[orx-shade-styles] Add elliptical gradient support

This commit is contained in:
Edwin Jakobs
2025-03-04 08:37:06 +01:00
parent 5bd5421f31
commit e7f11d90b2
7 changed files with 242 additions and 49 deletions

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@@ -24,6 +24,7 @@ kotlin {
implementation(project(":orx-shade-styles"))
implementation(project(":orx-noise"))
implementation(project(":orx-shapes"))
implementation(project(":orx-image-fit"))
}
}
}

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@@ -0,0 +1,112 @@
package org.openrndr.extra.shadestyles.fills.gradients
import org.openrndr.color.AlgebraicColor
import org.openrndr.color.ConvertibleToColorRGBa
import org.openrndr.extra.shaderphrases.sdf.sdEllipsePhrase
import org.openrndr.math.CastableToVector4
import org.openrndr.math.Vector2
import org.openrndr.math.Vector4
import kotlin.reflect.KClass
class EllipticalGradient<C>(
colorType: KClass<C>,
center: Vector2 = Vector2(0.5, 0.5),
radiusX: Double = 1.0,
radiusY: Double = 1.0,
colors: Array<Vector4>,
points: Array<Double> = Array(colors.size) { it / (colors.size - 1.0) },
structure: GradientBaseStructure
) : GradientBase<C>(
colorType,
colors,
points,
structure
)
where C : ConvertibleToColorRGBa, C : AlgebraicColor<C>, C : CastableToVector4 {
var radiusX: Double by Parameter()
var radiusY: Double by Parameter()
var center: Vector2 by Parameter()
init {
this.radiusX = radiusX
this.radiusY = radiusY
this.center = center
}
companion object {
val gradientFunction = """$sdEllipsePhrase
float gradientFunction(vec2 coord) {
if (abs(p_radiusX - p_radiusY) < 1E-4) {
vec2 d0 = coord - p_center;
float d0l = length(d0);
float f = d0l / p_radiusX;
return f;
} else {
float maxRadius = min(p_radiusX, p_radiusY);
vec2 d0 = (coord - p_center) / maxRadius;
float f = sdEllipse(d0, vec2(p_radiusX, p_radiusY)/maxRadius );
float f0 = sdEllipse(vec2(0.0), vec2(p_radiusX, p_radiusY)/maxRadius );
f -= f0;
return f;
}
}
""".trimIndent()
}
}
class EllipticalGradientBuilder<C>(private val gradientBuilder: GradientBuilder<C>) : GradientShadeStyleBuilder<C>
where C : ConvertibleToColorRGBa, C : AlgebraicColor<C>, C : CastableToVector4 {
/**
* Specifies the center point for the radial gradient.
*
* The `center` represents the normalized coordinates within the bounds of the gradient's area.
* When using BOUNDS coordinates a value of `Vector2(0.5, 0.5)` corresponds to the geometric center of the gradient's
* bounds. The coordinates are normalized, where (0,0) is the top-left corner and (1,1) is the bottom-right corner.
* This value determines the starting position for the radial gradient effect.
*/
var center = Vector2(0.5, 0.5)
/**
* Specifies the radius of the radial gradient.
*
* The `radius` determines the extent of the gradient from the center point outward.
*
* When using BOUNDS coordinates it is expressed as a normalized value where `0.0` represents no radius
* (a single point at the center) and `1.0` corresponds to the full extent to the edge of the gradient's bounding area.
* Adjusting this value alters the size and spread of the gradient.
*/
var radiusX = 0.5
var radiusY = 0.5
/**
* Specifies the focal center point for the radial gradient.
*
* The `focalCenter` defines an additional center point for the radial gradient,
* allowing for more complex and visually distinct gradient effects compared to the default center.
* If not explicitly set, it defaults to the same value as the `center`.
*
* This property can be used to create focused or offset gradient patterns by positioning
* the focal center differently relative to the main center point. The coordinates can
* be normalized within the bounds, where (0,0) represents the top-left corner and (1,1)
* represents the bottom-right corner.
*/
var focalCenter: Vector2? = null
var focalRadius: Double? = null
override fun build(): GradientBase<C> {
val (stops, colors) = gradientBuilder.extractStepsUnzip()
return EllipticalGradient(
gradientBuilder.colorType,
center,
radiusX,
radiusY,
colors,
stops,
gradientBuilder.structure()
)
}
}

