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-rw-r--r--flake.nix5
-rw-r--r--src/main/kotlin/phenax/extensions/CameraManager.kt85
-rw-r--r--src/main/kotlin/phenax/utils/program.kt9
-rw-r--r--src/main/kotlin/play/PlayProgram.kt82
-rw-r--r--src/main/resources/shaders/modules/noise.glsl67
-rw-r--r--src/main/resources/shaders/modules/sdf.glsl (renamed from src/main/resources/shaders/modules/sdf.cs)0
-rw-r--r--src/main/resources/shaders/modules/utils.glsl (renamed from src/main/resources/shaders/modules/utils.cs)0
-rw-r--r--src/main/resources/shaders/play_shader.glsl (renamed from src/main/resources/shaders/play_shader.cs)103
8 files changed, 198 insertions, 153 deletions
diff --git a/flake.nix b/flake.nix
index 399f1a6..d305eac 100644
--- a/flake.nix
+++ b/flake.nix
@@ -20,10 +20,11 @@
jdk21
libGL
kotlin
- kotlin-language-server
- kotlin-interactive-shell
just
xvfb-run
+ kotlin-language-server
+ kotlin-interactive-shell
+ glsl_analyzer
];
LD_LIBRARY_PATH = pkgs.lib.makeLibraryPath buildInputs;
diff --git a/src/main/kotlin/phenax/extensions/CameraManager.kt b/src/main/kotlin/phenax/extensions/CameraManager.kt
new file mode 100644
index 0000000..ab2403c
--- /dev/null
+++ b/src/main/kotlin/phenax/extensions/CameraManager.kt
@@ -0,0 +1,85 @@
+package phenax.extensions
+
+import org.openrndr.*
+import org.openrndr.color.*
+import org.openrndr.draw.*
+import org.openrndr.math.Vector3
+import phenax.utils.recordingEnabled
+
+enum class ActionType {
+ PAN,
+ LIGHT_MOVE
+}
+
+class CameraManager : Extension {
+ override var enabled: Boolean = true
+
+ public var cameraPosition: Vector3 = Vector3(0.0, 1.0, 0.0)
+ public var lightPosition: Vector3 = Vector3(1.0, 2.0, 1.0)
+
+ var font: FontImageMap? = null
+ var actionType: ActionType? = null
+ var lastPos: Vector3? = null
+
+ override fun setup(program: Program) {
+ if (recordingEnabled) return
+
+ font = program.loadFont("data/fonts/default.otf", 16.0)
+
+ program.keyboard.keyDown.listen { if (it.key == KEY_ESCAPE) program.application.exit() }
+
+ program.mouse.moved.listen {
+ val dimens = Vector3(program.width.toDouble(), program.height.toDouble(), 1.0)
+ val pos = (Vector3(it.position.x, -it.position.y, 0.0) - dimens / 2.0).div(dimens)
+ if (actionType == ActionType.PAN) {
+ lastPos?.let { lastPos -> cameraPosition -= (pos - lastPos) }
+ } else if (actionType == ActionType.LIGHT_MOVE) {
+ lastPos?.let { lastPos -> lightPosition += (pos - lastPos) }
+ }
+ actionType?.let { lastPos = pos }
+ }
+
+ program.mouse.buttonDown.listen {
+ val isCtrl = KeyModifier.CTRL in it.modifiers
+ actionType = if (isCtrl) ActionType.LIGHT_MOVE else ActionType.PAN
+ }
+
+ program.mouse.scrolled.listen {
+ val isCtrl = KeyModifier.CTRL in it.modifiers
+ if (isCtrl) {
+ lightPosition += Vector3(0.0, 0.0, it.rotation.y * 0.1)
+ } else {
+ cameraPosition += Vector3(0.0, 0.0, it.rotation.y * 0.1)
+ }
+ }
+
+ program.mouse.buttonUp.listen {
+ actionType = null
+ lastPos = null
+ }
+ }
+
+ fun setUniforms(cs: ComputeShader) {
+ cs.uniform("camera_position", cameraPosition)
+ cs.uniform("primary_light_position", lightPosition)
+ }
+
+ override fun beforeDraw(drawer: Drawer, program: Program) {}
+
+ override fun afterDraw(drawer: Drawer, program: Program) {
+ if (recordingEnabled) return
+
+ drawer.fontMap = font
+ drawer.fill = ColorRGBa.WHITE
+ drawer.text(
+ "C: %.2f %.2f %.2f".format(cameraPosition.x, cameraPosition.y, cameraPosition.z),
+ 8.0,
+ 16.0
+ )
+ drawer.text(
+ "L: %.2f %.2f %.2f".format(lightPosition.x, lightPosition.y, lightPosition.z),
