[orx-shade-styles] Add elliptical gradient support
This commit is contained in:
@@ -24,6 +24,7 @@ kotlin {
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implementation(project(":orx-shade-styles"))
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implementation(project(":orx-noise"))
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implementation(project(":orx-shapes"))
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implementation(project(":orx-image-fit"))
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}
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}
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}
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@@ -0,0 +1,112 @@
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package org.openrndr.extra.shadestyles.fills.gradients
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import org.openrndr.color.AlgebraicColor
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import org.openrndr.color.ConvertibleToColorRGBa
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import org.openrndr.extra.shaderphrases.sdf.sdEllipsePhrase
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import org.openrndr.math.CastableToVector4
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector4
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import kotlin.reflect.KClass
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class EllipticalGradient<C>(
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colorType: KClass<C>,
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center: Vector2 = Vector2(0.5, 0.5),
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radiusX: Double = 1.0,
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radiusY: Double = 1.0,
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colors: Array<Vector4>,
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points: Array<Double> = Array(colors.size) { it / (colors.size - 1.0) },
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structure: GradientBaseStructure
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) : GradientBase<C>(
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colorType,
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colors,
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points,
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structure
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)
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where C : ConvertibleToColorRGBa, C : AlgebraicColor<C>, C : CastableToVector4 {
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var radiusX: Double by Parameter()
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var radiusY: Double by Parameter()
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var center: Vector2 by Parameter()
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init {
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this.radiusX = radiusX
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this.radiusY = radiusY
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this.center = center
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}
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companion object {
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val gradientFunction = """$sdEllipsePhrase
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float gradientFunction(vec2 coord) {
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if (abs(p_radiusX - p_radiusY) < 1E-4) {
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vec2 d0 = coord - p_center;
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float d0l = length(d0);
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float f = d0l / p_radiusX;
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return f;
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} else {
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float maxRadius = min(p_radiusX, p_radiusY);
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vec2 d0 = (coord - p_center) / maxRadius;
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float f = sdEllipse(d0, vec2(p_radiusX, p_radiusY)/maxRadius );
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float f0 = sdEllipse(vec2(0.0), vec2(p_radiusX, p_radiusY)/maxRadius );
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f -= f0;
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return f;
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}
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}
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""".trimIndent()
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}
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}
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class EllipticalGradientBuilder<C>(private val gradientBuilder: GradientBuilder<C>) : GradientShadeStyleBuilder<C>
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where C : ConvertibleToColorRGBa, C : AlgebraicColor<C>, C : CastableToVector4 {
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/**
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* Specifies the center point for the radial gradient.
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*
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* The `center` represents the normalized coordinates within the bounds of the gradient's area.
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* When using BOUNDS coordinates a value of `Vector2(0.5, 0.5)` corresponds to the geometric center of the gradient's
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* bounds. The coordinates are normalized, where (0,0) is the top-left corner and (1,1) is the bottom-right corner.
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* This value determines the starting position for the radial gradient effect.
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*/
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var center = Vector2(0.5, 0.5)
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/**
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* Specifies the radius of the radial gradient.
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*
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* The `radius` determines the extent of the gradient from the center point outward.
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*
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* When using BOUNDS coordinates it is expressed as a normalized value where `0.0` represents no radius
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* (a single point at the center) and `1.0` corresponds to the full extent to the edge of the gradient's bounding area.
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* Adjusting this value alters the size and spread of the gradient.
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*/
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var radiusX = 0.5
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var radiusY = 0.5
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/**
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* Specifies the focal center point for the radial gradient.
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*
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* The `focalCenter` defines an additional center point for the radial gradient,
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* allowing for more complex and visually distinct gradient effects compared to the default center.
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* If not explicitly set, it defaults to the same value as the `center`.
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*
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* This property can be used to create focused or offset gradient patterns by positioning
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* the focal center differently relative to the main center point. The coordinates can
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* be normalized within the bounds, where (0,0) represents the top-left corner and (1,1)
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* represents the bottom-right corner.
