[orx-shade-styles] Write comments on demos
This commit is contained in:
@@ -1,20 +1,45 @@
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package org.openrndr.extra.shadestyles.fills
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/**
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* Specifies how to fill shapes with the gradient
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*/
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enum class FillFit {
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/** Deforms the gradient to match the bounds of the shape */
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STRETCH,
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/** Resizes the gradient to cover the bounds of the shape */
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COVER,
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/** Resizes the gradient to fit inside the bounds of the shape */
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CONTAIN
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}
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/**
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* Specifies what units are coordinates given in
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*/
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enum class FillUnits {
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/** Normalized coordinates, with (0.5, 0.5) at the center of the gradient. */
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BOUNDS,
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/** Screen coordinates in pixels */
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WORLD,
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VIEW,
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SCREEN,
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}
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/**
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* Specifies how to extend a gradient when outside the normalized range
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*/
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enum class SpreadMethod {
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/** Stretches the edge color */
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PAD,
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/** Mirrors the color in a ping-pong fashion, as if traveling through the gradient back and forth */
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REFLECT,
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/** Loops through the gradient as needed */
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REPEAT
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}
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@@ -11,6 +11,16 @@ import org.openrndr.math.transforms.transform
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import kotlin.math.PI
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import kotlin.math.cos
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/**
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* Animated demonstration on how to use the `clip` shade style to mask-out
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* part of an image (or anything else drawn while the shade style is active).
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* The clipping uses the `CONTAIN` fit mode.
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*
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* This example uses a rotating `star`-shaped clipping with 24 sides.
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* Other available clipping shapes are `circle`, `rectangle`, `line` and `ellipse`.
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*
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* Press a mouse button to toggle the `feather` property between 0.0 and 0.5.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -25,10 +35,8 @@ fun main() = application {
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val image = loadImage("demo-data/images/image-001.png")
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extend {
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val grid = drawer.bounds.grid(3, 3)
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for ((index, cell) in grid.flatten().withIndex()) {
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drawer.shadeStyle = clip {
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clipFit = FillFit.CONTAIN
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feather = gf
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@@ -12,6 +12,17 @@ import org.openrndr.math.transforms.transform
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import kotlin.math.PI
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import kotlin.math.cos
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/**
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* Animated demonstration on how to use the `clip` shade style to mask-out
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* part of an image (or anything else drawn while the shade style is active).
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* The clipping uses different fit modes on each row, and different aspect
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* ratios in each column.
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*
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* This example uses a rotating `star`-shaped clipping with 24 sides.
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* Other available clipping shapes are `circle`, `rectangle`, `line` and `ellipse`.
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*
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* Press a mouse button to toggle the `feather` property between 0.0 and 0.5.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -31,7 +42,7 @@ fun main() = application {
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for ((index, cell) in grid.flatten().withIndex()) {
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drawer.shadeStyle = clip {
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clipFit = FillFit.entries[index/3]
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clipFit = FillFit.entries[index / 3]
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feather = gf
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clipTransform = transform {
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@@ -43,12 +54,13 @@ fun main() = application {
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star {
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radius = 0.5
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center = Vector2(0.5, 0.5)
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sharpness = cos( 2 * PI * index / 9.0 + seconds) * 0.25 + 0.5
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sharpness = cos(2 * PI * index / 9.0 + seconds) * 0.25 + 0.5
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sides = 24
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}
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}
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val acell = when(val i = index%3) {
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// Use sub() on squares to create vertical or horizontal rectangles
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val acell = when (val i = index % 3) {
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1 -> cell.sub(0.0..0.5, 0.0..1.0)
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2 -> cell.sub(0.0..1.0, 0.0..0.5)
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else -> cell
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@@ -10,6 +10,17 @@ import org.openrndr.extra.shapes.primitives.placeIn
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import org.openrndr.math.Vector2
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import org.openrndr.math.transforms.transform
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/**
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* Animated demonstration on how to use the `clip` shade style to mask-out
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* part of an image (or anything else drawn while the shade style is active).