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@@ -93,26 +93,40 @@ open class GradientBase<C>(
f = levelWarp(coord, f);
if (p_quantization != 0) {
f = floor(f * float(p_quantization)) / (float(p_quantization) - 1.0);
f *= float(p_quantization);
float seam = ceil(f + 0.5);
vec2 d = vec2(dFdx(f), dFdy(f));
f = (f - seam) / length(d*1.0) + seam;
f = clamp(f, seam-.5, seam+.5);
f /= float(p_quantization);
}
float sf;
float mf = 0.0;
if (p_spreadMethod == 0) { // PAD
f = clamp(f, 0.0, 1.0);
sf = clamp(f, 0.0, 1.0);
} else if (p_spreadMethod == 1) { // REFLECT
f = 2.0 * abs(f / 2.0 - floor(f / 2.0 + 0.5));
sf = 2.0 * abs(f / 2.0 - floor(f / 2.0 + 0.5));
} else if (p_spreadMethod == 2) { // REPEAT
f = mod(f, 1.0);
sf = mod(f, 1.0);
float seam = ceil(f);
vec2 d = vec2(dFdx(f), dFdy(f));
mf = (f - seam) / length(d) + seam;
}
int i = 0;
while (i < p_points_SIZE - 1 && f >= p_points[i+1]) { i++; }
while (i < p_points_SIZE - 1 && sf >= p_points[i+1]) { i++; }
vec4 color0 = p_colors[i];
vec4 color1 = p_colors[i+1];
vec4 color1 = p_colors[(i+1) % p_colors_SIZE];
float g = (f - p_points[i]) / (p_points[i+1] - p_points[i]);
float g = (sf - p_points[i]) / (p_points[i+1] - p_points[i]);
vec4 gradient = mix(color0, color1, clamp(g, 0.0, 1.0));
if (mf > 0.0 && p_quantization == 0) {
gradient = p_colors[p_colors_SIZE - 1] * (1.0 - mf) + p_colors[0] * mf;
}
${generateColorTransform(colorType)}
x_fill *= gradient;
"""

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@@ -57,6 +57,11 @@ class GradientBuilder<C>(val colorType: KClass<C>)
gradientFunction = RadialGradient.gradientFunction
}
fun elliptic(builder: EllipticalGradientBuilder<C>.() -> Unit) {
shadeStyleBuilder = EllipticalGradientBuilder(this).apply { builder() }
gradientFunction = EllipticalGradient.gradientFunction
}
/**
* Configures a conic gradient by applying the provided builder block.
*

