Add parameter annotations to orx-shade-styles

This commit is contained in:
Edwin Jakobs
2020-03-16 23:51:30 +01:00
parent 96b39ce7a1
commit 2a3462a136
5 changed files with 205 additions and 89 deletions

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dependencies {
api project(":orx-parameters")
}

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package org.openrndr.extra.shadestyles
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.ShadeStyle
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.Description
import org.openrndr.math.Vector2
@Description("Angular gradient")
class AngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) : ShadeStyle() {
@ColorParameter("start color", order = 0)
var color0 : ColorRGBa by Parameter()
@ColorParameter("end color", order = 1)
var color1 : ColorRGBa by Parameter()
@ColorParameter("offset", order = 2)
var offset : Vector2 by Parameter()
@ColorParameter("rotation", order = 3)
var rotation : Double by Parameter()
init {
this.color0 = color0
this.color1 = color1
this.offset = offset
this.rotation = rotation
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
float cr = cos(radians(p_rotation));
float sr = sin(radians(p_rotation));
mat2 rm = mat2(cr, -sr, sr, cr);
vec2 rc = rm * coord;
float f = (atan(rc.y, rc.x) + 3.1415926536) / (2.0 * 3.1415926536);
vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
vec4 gradient = color0 * (1.0-f) + color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
"""
}
}
fun angularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0): ShadeStyle {
return AngularGradient(color0, color1, offset, rotation)
}

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package org.openrndr.extra.shadestyles
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.ShadeStyle
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.math.Vector2
class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) : ShadeStyle() {
@ColorParameter("start color", order = 0)
var color0: ColorRGBa by Parameter()
@ColorParameter("end color", order = 1)
var color1: ColorRGBa by Parameter()
var offset: Vector2 by Parameter()
@DoubleParameter("rotation", -180.0, 180.0, order = 2)
var rotation: Double by Parameter()
@DoubleParameter("length", 0.0, 10.0, order = 3)
var length: Double by Parameter()
init {
this.color0 = color0
this.color1 = color1
this.offset = offset
this.rotation = rotation
this.length = length
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
float cr = cos(radians(p_rotation));
float sr = sin(radians(p_rotation));
mat2 rm = mat2(cr, -sr, sr, cr);
vec2 rc = rm * coord;
float f = abs(atan(rc.y, rc.x)) / (3.1415926536);
//float f = abs(atan(rc.y/rc.x)) / (3.1415926536/2.0);
//float f = (atan(rc.y/rc.x) + 3.1415926536/2.0) / (3.1415926536);
vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
vec4 gradient = color0 * (1.0-f) + color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
}
"""
}
}
fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0): ShadeStyle {
return HalfAngularGradient(color0, color1, offset, rotation)
}

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

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package org.openrndr.extra.shadestyles
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.ShadeStyle
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.math.Vector2
@Description("Radial gradient")
class RadialGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0, length: Double = 1.0) : ShadeStyle() {
@ColorParameter("start color", order = 0)
var color0 : ColorRGBa by Parameter()
@ColorParameter("end color", order = 1)
var color1 : ColorRGBa by Parameter()
var offset : Vector2 by Parameter()
@DoubleParameter("rotation", -180.0, 180.0)
var rotation : Double by Parameter()
@DoubleParameter("length", 0.0, 10.0)
var length: Double by Parameter()
init {
this.color0 = color0
this.color1 = color1
this.offset = offset
this.rotation = rotation
this.length = length
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
float cr = cos(radians(p_rotation));
float sr = sin(radians(p_rotation));
mat2 rm = mat2(cr, -sr, sr, cr);
float f = clamp(p_length * length(rm * coord), 0.0, 1.0);
vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
vec4 gradient = color0 * (1.0-f) + color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
"""
}
}
fun radialGradient(
color0: ColorRGBa,
color1: ColorRGBa,
offset: Vector2 = Vector2.ZERO,
rotation: Double = 0.0,
length: Double = 1.0
): ShadeStyle {
return RadialGradient(color0, color1, offset, rotation, length)
}