Add orx-shade-styles module that holds shade-style presets

This commit is contained in:
Edwin Jakobs
2020-02-13 19:51:31 +01:00
parent 44b27c5d06
commit cfdb8b7cd1
2 changed files with 116 additions and 2 deletions

View File

@@ -0,0 +1,112 @@
package org.openrndr.extra.shadestyles
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.ShadeStyle
import org.openrndr.draw.shadeStyle
import org.openrndr.math.Vector2
fun linearGradient(color0: ColorRGBa, color1: ColorRGBa, offset : Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
return shadeStyle {
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + offset);
float cr = cos(p_rotation);
float sr = sin(p_rotation);
mat2 rm = mat2(cr, -sr, sr, cr);
float f = clamp((rm * coord).y + 0.5, 0.0, 1.0);
vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
"""
parameter("offset", offset)
parameter("color0", color0.alphaMultiplied)
parameter("color1", color1.alphaMultiplied)
parameter("rotation", Math.toRadians(rotation) )
}
}
fun radialGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
return shadeStyle {
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
float cr = cos(p_rotation);
float sr = sin(p_rotation);
mat2 rm = mat2(cr, -sr, sr, cr);
float f = clamp(length(rm * coord), 0.0, 1.0);
vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
"""
parameter("offset", offset)
parameter("color0", color0.alphaMultiplied)
parameter("color1", color1.alphaMultiplied)
parameter("rotation", Math.toRadians(rotation) )
}
}
fun angularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
return shadeStyle {
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
float cr = cos(p_rotation);
float sr = sin(p_rotation);
mat2 rm = mat2(cr, -sr, sr, cr);
vec2 rc = rm * coord;
float f = (atan(rc.y, rc.x) + 3.1415926536) / (2.0 * 3.1415926536);
vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
"""
parameter("offset", offset)
parameter("color0", color0.alphaMultiplied)
parameter("color1", color1.alphaMultiplied)
parameter("rotation", Math.toRadians(rotation) )
}
}
fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle {
return shadeStyle {
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
float cr = cos(p_rotation);
float sr = sin(p_rotation);
mat2 rm = mat2(cr, -sr, sr, cr);
vec2 rc = rm * coord;
float f = abs(atan(rc.y, rc.x)) / (3.1415926536);
//float f = abs(atan(rc.y/rc.x)) / (3.1415926536/2.0);
//float f = (atan(rc.y/rc.x) + 3.1415926536/2.0) / (3.1415926536);
vec4 gradient = p_color0 * (1.0-f) + p_color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
x_fill.rgb /= x_fill.a;
}
"""
parameter("offset", offset)
parameter("color0", color0.alphaMultiplied)
parameter("color1", color1.alphaMultiplied)
parameter("rotation", Math.toRadians(rotation) )
}
}

View File

@@ -12,6 +12,7 @@ include 'orx-camera',
'orx-interval-tree',
'orx-jumpflood',
'orx-gui',
'orx-image-fit',
'orx-kdtree',
'orx-mesh-generators',
'orx-midi',
@@ -24,6 +25,7 @@ include 'orx-camera',
'orx-poisson-fill',
'orx-runway',
'orx-shader-phrases',
'orx-shade-styles',
'orx-temporal-blur',
'orx-kinect-common',
'orx-kinect-v1',
@@ -31,5 +33,5 @@ include 'orx-camera',
'orx-kinect-v1-natives-linux-x64',
'orx-kinect-v1-natives-macos',
'orx-kinect-v1-natives-windows',
'orx-kinect-v1-demo',
'orx-image-fit'
'orx-kinect-v1-demo'