- Reestructuración de ficheros y directorios general

- merge v0.01 --> Añadido fileselector
- Añadidas fuentes de Gem y Pure Data
- pix2jpg incluído en Gem. Archivos de construcción de Gem modificados.
- Añadido fichero ompiling.txt con instrucciones de compilación
This commit is contained in:
Santi Noreña 2013-02-04 18:00:17 +01:00
parent c9adfd020b
commit e85d191b46
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COPYRIGHT issues of the examples data files
===========================================
This data is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
--------------------------------------------
The contents of the examples/data folder provides data-files for
showcase use within the pd/Gem environment.
I try to only include files that are free to use (as in Free Speech
and Free Beer).
However, for legacy reasons some of the files here may have non-free
clauses in their license agreements.
These files will be removed from this package as soon as their
problematic state is discovered.
If you notice such a problematic case, please contact me
(zmoelnig[AT]iem[DOT]at) immediately, so i can remove it and replace it
by a free alternative.
===========================================
vera.ttf
--------------------------------------------
Bitstream Vera Fonts Copyright
The fonts have a generous copyright, allowing derivative works (as
long as "Bitstream" or "Vera" are not in the names), and full
redistribution (so long as they are not *sold* by themselves). They
can be be bundled, redistributed and sold with any software.
The fonts are distributed under the following copyright:
Copyright
=========
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream
Vera is a trademark of Bitstream, Inc.
Permission is hereby granted, free of charge, to any person obtaining
a copy of the fonts accompanying this license ("Fonts") and associated
documentation files (the "Font Software"), to reproduce and distribute
the Font Software, including without limitation the rights to use,
copy, merge, publish, distribute, and/or sell copies of the Font
Software, and to permit persons to whom the Font Software is furnished
to do so, subject to the following conditions:
The above copyright and trademark notices and this permission notice
shall be included in all copies of one or more of the Font Software
typefaces.
The Font Software may be modified, altered, or added to, and in
particular the designs of glyphs or characters in the Fonts may be
modified and additional glyphs or characters may be added to the
Fonts, only if the fonts are renamed to names not containing either
the words "Bitstream" or the word "Vera".
This License becomes null and void to the extent applicable to Fonts
or Font Software that has been modified and is distributed under the
"Bitstream Vera" names.
The Font Software may be sold as part of a larger software package but
no copy of one or more of the Font Software typefaces may be sold by
itself.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
Except as contained in this notice, the names of Gnome, the Gnome
Foundation, and Bitstream Inc., shall not be used in advertising or
otherwise to promote the sale, use or other dealings in this Font
Software without prior written authorization from the Gnome Foundation
or Bitstream Inc., respectively. For further information, contact:
fonts at gnome dot org.

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//
// Fragment shader for cartoon-style shading
//
// Author: Philip Rideout
//
// Copyright (c) 2005 3Dlabs Inc. Ltd.
//
/************************************************************************
* *
* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. *
* *
* All rights reserved. *
* *
* Redistribution and use in source and binary forms, with or without *
* modification, are permitted provided that the following conditions *
* are met: *
* *
* Redistributions of source code must retain the above copyright *
* notice, this list of conditions and the following disclaimer. *
* *
* Redistributions in binary form must reproduce the above *
* copyright notice, this list of conditions and the following *
* disclaimer in the documentation and/or other materials provided *
* with the distribution. *
* *
* Neither the name of 3Dlabs Inc. Ltd. nor the names of its *
* contributors may be used to endorse or promote products derived *
* from this software without specific prior written permission. *
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
* POSSIBILITY OF SUCH DAMAGE. *
* *
************************************************************************/
const vec3 DiffuseColor= vec3( 0.1,0.1,0.1);
const vec3 PhongColor = vec3( 0.5,0.5,0.5);
const float Edge= 0.2;
uniform float Phong;
varying vec3 Normal;
void main (void)
{
vec3 color = DiffuseColor;
float f = dot(vec3(0,0,1),Normal);
if (abs(f) < Edge)
color = vec3(0);
if (f > Phong)
color = PhongColor;
gl_FragColor = vec4(color, 1);
}

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//
// Vertex shader for cartoon-style shading
//
// Author: Philip Rideout
//
// Copyright (c) 2005 3Dlabs Inc. Ltd.
//
//
//
/************************************************************************
* *
* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. *
* *
* All rights reserved. *
* *
* Redistribution and use in source and binary forms, with or without *
* modification, are permitted provided that the following conditions *
* are met: *
* *
* Redistributions of source code must retain the above copyright *
* notice, this list of conditions and the following disclaimer. *
* *
* Redistributions in binary form must reproduce the above *
* copyright notice, this list of conditions and the following *
* disclaimer in the documentation and/or other materials provided *
* with the distribution. *
* *
* Neither the name of 3Dlabs Inc. Ltd. nor the names of its *
* contributors may be used to endorse or promote products derived *
* from this software without specific prior written permission. *
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
* POSSIBILITY OF SUCH DAMAGE. *
* *
************************************************************************/
varying vec3 Normal;
void main(void)
{
Normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