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* The clipping uses different fit modes on each row, and different aspect
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* ratios in each column.
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*
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* This example uses a rotating `ellipse`-shaped clipping.
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* Other available clipping shapes are `circle`, `rectangle`, `line` and `star`.
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*
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* Press a mouse button to toggle the `feather` property between 0.0 and 0.5.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -6,19 +6,12 @@ import org.openrndr.extra.shadestyles.fills.clip.clip
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import org.openrndr.extra.shadestyles.fills.gradients.gradient
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/**
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* The main entry point of the application that sets up the visual program.
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* Demonstrates how to combine two shade styles
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* (a conic gradient and a rounded star clipping)
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* by using the `+` operator.
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*
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* This method creates a graphical program with a 720x720 window and uses a rotating
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* gradient-shaded rectangle as the primary visual element. It demonstrates the use
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* of gradient shading and clipping through a compositional approach.
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*
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* The method performs the following actions:
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* 1. Configures the application window size.
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* 2. Constructs a conic gradient with a rotation of 54 degrees and full circular coverage.
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* 3. Creates a star-shaped clip with configurable sharpness, radius, and number of sides.
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* 4. Combines the gradient and clip into a composite shading style.
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* 5. Defines a program loop where the rectangle with the gradient and clip combination
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* rotates around the center of the canvas while being redrawn continuously.
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* The design is animated by applying a rotation transformation matrix
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* based in the `seconds` variable.
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*/
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fun main() = application {
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configure {
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@@ -7,6 +7,14 @@ import org.openrndr.extra.shadestyles.fills.gradients.gradient
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import org.openrndr.math.Vector2
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import kotlin.math.cos
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/**
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* Demonstrates how to create 4 animated gradient shade-styles with 5 colors:
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* - a linear gradient
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* - a stellar gradient
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* - a radial gradient
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* - a linear gradient with `SpreadMethod.REPEAT`
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* Each gradient style has different adjustable attributes.
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*/
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fun main() {
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application {
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configure {
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@@ -25,7 +33,6 @@ fun main() {
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linear {
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start = Vector2(0.1, 0.1).rotate(seconds * 36.0, Vector2(0.5, 0.5))
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end = Vector2(0.9, 0.9).rotate(seconds * 36.0, Vector2(0.5, 0.5))
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}
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}
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drawer.rectangle(0.0, 0.0, 360.0, 360.0)
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@@ -8,6 +8,18 @@ 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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/**
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* An application with two animated layers of slightly different stellar shade styles.
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*
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* The bottom layer features a rectangle, while the top layer includes a large text
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* repeated 5 times.
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*
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* The only different between the two shade styles is a minor change in the `levelWarp`
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* function, which is used to alter the gradient's level (its normalized `t` value)
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* based on the current coordinates being processed, and the original level at this location.
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*
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* Without this difference, the shader would look identical, and the text would be invisible.
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*/
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fun main() {
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application {
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configure {
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@@ -24,18 +36,22 @@ fun main() {
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quantization = 10
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fillUnits = FillUnits.WORLD
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spreadMethod = SpreadMethod.REFLECT
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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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levelWarpFunction = """
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float levelWarp(vec2 p, float level) {
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return level + cos(p.x * 0.01 + level) * 0.1;
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}
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""".trimIndent()
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stellar {
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radius = drawer.bounds.width/4.0
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radius = drawer.bounds.width / 4.0
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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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}
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drawer.rectangle(drawer.bounds)
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drawer.shadeStyle = gradient<ColorRGBa> {
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stops[0.0] = ColorRGBa.BLUE_STEEL
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stops[0.75] = ColorRGBa.WHITE
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@@ -44,10 +60,14 @@ fun main() {
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quantization = 10
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fillUnits = FillUnits.WORLD
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spreadMethod = SpreadMethod.REFLECT
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levelWarpFunction = """float levelWarp(vec2 p, float level) { return level + 0.1 + cos(p.x*0.01 + level)*0.1; } """
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levelWarpFunction = """
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float levelWarp(vec2 p, float level) {
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return level + 0.1 + cos(p.x * 0.01 + level) * 0.1;
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}
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""".trimIndent()
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stellar {
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radius = drawer.bounds.width/4.0
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radius = drawer.bounds.width / 4.0
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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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@@ -8,6 +8,11 @@ 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.math.Vector2
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/**
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* Demonstrates how to create a rainbow-like rotating `conic` gradient in `OKHSV` color space.