+ 8.0,
+ 32.0
+ )
+ }
+}
diff --git a/src/main/kotlin/phenax/utils/program.kt b/src/main/kotlin/phenax/utils/program.kt
index d3788ea..ced3e3a 100644
--- a/src/main/kotlin/phenax/utils/program.kt
+++ b/src/main/kotlin/phenax/utils/program.kt
@@ -8,11 +8,6 @@ import org.openrndr.draw.*
import org.openrndr.extra.filewatcher.watchingFile
import org.openrndr.extra.olive.oliveProgram as oliveProgramOriginal
-enum class ActionType {
- PAN,
- LIGHT_MOVE
-}
-
fun Int.seconds(): Int = this * 1000
fun Int.minutes(): Int = this.seconds() * 60
@@ -51,7 +46,7 @@ fun preprocessShader(shaderCode: String): String {
parts.add(shaderCode.slice(lastIndex..(it.range.first - 1)))
lastIndex = it.range.last + 1
val modulePath = it.groupValues[1]
- val moduleContents = File("src/main/resources/shaders/modules/${modulePath}.cs").readText()
+ val moduleContents = File("src/main/resources/shaders/modules/${modulePath}.glsl").readText()
parts.add("/* Module ${modulePath} */")
parts.add(moduleContents)
parts.add("/* End module ${modulePath} */")
@@ -64,7 +59,7 @@ val defaultShaderCode: String = ""
fun Program.liveComputeShader(name: String): ReadOnlyProperty<Any?, ComputeShader> {
val shaderCode by
- watchingFile(File("src/main/resources/shaders/${name}.cs")) { file ->
+ watchingFile(File("src/main/resources/shaders/${name}.glsl")) { file ->
println("change")
preprocessShader(file.readText().toString())
}
diff --git a/src/main/kotlin/play/PlayProgram.kt b/src/main/kotlin/play/PlayProgram.kt
index ea54c35..93af7b3 100644
--- a/src/main/kotlin/play/PlayProgram.kt
+++ b/src/main/kotlin/play/PlayProgram.kt
@@ -1,11 +1,11 @@
package play
-import org.openrndr.KeyModifier
import org.openrndr.application
import org.openrndr.color.*
import org.openrndr.draw.*
import org.openrndr.extra.noise.filters.SimplexNoise3D
import org.openrndr.math.Vector3
+import phenax.extensions.CameraManager
import phenax.utils.*
fun main() = application {
@@ -18,77 +18,39 @@ fun main() = application {
}
oliveProgram {
- val font = loadFont("data/fonts/default.otf", 16.0)
val cs by liveComputeShader("play_shader")
val outputBuffer = colorBuffer(width, height, type = ColorType.UINT8)
- var cameraPosition: Vector3 = Vector3(0.0, 1.0, 0.0)
- var lightPosition: Vector3 = Vector3(1.0, 2.0, 1.0)
- var actionType: ActionType? = null
- var lastPos: Vector3? = null
+ val cloudNoiseBuffer = colorBuffer(width, height, type = ColorType.UINT8)
+ val cloudNoiseFilter = SimplexNoise3D()
+ cloudNoiseFilter.scale = Vector3.ONE * 1.0
+ cloudNoiseFilter.octaves = 8
+ cloudNoiseFilter.premultipliedAlpha = true
- if (!recordingEnabled) {
- mouse.moved.listen {
- val dimens = Vector3(program.width.toDouble(), program.height.toDouble(), 1.0)
- val pos = (Vector3(it.position.x, -it.position.y, 0.0) - dimens / 2.0).div(dimens)
- if (actionType == ActionType.PAN) {
- lastPos?.let { lastPos -> cameraPosition -= (pos - lastPos) }
- } else if (actionType == ActionType.LIGHT_MOVE) {
- lastPos?.let { lastPos -> lightPosition += (pos - lastPos) }
- }
- actionType?.let { lastPos = pos }
- }
- mouse.buttonDown.listen {
- val isCtrl = KeyModifier.CTRL in it.modifiers
- actionType = if (isCtrl) ActionType.LIGHT_MOVE else ActionType.PAN
- }
- mouse.scrolled.listen {
- val isCtrl = KeyModifier.CTRL in it.modifiers
- if (isCtrl) {
- lightPosition += Vector3(0.0, 0.0, it.rotation.y * 0.1)
- } else {
- cameraPosition += Vector3(0.0, 0.0, it.rotation.y * 0.1)
- }
- }
- mouse.buttonUp.listen {
- actionType = null
- lastPos = null
- }
- }
+ // val terrainNoiseBuffer = colorBuffer(2000, 2000, type = ColorType.UINT8)
