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package wood
import org.openrndr.application
import org.openrndr.color.*
import org.openrndr.draw.*
import org.openrndr.extra.noise.filters.SimplexNoise3D
import org.openrndr.math.IntVector2
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.shape.IntRectangle
import phenax.utils.*
fun main() = application {
recordDuration(5.seconds())
configure {
width = 640
height = 480
windowResizable = false
}
oliveProgram {
val cs by liveComputeShader("wood")
val outputBuffer = colorBuffer(width, height, type = ColorType.UINT8)
val size = Math.max(width, height) * 2
val noiseBuffer = colorBuffer(size, size, type = ColorType.UINT8)
val noiseFilter = SimplexNoise3D()
noiseFilter.scale = Vector3.ONE * 1.8
noiseFilter.octaves = 8
noiseFilter.premultipliedAlpha = false
noiseFilter.seed = Vector3(0.1, 2.6, 0.1)
noiseFilter.apply(emptyArray(), noiseBuffer)
var flowField: MutableList<Double> = mutableListOf()
val subdiv = IntVector2(20, 20)
var subBuffer = colorBuffer(size / subdiv.x, size / subdiv.y)
for (row in 1..subdiv.y) {
for (col in 1..subdiv.x) {
val pos = IntVector2((col - 1) * subBuffer.width, (row - 1) * subBuffer.height)
noiseBuffer.copyTo(
subBuffer,
sourceRectangle = IntRectangle(pos, subBuffer.width, subBuffer.height),
targetRectangle = IntRectangle(0, 0, subBuffer.width, subBuffer.height)
)
flowField.add(averageColor(subBuffer).r)
}
}
var particles: MutableList<Vector2> = mutableListOf()
val particles_count = 5
for (i in 0..(particles_count - 1)) {
particles.add(Vector2(0.5, 0.5))
}
var particle_velocities = particles.map { Vector2(0.001, 0.0) }.toMutableList()
println(particles)
println(particles_count)
extend {
for ((index, particle) in particles.withIndex()) {
val gpos = Vector2(particle.x * subdiv.x, particle.y * subdiv.y)
val fidx = gpos.x.toInt() + gpos.y.toInt() * subdiv.y
if (flowField.count() > fidx && fidx >= 0) {
val current_cell = flowField[fidx]
particle_velocities[index] += Vector2(0.0, current_cell/1000000.0)
}
particles[index] += particle_velocities[index]
}
}
extend {
cs.uniform("particles", particles.toTypedArray())
cs.uniform("particles_count", particles_count)
cs.uniform("flow_field", flowField.toTypedArray())
cs.image("noise_texture", 1, noiseBuffer.imageBinding(0, ImageAccess.READ))
cs.uniform("seconds", seconds)
cs.image("output_image", 0, outputBuffer.imageBinding(0, ImageAccess.WRITE))
cs.execute(outputBuffer.width, outputBuffer.height, 1)
drawer.image(outputBuffer)
}
}
}
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