[orx-noise] Refactor LinearRangeExtensions, add SimplexRangeExtensions

This commit is contained in:
Edwin Jakobs
2025-02-02 11:27:14 +01:00
parent c88c4454e1
commit 64ac42913c
5 changed files with 102 additions and 2 deletions

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@@ -22,6 +22,7 @@ kotlin {
implementation(project(":orx-hash-grid"))
implementation(project(":orx-parameters"))
implementation(project(":orx-shader-phrases"))
api(project(":orx-math"))
}
}

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@@ -1,7 +1,8 @@
package org.openrndr.extra.noise.linearrange
import org.openrndr.extra.noise.fhash1D
import org.openrndr.math.*
import org.openrndr.extra.math.linearrange.*
import org.openrndr.math.LinearType
import kotlin.random.Random
/**

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@@ -0,0 +1,37 @@
package org.openrndr.extra.noise.simplexrange
import org.openrndr.math.LinearType
import org.openrndr.extra.math.simplexrange.SimplexRange4D
import org.openrndr.extra.math.simplexrange.SimplexRange3D
import org.openrndr.extra.math.simplexrange.SimplexRange2D
import kotlin.random.Random
/**
* Generates a uniformly distributed value within the SimplexRange2D.
*
* @param random the random number generator used to produce random values.
* @return a value of type T sampled uniformly within the 2D simplex range.
*/
fun <T:LinearType<T>> SimplexRange2D<T>.uniform(random: Random): T {
return value(random.nextDouble(), random.nextDouble())
}
/**
* Generates a uniformly distributed value within the 3D simplex range.
*
* @param random the random number generator to produce the distribution.
* @return a value of type [T] sampled uniformly within the range.
*/
fun <T:LinearType<T>> SimplexRange3D<T>.uniform(random: Random): T {
return value(random.nextDouble(), random.nextDouble(), random.nextDouble())
}
/**
* Generates a uniformly distributed value within the 4D simplex range using a random generator.
*
* @param random an instance of the random number generator used to produce random values
* @return a value of type `T` that represents a point within the simplex range
*/
fun <T:LinearType<T>> SimplexRange4D<T>.uniform(random: Random): T {
return value(random.nextDouble(), random.nextDouble(), random.nextDouble(), random.nextDouble())
}

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@@ -3,7 +3,7 @@ package linearrange
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.extra.noise.linearrange.uniform
import org.openrndr.math.rangeTo
import org.openrndr.extra.math.linearrange.rangeTo
import kotlin.random.Random
fun main() {

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@@ -0,0 +1,61 @@
package simplexrange
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.extra.math.linearrange.rangeTo
import org.openrndr.extra.math.simplexrange.SimplexRange3D
import kotlin.random.Random
import org.openrndr.extra.noise.simplexrange.uniform
import org.openrndr.extra.noise.linearrange.*
/**
* This demo creates a dynamic graphical output utilizing simplex and
* linear interpolation-based color ranges.
*
* Functionalities:
* - Defines a list of base colors converted to LAB color space for smooth interpolation.
* - Constructs a 3D simplex range and a 2D linear range for color sampling.
* - Randomly populates two sections of the screen with rectangles filled with colors
* sampled from simplex and linear ranges respectively.
* - Draws a vertical divider line in the middle of the application window.
*/
fun main() {
application {
configure {
width = 720
height = 720
}
program {
extend {
val colors = listOf(ColorRGBa.BLACK, ColorRGBa.RED, ColorRGBa.GREEN, ColorRGBa.BLUE).map { it.toLABa() }
drawer.stroke = null
val sr = SimplexRange3D(colors[0], colors[1], colors[2], colors[3])
val lr = (colors[0]..colors[1])..(colors[2]..colors[3])
val r = Random((seconds * 2).toInt())
// Draw the simplex sampling on the left
drawer.rectangles {
for (y in 0 until 40) {
for (x in 0 until 20) {
fill = sr.uniform(r).toRGBa()
rectangle(x * width / 40.0, y * height / 40.0, width / 40.0, height / 40.0)
}
}
}
// Draw the bilinear sampling on the right
drawer.rectangles {
for (y in 0 until 40) {
for (x in 20 until 40) {
fill = lr.uniform(r).toRGBa()
rectangle(x * width / 40.0, y * height / 40.0, width / 40.0, height / 40.0)
}
}
}
drawer.stroke = ColorRGBa.BLACK
drawer.lineSegment(drawer.bounds.vertical(0.5))
}
}
}
}