+ // val terrainNoiseFilter = SimplexNoise3D()
+ // terrainNoiseFilter.seed = Vector3(0.0, 0.0, 0.0)
+ // terrainNoiseFilter.scale = Vector3.ONE * 1.0
+ // terrainNoiseFilter.octaves = 8
+ // terrainNoiseFilter.premultipliedAlpha = true
- val noiseBuffer = colorBuffer(width, height, type = ColorType.UINT8)
- val noiseFilter = SimplexNoise3D()
- noiseFilter.seed = Vector3(0.0, 0.0, 0.1)
- noiseFilter.scale = Vector3.ONE * 1.0
- noiseFilter.octaves = 8
- noiseFilter.premultipliedAlpha = true
- noiseFilter.apply(emptyArray(), noiseBuffer)
+ var camera_manager = CameraManager()
+ extend(camera_manager)
extend {
- cs.image("noise_texture", 0, noiseBuffer.imageBinding(0, ImageAccess.READ))
+ cloudNoiseFilter.seed = Vector3(0.02 * seconds, 0.0, 0.01 * seconds)
+ cloudNoiseFilter.apply(emptyArray(), cloudNoiseBuffer)
+ cs.image("cloud_noise_texture", 1, cloudNoiseBuffer.imageBinding(0, ImageAccess.READ))
+
+ // terrainNoiseFilter.apply(emptyArray(), terrainNoiseBuffer)
+ // cs.image("terrain_noise_texture", 2, terrainNoiseBuffer.imageBinding(0, ImageAccess.READ))
cs.uniform("seconds", seconds)
- cs.uniform("camera_position", cameraPosition)
- cs.uniform("primary_light_position", lightPosition)
- cs.image("output_image", 2, outputBuffer.imageBinding(0, ImageAccess.WRITE))
+ camera_manager.setUniforms(cs)
+ cs.image("output_image", 0, outputBuffer.imageBinding(0, ImageAccess.WRITE))
cs.execute(outputBuffer.width, outputBuffer.height, 1)
drawer.image(outputBuffer)
-
- if (!recordingEnabled) {
- drawer.fontMap = font
- drawer.fill = ColorRGBa.WHITE
- drawer.text(
- "C: %.2f %.2f %.2f".format(cameraPosition.x, cameraPosition.y, cameraPosition.z),
- 8.0,
- 16.0
- )
- drawer.text(
- "L: %.2f %.2f %.2f".format(lightPosition.x, lightPosition.y, lightPosition.z),
- 8.0,
- 32.0
- )
- }
}
}
}
diff --git a/src/main/resources/shaders/modules/noise.glsl b/src/main/resources/shaders/modules/noise.glsl
new file mode 100644
index 0000000..ebedd6d
--- /dev/null
+++ b/src/main/resources/shaders/modules/noise.glsl
@@ -0,0 +1,67 @@
+// Noise Related Functions
+float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
+vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
+vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
+float noise(vec3 p) {
+ vec3 a = floor(p);
+ vec3 d = p - a;
+ d = d * d * (3.0 - 2.0 * d);
+ vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
+ vec4 k1 = perm(b.xyxy);
+ vec4 k2 = perm(k1.xyxy + b.zzww);
+ vec4 c = k2 + a.zzzz;
+ vec4 k3 = perm(c);
+ vec4 k4 = perm(c + 1.0);
+ vec4 o1 = fract(k3 * (1.0 / 41.0));
+ vec4 o2 = fract(k4 * (1.0 / 41.0));
+ vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
+ vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
+ return o4.y * d.y + o4.x * (1.0 - d.y);
+}
+float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
+float gold_noise(in vec2 xy, in float seed) {
+ return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
+}
+float random(vec3 scale, float seed) {
+ return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 +
+ seed);
+}
+
+// Fractal Brownian Noise
+float fbm(vec3 x, int octaves) {
+ float v = 0.0;
+ float a = 0.5;
+ vec3 shift = vec3(100);
+ for (int i = 0; i < octaves; ++i) {
+ v += a * noise(x);
+ x = x * 2.0 + shift;
+ a *= 0.5;
+ }
+ return v;
+}
+
+float random(vec2 st) {
+ return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
+}
+
+float noise(vec2 st) {
+ vec2 i = floor(st);
+ vec2 f = fract(st);
+ float a = random(i);
+ float b = random(i + vec2(1.0, 0.0));
