[openrndr-demos] Add DemoTessShader03

This commit is contained in:
Edwin Jakobs
2020-07-18 14:08:21 +02:00
parent 239969feb1
commit 1683154676
8 changed files with 214 additions and 3 deletions

View File

@@ -0,0 +1,57 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.Shader
import org.openrndr.draw.vertexBuffer
import org.openrndr.draw.vertexFormat
import org.openrndr.resourceUrl
import org.openrndr.shape.Ellipse
fun main() {
application {
program {
val ellipse = Ellipse(width/2.0, height/2.0, 100.0, 200.0).contour
val vb = vertexBuffer(vertexFormat {
position(3)
}, ellipse.segments.size * 4)
val shader = Shader.createFromUrls(
vsUrl = resourceUrl("/shaders/ts-03.vert"),
tcsUrl = resourceUrl("/shaders/ts-03.tesc"),
tesUrl = resourceUrl("/shaders/ts-03.tese"),
gsUrl = resourceUrl("/shaders/ts-03.geom"),
fsUrl = resourceUrl("/shaders/ts-03.frag")
)
vb.put {
for (segment in ellipse.segments) {
val cubic = segment.cubic
write(cubic.start.xy0)
write(cubic.control[0].xy0)
write(cubic.control[1].xy0)
write(cubic.end.xy0)
}
}
extend {
drawer.clear(ColorRGBa.PINK)
drawer.translate(width/2.0, height/2.0, 0.0)
drawer.rotate(seconds*45.0)
drawer.translate(-width/2.0, -height/2.0, 0.0)
shader.begin()
shader.uniform("offset", mouse.position.xy0)
shader.uniform("view", drawer.view)
shader.uniform("proj", drawer.projection)
shader.uniform("model", drawer.model)
shader.uniform("resolution", ((mouse.position.x / width) * 63 + 1).toInt())
shader.uniform("weight",((mouse.position.y / height) * 128 + 1) )
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
shader.end()
}
}
}
}

View File

@@ -2,6 +2,7 @@
layout(vertices = 4) out; // 4 points per patch
uniform int resolution;
in vec3 va_position[];
@@ -11,6 +12,6 @@ void main() {
cva_position[gl_InvocationID] = va_position[gl_InvocationID];
if(gl_InvocationID == 0) { // levels only need to be set once per patch
gl_TessLevelOuter[0] = 1; // we're only tessellating one line
gl_TessLevelOuter[1] = 4; // tessellate the line into 100 segments
gl_TessLevelOuter[1] = resolution; // tessellate the line into 100 segments
}
}

View File

@@ -21,6 +21,7 @@ layout(isolines) in;
in vec3 cva_position[];
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
@@ -32,8 +33,6 @@ void main() {
cva_position[1],
cva_position[2],
cva_position[3],
t);

View File

@@ -0,0 +1,11 @@
#version 430 core
out vec4 o_color;
//in vec3 va_position;
//in vec3 va_normal;
//in vec4 v_addedProperty;
void main() {
o_color = vec4(1.0, 0.0, 0.0, 1.0);
}

View File

@@ -0,0 +1,62 @@
#version 430 core
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;
in InVertex {
vec3 va_position;
vec3 va_normal;
vec4 v_addedProperty;
} vertices[];
out vec3 va_position;
out vec3 va_normal;
out vec4 v_addedProperty;
uniform vec3 offset;
in vec3 derivative[];
in vec3 position[];
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
uniform float weight;
void main() {
mat4 pvm = proj * view * model;
vec2 direction0 = normalize(derivative[0].xy);
vec4 perp0 = vec4(direction0.y, -direction0.x, 0.0, 0.0);
vec2 direction1 = normalize(derivative[1].xy);
vec4 perp1 = vec4(direction1.y, -direction1.x, 0.0, 0.0);
// output a triangle strip encoded quad
v_addedProperty = vertices[0].v_addedProperty;
va_normal = vertices[0].va_normal;
va_position = vertices[0].va_position;
gl_Position = pvm * vec4( vec4(position[0],1.0) + perp0 * weight);
EmitVertex();
v_addedProperty = vertices[0].v_addedProperty;
va_normal = vertices[0].va_normal;
va_position = vertices[0].va_position;
gl_Position = pvm * vec4( vec4(position[0],1.0) - perp0 * weight);
EmitVertex();
v_addedProperty = vertices[1].v_addedProperty;
va_normal = vertices[1].va_normal;
va_position = vertices[1].va_position;
gl_Position = pvm * vec4( vec4(position[1],1.0) + perp1 * weight);
EmitVertex();
v_addedProperty = vertices[1].v_addedProperty;
va_normal = vertices[1].va_normal;
va_position = vertices[1].va_position;
gl_Position = pvm * vec4( vec4(position[1],1.0) - perp1 * weight);
EmitVertex();
EndPrimitive();
}

View File

@@ -0,0 +1,17 @@
#version 430 core
layout(vertices = 4) out; // 4 points per patch
uniform int resolution;
in vec3 va_position[];
out vec3 cva_position[];
void main() {
cva_position[gl_InvocationID] = va_position[gl_InvocationID];
if(gl_InvocationID == 0) { // levels only need to be set once per patch
gl_TessLevelOuter[0] = 1; // we're only tessellating one line
gl_TessLevelOuter[1] = resolution; // tessellate the line into 100 segments
}
}

View File

@@ -0,0 +1,48 @@
#version 430 core
vec3 bezier2(vec3 a, vec3 b, float t) {
return mix(a, b, t);
}
vec3 bezier3(vec3 a, vec3 b, vec3 c, float t) {
return mix(bezier2(a, b, t), bezier2(b, c, t), t);
}
vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
return mix(bezier3(a, b, c, t), bezier3(b, c, d, t), t);
}
struct Vertex {
vec3 va_position;
vec3 va_normal;
vec4 v_addedProperty;
};
layout(isolines) in;
in vec3 cva_position[];
out vec3 derivative;
out vec3 position;
uniform int resolution;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
void main() {
float t = gl_TessCoord.x;
vec3 ePos = bezier4(
cva_position[0],
cva_position[1],
cva_position[2],
cva_position[3],
t);
// calculate derivative using Hodograph
derivative = bezier3(cva_position[1] - cva_position[0], cva_position[2]-cva_position[1], cva_position[3]-cva_position[2], t);
// output model space positions
position = ePos;
float r = resolution + 1.0;
//gl_Position = proj * view * model * vec4(ePos, 1);
}

View File

@@ -0,0 +1,16 @@
#version 430 core
in vec3 a_position;
out vec3 va_position;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 model;
void main() {
va_position = a_position;
gl_Position = proj * view * model * vec4(a_position, 1.0);
}