrix3d) {
throw("p.transform is currently not supported in 3D mode");
};
/**
* Pushes the current transformation matrix onto the matrix stack. Understanding pushMatrix() and popMatrix()
* requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate
* system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are
* used in conjuction with the other transformation methods and may be embedded to control the scope of
* the transformations.
*
* @returns none
*
* @see popMatrix
* @see translate
* @see rotate
* @see rotateX
* @see rotateY
* @see rotateZ
*/
Drawing2D.prototype.pushMatrix = function() {
userMatrixStack.load(modelView);
userReverseMatrixStack.load(modelViewInv);
saveContext();
};
Drawing3D.prototype.pushMatrix = function() {
userMatrixStack.load(modelView);
userReverseMatrixStack.load(modelViewInv);
};
/**
* Pops the current transformation matrix off the matrix stack. Understanding pushing and popping requires
* understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to
* the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in
* conjuction with the other transformation methods and may be embedded to control the scope of the transformations.
*
* @returns none
*
* @see popMatrix
* @see pushMatrix
*/
Drawing2D.prototype.popMatrix = function() {
modelView.set(userMatrixStack.pop());
modelViewInv.set(userReverseMatrixStack.pop());
restoreContext();
};
Drawing3D.prototype.popMatrix = function() {
modelView.set(userMatrixStack.pop());
modelViewInv.set(userReverseMatrixStack.pop());
};
/**
* Replaces the current matrix with the identity matrix. The equivalent function in OpenGL is glLoadIdentity().
*
* @returns none
*
* @see popMatrix
* @see pushMatrix
* @see applyMatrix
* @see printMatrix
*/
Drawing2D.prototype.resetMatrix = function() {
modelView.reset();
modelViewInv.reset();
curContext.setTransform(1,0,0,1,0,0);
};
Drawing3D.prototype.resetMatrix = function() {
modelView.reset();
modelViewInv.reset();
};
/**
* Multiplies the current matrix by the one specified through the parameters. This is very slow because it will
* try to calculate the inverse of the transform, so avoid it whenever possible. The equivalent function
* in OpenGL is glMultMatrix().
*
* @param {int|float} n00-n15 numbers which define the 4x4 matrix to be multiplied
*
* @returns none
*
* @see popMatrix
* @see pushMatrix
* @see resetMatrix
* @see printMatrix
*/
DrawingShared.prototype.applyMatrix = function() {
var a = arguments;
modelView.apply(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
modelViewInv.invApply(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
};
Drawing2D.prototype.applyMatrix = function() {
var a = arguments;
for (var cnt = a.length; cnt < 16; cnt++) {
a[cnt] = 0;
}
a[10] = a[15] = 1;
DrawingShared.prototype.applyMatrix.apply(this, a);
};
/**
* 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 passing P3D or OPENGL
* into the size() parameter as shown in the example above.
*
* @param {int|float} angleInRadians angle of rotation specified in radians
*
* @returns none
*
* @see rotateY
* @see rotateZ
* @see rotate
* @see translate
* @see scale
* @see popMatrix
* @see pushMatrix
*/
p.rotateX = function(angleInRadians) {
modelView.rotateX(angleInRadians);
modelViewInv.invRotateX(angleInRadians);
};
/**
* 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 passing P3D or OPENGL
* into the size() parameter as shown in the example above.
*
* @param {int|float} angleInRadians angle of rotation specified in radians
*
* @returns none
*
* @see rotateX
* @see rotateY
* @see rotate
* @see translate
* @see scale
* @see popMatrix
* @see pushMatrix
*/
Drawing2D.prototype.rotateZ = function() {
throw "rotateZ() is not supported in 2D mode. Use rotate(float) instead.";
};
Drawing3D.prototype.rotateZ = function(angleInRadians) {
modelView.rotateZ(angleInRadians);
modelViewInv.invRotateZ(angleInRadians);
};
/**
* 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 passing P3D or OPENGL
* into the size() parameter as shown in the example above.
*
* @param {int|float} angleInRadians angle of rotation specified in radians
*
* @returns none
*
* @see rotateX
* @see rotateZ
* @see rotate
* @see translate
* @see scale
* @see popMatrix
* @see pushMatrix
*/
p.rotateY = function(angleInRadians) {
modelView.rotateY(angleInRadians);
modelViewInv.invRotateY(angleInRadians);
};
/**
* Rotates a shape the amount specified by the angle parameter. Angles should be specified in radians
* (values from 0 to TWO_PI) 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
* clockwise direction. Transformations apply to everything that happens after and subsequent calls
* to the function accumulates the effect. For example, calling rotate(HALF_PI) and then rotate(HALF_PI)
* is the same as rotate(PI). All tranformations are reset when draw() begins again. Technically,
* rotate() multiplies the current transformation matrix by a rotation matrix. This function can be
* further controlled by the pushMatrix() and popMatrix().
*
* @param {int|float} angleInRadians angle of rotation specified in radians
*
* @returns none
*
* @see rotateX
* @see rotateY
* @see rotateZ
* @see rotate
* @see translate
* @see scale
* @see popMatrix
* @see pushMatrix
*/
Drawing2D.prototype.rotate = function(angleInRadians) {
modelView.rotateZ(angleInRadians);
modelViewInv.invRotateZ(angleInRadians);
curContext.rotate(angleInRadians);
};
Drawing3D.prototype.rotate = function(angleInRadians) {
if (arguments.length < 4) {
p.rotateZ(angleInRadians);
} else {
modelView.rotate(angleInRadians, arguments[1], arguments[2], arguments[3]);
modelViewInv.rotate((-angleInRadians), arguments[1], arguments[2], arguments[3]);
}
};
/**
* Shears 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 sheared around their relative position
* to the origin and positive numbers shear objects in a clockwise direction. Transformations
* apply to everything that happens after and subsequent calls to the function accumulates the
* effect. For example, calling shearX(PI/2) and then shearX(PI/2) is the same as shearX(PI)
*
* @param {int|float} angleInRadians angle of rotation specified in radians
*
* @returns none
*
* @see rotateX
* @see rotateY
* @see rotateZ
* @see rotate
* @see translate
* @see scale
* @see popMatrix
* @see pushMatrix
*/
Drawing2D.prototype.shearX = function(angleInRadians) {
modelView.shearX(angleInRadians);
curContext.transform(1,0,angleInRadians,1,0,0);
};
Drawing3D.prototype.shearX = function(angleInRadians) {
modelView.shearX(angleInRadians);
};
/**
* Shears 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 sheared around their
* relative position to the origin and positive numbers shear objects in a
* clockwise direction. Transformations apply to everything that happens after
* and subsequent calls to the function accumulates the effect. For example,
* calling shearY(PI/2) and then shearY(PI/2) is the same as shearY(PI).
*
* @param {int|float} angleInRadians angle of rotation specified in radians
*
* @returns none
*
* @see rotateX
* @see rotateY
* @see rotateZ
* @see rotate
* @see translate
* @see scale
* @see popMatrix
* @see pushMatrix
* @see shearX
*/
Drawing2D.prototype.shearY = function(angleInRadians) {
modelView.shearY(angleInRadians);
curContext.transform(1,angleInRadians,0,1,0,0);
};
Drawing3D.prototype.shearY = function(angleInRadians) {
modelView.shearY(angleInRadians);
};
/**
* The pushStyle() function saves the current style settings and popStyle() restores the prior settings.
* Note that these functions are always used together. They allow you to change the style settings and later
* return to what you had. When a new style is started with pushStyle(), it builds on the current style information.
* The pushStyle() and popStyle() functions can be embedded to provide more control (see the second example
* above for a demonstration.)
* The style information controlled by the following functions are included in the style: fill(), stroke(), tint(),
* strokeWeight(), strokeCap(), strokeJoin(), imageMode(), rectMode(), ellipseMode(), shapeMode(), colorMode(),
* textAlign(), textFont(), textMode(), textSize(), textLeading(), emissive(), specular(), shininess(), ambient()
*
* @returns none
*
* @see popStyle
*/
p.pushStyle = function() {
// Save the canvas state.
saveContext();
p.pushMatrix();
var newState = {
'doFill': doFill,
'currentFillColor': currentFillColor,
'doStroke': doStroke,
'currentStrokeColor': currentStrokeColor,
'curTint': curTint,
'curRectMode': curRectMode,
'curColorMode': curColorMode,
'colorModeX': colorModeX,
'colorModeZ': colorModeZ,
'colorModeY': colorModeY,
'colorModeA': colorModeA,
'curTextFont': curTextFont,
'horizontalTextAlignment': horizontalTextAlignment,
'verticalTextAlignment': verticalTextAlignment,
'textMode': textMode,
'curFontName': curFontName,
'curTextSize': curTextSize,
'curTextAscent': curTextAscent,
'curTextDescent': curTextDescent,
'curTextLeading': curTextLeading
};
styleArray.push(newState);
};
/**
* The pushStyle() function saves the current style settings and popStyle() restores the prior settings; these
* functions are always used together. They allow you to change the style settings and later return to what you had.
* When a new style is started with pushStyle(), it builds on the current style information. The pushStyle() and
* popStyle() functions can be embedded to provide more control (see the second example above for a demonstration.)
*
* @returns none
*
* @see pushStyle
*/
p.popStyle = function() {
var oldState = styleArray.pop();
if (oldState) {
restoreContext();
p.popMatrix();
doFill = oldState.doFill;
currentFillColor = oldState.currentFillColor;
doStroke = oldState.doStroke;
currentStrokeColor = oldState.currentStrokeColor;
curTint = oldState.curTint;
curRectMode = oldState.curRectMode;
curColorMode = oldState.curColorMode;
colorModeX = oldState.colorModeX;
colorModeZ = oldState.colorModeZ;
colorModeY = oldState.colorModeY;
colorModeA = oldState.colorModeA;
curTextFont = oldState.curTextFont;
curFontName = oldState.curFontName;
curTextSize = oldState.curTextSize;
horizontalTextAlignment = oldState.horizontalTextAlignment;
verticalTextAlignment = oldState.verticalTextAlignment;
textMode = oldState.textMode;
curTextAscent = oldState.curTextAscent;
curTextDescent = oldState.curTextDescent;
curTextLeading = oldState.curTextLeading;
} else {
throw "Too many popStyle() without enough pushStyle()";
}
};
////////////////////////////////////////////////////////////////////////////
// Time based functions
////////////////////////////////////////////////////////////////////////////
/**
* Processing communicates with the clock on your computer.
* The year() function returns the current year as an integer (2003, 2004, 2005, etc).
*
* @returns {float} The current year.
*
* @see millis
* @see second
* @see minute
* @see hour
* @see day
* @see month
*/
p.year = function() {
return new Date().getFullYear();
};
/**
* Processing communicates with the clock on your computer.
* The month() function returns the current month as a value from 1 - 12.
*
* @returns {float} The current month.
*
* @see millis
* @see second
* @see minute
* @see hour
* @see day
* @see year
*/
p.month = function() {
return new Date().getMonth() + 1;
};
/**
* Processing communicates with the clock on your computer.
* The day() function returns the current day as a value from 1 - 31.
*
* @returns {float} The current day.
*
* @see millis
* @see second
* @see minute
* @see hour
* @see month
* @see year
*/
p.day = function() {
return new Date().getDate();
};
/**
* Processing communicates with the clock on your computer.
* The hour() function returns the current hour as a value from 0 - 23.
*
* @returns {float} The current hour.
*
* @see millis
* @see second
* @see minute
* @see month
* @see day
* @see year
*/
p.hour = function() {
return new Date().getHours();
};
/**
* Processing communicates with the clock on your computer.
* The minute() function returns the current minute as a value from 0 - 59.
*
* @returns {float} The current minute.
*
* @see millis
* @see second
* @see month
* @see hour
* @see day
* @see year
*/
p.minute = function() {
return new Date().getMinutes();
};
/**
* Processing communicates with the clock on your computer.
* The second() function returns the current second as a value from 0 - 59.
*
* @returns {float} The current minute.
*
* @see millis
* @see month
* @see minute
* @see hour
* @see day
* @see year
*/
p.second = function() {
return new Date().getSeconds();
};
/**
* Returns the number of milliseconds (thousandths of a second) since starting a sketch.
* This information is often used for timing animation sequences.
*
* @returns {long} The number of milliseconds since starting the sketch.
*
* @see month
* @see second
* @see minute
* @see hour
* @see day
* @see year
*/
p.millis = function() {
return Date.now() - start;
};
/**
* Executes the code within draw() one time. This functions allows the program to update
* the display window only when necessary, for example when an event registered by
* mousePressed() or keyPressed() occurs.
* In structuring a program, it only makes sense to call redraw() within events such as
* mousePressed(). This is because redraw() does not run draw() immediately (it only sets
* a flag that indicates an update is needed).
* Calling redraw() within draw() has no effect because draw() is continuously called anyway.
*
* @returns none
*
* @see noLoop
* @see loop
*/
function redrawHelper() {
var sec = (Date.now() - timeSinceLastFPS) / 1000;
framesSinceLastFPS++;
var fps = framesSinceLastFPS / sec;
// recalculate FPS every half second for better accuracy.
if (sec > 0.5) {
timeSinceLastFPS = Date.now();
framesSinceLastFPS = 0;
p.__frameRate = fps;
}
p.frameCount++;
}
Drawing2D.prototype.redraw = function() {
redrawHelper();
curContext.lineWidth = lineWidth;
var pmouseXLastEvent = p.pmouseX,
pmouseYLastEvent = p.pmouseY;
p.pmouseX = pmouseXLastFrame;
p.pmouseY = pmouseYLastFrame;
saveContext();
p.draw();
restoreContext();
pmouseXLastFrame = p.mouseX;
pmouseYLastFrame = p.mouseY;
p.pmouseX = pmouseXLastEvent;
p.pmouseY = pmouseYLastEvent;
};
Drawing3D.prototype.redraw = function() {
redrawHelper();
var pmouseXLastEvent = p.pmouseX,
pmouseYLastEvent = p.pmouseY;
p.pmouseX = pmouseXLastFrame;
p.pmouseY = pmouseYLastFrame;
// even if the color buffer isn't cleared with background(),
// the depth buffer needs to be cleared regardless.
curContext.clear(curContext.DEPTH_BUFFER_BIT);
curContextCache = { attributes: {}, locations: {} };
// Delete all the lighting states and the materials the
// user set in the last draw() call.
p.noLights();
p.lightFalloff(1, 0, 0);
p.shininess(1);
p.ambient(255, 255, 255);
p.specular(0, 0, 0);
p.emissive(0, 0, 0);
p.camera();
p.draw();
pmouseXLastFrame = p.mouseX;
pmouseYLastFrame = p.mouseY;
p.pmouseX = pmouseXLastEvent;
p.pmouseY = pmouseYLastEvent;
};
/**
* Stops Processing from continuously executing the code within draw(). If loop() is
* called, the code in draw() begin to run continuously again. If using noLoop() in
* setup(), it should be the last line inside the block.
* When noLoop() is used, it's not possible to manipulate or access the screen inside event
* handling functions such as mousePressed() or keyPressed(). Instead, use those functions
* to call redraw() or loop(), which will run draw(), which can update the screen properly.
* This means that when noLoop() has been called, no drawing can happen, and functions like
* saveFrame() or loadPixels() may not be used.
* Note that if the sketch is resized, redraw() will be called to update the sketch, even
* after noLoop() has been specified. Otherwise, the sketch would enter an odd state until
* loop() was called.
*
* @returns none
*
* @see redraw
* @see draw
* @see loop
*/
p.noLoop = function() {
doLoop = false;
loopStarted = false;
clearInterval(looping);
curSketch.onPause();
};
/**
* Causes Processing to continuously execute the code within draw(). If noLoop() is called,
* the code in draw() stops executing.
*
* @returns none
*
* @see noLoop
*/
p.loop = function() {
if (loopStarted) {
return;
}
timeSinceLastFPS = Date.now();
framesSinceLastFPS = 0;
looping = window.setInterval(function() {
try {
curSketch.onFrameStart();
p.redraw();
curSketch.onFrameEnd();
} catch(e_loop) {
window.clearInterval(looping);
throw e_loop;
}
}, curMsPerFrame);
doLoop = true;
loopStarted = true;
curSketch.onLoop();
};
/**
* Specifies the number of frames to be displayed every second. If the processor is not
* fast enough to maintain the specified rate, it will not be achieved. For example, the
* function call frameRate(30) will attempt to refresh 30 times a second. It is recommended
* to set the frame rate within setup(). The default rate is 60 frames per second.
*
* @param {int} aRate number of frames per second.
*
* @returns none
*
* @see delay
*/
p.frameRate = function(aRate) {
curFrameRate = aRate;
curMsPerFrame = 1000 / curFrameRate;
// clear and reset interval
if (doLoop) {
p.noLoop();
p.loop();
}
};
/**
* Quits/stops/exits the program.
* Rather than terminating immediately, exit() will cause the sketch to exit after draw()
* has completed (or after setup() completes if called during the setup() method).
*
* @returns none
*/
p.exit = function() {
// cleanup
window.clearInterval(looping);
removeInstance(p.externals.canvas.id);
delete(curElement.onmousedown);
// Step through the libraries to detach them
for (var lib in Processing.lib) {
if (Processing.lib.hasOwnProperty(lib)) {
if (Processing.lib[lib].hasOwnProperty("detach")) {
Processing.lib[lib].detach(p);
}
}
}
// clean up all event handling
var i = eventHandlers.length;
while (i--) {
detachEventHandler(eventHandlers[i]);
}
curSketch.onExit();
};
////////////////////////////////////////////////////////////////////////////
// MISC functions
////////////////////////////////////////////////////////////////////////////
/**
* Sets the cursor to a predefined symbol, an image, or turns it on if already hidden.
* If you are trying to set an image as the cursor, it is recommended to make the size
* 16x16 or 32x32 pixels. It is not possible to load an image as the cursor if you are
* exporting your program for the Web. The values for parameters x and y must be less
* than the dimensions of the image.
*
* @param {MODE} MODE either ARROW, CROSS, HAND, MOVE, TEXT, WAIT
* @param {PImage} image any variable of type PImage
* @param {int} x the horizonal active spot of the cursor
* @param {int} y the vertical active spot of the cursor
*
* @returns none
*
* @see noCursor
*/
p.cursor = function() {
if (arguments.length > 1 || (arguments.length === 1 && arguments[0] instanceof p.PImage)) {
var image = arguments[0],
x, y;
if (arguments.length >= 3) {
x = arguments[1];
y = arguments[2];
if (x < 0 || y < 0 || y >= image.height || x >= image.width) {
throw "x and y must be non-negative and less than the dimensions of the image";
}
} else {
x = image.width >>> 1;
y = image.height >>> 1;
}
// see https://developer.mozilla.org/en/Using_URL_values_for_the_cursor_property
var imageDataURL = image.toDataURL();
var style = "url(\"" + imageDataURL + "\") " + x + " " + y + ", default";
curCursor = curElement.style.cursor = style;
} else if (arguments.length === 1) {
var mode = arguments[0];
curCursor = curElement.style.cursor = mode;
} else {
curCursor = curElement.style.cursor = oldCursor;
}
};
/**
* Hides the cursor from view.
*
* @returns none
*
* @see cursor
*/
p.noCursor = function() {
curCursor = curElement.style.cursor = PConstants.NOCURSOR;
};
/**
* Links to a webpage either in the same window or in a new window. The complete URL
* must be specified.
*
* @param {String} href complete url as a String in quotes
* @param {String} target name of the window to load the URL as a string in quotes
*
* @returns none
*/
p.link = function(href, target) {
if (target !== undef) {
window.open(href, target);
} else {
window.location = href;
}
};
// PGraphics methods
// These functions exist only for compatibility with P5
p.beginDraw = noop;
p.endDraw = noop;
/**
* This function takes content from a canvas and turns it into an ImageData object to be used with a PImage
*
* @returns {ImageData} ImageData object to attach to a PImage (1D array of pixel data)
*
* @see PImage
*/
Drawing2D.prototype.toImageData = function(x, y, w, h) {
x = x !== undef ? x : 0;
y = y !== undef ? y : 0;
w = w !== undef ? w : p.width;
h = h !== undef ? h : p.height;
return curContext.getImageData(x, y, w, h);
};
Drawing3D.prototype.toImageData = function(x, y, w, h) {
x = x !== undef ? x : 0;
y = y !== undef ? y : 0;
w = w !== undef ? w : p.width;
h = h !== undef ? h : p.height;
var c = document.createElement("canvas"),
ctx = c.getContext("2d"),
obj = ctx.createImageData(w, h),
uBuff = new Uint8Array(w * h * 4);
curContext.readPixels(x, y, w, h, curContext.RGBA, curContext.UNSIGNED_BYTE, uBuff);
for (var i=0, ul=uBuff.length, obj_data=obj.data; i < ul; i++) {
obj_data[i] = uBuff[(h - 1 - Math.floor(i / 4 / w)) * w * 4 + (i % (w * 4))];
}
return obj;
};
/**
* Displays message in the browser's status area. This is the text area in the lower
* left corner of the browser. The status() function will only work when the
* Processing program is running in a web browser.
*
* @param {String} text any valid String
*
* @returns none
*/
p.status = function(text) {
window.status = text;
};
////////////////////////////////////////////////////////////////////////////
// Binary Functions
////////////////////////////////////////////////////////////////////////////
/**
* Converts a byte, char, int, or color to a String containing the equivalent binary
* notation. For example color(0, 102, 153, 255) will convert to the String
* "11111111000000000110011010011001". This function can help make your geeky debugging
* sessions much happier.
*
* @param {byte|char|int|color} num byte, char, int, color: value to convert
* @param {int} numBits number of digits to return
*
* @returns {String}
*
* @see unhex
* @see hex
* @see unbinary
*/
p.binary = function(num, numBits) {
var bit;
if (numBits > 0) {
bit = numBits;
} else if(num instanceof Char) {
bit = 16;
num |= 0; // making it int
} else {
// autodetect, skipping zeros
bit = 32;
while (bit > 1 && !((num >>> (bit - 1)) & 1)) {
bit--;
}
}
var result = "";
while (bit > 0) {
result += ((num >>> (--bit)) & 1) ? "1" : "0";
}
return result;
};
/**
* Converts a String representation of a binary number to its equivalent integer value.
* For example, unbinary("00001000") will return 8.
*
* @param {String} binaryString String
*
* @returns {Int}
*
* @see hex
* @see binary
* @see unbinary
*/
p.unbinary = function(binaryString) {
var i = binaryString.length - 1, mask = 1, result = 0;
while (i >= 0) {
var ch = binaryString[i--];
if (ch !== '0' && ch !== '1') {
throw "the value passed into unbinary was not an 8 bit binary number";
}
if (ch === '1') {
result += mask;
}
mask <<= 1;
}
return result;
};
var decimalToHex = function(d, padding) {
//if there is no padding value added, default padding to 8 else go into while statement.
padding = (padding === undef || padding === null) ? padding = 8 : padding;
if (d < 0) {
d = 0xFFFFFFFF + d + 1;
}
var hex = Number(d).toString(16).toUpperCase();
while (hex.length < padding) {
hex = "0" + hex;
}
if (hex.length >= padding) {
hex = hex.substring(hex.length - padding, hex.length);
}
return hex;
};
// note: since we cannot keep track of byte, int types by default the returned string is 8 chars long
// if no 2nd argument is passed. closest compromise we can use to match java implementation Feb 5 2010
// also the char parser has issues with chars that are not digits or letters IE: !@#$%^&*
/**
* Converts a byte, char, int, or color to a String containing the equivalent hexadecimal notation.
* For example color(0, 102, 153, 255) will convert to the String "FF006699". This function can help
* make your geeky debugging sessions much happier.
*
* @param {byte|char|int|Color} value the value to turn into a hex string
* @param {int} digits the number of digits to return
*
* @returns {String}
*
* @see unhex
* @see binary
* @see unbinary
*/
p.hex = function(value, len) {
if (arguments.length === 1) {
if (value instanceof Char) {
len = 4;
} else { // int or byte, indistinguishable at the moment, default to 8
len = 8;
}
}
return decimalToHex(value, len);
};
function unhexScalar(hex) {
var value = parseInt("0x" + hex, 16);
// correct for int overflow java expectation
if (value > 2147483647) {
value -= 4294967296;
}
return value;
}
/**
* Converts a String representation of a hexadecimal number to its equivalent integer value.
*
* @param {String} hex the hex string to convert to an int
*
* @returns {int}
*
* @see hex
* @see binary
* @see unbinary
*/
p.unhex = function(hex) {
if (hex instanceof Array) {
var arr = [];
for (var i = 0; i < hex.length; i++) {
arr.push(unhexScalar(hex[i]));
}
return arr;
}
return unhexScalar(hex);
};
// Load a file or URL into strings
/**
* Reads the contents of a file or url and creates a String array of its individual lines.
* The filename parameter can also be a URL to a file found online. If the file is not available or an error occurs,
* null will be returned and an error message will be printed to the console. The error message does not halt
* the program.
*
* @param {String} filename name of the file or url to load
*
* @returns {String[]}
*
* @see loadBytes
* @see saveStrings
* @see saveBytes
*/
p.loadStrings = function(filename) {
if (localStorage[filename]) {
return localStorage[filename].split("\n");
}
var filecontent = ajax(filename);
if(typeof filecontent !== "string" || filecontent === "") {
return [];
}
// deal with the fact that Windows uses \r\n, Unix uses \n,
// Mac uses \r, and we actually expect \n
filecontent = filecontent.replace(/(\r\n?)/g,"\n").replace(/\n$/,"");
return filecontent.split("\n");
};
// Writes an array of strings to a file, one line per string
/**
* Writes an array of strings to a file, one line per string. This file is saved to the localStorage.
*
* @param {String} filename name of the file to save to localStorage
* @param {String[]} strings string array to be written
*
* @see loadBytes
* @see loadStrings
* @see saveBytes
*/
p.saveStrings = function(filename, strings) {
localStorage[filename] = strings.join('\n');
};
/**
* Reads the contents of a file or url and places it in a byte array. If a file is specified, it must be located in the localStorage.
* The filename parameter can also be a URL to a file found online.
*
* @param {String} filename name of a file in the localStorage or a URL.
*
* @returns {byte[]}
*
* @see loadStrings
* @see saveStrings
* @see saveBytes
*/
p.loadBytes = function(url) {
var string = ajax(url);
var ret = [];
for (var i = 0; i < string.length; i++) {
ret.push(string.charCodeAt(i));
}
return ret;
};
////////////////////////////////////////////////////////////////////////////
// String Functions
////////////////////////////////////////////////////////////////////////////
/**
* The matchAll() function is identical to match(), except that it returns an array of all matches in
* the specified String, rather than just the first.
*
* @param {String} aString the String to search inside
* @param {String} aRegExp the regexp to be used for matching
*
* @return {String[]} returns an array of matches
*
* @see #match
*/
p.matchAll = function(aString, aRegExp) {
var results = [],
latest;
var regexp = new RegExp(aRegExp, "g");
while ((latest = regexp.exec(aString)) !== null) {
results.push(latest);
if (latest[0].length === 0) {
++regexp.lastIndex;
}
}
return results.length > 0 ? results : null;
};
/**
* The match() function matches a string with a regular expression, and returns the match as an
* array. The first index is the matching expression, and array elements
* [1] and higher represent each of the groups (sequences found in parens).
*
* @param {String} str the String to be searched
* @param {String} regexp the regexp to be used for matching
*
* @return {String[]} an array of matching strings
*/
p.match = function(str, regexp) {
return str.match(regexp);
};
////////////////////////////////////////////////////////////////////////////
// Other java specific functions
////////////////////////////////////////////////////////////////////////////
var logBuffer = [];
/**
* The println() function writes to the console area of the Processing environment.
* Each call to this function creates a new line of output. Individual elements can be separated with quotes ("") and joined with the string concatenation operator (+).
*
* @param {String} message the string to write to the console
*
* @see #join
* @see #print
*/
p.println = function() {
Processing.logger.println.apply(Processing.logger, arguments);
};
/**
* The print() function writes to the console area of the Processing environment.
*
* @param {String} message the string to write to the console
*
* @see #join
*/
p.print = function() {
Processing.logger.print.apply(Processing.logger, arguments);
};
// Alphanumeric chars arguments automatically converted to numbers when
// passed in, and will come out as numbers.
p.str = function(val) {
if (val instanceof Array) {
var arr = [];
for (var i = 0; i < val.length; i++) {
arr.push(val[i].toString() + "");
}
return arr;
}
return (val.toString() + "");
};
// Conversion
function booleanScalar(val) {
if (typeof val === 'number') {
return val !== 0;
}
if (typeof val === 'boolean') {
return val;
}
if (typeof val === 'string') {
return val.toLowerCase() === 'true';
}
if (val instanceof Char) {
// 1, T or t
return val.code === 49 || val.code === 84 || val.code === 116;
}
}
/**
* Converts the passed parameter to the function to its boolean value.
* It will return an array of booleans if an array is passed in.
*
* @param {int, byte, string} val the parameter to be converted to boolean
* @param {int[], byte[], string[]} val the array to be converted to boolean[]
*
* @return {boolean|boolean[]} returns a boolean or an array of booleans
*/
p.parseBoolean = function (val) {
if (val instanceof Array) {
var ret = [];
for (var i = 0; i < val.length; i++) {
ret.push(booleanScalar(val[i]));
}
return ret;
}
return booleanScalar(val);
};
/**
* Converts the passed parameter to the function to its byte value.
* A byte is a number between -128 and 127.
* It will return an array of bytes if an array is passed in.
*
* @param {int, char} what the parameter to be conveted to byte
* @param {int[], char[]} what the array to be converted to byte[]
*
* @return {byte|byte[]} returns a byte or an array of bytes
*/
p.parseByte = function(what) {
if (what instanceof Array) {
var bytes = [];
for (var i = 0; i < what.length; i++) {
bytes.push((0 - (what[i] & 0x80)) | (what[i] & 0x7F));
}
return bytes;
}
return (0 - (what & 0x80)) | (what & 0x7F);
};
/**
* Converts the passed parameter to the function to its char value.
* It will return an array of chars if an array is passed in.
*
* @param {int, byte} key the parameter to be conveted to char
* @param {int[], byte[]} key the array to be converted to char[]
*
* @return {char|char[]} returns a char or an array of chars
*/
p.parseChar = function(key) {
if (typeof key === "number") {
return new Char(String.fromCharCode(key & 0xFFFF));
}
if (key instanceof Array) {
var ret = [];
for (var i = 0; i < key.length; i++) {
ret.push(new Char(String.fromCharCode(key[i] & 0xFFFF)));
}
return ret;
}
throw "char() may receive only one argument of type int, byte, int[], or byte[].";
};
// Processing doc claims good argument types are: int, char, byte, boolean,
// String, int[], char[], byte[], boolean[], String[].
// floats should not work. However, floats with only zeroes right of the
// decimal will work because JS converts those to int.
function floatScalar(val) {
if (typeof val === 'number') {
return val;
}
if (typeof val === 'boolean') {
return val ? 1 : 0;
}
if (typeof val === 'string') {
return parseFloat(val);
}
if (val instanceof Char) {
return val.code;
}
}
/**
* Converts the passed parameter to the function to its float value.
* It will return an array of floats if an array is passed in.
*
* @param {int, char, boolean, string} val the parameter to be conveted to float
* @param {int[], char[], boolean[], string[]} val the array to be converted to float[]
*
* @return {float|float[]} returns a float or an array of floats
*/
p.parseFloat = function(val) {
if (val instanceof Array) {
var ret = [];
for (var i = 0; i < val.length; i++) {
ret.push(floatScalar(val[i]));
}
return ret;
}
return floatScalar(val);
};
function intScalar(val, radix) {
if (typeof val === 'number') {
return val & 0xFFFFFFFF;
}
if (typeof val === 'boolean') {
return val ? 1 : 0;
}
if (typeof val === 'string') {
var number = parseInt(val, radix || 10); // Default to decimal radix.
return number & 0xFFFFFFFF;
}
if (val instanceof Char) {
return val.code;
}
}
/**
* Converts the passed parameter to the function to its int value.
* It will return an array of ints if an array is passed in.
*
* @param {string, char, boolean, float} val the parameter to be conveted to int
* @param {string[], char[], boolean[], float[]} val the array to be converted to int[]
* @param {int} radix optional the radix of the number (for js compatibility)
*
* @return {int|int[]} returns a int or an array of ints
*/
p.parseInt = function(val, radix) {
if (val instanceof Array) {
var ret = [];
for (var i = 0; i < val.length; i++) {
if (typeof val[i] === 'string' && !/^\s*[+\-]?\d+\s*$/.test(val[i])) {
ret.push(0);
} else {
ret.push(intScalar(val[i], radix));
}
}
return ret;
}
return intScalar(val, radix);
};
p.__int_cast = function(val) {
return 0|val;
};
p.__instanceof = function(obj, type) {
if (typeof type !== "function") {
throw "Function is expected as type argument for instanceof operator";
}
if (typeof obj === "string") {
// special case for strings
return type === Object || type === String;
}
if (obj instanceof type) {
// fast check if obj is already of type instance
return true;
}
if (typeof obj !== "object" || obj === null) {
return false; // not an object or null
}
var objType = obj.constructor;
if (type.$isInterface) {
// expecting the interface
// queueing interfaces from type and its base classes
var interfaces = [];
while (objType) {
if (objType.$interfaces) {
interfaces = interfaces.concat(objType.$interfaces);
}
objType = objType.$base;
}
while (interfaces.length > 0) {
var i = interfaces.shift();
if (i === type) {
return true;
}
// wide search in base interfaces
if (i.$interfaces) {
interfaces = interfaces.concat(i.$interfaces);
}
}
return false;
}
while (objType.hasOwnProperty("$base")) {
objType = objType.$base;
if (objType === type) {
return true; // object was found
}
}
return false;
};
/**
* Defines the dimension of the display window in units of pixels. The size() function must
* be the first line in setup(). If size() is not called, the default size of the window is
* 100x100 pixels. The system variables width and height are set by the parameters passed to
* the size() function.
