[orx-shader-phrases] Add shader embedding

This commit is contained in:
Edwin Jakobs
2021-06-25 09:55:35 +02:00
parent 4e1a2cf930
commit 4f0de6a39b
22 changed files with 111 additions and 479 deletions

View File

@@ -0,0 +1,8 @@
plugins {
`kotlin-dsl`
}
repositories {
mavenCentral()
}

View File

@@ -0,0 +1,39 @@
abstract class EmbedShadersTask : DefaultTask() {
@get:Incremental
@get:PathSensitive(PathSensitivity.NAME_ONLY)
@get:InputDirectory
abstract val inputDir: DirectoryProperty
@get:OutputDirectory
abstract val outputDir: DirectoryProperty
@get:Input
abstract val defaultPackage: Property<String>
@TaskAction
fun execute(inputChanges: InputChanges) {
inputChanges.getFileChanges(inputDir).forEach { change ->
if (change.fileType == FileType.DIRECTORY) return@forEach
val name = change.file.nameWithoutExtension
val targetFile = outputDir.file(change.normalizedPath.replace(".","_")+".kt").get().asFile
if (change.changeType == ChangeType.REMOVED) {
targetFile.delete()
} else {
val contents = change.file.readText()
val lines = contents.split("\n")
var packageStatement = "package ${defaultPackage.get()}\n"
val r = Regex("#pragma package ([a-z.]+)")
for (line in lines) {
val m = r.find(line.trim())
if (m != null) {
packageStatement = "package ${m.groupValues[1]}\n"
}
}
val text = "${packageStatement}const val $name = ${"\"\"\""}${contents}${"\"\"\""}"
targetFile.writeText(text)
}
}
}
}

View File

@@ -1,36 +0,0 @@
//@file:ShaderPhrases(exports = ["hash22","hash21","valueNoise21"])
package org.openrndr.extra.noise.phrases
//import org.openrndr.extra.shaderphrases.annotations.ShaderPhrases
val phraseHash22 = """vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
"""
val phraseHash21 = "float hash21(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }"
val phraseHash33 = """
#define MOD3 vec3(.1031,.11369,.13787)
vec3 hash33(vec3 p3) {
p3 = fract(p3 * MOD3);
p3 += dot(p3, p3.yxz+19.19);
return -1.0 + 2.0 * fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
}
"""
val phraseValueNoise21 = """
float noise(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = hash21(i);
float b = hash21(i + vec2(1.0, 0.0));
float c = hash21(i + vec2(0.0, 1.0));
float d = hash21(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;
}
""".trimIndent()

View File

@@ -1,7 +0,0 @@
//@file:ShaderPhrases([])
package org.openrndr.extra.noise.phrases
//
//import org.openrndr.extra.shaderphrases.annotations.ShaderPhrases
//import org.openrndr.extra.shaderphrases.phraseResource
//
//val phraseSimplex3 by phraseResource("/org/openrndr/extra/noise/phrases/gl3/simplex-3.frag")

View File

@@ -1,56 +0,0 @@
#version 330
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
float cell(vec2 p) {
vec2 ip = floor(p);
p = fract(p);
float d = 1.0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
vec2 cellRef = vec2(i, j);
vec2 offset = hash22(ip + cellRef);
vec2 r = cellRef + offset - p;
float d2 = dot(r, r);
d = min(d, d2);
}
}
return d;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 _scale = scale;
for (int o = 0; o < octaves; ++o) {
result += cell((v_texCoord0+seed) * _scale) * _gain;
_scale *= lacunarity;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

View File

@@ -1,31 +0,0 @@
#version 330
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform bool monochrome;
uniform float seed;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
void main() {
vec2 vseed = vec2(seed);
if (!monochrome) {
o_output.rg = hash22(vseed + v_texCoord0) * gain.rg + bias.rg;
o_output.ba = hash22(vseed + v_texCoord0+vec2(1.0, 1.0)) * gain.ba + bias.ba;
} else {
float c = hash22(vseed + v_texCoord0).r;
o_output = c * gain + bias;
}
}

View File

@@ -1,143 +0,0 @@
#version 330
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec3 seed;
uniform vec3 scale;
uniform vec3 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
// Simplex Noise 3D Implementation
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
//
vec3 mod289(vec3 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 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec3 shift = vec3(100);
vec3 uv = vec3(v_texCoord0, 1.0) * 2.0 - 1.0;
vec3 x = ((uv + seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += snoise(x) * _gain;
x = x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

