Demos: ensure 720px wide, reduce indentation
openrndr-demos, orx-color, orx-jumpflood, orx-no-clear
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@@ -7,45 +7,43 @@ import org.openrndr.draw.vertexFormat
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import org.openrndr.resourceText
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import org.openrndr.shape.Ellipse
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fun main() {
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application {
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program {
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val ellipse = Ellipse(width/2.0, height/2.0, 100.0, 300.0).contour
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fun main() = application {
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program {
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val ellipse = Ellipse(width / 2.0, height / 2.0, 100.0, 300.0).contour
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val vb = vertexBuffer(vertexFormat {
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position(3)
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}, ellipse.segments.size * 4)
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val vb = vertexBuffer(vertexFormat {
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position(3)
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}, ellipse.segments.size * 4)
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val shader = Shader.createFromCode(
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vsCode = resourceText("/shaders/ts-02.vert"),
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tcsCode = resourceText("/shaders/ts-02.tesc"),
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tesCode = resourceText("/shaders/ts-02.tese"),
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gsCode = resourceText("/shaders/ts-02.geom"),
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fsCode = resourceText("/shaders/ts-02.frag"),
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name = "x"
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)
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val shader = Shader.createFromCode(
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vsCode = resourceText("/shaders/ts-02.vert"),
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tcsCode = resourceText("/shaders/ts-02.tesc"),
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tesCode = resourceText("/shaders/ts-02.tese"),
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gsCode = resourceText("/shaders/ts-02.geom"),
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fsCode = resourceText("/shaders/ts-02.frag"),
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name = "x"
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)
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vb.put {
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for (segment in ellipse.segments) {
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val cubic = segment.cubic
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write(cubic.start.xy0)
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write(cubic.control[0].xy0)
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write(cubic.control[1].xy0)
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write(cubic.end.xy0)
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}
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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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shader.uniform("resolution", ((mouse.position.x / width) * 63 + 1).toInt())
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driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
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shader.end()
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vb.put {
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for (segment in ellipse.segments) {
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val cubic = segment.cubic
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write(cubic.start.xy0)
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write(cubic.control[0].xy0)
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write(cubic.control[1].xy0)
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write(cubic.end.xy0)
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}
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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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shader.uniform("resolution", ((mouse.position.x / width) * 63 + 1).toInt())
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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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}
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}
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}
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