+ float c = random(i + vec2(0.0, 1.0));
+ float d = random(i + vec2(1.0, 1.0));
+ vec2 u = f * f * (3.0 - 2.0 * f);
+ return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
+}
+
+float fbm(vec2 st) {
+ float value = 0.0;
+ float amplitude = 0.5;
+ for (int i = 0; i < 5; i++) {
+ value += amplitude * noise(st);
+ st *= 2.0;
+ amplitude *= 0.5;
+ }
+ return value;
+}
diff --git a/src/main/resources/shaders/modules/sdf.cs b/src/main/resources/shaders/modules/sdf.glsl
index 8121b18..8121b18 100644
--- a/src/main/resources/shaders/modules/sdf.cs
+++ b/src/main/resources/shaders/modules/sdf.glsl
diff --git a/src/main/resources/shaders/modules/utils.cs b/src/main/resources/shaders/modules/utils.glsl
index 1616e8c..1616e8c 100644
--- a/src/main/resources/shaders/modules/utils.cs
+++ b/src/main/resources/shaders/modules/utils.glsl
diff --git a/src/main/resources/shaders/play_shader.cs b/src/main/resources/shaders/play_shader.glsl
index ec19900..0737bed 100644
--- a/src/main/resources/shaders/play_shader.cs
+++ b/src/main/resources/shaders/play_shader.glsl
@@ -3,9 +3,11 @@ layout(local_size_x = 1, local_size_y = 1) in;
#include <sdf>
#include <utils>
+#include <noise>
uniform float seconds = 0;
-layout(rgba8) uniform readonly image2D noise_texture;
+layout(rgba8) uniform readonly image2D cloud_noise_texture;
+// layout(rgba8) uniform readonly image2D terrain_noise_texture;
layout(rgba8) uniform writeonly image2D output_image;
uniform vec3 camera_position = vec3(0, 1, 0);
uniform vec3 uv_direction = vec3(0);
@@ -15,74 +17,6 @@ uniform vec3 primary_light_position = vec3(1, 2, 1);
#define MAX_DISTANCE 100.0
#define SURFACE_DIST 0.01
-// Noise Related Functions
-float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
-vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
-vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
-float noise(vec3 p) {
- vec3 a = floor(p);
- vec3 d = p - a;
- d = d * d * (3.0 - 2.0 * d);
- vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
- vec4 k1 = perm(b.xyxy);
- vec4 k2 = perm(k1.xyxy + b.zzww);
- vec4 c = k2 + a.zzzz;
- vec4 k3 = perm(c);
- vec4 k4 = perm(c + 1.0);
- vec4 o1 = fract(k3 * (1.0 / 41.0));
- vec4 o2 = fract(k4 * (1.0 / 41.0));
- vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
- vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
- return o4.y * d.y + o4.x * (1.0 - d.y);
-}
-float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
-float gold_noise(in vec2 xy, in float seed) {
- return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
-}
-float random(vec3 scale, float seed) {
- return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 +
- seed);
-}
-
-// Fractal Brownian Noise
-float fbm(vec3 x, int octaves) {
- float v = 0.0;
- float a = 0.5;
- vec3 shift = vec3(100);
- for (int i = 0; i < octaves; ++i) {
- v += a * noise(x);
- x = x * 2.0 + shift;
- a *= 0.5;
- }
- return v;
-}
-
-float random(vec2 st) {
- return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
-}
-
-float noise(vec2 st) {
- vec2 i = floor(st);
- vec2 f = fract(st);
- float a = random(i);
- float b = random(i + vec2(1.0, 0.0));
- float c = random(i + vec2(0.0, 1.0));
- float d = random(i + vec2(1.0, 1.0));
- vec2 u = f * f * (3.0 - 2.0 * f);
- return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
-}
-
-float fbm(vec2 st) {
- float value = 0.0;
- float amplitude = 0.5;
- for (int i = 0; i < 5; i++) {
- value += amplitude * noise(st);
- st *= 2.0;
- amplitude *= 0.5;
- }
- return value;
-}
-
// TODO: Enumify
#define OID_TERRAIN 4.
