// The next line is needed if running in JavaScript Mode with Processing.js /* @pjs preload="texture.png"; */ PImage tex; float rotx = PI/4; float roty = PI/4; void setup() { size(500, 480, P3D); tex = loadImage("texture.png"); textureMode(NORMAL); fill(255); stroke( color( 0, 0, 0 )); } void draw() { background(0); noStroke(); translate(width/2.0, height/2.0, -100); rotateX(rotx); rotateY(roty); rotx += 0.01; roty += 0.01; // dodaĆem automatyczne obroty scale(90); TexturedCube(tex); } void TexturedCube(PImage tex) { beginShape(QUADS); texture(tex); // Given one texture and six faces, we can easily set up the uv coordinates // such that four of the faces tile "perfectly" along either u or v, but the other // two faces cannot be so aligned. This code tiles "along" u, "around" the X/Z faces // and fudges the Y faces - the Y faces are arbitrarily aligned such that a // rotation along the X axis will put the "top" of either texture at the "top" // of the screen, but is not otherwised aligned with the X/Z faces. (This // just affects what type of symmetry is required if you need seamless // tiling all the way around the cube) // +Z "front" face vertex(-1, -1, 1, 0, 0); vertex( 1, -1, 1, 1, 0); vertex( 1, 1, 1, 1, 1); vertex(-1, 1, 1, 0, 1); // -Z "back" face vertex( 1, -1, -1, 0, 0); vertex(-1, -1, -1, 1, 0); vertex(-1, 1, -1, 1, 1); vertex( 1, 1, -1, 0, 1); // +Y "bottom" face vertex(-1, 1, 1, 0, 0); vertex( 1, 1, 1, 1, 0); vertex( 1, 1, -1, 1, 1); vertex(-1, 1, -1, 0, 1); // -Y "top" face vertex(-1, -1, -1, 0, 0); vertex( 1, -1, -1, 1, 0); vertex( 1, -1, 1, 1, 1); vertex(-1, -1, 1, 0, 1); // +X "right" face vertex( 1, -1, 1, 0, 0); vertex( 1, -1, -1, 1, 0); vertex( 1, 1, -1, 1, 1); vertex( 1, 1, 1, 0, 1); // -X "left" face vertex(-1, -1, -1, 0, 0); vertex(-1, -1, 1, 1, 0); vertex(-1, 1, 1, 1, 1); vertex(-1, 1, -1, 0, 1); endShape(); } void mouseDragged() { float rate = 0.01; rotx += (pmouseY-mouseY) * rate; roty += (mouseX-pmouseX) * rate; }