Add parameter annotations to orx-shade-styles
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@@ -3,18 +3,43 @@ package org.openrndr.extra.shadestyles
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.ShadeStyle
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import org.openrndr.draw.shadeStyle
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import org.openrndr.extra.parameters.ColorParameter
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.math.Vector2
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fun linearGradient(color0: ColorRGBa, color1: ColorRGBa, offset : Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
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return shadeStyle {
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@Description("Linear gradient")
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class LinearGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2,
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rotation: Double) : ShadeStyle() {
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@ColorParameter("start color", order = 0)
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var color0: ColorRGBa by Parameter()
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@ColorParameter("end color", order = 1)
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var color1: ColorRGBa by Parameter()
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var offset: Vector2 by Parameter()
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@DoubleParameter("rotation", -180.0, 180.0, order = 2)
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var rotation: Double by Parameter()
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init {
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this.color0 = color0
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this.color1 = color1
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this.offset = offset
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this.rotation = rotation
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset);
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float cr = cos(p_rotation);
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float sr = sin(p_rotation);
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float cr = cos(radians(p_rotation));
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float sr = sin(radians(p_rotation));
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mat2 rm = mat2(cr, -sr, sr, cr);
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float f = clamp((rm * coord).y + 0.5, 0.0, 1.0);
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vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
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vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
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vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
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vec4 gradient = color0 * (1.0-f) + color1 * f;
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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@@ -23,91 +48,11 @@ fun linearGradient(color0: ColorRGBa, color1: ColorRGBa, offset : Vector2 = Vect
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x_fill.rgb /= x_fill.a;
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}
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"""
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parameter("offset", offset)
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parameter("color0", color0.alphaMultiplied)
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parameter("color1", color1.alphaMultiplied)
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parameter("rotation", Math.toRadians(rotation) )
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}
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}
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fun radialGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0, length: Double = 1.0) : ShadeStyle {
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return shadeStyle {
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
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float cr = cos(p_rotation);
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float sr = sin(p_rotation);
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mat2 rm = mat2(cr, -sr, sr, cr);
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float f = clamp(p_length * length(rm * coord), 0.0, 1.0);
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vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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x_fill = fn * gradient;
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if (x_fill.a !=0) {
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x_fill.rgb /= x_fill.a;
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}
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"""
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parameter("offset", offset)
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parameter("color0", color0.alphaMultiplied)
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parameter("color1", color1.alphaMultiplied)
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parameter("rotation", Math.toRadians(rotation))
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parameter("length", length)
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}
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}
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fun linearGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) =
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LinearGradient(color0, color1, offset, rotation)
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fun angularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
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return shadeStyle {
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
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float cr = cos(p_rotation);
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float sr = sin(p_rotation);
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mat2 rm = mat2(cr, -sr, sr, cr);
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vec2 rc = rm * coord;
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float f = (atan(rc.y, rc.x) + 3.1415926536) / (2.0 * 3.1415926536);
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vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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x_fill = fn * gradient;
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if (x_fill.a !=0) {
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x_fill.rgb /= x_fill.a;
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}
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"""
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parameter("offset", offset)
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parameter("color0", color0.alphaMultiplied)
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parameter("color1", color1.alphaMultiplied)
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parameter("rotation", Math.toRadians(rotation) )
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}
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}
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fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
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return shadeStyle {
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
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float cr = cos(p_rotation);
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float sr = sin(p_rotation);
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mat2 rm = mat2(cr, -sr, sr, cr);
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vec2 rc = rm * coord;
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float f = abs(atan(rc.y, rc.x)) / (3.1415926536);
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//float f = abs(atan(rc.y/rc.x)) / (3.1415926536/2.0);
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//float f = (atan(rc.y/rc.x) + 3.1415926536/2.0) / (3.1415926536);
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vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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x_fill = fn * gradient;
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if (x_fill.a !=0) {
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x_fill.rgb /= x_fill.a;
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}
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"""
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parameter("offset", offset)
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parameter("color0", color0.alphaMultiplied)
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parameter("color1", color1.alphaMultiplied)
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parameter("rotation", Math.toRadians(rotation) )
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}
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}
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