*
* @param {int} aWidth width of the display window in units of pixels
* @param {int} aHeight height of the display window in units of pixels
* @param {MODE} aMode Either P2D, P3D, JAVA2D, or OPENGL
*
* @see createGraphics
* @see screen
*/
DrawingShared.prototype.size = function(aWidth, aHeight, aMode) {
if (doStroke) {
p.stroke(0);
}
if (doFill) {
p.fill(255);
}
// The default 2d context has already been created in the p.init() stage if
// a 3d context was not specified. This is so that a 2d context will be
// available if size() was not called.
var savedProperties = {
fillStyle: curContext.fillStyle,
strokeStyle: curContext.strokeStyle,
lineCap: curContext.lineCap,
lineJoin: curContext.lineJoin
};
// remove the style width and height properties to ensure that the canvas gets set to
// aWidth and aHeight coming in
if (curElement.style.length > 0 ) {
curElement.style.removeProperty("width");
curElement.style.removeProperty("height");
}
curElement.width = p.width = aWidth || 100;
curElement.height = p.height = aHeight || 100;
for (var prop in savedProperties) {
if (savedProperties.hasOwnProperty(prop)) {
curContext[prop] = savedProperties[prop];
}
}
// make sure to set the default font the first time round.
p.textFont(curTextFont);
// Set the background to whatever it was called last as if background() was called before size()
// If background() hasn't been called before, set background() to a light gray
p.background();
// set 5% for pixels to cache (or 1000)
maxPixelsCached = Math.max(1000, aWidth * aHeight * 0.05);
// Externalize the context
p.externals.context = curContext;
for (var i = 0; i < PConstants.SINCOS_LENGTH; i++) {
sinLUT[i] = p.sin(i * (PConstants.PI / 180) * 0.5);
cosLUT[i] = p.cos(i * (PConstants.PI / 180) * 0.5);
}
};
Drawing2D.prototype.size = function(aWidth, aHeight, aMode) {
if (curContext === undef) {
// size() was called without p.init() default context, i.e. p.createGraphics()
curContext = curElement.getContext("2d");
userMatrixStack = new PMatrixStack();
userReverseMatrixStack = new PMatrixStack();
modelView = new PMatrix2D();
modelViewInv = new PMatrix2D();
}
DrawingShared.prototype.size.apply(this, arguments);
};
Drawing3D.prototype.size = (function() {
var size3DCalled = false;
return function size(aWidth, aHeight, aMode) {
if (size3DCalled) {
throw "Multiple calls to size() for 3D renders are not allowed.";
}
size3DCalled = true;
function getGLContext(canvas) {
var ctxNames = ['experimental-webgl', 'webgl', 'webkit-3d'],
gl;
for (var i=0, l=ctxNames.length; i<l; i++) {
gl = canvas.getContext(ctxNames[i], {antialias: false, preserveDrawingBuffer: true});
if (gl) {
break;
}
}
return gl;
}
// Get the 3D rendering context.
try {
// If the HTML <canvas> dimensions differ from the
// dimensions specified in the size() call in the sketch, for
// 3D sketches, browsers will either not render or render the
// scene incorrectly. To fix this, we need to adjust the
// width and height attributes of the canvas.
curElement.width = p.width = aWidth || 100;
curElement.height = p.height = aHeight || 100;
curContext = getGLContext(curElement);
canTex = curContext.createTexture();
textTex = curContext.createTexture();
} catch(e_size) {
Processing.debug(e_size);
}
if (!curContext) {
throw "WebGL context is not supported on this browser.";
}
// Set defaults
curContext.viewport(0, 0, curElement.width, curElement.height);
curContext.enable(curContext.DEPTH_TEST);
curContext.enable(curContext.BLEND);
curContext.blendFunc(curContext.SRC_ALPHA, curContext.ONE_MINUS_SRC_ALPHA);
// Create the program objects to render 2D (points, lines) and
// 3D (spheres, boxes) shapes. Because 2D shapes are not lit,
// lighting calculations are ommitted from this program object.
programObject2D = createProgramObject(curContext, vertexShaderSrc2D, fragmentShaderSrc2D);
programObjectUnlitShape = createProgramObject(curContext, vertexShaderSrcUnlitShape, fragmentShaderSrcUnlitShape);
// Set the default point and line width for the 2D and unlit shapes.
p.strokeWeight(1);
// Now that the programs have been compiled, we can set the default
// states for the lights.
programObject3D = createProgramObject(curContext, vertexShaderSrc3D, fragmentShaderSrc3D);
curContext.useProgram(programObject3D);
// Assume we aren't using textures by default.
uniformi("usingTexture3d", programObject3D, "usingTexture", usingTexture);
// Set some defaults.
p.lightFalloff(1, 0, 0);
p.shininess(1);
p.ambient(255, 255, 255);
p.specular(0, 0, 0);
p.emissive(0, 0, 0);
// Create buffers for 3D primitives
boxBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, boxBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, boxVerts, curContext.STATIC_DRAW);
boxNormBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, boxNormBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, boxNorms, curContext.STATIC_DRAW);
boxOutlineBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, boxOutlineBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, boxOutlineVerts, curContext.STATIC_DRAW);
// used to draw the rectangle and the outline
rectBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, rectBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, rectVerts, curContext.STATIC_DRAW);
rectNormBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, rectNormBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, rectNorms, curContext.STATIC_DRAW);
// The sphere vertices are specified dynamically since the user
// can change the level of detail. Everytime the user does that
// using sphereDetail(), the new vertices are calculated.
sphereBuffer = curContext.createBuffer();
lineBuffer = curContext.createBuffer();
// Shape buffers
fillBuffer = curContext.createBuffer();
fillColorBuffer = curContext.createBuffer();
strokeColorBuffer = curContext.createBuffer();
shapeTexVBO = curContext.createBuffer();
pointBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, pointBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([0, 0, 0]), curContext.STATIC_DRAW);
textBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, textBuffer );
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([1,1,0,-1,1,0,-1,-1,0,1,-1,0]), curContext.STATIC_DRAW);
textureBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, textureBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([0,0,1,0,1,1,0,1]), curContext.STATIC_DRAW);
indexBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ELEMENT_ARRAY_BUFFER, indexBuffer);
curContext.bufferData(curContext.ELEMENT_ARRAY_BUFFER, new Uint16Array([0,1,2,2,3,0]), curContext.STATIC_DRAW);
cam = new PMatrix3D();
cameraInv = new PMatrix3D();
modelView = new PMatrix3D();
modelViewInv = new PMatrix3D();
projection = new PMatrix3D();
p.camera();
p.perspective();
userMatrixStack = new PMatrixStack();
userReverseMatrixStack = new PMatrixStack();
// used by both curve and bezier, so just init here
curveBasisMatrix = new PMatrix3D();
curveToBezierMatrix = new PMatrix3D();
curveDrawMatrix = new PMatrix3D();
bezierDrawMatrix = new PMatrix3D();
bezierBasisInverse = new PMatrix3D();
bezierBasisMatrix = new PMatrix3D();
bezierBasisMatrix.set(-1, 3, -3, 1, 3, -6, 3, 0, -3, 3, 0, 0, 1, 0, 0, 0);
DrawingShared.prototype.size.apply(this, arguments);
};
}());
////////////////////////////////////////////////////////////////////////////
// Lights
////////////////////////////////////////////////////////////////////////////
/**
* Adds an ambient light. Ambient light doesn't come from a specific direction,
* the rays have light have bounced around so much that objects are evenly lit
* from all sides. Ambient lights are almost always used in combination with
* other types of lights. Lights need to be included in the <b>draw()</b> to
* remain persistent in a looping program. Placing them in the <b>setup()</b>
* of a looping program will cause them to only have an effect the first time
* through the loop. The effect of the parameters is determined by the current
* color mode.
*
* @param {int | float} r red or hue value
* @param {int | float} g green or hue value
* @param {int | float} b blue or hue value
*
* @param {int | float} x x position of light (used for falloff)
* @param {int | float} y y position of light (used for falloff)
* @param {int | float} z z position of light (used for falloff)
*
* @returns none
*
* @see lights
* @see directionalLight
* @see pointLight
* @see spotLight
*/
Drawing2D.prototype.ambientLight = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.ambientLight = function(r, g, b, x, y, z) {
if (lightCount === PConstants.MAX_LIGHTS) {
throw "can only create " + PConstants.MAX_LIGHTS + " lights";
}
var pos = new PVector(x, y, z);
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.mult(pos, pos);
// Instead of calling p.color, we do the calculations ourselves to
// reduce property lookups.
var col = color$4(r, g, b, 0);
var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
((col & PConstants.GREEN_MASK) >>> 8) / 255,
(col & PConstants.BLUE_MASK) / 255 ];
curContext.useProgram(programObject3D);
uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 0);
uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
};
/**
* 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 <b>draw()</b> to remain
* persistent in a looping program. Placing them in the <b>setup()</b> of a
* looping program will cause them to only have an effect the first time
* through the loop. The affect of the <br>r</b>, <br>g</b>, and <br>b</b>
* parameters is determined by the current color mode. The <b>nx</b>,
* <b>ny</b>, and <b>nz</b> parameters specify the direction the light is
* facing. For example, setting <b>ny</b> to -1 will cause the geometry to be
* lit from below (the light is facing directly upward).
*
* @param {int | float} r red or hue value
* @param {int | float} g green or hue value
* @param {int | float} b blue or hue value
*
* @param {int | float} nx direction along the x axis
* @param {int | float} ny direction along the y axis
* @param {int | float} nz direction along the z axis
*
* @returns none
*
* @see lights
* @see ambientLight
* @see pointLight
* @see spotLight
*/
Drawing2D.prototype.directionalLight = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.directionalLight = function(r, g, b, nx, ny, nz) {
if (lightCount === PConstants.MAX_LIGHTS) {
throw "can only create " + PConstants.MAX_LIGHTS + " lights";
}
curContext.useProgram(programObject3D);
var mvm = new PMatrix3D();
mvm.scale(1, -1, 1);
mvm.apply(modelView.array());
mvm = mvm.array();
// We need to multiply the direction by the model view matrix, but
// the mult function checks the w component of the vector, if it isn't
// present, it uses 1, so we manually multiply.
var dir = [
mvm[0] * nx + mvm[4] * ny + mvm[8] * nz,
mvm[1] * nx + mvm[5] * ny + mvm[9] * nz,
mvm[2] * nx + mvm[6] * ny + mvm[10] * nz
];
// Instead of calling p.color, we do the calculations ourselves to
// reduce property lookups.
var col = color$4(r, g, b, 0);
var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
((col & PConstants.GREEN_MASK) >>> 8) / 255,
(col & PConstants.BLUE_MASK) / 255 ];
uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", dir);
uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 1);
uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
};
/**
* Sets the falloff rates for point lights, spot lights, and ambient lights.
* The parameters are used to determine the falloff with the following equation:
*
* d = distance from light position to vertex position
* falloff = 1 / (CONSTANT + d * LINEAR + (d*d) * QUADRATIC)
*
* Like <b>fill()</b>, it affects only the elements which are created after it in the
* code. The default value if <b>LightFalloff(1.0, 0.0, 0.0)</b>. Thinking about an
* ambient light with a falloff can be tricky. It is used, for example, if you
* wanted a region of your scene to be lit ambiently one color and another region
* to be lit ambiently by another color, you would use an ambient light with location
* and falloff. You can think of it as a point light that doesn't care which direction
* a surface is facing.
*
* @param {int | float} constant constant value for determining falloff
* @param {int | float} linear linear value for determining falloff
* @param {int | float} quadratic quadratic value for determining falloff
*
* @returns none
*
* @see lights
* @see ambientLight
* @see pointLight
* @see spotLight
* @see lightSpecular
*/
Drawing2D.prototype.lightFalloff = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.lightFalloff = function(constant, linear, quadratic) {
curContext.useProgram(programObject3D);
uniformf("uFalloff3d", programObject3D, "uFalloff", [constant, linear, quadratic]);
};
/**
* Sets the specular color for lights. Like <b>fill()</b>, it affects only the
* elements which are created after it in the code. Specular refers to light
* which bounces off a surface in a perferred direction (rather than bouncing
* in all directions like a diffuse light) and is used for creating highlights.
* The specular quality of a light interacts with the specular material qualities
* set through the <b>specular()</b> and <b>shininess()</b> functions.
*
* @param {int | float} r red or hue value
* @param {int | float} g green or hue value
* @param {int | float} b blue or hue value
*
* @returns none
*
* @see lights
* @see ambientLight
* @see pointLight
* @see spotLight
*/
Drawing2D.prototype.lightSpecular = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.lightSpecular = function(r, g, b) {
// Instead of calling p.color, we do the calculations ourselves to
// reduce property lookups.
var col = color$4(r, g, b, 0);
var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
((col & PConstants.GREEN_MASK) >>> 8) / 255,
(col & PConstants.BLUE_MASK) / 255 ];
curContext.useProgram(programObject3D);
uniformf("uSpecular3d", programObject3D, "uSpecular", normalizedCol);
};
/**
* Sets the default ambient light, directional light, falloff, and specular
* values. The defaults are ambientLight(128, 128, 128) and
* directionalLight(128, 128, 128, 0, 0, -1), lightFalloff(1, 0, 0), and
* lightSpecular(0, 0, 0). 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.
*
* @returns none
*
* @see ambientLight
* @see directionalLight
* @see pointLight
* @see spotLight
* @see noLights
*
*/
p.lights = function() {
p.ambientLight(128, 128, 128);
p.directionalLight(128, 128, 128, 0, 0, -1);
p.lightFalloff(1, 0, 0);
p.lightSpecular(0, 0, 0);
};
/**
* Adds a point light. Lights need to be included in the <b>draw()</b> to remain
* persistent in a looping program. Placing them in the <b>setup()</b> of a
* looping program will cause them to only have an effect the first time through
* the loop. The affect of the <b>r</b>, <b>g</b>, and <b>b</b> parameters
* is determined by the current color mode. The <b>x</b>, <b>y</b>, and <b>z</b>
* parameters set the position of the light.
*
* @param {int | float} r red or hue value
* @param {int | float} g green or hue value
* @param {int | float} b blue or hue value
* @param {int | float} x x coordinate of the light
* @param {int | float} y y coordinate of the light
* @param {int | float} z z coordinate of the light
*
* @returns none
*
* @see lights
* @see directionalLight
* @see ambientLight
* @see spotLight
*/
Drawing2D.prototype.pointLight = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.pointLight = function(r, g, b, x, y, z) {
if (lightCount === PConstants.MAX_LIGHTS) {
throw "can only create " + PConstants.MAX_LIGHTS + " lights";
}
// Place the point in view space once instead of once per vertex
// in the shader.
var pos = new PVector(x, y, z);
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.mult(pos, pos);
// Instead of calling p.color, we do the calculations ourselves to
// reduce property lookups.
var col = color$4(r, g, b, 0);
var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
((col & PConstants.GREEN_MASK) >>> 8) / 255,
(col & PConstants.BLUE_MASK) / 255 ];
curContext.useProgram(programObject3D);
uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 2);
uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
};
/**
* Disable all lighting. Lighting is turned off by default and enabled with
* the lights() method. This function can be used to disable lighting so
* that 2D geometry (which does not require lighting) can be drawn after a
* set of lighted 3D geometry.
*
* @returns none
*
* @see lights
*/
Drawing2D.prototype.noLights = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.noLights = function() {
lightCount = 0;
curContext.useProgram(programObject3D);
uniformi("uLightCount3d", programObject3D, "uLightCount", lightCount);
};
/**
* Adds a spot light. Lights need to be included in the <b>draw()</b> to
* remain persistent in a looping program. Placing them in the <b>setup()</b>
* of a looping program will cause them to only have an effect the first time
* through the loop. The affect of the <b>r</b>, <b>g</b>, and <b>b</b> parameters
* is determined by the current color mode. The <b>x</b>, <b>y</b>, and <b>z</b>
* parameters specify the position of the light and <b>nx</b>, <b>ny</b>, <b>nz</b>
* specify the direction or light. The angle parameter affects <b>angle</b> of the
* spotlight cone.
*
* @param {int | float} r red or hue value
* @param {int | float} g green or hue value
* @param {int | float} b blue or hue value
* @param {int | float} x coordinate of the light
* @param {int | float} y coordinate of the light
* @param {int | float} z coordinate of the light
* @param {int | float} nx direction along the x axis
* @param {int | float} ny direction along the y axis
* @param {int | float} nz direction along the z axis
* @param {float} angle angle of the spotlight cone
* @param {float} concentration exponent determining the center bias of the cone
*
* @returns none
*
* @see lights
* @see directionalLight
* @see ambientLight
* @see pointLight
*/
Drawing2D.prototype.spotLight = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.spotLight = function(r, g, b, x, y, z, nx, ny, nz, angle, concentration) {
if (lightCount === PConstants.MAX_LIGHTS) {
throw "can only create " + PConstants.MAX_LIGHTS + " lights";
}
curContext.useProgram(programObject3D);
// multiply the position and direction by the model view matrix
// once per object rather than once per vertex.
var pos = new PVector(x, y, z);
var mvm = new PMatrix3D();
mvm.scale(1, -1, 1);
mvm.apply(modelView.array());
mvm.mult(pos, pos);
// Convert to array since we need to directly access the elements.
mvm = mvm.array();
// We need to multiply the direction by the model view matrix, but
// the mult function checks the w component of the vector, if it isn't
// present, it uses 1, so we use a very small value as a work around.
var dir = [
mvm[0] * nx + mvm[4] * ny + mvm[8] * nz,
mvm[1] * nx + mvm[5] * ny + mvm[9] * nz,
mvm[2] * nx + mvm[6] * ny + mvm[10] * nz
];
// Instead of calling p.color, we do the calculations ourselves to
// reduce property lookups.
var col = color$4(r, g, b, 0);
var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
((col & PConstants.GREEN_MASK) >>> 8) / 255,
(col & PConstants.BLUE_MASK) / 255 ];
uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
uniformf("uLights.direction.3d." + lightCount, programObject3D, "uLights" + lightCount + ".direction", dir);
uniformf("uLights.concentration.3d." + lightCount, programObject3D, "uLights" + lightCount + ".concentration", concentration);
uniformf("uLights.angle.3d." + lightCount, programObject3D, "uLights" + lightCount + ".angle", angle);
uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 3);
uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
};
////////////////////////////////////////////////////////////////////////////
// Camera functions
////////////////////////////////////////////////////////////////////////////
/**
* The <b>beginCamera()</b> and <b>endCamera()</b> functions enable advanced customization of the camera space.
* The functions are useful if you want to more control over camera movement, however for most users, the <b>camera()</b>
* function will be sufficient.<br /><br />The camera functions will replace any transformations (such as <b>rotate()</b>
* or <b>translate()</b>) that occur before them in <b>draw()</b>, but they will not automatically replace the camera
* transform itself. For this reason, camera functions should be placed at the beginning of <b>draw()</b> (so that
* transformations happen afterwards), and the <b>camera()</b> function can be used after <b>beginCamera()</b> if
* you want to reset the camera before applying transformations.<br /><br />This function sets the matrix mode to the
* camera matrix so calls such as <b>translate()</b>, <b>rotate()</b>, applyMatrix() and resetMatrix() affect the camera.
* <b>beginCamera()</b> should always be used with a following <b>endCamera()</b> and pairs of <b>beginCamera()</b> and
* <b>endCamera()</b> cannot be nested.
*
* @see camera
* @see endCamera
* @see applyMatrix
* @see resetMatrix
* @see translate
* @see rotate
* @see scale
*/
Drawing2D.prototype.beginCamera = function() {
throw ("beginCamera() is not available in 2D mode");
};
Drawing3D.prototype.beginCamera = function() {
if (manipulatingCamera) {
throw ("You cannot call beginCamera() again before calling endCamera()");
}
manipulatingCamera = true;
modelView = cameraInv;
modelViewInv = cam;
};
/**
* The <b>beginCamera()</b> and <b>endCamera()</b> functions enable advanced customization of the camera space.
* Please see the reference for <b>beginCamera()</b> for a description of how the functions are used.
*
* @see beginCamera
*/
Drawing2D.prototype.endCamera = function() {
throw ("endCamera() is not available in 2D mode");
};
Drawing3D.prototype.endCamera = function() {
if (!manipulatingCamera) {
throw ("You cannot call endCamera() before calling beginCamera()");
}
modelView.set(cam);
modelViewInv.set(cameraInv);
manipulatingCamera = false;
};
/**
* Sets the position of the camera through setting the eye position, the center of the scene, and which axis is facing
* upward. Moving the eye position and the direction it is pointing (the center of the scene) allows the images to be
* seen from different angles. The version without any parameters sets the camera to the default position, pointing to
* the center of the display window with the Y axis as up. The default values are camera(width/2.0, height/2.0,
* (height/2.0) / tan(PI*60.0 / 360.0), width/2.0, height/2.0, 0, 0, 1, 0). This function is similar to gluLookAt()
* in OpenGL, but it first clears the current camera settings.
*
* @param {float} eyeX x-coordinate for the eye
* @param {float} eyeY y-coordinate for the eye
* @param {float} eyeZ z-coordinate for the eye
* @param {float} centerX x-coordinate for the center of the scene
* @param {float} centerY y-coordinate for the center of the scene
* @param {float} centerZ z-coordinate for the center of the scene
* @param {float} upX usually 0.0, 1.0, -1.0
* @param {float} upY usually 0.0, 1.0, -1.0
* @param {float} upZ usually 0.0, 1.0, -1.0
*
* @see beginCamera
* @see endCamera
* @see frustum
*/
p.camera = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
if (eyeX === undef) {
// Workaround if createGraphics is used.
cameraX = p.width / 2;
cameraY = p.height / 2;
cameraZ = cameraY / Math.tan(cameraFOV / 2);
eyeX = cameraX;
eyeY = cameraY;
eyeZ = cameraZ;
centerX = cameraX;
centerY = cameraY;
centerZ = 0;
upX = 0;
upY = 1;
upZ = 0;
}
var z = new PVector(eyeX - centerX, eyeY - centerY, eyeZ - centerZ);
var y = new PVector(upX, upY, upZ);
z.normalize();
var x = PVector.cross(y, z);
y = PVector.cross(z, x);
x.normalize();
y.normalize();
var xX = x.x,
xY = x.y,
xZ = x.z;
var yX = y.x,
yY = y.y,
yZ = y.z;
var zX = z.x,
zY = z.y,
zZ = z.z;
cam.set(xX, xY, xZ, 0, yX, yY, yZ, 0, zX, zY, zZ, 0, 0, 0, 0, 1);
cam.translate(-eyeX, -eyeY, -eyeZ);
cameraInv.reset();
cameraInv.invApply(xX, xY, xZ, 0, yX, yY, yZ, 0, zX, zY, zZ, 0, 0, 0, 0, 1);
cameraInv.translate(eyeX, eyeY, eyeZ);
modelView.set(cam);
modelViewInv.set(cameraInv);
};
/**
* Sets a perspective projection applying foreshortening, making distant objects appear smaller than closer ones. The
* parameters define a viewing volume with the shape of truncated pyramid. Objects near to the front of the volume appear
* their actual size, while farther objects appear smaller. This projection simulates the perspective of the world more
* accurately than orthographic projection. The version of perspective without parameters sets the default perspective and
* the version with four parameters allows the programmer to set the area precisely. The default values are:
* perspective(PI/3.0, width/height, cameraZ/10.0, cameraZ*10.0) where cameraZ is ((height/2.0) / tan(PI*60.0/360.0));
*
* @param {float} fov field-of-view angle (in radians) for vertical direction
* @param {float} aspect ratio of width to height
* @param {float} zNear z-position of nearest clipping plane
* @param {float} zFar z-positions of farthest clipping plane
*/
p.perspective = function(fov, aspect, near, far) {
if (arguments.length === 0) {
//in case canvas is resized
cameraY = curElement.height / 2;
cameraZ = cameraY / Math.tan(cameraFOV / 2);
cameraNear = cameraZ / 10;
cameraFar = cameraZ * 10;
cameraAspect = p.width / p.height;
fov = cameraFOV;
aspect = cameraAspect;
near = cameraNear;
far = cameraFar;
}
var yMax, yMin, xMax, xMin;
yMax = near * Math.tan(fov / 2);
yMin = -yMax;
xMax = yMax * aspect;
xMin = yMin * aspect;
p.frustum(xMin, xMax, yMin, yMax, near, far);
};
/**
* Sets a perspective matrix defined through the parameters. Works like glFrustum, except it wipes out the current
* perspective matrix rather than muliplying itself with it.
*
* @param {float} left left coordinate of the clipping plane
* @param {float} right right coordinate of the clipping plane
* @param {float} bottom bottom coordinate of the clipping plane
* @param {float} top top coordinate of the clipping plane
* @param {float} near near coordinate of the clipping plane
* @param {float} far far coordinate of the clipping plane
*
* @see beginCamera
* @see camera
* @see endCamera
* @see perspective
*/
Drawing2D.prototype.frustum = function() {
throw("Processing.js: frustum() is not supported in 2D mode");
};
Drawing3D.prototype.frustum = function(left, right, bottom, top, near, far) {
frustumMode = true;
projection = new PMatrix3D();
projection.set((2 * near) / (right - left), 0, (right + left) / (right - left),
0, 0, (2 * near) / (top - bottom), (top + bottom) / (top - bottom),
0, 0, 0, -(far + near) / (far - near), -(2 * far * near) / (far - near),
0, 0, -1, 0);
var proj = new PMatrix3D();
proj.set(projection);
proj.transpose();
curContext.useProgram(programObject2D);
uniformMatrix("projection2d", programObject2D, "uProjection", false, proj.array());
curContext.useProgram(programObject3D);
uniformMatrix("projection3d", programObject3D, "uProjection", false, proj.array());
curContext.useProgram(programObjectUnlitShape);
uniformMatrix("uProjectionUS", programObjectUnlitShape, "uProjection", false, proj.array());
};
/**
* Sets an orthographic projection and defines a parallel clipping volume. All objects with the same dimension appear
* the same size, regardless of whether they are near or far from the camera. The parameters to this function specify
* the clipping volume where left and right are the minimum and maximum x values, top and bottom are the minimum and
* maximum y values, and near and far are the minimum and maximum z values. If no parameters are given, the default
* is used: ortho(0, width, 0, height, -10, 10).
*
* @param {float} left left plane of the clipping volume
* @param {float} right right plane of the clipping volume
* @param {float} bottom bottom plane of the clipping volume
* @param {float} top top plane of the clipping volume
* @param {float} near maximum distance from the origin to the viewer
* @param {float} far maximum distance from the origin away from the viewer
*/
p.ortho = function(left, right, bottom, top, near, far) {
if (arguments.length === 0) {
left = 0;
right = p.width;
bottom = 0;
top = p.height;
near = -10;
far = 10;
}
var x = 2 / (right - left);
var y = 2 / (top - bottom);
var z = -2 / (far - near);
var tx = -(right + left) / (right - left);
var ty = -(top + bottom) / (top - bottom);
var tz = -(far + near) / (far - near);
projection = new PMatrix3D();
projection.set(x, 0, 0, tx, 0, y, 0, ty, 0, 0, z, tz, 0, 0, 0, 1);
var proj = new PMatrix3D();
proj.set(projection);
proj.transpose();
curContext.useProgram(programObject2D);
uniformMatrix("projection2d", programObject2D, "uProjection", false, proj.array());
curContext.useProgram(programObject3D);
uniformMatrix("projection3d", programObject3D, "uProjection", false, proj.array());
curContext.useProgram(programObjectUnlitShape);
uniformMatrix("uProjectionUS", programObjectUnlitShape, "uProjection", false, proj.array());
frustumMode = false;
};
/**
* The printProjection() prints the current projection matrix to the text window.
*/
p.printProjection = function() {
projection.print();
};
/**
* The printCamera() function prints the current camera matrix.
*/
p.printCamera = function() {
cam.print();
};
////////////////////////////////////////////////////////////////////////////
// Shapes
////////////////////////////////////////////////////////////////////////////
/**
* The box() function renders a box. A box is an extruded rectangle. A box with equal dimension on all sides is a cube.
* Calling this function with only one parameter will create a cube.
*
* @param {int|float} w dimension of the box in the x-dimension
* @param {int|float} h dimension of the box in the y-dimension
* @param {int|float} d dimension of the box in the z-dimension
*/
Drawing2D.prototype.box = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.box = function(w, h, d) {
// user can uniformly scale the box by
// passing in only one argument.
if (!h || !d) {
h = d = w;
}
// Modeling transformation
var model = new PMatrix3D();
model.scale(w, h, d);
// Viewing transformation needs to have Y flipped
// becuase that's what Processing does.
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
if (doFill) {
curContext.useProgram(programObject3D);
uniformMatrix("model3d", programObject3D, "uModel", false, model.array());
uniformMatrix("view3d", programObject3D, "uView", false, view.array());
// Fix stitching problems. (lines get occluded by triangles
// since they share the same depth values). This is not entirely
// working, but it's a start for drawing the outline. So
// developers can start playing around with styles.
curContext.enable(curContext.POLYGON_OFFSET_FILL);
curContext.polygonOffset(1, 1);
uniformf("color3d", programObject3D, "uColor", fillStyle);
// Calculating the normal matrix can be expensive, so only
// do it if it's necessary.
if(lightCount > 0){
// Create the normal transformation matrix.
var v = new PMatrix3D();
v.set(view);
var m = new PMatrix3D();
m.set(model);
v.mult(m);
var normalMatrix = new PMatrix3D();
normalMatrix.set(v);
normalMatrix.invert();
normalMatrix.transpose();
uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, boxNormBuffer);
}
else{
disableVertexAttribPointer("aNormal3d", programObject3D, "aNormal");
}
vertexAttribPointer("aVertex3d", programObject3D, "aVertex", 3, boxBuffer);
// Turn off per vertex colors.
disableVertexAttribPointer("aColor3d", programObject3D, "aColor");
disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
curContext.drawArrays(curContext.TRIANGLES, 0, boxVerts.length / 3);
curContext.disable(curContext.POLYGON_OFFSET_FILL);
}
// Draw the box outline.
if (lineWidth > 0 && doStroke) {
curContext.useProgram(programObject2D);
uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
vertexAttribPointer("vertex2d", programObject2D, "aVertex", 3, boxOutlineBuffer);
disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
curContext.drawArrays(curContext.LINES, 0, boxOutlineVerts.length / 3);
}
};
/**
* The initSphere() function is a helper function used by <b>sphereDetail()</b>
* This function creates and stores sphere vertices every time the user changes sphere detail.
*
* @see #sphereDetail
*/
var initSphere = function() {
var i;
sphereVerts = [];
for (i = 0; i < sphereDetailU; i++) {
sphereVerts.push(0);
sphereVerts.push(-1);
sphereVerts.push(0);
sphereVerts.push(sphereX[i]);
sphereVerts.push(sphereY[i]);
sphereVerts.push(sphereZ[i]);
}
sphereVerts.push(0);
sphereVerts.push(-1);
sphereVerts.push(0);
sphereVerts.push(sphereX[0]);
sphereVerts.push(sphereY[0]);
sphereVerts.push(sphereZ[0]);
var v1, v11, v2;
// middle rings
var voff = 0;
for (i = 2; i < sphereDetailV; i++) {
v1 = v11 = voff;
voff += sphereDetailU;
v2 = voff;
for (var j = 0; j < sphereDetailU; j++) {
sphereVerts.push(sphereX[v1]);
sphereVerts.push(sphereY[v1]);
sphereVerts.push(sphereZ[v1++]);
sphereVerts.push(sphereX[v2]);
sphereVerts.push(sphereY[v2]);
sphereVerts.push(sphereZ[v2++]);
}
// close each ring
v1 = v11;
v2 = voff;
sphereVerts.push(sphereX[v1]);
sphereVerts.push(sphereY[v1]);
sphereVerts.push(sphereZ[v1]);
sphereVerts.push(sphereX[v2]);
sphereVerts.push(sphereY[v2]);
sphereVerts.push(sphereZ[v2]);
}
// add the northern cap
for (i = 0; i < sphereDetailU; i++) {
v2 = voff + i;
sphereVerts.push(sphereX[v2]);
sphereVerts.push(sphereY[v2]);
sphereVerts.push(sphereZ[v2]);
sphereVerts.push(0);
sphereVerts.push(1);
sphereVerts.push(0);
}
sphereVerts.push(sphereX[voff]);
sphereVerts.push(sphereY[voff]);
sphereVerts.push(sphereZ[voff]);
sphereVerts.push(0);
sphereVerts.push(1);
sphereVerts.push(0);
//set the buffer data
curContext.bindBuffer(curContext.ARRAY_BUFFER, sphereBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(sphereVerts), curContext.STATIC_DRAW);
};
/**
* The sphereDetail() function controls the detail used to render a sphere by adjusting the number of
* vertices of the sphere mesh. The default resolution is 30, which creates
* a fairly detailed sphere definition with vertices every 360/30 = 12
* degrees. If you're going to render a great number of spheres per frame,
* it is advised to reduce the level of detail using this function.