@@ -90,8 +24,7 @@ vec2 scene(in vec3 p) {
float c1 = sdf_circle(p - vec3(0, 1, 2.4), 0.2);
float c2 = sdf_circle(p - vec3(-0.6, 1, 3), 0.3);
float box = sdf_box(p - vec3(1, 0.5, 3), vec3(0.5, 0.18, 0.2), 0.07);
- float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 200.0) / 2.0) +
- 0.005 * noise((p - 50.0) * 20.0);
+ float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 10.0) / 2.0);
float terrain =
sdf_plane(p + vec3(0.0, terrain_noise, 0.0), vec3(0., 1., 0.), 0.0);
float light_indicator =
@@ -124,13 +57,6 @@ vec2 ray_march_scene(in vec3 ray_origin, in vec3 ray_direction) {
return vec2(dist, 0.0);
}
-vec3 surface_normal_scene(in vec3 p) {
- vec2 inc = vec2(0.01, 0);
- return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x,
- scene(p + inc.yxy).x - scene(p - inc.yxy).x,
- scene(p + inc.yyx).x - scene(p - inc.yyx).x));
-}
-
float shadow_scene(in vec3 ray_origin, in vec3 ray_direction,
in float light_intensity) {
float dist = 0.;
@@ -156,6 +82,13 @@ float shadow_scene(in vec3 ray_origin, in vec3 ray_direction,
return res * res * (3.0 - 2.0 * res);
}
+vec3 surface_normal_scene(in vec3 p) {
+ vec2 inc = vec2(0.01, 0);
+ return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x,
+ scene(p + inc.yxy).x - scene(p - inc.yxy).x,
+ scene(p + inc.yyx).x - scene(p - inc.yyx).x));
+}
+
void main() {
vec2 resolution = vec2(imageSize(output_image).xy);
vec3 uv = vec3((gl_GlobalInvocationID.xy - resolution / 2.0) / resolution, 0);
@@ -181,7 +114,7 @@ void main() {
col = vec3(0.24, 0.61, 0.08);
else if (oid == 0) { // Sky
vec4 cloud_noise =
- imageLoad(noise_texture, ivec2(gl_GlobalInvocationID.xy));
+ imageLoad(cloud_noise_texture, ivec2(gl_GlobalInvocationID.xy));
col = vec3(0.35, 0.6, 0.9);
col = mix(col, cloud_noise.xyz, clamp(0.5, 0., 1.));
}
@@ -190,13 +123,15 @@ void main() {
float contrast = 1.;
contrast *= clamp(dot(normal, light_dir), 0, 1.);
contrast *= shadow_scene(p, light_dir, 24.0);
- float spe =
- pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast *
- (0.04 + 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0));
col = col * 1.1 + 0.01;
- if (oid != OID_TERRAIN)
- col += 12.0 * spe * vec3(1.00, 0.70, 0.5);
col *= contrast;
+ if (oid != OID_TERRAIN) {
+ float spe =
+ pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast *
+ (0.04 +
+ 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0));
+ col += 12.0 * spe * vec3(1.00, 0.70, 0.5);
+ }
// col *= max(0.1, exp(-0.00005 * depth * depth * depth));
}