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!!ARBfp1.0
# Based on an algorithm described by Francois Grieu, sci.crypt, 5th February 2004
#ATTRIB tex0 = fragment.texcoord[0];
ATTRIB tex0 = fragment.position;
ATTRIB col = fragment.color;
#PARAM bounds = program.local[1];
#PARAM seed = program.local[2];
PARAM bounds = 10.0;
PARAM seed = 1234;
PARAM coordsOffset = { -100, 100, 0, 0 };
PARAM cMult = 0.0001002707309736288;
PARAM aSubtract = 0.2727272727272727;
PARAM coordMult0 = { 0.67676, 0.000058758, 0, 0 };
PARAM coordMult1 = { 0.0000696596, 0.797976, 0, 0 };
PARAM coordMult2 = { 0.587976, 0.0000233443, 0, 0 };
TEMP tableCoord, a, b, c, floorA, seedCoords, res;
ADD seedCoords, tex0, coordsOffset;
# gFastRngA = (((currentX*multX)/(currentY*multY))+
MUL tableCoord, seedCoords, coordMult0;
RCP tableCoord.y, tableCoord.y;
MUL a.x, tableCoord.x, tableCoord.y;
# (((height-currentY)*multX2)/((width-currentX)*multY2))+
SUB tableCoord, bounds, seedCoords;
MUL tableCoord, tableCoord, coordMult1;
RCP tableCoord.x, tableCoord.x;
MAD a.x, tableCoord.x, tableCoord.y, a.x;
# (((height-currentX)*multX3)/((width-currentY)*multY3)));
SUB tableCoord.x, bounds.y, seedCoords.x;
SUB tableCoord.y, bounds.x, seedCoords.y;
MUL tableCoord, tableCoord, coordMult2;
RCP tableCoord.y, tableCoord.y;
MAD a.x, tableCoord.x, tableCoord.y, a.x;
# gFastRngA = fmod(gFastRngA,1);
FRC a.x, a.x;
ADD a.x, a.x, seed;
MOV c.x, 0;
MOV b.x, 0;
# (gFastRngA += gFastRngC*(1./9973)+(3./11)-floor(gFastRngA))
FRC floorA.x, a.x;
SUB floorA.x, a.x, floorA.x;
SUB floorA.x, aSubtract.x, floorA.x;
ADD floorA.x, floorA.x, a.x;
MAD a.x, c.x, cMult.x, floorA.x;
# (gFastRngB += (gFastRngA *= gFastRngA))
MUL a.x, a.x, a.x;
ADD b.x, b.x, a.x;
# (gFastRngC += (gFastRngB -= floor(gFastRngB)))
FRC b.x, b.x;
ADD c.x, c.x, b.x;
# (gFastRngC -= floor(gFastRngC))
FRC c.x, c.x;
# (gFastRngA += gFastRngC*(1./9973)+(3./11)-floor(gFastRngA))
FRC floorA.x, a.x;
SUB floorA.x, a.x, floorA.x;
SUB floorA.x, aSubtract.x, floorA.x;
ADD floorA.x, floorA.x, a.x;
MAD a.x, c.x, cMult.x, floorA.x;
# (gFastRngB += (gFastRngA *= gFastRngA))
MUL a.x, a.x, a.x;
ADD b.x, b.x, a.x;
# (gFastRngC += (gFastRngB -= floor(gFastRngB)))
FRC b.x, b.x;
ADD c.x, c.x, b.x;
# (gFastRngC -= floor(gFastRngC))
FRC c.x, c.x;
# (gFastRngA += gFastRngC*(1./9973)+(3./11)-floor(gFastRngA))
FRC floorA.x, a.x;
SUB floorA.x, a.x, floorA.x;
SUB floorA.x, aSubtract.x, floorA.x;
ADD floorA.x, floorA.x, a.x;
MAD a.x, c.x, cMult.x, floorA.x;
# (gFastRngB += (gFastRngA *= gFastRngA))
MUL a.x, a.x, a.x;
ADD b.x, b.x, a.x;
# (gFastRngC += (gFastRngB -= floor(gFastRngB)))
FRC b.x, b.x;
ADD c.x, c.x, b.x;
# (gFastRngC -= floor(gFastRngC))
FRC c.x, c.x;
MOV res, c.x;
MOV res.a, 1;
MUL res, res, -0.5;
ADD res, res, col;
MOV result.color, res;
END

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!!ARBvp1.0
# Toon Shader by James A. McCombe, Tue Jun 17 2003
#
# Implements a very crude toon shader. Basically, a simple dot product between a
# light direction vector and the vertex normal is performed. The output of this is
# used to set the texture coordinates to lookup inside a special texture which
# effectively quantises the light intensity into 3 bands.
#
# Parameters:
# program.env[0] - Light direction vector
ATTRIB vPosition = vertex.position;
ATTRIB vNormal = vertex.normal;
PARAM lightDirection = program.env[0];
TEMP t0, transVertex;
DP4 result.position.x, state.matrix.mvp.row[0], vPosition;
DP4 result.position.y, state.matrix.mvp.row[1], vPosition;
DP4 result.position.z, state.matrix.mvp.row[2], vPosition;
DP4 result.position.w, state.matrix.mvp.row[3], vPosition;
DP3 t0.x, state.matrix.modelview[0].invtrans.row[0], vNormal;
DP3 t0.z, state.matrix.modelview[0].invtrans.row[1], vNormal;
DP3 t0.y, state.matrix.modelview[0].invtrans.row[2], vNormal;
# Dot product of normal and light vector to do tone lookup
DP3 t0, t0, lightDirection;
SWZ result.texcoord[0], t0, x,1,1,1;
# Write the primary vertex color
MOV result.color, vertex.color;
END

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0. 0. 0.
1. 1. 1.
.5 .0 1.
0. 1. 0.
1. 1. 1.
0. 0. 0.

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0. 0. 0.
0. 0. 0.
2. 2. -2.
-3. -1. .5
-2. 4. -1.
.5 -.5 0.
0. 0. 0.
0. 0. 0.

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#
# venus.mtl
#
newmtl vskin
Ka 0.6 0.6 0.45
Kd 0.6 0.6 0.45
Ks 0.2 0.1 0.1
Ns 5.0

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