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@@ -2,6 +2,7 @@ package org.openrndr.extra.shadestyles.fills.gradients
import org.openrndr.color.AlgebraicColor
import org.openrndr.color.ConvertibleToColorRGBa
import org.openrndr.extra.shaderphrases.sdf.sdStarPhrase
import org.openrndr.math.CastableToVector4
import org.openrndr.math.Vector2
import org.openrndr.math.Vector4
@@ -42,48 +43,17 @@ open class StellarGradient<C>(
}
companion object {
val gradientFunction = """
const float pi = $PI;
const vec3 c = vec3(1,0,-1);
/*
taken from https://www.shadertoy.com/view/csXcD8# by ShaderToy user 'nr4'
*/
float dstar(in vec2 x, in float r1, in float r2, in float N) {
N *= 2.;
float p = atan(x.y,x.x),
k = pi/N,
dp = mod(p, 2.*k),
parity = mod(round((p-dp)*.5/k), 2.),
dkp = mix(k,-k,parity),
kp = k+dkp,
km = k-dkp;
vec2 p1 = r1*vec2(cos(km),sin(km)),
p2 = r2*vec2(cos(kp),sin(kp)),
dpp = p2-p1,
n = normalize(dpp).yx*c.xz,
xp = length(x)*vec2(cos(dp), sin(dp)),
xp1 = xp-p1;
float t = dot(xp1,dpp)/dot(dpp,dpp)-.5,
r = (1.-2.*parity)*dot(xp1,n);
return t < -.5
? sign(r)*length(xp1)
: t < .5
? r
: sign(r)*length(xp-p2);
}
float gradientFunction(vec2 coord) {
vec2 d0 = coord - p_center;
d0 = rotate2D(d0, p_rotation);
float innerRadius = 1.0 - p_sharpness;
float f = dstar(d0 / p_radius, innerRadius, 1.0, float(p_sides));
// dstar is broken at vec2(0.0, 0.0), let's nudge it a bit
float f0 = dstar(vec2(1E-6, 1E-6), innerRadius, 1.0, float(p_sides));
f -= f0;
f /= 0.5 * 1.0 * (1.0 + cos(pi / float(p_sides)));
return f;
}
""".trimIndent()
val gradientFunction = """$sdStarPhrase
float gradientFunction(vec2 coord) {
vec2 d0 = coord - p_center;
d0 = rotate2D(d0, p_rotation);
float f = sdStar(d0 / p_radius, 1.0, p_sides, p_sharpness);
float f0 = sdStar(vec2(0.0), 1.0, p_sides, p_sharpness);
f -= f0;
f /= 0.5 * 1.0 * (1.0 + cos($PI / float(p_sides)));
return f;
}
""".trimIndent()
}
}

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@@ -0,0 +1,46 @@
package gradients
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.loadFont
import org.openrndr.extra.color.presets.BLUE_STEEL
import org.openrndr.extra.shadestyles.fills.FillUnits
import org.openrndr.extra.shadestyles.fills.SpreadMethod
import org.openrndr.extra.shadestyles.fills.gradients.gradient
fun main() {
application {
configure {
width = 720
height = 720
}
program {
extend {
drawer.shadeStyle = gradient<ColorRGBa> {
stops[0.0] = ColorRGBa.BLACK
stops[1.0] = ColorRGBa.WHITE
fillUnits = FillUnits.WORLD
spreadMethod = SpreadMethod.REPEAT
//levelWarpFunction = """float levelWarp(vec2 p, float level) { return level + cos(p.x*0.01 + level)*0.1; } """
//quantization = 3
// stellar {
// radius = drawer.bounds.width/8.0
// center = drawer.bounds.position(0.5, 0.0)
// sides = 6
// sharpness = 0.5
// rotation = seconds * 36.0
// }
conic {
angle = 360.0 * 8.0
center = drawer.bounds.position(0.5, 0.5)
}
}
drawer.rectangle(drawer.bounds)
}
}
}
}

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@@ -0,0 +1,45 @@
package gradients
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.loadFont
import org.openrndr.extra.color.presets.BLUE_STEEL
import org.openrndr.extra.shadestyles.fills.FillUnits
import org.openrndr.extra.shadestyles.fills.SpreadMethod
import org.openrndr.extra.shadestyles.fills.gradients.gradient
import org.openrndr.extra.shapes.primitives.grid
import kotlin.math.PI
import kotlin.math.cos
import kotlin.math.sin
fun main() = application {
configure {
width = 720
height = 720
}
program {
extend {
val grid = drawer.bounds.grid(2, 2)
drawer.stroke = null
for ((index, cell) in grid.flatten().withIndex()) {
drawer.shadeStyle = gradient<ColorRGBa> {
stops[0.0] = ColorRGBa.RED
stops[0.5] = ColorRGBa.PINK
stops[1.0] = ColorRGBa.WHITE
fillUnits = FillUnits.BOUNDS
spreadMethod = SpreadMethod.REPEAT
quantization = 8
elliptic {
radiusX = cos(index / 2.0 * PI + seconds) * 0.45 + 0.5
radiusY = sin(index / 2.0 * PI + seconds) * 0.45 + 0.5
}
}
drawer.rectangle(cell)
}
}
}
}