Add DemoNoClear.kt
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19
orx-no-clear/build.gradle
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19
orx-no-clear/build.gradle
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sourceSets {
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demo {
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java {
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srcDirs = ["src/demo/kotlin"]
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compileClasspath += main.getCompileClasspath()
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runtimeClasspath += main.getRuntimeClasspath()
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}
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}
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}
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dependencies {
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//implementation project(":orx-?")
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demoImplementation("org.openrndr:openrndr-core:$openrndrVersion")
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demoImplementation("org.openrndr:openrndr-extensions:$openrndrVersion")
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demoRuntimeOnly("org.openrndr:openrndr-gl3:$openrndrVersion")
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demoRuntimeOnly("org.openrndr:openrndr-gl3-natives-$openrndrOS:$openrndrVersion")
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demoImplementation(sourceSets.getByName("main").output)
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}
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72
orx-no-clear/src/demo/kotlin/DemoNoClear.kt
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72
orx-no-clear/src/demo/kotlin/DemoNoClear.kt
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import org.openrndr.application
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import org.openrndr.color.ColorHSLa
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import org.openrndr.color.rgb
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import org.openrndr.draw.isolated
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.noclear.NoClear
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import org.openrndr.math.Polar
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import org.openrndr.shape.contour
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import kotlin.math.sin
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fun main() {
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application {
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program {
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var time = 0.0
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// -- this block is for automation purposes only
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if (System.getProperty("takeScreenshot") == "true") {
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extend(SingleScreenshot()) {
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this.delayFrames = 120
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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// ------------------------------------------------------------
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// By default OPENRNDR clears the canvas on each animation
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// frame. NoClear disables that behavior, letting you
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// draw on top of what you drew previously.
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// That's the default in some other frameworks.
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// ------------------------------------------------------------
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extend(NoClear()) {
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// backdrop is optional and it sets the initial state
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// of the canvas. It can be a generative pattern, an image
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// loaded from disk... In this case we start with dark gray.
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backdrop = { drawer.clear(rgb(0.15)) }
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}
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extend {
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// Draw something. For this demo *what* you draw is not so
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// important, only the fact that it stays on the canvas
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// until you draw something else on top of it.
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drawer.isolated {
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// center the origin
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translate(bounds.center)
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for(i in 0..5) {
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time += 0.01
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// Make a list of 4 points rotating around the center at
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// different speeds
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val points = List(4) {
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Polar(time * (15.0 + it * 5),
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250.0 * sin(time + it * 65)).cartesian
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}
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// Use those 4 points to create a bezier curve
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val c = contour {
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moveTo(points.first())
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curveTo(points[1], points[2], points.last())
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}
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// Draw the curve with increasing hue and lightness modulation
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fill = null
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stroke = ColorHSLa(time * 10.0, 0.8,
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0.5 + 0.2 * sin(time * 3), 0.5).toRGBa()
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contour(c)
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}
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}
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}
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}
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}
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}
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