Fixes and move to jvmDemo (#286)

This commit is contained in:
Vechro
2023-01-15 16:27:19 +02:00
committed by GitHub
parent e27f7eb4cb
commit 47d4293a57
117 changed files with 75 additions and 310 deletions

View File

@@ -0,0 +1,37 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.ColorType
import org.openrndr.extra.compositor.*
import org.openrndr.extra.fx.blur.DirectionalBlur
import org.openrndr.extra.fx.blur.HashBlurDynamic
import org.openrndr.extra.fx.patterns.Checkers
import kotlin.math.cos
fun main() {
application {
program {
val c = compose {
layer {
val a = aside(colorType = ColorType.FLOAT32) {
post(Checkers()) {
this.size = cos(seconds)*0.5 + 0.5
}
}
draw {
drawer.clear(ColorRGBa.GRAY.shade(0.5))
drawer.circle(width/2.0, height/2.0, 100.0)
}
post(HashBlurDynamic(), a) {
time = seconds
radius = 25.0
}
}
}
extend {
c.draw(drawer)
}
}
}
}

View File

@@ -0,0 +1,88 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.color.rgb
import org.openrndr.draw.Drawer
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.compositor.compose
import org.openrndr.extra.compositor.draw
import org.openrndr.extra.compositor.layer
import org.openrndr.extra.compositor.post
import org.openrndr.extra.fx.blur.ApproximateGaussianBlur
import org.openrndr.math.Vector3
import kotlin.random.Random
/**
* Compositor demo showing 3 layers of moving items
* with a different amount of blur in each layer,
* simulating depth of field
*/
fun main() = application {
configure {
width = 900
height = 900
}
program {
data class Item(var pos: Vector3, val color: ColorRGBa) {
fun draw(drawer: Drawer) {
pos -= Vector3(pos.z * 3.0, 0.0, 0.0)
if (pos.x < -260.0) {
pos = Vector3(width + 260.0, pos.y, pos.z)
}
drawer.fill = null
drawer.stroke = color
drawer.strokeWeight = 2.0 + 30.0 * pos.z * pos.z
drawer.circle(pos.xy, 10.0 + 250.0 * pos.z * pos.z)
}
}
val items = List(50) {
val pos = Vector3(Random.nextDouble() * width,
Random.nextDouble(0.3, 0.7) * height,
Random.nextDouble())
Item(pos, ColorRGBa.PINK.shade(Random.nextDouble(0.2, 0.9)))
}.sortedBy { it.pos.z }
val composite = compose {
layer {
draw {
drawer.stroke = null
items.filter { it.pos.z < 0.33 }.forEach {
it.draw(drawer)
}
}
post(ApproximateGaussianBlur()) {
window = 25
sigma = 5.00
}
}
layer {
draw {
drawer.stroke = null
items.filter { it.pos.z in 0.33..0.66 }.forEach {
it.draw(drawer)
}
}
}
layer {
draw {
drawer.stroke = null
items.filter { it.pos.z > 0.66 }.forEach {
it.draw(drawer)
}
}
post(ApproximateGaussianBlur()) {
window = 25
sigma = 5.00
}
}
}
extend {
drawer.clear(rgb(0.2))
composite.draw(drawer)
}
}
}

View File

@@ -0,0 +1,50 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.BufferMultisample
import org.openrndr.extra.compositor.blend
import org.openrndr.extra.compositor.compose
import org.openrndr.extra.compositor.draw
import org.openrndr.extra.compositor.layer
import org.openrndr.extra.fx.blend.Normal
import org.openrndr.math.Vector2
import org.openrndr.shape.Rectangle
/**
* Demonstration of using [BufferMultisample] on a per layer basis.
* Try changing which layer has multisampling applied and observe the results.
*/
fun main() = application {
configure {
width = 800
height = 800
}
program {
val layers = compose {
layer(multisample = BufferMultisample.SampleCount(16)) {
draw {
drawer.translate(drawer.bounds.center)
drawer.rotate(seconds)
drawer.fill = ColorRGBa.PINK
drawer.rectangle(Rectangle.fromCenter(Vector2.ZERO, 200.0))
}
layer {
blend(Normal()) {
clip = true
}
draw {
drawer.rotate(seconds * -2)
drawer.fill = ColorRGBa.WHITE
drawer.rectangle(Rectangle.fromCenter(Vector2.ZERO, 200.0))
}
}
}
}
extend {
drawer.clear(ColorRGBa.WHITE)
layers.draw(drawer)
}
}
}