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* The gradient consists of ten evenly spaced colors, achieved by shifting the hue of a base color.
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* Since the conic gradient covers 360 degrees, changing the `spreadMethod` does not affect the result.
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*/
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fun main() {
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application {
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configure {
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@@ -11,6 +11,15 @@ import org.openrndr.extra.shapes.primitives.grid
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import org.openrndr.extra.shapes.primitives.placeIn
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import org.openrndr.math.Vector2
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/**
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* Creates a 3x3 grid of gradients demonstrating how the same gradient can look different depending on
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* the aspect ratio of the target shape and the fit method used.
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*
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* The first column features a vertical rectangle.
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* The second one, a square, and the third one a horizontal rectangle.
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*
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* The rows feature the different fit methods: `FillFit.STRETCH`, `FillFit.COVER` and `FillFit.CONTAIN`.
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*/
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fun main() {
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application {
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configure {
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@@ -6,7 +6,18 @@ 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.math.Vector2
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/**
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* Reveals the effect of using quantization on a `conic` gradient.
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* By using a `quantization` of 10 we get 9 color bands.
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*
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* Notice how the center of the `conic` gradient is specified in
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* screen coordinates. To make this possible, we need to set the
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* `fillUnits` to `FillUnits.WORLD`. By default, the center of
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* the gradient coordinates is `Vector2(0.5, 0.5)`.
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*
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*/
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fun main() {
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application {
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configure {
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@@ -10,6 +10,15 @@ import kotlin.math.PI
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import kotlin.math.cos
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import kotlin.math.sin
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/**
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* Demonstrates how to animate the `radiusX` and `radiusY` elliptic gradient arguments separately.
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* They are animated in a circular fashion, making the ellipse transition between a thin vertical shape,
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* a round shape, and a thin horizontal shape.
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*
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* The `SpreadMethod.REPEAT` setting makes the gradient cover the available space repeating the gradient
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* as many times as needed.
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*
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -10,6 +10,14 @@ import org.openrndr.extra.shadestyles.fills.gradients.gradient
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import org.openrndr.extra.shapes.primitives.grid
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import org.openrndr.math.Vector2
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/**
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* A design with 48 vertical bands with gradients. Each one has a unique `quantization`
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* value based on the index of the band. All bands have 2 color `stops`:
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* `WHITE` at the top (position 0.0), and `BLACK` near the bottom (near position 1.0),
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* with the exact value depending on the `quantization` value.
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*
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* Demonstrates how to produce a quantized gradient with a specific number of equal color bands.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -25,7 +33,7 @@ fun main() = application {
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drawer.shadeStyle = gradient<ColorRGBa> {
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quantization = index + 2
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stops[0.0] = ColorRGBa.WHITE
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stops[ (quantization) / (quantization+1.0)] = ColorRGBa.BLACK
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stops[(quantization) / (quantization + 1.0)] = ColorRGBa.BLACK
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fillUnits = FillUnits.BOUNDS
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fillFit = FillFit.COVER
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@@ -12,6 +12,13 @@ import org.openrndr.math.Vector2
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import org.openrndr.math.asDegrees
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import kotlin.math.atan2
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/**
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* Demonstrates the creation of a grid-based design with 13x13 cells, each with an elliptic gradient
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* pointing towards the center of the window. The center cell features a circular gradient (by having
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* `radiusX` equal to `radiusY`). The farther a cell is from the center, the higher the aspect ratio
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* of the ellipse is, becoming closer to a line than to a circle near the corners.