* The setting stays active until <b>sphereDetail()</b> is called again with
* a new parameter and so should <i>not</i> be called prior to every
* <b>sphere()</b> statement, unless you wish to render spheres with
* different settings, e.g. using less detail for smaller spheres or ones
* further away from the camera. To control the detail of the horizontal
* and vertical resolution independently, use the version of the functions
* with two parameters. Calling this function with one parameter sets the number of segments
*(minimum of 3) used per full circle revolution. This is equivalent to calling the function with
* two identical values.
*
* @param {int} ures number of segments used horizontally (longitudinally) per full circle revolution
* @param {int} vres number of segments used vertically (latitudinally) from top to bottom
*
* @see #sphere()
*/
p.sphereDetail = function(ures, vres) {
var i;
if (arguments.length === 1) {
ures = vres = arguments[0];
}
if (ures < 3) {
ures = 3;
} // force a minimum res
if (vres < 2) {
vres = 2;
} // force a minimum res
// if it hasn't changed do nothing
if ((ures === sphereDetailU) && (vres === sphereDetailV)) {
return;
}
var delta = PConstants.SINCOS_LENGTH / ures;
var cx = new Float32Array(ures);
var cz = new Float32Array(ures);
// calc unit circle in XZ plane
for (i = 0; i < ures; i++) {
cx[i] = cosLUT[((i * delta) % PConstants.SINCOS_LENGTH) | 0];
cz[i] = sinLUT[((i * delta) % PConstants.SINCOS_LENGTH) | 0];
}
// computing vertexlist
// vertexlist starts at south pole
var vertCount = ures * (vres - 1) + 2;
var currVert = 0;
// re-init arrays to store vertices
sphereX = new Float32Array(vertCount);
sphereY = new Float32Array(vertCount);
sphereZ = new Float32Array(vertCount);
var angle_step = (PConstants.SINCOS_LENGTH * 0.5) / vres;
var angle = angle_step;
// step along Y axis
for (i = 1; i < vres; i++) {
var curradius = sinLUT[(angle % PConstants.SINCOS_LENGTH) | 0];
var currY = -cosLUT[(angle % PConstants.SINCOS_LENGTH) | 0];
for (var j = 0; j < ures; j++) {
sphereX[currVert] = cx[j] * curradius;
sphereY[currVert] = currY;
sphereZ[currVert++] = cz[j] * curradius;
}
angle += angle_step;
}
sphereDetailU = ures;
sphereDetailV = vres;
// make the sphere verts and norms
initSphere();
};
/**
* The sphere() function draws a sphere with radius r centered at coordinate 0, 0, 0.
* A sphere is a hollow ball made from tessellated triangles.
*
* @param {int|float} r the radius of the sphere
*/
Drawing2D.prototype.sphere = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.sphere = function() {
var sRad = arguments[0];
if ((sphereDetailU < 3) || (sphereDetailV < 2)) {
p.sphereDetail(30);
}
// Modeling transformation.
var model = new PMatrix3D();
model.scale(sRad, sRad, sRad);
// viewing transformation needs to have Y flipped
// becuase that's what Processing does.
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
if (doFill) {
// Calculating the normal matrix can be expensive, so only
// do it if it's necessary.
if(lightCount > 0){
// Create a normal transformation matrix.
var v = new PMatrix3D();
v.set(view);
var m = new PMatrix3D();
m.set(model);
v.mult(m);
var normalMatrix = new PMatrix3D();
normalMatrix.set(v);
normalMatrix.invert();
normalMatrix.transpose();
uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, sphereBuffer);
}
else{
disableVertexAttribPointer("aNormal3d", programObject3D, "aNormal");
}
curContext.useProgram(programObject3D);
disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
uniformMatrix("uModel3d", programObject3D, "uModel", false, model.array());
uniformMatrix("uView3d", programObject3D, "uView", false, view.array());
vertexAttribPointer("aVertex3d", programObject3D, "aVertex", 3, sphereBuffer);
// Turn off per vertex colors.
disableVertexAttribPointer("aColor3d", programObject3D, "aColor");
// fix stitching problems. (lines get occluded by triangles
// since they share the same depth values). This is not entirely
// working, but it's a start for drawing the outline. So
// developers can start playing around with styles.
curContext.enable(curContext.POLYGON_OFFSET_FILL);
curContext.polygonOffset(1, 1);
uniformf("uColor3d", programObject3D, "uColor", fillStyle);
curContext.drawArrays(curContext.TRIANGLE_STRIP, 0, sphereVerts.length / 3);
curContext.disable(curContext.POLYGON_OFFSET_FILL);
}
// Draw the sphere outline.
if (lineWidth > 0 && doStroke) {
curContext.useProgram(programObject2D);
uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, sphereBuffer);
disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
uniformi("uIsDrawingText", programObject2D, "uIsDrawingText", false);
curContext.drawArrays(curContext.LINE_STRIP, 0, sphereVerts.length / 3);
}
};
////////////////////////////////////////////////////////////////////////////
// Coordinates
////////////////////////////////////////////////////////////////////////////
/**
* 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.<br />
* <br />
*
* @param {int | float} x 3D x coordinate to be mapped
* @param {int | float} y 3D y coordinate to be mapped
* @param {int | float} z 3D z coordinate to be mapped
*
* @returns {float}
*
* @see modelY
* @see modelZ
*/
p.modelX = function(x, y, z) {
var mv = modelView.array();
var ci = cameraInv.array();
var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
var ox = ci[0] * ax + ci[1] * ay + ci[2] * az + ci[3] * aw;
var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
return (ow !== 0) ? ox / ow : ox;
};
/**
* 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.<br />
* <br />
*
* @param {int | float} x 3D x coordinate to be mapped
* @param {int | float} y 3D y coordinate to be mapped
* @param {int | float} z 3D z coordinate to be mapped
*
* @returns {float}
*
* @see modelX
* @see modelZ
*/
p.modelY = function(x, y, z) {
var mv = modelView.array();
var ci = cameraInv.array();
var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
var oy = ci[4] * ax + ci[5] * ay + ci[6] * az + ci[7] * aw;
var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
return (ow !== 0) ? oy / ow : oy;
};
/**
* 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.
*
* @param {int | float} x 3D x coordinate to be mapped
* @param {int | float} y 3D y coordinate to be mapped
* @param {int | float} z 3D z coordinate to be mapped
*
* @returns {float}
*
* @see modelX
* @see modelY
*/
p.modelZ = function(x, y, z) {
var mv = modelView.array();
var ci = cameraInv.array();
var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
var oz = ci[8] * ax + ci[9] * ay + ci[10] * az + ci[11] * aw;
var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
return (ow !== 0) ? oz / ow : oz;
};
////////////////////////////////////////////////////////////////////////////
// Material Properties
////////////////////////////////////////////////////////////////////////////
/**
* Sets the ambient reflectance for shapes drawn to the screen. This is
* combined with the ambient light component of environment. The color
* components set through the parameters define the reflectance. For example in
* the default color mode, setting v1=255, v2=126, v3=0, would cause all the
* red light to reflect and half of the green light to reflect. Used in combination
* with <b>emissive()</b>, <b>specular()</b>, and <b>shininess()</b> in setting
* the materal properties of shapes.
*
* @param {int | float} gray
*
* @returns none
*
* @see emissive
* @see specular
* @see shininess
*/
Drawing2D.prototype.ambient = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.ambient = function(v1, v2, v3) {
curContext.useProgram(programObject3D);
uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
var col = p.color(v1, v2, v3);
uniformf("uMaterialAmbient3d", programObject3D, "uMaterialAmbient", p.color.toGLArray(col).slice(0, 3));
};
/**
* Sets the emissive color of the material used for drawing shapes
* drawn to the screen. Used in combination with ambient(), specular(),
* and shininess() in setting the material properties of shapes.
*
* Can be called in the following ways:
*
* emissive(gray)
* @param {int | float} gray number specifying value between white and black
*
* emissive(color)
* @param {color} color any value of the color datatype
*
* emissive(v1, v2, v3)
* @param {int | float} v1 red or hue value
* @param {int | float} v2 green or saturation value
* @param {int | float} v3 blue or brightness value
*
* @returns none
*
* @see ambient
* @see specular
* @see shininess
*/
Drawing2D.prototype.emissive = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.emissive = function(v1, v2, v3) {
curContext.useProgram(programObject3D);
uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
var col = p.color(v1, v2, v3);
uniformf("uMaterialEmissive3d", programObject3D, "uMaterialEmissive", p.color.toGLArray(col).slice(0, 3));
};
/**
* Sets the amount of gloss in the surface of shapes. Used in combination with
* <b>ambient()</b>, <b>specular()</b>, and <b>emissive()</b> in setting the
* material properties of shapes.
*
* @param {float} shine degree of shininess
*
* @returns none
*/
Drawing2D.prototype.shininess = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.shininess = function(shine) {
curContext.useProgram(programObject3D);
uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
uniformf("uShininess3d", programObject3D, "uShininess", shine);
};
/**
* Sets the specular color of the materials used for shapes drawn to the screen,
* which sets the color of hightlights. Specular refers to light which bounces
* off a surface in a perferred direction (rather than bouncing in all directions
* like a diffuse light). Used in combination with emissive(), ambient(), and
* shininess() in setting the material properties of shapes.
*
* Can be called in the following ways:
*
* specular(gray)
* @param {int | float} gray number specifying value between white and black
*
* specular(gray, alpha)
* @param {int | float} gray number specifying value between white and black
* @param {int | float} alpha opacity
*
* specular(color)
* @param {color} color any value of the color datatype
*
* specular(v1, v2, v3)
* @param {int | float} v1 red or hue value
* @param {int | float} v2 green or saturation value
* @param {int | float} v3 blue or brightness value
*
* specular(v1, v2, v3, alpha)
* @param {int | float} v1 red or hue value
* @param {int | float} v2 green or saturation value
* @param {int | float} v3 blue or brightness value
* @param {int | float} alpha opacity
*
* @returns none
*
* @see ambient
* @see emissive
* @see shininess
*/
Drawing2D.prototype.specular = DrawingShared.prototype.a3DOnlyFunction;
Drawing3D.prototype.specular = function(v1, v2, v3) {
curContext.useProgram(programObject3D);
uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
var col = p.color(v1, v2, v3);
uniformf("uMaterialSpecular3d", programObject3D, "uMaterialSpecular", p.color.toGLArray(col).slice(0, 3));
};
////////////////////////////////////////////////////////////////////////////
// Coordinates
////////////////////////////////////////////////////////////////////////////
/**
* Takes a three-dimensional X, Y, Z position and returns the X value for
* where it will appear on a (two-dimensional) screen.
*
* @param {int | float} x 3D x coordinate to be mapped
* @param {int | float} y 3D y coordinate to be mapped
* @param {int | float} z 3D z optional coordinate to be mapped
*
* @returns {float}
*
* @see screenY
* @see screenZ
*/
p.screenX = function( x, y, z ) {
var mv = modelView.array();
if( mv.length === 16 )
{
var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
var pj = projection.array();
var ox = pj[ 0]*ax + pj[ 1]*ay + pj[ 2]*az + pj[ 3]*aw;
var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
if ( ow !== 0 ){
ox /= ow;
}
return p.width * ( 1 + ox ) / 2.0;
}
// We assume that we're in 2D
return modelView.multX(x, y);
};
/**
* Takes a three-dimensional X, Y, Z position and returns the Y value for
* where it will appear on a (two-dimensional) screen.
*
* @param {int | float} x 3D x coordinate to be mapped
* @param {int | float} y 3D y coordinate to be mapped
* @param {int | float} z 3D z optional coordinate to be mapped
*
* @returns {float}
*
* @see screenX
* @see screenZ
*/
p.screenY = function screenY( x, y, z ) {
var mv = modelView.array();
if( mv.length === 16 ) {
var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
var pj = projection.array();
var oy = pj[ 4]*ax + pj[ 5]*ay + pj[ 6]*az + pj[ 7]*aw;
var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
if ( ow !== 0 ){
oy /= ow;
}
return p.height * ( 1 + oy ) / 2.0;
}
// We assume that we're in 2D
return modelView.multY(x, y);
};
/**
* Takes a three-dimensional X, Y, Z position and returns the Z value for
* where it will appear on a (two-dimensional) screen.
*
* @param {int | float} x 3D x coordinate to be mapped
* @param {int | float} y 3D y coordinate to be mapped
* @param {int | float} z 3D z coordinate to be mapped
*
* @returns {float}
*
* @see screenX
* @see screenY
*/
p.screenZ = function screenZ( x, y, z ) {
var mv = modelView.array();
if( mv.length !== 16 ) {
return 0;
}
var pj = projection.array();
var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
var oz = pj[ 8]*ax + pj[ 9]*ay + pj[10]*az + pj[11]*aw;
var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
if ( ow !== 0 ) {
oz /= ow;
}
return ( oz + 1 ) / 2.0;
};
////////////////////////////////////////////////////////////////////////////
// Style functions
////////////////////////////////////////////////////////////////////////////
/**
* The fill() function sets the color used to fill shapes. For example, if you run <b>fill(204, 102, 0)</b>, all subsequent shapes will be filled with orange.
* This color is either specified in terms of the RGB or HSB color depending on the current <b>colorMode()</b>
*(the default color space is RGB, with each value in the range from 0 to 255).
* <br><br>When using hexadecimal notation to specify a color, use "#" or "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA).
* The # syntax uses six digits to specify a color (the way colors are specified in HTML and CSS). When using the hexadecimal notation starting with "0x",
* the hexadecimal value must be specified with eight characters; the first two characters define the alpha component and the remainder the red, green, and blue components.
* <br><br>The value for the parameter "gray" must be less than or equal to the current maximum value as specified by <b>colorMode()</b>. The default maximum value is 255.
* <br><br>To change the color of an image (or a texture), use tint().
*
* @param {int|float} gray number specifying value between white and black
* @param {int|float} value1 red or hue value
* @param {int|float} value2 green or saturation value
* @param {int|float} value3 blue or brightness value
* @param {int|float} alpha opacity of the fill
* @param {Color} color any value of the color datatype
* @param {int} hex color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
*
* @see #noFill()
* @see #stroke()
* @see #tint()
* @see #background()
* @see #colorMode()
*/
DrawingShared.prototype.fill = function() {
var color = p.color.apply(this, arguments);
if(color === currentFillColor && doFill) {
return;
}
doFill = true;
currentFillColor = color;
};
Drawing2D.prototype.fill = function() {
DrawingShared.prototype.fill.apply(this, arguments);
isFillDirty = true;
};
Drawing3D.prototype.fill = function() {
DrawingShared.prototype.fill.apply(this, arguments);
fillStyle = p.color.toGLArray(currentFillColor);
};
function executeContextFill() {
if(doFill) {
if(isFillDirty) {
curContext.fillStyle = p.color.toString(currentFillColor);
isFillDirty = false;
}
curContext.fill();
}
}
/**
* The noFill() function disables filling geometry. If both <b>noStroke()</b> and <b>noFill()</b>
* are called, no shapes will be drawn to the screen.
*
* @see #fill()
*
*/
p.noFill = function() {
doFill = false;
};
/**
* The stroke() function sets the color used to draw lines and borders around shapes. This color
* is either specified in terms of the RGB or HSB color depending on the
* current <b>colorMode()</b> (the default color space is RGB, with each
* value in the range from 0 to 255).
* <br><br>When using hexadecimal notation to specify a color, use "#" or
* "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA). The # syntax uses six
* digits to specify a color (the way colors are specified in HTML and CSS).
* When using the hexadecimal notation starting with "0x", the hexadecimal
* value must be specified with eight characters; the first two characters
* define the alpha component and the remainder the red, green, and blue
* components.
* <br><br>The value for the parameter "gray" must be less than or equal
* to the current maximum value as specified by <b>colorMode()</b>.
* The default maximum value is 255.
*
* @param {int|float} gray number specifying value between white and black
* @param {int|float} value1 red or hue value
* @param {int|float} value2 green or saturation value
* @param {int|float} value3 blue or brightness value
* @param {int|float} alpha opacity of the stroke
* @param {Color} color any value of the color datatype
* @param {int} hex color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
*
* @see #fill()
* @see #noStroke()
* @see #tint()
* @see #background()
* @see #colorMode()
*/
DrawingShared.prototype.stroke = function() {
var color = p.color.apply(this, arguments);
if(color === currentStrokeColor && doStroke) {
return;
}
doStroke = true;
currentStrokeColor = color;
};
Drawing2D.prototype.stroke = function() {
DrawingShared.prototype.stroke.apply(this, arguments);
isStrokeDirty = true;
};
Drawing3D.prototype.stroke = function() {
DrawingShared.prototype.stroke.apply(this, arguments);
strokeStyle = p.color.toGLArray(currentStrokeColor);
};
function executeContextStroke() {
if(doStroke) {
if(isStrokeDirty) {
curContext.strokeStyle = p.color.toString(currentStrokeColor);
isStrokeDirty = false;
}
curContext.stroke();
}
}
/**
* The noStroke() function disables drawing the stroke (outline). If both <b>noStroke()</b> and
* <b>noFill()</b> are called, no shapes will be drawn to the screen.
*
* @see #stroke()
*/
p.noStroke = function() {
doStroke = false;
};
/**
* The strokeWeight() function sets the width of the stroke used for lines, points, and the border around shapes.
* All widths are set in units of pixels.
*
* @param {int|float} w the weight (in pixels) of the stroke
*/
DrawingShared.prototype.strokeWeight = function(w) {
lineWidth = w;
};
Drawing2D.prototype.strokeWeight = function(w) {
DrawingShared.prototype.strokeWeight.apply(this, arguments);
curContext.lineWidth = w;
};
Drawing3D.prototype.strokeWeight = function(w) {
DrawingShared.prototype.strokeWeight.apply(this, arguments);
// Processing groups the weight of points and lines under this one function,
// but for WebGL, we need to set a uniform for points and call a function for line.
curContext.useProgram(programObject2D);
uniformf("pointSize2d", programObject2D, "uPointSize", w);
curContext.useProgram(programObjectUnlitShape);
uniformf("pointSizeUnlitShape", programObjectUnlitShape, "uPointSize", w);
curContext.lineWidth(w);
};
/**
* The strokeCap() function sets the style for rendering line endings. These ends are either squared, extended, or rounded and
* specified with the corresponding parameters SQUARE, PROJECT, and ROUND. The default cap is ROUND.
* This function is not available with the P2D, P3D, or OPENGL renderers
*
* @param {int} value Either SQUARE, PROJECT, or ROUND
*/
p.strokeCap = function(value) {
drawing.$ensureContext().lineCap = value;
};
/**
* The strokeJoin() function sets the style of the joints which connect line segments.
* These joints are either mitered, beveled, or rounded and specified with the corresponding parameters MITER, BEVEL, and ROUND. The default joint is MITER.
* This function is not available with the P2D, P3D, or OPENGL renderers
*
* @param {int} value Either SQUARE, PROJECT, or ROUND
*/
p.strokeJoin = function(value) {
drawing.$ensureContext().lineJoin = value;
};
/**
* The smooth() function draws all geometry with smooth (anti-aliased) edges. This will slow down the frame rate of the application,
* but will enhance the visual refinement. <br/><br/>
* Note that smooth() will also improve image quality of resized images, and noSmooth() will disable image (and font) smoothing altogether.
* When working with a 3D sketch, smooth will draw points as circles rather than squares.
*
* @see #noSmooth()
* @see #hint()
* @see #size()
*/
Drawing2D.prototype.smooth = function() {
renderSmooth = true;
var style = curElement.style;
style.setProperty("image-rendering", "optimizeQuality", "important");
style.setProperty("-ms-interpolation-mode", "bicubic", "important");
if (curContext.hasOwnProperty("mozImageSmoothingEnabled")) {
curContext.mozImageSmoothingEnabled = true;
}
};
Drawing3D.prototype.smooth = function(){
renderSmooth = true;
};
/**
* The noSmooth() function draws all geometry with jagged (aliased) edges.
*
* @see #smooth()
*/
Drawing2D.prototype.noSmooth = function() {
renderSmooth = false;
var style = curElement.style;
style.setProperty("image-rendering", "optimizeSpeed", "important");
style.setProperty("image-rendering", "-moz-crisp-edges", "important");
style.setProperty("image-rendering", "-webkit-optimize-contrast", "important");
style.setProperty("image-rendering", "optimize-contrast", "important");
style.setProperty("-ms-interpolation-mode", "nearest-neighbor", "important");
if (curContext.hasOwnProperty("mozImageSmoothingEnabled")) {
curContext.mozImageSmoothingEnabled = false;
}
};
Drawing3D.prototype.noSmooth = function(){
renderSmooth = false;
};
////////////////////////////////////////////////////////////////////////////
// Vector drawing functions
////////////////////////////////////////////////////////////////////////////
/**
* The point() function draws a point, a coordinate in space at the dimension of one pixel.
* The first parameter is the horizontal value for the point, the second
* value is the vertical value for the point, and the optional third value
* is the depth value. Drawing this shape in 3D using the <b>z</b>
* parameter requires the P3D or OPENGL parameter in combination with
* size as shown in the above example.
*
* @param {int|float} x x-coordinate of the point
* @param {int|float} y y-coordinate of the point
* @param {int|float} z z-coordinate of the point
*
* @see #beginShape()
*/
Drawing2D.prototype.point = function(x, y) {
if (!doStroke) {
return;
}
if (!renderSmooth) {
x = Math.round(x);
y = Math.round(y);
}
curContext.fillStyle = p.color.toString(currentStrokeColor);
isFillDirty = true;
// Draw a circle for any point larger than 1px
if (lineWidth > 1) {
curContext.beginPath();
curContext.arc(x, y, lineWidth / 2, 0, PConstants.TWO_PI, false);
curContext.fill();
} else {
curContext.fillRect(x, y, 1, 1);
}
};
Drawing3D.prototype.point = function(x, y, z) {
var model = new PMatrix3D();
// move point to position
model.translate(x, y, z || 0);
model.transpose();
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
curContext.useProgram(programObject2D);
uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
if (lineWidth > 0 && doStroke) {
// this will be replaced with the new bit shifting color code
uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
uniformi("uSmooth2d", programObject2D, "uSmooth", renderSmooth);
vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, pointBuffer);
disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
curContext.drawArrays(curContext.POINTS, 0, 1);
}
};
/**
* Using the <b>beginShape()</b> and <b>endShape()</b> functions allow creating more complex forms.
* <b>beginShape()</b> begins recording vertices for a shape and <b>endShape()</b> stops recording.
* The value of the <b>MODE</b> parameter tells it which types of shapes to create from the provided vertices.
* With no mode specified, the shape can be any irregular polygon. After calling the <b>beginShape()</b> function,
* a series of <b>vertex()</b> commands must follow. To stop drawing the shape, call <b>endShape()</b>.
* The <b>vertex()</b> function with two parameters specifies a position in 2D and the <b>vertex()</b>
* function with three parameters specifies a position in 3D. Each shape will be outlined with the current
* stroke color and filled with the fill color.
*
* @param {int} MODE either POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP.
*
* @see endShape
* @see vertex
* @see curveVertex
* @see bezierVertex
*/
p.beginShape = function(type) {
curShape = type;
curvePoints = [];
vertArray = [];
};
/**
* All shapes are constructed by connecting a series of vertices. <b>vertex()</b> is used to specify the vertex
* coordinates for points, lines, triangles, quads, and polygons and is used exclusively within the <b>beginShape()</b>
* and <b>endShape()</b> function. <br /><br />Drawing a vertex in 3D using the <b>z</b> parameter requires the P3D or
* OPENGL parameter in combination with size as shown in the above example.<br /><br />This function is also used to map a
* texture onto the geometry. The <b>texture()</b> function declares the texture to apply to the geometry and the <b>u</b>
* and <b>v</b> coordinates set define the mapping of this texture to the form. By default, the coordinates used for
* <b>u</b> and <b>v</b> are specified in relation to the image's size in pixels, but this relation can be changed with
* <b>textureMode()</b>.
*
* @param {int | float} x x-coordinate of the vertex
* @param {int | float} y y-coordinate of the vertex
* @param {boolean} moveto flag to indicate whether this is a new subpath
*
* @see beginShape
* @see endShape
* @see bezierVertex
* @see curveVertex
* @see texture
*/
Drawing2D.prototype.vertex = function(x, y, moveTo) {
var vert = [];
if (firstVert) { firstVert = false; }
vert.isVert = true;
vert[0] = x;
vert[1] = y;
vert[2] = 0;
vert[3] = 0;
vert[4] = 0;
// fill and stroke color
vert[5] = currentFillColor;
vert[6] = currentStrokeColor;
vertArray.push(vert);
if (moveTo) {
vertArray[vertArray.length-1].moveTo = moveTo;
}
};
Drawing3D.prototype.vertex = function(x, y, z, u, v) {
var vert = [];
if (firstVert) { firstVert = false; }
vert.isVert = true;
if (v === undef && usingTexture) {
v = u;
u = z;
z = 0;
}
// Convert u and v to normalized coordinates
if (u !== undef && v !== undef) {
if (curTextureMode === PConstants.IMAGE) {
u /= curTexture.width;
v /= curTexture.height;
}
u = u > 1 ? 1 : u;
u = u < 0 ? 0 : u;
v = v > 1 ? 1 : v;
v = v < 0 ? 0 : v;
}
vert[0] = x;
vert[1] = y;
vert[2] = z || 0;
vert[3] = u || 0;
vert[4] = v || 0;
// fill rgba
vert[5] = fillStyle[0];
vert[6] = fillStyle[1];
vert[7] = fillStyle[2];
vert[8] = fillStyle[3];
// stroke rgba
vert[9] = strokeStyle[0];
vert[10] = strokeStyle[1];
vert[11] = strokeStyle[2];
vert[12] = strokeStyle[3];
//normals
vert[13] = normalX;
vert[14] = normalY;
vert[15] = normalZ;
vertArray.push(vert);
};
/**
* @private
* Renders 3D points created from calls to vertex and beginShape/endShape
*
* @param {Array} vArray an array of vertex coordinate
* @param {Array} cArray an array of colours used for the vertices
*
* @see beginShape
* @see endShape
* @see vertex
*/
var point3D = function(vArray, cArray){
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
curContext.useProgram(programObjectUnlitShape);
uniformMatrix("uViewUS", programObjectUnlitShape, "uView", false, view.array());
uniformi("uSmoothUS", programObjectUnlitShape, "uSmooth", renderSmooth);
vertexAttribPointer("aVertexUS", programObjectUnlitShape, "aVertex", 3, pointBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW);
vertexAttribPointer("aColorUS", programObjectUnlitShape, "aColor", 4, fillColorBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW);
curContext.drawArrays(curContext.POINTS, 0, vArray.length/3);
};
/**
* @private
* Renders 3D lines created from calls to beginShape/vertex/endShape - based on the mode specified LINES, LINE_LOOP, etc.
*
* @param {Array} vArray an array of vertex coordinate
* @param {String} mode either LINES, LINE_LOOP, or LINE_STRIP
* @param {Array} cArray an array of colours used for the vertices
*
* @see beginShape
* @see endShape
* @see vertex
*/
var line3D = function(vArray, mode, cArray){
var ctxMode;
if (mode === "LINES"){
ctxMode = curContext.LINES;
}
else if(mode === "LINE_LOOP"){
ctxMode = curContext.LINE_LOOP;
}
else{
ctxMode = curContext.LINE_STRIP;
}
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
curContext.useProgram(programObjectUnlitShape);
uniformMatrix("uViewUS", programObjectUnlitShape, "uView", false, view.array());
vertexAttribPointer("aVertexUS", programObjectUnlitShape, "aVertex", 3, lineBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW);
vertexAttribPointer("aColorUS", programObjectUnlitShape, "aColor", 4, strokeColorBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW);
curContext.drawArrays(ctxMode, 0, vArray.length/3);
};
/**
* @private
* Render filled shapes created from calls to beginShape/vertex/endShape - based on the mode specified TRIANGLES, etc.
*
* @param {Array} vArray an array of vertex coordinate
* @param {String} mode either LINES, LINE_LOOP, or LINE_STRIP
* @param {Array} cArray an array of colours used for the vertices
* @param {Array} tArray an array of u,v coordinates for textures
*
* @see beginShape
* @see endShape
* @see vertex
*/
var fill3D = function(vArray, mode, cArray, tArray){
var ctxMode;
if (mode === "TRIANGLES") {
ctxMode = curContext.TRIANGLES;
} else if(mode === "TRIANGLE_FAN") {
ctxMode = curContext.TRIANGLE_FAN;
} else {
ctxMode = curContext.TRIANGLE_STRIP;
}
var view = new PMatrix3D();
view.scale( 1, -1, 1 );
view.apply( modelView.array() );
view.transpose();
curContext.useProgram( programObject3D );
uniformMatrix( "model3d", programObject3D, "uModel", false, [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1] );
uniformMatrix( "view3d", programObject3D, "uView", false, view.array() );
curContext.enable( curContext.POLYGON_OFFSET_FILL );
curContext.polygonOffset( 1, 1 );
uniformf( "color3d", programObject3D, "uColor", [-1,0,0,0] );
vertexAttribPointer( "vertex3d", programObject3D, "aVertex", 3, fillBuffer );
curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW );
// if we are using a texture and a tint, then overwrite the
// contents of the color buffer with the current tint
if ( usingTexture && curTint !== null ){
curTint3d( cArray );
}
vertexAttribPointer( "aColor3d", programObject3D, "aColor", 4, fillColorBuffer );
curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW );
// No support for lights....yet
disableVertexAttribPointer( "aNormal3d", programObject3D, "aNormal" );
if ( usingTexture ) {
uniformi( "uUsingTexture3d", programObject3D, "uUsingTexture", usingTexture );
vertexAttribPointer( "aTexture3d", programObject3D, "aTexture", 2, shapeTexVBO );
curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(tArray), curContext.STREAM_DRAW );
}
curContext.drawArrays( ctxMode, 0, vArray.length/3 );
curContext.disable( curContext.POLYGON_OFFSET_FILL );
};
/**
* this series of three operations is used a lot in Drawing2D.prototype.endShape
* and has been split off as its own function, to tighten the code and allow for
* fewer bugs.
*/
function fillStrokeClose() {
executeContextFill();
executeContextStroke();
curContext.closePath();
}
/**
* The endShape() function is the companion to beginShape() and may only be called after beginShape().
* When endshape() is called, all of image data defined since the previous call to beginShape() is written
* into the image buffer.
