Demos: ensure 720px wide, reduce indentation
openrndr-demos, orx-color, orx-jumpflood, orx-no-clear
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@@ -7,46 +7,44 @@ import org.openrndr.draw.vertexFormat
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import org.openrndr.math.Vector3
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import org.openrndr.resourceText
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fun main() {
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application {
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program {
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val vb = vertexBuffer(vertexFormat {
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position(3)
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}, 12)
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val shader = Shader.Companion.createFromCode(
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vsCode = resourceText("/shaders/ts-01.vert"),
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tcsCode = resourceText("/shaders/ts-01.tesc"),
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tesCode = resourceText("/shaders/ts-01.tese"),
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fsCode = resourceText("/shaders/ts-01.frag"),
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name = "x"
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)
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fun main() = application {
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program {
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val vb = vertexBuffer(vertexFormat {
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position(3)
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}, 12)
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val shader = Shader.Companion.createFromCode(
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vsCode = resourceText("/shaders/ts-01.vert"),
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tcsCode = resourceText("/shaders/ts-01.tesc"),
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tesCode = resourceText("/shaders/ts-01.tese"),
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fsCode = resourceText("/shaders/ts-01.frag"),
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name = "x"
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)
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vb.put {
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 300.0, 0.0))
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 400.0, 0.0))
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 500.0, 0.0))
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}
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vb.put {
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 300.0, 0.0))
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 400.0, 0.0))
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 500.0, 0.0))
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}
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extend {
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drawer.clear(ColorRGBa.PINK)
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shader.begin()
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shader.uniform("offset", mouse.position.xy0)
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shader.uniform("view", drawer.view)
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shader.uniform("proj", drawer.projection)
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shader.uniform("model", drawer.model)
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driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
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extend {
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drawer.clear(ColorRGBa.PINK)
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shader.begin()
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shader.uniform("offset", mouse.position.xy0)
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shader.uniform("view", drawer.view)
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shader.uniform("proj", drawer.projection)
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shader.uniform("model", drawer.model)
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driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
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shader.end()
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}
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shader.end()
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}
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}
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}
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}
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