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*
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*/
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fun main() =
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application {
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configure {
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@@ -32,10 +39,10 @@ fun main() =
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spreadMethod = SpreadMethod.REPEAT
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elliptic {
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val v = Vector2(x-6.0, y-6.0)
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rotation = atan2(y- 6.0, x - 6.0).asDegrees + 180.0
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val v = Vector2(x - 6.0, y - 6.0)
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rotation = atan2(y - 6.0, x - 6.0).asDegrees + 180.0
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radiusX = 1.0
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radiusY = 1.0 / (1.0 + v.length*0.25)
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radiusY = 1.0 / (1.0 + v.length * 0.25)
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}
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}
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drawer.rectangle(cell)
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@@ -11,6 +11,17 @@ 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.shadestyles.fills.patterns.pattern
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/**
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* Demonstrates two types of shade styles: `pattern` and `luma`.
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*
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* The `pattern` shade style is used to generate a checkers-pattern.
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*
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* This example also loads and draws an image using the `luma` shade style
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* to map pixel brightnesses to gradient colors. Dark colors are
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* mapped to transparent, revealing the checkers-pattern behind it
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* in parts of the image.
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*
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -4,6 +4,11 @@ import org.openrndr.application
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import org.openrndr.draw.loadImage
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import org.openrndr.extra.shadestyles.fills.image.imageFill
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/**
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* A minimal demonstration of the `imageFill` shade style, used to texture
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* shapes using a loaded image (or generated color buffer).
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*
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -6,20 +6,25 @@ import org.openrndr.extra.shadestyles.fills.image.imageFill
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import org.openrndr.math.transforms.transform
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import kotlin.math.cos
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/**
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* Demonstrates the use of the `imageFill` shade style, applied to 10 concentric
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* circles. The rotation of each circle depends on the cosine of time, with
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* a varying time offset applied per circle, for a fun wavy effect.
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*/
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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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var img = loadImage("demo-data/images/image-001.png")
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val img = loadImage("demo-data/images/image-001.png")
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extend {
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for (i in 0 until 10) {
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drawer.shadeStyle = imageFill {
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image = img
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fillTransform = transform {
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translate(0.5, 0.5)
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rotate( cos(i * 0.5 + seconds*10.0) *10.0 )
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rotate(cos(i * 0.5 + seconds * 10.0) * 10.0)
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scale(1.0 - i * 0.05)
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translate(-0.5, -0.5)
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}
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@@ -5,6 +5,11 @@ import org.openrndr.draw.loadImage
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import org.openrndr.extra.shadestyles.fills.SpreadMethod
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import org.openrndr.extra.shadestyles.fills.image.imageFill
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/**
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* Demonstrates the use of the `domainWarpFunction` in an `imageFill` shade style, used to deform
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* the coordinate system of the shader. A `time` parameter is passed to the shader and used
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* to alter the deformation in real time.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -7,6 +7,12 @@ import org.openrndr.extra.imageFit.imageFit
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import org.openrndr.extra.shaderphrases.noise.simplex13
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import org.openrndr.extra.shadestyles.fills.noise.noise
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/**
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* Demonstrates the use of the `blueNois` variant of the `noise` shade style
|
||||
* to render an image as black and white with a pointillist luma-based effect.
|
||||
*
|
||||
* More computationally heavy than other shade styles.
