[orx-jumpflood] Add DemoDirectionField01.kt and DemoDistanceField01.kt (#281)

This commit is contained in:
Abe Pazos
2022-10-20 19:15:49 +00:00
committed by GitHub
parent 51096e50f6
commit f1d85fb0c6
2 changed files with 165 additions and 0 deletions

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extra.jumpfill.DirectionalField
import org.openrndr.extra.noise.simplex
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.shape.Rectangle
/**
* Shows how to use the [DirectionalField] filter.
* Draws moving white shapes on black background,
* then applies the DirectionalField filter which returns a [ColorBuffer] in which
* the red and green components encode the direction to the closest black/white edge.
*
* Hold down a mouse button to see the raw animation.
*/
fun main() = application {
configure {
width = 1024
height = 1024
}
program {
val rt = renderTarget(width, height) { colorBuffer() }
val directionalField = DirectionalField().also {
it.distanceScale = 0.004
}
// Needs to be FLOAT32 so we can have negative values
val result = colorBuffer(width, height, type = ColorType.FLOAT32)
val shader = shadeStyle {
fragmentTransform = """
x_fill.rgb = vec3(x_fill.rg + 0.5, x_fill.b);
// interesting when distanceScale = 1.0
//x_fill.rgb = vec3(1.0 / (x_fill.r + x_fill.g));
"""
}
extend {
// Draw moving white shapes on a black background
drawer.isolatedWithTarget(rt) {
clear(ColorRGBa.BLACK)
stroke = null
fill = ColorRGBa.WHITE
repeat(10) {
val pos = Vector2.simplex(it, seconds * 0.2) *
bounds.center + bounds.center
val size = (it * it + 5.0) * 2.0
isolated {
translate(pos)
if (it % 2 == 0) {
circle(Vector2.ZERO, size)
} else {
rotate(Vector3.UNIT_Z, pos.x)
rectangle(
Rectangle.fromCenter(
Vector2.ZERO, size, size * 2
)
)
}
}
}
}
directionalField.apply(rt.colorBuffer(0), result)
drawer.isolated {
if (mouse.pressedButtons.isEmpty()) {
shadeStyle = shader
image(result)
} else {
image(rt.colorBuffer(0))
}
}
}
}
}

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import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extra.jumpfill.DistanceField
import org.openrndr.extra.noise.simplex
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.shape.Rectangle
/**
* Shows how to use the [DistanceField] filter.
* Draws moving white shapes on black background,
* then applies the DistanceField filter which returns a [ColorBuffer] in which
* the red component encodes the distance to the closest black/white edge.
* The value is positive when on the black background and negative
* when inside white shapes. The sign is used in the [shadeStyle] to choose
* between two colors. The inverse of the distance is used to obtain a
* non-linear brightness.
* Hold down a mouse button to see the raw animation.
*/
fun main() = application {
configure {
width = 1024
height = 1024
}
program {
val rt = renderTarget(width, height) { colorBuffer() }
val distanceField = DistanceField()
// Needs to be FLOAT32 so we can have negative values
val result = colorBuffer(width, height, type = ColorType.FLOAT32)
val shader = shadeStyle {
fragmentTransform = """
float distance = abs(x_fill.r);
float bri = 1.0 / (1.0 + 0.03 * distance);
// wavy effect
// bri *= (1.0 + 0.2 * sin(distance * 0.2));
x_fill.rgb = bri * (x_fill.r > 0 ?
vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 1.0));
"""
}
extend {
// Draw moving white shapes on a black background
drawer.isolatedWithTarget(rt) {
clear(ColorRGBa.BLACK)
stroke = null
fill = ColorRGBa.WHITE
repeat(10) {
val pos = Vector2.simplex(it, seconds * 0.2) *
bounds.center + bounds.center
val size = (it * it + 5.0) * 2.0
isolated {
translate(pos)
if (it % 2 == 0) {
circle(Vector2.ZERO, size)
} else {
rotate(Vector3.UNIT_Z, pos.x)
rectangle(
Rectangle.fromCenter(
Vector2.ZERO, size, size * 2
)
)
}
}
}
}
distanceField.apply(rt.colorBuffer(0), result)
drawer.isolated {
if (mouse.pressedButtons.isEmpty()) {
shadeStyle = shader
image(result)
} else {
image(rt.colorBuffer(0))
}
}
}
}
}