*
* @param {int} MODE Use CLOSE to close the shape
*
* @see beginShape
*/
Drawing2D.prototype.endShape = function(mode) {
// Duplicated in Drawing3D; too many variables used
if (vertArray.length === 0) { return; }
var closeShape = mode === PConstants.CLOSE;
// if the shape is closed, the first element is also the last element
if (closeShape) {
vertArray.push(vertArray[0]);
}
var lineVertArray = [];
var fillVertArray = [];
var colorVertArray = [];
var strokeVertArray = [];
var texVertArray = [];
var cachedVertArray;
firstVert = true;
var i, j, k;
var vertArrayLength = vertArray.length;
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
fillVertArray.push(cachedVertArray[j]);
}
}
// 5,6,7,8
// R,G,B,A - fill colour
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 5; j < 9; j++) {
colorVertArray.push(cachedVertArray[j]);
}
}
// 9,10,11,12
// R, G, B, A - stroke colour
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 9; j < 13; j++) {
strokeVertArray.push(cachedVertArray[j]);
}
}
// texture u,v
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
texVertArray.push(cachedVertArray[3]);
texVertArray.push(cachedVertArray[4]);
}
// curveVertex
if ( isCurve && (curShape === PConstants.POLYGON || curShape === undef) ) {
if (vertArrayLength > 3) {
var b = [],
s = 1 - curTightness;
curContext.beginPath();
curContext.moveTo(vertArray[1][0], vertArray[1][1]);
/*
* Matrix to convert from Catmull-Rom to cubic Bezier
* where t = curTightness
* |0 1 0 0 |
* |(t-1)/6 1 (1-t)/6 0 |
* |0 (1-t)/6 1 (t-1)/6 |
* |0 0 0 0 |
*/
for (i = 1; (i+2) < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
b[0] = [cachedVertArray[0], cachedVertArray[1]];
b[1] = [cachedVertArray[0] + (s * vertArray[i+1][0] - s * vertArray[i-1][0]) / 6,
cachedVertArray[1] + (s * vertArray[i+1][1] - s * vertArray[i-1][1]) / 6];
b[2] = [vertArray[i+1][0] + (s * vertArray[i][0] - s * vertArray[i+2][0]) / 6,
vertArray[i+1][1] + (s * vertArray[i][1] - s * vertArray[i+2][1]) / 6];
b[3] = [vertArray[i+1][0], vertArray[i+1][1]];
curContext.bezierCurveTo(b[1][0], b[1][1], b[2][0], b[2][1], b[3][0], b[3][1]);
}
fillStrokeClose();
}
}
// bezierVertex
else if ( isBezier && (curShape === PConstants.POLYGON || curShape === undef) ) {
curContext.beginPath();
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
if (vertArray[i].isVert) { //if it is a vertex move to the position
if (vertArray[i].moveTo) {
curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
} else {
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
}
} else { //otherwise continue drawing bezier
curContext.bezierCurveTo(vertArray[i][0], vertArray[i][1], vertArray[i][2], vertArray[i][3], vertArray[i][4], vertArray[i][5]);
}
}
fillStrokeClose();
}
// render the vertices provided
else {
if (curShape === PConstants.POINTS) {
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
if (doStroke) {
p.stroke(cachedVertArray[6]);
}
p.point(cachedVertArray[0], cachedVertArray[1]);
}
} else if (curShape === PConstants.LINES) {
for (i = 0; (i + 1) < vertArrayLength; i+=2) {
cachedVertArray = vertArray[i];
if (doStroke) {
p.stroke(vertArray[i+1][6]);
}
p.line(cachedVertArray[0], cachedVertArray[1], vertArray[i+1][0], vertArray[i+1][1]);
}
} else if (curShape === PConstants.TRIANGLES) {
for (i = 0; (i + 2) < vertArrayLength; i+=3) {
cachedVertArray = vertArray[i];
curContext.beginPath();
curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
curContext.lineTo(vertArray[i+2][0], vertArray[i+2][1]);
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
if (doFill) {
p.fill(vertArray[i+2][5]);
executeContextFill();
}
if (doStroke) {
p.stroke(vertArray[i+2][6]);
executeContextStroke();
}
curContext.closePath();
}
} else if (curShape === PConstants.TRIANGLE_STRIP) {
for (i = 0; (i+1) < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
curContext.beginPath();
curContext.moveTo(vertArray[i+1][0], vertArray[i+1][1]);
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
if (doStroke) {
p.stroke(vertArray[i+1][6]);
}
if (doFill) {
p.fill(vertArray[i+1][5]);
}
if (i + 2 < vertArrayLength) {
curContext.lineTo(vertArray[i+2][0], vertArray[i+2][1]);
if (doStroke) {
p.stroke(vertArray[i+2][6]);
}
if (doFill) {
p.fill(vertArray[i+2][5]);
}
}
fillStrokeClose();
}
} else if (curShape === PConstants.TRIANGLE_FAN) {
if (vertArrayLength > 2) {
curContext.beginPath();
curContext.moveTo(vertArray[0][0], vertArray[0][1]);
curContext.lineTo(vertArray[1][0], vertArray[1][1]);
curContext.lineTo(vertArray[2][0], vertArray[2][1]);
if (doFill) {
p.fill(vertArray[2][5]);
executeContextFill();
}
if (doStroke) {
p.stroke(vertArray[2][6]);
executeContextStroke();
}
curContext.closePath();
for (i = 3; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
curContext.beginPath();
curContext.moveTo(vertArray[0][0], vertArray[0][1]);
curContext.lineTo(vertArray[i-1][0], vertArray[i-1][1]);
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
if (doFill) {
p.fill(cachedVertArray[5]);
executeContextFill();
}
if (doStroke) {
p.stroke(cachedVertArray[6]);
executeContextStroke();
}
curContext.closePath();
}
}
} else if (curShape === PConstants.QUADS) {
for (i = 0; (i + 3) < vertArrayLength; i+=4) {
cachedVertArray = vertArray[i];
curContext.beginPath();
curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
for (j = 1; j < 4; j++) {
curContext.lineTo(vertArray[i+j][0], vertArray[i+j][1]);
}
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
if (doFill) {
p.fill(vertArray[i+3][5]);
executeContextFill();
}
if (doStroke) {
p.stroke(vertArray[i+3][6]);
executeContextStroke();
}
curContext.closePath();
}
} else if (curShape === PConstants.QUAD_STRIP) {
if (vertArrayLength > 3) {
for (i = 0; (i+1) < vertArrayLength; i+=2) {
cachedVertArray = vertArray[i];
curContext.beginPath();
if (i+3 < vertArrayLength) {
curContext.moveTo(vertArray[i+2][0], vertArray[i+2][1]);
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
curContext.lineTo(vertArray[i+3][0], vertArray[i+3][1]);
if (doFill) {
p.fill(vertArray[i+3][5]);
}
if (doStroke) {
p.stroke(vertArray[i+3][6]);
}
} else {
curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
}
fillStrokeClose();
}
}
} else {
curContext.beginPath();
curContext.moveTo(vertArray[0][0], vertArray[0][1]);
for (i = 1; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
if (cachedVertArray.isVert) { //if it is a vertex move to the position
if (cachedVertArray.moveTo) {
curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
} else {
curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
}
}
}
fillStrokeClose();
}
}
// Reset some settings
isCurve = false;
isBezier = false;
curveVertArray = [];
curveVertCount = 0;
// If the shape is closed, the first element was added as last element.
// We must remove it again to prevent the list of vertices from growing
// over successive calls to endShape(CLOSE)
if (closeShape) {
vertArray.pop();
}
};
Drawing3D.prototype.endShape = function(mode) {
// Duplicated in Drawing3D; too many variables used
if (vertArray.length === 0) { return; }
var closeShape = mode === PConstants.CLOSE;
var lineVertArray = [];
var fillVertArray = [];
var colorVertArray = [];
var strokeVertArray = [];
var texVertArray = [];
var cachedVertArray;
firstVert = true;
var i, j, k;
var vertArrayLength = vertArray.length;
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
fillVertArray.push(cachedVertArray[j]);
}
}
// 5,6,7,8
// R,G,B,A - fill colour
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 5; j < 9; j++) {
colorVertArray.push(cachedVertArray[j]);
}
}
// 9,10,11,12
// R, G, B, A - stroke colour
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 9; j < 13; j++) {
strokeVertArray.push(cachedVertArray[j]);
}
}
// texture u,v
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
texVertArray.push(cachedVertArray[3]);
texVertArray.push(cachedVertArray[4]);
}
// if shape is closed, push the first point into the last point (including colours)
if (closeShape) {
fillVertArray.push(vertArray[0][0]);
fillVertArray.push(vertArray[0][1]);
fillVertArray.push(vertArray[0][2]);
for (i = 5; i < 9; i++) {
colorVertArray.push(vertArray[0][i]);
}
for (i = 9; i < 13; i++) {
strokeVertArray.push(vertArray[0][i]);
}
texVertArray.push(vertArray[0][3]);
texVertArray.push(vertArray[0][4]);
}
// End duplication
// curveVertex
if ( isCurve && (curShape === PConstants.POLYGON || curShape === undef) ) {
lineVertArray = fillVertArray;
if (doStroke) {
line3D(lineVertArray, null, strokeVertArray);
}
if (doFill) {
fill3D(fillVertArray, null, colorVertArray);
}
}
// bezierVertex
else if ( isBezier && (curShape === PConstants.POLYGON || curShape === undef) ) {
lineVertArray = fillVertArray;
lineVertArray.splice(lineVertArray.length - 3);
strokeVertArray.splice(strokeVertArray.length - 4);
if (doStroke) {
line3D(lineVertArray, null, strokeVertArray);
}
if (doFill) {
fill3D(fillVertArray, "TRIANGLES", colorVertArray);
}
}
// render the vertices provided
else {
if (curShape === PConstants.POINTS) { // if POINTS was the specified parameter in beginShape
for (i = 0; i < vertArrayLength; i++) { // loop through and push the point location information to the array
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
lineVertArray.push(cachedVertArray[j]);
}
}
point3D(lineVertArray, strokeVertArray); // render function for points
} else if (curShape === PConstants.LINES) { // if LINES was the specified parameter in beginShape
for (i = 0; i < vertArrayLength; i++) { // loop through and push the point location information to the array
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
lineVertArray.push(cachedVertArray[j]);
}
}
for (i = 0; i < vertArrayLength; i++) { // loop through and push the color information to the array
cachedVertArray = vertArray[i];
for (j = 5; j < 9; j++) {
colorVertArray.push(cachedVertArray[j]);
}
}
line3D(lineVertArray, "LINES", strokeVertArray); // render function for lines
} else if (curShape === PConstants.TRIANGLES) { // if TRIANGLES was the specified parameter in beginShape
if (vertArrayLength > 2) {
for (i = 0; (i+2) < vertArrayLength; i+=3) { // loop through the array per triangle
fillVertArray = [];
texVertArray = [];
lineVertArray = [];
colorVertArray = [];
strokeVertArray = [];
for (j = 0; j < 3; j++) {
for (k = 0; k < 3; k++) { // loop through and push
lineVertArray.push(vertArray[i+j][k]); // the line point location information
fillVertArray.push(vertArray[i+j][k]); // and fill point location information
}
}
for (j = 0; j < 3; j++) { // loop through and push the texture information
for (k = 3; k < 5; k++) {
texVertArray.push(vertArray[i+j][k]);
}
}
for (j = 0; j < 3; j++) {
for (k = 5; k < 9; k++) { // loop through and push
colorVertArray.push(vertArray[i+j][k]); // the colour information
strokeVertArray.push(vertArray[i+j][k+4]);// and the stroke information
}
}
if (doStroke) {
line3D(lineVertArray, "LINE_LOOP", strokeVertArray ); // line render function
}
if (doFill || usingTexture) {
fill3D(fillVertArray, "TRIANGLES", colorVertArray, texVertArray); // fill shape render function
}
}
}
} else if (curShape === PConstants.TRIANGLE_STRIP) { // if TRIANGLE_STRIP was the specified parameter in beginShape
if (vertArrayLength > 2) {
for (i = 0; (i+2) < vertArrayLength; i++) {
lineVertArray = [];
fillVertArray = [];
strokeVertArray = [];
colorVertArray = [];
texVertArray = [];
for (j = 0; j < 3; j++) {
for (k = 0; k < 3; k++) {
lineVertArray.push(vertArray[i+j][k]);
fillVertArray.push(vertArray[i+j][k]);
}
}
for (j = 0; j < 3; j++) {
for (k = 3; k < 5; k++) {
texVertArray.push(vertArray[i+j][k]);
}
}
for (j = 0; j < 3; j++) {
for (k = 5; k < 9; k++) {
strokeVertArray.push(vertArray[i+j][k+4]);
colorVertArray.push(vertArray[i+j][k]);
}
}
if (doFill || usingTexture) {
fill3D(fillVertArray, "TRIANGLE_STRIP", colorVertArray, texVertArray);
}
if (doStroke) {
line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
}
}
}
} else if (curShape === PConstants.TRIANGLE_FAN) {
if (vertArrayLength > 2) {
for (i = 0; i < 3; i++) {
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
lineVertArray.push(cachedVertArray[j]);
}
}
for (i = 0; i < 3; i++) {
cachedVertArray = vertArray[i];
for (j = 9; j < 13; j++) {
strokeVertArray.push(cachedVertArray[j]);
}
}
if (doStroke) {
line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
}
for (i = 2; (i+1) < vertArrayLength; i++) {
lineVertArray = [];
strokeVertArray = [];
lineVertArray.push(vertArray[0][0]);
lineVertArray.push(vertArray[0][1]);
lineVertArray.push(vertArray[0][2]);
strokeVertArray.push(vertArray[0][9]);
strokeVertArray.push(vertArray[0][10]);
strokeVertArray.push(vertArray[0][11]);
strokeVertArray.push(vertArray[0][12]);
for (j = 0; j < 2; j++) {
for (k = 0; k < 3; k++) {
lineVertArray.push(vertArray[i+j][k]);
}
}
for (j = 0; j < 2; j++) {
for (k = 9; k < 13; k++) {
strokeVertArray.push(vertArray[i+j][k]);
}
}
if (doStroke) {
line3D(lineVertArray, "LINE_STRIP",strokeVertArray);
}
}
if (doFill || usingTexture) {
fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray, texVertArray);
}
}
} else if (curShape === PConstants.QUADS) {
for (i = 0; (i + 3) < vertArrayLength; i+=4) {
lineVertArray = [];
for (j = 0; j < 4; j++) {
cachedVertArray = vertArray[i+j];
for (k = 0; k < 3; k++) {
lineVertArray.push(cachedVertArray[k]);
}
}
if (doStroke) {
line3D(lineVertArray, "LINE_LOOP",strokeVertArray);
}
if (doFill) {
fillVertArray = [];
colorVertArray = [];
texVertArray = [];
for (j = 0; j < 3; j++) {
fillVertArray.push(vertArray[i][j]);
}
for (j = 5; j < 9; j++) {
colorVertArray.push(vertArray[i][j]);
}
for (j = 0; j < 3; j++) {
fillVertArray.push(vertArray[i+1][j]);
}
for (j = 5; j < 9; j++) {
colorVertArray.push(vertArray[i+1][j]);
}
for (j = 0; j < 3; j++) {
fillVertArray.push(vertArray[i+3][j]);
}
for (j = 5; j < 9; j++) {
colorVertArray.push(vertArray[i+3][j]);
}
for (j = 0; j < 3; j++) {
fillVertArray.push(vertArray[i+2][j]);
}
for (j = 5; j < 9; j++) {
colorVertArray.push(vertArray[i+2][j]);
}
if (usingTexture) {
texVertArray.push(vertArray[i+0][3]);
texVertArray.push(vertArray[i+0][4]);
texVertArray.push(vertArray[i+1][3]);
texVertArray.push(vertArray[i+1][4]);
texVertArray.push(vertArray[i+3][3]);
texVertArray.push(vertArray[i+3][4]);
texVertArray.push(vertArray[i+2][3]);
texVertArray.push(vertArray[i+2][4]);
}
fill3D(fillVertArray, "TRIANGLE_STRIP", colorVertArray, texVertArray);
}
}
} else if (curShape === PConstants.QUAD_STRIP) {
var tempArray = [];
if (vertArrayLength > 3) {
for (i = 0; i < 2; i++) {
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
lineVertArray.push(cachedVertArray[j]);
}
}
for (i = 0; i < 2; i++) {
cachedVertArray = vertArray[i];
for (j = 9; j < 13; j++) {
strokeVertArray.push(cachedVertArray[j]);
}
}
line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
if (vertArrayLength > 4 && vertArrayLength % 2 > 0) {
tempArray = fillVertArray.splice(fillVertArray.length - 3);
vertArray.pop();
}
for (i = 0; (i+3) < vertArrayLength; i+=2) {
lineVertArray = [];
strokeVertArray = [];
for (j = 0; j < 3; j++) {
lineVertArray.push(vertArray[i+1][j]);
}
for (j = 0; j < 3; j++) {
lineVertArray.push(vertArray[i+3][j]);
}
for (j = 0; j < 3; j++) {
lineVertArray.push(vertArray[i+2][j]);
}
for (j = 0; j < 3; j++) {
lineVertArray.push(vertArray[i+0][j]);
}
for (j = 9; j < 13; j++) {
strokeVertArray.push(vertArray[i+1][j]);
}
for (j = 9; j < 13; j++) {
strokeVertArray.push(vertArray[i+3][j]);
}
for (j = 9; j < 13; j++) {
strokeVertArray.push(vertArray[i+2][j]);
}
for (j = 9; j < 13; j++) {
strokeVertArray.push(vertArray[i+0][j]);
}
if (doStroke) {
line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
}
}
if (doFill || usingTexture) {
fill3D(fillVertArray, "TRIANGLE_LIST", colorVertArray, texVertArray);
}
}
}
// If the user didn't specify a type (LINES, TRIANGLES, etc)
else {
// If only one vertex was specified, it must be a point
if (vertArrayLength === 1) {
for (j = 0; j < 3; j++) {
lineVertArray.push(vertArray[0][j]);
}
for (j = 9; j < 13; j++) {
strokeVertArray.push(vertArray[0][j]);
}
point3D(lineVertArray,strokeVertArray);
} else {
for (i = 0; i < vertArrayLength; i++) {
cachedVertArray = vertArray[i];
for (j = 0; j < 3; j++) {
lineVertArray.push(cachedVertArray[j]);
}
for (j = 5; j < 9; j++) {
strokeVertArray.push(cachedVertArray[j]);
}
}
if (doStroke && closeShape) {
line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
} else if (doStroke && !closeShape) {
line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
}
// fill is ignored if textures are used
if (doFill || usingTexture) {
fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray, texVertArray);
}
}
}
// everytime beginShape is followed by a call to
// texture(), texturing it turned back on. We do this to
// figure out if the shape should be textured or filled
// with a color.
usingTexture = false;
curContext.useProgram(programObject3D);
uniformi("usingTexture3d", programObject3D, "uUsingTexture", usingTexture);
}
// Reset some settings
isCurve = false;
isBezier = false;
curveVertArray = [];
curveVertCount = 0;
};
/**
* The function splineForward() setup forward-differencing matrix to be used for speedy
* curve rendering. It's based on using a specific number
* of curve segments and just doing incremental adds for each
* vertex of the segment, rather than running the mathematically
* expensive cubic equation. This function is used by both curveDetail and bezierDetail.
*
* @param {int} segments number of curve segments to use when drawing
* @param {PMatrix3D} matrix target object for the new matrix
*/
var splineForward = function(segments, matrix) {
var f = 1.0 / segments;
var ff = f * f;
var fff = ff * f;
matrix.set(0, 0, 0, 1, fff, ff, f, 0, 6 * fff, 2 * ff, 0, 0, 6 * fff, 0, 0, 0);
};
/**
* The curveInit() function set the number of segments to use when drawing a Catmull-Rom
* curve, and setting the s parameter, which defines how tightly
* the curve fits to each vertex. Catmull-Rom curves are actually
* a subset of this curve type where the s is set to zero.
* This in an internal function used by curveDetail() and curveTightness().
*/
var curveInit = function() {
// allocate only if/when used to save startup time
if (!curveDrawMatrix) {
curveBasisMatrix = new PMatrix3D();
curveDrawMatrix = new PMatrix3D();
curveInited = true;
}
var s = curTightness;
curveBasisMatrix.set((s - 1) / 2, (s + 3) / 2, (-3 - s) / 2, (1 - s) / 2,
(1 - s), (-5 - s) / 2, (s + 2), (s - 1) / 2,
(s - 1) / 2, 0, (1 - s) / 2, 0, 0, 1, 0, 0);
splineForward(curveDet, curveDrawMatrix);
if (!bezierBasisInverse) {
//bezierBasisInverse = bezierBasisMatrix.get();
//bezierBasisInverse.invert();
curveToBezierMatrix = new PMatrix3D();
}
// TODO only needed for PGraphicsJava2D? if so, move it there
// actually, it's generally useful for other renderers, so keep it
// or hide the implementation elsewhere.
curveToBezierMatrix.set(curveBasisMatrix);
curveToBezierMatrix.preApply(bezierBasisInverse);
// multiply the basis and forward diff matrices together
// saves much time since this needn't be done for each curve
curveDrawMatrix.apply(curveBasisMatrix);
};
/**
* Specifies vertex coordinates for Bezier curves. Each call to <b>bezierVertex()</b> defines the position of two control
* points and one anchor point of a Bezier curve, adding a new segment to a line or shape. The first time
* <b>bezierVertex()</b> is used within a <b>beginShape()</b> call, it must be prefaced with a call to <b>vertex()</b>
* to set the first anchor point. This function must be used between <b>beginShape()</b> and <b>endShape()</b> and only
* when there is no MODE parameter specified to <b>beginShape()</b>. Using the 3D version of requires rendering with P3D
* or OPENGL (see the Environment reference for more information). <br /> <br /> <b>NOTE: </b> Fill does not work properly yet.
*
* @param {float | int} cx1 The x-coordinate of 1st control point
* @param {float | int} cy1 The y-coordinate of 1st control point
* @param {float | int} cz1 The z-coordinate of 1st control point
* @param {float | int} cx2 The x-coordinate of 2nd control point
* @param {float | int} cy2 The y-coordinate of 2nd control point
* @param {float | int} cz2 The z-coordinate of 2nd control point
* @param {float | int} x The x-coordinate of the anchor point
* @param {float | int} y The y-coordinate of the anchor point
* @param {float | int} z The z-coordinate of the anchor point
*
* @see curveVertex
* @see vertex
* @see bezier
*/
Drawing2D.prototype.bezierVertex = function() {
isBezier = true;
var vert = [];
if (firstVert) {
throw ("vertex() must be used at least once before calling bezierVertex()");
}
for (var i = 0; i < arguments.length; i++) {
vert[i] = arguments[i];
}
vertArray.push(vert);
vertArray[vertArray.length -1].isVert = false;
};
Drawing3D.prototype.bezierVertex = function() {
isBezier = true;
var vert = [];
if (firstVert) {
throw ("vertex() must be used at least once before calling bezierVertex()");
}
if (arguments.length === 9) {
if (bezierDrawMatrix === undef) {
bezierDrawMatrix = new PMatrix3D();
}
// setup matrix for forward differencing to speed up drawing
var lastPoint = vertArray.length - 1;
splineForward( bezDetail, bezierDrawMatrix );
bezierDrawMatrix.apply( bezierBasisMatrix );
var draw = bezierDrawMatrix.array();
var x1 = vertArray[lastPoint][0],
y1 = vertArray[lastPoint][1],
z1 = vertArray[lastPoint][2];
var xplot1 = draw[4] * x1 + draw[5] * arguments[0] + draw[6] * arguments[3] + draw[7] * arguments[6];
var xplot2 = draw[8] * x1 + draw[9] * arguments[0] + draw[10]* arguments[3] + draw[11]* arguments[6];
var xplot3 = draw[12]* x1 + draw[13]* arguments[0] + draw[14]* arguments[3] + draw[15]* arguments[6];
var yplot1 = draw[4] * y1 + draw[5] * arguments[1] + draw[6] * arguments[4] + draw[7] * arguments[7];
var yplot2 = draw[8] * y1 + draw[9] * arguments[1] + draw[10]* arguments[4] + draw[11]* arguments[7];
var yplot3 = draw[12]* y1 + draw[13]* arguments[1] + draw[14]* arguments[4] + draw[15]* arguments[7];
var zplot1 = draw[4] * z1 + draw[5] * arguments[2] + draw[6] * arguments[5] + draw[7] * arguments[8];
var zplot2 = draw[8] * z1 + draw[9] * arguments[2] + draw[10]* arguments[5] + draw[11]* arguments[8];
var zplot3 = draw[12]* z1 + draw[13]* arguments[2] + draw[14]* arguments[5] + draw[15]* arguments[8];
for (var j = 0; j < bezDetail; j++) {
x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
z1 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
p.vertex(x1, y1, z1);
}
p.vertex(arguments[6], arguments[7], arguments[8]);
}
};
/**
* Sets a texture to be applied to vertex points. The <b>texture()</b> function
* must be called between <b>beginShape()</b> and <b>endShape()</b> and before
* any calls to vertex().
*
* When textures are in use, the fill color is ignored. Instead, use tint() to
* specify the color of the texture as it is applied to the shape.
*
* @param {PImage} pimage the texture to apply
*
* @returns none
*
* @see textureMode
* @see beginShape
* @see endShape
* @see vertex
*/
p.texture = function(pimage) {
var curContext = drawing.$ensureContext();
if (pimage.__texture) {
curContext.bindTexture(curContext.TEXTURE_2D, pimage.__texture);
} else if (pimage.localName === "canvas") {
curContext.bindTexture(curContext.TEXTURE_2D, canTex);
curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, pimage);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR);
curContext.generateMipmap(curContext.TEXTURE_2D);
curTexture.width = pimage.width;
curTexture.height = pimage.height;
} else {
var texture = curContext.createTexture(),
cvs = document.createElement('canvas'),
cvsTextureCtx = cvs.getContext('2d'),
pot;
// WebGL requires power of two textures
if (pimage.width & (pimage.width-1) === 0) {
cvs.width = pimage.width;
} else {
pot = 1;
while (pot < pimage.width) {
pot *= 2;
}
cvs.width = pot;
}
if (pimage.height & (pimage.height-1) === 0) {
cvs.height = pimage.height;
} else {
pot = 1;
while (pot < pimage.height) {
pot *= 2;
}
cvs.height = pot;
}
cvsTextureCtx.drawImage(pimage.sourceImg, 0, 0, pimage.width, pimage.height, 0, 0, cvs.width, cvs.height);
curContext.bindTexture(curContext.TEXTURE_2D, texture);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR_MIPMAP_LINEAR);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_T, curContext.CLAMP_TO_EDGE);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_S, curContext.CLAMP_TO_EDGE);
curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, cvs);
curContext.generateMipmap(curContext.TEXTURE_2D);
pimage.__texture = texture;
curTexture.width = pimage.width;
curTexture.height = pimage.height;
}
usingTexture = true;
curContext.useProgram(programObject3D);
uniformi("usingTexture3d", programObject3D, "uUsingTexture", usingTexture);
};
/**
* Sets the coordinate space for texture mapping. There are two options, IMAGE,
* which refers to the actual coordinates of the image, and NORMALIZED, which
* refers to a normalized space of values ranging from 0 to 1. The default mode
* is IMAGE. In IMAGE, if an image is 100 x 200 pixels, mapping the image onto
* the entire size of a quad would require the points (0,0) (0,100) (100,200) (0,200).
* The same mapping in NORMAL_SPACE is (0,0) (0,1) (1,1) (0,1).
*
* @param MODE either IMAGE or NORMALIZED
*
* @returns none
*
* @see texture
*/
p.textureMode = function(mode){
curTextureMode = mode;
};
/**
* The curveVertexSegment() function handle emitting a specific segment of Catmull-Rom curve. Internal helper function used by <b>curveVertex()</b>.
*/
var curveVertexSegment = function(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4) {
var x0 = x2;
var y0 = y2;
var z0 = z2;
var draw = curveDrawMatrix.array();
var xplot1 = draw[4] * x1 + draw[5] * x2 + draw[6] * x3 + draw[7] * x4;
var xplot2 = draw[8] * x1 + draw[9] * x2 + draw[10] * x3 + draw[11] * x4;
var xplot3 = draw[12] * x1 + draw[13] * x2 + draw[14] * x3 + draw[15] * x4;
var yplot1 = draw[4] * y1 + draw[5] * y2 + draw[6] * y3 + draw[7] * y4;
var yplot2 = draw[8] * y1 + draw[9] * y2 + draw[10] * y3 + draw[11] * y4;
var yplot3 = draw[12] * y1 + draw[13] * y2 + draw[14] * y3 + draw[15] * y4;
var zplot1 = draw[4] * z1 + draw[5] * z2 + draw[6] * z3 + draw[7] * z4;
var zplot2 = draw[8] * z1 + draw[9] * z2 + draw[10] * z3 + draw[11] * z4;
var zplot3 = draw[12] * z1 + draw[13] * z2 + draw[14] * z3 + draw[15] * z4;
p.vertex(x0, y0, z0);
for (var j = 0; j < curveDet; j++) {
x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
z0 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
p.vertex(x0, y0, z0);
}
};
/**
* Specifies vertex coordinates for curves. This function may only be used between <b>beginShape()</b> and
* <b>endShape()</b> and only when there is no MODE parameter specified to <b>beginShape()</b>. The first and last points
* in a series of <b>curveVertex()</b> lines will be used to guide the beginning and end of a the curve. A minimum of four
* points is required to draw a tiny curve between the second and third points. Adding a fifth point with
* <b>curveVertex()</b> will draw the curve between the second, third, and fourth points. The <b>curveVertex()</b> function
* is an implementation of Catmull-Rom splines. Using the 3D version of requires rendering with P3D or OPENGL (see the
* Environment reference for more information). <br /> <br /><b>NOTE: </b> Fill does not work properly yet.
*
* @param {float | int} x The x-coordinate of the vertex
* @param {float | int} y The y-coordinate of the vertex
* @param {float | int} z The z-coordinate of the vertex
*
* @see curve
* @see beginShape
* @see endShape
* @see vertex
* @see bezierVertex
*/
Drawing2D.prototype.curveVertex = function(x, y) {
isCurve = true;
p.vertex(x, y);
};
Drawing3D.prototype.curveVertex = function(x, y, z) {
isCurve = true;
if (!curveInited) {
curveInit();
}
var vert = [];
vert[0] = x;
vert[1] = y;
vert[2] = z;
curveVertArray.push(vert);
curveVertCount++;
if (curveVertCount > 3) {
curveVertexSegment( curveVertArray[curveVertCount-4][0],
curveVertArray[curveVertCount-4][1],
curveVertArray[curveVertCount-4][2],
curveVertArray[curveVertCount-3][0],
curveVertArray[curveVertCount-3][1],
curveVertArray[curveVertCount-3][2],
curveVertArray[curveVertCount-2][0],
curveVertArray[curveVertCount-2][1],
curveVertArray[curveVertCount-2][2],
curveVertArray[curveVertCount-1][0],
curveVertArray[curveVertCount-1][1],
curveVertArray[curveVertCount-1][2] );
}
};
/**
* The curve() function draws a curved line on the screen. The first and second parameters
* specify the beginning control point and the last two parameters specify
* the ending control point. The middle parameters specify the start and
* stop of the curve. Longer curves can be created by putting a series of
* <b>curve()</b> functions together or using <b>curveVertex()</b>.
* An additional function called <b>curveTightness()</b> provides control
* for the visual quality of the curve. The <b>curve()</b> function is an
* implementation of Catmull-Rom splines. Using the 3D version of requires
* rendering with P3D or OPENGL (see the Environment reference for more
* information).
*
* @param {int|float} x1 coordinates for the beginning control point
* @param {int|float} y1 coordinates for the beginning control point
* @param {int|float} z1 coordinates for the beginning control point
* @param {int|float} x2 coordinates for the first point
* @param {int|float} y2 coordinates for the first point
* @param {int|float} z2 coordinates for the first point
* @param {int|float} x3 coordinates for the second point
* @param {int|float} y3 coordinates for the second point
* @param {int|float} z3 coordinates for the second point
* @param {int|float} x4 coordinates for the ending control point
* @param {int|float} y4 coordinates for the ending control point
* @param {int|float} z4 coordinates for the ending control point
*
* @see #curveVertex()
* @see #curveTightness()
* @see #bezier()
*/
Drawing2D.prototype.curve = function(x1, y1, x2, y2, x3, y3, x4, y4) {
p.beginShape();
p.curveVertex(x1, y1);
p.curveVertex(x2, y2);
p.curveVertex(x3, y3);
p.curveVertex(x4, y4);
p.endShape();
};
Drawing3D.prototype.curve = function(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4) {
if (z4 !== undef) {
p.beginShape();
p.curveVertex(x1, y1, z1);
p.curveVertex(x2, y2, z2);
p.curveVertex(x3, y3, z3);
p.curveVertex(x4, y4, z4);
p.endShape();
return;
}
p.beginShape();
p.curveVertex(x1, y1);
p.curveVertex(z1, x2);
p.curveVertex(y2, z2);
p.curveVertex(x3, y3);
p.endShape();
};
/**
* The curveTightness() function modifies the quality of forms created with <b>curve()</b> and
* <b>curveVertex()</b>. The parameter <b>squishy</b> determines how the
* curve fits to the vertex points. The value 0.0 is the default value for
* <b>squishy</b> (this value defines the curves to be Catmull-Rom splines)
* and the value 1.0 connects all the points with straight lines.
* Values within the range -5.0 and 5.0 will deform the curves but
* will leave them recognizable and as values increase in magnitude,
* they will continue to deform.
*
* @param {float} tightness amount of deformation from the original vertices
*
* @see #curve()
* @see #curveVertex()
*
*/
p.curveTightness = function(tightness) {
curTightness = tightness;
};
/**
* The curveDetail() function sets the resolution at which curves display. The default value is 20.
* This function is only useful when using the P3D or OPENGL renderer.
*
* @param {int} detail resolution of the curves
*
* @see curve()
* @see curveVertex()
* @see curveTightness()
*/
p.curveDetail = function(detail) {
curveDet = detail;
curveInit();
};
/**
* Modifies the location from which rectangles draw. The default mode is rectMode(CORNER), which
* specifies the location to be the upper left corner of the shape and uses the third and fourth
* parameters of rect() to specify the width and height. The syntax rectMode(CORNERS) uses the
* first and second parameters of rect() to set the location of one corner and uses the third and
* fourth parameters to set the opposite corner. The syntax rectMode(CENTER) draws the image from
* its center point and uses the third and forth parameters of rect() to specify the image's width
* and height. The syntax rectMode(RADIUS) draws the image from its center point and uses the third
* and forth parameters of rect() to specify half of the image's width and height. The parameter must
* be written in ALL CAPS because Processing is a case sensitive language. Note: In version 125, the
* mode named CENTER_RADIUS was shortened to RADIUS.
*
* @param {MODE} MODE Either CORNER, CORNERS, CENTER, or RADIUS
*
* @see rect
*/
p.rectMode = function(aRectMode) {
curRectMode = aRectMode;
};
/**
* Modifies the location from which images draw. The default mode is imageMode(CORNER), which specifies
* the location to be the upper left corner and uses the fourth and fifth parameters of image() to set
* the image's width and height. The syntax imageMode(CORNERS) uses the second and third parameters of
* image() to set the location of one corner of the image and uses the fourth and fifth parameters to
* set the opposite corner. Use imageMode(CENTER) to draw images centered at the given x and y position.
* The parameter to imageMode() must be written in ALL CAPS because Processing is a case sensitive language.
