[orx-noise] Tidy up demos

Produce 720px wide images.
Use main() = application { for reduced indentation
This commit is contained in:
Abe Pazos
2025-01-24 21:47:44 +01:00
parent a1b4070b51
commit c85144c6fe
23 changed files with 347 additions and 347 deletions

View File

@@ -8,20 +8,18 @@ import org.openrndr.extra.noise.rsequence.rSeq2D
* demonstrating 2D quasirandomly distributed points. The points are generated
* using the R2 sequence and drawn as circles with a radius of 5.0.
*/
fun main() {
application {
configure {
width = 720
height = 720
}
fun main() = application {
configure {
width = 720
height = 720
}
program {
extend {
val points = (0 until 4000).map {
rSeq2D(it) * 720.0
}
drawer.circles(points, 5.0)
program {
extend {
val points = (0 until 4000).map {
rSeq2D(it) * 720.0
}
drawer.circles(points, 5.0)
}
}
}
}

View File

@@ -19,27 +19,25 @@ import org.openrndr.math.Vector3
* - Generation of quasirandom points in 3D space using the `rSeq3D` function.
* - Transformation and rendering of each point as a sphere using vertex buffers.
*/
fun main() {
application {
configure {
width = 720
height = 720
}
fun main() = application {
configure {
width = 720
height = 720
}
program {
val sphere = sphereMesh(radius = 0.1)
extend(Orbital())
extend {
val points = (0 until 1400).map {
(rSeq3D(it) - Vector3(0.5)) * 10.0
}
for (point in points) {
drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
program {
val sphere = sphereMesh(radius = 0.1)
extend(Orbital())
extend {
val points = (0 until 1400).map {
(rSeq3D(it) - Vector3(0.5)) * 10.0
}
for (point in points) {
drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}
}
}

View File

@@ -27,28 +27,26 @@ import kotlin.math.min
* of the point and its color calculated by shifting the hue of a base color using
* the w-coordinate value.
*/
fun main() {
application {
configure {
width = 720
height = 720
}
fun main() = application {
configure {
width = 720
height = 720
}
program {
val sphere = sphereMesh(radius = 0.1)
val points = (0 until 10000).map {
(rSeq4D(it) - Vector4(0.5, 0.5, 0.5, 0.0)) * Vector4(10.0, 10.0, 10.0, 1.0)
}
extend(Orbital())
extend {
for (point in points) {
drawer.isolated {
drawer.translate(point.xyz)
drawer.fill = ColorRGBa.RED.toHSVa().shiftHue(point.w * 360.0).toRGBa()
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
program {
val sphere = sphereMesh(radius = 0.1)
val points = (0 until 10000).map {
(rSeq4D(it) - Vector4(0.5, 0.5, 0.5, 0.0)) * Vector4(10.0, 10.0, 10.0, 1.0)
}
extend(Orbital())
extend {
for (point in points) {
drawer.isolated {
drawer.translate(point.xyz)
drawer.fill = ColorRGBa.RED.toHSVa().shiftHue(point.w * 360.0).toRGBa()
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}
}
}