Hmm... I am attaching an example .ijs file to this response.
I am also bcc'ing a copy of this message to an alternate email address, so that I can see how it gets treated outside the forums. Will the attachment show up at http://jsoftware.com/pipermail/programming/2020-February/date.html? (I will see, soon...) Thanks, -- Raul On Fri, Feb 28, 2020 at 11:58 AM bill lam <bbill....@gmail.com> wrote: > > I think J forum actually accept text file attachments. > Attach .ijs file as .txt file probably work if email > client set mime type correctly. > > Fri, 28 Feb 2020, Raul Miller написал(а): > > This is getting to be long enough that it might help to use a resource > > like github (either a repository or a gist) or even pastebin (rather > > than email) to distribute it. > > > > (I'm still getting going for today, and haven't actually tried this, > > yet. But I'm anticipating some difficulties separating text from code > > and maybe chasing down implied pieces.) > > > > Thanks, > > > > -- > > Raul > > > > On Fri, Feb 28, 2020 at 8:52 AM Brian Schott <schott.br...@gmail.com> wrote: > > > > > > Bill, especially (Thomas, Raul, and others), > > > > > > Your comment regarding trying a simpler figure and simplifying the color > > > has led me to consider several alternatives. Below I show a revised script > > > which uses a tetrahedron (4 faces) and some color changes. I think the > > > tetrahedron is mostly working for me but I am really confused about the > > > colors. > > > > > > I apologize for the length of this email, but I have many questions. > > > > > > As an aside, I have discovered an error in the shader.ijs in the qtdemo's. > > > The last 0 in the following line should be a 1 because it's the alpha > > > value. (Coincidentally, there is another line in shader.ijs which also > > > addresses ClearColor, but it is ignored, I think, and it separates the > > > integers with ;'s .) Correcting that alpha value creates a black > > > background, which can be effective. > > > > > > glClearColor 0 0 0 0 > > > > > > Btw, I have left 2 glClearColor's in the script so it's easy to swap them: > > > white 1 1 1 1 and > > > black 0 0 0 1 . > > > > > > The major changes I have made to the script are the following. > > > > > > NB. changed cube to a mirrored sphenoid(?) > > > NB. (eg, see > > > https://en.wikipedia.org/wiki/Architectonic_and_catoptric_tessellation) > > > > > > rt=: (|.@:{)`[`]} NB. rotates vertices of xth face for winding order > > > vertexData=: 1&fc ,1 rt 3 rt 4 3 3$ %&10, 0&". ;._2 [ 0 : 0 > > > _3 _9 _4 > > > 3 _9 _4 > > > 0 0 2 > > > 0 8 _4 > > > ) > > > > > > I discovered that the verb `rt` (or something like it) is required to make > > > the tetrahedron work because of face winding issues. The original cube was > > > adjusted another way, apparently. > > > With `vertexData` defined either as above OR without `1&fc` prepended I > > > get > > > the SAME --mostly desirable-- results. The inclusion and exclusion of > > > `1&fc` giving the same result is confusing, by itself, and begs the > > > question, "Why is `1&fc` used?" > > > > > > I said "mostly desirable" above, instead of "desirable" because of the > > > next > > > 2 issues. > > > > > > v0) The 10 in the first line of the definition of vertexData is used to > > > simplify data entry and I have also used it to experiment with scaling the > > > size of the tetrahedron. This