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

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.LineJoin
import org.openrndr.extra.noise.gradient
import org.openrndr.extra.noise.simplex3D
import org.openrndr.extra.noise.withVector2Output
fun main() = application {
configure {
width = 720
height = 720
}
program {
val n = simplex3D.withVector2Output().gradient()
extend {
drawer.stroke = null
drawer.fill = ColorRGBa.PINK
drawer.lineJoin = LineJoin.ROUND
drawer.stroke = ColorRGBa.WHITE
for (y in 0 until height step 20) {
for (x in 0 until width step 20) {
val d = n(40, x * 0.003, y * 0.003,seconds) * 5.0
drawer.lineSegment(x * 1.0, y * 1.0, x * 1.0 + d.x, y * 1.0 + d.y)
}
}
}
}
}

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.colorBuffer
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.noise.gradientPerturbFractal
import org.openrndr.extra.noise.simplex
import org.openrndr.math.Vector2
import kotlin.math.absoluteValue
fun main() {
application {
program {
val cb = colorBuffer(width, height)
val shad = cb.shadow
extend {
for (y in 0 until height) {
for (x in 0 until width) {
val p = gradientPerturbFractal(300, frequency = 0.8, position = Vector2(seconds + x/320.0,y/240.0))
val d = simplex(300, p.x, p.y+seconds, seconds).absoluteValue
shad[x, y] = ColorRGBa(d, d, d, 1.0)
}
}
shad.upload()
drawer.image(cb)
}
}
}
}

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.colorBuffer
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.noise.gradientPerturbFractal
import org.openrndr.extra.noise.simplex
import org.openrndr.math.Vector3
import kotlin.math.absoluteValue
fun main() {
application {
program {
val cb = colorBuffer(width, height)
val shad = cb.shadow
extend {
for (y in 0 until height) {
for (x in 0 until width) {
val p = gradientPerturbFractal(300, frequency = 0.8, position = Vector3(x/320.0,y/240.0, seconds))
val d = simplex(300, p.x, p.y, p.z).absoluteValue
shad[x, y] = ColorRGBa(d, d, d, 1.0)
}
}
shad.upload()
drawer.image(cb)
}
}
}
}

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import org.openrndr.application
import org.openrndr.draw.colorBuffer
import org.openrndr.extra.noise.filters.*
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
import kotlin.math.sin
/**
* Render existing GLSL noise algorithms side by side.
* Re-use the same color buffer for the rendering.
* Not all noise properties are used. Explore each noise class
* to find out more adjustable properties.
* The noise color can be set using a `color` or a `gain` property.
*/
fun main() = application {
program {
val noises = listOf(
HashNoise(), SpeckleNoise(), CellNoise(),
ValueNoise(), SimplexNoise3D(), WorleyNoise()
)
val img = colorBuffer(width / noises.size, height * 8 / 10)
extend {
val seed = seconds * 0.1
val scale = 1.0 + sin(seed) * 0.5
noises.forEach { noise ->
when (noise) {
is HashNoise -> {
noise.seed = seed
noise.gain = Vector4(0.5 + sin(seconds) * 0.5)
noise.monochrome = frameCount % 100 < 50
}
is SpeckleNoise -> {
noise.seed = seed
noise.density = 0.1 + sin(seconds) * 0.1
}
is CellNoise -> {
noise.seed = Vector2(seed)
noise.scale = Vector2(scale)
}
is ValueNoise -> {
noise.seed = Vector2(seed)
noise.scale = Vector2(scale)
noise.gain = Vector4(0.5)
}
is SimplexNoise3D -> {
noise.seed = Vector3(seed)
noise.scale = Vector3(scale)
}
is WorleyNoise -> {
noise.scale = scale
noise.offset = Vector2(seed)
}
}
noise.apply(emptyArray(), img)
drawer.image(img)
drawer.translate(
width / noises.size * 1.0,
height * 2 / 10 / (noises.size - 1.0)
)
}
}
}
}