|
||||
*/
|
||||
fun main() {
|
||||
application {
|
||||
configure {
|
||||
@@ -21,17 +27,23 @@ fun main() {
|
||||
phase = seconds * 10.0
|
||||
|
||||
filterWindow = 5
|
||||
domainWarpFunction =
|
||||
"""$simplex13
|
||||
vec3 domainWarp(vec3 p) { float px = simplex13(p*0.01); float py = simplex13(p.yxz*-0.01); return p + 10.25 * vec3(px, py, 0.0); }""".trimIndent()
|
||||
domainWarpFunction = """$simplex13
|
||||
vec3 domainWarp(vec3 p) {
|
||||
float px = simplex13(p * 0.01);
|
||||
float py = simplex13(p.yxz * -0.01);
|
||||
return p + 10.25 * vec3(px, py, 0.0);
|
||||
}
|
||||
""".trimIndent()
|
||||
|
||||
blueNoise {
|
||||
bits = 17
|
||||
bilinear()
|
||||
}
|
||||
|
||||
blendFunction = """vec4 blend(vec4 o, float n) { float luma = dot(o.rgb, vec3(1.0/3.0));
|
||||
|return vec4(vec3(smoothstep(luma+0.01, luma-0.01, n)), 1.0);
|
||||
blendFunction = """
|
||||
|vec4 blend(vec4 o, float n) {
|
||||
| float luma = dot(o.rgb, vec3(1.0 / 3.0));
|
||||
| return vec4(vec3(smoothstep(luma + 0.01, luma - 0.01, n)), 1.0);
|
||||
|}""".trimMargin()
|
||||
|
||||
}
|
||||
|
||||
@@ -11,6 +11,11 @@ import org.openrndr.math.Vector3
|
||||
import org.openrndr.math.transforms.transform
|
||||
import kotlin.math.cos
|
||||
|
||||
/**
|
||||
* Demonstrates the use of the `simplex` variant of the `noise` shade style.
|
||||
* It generates a gray-scale pattern, which is then colorized by using a `luma`
|
||||
* `gradient` shade style.
|
||||
*/
|
||||
fun main() {
|
||||
application {
|
||||
configure {
|
||||
@@ -23,10 +28,13 @@ fun main() {
|
||||
drawer.shadeStyle = noise {
|
||||
phase = seconds * 0.01
|
||||
simplex {
|
||||
|
||||
}
|
||||
domainWarpFunction =
|
||||
"""vec3 domainWarp(vec3 p) { float px = simplex13(p*4.0); float py = simplex13(p.yxz*-4.0); return p + 0.25 * vec3(px, py, px*py); }"""
|
||||
domainWarpFunction = """
|
||||
vec3 domainWarp(vec3 p) {
|
||||
float px = simplex13(p*4.0);
|
||||
float py = simplex13(p.yxz*-4.0);
|
||||
return p + 0.25 * vec3(px, py, px*py);
|
||||
}""".trimIndent()
|
||||
|
||||
anisotropicFbm {
|
||||
octaves = 10
|
||||
@@ -46,7 +54,6 @@ fun main() {
|
||||
stops[0.75] = ColorRGBa.BLACK
|
||||
stops[1.0] = ColorRGBa.PEACH_PUFF
|
||||
luma {
|
||||
|
||||
}
|
||||
}
|
||||
drawer.circle(drawer.bounds.center, 300.0)
|
||||
|
||||
@@ -6,6 +6,13 @@ import org.openrndr.extra.camera.Camera2D
|
||||
import org.openrndr.extra.imageFit.imageFit
|
||||
import org.openrndr.extra.shadestyles.fills.noise.noise
|
||||
|
||||
/**
|
||||
* Demonstrates how to render a color image as black and white
|
||||
* using the `whiteNoise` variant of the `noise` shade style.
|
||||
*
|
||||
* A custom `blendFunction` is used to control how pixel colors are
|
||||
* transformed.