has led to another surprise, that no scaling > > > seems to result from increasing the 10 to 80 or so. Why? > > > > > > v1) I have been disillusioned by the face coloring of the tetrahedron, > > > even > > > in the simplest situations because when the tetrahedron is rotated in > > > certain directions, the black or white background seems to bleed through > > > one of the edges. What causes that? > > > > > > Now, moving on to coloring. I have no idea how the face COLORing works > > > using almost any version of `colorData` below. I can generalize though on > > > one thing: if I leave out the `1&fc`, no colors work on ANY version > > > of `colorData` . > > > > > > The first version below seems to give a complete tetrahedron except for > > > the > > > background color bleeding through one edge. And as mentioned earlier, it > > > only works with vertices rotated with the rt verb. > > > > > > colorData=: 1&fc ,1 rt 3 rt 4 3 3$ , 0&". ;._2 [ 0 : 0 > > > 0 0 1 > > > 1 1 1 > > > 1 0 0 > > > 0 1 0 > > > ) > > > > > > f0) If the 1's in the second row are changed to 0.9's, the background > > > color > > > no longer bleeds in. Why? > > > > > > f1) (This approach does not seem to work at all, and I have a replacement > > > for it that works a little, but will send it in a new message) I want 2 of > > > the faces in the tetrahedron to have the same color and each of the other > > > 2 > > > to have a different color (3 colors altogether). I devised the following > > > NONWORKING scheme of colors to accomplish this result. By nonworking I > > > mean > > > only the background color shows in the graphics pane, no tetrahedron. Why? > > > > > > colorData=: 1&fc ,_3]\3#"2] 0&". ;._2 [ 0 : 0 > > > 0 0 1 > > > 1 1 1 > > > 1 0 0 > > > 0 1 0 > > > ) > > > > > > To demonstrate the result above consider the following result which makes > > > each of the 4 faces, represented by the boxes' contents below, has 3 > > > identical rows. > > > ;/_3]\3#"2] 0&". ;._2 [ 0 : 0 > > > 0 0 1 > > > 1 1 1 > > > 1 0 0 > > > 0 1 0 > > > ) > > > +-----+-----+-----+-----+ > > > |0 0 1|1 1 1|1 0 0|0 1 0| > > > |0 0 1|1 1 1|1 0 0|0 1 0| > > > |0 0 1|1 1 1|1 0 0|0 1 0| > > > +-----+-----+-----+-----+ > > > > > > > > > > > > ***************my revised slider.ijs script is below************ > > > > > > cocurrent 'demoshader' > > > > > > mp=: (+/ . *)"2 > > > rt=: (|.@:{)`[`]}NB. rotates vertices of xth face for winding order > > > sprog=: 0 > > > GLSL=: 0 > > > STOP=: 0 > > > > > > A=: 0 : 0 > > > pc a; > > > minwh 300 300;cc g opengl flush; > > > rem form end; > > > ) > > > > > > a_run=: 3 : 0 > > > NB. if. -. checkrequire_qtdemo_ 'gles';'api/gles' do. return. end. > > > require 'gl2' > > > coinsert 'jgl2' > > > require 'gles' > > > coinsert 'jgles' > > > require '~addons/ide/qt/opengl.ijs' > > > coinsert 'qtopengl' > > > STEPS=: 100 > > > R=: 20 30 0 > > > EYE=: 0 0 1 > > > LR=: UD=: IO=: 0 > > > UP=: 0 1 0 > > > wd A > > > HD=: ".wd'qhwndc g' > > > wd 'ptimer 100' > > > wd 'pshow' > > > ) > > > > > > a_g_initialize=: 3 : 0 > > > if. p=. >@{. glGetString GL_VERSION do. smoutput 'GL_VERSION: ', memr 0 _1 > > > 2,~ p end. > > > if. 0=p do. smoutput 'cannot retrieve GL_VERSION' return. end. > > > if. p=. >@{. glGetString GL_VENDOR do. smoutput 'GL_VENDOR: ', memr 0 _1 > > > 2,~ p end. > > > if. p=. >@{. glGetString GL_RENDERER do. smoutput 'GL_RENDERER: ', memr 0 > > > _1 