*
* @param {MODE} MODE Either CORNER, CORNERS, or CENTER
*
* @see loadImage
* @see PImage
* @see image
* @see background
*/
p.imageMode = function(mode) {
switch (mode) {
case PConstants.CORNER:
imageModeConvert = imageModeCorner;
break;
case PConstants.CORNERS:
imageModeConvert = imageModeCorners;
break;
case PConstants.CENTER:
imageModeConvert = imageModeCenter;
break;
default:
throw "Invalid imageMode";
}
};
/**
* The origin of the ellipse is modified by the ellipseMode() function. The default configuration is
* ellipseMode(CENTER), which specifies the location of the ellipse as the center of the shape. The RADIUS
* mode is the same, but the width and height parameters to ellipse() specify the radius of the ellipse,
* rather than the diameter. The CORNER mode draws the shape from the upper-left corner of its bounding box.
* The CORNERS mode uses the four parameters to ellipse() to set two opposing corners of the ellipse's bounding
* box. The parameter must be written in "ALL CAPS" because Processing is a case sensitive language.
*
* @param {MODE} MODE Either CENTER, RADIUS, CORNER, or CORNERS.
*
* @see ellipse
*/
p.ellipseMode = function(aEllipseMode) {
curEllipseMode = aEllipseMode;
};
/**
* The arc() function draws an arc in the display window.
* Arcs are drawn along the outer edge of an ellipse defined by the
* <b>x</b>, <b>y</b>, <b>width</b> and <b>height</b> parameters.
* The origin or the arc's ellipse may be changed with the
* <b>ellipseMode()</b> function.
* The <b>start</b> and <b>stop</b> parameters specify the angles
* at which to draw the arc.
*
* @param {float} a x-coordinate of the arc's ellipse
* @param {float} b y-coordinate of the arc's ellipse
* @param {float} c width of the arc's ellipse
* @param {float} d height of the arc's ellipse
* @param {float} start angle to start the arc, specified in radians
* @param {float} stop angle to stop the arc, specified in radians
* @param {enum} mode drawing mode (OPEN, CHORD, PIE)
*
* @see #ellipseMode()
* @see #ellipse()
*/
p.arc = function(x, y, width, height, start, stop, mode) {
if (width <= 0 || stop < start) { return; }
if (curEllipseMode === PConstants.CORNERS) {
width = width - x;
height = height - y;
} else if (curEllipseMode === PConstants.RADIUS) {
x = x - width;
y = y - height;
width = width * 2;
height = height * 2;
} else if (curEllipseMode === PConstants.CENTER) {
x = x - width/2;
y = y - height/2;
}
// make sure that we're starting at a useful point
while (start < 0) {
start += PConstants.TWO_PI;
stop += PConstants.TWO_PI;
}
if (stop - start > PConstants.TWO_PI) {
// don't change start, it is visible in PIE mode
stop = start + PConstants.TWO_PI;
}
var hr = width / 2,
vr = height / 2,
centerX = x + hr,
centerY = y + vr,
step = 1/(hr+vr);
var drawSlice = (function(x, y, start, step, stop) {
return function(p, closed, i, a, e) {
i = 0;
a = start;
e = stop + step;
p.beginShape();
if(closed) { p.vertex(x-0.5, y-0.5); }
for (; a < e; i++, a = i*step + start) {
p.vertex(
(x + Math.cos(a) * hr)|0,
(y + Math.sin(a) * vr)|0
);
}
if (mode === PConstants.OPEN && doFill) {
p.vertex(centerX + Math.cos(start) * hr, centerY + Math.sin(start) * vr);
} else if (mode === PConstants.CHORD) {
p.vertex(centerX + Math.cos(start) * hr, centerY + Math.sin(start) * vr);
} else if (mode === PConstants.PIE) {
p.line(centerX + Math.cos(start) * hr, centerY + Math.sin(start) * vr, centerX, centerY);
p.line(centerX, centerY, centerX + Math.cos(stop) * hr, centerY + Math.sin(stop) * vr);
}
p.endShape(closed ? PConstants.CLOSE : undefined);
};
}(centerX+0.5, centerY+0.5, start, step, stop));
if (doFill) {
var savedStroke = doStroke;
doStroke = false;
drawSlice(p, true);
doStroke = savedStroke;
}
if (doStroke) {
var savedFill = doFill;
doFill = false;
drawSlice(p);
doFill = savedFill;
}
};
/**
* Draws a line (a direct path between two points) to the screen. The version of line() with four parameters
* draws the line in 2D. To color a line, use the stroke() function. A line cannot be filled, therefore the
* fill() method will not affect the color of a line. 2D lines are drawn with a width of one pixel by default,
* but this can be changed with the strokeWeight() function. The version with six parameters allows the line
* to be placed anywhere within XYZ space. Drawing this shape in 3D using the z parameter requires the P3D or
* OPENGL parameter in combination with size.
*
* @param {int|float} x1 x-coordinate of the first point
* @param {int|float} y1 y-coordinate of the first point
* @param {int|float} z1 z-coordinate of the first point
* @param {int|float} x2 x-coordinate of the second point
* @param {int|float} y2 y-coordinate of the second point
* @param {int|float} z2 z-coordinate of the second point
*
* @see strokeWeight
* @see strokeJoin
* @see strokeCap
* @see beginShape
*/
Drawing2D.prototype.line = function(x1, y1, x2, y2) {
if (!doStroke) {
return;
}
if (!renderSmooth) {
x1 = Math.round(x1);
x2 = Math.round(x2);
y1 = Math.round(y1);
y2 = Math.round(y2);
}
// A line is only defined if it has different start and end coordinates.
// If they are the same, we call point instead.
if (x1 === x2 && y1 === y2) {
p.point(x1, y1);
return;
}
var swap = undef,
lineCap = undef,
drawCrisp = true,
currentModelView = modelView.array(),
identityMatrix = [1, 0, 0, 0, 1, 0];
// Test if any transformations have been applied to the sketch
for (var i = 0; i < 6 && drawCrisp; i++) {
drawCrisp = currentModelView[i] === identityMatrix[i];
}
/* Draw crisp lines if the line is vertical or horizontal with the following method
* If any transformations have been applied to the sketch, don't make the line crisp
* If the line is directed up or to the left, reverse it by swapping x1/x2 or y1/y2
* Make the line 1 pixel longer to work around cross-platform canvas implementations
* If the lineWidth is odd, translate the line by 0.5 in the perpendicular direction
* Even lineWidths do not need to be translated because the canvas will draw them on pixel boundaries
* Change the cap to butt-end to work around cross-platform canvas implementations
* Reverse the translate and lineCap canvas state changes after drawing the line
*/
if (drawCrisp) {
if (x1 === x2) {
if (y1 > y2) {
swap = y1;
y1 = y2;
y2 = swap;
}
y2++;
if (lineWidth % 2 === 1) {
curContext.translate(0.5, 0.0);
}
} else if (y1 === y2) {
if (x1 > x2) {
swap = x1;
x1 = x2;
x2 = swap;
}
x2++;
if (lineWidth % 2 === 1) {
curContext.translate(0.0, 0.5);
}
}
if (lineWidth === 1) {
lineCap = curContext.lineCap;
curContext.lineCap = 'butt';
}
}
curContext.beginPath();
curContext.moveTo(x1 || 0, y1 || 0);
curContext.lineTo(x2 || 0, y2 || 0);
executeContextStroke();
if (drawCrisp) {
if (x1 === x2 && lineWidth % 2 === 1) {
curContext.translate(-0.5, 0.0);
} else if (y1 === y2 && lineWidth % 2 === 1) {
curContext.translate(0.0, -0.5);
}
if (lineWidth === 1) {
curContext.lineCap = lineCap;
}
}
};
Drawing3D.prototype.line = function(x1, y1, z1, x2, y2, z2) {
if (y2 === undef || z2 === undef) { // 2D line called in 3D context
z2 = 0;
y2 = x2;
x2 = z1;
z1 = 0;
}
// a line is only defined if it has different start and end coordinates.
// If they are the same, we call point instead.
if (x1===x2 && y1===y2 && z1===z2) {
p.point(x1,y1,z1);
return;
}
var lineVerts = [x1, y1, z1, x2, y2, z2];
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
if (lineWidth > 0 && doStroke) {
curContext.useProgram(programObject2D);
uniformMatrix("uModel2d", programObject2D, "uModel", false, [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);
uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
uniformi("uIsDrawingText", programObject2D, "uIsDrawingText", false);
vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, lineBuffer);
disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(lineVerts), curContext.STREAM_DRAW);
curContext.drawArrays(curContext.LINES, 0, 2);
}
};
/**
* Draws a Bezier curve on the screen. These curves are defined by a series of anchor and control points. The first
* two parameters specify the first anchor point and the last two parameters specify the other anchor point. The
* middle parameters specify the control points which define the shape of the curve. Bezier curves were developed
* by French engineer Pierre Bezier. Using the 3D version of requires rendering with P3D or OPENGL (see the
* Environment reference for more information).
*
* @param {int | float} x1,y1,z1 coordinates for the first anchor point
* @param {int | float} cx1,cy1,cz1 coordinates for the first control point
* @param {int | float} cx2,cy2,cz2 coordinates for the second control point
* @param {int | float} x2,y2,z2 coordinates for the second anchor point
*
* @see bezierVertex
* @see curve
*/
Drawing2D.prototype.bezier = function() {
if (arguments.length !== 8) {
throw("You must use 8 parameters for bezier() in 2D mode");
}
p.beginShape();
p.vertex( arguments[0], arguments[1] );
p.bezierVertex( arguments[2], arguments[3],
arguments[4], arguments[5],
arguments[6], arguments[7] );
p.endShape();
};
Drawing3D.prototype.bezier = function() {
if (arguments.length !== 12) {
throw("You must use 12 parameters for bezier() in 3D mode");
}
p.beginShape();
p.vertex( arguments[0], arguments[1], arguments[2] );
p.bezierVertex( arguments[3], arguments[4], arguments[5],
arguments[6], arguments[7], arguments[8],
arguments[9], arguments[10], arguments[11] );
p.endShape();
};
/**
* Sets the resolution at which Beziers display. The default value is 20. This function is only useful when using the P3D
* or OPENGL renderer as the default (JAVA2D) renderer does not use this information.
*
* @param {int} detail resolution of the curves
*
* @see curve
* @see curveVertex
* @see curveTightness
*/
p.bezierDetail = function( detail ){
bezDetail = detail;
};
/**
* The bezierPoint() function evalutes quadratic bezier at point t for points a, b, c, d.
* The parameter t varies between 0 and 1. The a and d parameters are the
* on-curve points, b and c are the control points. To make a two-dimensional
* curve, call this function once with the x coordinates and a second time
* with the y coordinates to get the location of a bezier curve at t.
*
* @param {float} a coordinate of first point on the curve
* @param {float} b coordinate of first control point
* @param {float} c coordinate of second control point
* @param {float} d coordinate of second point on the curve
* @param {float} t value between 0 and 1
*
* @see #bezier()
* @see #bezierVertex()
* @see #curvePoint()
*/
p.bezierPoint = function(a, b, c, d, t) {
return (1 - t) * (1 - t) * (1 - t) * a + 3 * (1 - t) * (1 - t) * t * b + 3 * (1 - t) * t * t * c + t * t * t * d;
};
/**
* The bezierTangent() function calculates the tangent of a point on a Bezier curve. There is a good
* definition of "tangent" at Wikipedia: <a href="http://en.wikipedia.org/wiki/Tangent" target="new">http://en.wikipedia.org/wiki/Tangent</a>
*
* @param {float} a coordinate of first point on the curve
* @param {float} b coordinate of first control point
* @param {float} c coordinate of second control point
* @param {float} d coordinate of second point on the curve
* @param {float} t value between 0 and 1
*
* @see #bezier()
* @see #bezierVertex()
* @see #curvePoint()
*/
p.bezierTangent = function(a, b, c, d, t) {
return (3 * t * t * (-a + 3 * b - 3 * c + d) + 6 * t * (a - 2 * b + c) + 3 * (-a + b));
};
/**
* The curvePoint() function evalutes the Catmull-Rom curve at point t for points a, b, c, d. The
* parameter t varies between 0 and 1, a and d are points on the curve,
* and b and c are the control points. This can be done once with the x
* coordinates and a second time with the y coordinates to get the
* location of a curve at t.
*
* @param {int|float} a coordinate of first point on the curve
* @param {int|float} b coordinate of second point on the curve
* @param {int|float} c coordinate of third point on the curve
* @param {int|float} d coordinate of fourth point on the curve
* @param {float} t value between 0 and 1
*
* @see #curve()
* @see #curveVertex()
* @see #bezierPoint()
*/
p.curvePoint = function(a, b, c, d, t) {
return 0.5 * ((2 * b) + (-a + c) * t + (2 * a - 5 * b + 4 * c - d) * t * t + (-a + 3 * b - 3 * c + d) * t * t * t);
};
/**
* The curveTangent() function calculates the tangent of a point on a Catmull-Rom curve.
* There is a good definition of "tangent" at Wikipedia: <a href="http://en.wikipedia.org/wiki/Tangent" target="new">http://en.wikipedia.org/wiki/Tangent</a>.
*
* @param {int|float} a coordinate of first point on the curve
* @param {int|float} b coordinate of first control point
* @param {int|float} c coordinate of second control point
* @param {int|float} d coordinate of second point on the curve
* @param {float} t value between 0 and 1
*
* @see #curve()
* @see #curveVertex()
* @see #curvePoint()
* @see #bezierTangent()
*/
p.curveTangent = function(a, b, c, d, t) {
return 0.5 * ((-a + c) + 2 * (2 * a - 5 * b + 4 * c - d) * t + 3 * (-a + 3 * b - 3 * c + d) * t * t);
};
/**
* A triangle is a plane created by connecting three points. The first two arguments specify the first point,
* the middle two arguments specify the second point, and the last two arguments specify the third point.
*
* @param {int | float} x1 x-coordinate of the first point
* @param {int | float} y1 y-coordinate of the first point
* @param {int | float} x2 x-coordinate of the second point
* @param {int | float} y2 y-coordinate of the second point
* @param {int | float} x3 x-coordinate of the third point
* @param {int | float} y3 y-coordinate of the third point
*/
p.triangle = function(x1, y1, x2, y2, x3, y3) {
p.beginShape(PConstants.TRIANGLES);
p.vertex(x1, y1, 0);
p.vertex(x2, y2, 0);
p.vertex(x3, y3, 0);
p.endShape();
};
/**
* A quad is a quadrilateral, a four sided polygon. It is similar to a rectangle, but the angles between its
* edges are not constrained to ninety degrees. The first pair of parameters (x1,y1) sets the first vertex
* and the subsequent pairs should proceed clockwise or counter-clockwise around the defined shape.
*
* @param {float | int} x1 x-coordinate of the first corner
* @param {float | int} y1 y-coordinate of the first corner
* @param {float | int} x2 x-coordinate of the second corner
* @param {float | int} y2 y-coordinate of the second corner
* @param {float | int} x3 x-coordinate of the third corner
* @param {float | int} y3 y-coordinate of the third corner
* @param {float | int} x4 x-coordinate of the fourth corner
* @param {float | int} y4 y-coordinate of the fourth corner
*/
p.quad = function(x1, y1, x2, y2, x3, y3, x4, y4) {
p.beginShape(PConstants.QUADS);
p.vertex(x1, y1, 0);
p.vertex(x2, y2, 0);
p.vertex(x3, y3, 0);
p.vertex(x4, y4, 0);
p.endShape();
};
var roundedRect$2d = function(x, y, width, height, tl, tr, br, bl) {
if (bl === undef) {
tr = tl;
br = tl;
bl = tl;
}
var halfWidth = width / 2,
halfHeight = height / 2;
if (tl > halfWidth || tl > halfHeight) {
tl = Math.min(halfWidth, halfHeight);
}
if (tr > halfWidth || tr > halfHeight) {
tr = Math.min(halfWidth, halfHeight);
}
if (br > halfWidth || br > halfHeight) {
br = Math.min(halfWidth, halfHeight);
}
if (bl > halfWidth || bl > halfHeight) {
bl = Math.min(halfWidth, halfHeight);
}
// Translate the stroke by (0.5, 0.5) to draw a crisp border
if (!doFill || doStroke) {
curContext.translate(0.5, 0.5);
}
curContext.beginPath();
curContext.moveTo(x + tl, y);
curContext.lineTo(x + width - tr, y);
curContext.quadraticCurveTo(x + width, y, x + width, y + tr);
curContext.lineTo(x + width, y + height - br);
curContext.quadraticCurveTo(x + width, y + height, x + width - br, y + height);
curContext.lineTo(x + bl, y + height);
curContext.quadraticCurveTo(x, y + height, x, y + height - bl);
curContext.lineTo(x, y + tl);
curContext.quadraticCurveTo(x, y, x + tl, y);
if (!doFill || doStroke) {
curContext.translate(-0.5, -0.5);
}
executeContextFill();
executeContextStroke();
};
/**
* Draws a rectangle to the screen. A rectangle is a four-sided shape with every angle at ninety
* degrees. The first two parameters set the location, the third sets the width, and the fourth
* sets the height. The origin is changed with the rectMode() function.
*
* @param {int|float} x x-coordinate of the rectangle
* @param {int|float} y y-coordinate of the rectangle
* @param {int|float} width width of the rectangle
* @param {int|float} height height of the rectangle
*
* @see rectMode
* @see quad
*/
Drawing2D.prototype.rect = function(x, y, width, height, tl, tr, br, bl) {
// width and height need to be defined, numerical values
if (width!=''+width && height!=''+height) {
return;
}
if (curRectMode === PConstants.CORNERS) {
width -= x;
height -= y;
} else if (curRectMode === PConstants.RADIUS) {
width *= 2;
height *= 2;
x -= width / 2;
y -= height / 2;
} else if (curRectMode === PConstants.CENTER) {
x -= width / 2;
y -= height / 2;
}
if (!renderSmooth) {
x = Math.round(x);
y = Math.round(y);
width = Math.round(width);
height = Math.round(height);
}
if (tl !== undef) {
roundedRect$2d(x, y, width, height, tl, tr, br, bl);
return;
}
// Translate the line by (0.5, 0.5) to draw a crisp rectangle border
if (doStroke && lineWidth % 2 === 1) {
curContext.translate(0.5, 0.5);
}
curContext.beginPath();
curContext.rect(x, y, width, height);
executeContextFill();
executeContextStroke();
if (doStroke && lineWidth % 2 === 1) {
curContext.translate(-0.5, -0.5);
}
};
Drawing3D.prototype.rect = function(x, y, width, height, tl, tr, br, bl) {
if (tl !== undef) {
throw "rect() with rounded corners is not supported in 3D mode";
}
if (curRectMode === PConstants.CORNERS) {
width -= x;
height -= y;
} else if (curRectMode === PConstants.RADIUS) {
width *= 2;
height *= 2;
x -= width / 2;
y -= height / 2;
} else if (curRectMode === PConstants.CENTER) {
x -= width / 2;
y -= height / 2;
}
// Modeling transformation
var model = new PMatrix3D();
model.translate(x, y, 0);
model.scale(width, height, 1);
model.transpose();
// viewing transformation needs to have Y flipped
// becuase that's what Processing does.
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
if (lineWidth > 0 && doStroke) {
curContext.useProgram(programObject2D);
uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, rectBuffer);
disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
curContext.drawArrays(curContext.LINE_LOOP, 0, rectVerts.length / 3);
}
if (doFill) {
curContext.useProgram(programObject3D);
uniformMatrix("uModel3d", programObject3D, "uModel", false, model.array());
uniformMatrix("uView3d", programObject3D, "uView", false, view.array());
// fix stitching problems. (lines get occluded by triangles
// since they share the same depth values). This is not entirely
// working, but it's a start for drawing the outline. So
// developers can start playing around with styles.
curContext.enable(curContext.POLYGON_OFFSET_FILL);
curContext.polygonOffset(1, 1);
uniformf("color3d", programObject3D, "uColor", fillStyle);
if(lightCount > 0){
var v = new PMatrix3D();
v.set(view);
var m = new PMatrix3D();
m.set(model);
v.mult(m);
var normalMatrix = new PMatrix3D();
normalMatrix.set(v);
normalMatrix.invert();
normalMatrix.transpose();
uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, rectNormBuffer);
}
else{
disableVertexAttribPointer("normal3d", programObject3D, "aNormal");
}
vertexAttribPointer("vertex3d", programObject3D, "aVertex", 3, rectBuffer);
curContext.drawArrays(curContext.TRIANGLE_FAN, 0, rectVerts.length / 3);
curContext.disable(curContext.POLYGON_OFFSET_FILL);
}
};
/**
* Draws an ellipse (oval) in the display window. An ellipse with an equal <b>width</b> and <b>height</b> is a circle.
* The first two parameters set the location, the third sets the width, and the fourth sets the height. The origin may be
* changed with the <b>ellipseMode()</b> function.
*
* @param {float|int} x x-coordinate of the ellipse
* @param {float|int} y y-coordinate of the ellipse
* @param {float|int} width width of the ellipse
* @param {float|int} height height of the ellipse
*
* @see ellipseMode
*/
Drawing2D.prototype.ellipse = function(x, y, width, height) {
x = x || 0;
y = y || 0;
if (width <= 0 && height <= 0) {
return;
}
if (curEllipseMode === PConstants.RADIUS) {
width *= 2;
height *= 2;
} else if (curEllipseMode === PConstants.CORNERS) {
width = width - x;
height = height - y;
x += width / 2;
y += height / 2;
} else if (curEllipseMode === PConstants.CORNER) {
x += width / 2;
y += height / 2;
}
// Shortcut for drawing a 2D circle
if (width === height) {
curContext.beginPath();
curContext.arc(x, y, width / 2, 0, PConstants.TWO_PI, false);
executeContextFill();
executeContextStroke();
} else {
var w = width / 2,
h = height / 2,
C = 0.5522847498307933,
c_x = C * w,
c_y = C * h;
p.beginShape();
p.vertex(x + w, y);
p.bezierVertex(x + w, y - c_y, x + c_x, y - h, x, y - h);
p.bezierVertex(x - c_x, y - h, x - w, y - c_y, x - w, y);
p.bezierVertex(x - w, y + c_y, x - c_x, y + h, x, y + h);
p.bezierVertex(x + c_x, y + h, x + w, y + c_y, x + w, y);
p.endShape();
}
};
Drawing3D.prototype.ellipse = function(x, y, width, height) {
x = x || 0;
y = y || 0;
if (width <= 0 && height <= 0) {
return;
}
if (curEllipseMode === PConstants.RADIUS) {
width *= 2;
height *= 2;
} else if (curEllipseMode === PConstants.CORNERS) {
width = width - x;
height = height - y;
x += width / 2;
y += height / 2;
} else if (curEllipseMode === PConstants.CORNER) {
x += width / 2;
y += height / 2;
}
var w = width / 2,
h = height / 2,
C = 0.5522847498307933,
c_x = C * w,
c_y = C * h;
p.beginShape();
p.vertex(x + w, y);
p.bezierVertex(x + w, y - c_y, 0, x + c_x, y - h, 0, x, y - h, 0);
p.bezierVertex(x - c_x, y - h, 0, x - w, y - c_y, 0, x - w, y, 0);
p.bezierVertex(x - w, y + c_y, 0, x - c_x, y + h, 0, x, y + h, 0);
p.bezierVertex(x + c_x, y + h, 0, x + w, y + c_y, 0, x + w, y, 0);
p.endShape();
if (doFill) {
//temporary workaround to not working fills for bezier -- will fix later
var xAv = 0, yAv = 0, i, j;
for (i = 0; i < vertArray.length; i++) {
xAv += vertArray[i][0];
yAv += vertArray[i][1];
}
xAv /= vertArray.length;
yAv /= vertArray.length;
var vert = [],
fillVertArray = [],
colorVertArray = [];
vert[0] = xAv;
vert[1] = yAv;
vert[2] = 0;
vert[3] = 0;
vert[4] = 0;
vert[5] = fillStyle[0];
vert[6] = fillStyle[1];
vert[7] = fillStyle[2];
vert[8] = fillStyle[3];
vert[9] = strokeStyle[0];
vert[10] = strokeStyle[1];
vert[11] = strokeStyle[2];
vert[12] = strokeStyle[3];
vert[13] = normalX;
vert[14] = normalY;
vert[15] = normalZ;
vertArray.unshift(vert);
for (i = 0; i < vertArray.length; i++) {
for (j = 0; j < 3; j++) {
fillVertArray.push(vertArray[i][j]);
}
for (j = 5; j < 9; j++) {
colorVertArray.push(vertArray[i][j]);
}
}
fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray);
}
};
/**
* Sets the current normal vector. This is for drawing three dimensional shapes and surfaces and
* specifies a vector perpendicular to the surface of the shape which determines how lighting affects
* it. Processing attempts to automatically assign normals to shapes, but since that's imperfect,
* this is a better option when you want more control. This function is identical to glNormal3f() in OpenGL.
*
* @param {float} nx x direction
* @param {float} ny y direction
* @param {float} nz z direction
*
* @see beginShape
* @see endShape
* @see lights
*/
p.normal = function(nx, ny, nz) {
if (arguments.length !== 3 || !(typeof nx === "number" && typeof ny === "number" && typeof nz === "number")) {
throw "normal() requires three numeric arguments.";
}
normalX = nx;
normalY = ny;
normalZ = nz;
if (curShape !== 0) {
if (normalMode === PConstants.NORMAL_MODE_AUTO) {
normalMode = PConstants.NORMAL_MODE_SHAPE;
} else if (normalMode === PConstants.NORMAL_MODE_SHAPE) {
normalMode = PConstants.NORMAL_MODE_VERTEX;
}
}
};
////////////////////////////////////////////////////////////////////////////
// Raster drawing functions
////////////////////////////////////////////////////////////////////////////
/**
* Saves an image from the display window. Images are saved in TIFF, TARGA, JPEG, and PNG format
* depending on the extension within the filename parameter. For example, "image.tif" will have
* a TIFF image and "image.png" will save a PNG image. If no extension is included in the filename,
* the image will save in TIFF format and .tif will be added to the name. These files are saved to
* the sketch's folder, which may be opened by selecting "Show sketch folder" from the "Sketch" menu.
* It is not possible to use save() while running the program in a web browser. All images saved
* from the main drawing window will be opaque. To save images without a background, use createGraphics().
*
* @param {String} filename any sequence of letters and numbers
*
* @see saveFrame
* @see createGraphics
*/
p.save = function(file, img) {
// file is unused at the moment
// may implement this differently in later release
if (img !== undef) {
return window.open(img.toDataURL(),"_blank");
}
return window.open(p.externals.canvas.toDataURL(),"_blank");
};
var saveNumber = 0;
p.saveFrame = function(file) {
if(file === undef) {
// use default name template if parameter is not specified
file = "screen-####.png";
}
// Increment changeable part: screen-0000.png, screen-0001.png, ...
var frameFilename = file.replace(/#+/, function(all) {
var s = "" + (saveNumber++);
while(s.length < all.length) {
s = "0" + s;
}
return s;
});
p.save(frameFilename);
};
var utilityContext2d = document.createElement("canvas").getContext("2d");
var canvasDataCache = [undef, undef, undef]; // we need three for now
function getCanvasData(obj, w, h) {
var canvasData = canvasDataCache.shift();
if (canvasData === undef) {
canvasData = {};
canvasData.canvas = document.createElement("canvas");
canvasData.context = canvasData.canvas.getContext('2d');
}
canvasDataCache.push(canvasData);
var canvas = canvasData.canvas, context = canvasData.context,
width = w || obj.width, height = h || obj.height;
canvas.width = width;
canvas.height = height;
if (!obj) {
context.clearRect(0, 0, width, height);
} else if ("data" in obj) { // ImageData
context.putImageData(obj, 0, 0);
} else {
context.clearRect(0, 0, width, height);
context.drawImage(obj, 0, 0, width, height);
}
return canvasData;
}
/**
* Handle the sketch code for pixels[] and pixels.length
* parser code converts pixels[] to getPixels()
* or setPixels(), .length becomes getLength()
*/
function buildPixelsObject(pImage) {
return {
getLength: (function(aImg) {
return function() {
if (aImg.isRemote) {
throw "Image is loaded remotely. Cannot get length.";
} else {
return aImg.imageData.data.length ? aImg.imageData.data.length/4 : 0;
}
};
}(pImage)),
getPixel: (function(aImg) {
return function(i) {
var offset = i*4,
data = aImg.imageData.data;
if (aImg.isRemote) {
throw "Image is loaded remotely. Cannot get pixels.";
}
return (data[offset+3] << 24) & PConstants.ALPHA_MASK |
(data[offset] << 16) & PConstants.RED_MASK |
(data[offset+1] << 8) & PConstants.GREEN_MASK |
data[offset+2] & PConstants.BLUE_MASK;
};
}(pImage)),
setPixel: (function(aImg) {
return function(i, c) {
var offset = i*4,
data = aImg.imageData.data;
if (aImg.isRemote) {
throw "Image is loaded remotely. Cannot set pixel.";
}
data[offset+0] = (c & PConstants.RED_MASK) >>> 16;
data[offset+1] = (c & PConstants.GREEN_MASK) >>> 8;
data[offset+2] = (c & PConstants.BLUE_MASK);
data[offset+3] = (c & PConstants.ALPHA_MASK) >>> 24;
aImg.__isDirty = true;
};
}(pImage)),
toArray: (function(aImg) {
return function() {
var arr = [],
data = aImg.imageData.data,
length = aImg.width * aImg.height;
if (aImg.isRemote) {
throw "Image is loaded remotely. Cannot get pixels.";
}
for (var i = 0, offset = 0; i < length; i++, offset += 4) {
arr.push( (data[offset+3] << 24) & PConstants.ALPHA_MASK |
(data[offset] << 16) & PConstants.RED_MASK |
(data[offset+1] << 8) & PConstants.GREEN_MASK |
data[offset+2] & PConstants.BLUE_MASK );
}
return arr;
};
}(pImage)),
set: (function(aImg) {
return function(arr) {
var offset,
data,
c;
if (this.isRemote) {
throw "Image is loaded remotely. Cannot set pixels.";
}
data = aImg.imageData.data;
for (var i = 0, aL = arr.length; i < aL; i++) {
c = arr[i];
offset = i*4;
data[offset+0] = (c & PConstants.RED_MASK) >>> 16;
data[offset+1] = (c & PConstants.GREEN_MASK) >>> 8;
data[offset+2] = (c & PConstants.BLUE_MASK);
data[offset+3] = (c & PConstants.ALPHA_MASK) >>> 24;
}
aImg.__isDirty = true;
};
}(pImage))
};
}
/**
* Datatype for storing images. Processing can display .gif, .jpg, .tga, and .png images. Images may be
* displayed in 2D and 3D space. Before an image is used, it must be loaded with the loadImage() function.
* The PImage object contains fields for the width and height of the image, as well as an array called
* pixels[] which contains the values for every pixel in the image. A group of methods, described below,
* allow easy access to the image's pixels and alpha channel and simplify the process of compositing.
* Before using the pixels[] array, be sure to use the loadPixels() method on the image to make sure that the
* pixel data is properly loaded. To create a new image, use the createImage() function (do not use new PImage()).
*
* @param {int} width image width
* @param {int} height image height
* @param {MODE} format Either RGB, ARGB, ALPHA (grayscale alpha channel)
*
* @returns {PImage}
*
* @see loadImage
* @see imageMode
* @see createImage
*/
var PImage = function(aWidth, aHeight, aFormat) {
// Keep track of whether or not the cached imageData has been touched.
this.__isDirty = false;
if (aWidth instanceof HTMLImageElement) {
// convert an <img> to a PImage
this.fromHTMLImageData(aWidth);
} else if (aHeight || aFormat) {
this.width = aWidth || 1;
this.height = aHeight || 1;
// Stuff a canvas into sourceImg so image() calls can use drawImage like an <img>
var canvas = this.sourceImg = document.createElement("canvas");
canvas.width = this.width;
canvas.height = this.height;
var imageData = this.imageData = canvas.getContext('2d').createImageData(this.width, this.height);
this.format = (aFormat === PConstants.ARGB || aFormat === PConstants.ALPHA) ? aFormat : PConstants.RGB;
if (this.format === PConstants.RGB) {
// Set the alpha channel of an RGB image to opaque.
for (var i = 3, data = this.imageData.data, len = data.length; i < len; i += 4) {
data[i] = 255;
}
}
this.__isDirty = true;
this.updatePixels();
} else {
this.width = 0;
this.height = 0;
this.imageData = utilityContext2d.createImageData(1, 1);
this.format = PConstants.ARGB;
}
this.pixels = buildPixelsObject(this);
};
PImage.prototype = {
/**
* Temporary hack to deal with cross-Processing-instance created PImage. See
* tickets #1623 and #1644.
*/
__isPImage: true,
/**
* @member PImage
* Updates the image with the data in its pixels[] array. Use in conjunction with loadPixels(). If
* you're only reading pixels from the array, there's no need to call updatePixels().
* Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule
* is that any time you want to manipulate the pixels[] array, you must first call loadPixels(), and
* after changes have been made, call updatePixels(). Even if the renderer may not seem to use this
* function in the current Processing release, this will always be subject to change.
* Currently, none of the renderers use the additional parameters to updatePixels().