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*/
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var focalCenter: Vector2? = null
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var focalRadius: Double? = null
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override fun build(): GradientBase<C> {
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val (stops, colors) = gradientBuilder.extractStepsUnzip()
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return EllipticalGradient(
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gradientBuilder.colorType,
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center,
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radiusX,
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radiusY,
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colors,
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stops,
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gradientBuilder.structure()
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)
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}
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}
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@@ -93,26 +93,40 @@ open class GradientBase<C>(
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f = levelWarp(coord, f);
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if (p_quantization != 0) {
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f = floor(f * float(p_quantization)) / (float(p_quantization) - 1.0);
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f *= float(p_quantization);
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float seam = ceil(f + 0.5);
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vec2 d = vec2(dFdx(f), dFdy(f));
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f = (f - seam) / length(d*1.0) + seam;
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f = clamp(f, seam-.5, seam+.5);
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f /= float(p_quantization);
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}
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float sf;
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float mf = 0.0;
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if (p_spreadMethod == 0) { // PAD
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f = clamp(f, 0.0, 1.0);
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sf = clamp(f, 0.0, 1.0);
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} else if (p_spreadMethod == 1) { // REFLECT
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f = 2.0 * abs(f / 2.0 - floor(f / 2.0 + 0.5));
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sf = 2.0 * abs(f / 2.0 - floor(f / 2.0 + 0.5));
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} else if (p_spreadMethod == 2) { // REPEAT
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f = mod(f, 1.0);
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sf = mod(f, 1.0);
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float seam = ceil(f);
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vec2 d = vec2(dFdx(f), dFdy(f));
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mf = (f - seam) / length(d) + seam;
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}
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int i = 0;
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while (i < p_points_SIZE - 1 && f >= p_points[i+1]) { i++; }
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while (i < p_points_SIZE - 1 && sf >= p_points[i+1]) { i++; }
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vec4 color0 = p_colors[i];
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vec4 color1 = p_colors[i+1];
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vec4 color1 = p_colors[(i+1) % p_colors_SIZE];
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float g = (f - p_points[i]) / (p_points[i+1] - p_points[i]);
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float g = (sf - p_points[i]) / (p_points[i+1] - p_points[i]);
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vec4 gradient = mix(color0, color1, clamp(g, 0.0, 1.0));
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if (mf > 0.0 && p_quantization == 0) {
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gradient = p_colors[p_colors_SIZE - 1] * (1.0 - mf) + p_colors[0] * mf;
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}
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${generateColorTransform(colorType)}
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x_fill *= gradient;
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"""
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@@ -57,6 +57,11 @@ class GradientBuilder<C>(val colorType: KClass<C>)
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gradientFunction = RadialGradient.gradientFunction
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}
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fun elliptic(builder: EllipticalGradientBuilder<C>.() -> Unit) {
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shadeStyleBuilder = EllipticalGradientBuilder(this).apply { builder() }
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gradientFunction = EllipticalGradient.gradientFunction
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}
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/**
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* Configures a conic gradient by applying the provided builder block.
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*
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@@ -2,6 +2,7 @@ package org.openrndr.extra.shadestyles.fills.gradients
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import org.openrndr.color.AlgebraicColor
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import org.openrndr.color.ConvertibleToColorRGBa
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import org.openrndr.extra.shaderphrases.sdf.sdStarPhrase
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import org.openrndr.math.CastableToVector4
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector4
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@@ -42,48 +43,17 @@ open class StellarGradient<C>(
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}
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companion object {
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val gradientFunction = """
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const float pi = $PI;
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const vec3 c = vec3(1,0,-1);
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/*
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taken from https://www.shadertoy.com/view/csXcD8# by ShaderToy user 'nr4'
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*/
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float dstar(in vec2 x, in float r1, in float r2, in float N) {
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N *= 2.;
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float p = atan(x.y,x.x),
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k = pi/N,
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dp = mod(p, 2.*k),
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parity = mod(round((p-dp)*.5/k), 2.),
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dkp = mix(k,-k,parity),
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kp = k+dkp,
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km = k-dkp;
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vec2 p1 = r1*vec2(cos(km),sin(km)),
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p2 = r2*vec2(cos(kp),sin(kp)),
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dpp = p2-p1,
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n = normalize(dpp).yx*c.xz,
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xp = length(x)*vec2(cos(dp), sin(dp)),
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xp1 = xp-p1;
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float t = dot(xp1,dpp)/dot(dpp,dpp)-.5,
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r = (1.-2.*parity)*dot(xp1,n);
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return t < -.5
