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one.empty3.library.TextureShader Maven / Gradle / Ivy
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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
The newest version!
/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
package one.empty3.library;
import one.empty3.library.shader.*;
import one.empty3.library.core.testing.*;
import one.empty3.library.*;
import one.empty3.library.core.lighting.*;
import java.awt.*;
import one.empty3.library.core.nurbs.*;
import java.awt.image.*;
import java.util.*;
public class TextureShader extends TextureMov {
/*
public int pointsSize = 3;
// private CourbeParametriquePolynomialeBezier[] curves = new CourbeParametriquePolynomialeBezier[pointsSize];
// private Double [][][] distancesSum;
//private ArrayList pointsList;
// private Double maxDist;
private int nPointsDist = 2;
///private double[][][] pointDist;
// private int[][][] pointNo;
private int[][] colorsArr;
// private ColorDist [][][] cds;
public void initFrame() {
BufferedImage image = img();
for(int i= 0;i
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