*/
updatePixels: function() {
var canvas = this.sourceImg;
if (canvas && canvas instanceof HTMLCanvasElement && this.__isDirty) {
canvas.getContext('2d').putImageData(this.imageData, 0, 0);
}
this.__isDirty = false;
},
fromHTMLImageData: function(htmlImg) {
// convert an <img> to a PImage
var canvasData = getCanvasData(htmlImg);
try {
var imageData = canvasData.context.getImageData(0, 0, htmlImg.width, htmlImg.height);
this.fromImageData(imageData);
} catch(e) {
if (htmlImg.width && htmlImg.height) {
this.isRemote = true;
this.width = htmlImg.width;
this.height = htmlImg.height;
}
}
this.sourceImg = htmlImg;
},
'get': function(x, y, w, h) {
if (!arguments.length) {
return p.get(this);
}
if (arguments.length === 2) {
return p.get(x, y, this);
}
if (arguments.length === 4) {
return p.get(x, y, w, h, this);
}
},
/**
* @member PImage
* Changes the color of any pixel or writes an image directly into the image. The x and y parameter
* specify the pixel or the upper-left corner of the image. The color parameter specifies the color value.
* Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data
* directly into pixels[]. The equivalent statement to "set(x, y, #000000)" using pixels[] is
* "pixels[y*width+x] = #000000". Processing requires calling loadPixels() to load the display window
* data into the pixels[] array before getting the values and calling updatePixels() to update the window.
*
* @param {int} x x-coordinate of the pixel or upper-left corner of the image
* @param {int} y y-coordinate of the pixel or upper-left corner of the image
* @param {color} color any value of the color datatype
*
* @see get
* @see pixels[]
* @see copy
*/
'set': function(x, y, c) {
p.set(x, y, c, this);
this.__isDirty = true;
},
/**
* @member PImage
* Blends a region of pixels into the image specified by the img parameter. These copies utilize full
* alpha channel support and a choice of the following modes to blend the colors of source pixels (A)
* with the ones of pixels in the destination image (B):
* BLEND - linear interpolation of colours: C = A*factor + B
* ADD - additive blending with white clip: C = min(A*factor + B, 255)
* SUBTRACT - subtractive blending with black clip: C = max(B - A*factor, 0)
* DARKEST - only the darkest colour succeeds: C = min(A*factor, B)
* LIGHTEST - only the lightest colour succeeds: C = max(A*factor, B)
* DIFFERENCE - subtract colors from underlying image.
* EXCLUSION - similar to DIFFERENCE, but less extreme.
* MULTIPLY - Multiply the colors, result will always be darker.
* SCREEN - Opposite multiply, uses inverse values of the colors.
* OVERLAY - A mix of MULTIPLY and SCREEN. Multiplies dark values, and screens light values.
* HARD_LIGHT - SCREEN when greater than 50% gray, MULTIPLY when lower.
* SOFT_LIGHT - Mix of DARKEST and LIGHTEST. Works like OVERLAY, but not as harsh.
* DODGE - Lightens light tones and increases contrast, ignores darks. Called "Color Dodge" in Illustrator and Photoshop.
* BURN - Darker areas are applied, increasing contrast, ignores lights. Called "Color Burn" in Illustrator and Photoshop.
* All modes use the alpha information (highest byte) of source image pixels as the blending factor.
* If the source and destination regions are different sizes, the image will be automatically resized to
* match the destination size. If the srcImg parameter is not used, the display window is used as the source image.
* This function ignores imageMode().
*
* @param {int} x X coordinate of the source's upper left corner
* @param {int} y Y coordinate of the source's upper left corner
* @param {int} width source image width
* @param {int} height source image height
* @param {int} dx X coordinate of the destinations's upper left corner
* @param {int} dy Y coordinate of the destinations's upper left corner
* @param {int} dwidth destination image width
* @param {int} dheight destination image height
* @param {PImage} srcImg an image variable referring to the source image
* @param {MODE} MODE Either BLEND, ADD, SUBTRACT, LIGHTEST, DARKEST, DIFFERENCE, EXCLUSION,
* MULTIPLY, SCREEN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, BURN
*
* @see alpha
* @see copy
*/
blend: function(srcImg, x, y, width, height, dx, dy, dwidth, dheight, MODE) {
if (arguments.length === 9) {
p.blend(this, srcImg, x, y, width, height, dx, dy, dwidth, dheight, this);
} else if (arguments.length === 10) {
p.blend(srcImg, x, y, width, height, dx, dy, dwidth, dheight, MODE, this);
}
delete this.sourceImg;
},
/**
* @member PImage
* Copies a region of pixels from one image into another. If the source and destination regions
* aren't the same size, it will automatically resize source pixels to fit the specified target region.
* No alpha information is used in the process, however if the source image has an alpha channel set,
* it will be copied as well. This function ignores imageMode().
*
* @param {int} sx X coordinate of the source's upper left corner
* @param {int} sy Y coordinate of the source's upper left corner
* @param {int} swidth source image width
* @param {int} sheight source image height
* @param {int} dx X coordinate of the destinations's upper left corner
* @param {int} dy Y coordinate of the destinations's upper left corner
* @param {int} dwidth destination image width
* @param {int} dheight destination image height
* @param {PImage} srcImg an image variable referring to the source image
*
* @see alpha
* @see blend
*/
copy: function(srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, dheight) {
if (arguments.length === 8) {
p.blend(this, srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, PConstants.REPLACE, this);
} else if (arguments.length === 9) {
p.blend(srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, dheight, PConstants.REPLACE, this);
}
delete this.sourceImg;
},
/**
* @member PImage
* Filters an image as defined by one of the following modes:
* THRESHOLD - converts the image to black and white pixels depending if they are above or below
* the threshold defined by the level parameter. The level must be between 0.0 (black) and 1.0(white).
* If no level is specified, 0.5 is used.
* GRAY - converts any colors in the image to grayscale equivalents
* INVERT - sets each pixel to its inverse value
* POSTERIZE - limits each channel of the image to the number of colors specified as the level parameter
* BLUR - executes a Guassian blur with the level parameter specifying the extent of the blurring.
* If no level parameter is used, the blur is equivalent to Guassian blur of radius 1.
* OPAQUE - sets the alpha channel to entirely opaque.
* ERODE - reduces the light areas with the amount defined by the level parameter.
* DILATE - increases the light areas with the amount defined by the level parameter
*
* @param {MODE} MODE Either THRESHOLD, GRAY, INVERT, POSTERIZE, BLUR, OPAQUE, ERODE, or DILATE
* @param {int|float} param in the range from 0 to 1
*/
filter: function(mode, param) {
if (arguments.length === 2) {
p.filter(mode, param, this);
} else if (arguments.length === 1) {
// no param specified, send null to show its invalid
p.filter(mode, null, this);
}
delete this.sourceImg;
},
/**
* @member PImage
* Saves the image into a file. Images are saved in TIFF, TARGA, JPEG, and PNG format depending on
* the extension within the filename parameter. For example, "image.tif" will have a TIFF image and
* "image.png" will save a PNG image. If no extension is included in the filename, the image will save
* in TIFF format and .tif will be added to the name. These files are saved to the sketch's folder,
* which may be opened by selecting "Show sketch folder" from the "Sketch" menu. It is not possible to
* use save() while running the program in a web browser.
* To save an image created within the code, rather than through loading, it's necessary to make the
* image with the createImage() function so it is aware of the location of the program and can therefore
* save the file to the right place. See the createImage() reference for more information.
*
* @param {String} filename a sequence of letters and numbers
*/
save: function(file){
p.save(file,this);
},
/**
* @member PImage
* Resize the image to a new width and height. To make the image scale proportionally, use 0 as the
* value for the wide or high parameter.
*
* @param {int} wide the resized image width
* @param {int} high the resized image height
*
* @see get
*/
resize: function(w, h) {
if (this.isRemote) { // Remote images cannot access imageData
throw "Image is loaded remotely. Cannot resize.";
}
if (this.width !== 0 || this.height !== 0) {
// make aspect ratio if w or h is 0
if (w === 0 && h !== 0) {
w = Math.floor(this.width / this.height * h);
} else if (h === 0 && w !== 0) {
h = Math.floor(this.height / this.width * w);
}
// put 'this.imageData' into a new canvas
var canvas = getCanvasData(this.imageData).canvas;
// pull imageData object out of canvas into ImageData object
var imageData = getCanvasData(canvas, w, h).context.getImageData(0, 0, w, h);
// set this as new pimage
this.fromImageData(imageData);
}
},
/**
* @member PImage
* Masks part of an image from displaying by loading another image and using it as an alpha channel.
* This mask image should only contain grayscale data, but only the blue color channel is used. The
* mask image needs to be the same size as the image to which it is applied.
* In addition to using a mask image, an integer array containing the alpha channel data can be
* specified directly. This method is useful for creating dynamically generated alpha masks. This
* array must be of the same length as the target image's pixels array and should contain only grayscale
* data of values between 0-255.
*
* @param {PImage} maskImg any PImage object used as the alpha channel for "img", needs to be same
* size as "img"
* @param {int[]} maskArray any array of Integer numbers used as the alpha channel, needs to be same
* length as the image's pixel array
*/
mask: function(mask) {
var obj = this.toImageData(),
i,
size;
if (mask instanceof PImage || mask.__isPImage) {
if (mask.width === this.width && mask.height === this.height) {
mask = mask.toImageData();
for (i = 2, size = this.width * this.height * 4; i < size; i += 4) {
// using it as an alpha channel
obj.data[i + 1] = mask.data[i];
// but only the blue color channel
}
} else {
throw "mask must have the same dimensions as PImage.";
}
} else if (mask instanceof Array) {
if (this.width * this.height === mask.length) {
for (i = 0, size = mask.length; i < size; ++i) {
obj.data[i * 4 + 3] = mask[i];
}
} else {
throw "mask array must be the same length as PImage pixels array.";
}
}
this.fromImageData(obj);
},
// These are intentionally left blank for PImages, we work live with pixels and draw as necessary
/**
* @member PImage
* Loads the pixel data for the image into its pixels[] array. This function must always be called
* before reading from or writing to pixels[].
* Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the
* rule is that any time you want to manipulate the pixels[] array, you must first call loadPixels(),
* and after changes have been made, call updatePixels(). Even if the renderer may not seem to use
* this function in the current Processing release, this will always be subject to change.
*/
loadPixels: noop,
toImageData: function() {
if (this.isRemote) {
return this.sourceImg;
}
if (!this.__isDirty) {
return this.imageData;
}
var canvasData = getCanvasData(this.sourceImg);
return canvasData.context.getImageData(0, 0, this.width, this.height);
},
toDataURL: function() {
if (this.isRemote) { // Remote images cannot access imageData
throw "Image is loaded remotely. Cannot create dataURI.";
}
var canvasData = getCanvasData(this.imageData);
return canvasData.canvas.toDataURL();
},
fromImageData: function(canvasImg) {
var w = canvasImg.width,
h = canvasImg.height,
canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
this.width = canvas.width = w;
this.height = canvas.height = h;
ctx.putImageData(canvasImg, 0, 0);
// changed for 0.9
this.format = PConstants.ARGB;
this.imageData = canvasImg;
this.sourceImg = canvas;
}
};
p.PImage = PImage;
/**
* Creates a new PImage (the datatype for storing images). This provides a fresh buffer of pixels to play
* with. Set the size of the buffer with the width and height parameters. The format parameter defines how
* the pixels are stored. See the PImage reference for more information.
* Be sure to include all three parameters, specifying only the width and height (but no format) will
* produce a strange error.
* Advanced users please note that createImage() should be used instead of the syntax new PImage().
*
* @param {int} width image width
* @param {int} height image height
* @param {MODE} format Either RGB, ARGB, ALPHA (grayscale alpha channel)
*
* @returns {PImage}
*
* @see PImage
* @see PGraphics
*/
p.createImage = function(w, h, mode) {
return new PImage(w,h,mode);
};
// Loads an image for display. Type is an extension. Callback is fired on load.
/**
* Loads an image into a variable of type PImage. Four types of images ( .gif, .jpg, .tga, .png) images may
* be loaded. To load correctly, images must be located in the data directory of the current sketch. In most
* cases, load all images in setup() to preload them at the start of the program. Loading images inside draw()
* will reduce the speed of a program.
* The filename parameter can also be a URL to a file found online. For security reasons, a Processing sketch
* found online can only download files from the same server from which it came. Getting around this restriction
* requires a signed applet.
* The extension parameter is used to determine the image type in cases where the image filename does not end
* with a proper extension. Specify the extension as the second parameter to loadImage(), as shown in the
* third example on this page.
* If an image is not loaded successfully, the null value is returned and an error message will be printed to
* the console. The error message does not halt the program, however the null value may cause a NullPointerException
* if your code does not check whether the value returned from loadImage() is null.
* Depending on the type of error, a PImage object may still be returned, but the width and height of the image
* will be set to -1. This happens if bad image data is returned or cannot be decoded properly. Sometimes this happens
* with image URLs that produce a 403 error or that redirect to a password prompt, because loadImage() will attempt
* to interpret the HTML as image data.
*
* @param {String} filename name of file to load, can be .gif, .jpg, .tga, or a handful of other image
* types depending on your platform.
* @param {String} extension the type of image to load, for example "png", "gif", "jpg"
*
* @returns {PImage}
*
* @see PImage
* @see image
* @see imageMode
* @see background
*/
p.loadImage = function(file, type, callback) {
// if type is specified, we just ignore it
var pimg;
// if image is in the preloader cache return a new PImage
if (curSketch.imageCache.images[file]) {
pimg = new PImage(curSketch.imageCache.images[file]);
pimg.loaded = true;
return pimg;
}
// else async load it
pimg = new PImage();
var img = document.createElement('img');
pimg.sourceImg = img;
img.onload = (function(aImage, aPImage, aCallback) {
var image = aImage;
var pimg = aPImage;
var callback = aCallback;
return function() {
// change the <img> object into a PImage now that its loaded
pimg.fromHTMLImageData(image);
pimg.loaded = true;
if (callback) {
callback();
}
};
}(img, pimg, callback));
img.src = file; // needs to be called after the img.onload function is declared or it wont work in opera
return pimg;
};
// async loading of large images, same functionality as loadImage above
/**
* This function load images on a separate thread so that your sketch does not freeze while images load during
* setup(). While the image is loading, its width and height will be 0. If an error occurs while loading the image,
* its width and height will be set to -1. You'll know when the image has loaded properly because its width and
* height will be greater than 0. Asynchronous image loading (particularly when downloading from a server) can
* dramatically improve performance.
* The extension parameter is used to determine the image type in cases where the image filename does not end
* with a proper extension. Specify the extension as the second parameter to requestImage().
*
* @param {String} filename name of file to load, can be .gif, .jpg, .tga, or a handful of other image
* types depending on your platform.
* @param {String} extension the type of image to load, for example "png", "gif", "jpg"
*
* @returns {PImage}
*
* @see PImage
* @see loadImage
*/
p.requestImage = p.loadImage;
function get$2(x,y) {
var data;
// return the color at x,y (int) of curContext
if (x >= p.width || x < 0 || y < 0 || y >= p.height) {
// x,y is outside image return transparent black
return 0;
}
// loadPixels() has been called
if (isContextReplaced) {
var offset = ((0|x) + p.width * (0|y)) * 4;
data = p.imageData.data;
return (data[offset + 3] << 24) & PConstants.ALPHA_MASK |
(data[offset] << 16) & PConstants.RED_MASK |
(data[offset + 1] << 8) & PConstants.GREEN_MASK |
data[offset + 2] & PConstants.BLUE_MASK;
}
// x,y is inside canvas space
data = p.toImageData(0|x, 0|y, 1, 1).data;
return (data[3] << 24) & PConstants.ALPHA_MASK |
(data[0] << 16) & PConstants.RED_MASK |
(data[1] << 8) & PConstants.GREEN_MASK |
data[2] & PConstants.BLUE_MASK;
}
function get$3(x,y,img) {
if (img.isRemote) { // Remote images cannot access imageData
throw "Image is loaded remotely. Cannot get x,y.";
}
// PImage.get(x,y) was called, return the color (int) at x,y of img
var offset = y * img.width * 4 + (x * 4),
data = img.imageData.data;
return (data[offset + 3] << 24) & PConstants.ALPHA_MASK |
(data[offset] << 16) & PConstants.RED_MASK |
(data[offset + 1] << 8) & PConstants.GREEN_MASK |
data[offset + 2] & PConstants.BLUE_MASK;
}
function get$4(x, y, w, h) {
// return a PImage of w and h from cood x,y of curContext
var c = new PImage(w, h, PConstants.ARGB);
c.fromImageData(p.toImageData(x, y, w, h));
return c;
}
function get$5(x, y, w, h, img) {
if (img.isRemote) { // Remote images cannot access imageData
throw "Image is loaded remotely. Cannot get x,y,w,h.";
}
// PImage.get(x,y,w,h) was called, return x,y,w,h PImage of img
// offset start point needs to be *4
var c = new PImage(w, h, PConstants.ARGB), cData = c.imageData.data,
imgWidth = img.width, imgHeight = img.height, imgData = img.imageData.data;
// Don't need to copy pixels from the image outside ranges.
var startRow = Math.max(0, -y), startColumn = Math.max(0, -x),
stopRow = Math.min(h, imgHeight - y), stopColumn = Math.min(w, imgWidth - x);
for (var i = startRow; i < stopRow; ++i) {
var sourceOffset = ((y + i) * imgWidth + (x + startColumn)) * 4;
var targetOffset = (i * w + startColumn) * 4;
for (var j = startColumn; j < stopColumn; ++j) {
cData[targetOffset++] = imgData[sourceOffset++];
cData[targetOffset++] = imgData[sourceOffset++];
cData[targetOffset++] = imgData[sourceOffset++];
cData[targetOffset++] = imgData[sourceOffset++];
}
}
c.__isDirty = true;
return c;
}
// Gets a single pixel or block of pixels from the current Canvas Context or a PImage
/**
* Reads the color of any pixel or grabs a section of an image. If no parameters are specified, the entire
* image is returned. Get the value of one pixel by specifying an x,y coordinate. Get a section of the display
* window by specifying an additional width and height parameter. If the pixel requested is outside of the image
* window, black is returned. The numbers returned are scaled according to the current color ranges, but only RGB
* values are returned by this function. For example, even though you may have drawn a shape with colorMode(HSB),
* the numbers returned will be in RGB.
* Getting the color of a single pixel with get(x, y) is easy, but not as fast as grabbing the data directly
* from pixels[]. The equivalent statement to "get(x, y)" using pixels[] is "pixels[y*width+x]". Processing
* requires calling loadPixels() to load the display window data into the pixels[] array before getting the values.
* This function ignores imageMode().
*
* @param {int} x x-coordinate of the pixel
* @param {int} y y-coordinate of the pixel
* @param {int} width width of pixel rectangle to get
* @param {int} height height of pixel rectangle to get
*
* @returns {Color|PImage}
*
* @see set
* @see pixels[]
* @see imageMode
*/
p.get = function(x, y, w, h, img) {
// for 0 2 and 4 arguments use curContext, otherwise PImage.get was called
if (img !== undefined) {
return get$5(x, y, w, h, img);
}
if (h !== undefined) {
return get$4(x, y, w, h);
}
if (w !== undefined) {
return get$3(x, y, w);
}
if (y !== undefined) {
return get$2(x, y);
}
if (x !== undefined) {
// PImage.get() was called, return a new PImage
return get$5(0, 0, x.width, x.height, x);
}
return get$4(0, 0, p.width, p.height);
};
/**
* Creates and returns a new <b>PGraphics</b> object of the types P2D, P3D, and JAVA2D. Use this class if you need to draw
* into an off-screen graphics buffer. It's not possible to use <b>createGraphics()</b> with OPENGL, because it doesn't
* allow offscreen use. The DXF and PDF renderers require the filename parameter. <br /><br /> It's important to call
* any drawing commands between beginDraw() and endDraw() statements. This is also true for any commands that affect
* drawing, such as smooth() or colorMode().<br /><br /> Unlike the main drawing surface which is completely opaque,
* surfaces created with createGraphics() can have transparency. This makes it possible to draw into a graphics and
* maintain the alpha channel.
*
* @param {int} width width in pixels
* @param {int} height height in pixels
* @param {int} renderer Either P2D, P3D, JAVA2D, PDF, DXF
* @param {String} filename the name of the file (not supported yet)
*/
p.createGraphics = function(w, h, render) {
var pg = new Processing();
pg.size(w, h, render);
pg.background(0,0);
return pg;
};
// pixels caching
function resetContext() {
if(isContextReplaced) {
curContext = originalContext;
isContextReplaced = false;
p.updatePixels();
}
}
function SetPixelContextWrapper() {
function wrapFunction(newContext, name) {
function wrapper() {
resetContext();
curContext[name].apply(curContext, arguments);
}
newContext[name] = wrapper;
}
function wrapProperty(newContext, name) {
function getter() {
resetContext();
return curContext[name];
}
function setter(value) {
resetContext();
curContext[name] = value;
}
p.defineProperty(newContext, name, { get: getter, set: setter });
}
for(var n in curContext) {
if(typeof curContext[n] === 'function') {
wrapFunction(this, n);
} else {
wrapProperty(this, n);
}
}
}
function replaceContext() {
if(isContextReplaced) {
return;
}
p.loadPixels();
if(proxyContext === null) {
originalContext = curContext;
proxyContext = new SetPixelContextWrapper();
}
isContextReplaced = true;
curContext = proxyContext;
setPixelsCached = 0;
}
function set$3(x, y, c) {
if (x < p.width && x >= 0 && y >= 0 && y < p.height) {
replaceContext();
p.pixels.setPixel((0|x)+p.width*(0|y), c);
if(++setPixelsCached > maxPixelsCached) {
resetContext();
}
}
}
function set$4(x, y, obj, img) {
if (img.isRemote) { // Remote images cannot access imageData
throw "Image is loaded remotely. Cannot set x,y.";
}
var c = p.color.toArray(obj);
var offset = y * img.width * 4 + (x*4);
var data = img.imageData.data;
data[offset] = c[0];
data[offset+1] = c[1];
data[offset+2] = c[2];
data[offset+3] = c[3];
}
// Paints a pixel array into the canvas
/**
* Changes the color of any pixel or writes an image directly into the display window. The x and y parameters
* specify the pixel to change and the color parameter specifies the color value. The color parameter is affected
* by the current color mode (the default is RGB values from 0 to 255). When setting an image, the x and y
* parameters define the coordinates for the upper-left corner of the image.
* Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data directly
* into pixels[]. The equivalent statement to "set(x, y, #000000)" using pixels[] is "pixels[y*width+x] = #000000".
* You must call loadPixels() to load the display window data into the pixels[] array before setting the values
* and calling updatePixels() to update the window with any changes. This function ignores imageMode().
*
* @param {int} x x-coordinate of the pixel
* @param {int} y y-coordinate of the pixel
* @param {Color} obj any value of the color datatype
* @param {PImage} img any valid variable of type PImage
*
* @see get
* @see pixels[]
* @see imageMode
*/
p.set = function(x, y, obj, img) {
var color, oldFill;
if (arguments.length === 3) {
// called p.set(), was it with a color or a img ?
if (typeof obj === "number") {
set$3(x, y, obj);
} else if (obj instanceof PImage || obj.__isPImage) {
p.image(obj, x, y);
}
} else if (arguments.length === 4) {
// PImage.set(x,y,c) was called, set coordinate x,y color to c of img
set$4(x, y, obj, img);
}
};
p.imageData = {};
// handle the sketch code for pixels[]
// parser code converts pixels[] to getPixels() or setPixels(),
// .length becomes getLength()
/**
* Array containing the values for all the pixels in the display window. These values are of the color datatype.
* This array is the size of the display window. For example, if the image is 100x100 pixels, there will be 10000
* values and if the window is 200x300 pixels, there will be 60000 values. The index value defines the position
* of a value within the array. For example, the statment color b = pixels[230] will set the variable b to be
* equal to the value at that location in the array.
* Before accessing this array, the data must loaded with the loadPixels() function. After the array data has
* been modified, the updatePixels() function must be run to update the changes.
*
* @param {int} index must not exceed the size of the array
*
* @see loadPixels
* @see updatePixels
* @see get
* @see set
* @see PImage
*/
p.pixels = {
getLength: function() { return p.imageData.data.length ? p.imageData.data.length/4 : 0; },
getPixel: function(i) {
var offset = i*4, data = p.imageData.data;
return (data[offset+3] << 24) & 0xff000000 |
(data[offset+0] << 16) & 0x00ff0000 |
(data[offset+1] << 8) & 0x0000ff00 |
data[offset+2] & 0x000000ff;
},
setPixel: function(i,c) {
var offset = i*4, data = p.imageData.data;
data[offset+0] = (c & 0x00ff0000) >>> 16; // RED_MASK
data[offset+1] = (c & 0x0000ff00) >>> 8; // GREEN_MASK
data[offset+2] = (c & 0x000000ff); // BLUE_MASK
data[offset+3] = (c & 0xff000000) >>> 24; // ALPHA_MASK
},
toArray: function() {
var arr = [], length = p.imageData.width * p.imageData.height, data = p.imageData.data;
for (var i = 0, offset = 0; i < length; i++, offset += 4) {
arr.push((data[offset+3] << 24) & 0xff000000 |
(data[offset+0] << 16) & 0x00ff0000 |
(data[offset+1] << 8) & 0x0000ff00 |
data[offset+2] & 0x000000ff);
}
return arr;
},
set: function(arr) {
for (var i = 0, aL = arr.length; i < aL; i++) {
this.setPixel(i, arr[i]);
}
}
};
// Gets a 1-Dimensional pixel array from Canvas
/**
* Loads the pixel data for the display window into the pixels[] array. This function must always be called
* before reading from or writing to pixels[].
* Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that
* any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes
* have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current
* Processing release, this will always be subject to change.
*
* @see pixels[]
* @see updatePixels
*/
p.loadPixels = function() {
p.imageData = drawing.$ensureContext().getImageData(0, 0, p.width, p.height);
};
// Draws a 1-Dimensional pixel array to Canvas
/**
* Updates the display window with the data in the pixels[] array. Use in conjunction with loadPixels(). If
* you're only reading pixels from the array, there's no need to call updatePixels() unless there are changes.
* Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that
* any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes
* have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current
* Processing release, this will always be subject to change.
* Currently, none of the renderers use the additional parameters to updatePixels(), however this may be
* implemented in the future.
*
* @see loadPixels
* @see pixels[]
*/
p.updatePixels = function() {
if (p.imageData) {
drawing.$ensureContext().putImageData(p.imageData, 0, 0);
}
};
/**
* 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 OpenGL. 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 OpenGL
* 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 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 OPENGL renderer setting by not checking for errors while
* running. Undo with hint(ENABLE_OPENGL_ERROR_REPORT).
* As of release 0149, unhint() has been removed in favor of adding additional ENABLE/DISABLE constants to reset
* the default behavior. This prevents the double negatives, and also reinforces which hints can be enabled or disabled.
*
* @param {MODE} item constant: name of the hint to be enabled or disabled
*
* @see PGraphics
* @see createGraphics
* @see size
*/
p.hint = function(which) {
var curContext = drawing.$ensureContext();
if (which === PConstants.DISABLE_DEPTH_TEST) {
curContext.disable(curContext.DEPTH_TEST);
curContext.depthMask(false);
curContext.clear(curContext.DEPTH_BUFFER_BIT);
}
else if (which === PConstants.ENABLE_DEPTH_TEST) {
curContext.enable(curContext.DEPTH_TEST);
curContext.depthMask(true);
}
else if (which === PConstants.ENABLE_OPENGL_2X_SMOOTH ||
which === PConstants.ENABLE_OPENGL_4X_SMOOTH){
renderSmooth = true;
}
else if (which === PConstants.DISABLE_OPENGL_2X_SMOOTH){
renderSmooth = false;
}
};
/**
* The background() function sets the color used for the background of the Processing window.
* The default background is light gray. In the <b>draw()</b> function, the background color is used to clear the display window at the beginning of each frame.
* An image can also be used as the background for a sketch, however its width and height must be the same size as the sketch window.
* To resize an image 'b' to the size of the sketch window, use b.resize(width, height).
* Images used as background will ignore the current <b>tint()</b> setting.
* For the main drawing surface, the alpha value will be ignored. However,
* alpha can be used on PGraphics objects from <b>createGraphics()</b>. This is
* the only way to set all the pixels partially transparent, for instance.
* If the 'gray' parameter is passed in the function sets the background to a grayscale value, based on the
* current colorMode.
* <p>
* Note that background() should be called before any transformations occur,
* because some implementations may require the current transformation matrix
* to be identity before drawing.
*
* @param {int|float} gray specifies a value between white and black
* @param {int|float} value1 red or hue value (depending on the current color mode)
* @param {int|float} value2 green or saturation value (depending on the current color mode)
* @param {int|float} value3 blue or brightness value (depending on the current color mode)
* @param {int|float} alpha opacity of the background
* @param {Color} color any value of the color datatype
* @param {int} hex color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
* @param {PImage} image an instance of a PImage to use as a background
*
* @see #stroke()
* @see #fill()
* @see #tint()
* @see #colorMode()
*/
var backgroundHelper = function(arg1, arg2, arg3, arg4) {
var obj;
if (arg1 instanceof PImage || arg1.__isPImage) {
obj = arg1;
if (!obj.loaded) {
throw "Error using image in background(): PImage not loaded.";
}
if(obj.width !== p.width || obj.height !== p.height){
throw "Background image must be the same dimensions as the canvas.";
}
} else {
obj = p.color(arg1, arg2, arg3, arg4);
}
backgroundObj = obj;
};
Drawing2D.prototype.background = function(arg1, arg2, arg3, arg4) {
if (arg1 !== undef) {
backgroundHelper(arg1, arg2, arg3, arg4);
}
if (backgroundObj instanceof PImage || backgroundObj.__isPImage) {
saveContext();
curContext.setTransform(1, 0, 0, 1, 0, 0);
p.image(backgroundObj, 0, 0);
restoreContext();
} else {
saveContext();
curContext.setTransform(1, 0, 0, 1, 0, 0);
// If the background is transparent
if (p.alpha(backgroundObj) !== colorModeA) {
curContext.clearRect(0,0, p.width, p.height);
}
curContext.fillStyle = p.color.toString(backgroundObj);
curContext.fillRect(0, 0, p.width, p.height);
isFillDirty = true;
restoreContext();
}
};
Drawing3D.prototype.background = function(arg1, arg2, arg3, arg4) {
if (arguments.length > 0) {
backgroundHelper(arg1, arg2, arg3, arg4);
}
var c = p.color.toGLArray(backgroundObj);
curContext.clearColor(c[0], c[1], c[2], c[3]);
curContext.clear(curContext.COLOR_BUFFER_BIT | curContext.DEPTH_BUFFER_BIT);
// An image as a background in 3D is not implemented yet
};
// Draws an image to the Canvas
/**
* Displays images to the screen. The images must be in the sketch's "data" directory to load correctly. Select "Add
* file..." from the "Sketch" menu to add the image. Processing currently works with GIF, JPEG, and Targa images. The
* color of an image may be modified with the tint() function and if a GIF has transparency, it will maintain its
* transparency. The img parameter specifies the image to display and the x and y parameters define the location of
* the image from its upper-left corner. The image is displayed at its original size unless the width and height
* parameters specify a different size. The imageMode() function changes the way the parameters work. A call to
* imageMode(CORNERS) will change the width and height parameters to define the x and y values of the opposite
* corner of the image.
*
* @param {PImage} img the image to display
* @param {int|float} x x-coordinate of the image
* @param {int|float} y y-coordinate of the image
* @param {int|float} width width to display the image
* @param {int|float} height height to display the image
*
* @see loadImage
* @see PImage
* @see imageMode
* @see tint
* @see background
* @see alpha
*/
Drawing2D.prototype.image = function(img, x, y, w, h) {
// Fix fractional positions
x = Math.round(x);
y = Math.round(y);
if (img.width > 0) {
var wid = w || img.width;
var hgt = h || img.height;
var bounds = imageModeConvert(x || 0, y || 0, w || img.width, h || img.height, arguments.length < 4);
var fastImage = !!img.sourceImg && curTint === null;
if (fastImage) {
var htmlElement = img.sourceImg;
if (img.__isDirty) {
img.updatePixels();
}
// Using HTML element's width and height in case if the image was resized.
curContext.drawImage(htmlElement, 0, 0,
htmlElement.width, htmlElement.height, bounds.x, bounds.y, bounds.w, bounds.h);
} else {
var obj = img.toImageData();
// Tint the image
if (curTint !== null) {
curTint(obj);
img.__isDirty = true;
}
curContext.drawImage(getCanvasData(obj).canvas, 0, 0,
img.width, img.height, bounds.x, bounds.y, bounds.w, bounds.h);
}
}
};
Drawing3D.prototype.image = function(img, x, y, w, h) {
if (img.width > 0) {
// Fix fractional positions
x = Math.round(x);
y = Math.round(y);
w = w || img.width;
h = h || img.height;
p.beginShape(p.QUADS);
p.texture(img);
p.vertex(x, y, 0, 0, 0);
p.vertex(x, y+h, 0, 0, h);
p.vertex(x+w, y+h, 0, w, h);
p.vertex(x+w, y, 0, w, 0);
p.endShape();
}
};
/**
* The tint() function sets the fill value for displaying images. Images can be tinted to
* specified colors or made transparent by setting the alpha.
