Browse Source

Initial commit

First version, not really working
Using (slow) midi2DMX hardware
to be replaced by a artnet version
Etienne Landon 8 years ago
commit
b85bdcc86a
28 changed files with 9922 additions and 0 deletions
  1. 710 0
      3DtoLED-v2.pd
  2. 990 0
      3DtoLED-v3.pd
  3. 1043 0
      3DtoLED-v4.pd
  4. 3682 0
      3DtoLED-v4clean.pd
  5. 317 0
      3DtoLED.pd
  6. 55 0
      CCchange.pd
  7. 7 0
      DMX1.pd
  8. 7 0
      DMX2.pd
  9. 7 0
      DMX3.pd
  10. 18 0
      copie de kinectLike.frag
  11. 9 0
      copie de kinectLike.vert
  12. 23 0
      kinectLike-test.frag
  13. 23 0
      kinectLike-test.frag~
  14. 15 0
      kinectLike-test.vert
  15. 15 0
      kinectLike-test.vert~
  16. 19 0
      kinectLike.frag
  17. 19 0
      kinectLike.frag~
  18. 142 0
      kinectLike.pd
  19. 13 0
      kinectLike.vert
  20. 13 0
      kinectLike.vert~
  21. 46 0
      slice.pd
  22. 125 0
      tex2midi-inv.pd
  23. 121 0
      tex2midi.pd
  24. 123 0
      texread.pd
  25. 164 0
      texread2.pd
  26. 60 0
      texview.pd
  27. 9 0
      venus.mtl
  28. 2147 0
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DMX1.pd

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+ 7 - 0
DMX2.pd

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+ 7 - 0
DMX3.pd

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+ 18 - 0
copie de kinectLike.frag

@@ -0,0 +1,18 @@
+varying float depth;
+uniform float pos;
+uniform float thres;
+
+void main (void)
+{
+	vec4 color = gl_Color;
+	//color.r = cos(depth);
+	//color.g = cos(depth+3.14*2.*0.333);
+	//color.b = cos(depth+3.14*2.*0.666);
+	if (depth<=pos+thres/2 && depth > pos -thres/2)
+	{ color.a = 1;}
+	else {color.a=0;
+	color.r=0;}
+	gl_FragColor =  color;
+}
+
+

+ 9 - 0
copie de kinectLike.vert

@@ -0,0 +1,9 @@
+varying float depth;
+void main()
+{
+	gl_FrontColor=gl_Color;
+	vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0;
+	depth = v.z;
+	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
+}
+

+ 23 - 0
kinectLike-test.frag

@@ -0,0 +1,23 @@
+varying vec4 obj_pos;
+uniform float pos;
+uniform float thres;
+uniform float limit;
+
+void main (void)
+{
+	vec4 color = gl_Color;
+//	color.r = cos(obj_pos.z);
+//	color.g = cos(obj_pos.z+3.14*2.*0.333);
+//	color.b = 0.5;
+//	color.b = cos(depth+3.14*2.*0.666);
+	if (abs(obj_pos.x) > limit || abs(obj_pos.y) > limit || abs(obj_pos.z) > limit ) 
+	{color.a *= 0.0;}
+//	else {color.a = 1;}
+	if (obj_pos.z >= pos+thres/2.0 || obj_pos.z <= pos-thres/2.0){color.a=0.0;}
+//	else {color.a = 1;}
+	//else {color.a=1;}
+//	color.r=0;}
+	gl_FragColor =  color;
+}
+
+// 

+ 23 - 0
kinectLike-test.frag~

@@ -0,0 +1,23 @@
+varying vec4 obj_pos;
+uniform float pos;
+uniform float thres;
+uniform float limit;
+
+void main (void)
+{
+	vec4 color = gl_Color;
+	color.r = cos(obj_pos.z);
+	color.g = cos(obj_pos.z+3.14*2.*0.333);
+	color.b = 0.5;
+//	color.b = cos(depth+3.14*2.*0.666);
+	if (abs(obj_pos.x) > limit || abs(obj_pos.y) > limit || abs(obj_pos.z) > limit ) 
+	{color.a *= 0;}
+//	else {color.a = 1;}
+	if (obj_pos.z >= pos+thres/2 || obj_pos.z <= pos-thres/2){color.a=0;}
+//	else {color.a = 1;}
+	//else {color.a=1;}
+//	color.r=0;}
+	gl_FragColor =  color;
+}
+
+// 

+ 15 - 0
kinectLike-test.vert

@@ -0,0 +1,15 @@
+varying vec4 obj_pos;
+
+void main()
+{
+	gl_FrontColor=gl_Color;
+	//gl_BackColor=gl_Color
+	vec4 v = (gl_ModelViewMatrix * gl_Vertex) ;
+	v.z += 4.0 ;
+//	depth = v.z;
+//	x = v.x;
+//	y = v.y ;
+	obj_pos = v;
+	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
+}
+

+ 15 - 0
kinectLike-test.vert~

@@ -0,0 +1,15 @@
+varying vec3 obj_pos;
+
+void main()
+{
+	gl_FrontColor=gl_Color;
+	//gl_BackColor=gl_Color
+	vec4 v = (gl_ModelViewMatrix * gl_Vertex) ;
+	v.z += 4.0 ;
+//	depth = v.z;
+//	x = v.x;
+//	y = v.y ;
+	obj_pos = v;
+	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
+}
+

+ 19 - 0
kinectLike.frag

@@ -0,0 +1,19 @@
+varying float depth;
+varying float XYlimit;
+uniform float pos;
+uniform float thres;
+
+void main (void)
+{
+	vec4 color = gl_Color;
+	//color.r = cos(depth);
+	//color.g = cos(depth+3.14*2.*0.333);
+	//color.b = cos(depth+3.14*2.*0.666);
+	if ((depth<=pos+thres/2 && depth > pos -thres/2) && depth > -1)
+	{ color.a = 1;}
+	else {color.a=0;}
+	//color.a *= XYlimit;
+	gl_FragColor =  color;
+}
+
+

+ 19 - 0
kinectLike.frag~

@@ -0,0 +1,19 @@
+varying float depth;
+varying float XYlimit;
+uniform float pos;
+uniform float thres;
+
+void main (void)
+{
+	vec4 color = gl_Color;
+	//color.r = cos(depth);
+	//color.g = cos(depth+3.14*2.*0.333);
+	//color.b = cos(depth+3.14*2.*0.666);
+	if ((depth<=pos+thres/2 && depth > pos -thres/2) && depth > 1)
+	{ color.a = 1;}
+	else {color.a=0;}
+	//color.a *= XYlimit;
+	gl_FragColor =  color;
+}
+
+

+ 142 - 0
kinectLike.pd

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+ 13 - 0
kinectLike.vert

@@ -0,0 +1,13 @@
+varying float depth;
+varying float XYlimit;
+void main()
+{
+	gl_FrontColor=gl_Color;
+	vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0;
+	depth = v.z;
+	if (abs (v.x) > 1 ) {XYlimit = 0;}
+	else {XYlimit =1;}
+	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
+	//|| abs (v.y) > 10
+}
+

+ 13 - 0
kinectLike.vert~

@@ -0,0 +1,13 @@
+varying float depth;
+varying float XYlimit;
+void main()
+{
+	gl_FrontColor=gl_Color;
+	vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0;
+	depth = v.z;
+	if (abs (v.x) > 0.1 ) {XYlimit = 0;}
+	else {XYlimit =1;}
+	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
+	//|| abs (v.y) > 10
+}
+

+ 46 - 0
slice.pd

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+ 125 - 0
tex2midi-inv.pd

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