Add exponent to all gradients, cleanup

This commit is contained in:
Abe Pazos
2020-04-07 19:03:35 +02:00
parent 5d3eadd156
commit fa51fad405
4 changed files with 105 additions and 50 deletions

View File

@@ -8,7 +8,13 @@ import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.math.Vector2
@Description("Half-angular gradient")
class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) : ShadeStyle() {
class HalfAngularGradient(
color0: ColorRGBa,
color1: ColorRGBa,
offset: Vector2 = Vector2.ZERO,
rotation: Double = 0.0,
exponent: Double = 1.0) : ShadeStyle() {
@ColorParameter("start color", order = 0)
var color0: ColorRGBa by Parameter()
@ColorParameter("end color", order = 1)
@@ -16,18 +22,18 @@ class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2
var offset: Vector2 by Parameter()
@DoubleParameter("rotation", -180.0, 180.0, order = 2)
var rotation: Double by Parameter()
@DoubleParameter("length", 0.0, 10.0, order = 3)
var length: Double by Parameter()
@DoubleParameter("exponent", 0.01, 10.0, order = 3)
var exponent: Double by Parameter()
init {
this.color0 = color0
this.color1 = color1
this.offset = offset
this.rotation = rotation
this.length = length
this.exponent = exponent
fragmentTransform = """
vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
vec2 coord = (c_boundsPosition.xy - 0.5 + p_offset/2.0) * 2.0;
float cr = cos(radians(p_rotation));
float sr = sin(radians(p_rotation));
@@ -37,21 +43,31 @@ class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2
//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 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
vec4 gradient = color0 * (1.0-f) + color1 * f;
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
vec4 color0 = p_color0;
color0.rgb *= color0.a;
vec4 color1 = p_color1;
color1.rgb *= color1.a;
vec4 gradient = mix(color0, color1, pow(f, p_exponent));
vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
x_fill = fn * gradient;
if (x_fill.a !=0) {
if (x_fill.a != 0) {
x_fill.rgb /= x_fill.a;
}
}
"""
"""
}
}
fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0): ShadeStyle {
return HalfAngularGradient(color0, color1, offset, rotation)
fun halfAngularGradient(
color0: ColorRGBa,
color1: ColorRGBa,
offset: Vector2 = Vector2.ZERO,
rotation: Double = 0.0,
exponent: Double = 1.0
): ShadeStyle {
return HalfAngularGradient(color0, color1, offset, rotation, exponent)
}