|
||||
*/
|
||||
fun main() {
|
||||
application {
|
||||
configure {
|
||||
@@ -22,7 +29,7 @@ fun main() {
|
||||
}
|
||||
blendFunction = """vec4 blend(vec4 o, float n) {
|
||||
| float luma = dot(o.rgb, vec3(1.0/3.0));
|
||||
| return vec4(vec3(smoothstep(luma+0.01, luma-0.01, n)), 1.0);
|
||||
| return vec4(vec3(smoothstep(luma+0.05, luma-0.05, n)), 1.0);
|
||||
|}""".trimMargin()
|
||||
}
|
||||
drawer.imageFit(image, drawer.bounds)
|
||||
|
||||
@@ -10,6 +10,17 @@ import org.openrndr.extra.imageFit.imageFit
|
||||
import org.openrndr.extra.shadestyles.fills.FillUnits
|
||||
import org.openrndr.extra.shadestyles.fills.patterns.pattern
|
||||
|
||||
/**
|
||||
* Demonstrates the use of the `checkers` variant of the `pattern` shade style.
|
||||
*
|
||||
* The style is used twice with different parameters: once for a background image
|
||||
* and then for a text displayed on top of it.
|
||||
*
|
||||
* The text shade style features a `domainWarpFunction`, which is used to deform
|
||||
* the coordinate system of the shade style.
|
||||
*
|
||||
* Try reducing the `scale` parameter to make the checkers more obvious.
|
||||
*/
|
||||
fun main() = application {
|
||||
configure {
|
||||
width = 720
|
||||
@@ -23,7 +34,7 @@ fun main() = application {
|
||||
backgroundColor = ColorRGBa.NAVY
|
||||
foregroundColor = ColorRGBa.WHITE
|
||||
patternUnits = FillUnits.WORLD
|
||||
parameter("time", seconds*0.1)
|
||||
parameter("time", seconds * 0.1)
|
||||
// domainWarpFunction = """vec2 patternDomainWarp(vec2 uv) { return uv + vec2(cos(uv.y * 0.1 + p_time), sin(uv.x * 0.1 + p_time)) * 30.05; }"""
|
||||
scale = 0.4
|
||||
|
||||
@@ -39,7 +50,8 @@ fun main() = application {
|
||||
foregroundColor = ColorRGBa.WHITE
|
||||
patternUnits = FillUnits.WORLD
|
||||
parameter("time", seconds)
|
||||
domainWarpFunction = """vec2 patternDomainWarp(vec2 uv) { return uv + vec2(cos(uv.y * 0.1 + p_time), sin(uv.x * 0.1 + p_time)) * 30.05; }"""
|
||||
domainWarpFunction =
|
||||
"""vec2 patternDomainWarp(vec2 uv) { return uv + vec2(cos(uv.y * 0.1 + p_time), sin(uv.x * 0.1 + p_time)) * 30.05; }"""
|
||||
scale = 0.2
|
||||
checkers {
|
||||
}
|
||||
|
||||
@@ -8,6 +8,10 @@ import org.openrndr.extra.color.presets.PEACH_PUFF
|
||||
import org.openrndr.extra.shadestyles.fills.FillUnits
|
||||
import org.openrndr.extra.shadestyles.fills.patterns.pattern
|
||||
|
||||
/**
|
||||
* Demonstrates the use of the `xorMod2` variant of the `pattern` shade style;
|
||||
* an algorithmic and intricate pattern.
|
||||
*/
|
||||
fun main() = application {
|
||||
configure {
|
||||
width = 720
|
||||
|
||||
@@ -11,6 +11,10 @@ import org.openrndr.extra.shadestyles.fills.gradients.gradient
|
||||
import org.openrndr.extra.shadestyles.fills.patterns.pattern
|
||||
import kotlin.math.cos
|
||||
|
||||
/**
|
||||
* Demonstrates the use of a complex shade style made by combining an
|
||||
* animated `pattern`, a `gradient` and a `clip`.