* <br><br>To make an image transparent, but not change it's color,
* use white as the tint color and specify an alpha value. For instance,
* tint(255, 128) will make an image 50% transparent (unless
* <b>colorMode()</b> has been used).
*
* <br><br>When using hexadecimal notation to specify a color, use "#" or
* "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA). The # syntax uses six
* digits to specify a color (the way colors are specified in HTML and CSS).
* When using the hexadecimal notation starting with "0x", the hexadecimal
* value must be specified with eight characters; the first two characters
* define the alpha component and the remainder the red, green, and blue
* components.
* <br><br>The value for the parameter "gray" must be less than or equal
* to the current maximum value as specified by <b>colorMode()</b>.
* The default maximum value is 255.
* <br><br>The tint() method is also used to control the coloring of
* textures in 3D.
*
* @param {int|float} gray any valid number
* @param {int|float} alpha opacity of the image
* @param {int|float} value1 red or hue value
* @param {int|float} value2 green or saturation value
* @param {int|float} value3 blue or brightness value
* @param {int|float} color any value of the color datatype
* @param {int} hex color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
*
* @see #noTint()
* @see #image()
*/
p.tint = function(a1, a2, a3, a4) {
var tintColor = p.color(a1, a2, a3, a4);
var r = p.red(tintColor) / colorModeX;
var g = p.green(tintColor) / colorModeY;
var b = p.blue(tintColor) / colorModeZ;
var a = p.alpha(tintColor) / colorModeA;
curTint = function(obj) {
var data = obj.data,
length = 4 * obj.width * obj.height;
for (var i = 0; i < length;) {
data[i++] *= r;
data[i++] *= g;
data[i++] *= b;
data[i++] *= a;
}
};
// for overriding the color buffer when 3d rendering
curTint3d = function(data){
for (var i = 0; i < data.length;) {
data[i++] = r;
data[i++] = g;
data[i++] = b;
data[i++] = a;
}
};
};
/**
* The noTint() function removes the current fill value for displaying images and reverts to displaying images with their original hues.
*
* @see #tint()
* @see #image()
*/
p.noTint = function() {
curTint = null;
curTint3d = null;
};
/**
* Copies a region of pixels from the display window to another area of the display window and copies a region of pixels from an
* image used as the srcImg parameter into the display window. If the source and destination regions aren't the same size, it will
* automatically resize the source pixels to fit the specified target region. No alpha information is used in the process, however
* if the source image has an alpha channel set, it will be copied as well. This function ignores imageMode().
*
* @param {int} x X coordinate of the source's upper left corner
* @param {int} y Y coordinate of the source's upper left corner
* @param {int} width source image width
* @param {int} height source image height
* @param {int} dx X coordinate of the destination's upper left corner
* @param {int} dy Y coordinate of the destination's upper left corner
* @param {int} dwidth destination image width
* @param {int} dheight destination image height
* @param {PImage} srcImg image variable referring to the source image
*
* @see blend
* @see get
*/
p.copy = function(src, sx, sy, sw, sh, dx, dy, dw, dh) {
if (dh === undef) {
// shift everything, and introduce p
dh = dw;
dw = dy;
dy = dx;
dx = sh;
sh = sw;
sw = sy;
sy = sx;
sx = src;
src = p;
}
p.blend(src, sx, sy, sw, sh, dx, dy, dw, dh, PConstants.REPLACE);
};
/**
* Blends a region of pixels from one image into another (or in itself again) with full alpha channel support. There
* is a choice of the following modes to blend the source pixels (A) with the ones of pixels in the destination image (B):
* BLEND - linear interpolation of colours: C = A*factor + B
* ADD - additive blending with white clip: C = min(A*factor + B, 255)
* SUBTRACT - subtractive blending with black clip: C = max(B - A*factor, 0)
* DARKEST - only the darkest colour succeeds: C = min(A*factor, B)
* LIGHTEST - only the lightest colour succeeds: C = max(A*factor, B)
* DIFFERENCE - subtract colors from underlying image.
* EXCLUSION - similar to DIFFERENCE, but less extreme.
* MULTIPLY - Multiply the colors, result will always be darker.
* SCREEN - Opposite multiply, uses inverse values of the colors.
* OVERLAY - A mix of MULTIPLY and SCREEN. Multiplies dark values, and screens light values.
* HARD_LIGHT - SCREEN when greater than 50% gray, MULTIPLY when lower.
* SOFT_LIGHT - Mix of DARKEST and LIGHTEST. Works like OVERLAY, but not as harsh.
* DODGE - Lightens light tones and increases contrast, ignores darks. Called "Color Dodge" in Illustrator and Photoshop.
* BURN - Darker areas are applied, increasing contrast, ignores lights. Called "Color Burn" in Illustrator and Photoshop.
* All modes use the alpha information (highest byte) of source image pixels as the blending factor. If the source and
* destination regions are different sizes, the image will be automatically resized to match the destination size. If the
* srcImg parameter is not used, the display window is used as the source image. This function ignores imageMode().
*
* @param {int} x X coordinate of the source's upper left corner
* @param {int} y Y coordinate of the source's upper left corner
* @param {int} width source image width
* @param {int} height source image height
* @param {int} dx X coordinate of the destination's upper left corner
* @param {int} dy Y coordinate of the destination's upper left corner
* @param {int} dwidth destination image width
* @param {int} dheight destination image height
* @param {PImage} srcImg image variable referring to the source image
* @param {PImage} MODE Either BLEND, ADD, SUBTRACT, LIGHTEST, DARKEST, DIFFERENCE, EXCLUSION, MULTIPLY, SCREEN,
* OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, BURN
* @see filter
*/
p.blend = function(src, sx, sy, sw, sh, dx, dy, dw, dh, mode, pimgdest) {
if (src.isRemote) {
throw "Image is loaded remotely. Cannot blend image.";
}
if (mode === undef) {
// shift everything, and introduce p
mode = dh;
dh = dw;
dw = dy;
dy = dx;
dx = sh;
sh = sw;
sw = sy;
sy = sx;
sx = src;
src = p;
}
var sx2 = sx + sw,
sy2 = sy + sh,
dx2 = dx + dw,
dy2 = dy + dh,
dest = pimgdest || p;
// check if pimgdest is there and pixels, if so this was a call from pimg.blend
if (pimgdest === undef || mode === undef) {
p.loadPixels();
}
src.loadPixels();
if (src === p && p.intersect(sx, sy, sx2, sy2, dx, dy, dx2, dy2)) {
p.blit_resize(p.get(sx, sy, sx2 - sx, sy2 - sy), 0, 0, sx2 - sx - 1, sy2 - sy - 1,
dest.imageData.data, dest.width, dest.height, dx, dy, dx2, dy2, mode);
} else {
p.blit_resize(src, sx, sy, sx2, sy2, dest.imageData.data, dest.width, dest.height, dx, dy, dx2, dy2, mode);
}
if (pimgdest === undef) {
p.updatePixels();
}
};
// helper function for filter()
var buildBlurKernel = function(r) {
var radius = p.floor(r * 3.5), i;
radius = (radius < 1) ? 1 : ((radius < 248) ? radius : 248);
if (p.shared.blurRadius !== radius) {
p.shared.blurRadius = radius;
p.shared.blurKernelSize = 1 + (p.shared.blurRadius<<1);
p.shared.blurKernel = new Float32Array(p.shared.blurKernelSize);
var sharedBlurKernal = p.shared.blurKernel;
var sharedBlurKernelSize = p.shared.blurKernelSize;
var sharedBlurRadius = p.shared.blurRadius;
// init blurKernel
for (i = 0; i < sharedBlurKernelSize; i++) {
sharedBlurKernal[i] = 0;
}
var radiusiSquared = (radius - 1) * (radius - 1);
for (i = 1; i < radius; i++) {
sharedBlurKernal[radius + i] = sharedBlurKernal[radius-i] = radiusiSquared;
}
sharedBlurKernal[radius] = radius * radius;
}
};
var blurARGB = function(r, aImg) {
var sum, cr, cg, cb, ca, c, m;
var read, ri, ym, ymi, bk0;
var wh = aImg.pixels.getLength();
var r2 = new Float32Array(wh);
var g2 = new Float32Array(wh);
var b2 = new Float32Array(wh);
var a2 = new Float32Array(wh);
var yi = 0;
var x, y, i, offset;
buildBlurKernel(r);
var aImgHeight = aImg.height;
var aImgWidth = aImg.width;
var sharedBlurKernelSize = p.shared.blurKernelSize;
var sharedBlurRadius = p.shared.blurRadius;
var sharedBlurKernal = p.shared.blurKernel;
var pix = aImg.imageData.data;
for (y = 0; y < aImgHeight; y++) {
for (x = 0; x < aImgWidth; x++) {
cb = cg = cr = ca = sum = 0;
read = x - sharedBlurRadius;
if (read<0) {
bk0 = -read;
read = 0;
} else {
if (read >= aImgWidth) {
break;
}
bk0=0;
}
for (i = bk0; i < sharedBlurKernelSize; i++) {
if (read >= aImgWidth) {
break;
}
offset = (read + yi) *4;
m = sharedBlurKernal[i];
ca += m * pix[offset + 3];
cr += m * pix[offset];
cg += m * pix[offset + 1];
cb += m * pix[offset + 2];
sum += m;
read++;
}
ri = yi + x;
a2[ri] = ca / sum;
r2[ri] = cr / sum;
g2[ri] = cg / sum;
b2[ri] = cb / sum;
}
yi += aImgWidth;
}
yi = 0;
ym = -sharedBlurRadius;
ymi = ym*aImgWidth;
for (y = 0; y < aImgHeight; y++) {
for (x = 0; x < aImgWidth; x++) {
cb = cg = cr = ca = sum = 0;
if (ym<0) {
bk0 = ri = -ym;
read = x;
} else {
if (ym >= aImgHeight) {
break;
}
bk0 = 0;
ri = ym;
read = x + ymi;
}
for (i = bk0; i < sharedBlurKernelSize; i++) {
if (ri >= aImgHeight) {
break;
}
m = sharedBlurKernal[i];
ca += m * a2[read];
cr += m * r2[read];
cg += m * g2[read];
cb += m * b2[read];
sum += m;
ri++;
read += aImgWidth;
}
offset = (x + yi) *4;
pix[offset] = cr / sum;
pix[offset + 1] = cg / sum;
pix[offset + 2] = cb / sum;
pix[offset + 3] = ca / sum;
}
yi += aImgWidth;
ymi += aImgWidth;
ym++;
}
};
// helper funtion for ERODE and DILATE modes of filter()
var dilate = function(isInverted, aImg) {
var currIdx = 0;
var maxIdx = aImg.pixels.getLength();
var out = new Int32Array(maxIdx);
var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
var idxRight, idxLeft, idxUp, idxDown,
colRight, colLeft, colUp, colDown,
lumRight, lumLeft, lumUp, lumDown;
if (!isInverted) {
// erosion (grow light areas)
while (currIdx<maxIdx) {
currRowIdx = currIdx;
maxRowIdx = currIdx + aImg.width;
while (currIdx < maxRowIdx) {
colOrig = colOut = aImg.pixels.getPixel(currIdx);
idxLeft = currIdx - 1;
idxRight = currIdx + 1;
idxUp = currIdx - aImg.width;
idxDown = currIdx + aImg.width;
if (idxLeft < currRowIdx) {
idxLeft = currIdx;
}
if (idxRight >= maxRowIdx) {
idxRight = currIdx;
}
if (idxUp < 0) {
idxUp = 0;
}
if (idxDown >= maxIdx) {
idxDown = currIdx;
}
colUp = aImg.pixels.getPixel(idxUp);
colLeft = aImg.pixels.getPixel(idxLeft);
colDown = aImg.pixels.getPixel(idxDown);
colRight = aImg.pixels.getPixel(idxRight);
// compute luminance
currLum = 77*(colOrig>>16&0xff) + 151*(colOrig>>8&0xff) + 28*(colOrig&0xff);
lumLeft = 77*(colLeft>>16&0xff) + 151*(colLeft>>8&0xff) + 28*(colLeft&0xff);
lumRight = 77*(colRight>>16&0xff) + 151*(colRight>>8&0xff) + 28*(colRight&0xff);
lumUp = 77*(colUp>>16&0xff) + 151*(colUp>>8&0xff) + 28*(colUp&0xff);
lumDown = 77*(colDown>>16&0xff) + 151*(colDown>>8&0xff) + 28*(colDown&0xff);
if (lumLeft > currLum) {
colOut = colLeft;
currLum = lumLeft;
}
if (lumRight > currLum) {
colOut = colRight;
currLum = lumRight;
}
if (lumUp > currLum) {
colOut = colUp;
currLum = lumUp;
}
if (lumDown > currLum) {
colOut = colDown;
currLum = lumDown;
}
out[currIdx++] = colOut;
}
}
} else {
// dilate (grow dark areas)
while (currIdx < maxIdx) {
currRowIdx = currIdx;
maxRowIdx = currIdx + aImg.width;
while (currIdx < maxRowIdx) {
colOrig = colOut = aImg.pixels.getPixel(currIdx);
idxLeft = currIdx - 1;
idxRight = currIdx + 1;
idxUp = currIdx - aImg.width;
idxDown = currIdx + aImg.width;
if (idxLeft < currRowIdx) {
idxLeft = currIdx;
}
if (idxRight >= maxRowIdx) {
idxRight = currIdx;
}
if (idxUp < 0) {
idxUp = 0;
}
if (idxDown >= maxIdx) {
idxDown = currIdx;
}
colUp = aImg.pixels.getPixel(idxUp);
colLeft = aImg.pixels.getPixel(idxLeft);
colDown = aImg.pixels.getPixel(idxDown);
colRight = aImg.pixels.getPixel(idxRight);
// compute luminance
currLum = 77*(colOrig>>16&0xff) + 151*(colOrig>>8&0xff) + 28*(colOrig&0xff);
lumLeft = 77*(colLeft>>16&0xff) + 151*(colLeft>>8&0xff) + 28*(colLeft&0xff);
lumRight = 77*(colRight>>16&0xff) + 151*(colRight>>8&0xff) + 28*(colRight&0xff);
lumUp = 77*(colUp>>16&0xff) + 151*(colUp>>8&0xff) + 28*(colUp&0xff);
lumDown = 77*(colDown>>16&0xff) + 151*(colDown>>8&0xff) + 28*(colDown&0xff);
if (lumLeft < currLum) {
colOut = colLeft;
currLum = lumLeft;
}
if (lumRight < currLum) {
colOut = colRight;
currLum = lumRight;
}
if (lumUp < currLum) {
colOut = colUp;
currLum = lumUp;
}
if (lumDown < currLum) {
colOut = colDown;
currLum = lumDown;
}
out[currIdx++]=colOut;
}
}
}
aImg.pixels.set(out);
//p.arraycopy(out,0,pixels,0,maxIdx);
};
/**
* Filters the display window as defined by one of the following modes:
* THRESHOLD - converts the image to black and white pixels depending if they are above or below the threshold
* defined by the level parameter. The level must be between 0.0 (black) and 1.0(white). If no level is specified, 0.5 is used.
* GRAY - converts any colors in the image to grayscale equivalents
* INVERT - sets each pixel to its inverse value
* POSTERIZE - limits each channel of the image to the number of colors specified as the level parameter
* BLUR - executes a Guassian blur with the level parameter specifying the extent of the blurring. If no level parameter is
* used, the blur is equivalent to Guassian blur of radius 1.
* OPAQUE - sets the alpha channel to entirely opaque.
* ERODE - reduces the light areas with the amount defined by the level parameter.
* DILATE - increases the light areas with the amount defined by the level parameter.
*
* @param {MODE} MODE Either THRESHOLD, GRAY, INVERT, POSTERIZE, BLUR, OPAQUE, ERODE, or DILATE
* @param {int|float} level defines the quality of the filter
*
* @see blend
*/
p.filter = function(kind, param, aImg){
var img, col, lum, i;
if (arguments.length === 3) {
aImg.loadPixels();
img = aImg;
} else {
p.loadPixels();
img = p;
}
if (param === undef) {
param = null;
}
if (img.isRemote) { // Remote images cannot access imageData
throw "Image is loaded remotely. Cannot filter image.";
}
// begin filter process
var imglen = img.pixels.getLength();
switch (kind) {
case PConstants.BLUR:
var radius = param || 1; // if no param specified, use 1 (default for p5)
blurARGB(radius, img);
break;
case PConstants.GRAY:
if (img.format === PConstants.ALPHA) { //trouble
// for an alpha image, convert it to an opaque grayscale
for (i = 0; i < imglen; i++) {
col = 255 - img.pixels.getPixel(i);
img.pixels.setPixel(i,(0xff000000 | (col << 16) | (col << 8) | col));
}
img.format = PConstants.RGB; //trouble
} else {
for (i = 0; i < imglen; i++) {
col = img.pixels.getPixel(i);
lum = (77*(col>>16&0xff) + 151*(col>>8&0xff) + 28*(col&0xff))>>8;
img.pixels.setPixel(i,((col & PConstants.ALPHA_MASK) | lum<<16 | lum<<8 | lum));
}
}
break;
case PConstants.INVERT:
for (i = 0; i < imglen; i++) {
img.pixels.setPixel(i, (img.pixels.getPixel(i) ^ 0xffffff));
}
break;
case PConstants.POSTERIZE:
if (param === null) {
throw "Use filter(POSTERIZE, int levels) instead of filter(POSTERIZE)";
}
var levels = p.floor(param);
if ((levels < 2) || (levels > 255)) {
throw "Levels must be between 2 and 255 for filter(POSTERIZE, levels)";
}
var levels1 = levels - 1;
for (i = 0; i < imglen; i++) {
var rlevel = (img.pixels.getPixel(i) >> 16) & 0xff;
var glevel = (img.pixels.getPixel(i) >> 8) & 0xff;
var blevel = img.pixels.getPixel(i) & 0xff;
rlevel = (((rlevel * levels) >> 8) * 255) / levels1;
glevel = (((glevel * levels) >> 8) * 255) / levels1;
blevel = (((blevel * levels) >> 8) * 255) / levels1;
img.pixels.setPixel(i, ((0xff000000 & img.pixels.getPixel(i)) | (rlevel << 16) | (glevel << 8) | blevel));
}
break;
case PConstants.OPAQUE:
for (i = 0; i < imglen; i++) {
img.pixels.setPixel(i, (img.pixels.getPixel(i) | 0xff000000));
}
img.format = PConstants.RGB; //trouble
break;
case PConstants.THRESHOLD:
if (param === null) {
param = 0.5;
}
if ((param < 0) || (param > 1)) {
throw "Level must be between 0 and 1 for filter(THRESHOLD, level)";
}
var thresh = p.floor(param * 255);
for (i = 0; i < imglen; i++) {
var max = p.max((img.pixels.getPixel(i) & PConstants.RED_MASK) >> 16, p.max((img.pixels.getPixel(i) & PConstants.GREEN_MASK) >> 8, (img.pixels.getPixel(i) & PConstants.BLUE_MASK)));
img.pixels.setPixel(i, ((img.pixels.getPixel(i) & PConstants.ALPHA_MASK) | ((max < thresh) ? 0x000000 : 0xffffff)));
}
break;
case PConstants.ERODE:
dilate(true, img);
break;
case PConstants.DILATE:
dilate(false, img);
break;
}
img.updatePixels();
};
// shared variables for blit_resize(), filter_new_scanline(), filter_bilinear(), filter()
// change this in the future to not be exposed to p
p.shared = {
fracU: 0,
ifU: 0,
fracV: 0,
ifV: 0,
u1: 0,
u2: 0,
v1: 0,
v2: 0,
sX: 0,
sY: 0,
iw: 0,
iw1: 0,
ih1: 0,
ul: 0,
ll: 0,
ur: 0,
lr: 0,
cUL: 0,
cLL: 0,
cUR: 0,
cLR: 0,
srcXOffset: 0,
srcYOffset: 0,
r: 0,
g: 0,
b: 0,
a: 0,
srcBuffer: null,
blurRadius: 0,
blurKernelSize: 0,
blurKernel: null
};
p.intersect = function(sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2) {
var sw = sx2 - sx1 + 1;
var sh = sy2 - sy1 + 1;
var dw = dx2 - dx1 + 1;
var dh = dy2 - dy1 + 1;
if (dx1 < sx1) {
dw += dx1 - sx1;
if (dw > sw) {
dw = sw;
}
} else {
var w = sw + sx1 - dx1;
if (dw > w) {
dw = w;
}
}
if (dy1 < sy1) {
dh += dy1 - sy1;
if (dh > sh) {
dh = sh;
}
} else {
var h = sh + sy1 - dy1;
if (dh > h) {
dh = h;
}
}
return ! (dw <= 0 || dh <= 0);
};
var blendFuncs = {};
blendFuncs[PConstants.BLEND] = p.modes.blend;
blendFuncs[PConstants.ADD] = p.modes.add;
blendFuncs[PConstants.SUBTRACT] = p.modes.subtract;
blendFuncs[PConstants.LIGHTEST] = p.modes.lightest;
blendFuncs[PConstants.DARKEST] = p.modes.darkest;
blendFuncs[PConstants.REPLACE] = p.modes.replace;
blendFuncs[PConstants.DIFFERENCE] = p.modes.difference;
blendFuncs[PConstants.EXCLUSION] = p.modes.exclusion;
blendFuncs[PConstants.MULTIPLY] = p.modes.multiply;
blendFuncs[PConstants.SCREEN] = p.modes.screen;
blendFuncs[PConstants.OVERLAY] = p.modes.overlay;
blendFuncs[PConstants.HARD_LIGHT] = p.modes.hard_light;
blendFuncs[PConstants.SOFT_LIGHT] = p.modes.soft_light;
blendFuncs[PConstants.DODGE] = p.modes.dodge;
blendFuncs[PConstants.BURN] = p.modes.burn;
p.blit_resize = function(img, srcX1, srcY1, srcX2, srcY2, destPixels,
screenW, screenH, destX1, destY1, destX2, destY2, mode) {
var x, y;
if (srcX1 < 0) {
srcX1 = 0;
}
if (srcY1 < 0) {
srcY1 = 0;
}
if (srcX2 >= img.width) {
srcX2 = img.width - 1;
}
if (srcY2 >= img.height) {
srcY2 = img.height - 1;
}
var srcW = srcX2 - srcX1;
var srcH = srcY2 - srcY1;
var destW = destX2 - destX1;
var destH = destY2 - destY1;
if (destW <= 0 || destH <= 0 || srcW <= 0 || srcH <= 0 || destX1 >= screenW ||
destY1 >= screenH || srcX1 >= img.width || srcY1 >= img.height) {
return;
}
var dx = Math.floor(srcW / destW * PConstants.PRECISIONF);
var dy = Math.floor(srcH / destH * PConstants.PRECISIONF);
var pshared = p.shared;
pshared.srcXOffset = Math.floor(destX1 < 0 ? -destX1 * dx : srcX1 * PConstants.PRECISIONF);
pshared.srcYOffset = Math.floor(destY1 < 0 ? -destY1 * dy : srcY1 * PConstants.PRECISIONF);
if (destX1 < 0) {
destW += destX1;
destX1 = 0;
}
if (destY1 < 0) {
destH += destY1;
destY1 = 0;
}
destW = Math.min(destW, screenW - destX1);
destH = Math.min(destH, screenH - destY1);
var destOffset = destY1 * screenW + destX1;
var destColor;
pshared.srcBuffer = img.imageData.data;
pshared.iw = img.width;
pshared.iw1 = img.width - 1;
pshared.ih1 = img.height - 1;
// cache for speed
var filterBilinear = p.filter_bilinear,
filterNewScanline = p.filter_new_scanline,
blendFunc = blendFuncs[mode],
blendedColor,
idx,
cULoffset,
cURoffset,
cLLoffset,
cLRoffset,
ALPHA_MASK = PConstants.ALPHA_MASK,
RED_MASK = PConstants.RED_MASK,
GREEN_MASK = PConstants.GREEN_MASK,
BLUE_MASK = PConstants.BLUE_MASK,
PREC_MAXVAL = PConstants.PREC_MAXVAL,
PRECISIONB = PConstants.PRECISIONB,
PREC_RED_SHIFT = PConstants.PREC_RED_SHIFT,
PREC_ALPHA_SHIFT = PConstants.PREC_ALPHA_SHIFT,
srcBuffer = pshared.srcBuffer,
min = Math.min;
for (y = 0; y < destH; y++) {
pshared.sX = pshared.srcXOffset;
pshared.fracV = pshared.srcYOffset & PREC_MAXVAL;
pshared.ifV = PREC_MAXVAL - pshared.fracV;
pshared.v1 = (pshared.srcYOffset >> PRECISIONB) * pshared.iw;
pshared.v2 = min((pshared.srcYOffset >> PRECISIONB) + 1, pshared.ih1) * pshared.iw;
for (x = 0; x < destW; x++) {
idx = (destOffset + x) * 4;
destColor = (destPixels[idx + 3] << 24) &
ALPHA_MASK | (destPixels[idx] << 16) &
RED_MASK | (destPixels[idx + 1] << 8) &
GREEN_MASK | destPixels[idx + 2] & BLUE_MASK;
pshared.fracU = pshared.sX & PREC_MAXVAL;
pshared.ifU = PREC_MAXVAL - pshared.fracU;
pshared.ul = (pshared.ifU * pshared.ifV) >> PRECISIONB;
pshared.ll = (pshared.ifU * pshared.fracV) >> PRECISIONB;
pshared.ur = (pshared.fracU * pshared.ifV) >> PRECISIONB;
pshared.lr = (pshared.fracU * pshared.fracV) >> PRECISIONB;
pshared.u1 = (pshared.sX >> PRECISIONB);
pshared.u2 = min(pshared.u1 + 1, pshared.iw1);
cULoffset = (pshared.v1 + pshared.u1) * 4;
cURoffset = (pshared.v1 + pshared.u2) * 4;
cLLoffset = (pshared.v2 + pshared.u1) * 4;
cLRoffset = (pshared.v2 + pshared.u2) * 4;
pshared.cUL = (srcBuffer[cULoffset + 3] << 24) &
ALPHA_MASK | (srcBuffer[cULoffset] << 16) &
RED_MASK | (srcBuffer[cULoffset + 1] << 8) &
GREEN_MASK | srcBuffer[cULoffset + 2] & BLUE_MASK;
pshared.cUR = (srcBuffer[cURoffset + 3] << 24) &
ALPHA_MASK | (srcBuffer[cURoffset] << 16) &
RED_MASK | (srcBuffer[cURoffset + 1] << 8) &
GREEN_MASK | srcBuffer[cURoffset + 2] & BLUE_MASK;
pshared.cLL = (srcBuffer[cLLoffset + 3] << 24) &
ALPHA_MASK | (srcBuffer[cLLoffset] << 16) &
RED_MASK | (srcBuffer[cLLoffset + 1] << 8) &
GREEN_MASK | srcBuffer[cLLoffset + 2] & BLUE_MASK;
pshared.cLR = (srcBuffer[cLRoffset + 3] << 24) &
ALPHA_MASK | (srcBuffer[cLRoffset] << 16) &
RED_MASK | (srcBuffer[cLRoffset + 1] << 8) &
GREEN_MASK | srcBuffer[cLRoffset + 2] & BLUE_MASK;
pshared.r = ((pshared.ul * ((pshared.cUL & RED_MASK) >> 16) +
pshared.ll * ((pshared.cLL & RED_MASK) >> 16) +
pshared.ur * ((pshared.cUR & RED_MASK) >> 16) +
pshared.lr * ((pshared.cLR & RED_MASK) >> 16)) << PREC_RED_SHIFT) & RED_MASK;
pshared.g = ((pshared.ul * (pshared.cUL & GREEN_MASK) +
pshared.ll * (pshared.cLL & GREEN_MASK) +
pshared.ur * (pshared.cUR & GREEN_MASK) +
pshared.lr * (pshared.cLR & GREEN_MASK)) >>> PRECISIONB) & GREEN_MASK;
pshared.b = (pshared.ul * (pshared.cUL & BLUE_MASK) +
pshared.ll * (pshared.cLL & BLUE_MASK) +
pshared.ur * (pshared.cUR & BLUE_MASK) +
pshared.lr * (pshared.cLR & BLUE_MASK)) >>> PRECISIONB;
pshared.a = ((pshared.ul * ((pshared.cUL & ALPHA_MASK) >>> 24) +
pshared.ll * ((pshared.cLL & ALPHA_MASK) >>> 24) +
pshared.ur * ((pshared.cUR & ALPHA_MASK) >>> 24) +
pshared.lr * ((pshared.cLR & ALPHA_MASK) >>> 24)) << PREC_ALPHA_SHIFT) & ALPHA_MASK;
blendedColor = blendFunc(destColor, (pshared.a | pshared.r | pshared.g | pshared.b));
destPixels[idx] = (blendedColor & RED_MASK) >>> 16;
destPixels[idx + 1] = (blendedColor & GREEN_MASK) >>> 8;
destPixels[idx + 2] = (blendedColor & BLUE_MASK);
destPixels[idx + 3] = (blendedColor & ALPHA_MASK) >>> 24;
pshared.sX += dx;
}
destOffset += screenW;
pshared.srcYOffset += dy;
}
};
////////////////////////////////////////////////////////////////////////////
// Font handling
////////////////////////////////////////////////////////////////////////////
/**
* loadFont() Loads a font into a variable of type PFont.
*
* @param {String} name filename of the font to load
* @param {int|float} size option font size (used internally)
*
* @returns {PFont} new PFont object
*
* @see #PFont
* @see #textFont
* @see #text
* @see #createFont
*/
p.loadFont = function(name, size) {
if (name === undef) {
throw("font name required in loadFont.");
}
if (name.indexOf(".svg") === -1) {
if (size === undef) {
size = curTextFont.size;
}
return PFont.get(name, size);
}
// If the font is a glyph, calculate by SVG table
var font = p.loadGlyphs(name);
return {
name: name,
css: '12px sans-serif',
glyph: true,
units_per_em: font.units_per_em,
horiz_adv_x: 1 / font.units_per_em * font.horiz_adv_x,
ascent: font.ascent,
descent: font.descent,
width: function(str) {
var width = 0;
var len = str.length;
for (var i = 0; i < len; i++) {
try {
width += parseFloat(p.glyphLook(p.glyphTable[name], str[i]).horiz_adv_x);
}
catch(e) {
Processing.debug(e);
}
}
return width / p.glyphTable[name].units_per_em;
}
};
};
/**
* createFont() Loads a font into a variable of type PFont.
* Smooth and charset are ignored in Processing.js.
*
* @param {String} name filename of the font to load
* @param {int|float} size font size in pixels
* @param {boolean} smooth not used in Processing.js
* @param {char[]} charset not used in Processing.js
*
* @returns {PFont} new PFont object
*
* @see #PFont
* @see #textFont
* @see #text
* @see #loadFont
*/
p.createFont = function(name, size) {
// because Processing.js only deals with real fonts,
// createFont is simply a wrapper for loadFont/2
return p.loadFont(name, size);
};
/**
* textFont() Sets the current font.
*
* @param {PFont} pfont the PFont to load as current text font
* @param {int|float} size optional font size in pixels
*
* @see #createFont
* @see #loadFont
* @see #PFont
* @see #text
*/
p.textFont = function(pfont, size) {
if (size !== undef) {
// If we're using an SVG glyph font, don't load from cache
if (!pfont.glyph) {
pfont = PFont.get(pfont.name, size);
}
curTextSize = size;
}
curTextFont = pfont;
curFontName = curTextFont.name;
curTextAscent = curTextFont.ascent;
curTextDescent = curTextFont.descent;
curTextLeading = curTextFont.leading;
var curContext = drawing.$ensureContext();
curContext.font = curTextFont.css;
};
/**
* textSize() Sets the current font size in pixels.
*
* @param {int|float} size font size in pixels
*
* @see #textFont
* @see #loadFont
* @see #PFont
* @see #text
*/
p.textSize = function(size) {
curTextFont = PFont.get(curFontName, size);
curTextSize = size;
// recache metrics
curTextAscent = curTextFont.ascent;
curTextDescent = curTextFont.descent;
curTextLeading = curTextFont.leading;
var curContext = drawing.$ensureContext();
curContext.font = curTextFont.css;
};
/**
* textAscent() returns the maximum height a character extends above the baseline of the
* current font at its current size, in pixels.
*
* @returns {float} height of the current font above the baseline, at its current size, in pixels
*
* @see #textDescent
*/
p.textAscent = function() {
return curTextAscent;
};
/**
* textDescent() returns the maximum depth a character will protrude below the baseline of
* the current font at its current size, in pixels.
*
* @returns {float} depth of the current font below the baseline, at its current size, in pixels
*
* @see #textAscent
*/
p.textDescent = function() {
return curTextDescent;
};
/**
* textLeading() Sets the current font's leading, which is the distance
* from baseline to baseline over consecutive lines, with additional vertical
* spacing taking into account. Usually this value is 1.2 or 1.25 times the
* textsize, but this value can be changed to effect vertically compressed
* or stretched text.
*
* @param {int|float} the desired baseline-to-baseline size in pixels
*/
p.textLeading = function(leading) {
curTextLeading = leading;
};
/**
* textAlign() Sets the current alignment for drawing text.