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? sign(r)*length(xp1)
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: t < .5
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? r
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: sign(r)*length(xp-p2);
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}
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float gradientFunction(vec2 coord) {
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vec2 d0 = coord - p_center;
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d0 = rotate2D(d0, p_rotation);
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float innerRadius = 1.0 - p_sharpness;
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float f = dstar(d0 / p_radius, innerRadius, 1.0, float(p_sides));
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// dstar is broken at vec2(0.0, 0.0), let's nudge it a bit
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float f0 = dstar(vec2(1E-6, 1E-6), innerRadius, 1.0, float(p_sides));
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f -= f0;
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f /= 0.5 * 1.0 * (1.0 + cos(pi / float(p_sides)));
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return f;
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}
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""".trimIndent()
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val gradientFunction = """$sdStarPhrase
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float gradientFunction(vec2 coord) {
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vec2 d0 = coord - p_center;
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d0 = rotate2D(d0, p_rotation);
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float f = sdStar(d0 / p_radius, 1.0, p_sides, p_sharpness);
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float f0 = sdStar(vec2(0.0), 1.0, p_sides, p_sharpness);
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f -= f0;
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f /= 0.5 * 1.0 * (1.0 + cos($PI / float(p_sides)));
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return f;
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}
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""".trimIndent()
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}
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}
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@@ -0,0 +1,46 @@
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package gradients
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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.loadFont
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import org.openrndr.extra.color.presets.BLUE_STEEL
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import org.openrndr.extra.shadestyles.fills.FillUnits
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import org.openrndr.extra.shadestyles.fills.SpreadMethod
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import org.openrndr.extra.shadestyles.fills.gradients.gradient
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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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}
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program {
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extend {
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drawer.shadeStyle = gradient<ColorRGBa> {
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stops[0.0] = ColorRGBa.BLACK
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stops[1.0] = ColorRGBa.WHITE
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fillUnits = FillUnits.WORLD
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spreadMethod = SpreadMethod.REPEAT
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//levelWarpFunction = """float levelWarp(vec2 p, float level) { return level + cos(p.x*0.01 + level)*0.1; } """
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//quantization = 3
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// stellar {
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// radius = drawer.bounds.width/8.0
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// center = drawer.bounds.position(0.5, 0.0)
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// sides = 6
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// sharpness = 0.5
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// rotation = seconds * 36.0
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// }
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conic {
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angle = 360.0 * 8.0
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center = drawer.bounds.position(0.5, 0.5)
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}
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}
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drawer.rectangle(drawer.bounds)
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}
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}
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}
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}
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@@ -0,0 +1,45 @@
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package gradients
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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.loadFont
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import org.openrndr.extra.color.presets.BLUE_STEEL
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import org.openrndr.extra.shadestyles.fills.FillUnits
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import org.openrndr.extra.shadestyles.fills.SpreadMethod
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import org.openrndr.extra.shadestyles.fills.gradients.gradient
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import org.openrndr.extra.shapes.primitives.grid
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import kotlin.math.PI
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import kotlin.math.cos
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import kotlin.math.sin
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fun main() = application {
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configure {
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width = 720
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height = 720
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}
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program {
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extend {
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val grid = drawer.bounds.grid(2, 2)
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drawer.stroke = null
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for ((index, cell) in grid.flatten().withIndex()) {
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drawer.shadeStyle = gradient<ColorRGBa> {
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stops[0.0] = ColorRGBa.RED
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stops[0.5] = ColorRGBa.PINK
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stops[1.0] = ColorRGBa.WHITE
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fillUnits = FillUnits.BOUNDS
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spreadMethod = SpreadMethod.REPEAT
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quantization = 8
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elliptic {
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radiusX = cos(index / 2.0 * PI + seconds) * 0.45 + 0.5
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radiusY = sin(index / 2.0 * PI + seconds) * 0.45 + 0.5
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}
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}
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drawer.rectangle(cell)
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}
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}
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}
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}
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