|
||||
*/
|
||||
fun main() = application {
|
||||
configure {
|
||||
width = 720
|
||||
@@ -23,7 +27,7 @@ fun main() = application {
|
||||
backgroundColor = ColorRGBa.DARK_GRAY
|
||||
foregroundColor = ColorRGBa.PEACH_PUFF
|
||||
patternUnits = FillUnits.WORLD
|
||||
parameter("time", seconds*0.1)
|
||||
parameter("time", seconds * 0.1)
|
||||
scale = 0.2
|
||||
crosses {
|
||||
width = 1.0
|
||||
@@ -35,7 +39,7 @@ fun main() = application {
|
||||
stops[1.0] = ColorRGBa.BLACK
|
||||
stops[0.5] = ColorRGBa.WHITE
|
||||
stops[0.0] = ColorRGBa.WHITE
|
||||
conic { }
|
||||
conic { }
|
||||
} + clip {
|
||||
star {
|
||||
sides = 36
|
||||
@@ -53,7 +57,6 @@ fun main() = application {
|
||||
// drawer.text("Patterns", 10.0, height / 2.0)
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,11 @@ import org.openrndr.extra.objloader.loadOBJasVertexBuffer
|
||||
import org.openrndr.extra.shadestyles.spatial.HemisphereLight
|
||||
import org.openrndr.math.Vector3
|
||||
|
||||
/**
|
||||
* Demonstrates the [HemisphereLight] shade style, a simple shader
|
||||
* that can be used for simple illumination of 3D meshes.
|
||||
*
|
||||
*/
|
||||
fun main() {
|
||||
application {
|
||||
configure {
|
||||
|
||||
@@ -8,6 +8,11 @@ import org.openrndr.extra.objloader.loadOBJasVertexBuffer
|
||||
import org.openrndr.extra.shadestyles.spatial.visualizeNormals
|
||||
import org.openrndr.math.Vector3
|
||||
|
||||
/**
|
||||
* Demonstrates the use of the [visualizeNormals] shade style, which can help
|
||||
* debug the normals of a 3D mesh.
|
||||
*
|
||||
*/
|
||||
fun main() {
|
||||
application {
|
||||
configure {
|
||||
|
||||
@@ -15,6 +15,20 @@ import org.openrndr.math.Vector3
|
||||
import org.openrndr.shape.path3D
|
||||
import kotlin.random.Random
|
||||
|
||||
/**
|
||||
* Demonstrates how to create a 3D path and attach cylinders to it at regular intervals with the correct orientation.
|
||||
*
|
||||
* - The path is constructed using the `path3D` builder.
|
||||
* - A rectified copy is created to be able to sample it at equal-length intervals.
|
||||
* - We call the `frames` method on the rectified contour to generate a list with 100 transformation matrices which
|
||||
* make it possible to attach oriented 3D objects at specific locations in the curve.
|
||||
* - We finally use the transformation matrices to draw cylinders along the 3D path.
|
||||
*
|
||||
* The orbital camera extension enables interactive 3D view manipulation.
|
||||
*
|
||||
* A fixed random seed is used to make sure this demo outputs a specific output. We can delete the
|
||||
* `random` arguments to get a unique result each time the program runs.
|
||||
*/
|
||||
fun main() = application {
|
||||
configure {
|
||||
width = 720
|
||||
|
||||
@@ -5,13 +5,24 @@ import org.openrndr.color.ColorRGBa
|
||||
import org.openrndr.extra.shapes.hobbycurve.hobbyCurve
|
||||
import org.openrndr.math.Vector2
|
||||
|
||||
/**
|
||||
* Demonstrates how to use the hobbyCurve function to render a smooth closed contour
|
||||
* passing through a predefined set of points.