*
* @param {int} ALIGN Horizontal alignment, either LEFT, CENTER, or RIGHT
* @param {int} YALIGN optional vertical alignment, either TOP, BOTTOM, CENTER, or BASELINE
*
* @see #loadFont
* @see #PFont
* @see #text
*/
p.textAlign = function(xalign, yalign) {
horizontalTextAlignment = xalign;
verticalTextAlignment = yalign || PConstants.BASELINE;
};
/**
* toP5String converts things with arbitrary data type into
* string values, for text rendering.
*
* @param {any} any object that can be converted into a string
*
* @return {String} the string representation of the input
*/
function toP5String(obj) {
if(obj instanceof String) {
return obj;
}
if(typeof obj === 'number') {
// check if an int
if(obj === (0 | obj)) {
return obj.toString();
}
return p.nf(obj, 0, 3);
}
if(obj === null || obj === undef) {
return "";
}
return obj.toString();
}
/**
* textWidth() Calculates and returns the width of any character or text string in pixels.
*
* @param {char|String} str char or String to be measured
*
* @return {float} width of char or String in pixels
*
* @see #loadFont
* @see #PFont
* @see #text
* @see #textFont
*/
Drawing2D.prototype.textWidth = function(str) {
var lines = toP5String(str).split(/\r?\n/g), width = 0;
var i, linesCount = lines.length;
curContext.font = curTextFont.css;
for (i = 0; i < linesCount; ++i) {
width = Math.max(width, curTextFont.measureTextWidth(lines[i]));
}
return width | 0;
};
Drawing3D.prototype.textWidth = function(str) {
var lines = toP5String(str).split(/\r?\n/g), width = 0;
var i, linesCount = lines.length;
if (textcanvas === undef) {
textcanvas = document.createElement("canvas");
}
var textContext = textcanvas.getContext("2d");
textContext.font = curTextFont.css;
for (i = 0; i < linesCount; ++i) {
width = Math.max(width, textContext.measureText(lines[i]).width);
}
return width | 0;
};
// A lookup table for characters that can not be referenced by Object
p.glyphLook = function(font, chr) {
try {
switch (chr) {
case "1":
return font.one;
case "2":
return font.two;
case "3":
return font.three;
case "4":
return font.four;
case "5":
return font.five;
case "6":
return font.six;
case "7":
return font.seven;
case "8":
return font.eight;
case "9":
return font.nine;
case "0":
return font.zero;
case " ":
return font.space;
case "$":
return font.dollar;
case "!":
return font.exclam;
case '"':
return font.quotedbl;
case "#":
return font.numbersign;
case "%":
return font.percent;
case "&":
return font.ampersand;
case "'":
return font.quotesingle;
case "(":
return font.parenleft;
case ")":
return font.parenright;
case "*":
return font.asterisk;
case "+":
return font.plus;
case ",":
return font.comma;
case "-":
return font.hyphen;
case ".":
return font.period;
case "/":
return font.slash;
case "_":
return font.underscore;
case ":":
return font.colon;
case ";":
return font.semicolon;
case "<":
return font.less;
case "=":
return font.equal;
case ">":
return font.greater;
case "?":
return font.question;
case "@":
return font.at;
case "[":
return font.bracketleft;
case "\\":
return font.backslash;
case "]":
return font.bracketright;
case "^":
return font.asciicircum;
case "`":
return font.grave;
case "{":
return font.braceleft;
case "|":
return font.bar;
case "}":
return font.braceright;
case "~":
return font.asciitilde;
// If the character is not 'special', access it by object reference
default:
return font[chr];
}
} catch(e) {
Processing.debug(e);
}
};
// Print some text to the Canvas
Drawing2D.prototype.text$line = function(str, x, y, z, align) {
var textWidth = 0, xOffset = 0;
// If the font is a standard Canvas font...
if (!curTextFont.glyph) {
if (str && ("fillText" in curContext)) {
if (isFillDirty) {
curContext.fillStyle = p.color.toString(currentFillColor);
isFillDirty = false;
}
// horizontal offset/alignment
if(align === PConstants.RIGHT || align === PConstants.CENTER) {
textWidth = curTextFont.measureTextWidth(str);
if(align === PConstants.RIGHT) {
xOffset = -textWidth;
} else { // if(align === PConstants.CENTER)
xOffset = -textWidth/2;
}
}
curContext.fillText(str, x+xOffset, y);
}
} else {
// If the font is a Batik SVG font...
var font = p.glyphTable[curFontName];
saveContext();
curContext.translate(x, y + curTextSize);
// horizontal offset/alignment
if(align === PConstants.RIGHT || align === PConstants.CENTER) {
textWidth = font.width(str);
if(align === PConstants.RIGHT) {
xOffset = -textWidth;
} else { // if(align === PConstants.CENTER)
xOffset = -textWidth/2;
}
}
var upem = font.units_per_em,
newScale = 1 / upem * curTextSize;
curContext.scale(newScale, newScale);
for (var i=0, len=str.length; i < len; i++) {
// Test character against glyph table
try {
p.glyphLook(font, str[i]).draw();
} catch(e) {
Processing.debug(e);
}
}
restoreContext();
}
};
Drawing3D.prototype.text$line = function(str, x, y, z, align) {
// handle case for 3d text
if (textcanvas === undef) {
textcanvas = document.createElement("canvas");
}
var oldContext = curContext;
curContext = textcanvas.getContext("2d");
curContext.font = curTextFont.css;
var textWidth = curTextFont.measureTextWidth(str);
textcanvas.width = textWidth;
textcanvas.height = curTextSize;
curContext = textcanvas.getContext("2d"); // refreshes curContext
curContext.font = curTextFont.css;
curContext.textBaseline="top";
// paint on 2D canvas
Drawing2D.prototype.text$line(str,0,0,0,PConstants.LEFT);
// use it as a texture
var aspect = textcanvas.width/textcanvas.height;
curContext = oldContext;
curContext.bindTexture(curContext.TEXTURE_2D, textTex);
curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, textcanvas);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_T, curContext.CLAMP_TO_EDGE);
curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_S, curContext.CLAMP_TO_EDGE);
// If we don't have a power of two texture, we can't mipmap it.
// curContext.generateMipmap(curContext.TEXTURE_2D);
// horizontal offset/alignment
var xOffset = 0;
if (align === PConstants.RIGHT) {
xOffset = -textWidth;
} else if(align === PConstants.CENTER) {
xOffset = -textWidth/2;
}
var model = new PMatrix3D();
var scalefactor = curTextSize * 0.5;
model.translate(x+xOffset-scalefactor/2, y-scalefactor, z);
model.scale(-aspect*scalefactor, -scalefactor, scalefactor);
model.translate(-1, -1, -1);
model.transpose();
var view = new PMatrix3D();
view.scale(1, -1, 1);
view.apply(modelView.array());
view.transpose();
curContext.useProgram(programObject2D);
vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, textBuffer);
vertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord", 2, textureBuffer);
uniformi("uSampler2d", programObject2D, "uSampler", [0]);
uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", true);
uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
uniformf("uColor2d", programObject2D, "uColor", fillStyle);
curContext.bindBuffer(curContext.ELEMENT_ARRAY_BUFFER, indexBuffer);
curContext.drawElements(curContext.TRIANGLES, 6, curContext.UNSIGNED_SHORT, 0);
};
/**
* unbounded text function (z is an optional argument)
*/
function text$4(str, x, y, z) {
var lines, linesCount;
if(str.indexOf('\n') < 0) {
lines = [str];
linesCount = 1;
} else {
lines = str.split(/\r?\n/g);
linesCount = lines.length;
}
// handle text line-by-line
var yOffset = 0;
if(verticalTextAlignment === PConstants.TOP) {
yOffset = curTextAscent + curTextDescent;
} else if(verticalTextAlignment === PConstants.CENTER) {
yOffset = curTextAscent/2 - (linesCount-1)*curTextLeading/2;
} else if(verticalTextAlignment === PConstants.BOTTOM) {
yOffset = -(curTextDescent + (linesCount-1)*curTextLeading);
}
for(var i=0;i<linesCount;++i) {
var line = lines[i];
drawing.text$line(line, x, y + yOffset, z, horizontalTextAlignment);
yOffset += curTextLeading;
}
}
/**
* box-bounded text function (z is an optional argument)
*/
function text$6(str, x, y, width, height, z) {
// 'fail' on 0-valued dimensions
if (str.length === 0 || width === 0 || height === 0) {
return;
}
// also 'fail' if the text height is larger than the bounding height
if(curTextSize > height) {
return;
}
var spaceMark = -1;
var start = 0;
var lineWidth = 0;
var drawCommands = [];
// run through text, character-by-character
for (var charPos=0, len=str.length; charPos < len; charPos++)
{
var currentChar = str[charPos];
var spaceChar = (currentChar === " ");
var letterWidth = curTextFont.measureTextWidth(currentChar);
// if we aren't looking at a newline, and the text still fits, keep processing
if (currentChar !== "\n" && (lineWidth + letterWidth <= width)) {
if (spaceChar) { spaceMark = charPos; }
lineWidth += letterWidth;
}
// if we're looking at a newline, or the text no longer fits, push the section that fit into the drawcommand list
else
{
if (spaceMark + 1 === start) {
if(charPos>0) {
// Whole line without spaces so far.
spaceMark = charPos;
} else {
// 'fail', because the line can't even fit the first character
return;
}
}
if (currentChar === "\n") {
drawCommands.push({text:str.substring(start, charPos), width: lineWidth});
start = charPos + 1;
} else {
// current is not a newline, which means the line doesn't fit in box. push text.
// In Processing 1.5.1, the space is also pushed, so we push up to spaceMark+1,
// rather than up to spaceMark, as was the case for Processing 1.5 and earlier.
drawCommands.push({text:str.substring(start, spaceMark+1), width: lineWidth});
start = spaceMark + 1;
}
// newline + return
lineWidth = 0;
charPos = start - 1;
}
}
// push the remaining text
if (start < len) {
drawCommands.push({text:str.substring(start), width: lineWidth});
}
// resolve horizontal alignment
var xOffset = 1,
yOffset = curTextAscent;
if (horizontalTextAlignment === PConstants.CENTER) {
xOffset = width/2;
} else if (horizontalTextAlignment === PConstants.RIGHT) {
xOffset = width;
}
// resolve vertical alignment
var linesCount = drawCommands.length,
visibleLines = Math.min(linesCount, Math.floor(height/curTextLeading));
if(verticalTextAlignment === PConstants.TOP) {
yOffset = curTextAscent + curTextDescent;
} else if(verticalTextAlignment === PConstants.CENTER) {
yOffset = (height/2) - curTextLeading * (visibleLines/2 - 1);
} else if(verticalTextAlignment === PConstants.BOTTOM) {
yOffset = curTextDescent + curTextLeading;
}
var command,
drawCommand,
leading;
for (command = 0; command < linesCount; command++) {
leading = command * curTextLeading;
// stop if not enough space for one more line draw
if (yOffset + leading > height - curTextDescent) {
break;
}
drawCommand = drawCommands[command];
drawing.text$line(drawCommand.text, x + xOffset, y + yOffset + leading, z, horizontalTextAlignment);
}
}
/**
* text() Draws text to the screen.
*
* @param {String|char|int|float} data the alphanumeric symbols to be displayed
* @param {int|float} x x-coordinate of text
* @param {int|float} y y-coordinate of text
* @param {int|float} z optional z-coordinate of text
* @param {String} stringdata optional letters to be displayed
* @param {int|float} width optional width of text box
* @param {int|float} height optional height of text box
*
* @see #textAlign
* @see #textMode
* @see #loadFont
* @see #PFont
* @see #textFont
*/
p.text = function() {
if (textMode === PConstants.SHAPE) {
// TODO: requires beginRaw function
return;
}
if (arguments.length === 3) { // for text( str, x, y)
text$4(toP5String(arguments[0]), arguments[1], arguments[2], 0);
} else if (arguments.length === 4) { // for text( str, x, y, z)
text$4(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3]);
} else if (arguments.length === 5) { // for text( str, x, y , width, height)
text$6(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3], arguments[4], 0);
} else if (arguments.length === 6) { // for text( stringdata, x, y , width, height, z)
text$6(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
}
};
/**
* Sets the way text draws to the screen. In the default configuration (the MODEL mode), it's possible to rotate,
* scale, and place letters in two and three dimensional space. <br /><br /> Changing to SCREEN mode draws letters
* directly to the front of the window and greatly increases rendering quality and speed when used with the P2D and
* P3D renderers. textMode(SCREEN) with OPENGL and JAVA2D (the default) renderers will generally be slower, though
* pixel accurate with P2D and P3D. With textMode(SCREEN), the letters draw at the actual size of the font (in pixels)
* and therefore calls to <b>textSize()</b> will not affect the size of the letters. To create a font at the size you
* desire, use the "Create font..." option in the Tools menu, or use the createFont() function. When using textMode(SCREEN),
* any z-coordinate passed to a text() command will be ignored, because your computer screen is...flat!
*
* @param {int} MODE Either MODEL, SCREEN or SHAPE (not yet supported)
*
* @see loadFont
* @see PFont
* @see text
* @see textFont
* @see createFont
*/
p.textMode = function(mode){
textMode = mode;
};
// Load Batik SVG Fonts and parse to pre-def objects for quick rendering
p.loadGlyphs = function(url) {
var x, y, cx, cy, nx, ny, d, a, lastCom, lenC, horiz_adv_x, getXY = '[0-9\\-]+', path;
// Return arrays of SVG commands and coords
// get this to use p.matchAll() - will need to work around the lack of null return
var regex = function(needle, hay) {
var i = 0,
results = [],
latest, regexp = new RegExp(needle, "g");
latest = results[i] = regexp.exec(hay);
while (latest) {
i++;
latest = results[i] = regexp.exec(hay);
}
return results;
};
var buildPath = function(d) {
var c = regex("[A-Za-z][0-9\\- ]+|Z", d);
var beforePathDraw = function() {
saveContext();
return drawing.$ensureContext();
};
var afterPathDraw = function() {
executeContextFill();
executeContextStroke();
restoreContext();
};
// Begin storing path object
path = "return {draw:function(){var curContext=beforePathDraw();curContext.beginPath();";
x = 0;
y = 0;
cx = 0;
cy = 0;
nx = 0;
ny = 0;
d = 0;
a = 0;
lastCom = "";
lenC = c.length - 1;
// Loop through SVG commands translating to canvas eqivs functions in path object
for (var j = 0; j < lenC; j++) {
var com = c[j][0], xy = regex(getXY, com);
switch (com[0]) {
case "M":
//curContext.moveTo(x,-y);
x = parseFloat(xy[0][0]);
y = parseFloat(xy[1][0]);
path += "curContext.moveTo(" + x + "," + (-y) + ");";
break;
case "L":
//curContext.lineTo(x,-y);
x = parseFloat(xy[0][0]);
y = parseFloat(xy[1][0]);
path += "curContext.lineTo(" + x + "," + (-y) + ");";
break;
case "H":
//curContext.lineTo(x,-y)
x = parseFloat(xy[0][0]);
path += "curContext.lineTo(" + x + "," + (-y) + ");";
break;
case "V":
//curContext.lineTo(x,-y);
y = parseFloat(xy[0][0]);
path += "curContext.lineTo(" + x + "," + (-y) + ");";
break;
case "T":
//curContext.quadraticCurveTo(cx,-cy,nx,-ny);
nx = parseFloat(xy[0][0]);
ny = parseFloat(xy[1][0]);
if (lastCom === "Q" || lastCom === "T") {
d = Math.sqrt(Math.pow(x - cx, 2) + Math.pow(cy - y, 2));
a = Math.PI + Math.atan2(cx - x, cy - y);
cx = x + (Math.sin(a) * (d));
cy = y + (Math.cos(a) * (d));
} else {
cx = x;
cy = y;
}
path += "curContext.quadraticCurveTo(" + cx + "," + (-cy) + "," + nx + "," + (-ny) + ");";
x = nx;
y = ny;
break;
case "Q":
//curContext.quadraticCurveTo(cx,-cy,nx,-ny);
cx = parseFloat(xy[0][0]);
cy = parseFloat(xy[1][0]);
nx = parseFloat(xy[2][0]);
ny = parseFloat(xy[3][0]);
path += "curContext.quadraticCurveTo(" + cx + "," + (-cy) + "," + nx + "," + (-ny) + ");";
x = nx;
y = ny;
break;
case "Z":
//curContext.closePath();
path += "curContext.closePath();";
break;
}
lastCom = com[0];
}
path += "afterPathDraw();";
path += "curContext.translate(" + horiz_adv_x + ",0);";
path += "}}";
return ((new Function("beforePathDraw", "afterPathDraw", path))(beforePathDraw, afterPathDraw));
};
// Parse SVG font-file into block of Canvas commands
var parseSVGFont = function(svg) {
// Store font attributes
var font = svg.getElementsByTagName("font");
p.glyphTable[url].horiz_adv_x = font[0].getAttribute("horiz-adv-x");
var font_face = svg.getElementsByTagName("font-face")[0];
p.glyphTable[url].units_per_em = parseFloat(font_face.getAttribute("units-per-em"));
p.glyphTable[url].ascent = parseFloat(font_face.getAttribute("ascent"));
p.glyphTable[url].descent = parseFloat(font_face.getAttribute("descent"));
var glyph = svg.getElementsByTagName("glyph"),
len = glyph.length;
// Loop through each glyph in the SVG
for (var i = 0; i < len; i++) {
// Store attributes for this glyph
var unicode = glyph[i].getAttribute("unicode");
var name = glyph[i].getAttribute("glyph-name");
horiz_adv_x = glyph[i].getAttribute("horiz-adv-x");
if (horiz_adv_x === null) {
horiz_adv_x = p.glyphTable[url].horiz_adv_x;
}
d = glyph[i].getAttribute("d");
// Split path commands in glpyh
if (d !== undef) {
path = buildPath(d);
// Store glyph data to table object
p.glyphTable[url][name] = {
name: name,
unicode: unicode,
horiz_adv_x: horiz_adv_x,
draw: path.draw
};
}
} // finished adding glyphs to table
};
// Load and parse Batik SVG font as XML into a Processing Glyph object
var loadXML = function() {
var xmlDoc;
try {
xmlDoc = document.implementation.createDocument("", "", null);
}
catch(e_fx_op) {
Processing.debug(e_fx_op.message);
return;
}
try {
xmlDoc.async = false;
xmlDoc.load(url);
parseSVGFont(xmlDoc.getElementsByTagName("svg")[0]);
}
catch(e_sf_ch) {
// Google Chrome, Safari etc.
Processing.debug(e_sf_ch);
try {
var xmlhttp = new window.XMLHttpRequest();
xmlhttp.open("GET", url, false);
xmlhttp.send(null);
parseSVGFont(xmlhttp.responseXML.documentElement);
}
catch(e) {
Processing.debug(e_sf_ch);
}
}
};
// Create a new object in glyphTable to store this font
p.glyphTable[url] = {};
// Begin loading the Batik SVG font...
loadXML(url);
// Return the loaded font for attribute grabbing
return p.glyphTable[url];
};
/**
* Gets the sketch parameter value. The parameter can be defined as the canvas attribute with
* the "data-processing-" prefix or provided in the pjs directive (e.g. param-test="52").
* The function tries the canvas attributes, then the pjs directive content.
*
* @param {String} name The name of the param to read.
*
* @returns {String} The parameter value, or null if parameter is not defined.
*/
p.param = function(name) {
// trying attribute that was specified in CANVAS
var attributeName = "data-processing-" + name;
if (curElement.hasAttribute(attributeName)) {
return curElement.getAttribute(attributeName);
}
// trying child PARAM elements of the CANVAS
for (var i = 0, len = curElement.childNodes.length; i < len; ++i) {
var item = curElement.childNodes.item(i);
if (item.nodeType !== 1 || item.tagName.toLowerCase() !== "param") {
continue;
}
if (item.getAttribute("name") === name) {
return item.getAttribute("value");
}
}
// fallback to default params
if (curSketch.params.hasOwnProperty(name)) {
return curSketch.params[name];
}
return null;
};
////////////////////////////////////////////////////////////////////////////
// 2D/3D methods wiring utils
////////////////////////////////////////////////////////////////////////////
function wireDimensionalFunctions(mode) {
// Drawing2D/Drawing3D
if (mode === '3D') {
drawing = new Drawing3D();
} else if (mode === '2D') {
drawing = new Drawing2D();
} else {
drawing = new DrawingPre();
}
// Wire up functions (Use DrawingPre properties names)
for (var i in DrawingPre.prototype) {
if (DrawingPre.prototype.hasOwnProperty(i) && i.indexOf("$") < 0) {
p[i] = drawing[i];
}
}
// Run initialization
drawing.$init();
}
function createDrawingPreFunction(name) {
return function() {
wireDimensionalFunctions("2D");
return drawing[name].apply(this, arguments);
};
}
DrawingPre.prototype.translate = createDrawingPreFunction("translate");
DrawingPre.prototype.transform = createDrawingPreFunction("transform");
DrawingPre.prototype.scale = createDrawingPreFunction("scale");
DrawingPre.prototype.pushMatrix = createDrawingPreFunction("pushMatrix");
DrawingPre.prototype.popMatrix = createDrawingPreFunction("popMatrix");
DrawingPre.prototype.resetMatrix = createDrawingPreFunction("resetMatrix");
DrawingPre.prototype.applyMatrix = createDrawingPreFunction("applyMatrix");
DrawingPre.prototype.rotate = createDrawingPreFunction("rotate");
DrawingPre.prototype.rotateZ = createDrawingPreFunction("rotateZ");
DrawingPre.prototype.shearX = createDrawingPreFunction("shearX");
DrawingPre.prototype.shearY = createDrawingPreFunction("shearY");
DrawingPre.prototype.redraw = createDrawingPreFunction("redraw");
DrawingPre.prototype.toImageData = createDrawingPreFunction("toImageData");
DrawingPre.prototype.ambientLight = createDrawingPreFunction("ambientLight");
DrawingPre.prototype.directionalLight = createDrawingPreFunction("directionalLight");
DrawingPre.prototype.lightFalloff = createDrawingPreFunction("lightFalloff");
DrawingPre.prototype.lightSpecular = createDrawingPreFunction("lightSpecular");
DrawingPre.prototype.pointLight = createDrawingPreFunction("pointLight");
DrawingPre.prototype.noLights = createDrawingPreFunction("noLights");
DrawingPre.prototype.spotLight = createDrawingPreFunction("spotLight");
DrawingPre.prototype.beginCamera = createDrawingPreFunction("beginCamera");
DrawingPre.prototype.endCamera = createDrawingPreFunction("endCamera");
DrawingPre.prototype.frustum = createDrawingPreFunction("frustum");
DrawingPre.prototype.box = createDrawingPreFunction("box");
DrawingPre.prototype.sphere = createDrawingPreFunction("sphere");
DrawingPre.prototype.ambient = createDrawingPreFunction("ambient");
DrawingPre.prototype.emissive = createDrawingPreFunction("emissive");
DrawingPre.prototype.shininess = createDrawingPreFunction("shininess");
DrawingPre.prototype.specular = createDrawingPreFunction("specular");
DrawingPre.prototype.fill = createDrawingPreFunction("fill");
DrawingPre.prototype.stroke = createDrawingPreFunction("stroke");
DrawingPre.prototype.strokeWeight = createDrawingPreFunction("strokeWeight");
DrawingPre.prototype.smooth = createDrawingPreFunction("smooth");
DrawingPre.prototype.noSmooth = createDrawingPreFunction("noSmooth");
DrawingPre.prototype.point = createDrawingPreFunction("point");
DrawingPre.prototype.vertex = createDrawingPreFunction("vertex");
DrawingPre.prototype.endShape = createDrawingPreFunction("endShape");
DrawingPre.prototype.bezierVertex = createDrawingPreFunction("bezierVertex");
DrawingPre.prototype.curveVertex = createDrawingPreFunction("curveVertex");
DrawingPre.prototype.curve = createDrawingPreFunction("curve");
DrawingPre.prototype.line = createDrawingPreFunction("line");
DrawingPre.prototype.bezier = createDrawingPreFunction("bezier");
DrawingPre.prototype.rect = createDrawingPreFunction("rect");
DrawingPre.prototype.ellipse = createDrawingPreFunction("ellipse");
DrawingPre.prototype.background = createDrawingPreFunction("background");
DrawingPre.prototype.image = createDrawingPreFunction("image");
DrawingPre.prototype.textWidth = createDrawingPreFunction("textWidth");
DrawingPre.prototype.text$line = createDrawingPreFunction("text$line");
DrawingPre.prototype.$ensureContext = createDrawingPreFunction("$ensureContext");
DrawingPre.prototype.$newPMatrix = createDrawingPreFunction("$newPMatrix");
DrawingPre.prototype.size = function(aWidth, aHeight, aMode) {
wireDimensionalFunctions(aMode === PConstants.WEBGL ? "3D" : "2D");
p.size(aWidth, aHeight, aMode);
};
DrawingPre.prototype.$init = noop;
Drawing2D.prototype.$init = function() {
// Setup default 2d canvas context.
// Moving this here removes the number of times we need to check the 3D variable
p.size(p.width, p.height);
curContext.lineCap = 'round';
// Set default stroke and fill color
p.noSmooth();
p.disableContextMenu();
};
Drawing3D.prototype.$init = function() {
// For ref/perf test compatibility until those are fixed
p.use3DContext = true;
p.disableContextMenu();
};
DrawingShared.prototype.$ensureContext = function() {
return curContext;
};
//////////////////////////////////////////////////////////////////////////
// Keyboard Events
//////////////////////////////////////////////////////////////////////////
// In order to catch key events in a canvas, it needs to be "specially focusable",
// by assigning it a tabindex. If no tabindex is specified on-page, set this to 0.
if (!curElement.getAttribute("tabindex")) {
curElement.setAttribute("tabindex", 0);
}
function getKeyCode(e) {
var code = e.which || e.keyCode;
switch (code) {
case 13: // ENTER
return 10;
case 91: // META L (Saf/Mac)
case 93: // META R (Saf/Mac)
case 224: // META (FF/Mac)
return 157;
case 57392: // CONTROL (Op/Mac)
return 17;
case 46: // DELETE
return 127;
case 45: // INSERT
return 155;
}
return code;
}
function getKeyChar(e) {
var c = e.which || e.keyCode;
var anyShiftPressed = e.shiftKey || e.ctrlKey || e.altKey || e.metaKey;
switch (c) {
case 13:
c = anyShiftPressed ? 13 : 10; // RETURN vs ENTER (Mac)
break;
case 8:
c = anyShiftPressed ? 127 : 8; // DELETE vs BACKSPACE (Mac)
break;
}
return new Char(c);
}
function suppressKeyEvent(e) {
if (typeof e.preventDefault === "function") {
e.preventDefault();
} else if (typeof e.stopPropagation === "function") {
e.stopPropagation();
}
return false;
}
function updateKeyPressed() {
var ch;
for (ch in pressedKeysMap) {
if (pressedKeysMap.hasOwnProperty(ch)) {
p.__keyPressed = true;
return;
}
}
p.__keyPressed = false;
}
function resetKeyPressed() {
p.__keyPressed = false;
pressedKeysMap = [];
lastPressedKeyCode = null;
}
function simulateKeyTyped(code, c) {
pressedKeysMap[code] = c;
lastPressedKeyCode = null;
p.key = c;
p.keyCode = code;
p.keyPressed();
p.keyCode = 0;
p.keyTyped();
updateKeyPressed();
}
function handleKeydown(e) {
var code = getKeyCode(e);
if (code === PConstants.DELETE) {
simulateKeyTyped(code, new Char(127));
return;
}
if (codedKeys.indexOf(code) < 0) {
lastPressedKeyCode = code;
return;
}
var c = new Char(PConstants.CODED);
p.key = c;
p.keyCode = code;
pressedKeysMap[code] = c;
p.keyPressed();
lastPressedKeyCode = null;
updateKeyPressed();
return suppressKeyEvent(e);
}
function handleKeypress(e) {
if (lastPressedKeyCode === null) {
return; // processed in handleKeydown
}
var code = lastPressedKeyCode, c = getKeyChar(e);
simulateKeyTyped(code, c);
return suppressKeyEvent(e);
}
function handleKeyup(e) {
var code = getKeyCode(e), c = pressedKeysMap[code];
if (c === undef) {
return; // no keyPressed event was generated.
}
p.key = c;
p.keyCode = code;
p.keyReleased();
delete pressedKeysMap[code];
updateKeyPressed();
}
// Send aCode Processing syntax to be converted to JavaScript
if (!pgraphicsMode) {
if (aCode instanceof Processing.Sketch) {
// Use sketch as is
curSketch = aCode;
} else if (typeof aCode === "function") {
// Wrap function with default sketch parameters
curSketch = new Processing.Sketch(aCode);
} else if (!aCode) {
// Empty sketch
curSketch = new Processing.Sketch(function (){});
} else {
//#if PARSER
// Compile the code
curSketch = Processing.compile(aCode);
//#else
// throw "PJS compile is not supported";
//#endif
}
// Expose internal field for diagnostics and testing
p.externals.sketch = curSketch;
wireDimensionalFunctions();
// the onfocus and onblur events are handled in two parts.
// 1) the p.focused property is handled per sketch
curElement.onfocus = function() {
p.focused = true;
};
curElement.onblur = function() {
p.focused = false;
if (!curSketch.options.globalKeyEvents) {
resetKeyPressed();
}
};
// 2) looping status is handled per page, based on the pauseOnBlur @pjs directive
if (curSketch.options.pauseOnBlur) {
attachEventHandler(window, 'focus', function() {
if (doLoop) {
p.loop();
}
});
attachEventHandler(window, 'blur', function() {
if (doLoop && loopStarted) {
p.noLoop();
doLoop = true; // make sure to keep this true after the noLoop call
}
resetKeyPressed();
});
}
// if keyboard events should be handled globally, the listeners should
// be bound to the document window, rather than to the current canvas
var keyTrigger = curSketch.options.globalKeyEvents ? window : curElement;
attachEventHandler(keyTrigger, "keydown", handleKeydown);
attachEventHandler(keyTrigger, "keypress", handleKeypress);
attachEventHandler(keyTrigger, "keyup", handleKeyup);
// Step through the libraries that were attached at doc load...
for (var i in Processing.lib) {
if (Processing.lib.hasOwnProperty(i)) {
if(Processing.lib[i].hasOwnProperty("attach")) {
// use attach function if present
Processing.lib[i].attach(p);
} else if(Processing.lib[i] instanceof Function) {
// Init the libraries in the context of this p_instance (legacy)
Processing.lib[i].call(this);
}
}
}
// sketch execute test interval, used to reschedule
// an execute when preloads have not yet finished.
var retryInterval = 100;
var executeSketch = function(processing) {
// Don't start until all specified images and fonts in the cache are preloaded
if (!(curSketch.imageCache.pending || PFont.preloading.pending(retryInterval))) {
// the opera preload cache can only be cleared once we start
if (window.opera) {
var link,
element,
operaCache=curSketch.imageCache.operaCache;
for (link in operaCache) {
if(operaCache.hasOwnProperty(link)) {
element = operaCache[link];
if (element !== null) {
document.body.removeChild(element);
}
delete(operaCache[link]);
}
}
}
curSketch.attach(processing, defaultScope);
// pass a reference to the p instance for this sketch.
curSketch.onLoad(processing);
// Run void setup()
if (processing.setup) {
processing.setup();
// if any transforms were performed in setup reset to identity matrix
// so draw loop is unpolluted
processing.resetMatrix();
curSketch.onSetup();
}
// some pixels can be cached, flushing
resetContext();
if (processing.draw) {
if (!doLoop) {
processing.redraw();
} else {
processing.loop();
}
}
} else {
window.setTimeout(function() { executeSketch(processing); }, retryInterval);
}
};
// Only store an instance of non-createGraphics instances.
addInstance(this);
// The parser adds custom methods to the processing context
// this renames p to processing so these methods will run
executeSketch(p);
} else {
// No executable sketch was specified
// or called via createGraphics
curSketch = new Processing.Sketch();
wireDimensionalFunctions();
// Hack to make PGraphics work again after splitting size()
p.size = function(w, h, render) {
if (render && render === PConstants.WEBGL) {
wireDimensionalFunctions('3D');
} else {
wireDimensionalFunctions('2D');
}
p.size(w, h, render);
};
}
};
// Place-holder for overridable debugging function
Processing.debug = (function() {
if ("console" in window) {
return function(msg) {
window.console.log('Processing.js: ' + msg);
};
}
return noop;
}());
// bind prototype
Processing.prototype = defaultScope;
/**
* instance store and lookup
*/
Processing.instances = processingInstances;
Processing.getInstanceById = function(name) {
return processingInstances[processingInstanceIds[name]];
};
// Unsupported Processing File and I/O operations.
(function(Processing) {
var unsupportedP5 = ("open() createOutput() createInput() BufferedReader selectFolder() " +
"dataPath() createWriter() selectOutput() beginRecord() " +
"saveStream() endRecord() selectInput() saveBytes() createReader() " +
"beginRaw() endRaw() PrintWriter delay()").split(" "),
count = unsupportedP5.length,
prettyName,
p5Name;
function createUnsupportedFunc(n) {
return function() {
throw "Processing.js does not support " + n + ".";
};
}
while (count--) {
prettyName = unsupportedP5[count];
p5Name = prettyName.replace("()", "");
Processing[p5Name] = createUnsupportedFunc(prettyName);
}
}(defaultScope));
// we're done. Return our object.
return Processing;
};