View File

@@ -1,35 +0,0 @@
#version 330
// uniforms
uniform float seed;
uniform float density;
uniform vec4 color;
uniform bool premultipliedAlpha;
uniform float noise;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
void main() {
vec2 vseed = vec2(seed);
vec2 hash = hash22(v_texCoord0 + seed);
float t = hash.x;
vec4 result = vec4(0.0);
if (t < density) {
vec4 noisyColor = vec4(color.rgb * mix(1.0, hash.y, noise), color.a);
result = noisyColor;
}
o_output = result;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

View File

@@ -1,53 +0,0 @@
#version 330
// based on https://www.shadertoy.com/view/4dS3Wd
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(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;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 shift = vec2(100);
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
vec2 x = ((v_texCoord0+seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += noise(x) * _gain;
x = rot * x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

View File

@@ -1,80 +0,0 @@
#version 330
// uniforms
//uniform vec4 gain;
//uniform vec4 bias;
//uniform vec3 seed;
uniform float scale;
//
//uniform vec3 lacunarity;
//uniform vec4 decay;
//uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec3 permute(vec3 x) {
return mod((34.0 * x + 1.0) * x, 289.0);
}
vec3 dist(vec3 x, vec3 y, bool manhattanDistance) {
return manhattanDistance ? abs(x) + abs(y) : (x * x + y * y);
}
vec2 worley(vec2 P, float jitter, bool manhattanDistance) {
float K= 0.142857142857; // 1/7
float Ko= 0.428571428571 ;// 3/7
vec2 Pi = mod(floor(P), 289.0);
vec2 Pf = fract(P);
vec3 oi = vec3(-1.0, 0.0, 1.0);
vec3 of = vec3(-0.5, 0.5, 1.5);
vec3 px = permute(Pi.x + oi);
vec3 p = permute(px.x + Pi.y + oi); // p11, p12, p13
vec3 ox = fract(p*K) - Ko;
vec3 oy = mod(floor(p*K),7.0)*K - Ko;
vec3 dx = Pf.x + 0.5 + jitter*ox;
vec3 dy = Pf.y - of + jitter*oy;
vec3 d1 = dist(dx,dy, manhattanDistance); // d11, d12 and d13, squared
p = permute(px.y + Pi.y + oi); // p21, p22, p23
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 0.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d2 = dist(dx,dy, manhattanDistance); // d21, d22 and d23, squared
p = permute(px.z + Pi.y + oi); // p31, p32, p33
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 1.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d3 = dist(dx,dy, manhattanDistance); // d31, d32 and d33, squared
// Sort out the two smallest distances (F1, F2)
vec3 d1a = min(d1, d2);
d2 = max(d1, d2); // Swap to keep candidates for F2
d2 = min(d2, d3); // neither F1 nor F2 are now in d3
d1 = min(d1a, d2); // F1 is now in d1
d2 = max(d1a, d2); // Swap to keep candidates for F2
d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
d1.y = min(d1.y, d1.z); // nor in d1.z
d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
return sqrt(d1.xy);
}
void main() {
vec2 F = worley(v_texCoord0 * scale, 1.0, false);
float F1 = F.x;
float F2 = F.y;
o_output = vec4(vec3(F2-F1), 1.0);
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