|
||||
*/
|
||||
fun main() = application {
|
||||
program {
|
||||
extend {
|
||||
val points = listOf(Vector2(150.0, 350.0), Vector2(325.0, 100.0), Vector2(500.0, 350.0), Vector2(325.0, 250.0))
|
||||
val points = listOf(
|
||||
Vector2(150.0, 350.0),
|
||||
Vector2(325.0, 100.0),
|
||||
Vector2(500.0, 350.0),
|
||||
Vector2(325.0, 250.0)
|
||||
)
|
||||
|
||||
drawer.stroke = ColorRGBa.BLACK
|
||||
drawer.fill = ColorRGBa.PINK
|
||||
drawer.contour(hobbyCurve(points, closed=true))
|
||||
drawer.contour(hobbyCurve(points, closed = true))
|
||||
|
||||
drawer.fill = ColorRGBa.WHITE
|
||||
drawer.circles(points, 4.0)
|
||||
}
|
||||
|
||||
@@ -7,6 +7,10 @@ import org.openrndr.extra.shapes.hobbycurve.hobbyCurve
|
||||
import org.openrndr.math.Vector2
|
||||
import kotlin.random.Random
|
||||
|
||||
/**
|
||||
* This demo creates a list of random 2D points, finds the alpha shape contour for those points,
|
||||
* and finally makes that contour smooth by calling `hobbyCurve()`.
|
||||
*/
|
||||
fun main() = application {
|
||||
configure {
|
||||
width = 720
|
||||
@@ -15,16 +19,17 @@ fun main() = application {
|
||||
program {
|
||||
val points = List(40) {
|
||||
Vector2(
|
||||
Random.nextDouble(width*0.25, width*0.75),
|
||||
Random.nextDouble(height*0.25, height*0.75)
|
||||
Random.nextDouble(width * 0.25, width * 0.75),
|
||||
Random.nextDouble(height * 0.25, height * 0.75)
|
||||
)
|
||||
}
|
||||
val alphaShape = AlphaShape(points)
|
||||
val c = alphaShape.createContour()
|
||||
val hobby = hobbyCurve(c.segments.map { it.start }, closed=true)
|
||||
val hobby = c.hobbyCurve()
|
||||
extend {
|
||||
drawer.fill = ColorRGBa.PINK
|
||||
drawer.contour(hobby)
|
||||
|
||||
drawer.fill = ColorRGBa.WHITE
|
||||
drawer.circles(points, 4.0)
|
||||
}
|
||||
|
||||
@@ -2,27 +2,28 @@ package hobbycurve
|
||||
|
||||
import org.openrndr.application
|
||||
import org.openrndr.color.ColorRGBa
|
||||
import org.openrndr.extra.noise.scatter
|
||||
import org.openrndr.extra.shapes.hobbycurve.hobbyCurve
|
||||
import org.openrndr.extra.shapes.ordering.hilbertOrder
|
||||
import kotlin.random.Random
|
||||
import org.openrndr.extra.shapes.primitives.regularStar
|
||||
|
||||
/**
|
||||
* This demo shows how the [org.openrndr.shape.ShapeContour]'s method `hobbyCurve()` can be used
|
||||
* to round contours with linear segments.
|
||||
*/
|
||||
fun main() = application {
|
||||
configure {
|
||||
width = 720
|
||||
height = 720
|
||||
}
|
||||
program {
|
||||
val star = regularStar(5, 100.0, 300.0, drawer.bounds.center)
|
||||
val hobby = star.hobbyCurve()
|
||||
extend {
|
||||
for (i in -20..20) {
|
||||
val t = i / 10.0
|
||||
val points = drawer.bounds.offsetEdges(-50.0).scatter(25.0, random = Random(0)).hilbertOrder()
|
||||
drawer.stroke = ColorRGBa.WHITE.opacify(0.5)
|
||||
drawer.fill = null
|
||||
drawer.contour(hobbyCurve(points, closed = false, tensions = { i, inAngle, outAngle ->
|
||||
Pair(t, t)
|
||||
}))
|
||||
}
|
||||
drawer.fill = ColorRGBa.PINK
|
||||
drawer.contour(hobby)
|
||||
|
||||
drawer.fill = null
|
||||
drawer.stroke = ColorRGBa.WHITE.opacify(0.5)
|
||||
drawer.contour(star)
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user