[orx-shade-styles] Add HemisphereLight shader and demo example
Introduce the `HemisphereLight` shader for smooth gradient lighting based on surface orientation relative to a light direction. Add a demo featuring the Suzanne model to showcase the shader in action.
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package org.openrndr.extra.shadestyles.spatial
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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.math.Vector3
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class HemisphereLight: ShadeStyle() {
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var upColor: ColorRGBa by Parameter()
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var downColor: ColorRGBa by Parameter()
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var lightDirection: Vector3 by Parameter()
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init {
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lightDirection = -Vector3.UNIT_Y
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upColor = ColorRGBa.WHITE
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downColor = ColorRGBa.BLACK
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fragmentTransform = """
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vec3 n = normalize(v_worldNormal);
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float d = dot(n, p_lightDirection) * 0.5 + 0.5;
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x_fill = mix(p_upColor, p_downColor, d);
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""".trimIndent()
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}
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}
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package spatial
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import org.openrndr.WindowMultisample
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.extra.camera.Orbital
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import org.openrndr.extra.color.presets.SADDLE_BROWN
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import org.openrndr.extra.objloader.loadOBJasVertexBuffer
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import org.openrndr.extra.shadestyles.spatial.HemisphereLight
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import org.openrndr.math.Vector3
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fun main() {
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application {
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configure {
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width = 720
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height = 720
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multisample = WindowMultisample.SampleCount(8)
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}
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program {
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val obj = loadOBJasVertexBuffer("demo-data/obj-models/suzanne/Suzanne.obj")
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 2.0)
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}
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extend {
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drawer.shadeStyle = HemisphereLight().apply {
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downColor = ColorRGBa.SADDLE_BROWN
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}
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drawer.vertexBuffer(obj, DrawPrimitive.TRIANGLES)
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}
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}
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}
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}
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