View File

@@ -1,20 +1,11 @@
# orx-shader-phrases
A library that provides a `#pragma import` statement for shaders by using the JVM class loader.
A library that provides a `#pragma import` statement for shaders.
## Usage
Given a shader source:
Work in progress.
````glsl
#version 330
// -- this imports all phrases in Dummy
#pragma import org.openrndr.extra.shaderphrases.phrases.Dummy.*
void main() {
float a = dummy();
}
````
We can use the `preprocessShader()` function to resolve `#pragma import` statements.
@@ -28,20 +19,3 @@ Alternatively loading and preprocessing can be combined in a single function cal
val preprocessedSource = preprocessShaderFromUrl(resourceUrl("/some-shader.frag"))
```
To create importable shader phrases one creates a Kotlin class and adds the `ShaderPhrases` annotation.
For example the `dummy` phrase in our example is made available as follows:
```kotlin
// -- force the class name to be Dummy on the JVM
@file:JvmName("Dummy")
@file:ShaderPhrases
package org.openrndr.extra.shaderphrases.phrases
import org.openrndr.extra.shaderphrases.annotations.ShaderPhrases
// -- the shader phrase
const val dummy = """
float dummy() {
return 0.0;
}
"""
```

View File

@@ -1,6 +1,9 @@
import Orx_embed_shaders_gradle.EmbedShadersTask
plugins {
kotlin("multiplatform")
kotlin("plugin.serialization")
id("orx.embed-shaders")
}
val kotlinxSerializationVersion: String by rootProject.extra
@@ -40,14 +43,15 @@ kotlin {
useJUnitPlatform()
}
}
js(IR) {
browser()
nodejs()
}
sourceSets {
val shaderKotlin by creating {
this.kotlin.srcDir("$projectDir/build/generated/shaderKotlin")
}
@Suppress("UNUSED_VARIABLE")
val commonMain by getting {
dependencies {
@@ -56,9 +60,10 @@ kotlin {
implementation("org.openrndr:openrndr-draw:$openrndrVersion")
implementation("org.jetbrains.kotlin:kotlin-reflect:$kotlinVersion")
implementation("io.github.microutils:kotlin-logging:$kotlinLoggingVersion")
api(shaderKotlin.kotlin)
}
}
commonMain.dependsOn(shaderKotlin)
@Suppress("UNUSED_VARIABLE")
val commonTest by getting {
dependencies {
@@ -68,7 +73,6 @@ kotlin {
implementation("io.kotest:kotest-assertions-core:$kotestVersion")
}
}
@Suppress("UNUSED_VARIABLE")
val jvmMain by getting
@@ -97,3 +101,12 @@ kotlin {
}
}
}
val embedShaders = tasks.register<EmbedShadersTask>("embedShaders") {
inputDir.set(file("$projectDir/src/shaders/glsl"))
outputDir.set(file("$buildDir/generated/shaderKotlin"))
defaultPackage.set("org.openrndr.shaderphrases.phrases")
}.get()
tasks.getByName("compileKotlinJvm").dependsOn(embedShaders)
tasks.getByName("compileKotlinJs").dependsOn(embedShaders)

View File

@@ -2,9 +2,9 @@ package org.openrndr.extra.shaderphrases
import mu.KotlinLogging
import org.openrndr.draw.Shader
//import org.openrndr.extra.shaderphrases.phrases.phraseTbnMatrix
import org.openrndr.utils.url.textFromURL
private val logger = KotlinLogging.logger {}
/**
@@ -115,7 +115,6 @@ fun Shader.Companion.preprocessedFromUrls(
gsUrl: String? = null,
fsUrl: String
): Shader {
val vsCode = textFromURL(vsUrl).preprocess()
val tcsCode = tcsUrl?.let { textFromURL(it) }?.preprocess()
val tesCode = tesUrl?.let { textFromURL(it) }?.preprocess()

View File

@@ -1,3 +0,0 @@
package org.openrndr.extra.shaderphrases.phrases
val phraseTbnMatrix = """"""

View File

@@ -0,0 +1,3 @@
float hash21(vec2 p) {
return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x))));
}

View File

@@ -0,0 +1,6 @@
#define MOD3 vec3(.1031,.11369,.13787)
vec3 hash33(vec3 p3) {
p3 = fract(p3 * MOD3);
p3 += dot(p3, p3.yxz+19.19);
return -1.0 + 2.0 * fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
}

View File

@@ -0,0 +1,5 @@
vec3 projectionToViewCoordinate(vec2 uv, float projectionDepth, mat4 projectionInverse) {
vec4 projectionCoordinate = vec4(uv * 2.0 - 1.0, projectionDepth*2.0-1.0, 1.0);
vec4 viewCoordinate = projectionInverse * projectionCoordinate;
return viewCoordinate.xyz / viewCoordinate.w;
}

View File

@@ -0,0 +1,5 @@
float projectionToViewDepth(float projectionDepth, mat4 projectionInverse) {
float z = (projectionDepth*2.0-1.0) * projectionInverse[2].z + projectionInverse[3].z;
float w = (projectionDepth*2.0-1.0) * projectionInverse[2].w + projectionInverse[3].w;
return z / w;
}

View File

@@ -1,4 +1,4 @@
#pragma import org.openrndr.extra.noise.phrases.NoisePhrasesKt.phraseHash33;
#pragma import phraseHash33;
float simplex31(vec3 p) {
const float K1 = 0.333333333;

View File

@@ -0,0 +1,5 @@
#pragma package org.openrndr.extra.shaderphrases.phrases
mat3 tbnMatrix(vec4 tangent, vec3 normal) {
vec3 bitangent = cross(normal, tangent.xyz) * tangent.w;
return mat3(tangent.xyz, bitangent, normal);
}

View File

@@ -0,0 +1,14 @@
#pragma import phraseHash21
float valueNoise21(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = hash21(i);
float b = hash21(i + vec2(1.0, 0.0));
float c = hash21(i + vec2(0.0, 1.0));
float d = hash21(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;
}

View File

@@ -0,0 +1,5 @@
float viewToProjectionDepth(float viewDepth, mat4 projection) {
float z = viewDepth * projection[2].z + projection[3].z;
float w = viewDepth * projection[2].w + projection[3].w;
return z / w;
}