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import org.openrndr.application
import org.openrndr.draw.colorBuffer
import org.openrndr.extra.gui.GUI
import org.openrndr.extra.noise.filters.*
/**
* Render existing GLSL noise algorithms side by side.
* Use the GUI to explore the effects.
*/
fun main() = application {
configure {
width = 200 * 6 + 200
height = 500
}
program {
val noises = listOf(
HashNoise(), SpeckleNoise(), CellNoise(),
ValueNoise(), SimplexNoise3D(), WorleyNoise()
)
val img = colorBuffer(200, 460)
val gui = GUI()
noises.forEach { gui.add(it) }
extend(gui)
extend {
noises.forEachIndexed { i, noise ->
noise.apply(emptyArray(), img)
drawer.image(img, 200.0 + i * 200.0, 20.0)
}
}
}
}

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.math.Vector2
import org.openrndr.math.mod_
import org.openrndr.extra.noise.scatter
import org.openrndr.shape.Ellipse
import kotlin.math.cos
import kotlin.random.Random
fun main() {
application {
program {
extend {
val shape = Ellipse(Vector2(width/2.0, height/2.0), 200.0, 150.0 + cos(seconds)*125.0).shape
val points = shape.scatter(20.0, random = Random(0))
drawer.clear(ColorRGBa.BLACK)
drawer.stroke = null
drawer.fill = ColorRGBa.PINK
drawer.circles(points, 4.0)
if (seconds.mod_(2.0) < 1.0) {
drawer.stroke = ColorRGBa.PINK
drawer.fill = null
drawer.shape(shape)
}
}
}
}
}

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.LineJoin
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.noise.simplex
import org.openrndr.shape.contour
fun main() = application {
configure {
width = 720
height = 720
}
program {
extend {
drawer.stroke = null
drawer.fill = ColorRGBa.PINK
drawer.lineJoin = LineJoin.ROUND
for (y in 0..height step 20) {
val c = contour {
moveTo(0.0, 0.0)
for (x in 0..width step 40) {
val cx = simplex(y, x * 0.1 + seconds) * 10.0 + x
val cy = simplex(y + 3000, x * 0.1 + seconds) * 20.0
val px = simplex(y + 8000, x * 0.1 + seconds) * 10.0 + x
val py = simplex(y + 6000, x * 0.1 + seconds) * 20.0
continueTo(cx, cy, px, py)
}
}
val points = c.equidistantPositions(50)
drawer.circles(points, 10.0)
drawer.translate(0.0, 20.0)
}
}
}
}

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import org.openrndr.application
import org.openrndr.color.rgb
import org.openrndr.draw.colorBuffer
import org.openrndr.extra.noise.Random
import org.openrndr.extra.noise.filters.*
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
import kotlin.math.sin
/**
* A sine oscillator with randomized parameters
*/
class SinOsc {
private val freq = Random.double(0.1, 2.0)
private val phase = Random.double(0.0, 6.28)
private val add = Random.double(0.0, 1.0)
private val mul = Random.double(0.0, 1.0 - add)
operator fun invoke() = sin(System.currentTimeMillis() * 0.0001 * freq + phase) * mul + add
}
/**
* Render an animated Simplex3D texture using shaders.
*
* The uniforms in the shader are controlled by
* randomized sine oscillators.
*/
fun main() = application {
program {
val noise = SimplexNoise3D()
val img = colorBuffer(width, height)
val wav = List(21) { SinOsc() }
extend {
noise.seed = Vector3(wav[0](), wav[1](), wav[2]()) // = position
noise.scale = Vector3(wav[3](), wav[4](), wav[5]())
noise.lacunarity = Vector3(wav[6](), wav[7](), wav[8]())
noise.gain = Vector4(wav[9](), wav[10](), wav[11](), wav[12]())
noise.decay = Vector4(wav[13](), wav[14](), wav[15](), wav[16]())
noise.octaves = 4
noise.bias = Vector4(wav[17](), wav[18](), wav[19](), wav[20]())
noise.apply(emptyArray(), img)
drawer.clear(rgb(0.20, 0.18, 0.16))
drawer.image(img)
}
}
}