2,~ p end. > > > if. p=. >@{. glGetString GL_SHADING_LANGUAGE_VERSION do. smoutput > > > 'GL_SHADING_LANGUAGE_VERSION: ', memr 0 _1 2,~ p end. > > > GLSL=: wglGLSL'' > > > > > > wglPROC'' > > > sprog=: 0 > > > if. GLSL>120 do. > > > vsrc=. vsrc2 > > > fsrc=. fsrc2 > > > else. > > > vsrc=. vsrc1 > > > fsrc=. fsrc1 > > > if. 0=GLES_VERSION_jgles_ do. > > > vsrc=. vsrc,~ '#define lowp', LF, '#define mediump', LF, '#define > > > highp', LF > > > fsrc=. fsrc,~ '#define lowp', LF, '#define mediump', LF, '#define > > > highp', LF > > > end. > > > end. > > > vsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';' > > > es'),LF,vsrc > > > fsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';' > > > es'),LF,fsrc > > > if.(GLSL>:300)*.0~:GLES_VERSION_jgles_ do. > > > fsrc=. ('void main';'out vec4 gl_FragColor;',LF,'void main') > > > stringreplace fsrc > > > end. > > > smoutput vsrc > > > smoutput fsrc > > > 'err program'=. gl_makeprogram vsrc;fsrc > > > if. #err do. smoutput err return. end. > > > > > > vertexAttr=: >@{. glGetAttribLocation program;'vertex' > > > assert. _1~: vertexAttr > > > colorAttr=: >@{. glGetAttribLocation program;'color' > > > assert. _1~: colorAttr > > > mvpUni=: >@{. glGetUniformLocation program;'mvp' > > > assert. _1~: mvpUni > > > > > > glGenBuffers 2;vbo=: 2#_1 > > > glBindBuffer GL_ARRAY_BUFFER; {.vbo > > > glBufferData GL_ARRAY_BUFFER; (#vertexData); (symdat <'vertexData'); > > > GL_STATIC_DRAW > > > glBindBuffer GL_ARRAY_BUFFER; {:vbo > > > glBufferData GL_ARRAY_BUFFER; (#colorData); (symdat <'colorData'); > > > GL_STATIC_DRAW > > > glBindBuffer GL_ARRAY_BUFFER; 0 > > > > > > sprog=: program > > > > > > NB. glClearColor 0; 0; 1; 1 > > > ) > > > > > > a_g_char=: 3 : 0 > > > if. 0=#sysdata do. return. end. > > > R=: 360 | R + 2 * 'xyz' = 0 { sysdata > > > k=. 0{sysdata > > > STEPS=: 200 <. STEPS + 's' = k > > > STEPS=: 3 >. STEPS - 'a' = k > > > LR=: LR - 0.01*'l'=k > > > LR=: LR + 0.01*'r'=k > > > gl_paint '' > > > ) > > > > > > a_timer=: 3 : 0 > > > if. 0=STOP do. return. end. > > > R=: 360 | R + 2 * 1 1 1 > > > gl_sel HD > > > gl_paint'' > > > ) > > > > > > a_g_paint=: 3 : 0 > > > if. 0=sprog do. return. end. > > > > > > wh=. gl_qwh'' > > > glClearColor 1 1 1 1 > > > glClearColor 0 0 0 1 NB. this is new > > > glClear GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT > > > > > > glUseProgram sprog > > > glEnable GL_DEPTH_TEST > > > glEnable GL_CULL_FACE > > > > > > NB. matrix convention: current matrix on the left > > > NB. note pre-multiplication > > > > > > NB. model-view > > > mvp=: (gl_Rotate (0{R), 1 0 0 ) mp (gl_Rotate (1{R), 0 1 0) mp (gl_Rotate > > > (2{R), 0 0 1) mp (gl_Scale STEPS%100) mp (gl_Translate 0 0 _8) mp > > > glu_LookAt EYE,LR,UD,IO,UP > > > > > > NB. projection > > > mvp=: mvp mp gl_Perspective 30, (%/wh),1 10 > > > > > > NB. note GL_FALSE, no transpose > > > glUniformMatrix4fv mvpUni; 1; GL_FALSE; mvp > > > > > > glBindBuffer GL_ARRAY_BUFFER; {.vbo > > > glEnableVertexAttribArray vertexAttr > > > glVertexAttribPointer vertexAttr; 3; GL_FLOAT; 0; 0; 0 > > > > > > glBindBuffer GL_ARRAY_BUFFER; {:vbo > > > glEnableVertexAttribArray colorAttr > > > glVertexAttribPointer colorAttr; 3; GL_FLOAT; 0; 0; 0 > > > > > > glDrawArrays GL_TRIANGLES; 0; 12 NB. 36 was for cubes ******* > > > > > > glBindBuffer GL_ARRAY_BUFFER; 0 > > > glDisableVertexAttribArray colorAttr > > > glDisableVertexAttribArray vertexAttr > > > > > > glDisable GL_DEPTH_TEST > > > glDisable GL_CULL_FACE > > > > > > glUseProgram 0 > > > > > > gl_clear '' > > > gl_rgb 255 255 255 > > > gl_textcolor '' > > > gl_textxy 10 30 > > > gl_text 'keys: x y z a s l r F4' > > > gl_textxy 10 50 > > > gl_text 'scale: ',":STEPS%100 > > > gl_textxy 10 70 > > > gl_text 'angle: ',":R > > > gl_textxy 10 90 > > > if. 0=sprog do. return. end. > > > gl_text 'matrix:' > > > for_i. i.4 do. > > > gl_textxy 10, 105+i*15 > > > gl_text 6j2": i{mvp > > > end. > > > ) > > > > > > a_f4_fkey=: 3 : 0 > > > STOP=: -.STOP > > > NB. gl_paint '' > > > ) > > > > > > a_cancel=: a_close > > > > > > a_close=: 3 : 0 > > > STOP=: 0 > > > wd 'ptimer 0' > > > glDeleteBuffers ::0: 2; vbo > > > glDeleteProgram ::0: sprog > > > wd 'pclose' > > > ) > > > > > > NB. Mirrored sphenoid? > > > vertexData=: 1&fc ,1 rt 3 rt 4 3 3$ %&80, 0&". ;._2 [ 0 : 0 > > > _3 _9 _4 > > > 3 _9 _4 > > > 0 0 2 > > > 0 8 _4 > > > ) > > > > > > colorData=: 1&fc ,1 rt 3 rt 4 3 3$ , 0&". ;._2 [ 0 : 0 > > > 0 0 1 > > > 1 1 1 > > > 1 0 0 > > > 0 1 0 > > > ) > > > > > > > > > NB. ========================================================= > > > vsrc1=: 0 : 0 > > > attribute highp vec3 vertex; > > > attribute lowp vec3 color; > > > varying lowp vec4 v_color; > > > uniform mat4 mvp; > > > void main(void) > > > { > > > gl_Position = mvp * vec4(vertex,1.0); > > > v_color = vec4(color,1.0); > > > } > > > ) > > > > > > fsrc1=: 0 : 0 > > > varying lowp vec4 v_color; > > > void main(void) > > > { > > > gl_FragColor = v_color; > > > } > > > ) > > > > > > NB. ========================================================= > > > vsrc2=: 0 : 0 > > > in vec3 vertex; > > > in vec3 color; > > > out vec4 v_color; > > > uniform mat4 mvp; > > > void main(void) > > > { > > > gl_Position = mvp * vec4(vertex,1.0); > > > v_color = vec4(color,1.0); > > > } > > > ) > > > > > > fsrc2=: 0 : 0 > > > in vec4 v_color; > > > void main(void) > > > { > > > gl_FragColor = v_color; > > > } > > > ) > > > > > > NB. ========================================================= > > > a_run'' > > > > > > On Fri, Feb 14, 2020 at 7:19 PM bill lam <bbill....@gmail.com> wrote: > > > > > > > If you intended to run turtle graphics only, then drawing cube is over > > > > skilled. Drawing triangles is much simpler. eg a triangle with vertices > > > > 0 1 0, 1 _1 0, _1 _1 0 > > > > then use different scale, translate and rotate to place them into > > > > different > > > > positions and orientations. > > > > > > > > Also only a constant solid color from fragment shader is sufficient. > > > > > > > > On Sat, Feb 15, 2020, 7:19 AM Brian Schott <schott.br...@gmail.com> > > > > wrote: > > > > > > > > -- > > > (B=) > > > ---------------------------------------------------------------------- > > > For information about J forums see http://www.jsoftware.com/forums.htm > > ---------------------------------------------------------------------- > > For information about J forums see http://www.jsoftware.com/forums.htm > > -- > regards, > ==================================================== > GPG key 1024D/4434BAB3 2008-08-24 > gpg --keyserver subkeys.pgp.net --armor --export 4434BAB3 > ---------------------------------------------------------------------- > For information about J forums see http://www.jsoftware.com/forums.htm ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm