Bump to OPENRNDR 0.3.44-rc.2

This commit is contained in:
Edwin Jakobs
2020-07-13 11:45:13 +02:00
parent 5223ee0035
commit 62f6cd6098
33 changed files with 843 additions and 21 deletions

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@@ -14,9 +14,9 @@ buildscript {
apply plugin: 'org.jetbrains.dokka'
project.ext {
openrndrVersion = "0.3.44-rc.1"
openrndrVersion = "0.3.44-rc.2"
kotlinVersion = "1.3.72"
spekVersion = "2.0.10"
spekVersion = "2.0.11"
libfreenectVersion = "0.5.7-1.5.3"
gsonVersion = "2.8.6"
antlrVersion = "4.8-1"
@@ -129,12 +129,12 @@ task buildMainReadme {
for (line in header) {
newReadme.add(line)
}
newReadme.add("| name" +
"      " +
"      " +
"      " +
"      " +
"      " +
newReadme.add("| name" +
"      " +
"      " +
"      " +
"      " +
"      " +
"      " + " | description |")
newReadme.add("| --- | --- |")

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@@ -0,0 +1,18 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
/*
This demo just verifies that drawing a single circle still works with revamped circle drawing code
*/
fun main() = application {
program {
extend {
drawer.clear(ColorRGBa.GRAY)
drawer.fill = ColorRGBa.PINK
drawer.stroke = ColorRGBa.WHITE
drawer.strokeWeight = 2.0
drawer.circle(100.0, 100.0, 50.0)
drawer.rectangle(100.0, 100.0, 50.0, 50.0)
}
}
}

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@@ -0,0 +1,28 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.circleBatch
/*
This program demonstrates creating "pre-baked" batches of circles. Batches can have varying fill, stroke and
strokeWeight settings.
Batches are (currently) static but stored in GPU memory. Batches are fast to draw.
*/
fun main() = application {
program {
val batch = drawer.circleBatch {
this.fill = ColorRGBa.PINK
for (i in 0 until 100) {
this.strokeWeight = Math.random() * 5.0
this.circle(Math.random() * width, Math.random() * height, 50.0 * Math.random() + 50.0 )
}
}
extend {
drawer.clear(ColorRGBa.GRAY)
drawer.circles(batch)
}
}
}

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@@ -0,0 +1,15 @@
import org.openrndr.application
import org.openrndr.draw.*
import org.openrndr.extras.camera.Orbital
import org.openrndr.extras.meshgenerators.boxMesh
fun main() = application {
program {
val cb0 = loadImage("demo-data/images/image-001.png")
val cb1 = cb0.createEquivalent()
extend {
cb0.copyTo(cb1)
drawer.image(cb1)
}
}
}

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@@ -0,0 +1,37 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.Shader
import org.openrndr.draw.shadeStyle
import org.openrndr.extras.camera.Orbital
import org.openrndr.extras.meshgenerators.boxMesh
import org.openrndr.resourceUrl
fun main() {
application {
program {
val vb = boxMesh()
val shader = Shader.Companion.createFromUrls(
vsUrl = resourceUrl("/shaders/gs-01.vert"),
gsUrl = resourceUrl("/shaders/gs-01.geom"),
fsUrl = resourceUrl("/shaders/gs-01.frag")
)
extend(Orbital())
extend {
drawer.clear(ColorRGBa.PINK)
shader.begin()
shader.uniform("offset", mouse.position.xy0)
shader.uniform("view", drawer.view)
shader.uniform("proj", drawer.projection)
shader.uniform("model", drawer.model)
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.TRIANGLES, 0, vb.vertexCount)
shader.end()
drawer.shadeStyle = shadeStyle {
vertexPreamble = "krak"
}
//drawer.vertexBuffer(vb, DrawPrimitive.TRIANGLES, 0, vb.vertexCount)
}
}
}
}

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@@ -0,0 +1,51 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extras.meshgenerators.planeMesh
import org.openrndr.internal.Driver
import org.openrndr.math.Vector3
fun main() = application {
program {
val shader = Shader.createFromCode(vsCode =
"""
#version 430
in vec3 a_position;
in vec2 a_texCoord0;
in vec3 a_normal;
uniform mat4 projMatrix;
uniform mat4 viewMatrix;
void main() {
gl_Position = projMatrix * vec4(a_position, 1.0);
}
""",
fsCode = """
#version 430
out vec4 o_color;
layout(rgba8) uniform image2D bla;
void main() {
imageStore(bla, ivec2(30,30), vec4(1.0, 0.0, 0.0, 1.0));
o_color = vec4(1.0);
}
""", name = "ils")
val cb = colorBuffer(128, 128)
val mesh = planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Y, -Vector3.UNIT_Z, 100.0, 100.0)
extend {
drawer.clear(ColorRGBa.PINK)
shader.begin()
shader.image("bla", 0, cb.imageBinding(0, ImageAccess.READ_WRITE))
shader.uniform("viewMatrix", drawer.view)
shader.uniform("projMatrix", drawer.projection)
Driver.instance.drawVertexBuffer(shader, listOf(mesh), DrawPrimitive.TRIANGLES, 0, mesh.vertexCount)
shader.end()
drawer.clear(ColorRGBa.BLACK)
drawer.image(cb)
}
}
}

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@@ -0,0 +1,26 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extras.meshgenerators.planeMesh
import org.openrndr.internal.Driver
import org.openrndr.math.Vector3
fun main() = application {
program {
val cb = colorBuffer(128, 128)
extend {
val ss = shadeStyle {
fragmentTransform = """
imageStore(p_image, ivec2(30.0, 30.0), vec4(1.0, 0.0, 0.0, 1.0));
""".trimIndent()
parameter("image", cb.imageBinding(0, ImageAccess.READ_WRITE))
}
drawer.shadeStyle = ss
drawer.clear(ColorRGBa.PINK)
drawer.rectangle(0.0, 0.0, 100.0, 100.0)
drawer.image(cb, 0.0, 200.0)
}
}
}

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@@ -0,0 +1,29 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
fun main() = application {
program {
val cb = colorBuffer(128, 128)
val at = arrayTexture(128, 128, 32)
val vt = volumeTexture(32, 32, 32)
extend {
val ss = shadeStyle {
fragmentTransform = """
imageStore(p_image, ivec2(30.0, 30.0), vec4(1.0, 0.0, 0.0, 1.0));
imageStore(p_vt, ivec3(2, 2, 2), vec4(1.0, 0.0, 0.0, 1.0));
imageStore(p_at, ivec3(2, 2, 2), vec4(1.0, 0.0, 0.0, 1.0));
""".trimIndent()
parameter("at", at.imageBinding(0, ImageAccess.READ_WRITE))
parameter("image", cb.imageBinding(0, ImageAccess.READ_WRITE))
parameter("vt", vt.imageBinding(0, ImageAccess.READ_WRITE))
}
drawer.shadeStyle = ss
drawer.clear(ColorRGBa.PINK)
drawer.rectangle(0.0, 0.0, 100.0, 100.0)
drawer.image(cb, 0.0, 200.0)
}
}
}

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@@ -0,0 +1,33 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.shadeStyle
import org.openrndr.extensions.Screenshots
import org.openrndr.math.Polar
import org.openrndr.shape.contour
fun main() = application {
program {
val style = shadeStyle {
//fragmentTransform = "x_stroke.a *= step(0.5, fract(c_contourPosition / p_dashLen));"
fragmentTransform = "x_stroke.a *= smoothstep(0.0, 1.0, mod(c_contourPosition, p_dashLen)) * smoothstep(p_dashLen, p_dashLen-1.0, mod(c_contourPosition, p_dashLen));"
parameter("dashLen", 20.0)
}
extend {
drawer.run {
clear(ColorRGBa.WHITE)
stroke = ColorRGBa.BLACK.opacify(0.5)
val c = contour {
moveTo(100.0, 100.0)
continueTo(100.0, 300.0)
continueTo(bounds.center + Polar(seconds * 30, 100.0).cartesian)
continueTo(500.0, 100.0)
continueTo(600.0, 100.0)
}
shadeStyle = style
contour(c)
drawer.lineSegment(0.0, 0.0, width*1.0, height*1.0)
}
}
}
}

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@@ -0,0 +1,53 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extras.camera.Orbital
import org.openrndr.extras.meshgenerators.boxMesh
import org.openrndr.math.Vector3
import org.openrndr.resourceUrl
fun main() {
application {
program {
val vb = vertexBuffer(vertexFormat {
position(3)
}, 12)
val shader = Shader.Companion.createFromUrls(
vsUrl = resourceUrl("/shaders/ts-01.vert"),
tcsUrl = resourceUrl("/shaders/ts-01.tesc"),
tesUrl = resourceUrl("/shaders/ts-01.tese"),
fsUrl = resourceUrl("/shaders/ts-01.frag")
)
vb.put {
write(Vector3(0.0, 0.0, 0.0))
write(Vector3(100.0, 0.0, 0.0))
write(Vector3(140.0, 200.0, 0.0))
write(Vector3(200.0, 300.0, 0.0))
write(Vector3(0.0, 0.0, 0.0))
write(Vector3(100.0, 0.0, 0.0))
write(Vector3(140.0, 200.0, 0.0))
write(Vector3(200.0, 400.0, 0.0))
write(Vector3(0.0, 0.0, 0.0))
write(Vector3(100.0, 0.0, 0.0))
write(Vector3(140.0, 200.0, 0.0))
write(Vector3(200.0, 500.0, 0.0))
}
extend {
drawer.clear(ColorRGBa.PINK)
shader.begin()
shader.uniform("offset", mouse.position.xy0)
shader.uniform("view", drawer.view)
shader.uniform("proj", drawer.projection)
shader.uniform("model", drawer.model)
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
shader.end()
}
}
}
}

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@@ -0,0 +1,51 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extras.camera.Orbital
import org.openrndr.extras.meshgenerators.boxMesh
import org.openrndr.math.Vector3
import org.openrndr.resourceUrl
fun main() {
application {
program {
val vb = vertexBuffer(vertexFormat {
position(3)
}, 12)
val shader = Shader.createFromUrls(
vsUrl = resourceUrl("/shaders/ts-02.vert"),
tcsUrl = resourceUrl("/shaders/ts-02.tesc"),
tesUrl = resourceUrl("/shaders/ts-02.tese"),
gsUrl = resourceUrl("/shaders/ts-02.geom"),
fsUrl = resourceUrl("/shaders/ts-02.frag")
)
vb.put {
write(Vector3(0.0, 0.0, 0.0))
write(Vector3(100.0, 0.0, 0.0))
write(Vector3(140.0, 200.0, 0.0))
write(Vector3(200.0, 300.0, 0.0))
write(Vector3(0.0, 0.0, 0.0))
write(Vector3(100.0, 0.0, 0.0))
write(Vector3(140.0, 200.0, 0.0))
write(Vector3(200.0, 400.0, 0.0))
write(Vector3(0.0, 0.0, 0.0))
write(Vector3(100.0, 0.0, 0.0))
write(Vector3(140.0, 200.0, 0.0))
write(Vector3(200.0, 500.0, 0.0))
}
extend {
drawer.clear(ColorRGBa.PINK)
shader.begin()
shader.uniform("offset", mouse.position.xy0)
shader.uniform("view", drawer.view)
shader.uniform("proj", drawer.projection)
shader.uniform("model", drawer.model)
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
shader.end()
}
}
}
}

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@@ -0,0 +1,33 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extensions.Screenshots
fun main() = application {
program {
val screenshots = extend(Screenshots()) {
}
val volumeTexture = VolumeTexture.create(128,128,32)
val rt = renderTarget(128, 128) {
volumeTexture(volumeTexture, 0)
}
val cb = colorBuffer(128, 128)
extend {
screenshots.afterScreenshot
drawer.isolatedWithTarget(rt) {
drawer.ortho(rt)
drawer.clear(ColorRGBa.PINK)
}
volumeTexture.copyTo(cb, 0)
drawer.image(cb)
}
}
}

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@@ -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 = v_addedProperty;
}

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@@ -0,0 +1,29 @@
#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) 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;
void main() {
int i;
for(i = 0;i < gl_in.length();i++) {
v_addedProperty = vertices[i].v_addedProperty;
va_normal = vertices[i].va_normal;
va_position = vertices[i].va_position;
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}

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@@ -0,0 +1,22 @@
#version 430 core
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texCoord0;
out InVertex {
vec3 va_position;
vec3 va_normal;
vec4 v_addedProperty;
} vertexOut;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 model;
void main() {
vertexOut.v_addedProperty = vec4(1.0, 0.0, 0.0, 1.0);
vertexOut.va_position = a_position;
vertexOut.va_normal = a_normal;
gl_Position = proj * view * model * vec4(a_position, 1.0);
}

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@@ -0,0 +1,13 @@
#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);
}

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@@ -0,0 +1,16 @@
#version 430 core
layout(vertices = 4) out; // 4 points per patch
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] = 4; // tessellate the line into 100 segments
}
}

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@@ -0,0 +1,41 @@
#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[];
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);
gl_Position = proj * view * model * vec4(ePos, 1);
}

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@@ -0,0 +1,15 @@
#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);
}

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@@ -0,0 +1,13 @@
#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);
}

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@@ -0,0 +1,29 @@
#version 430 core
layout (lines) in;
layout (line_strip, max_vertices = 2) 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;
void main() {
int i;
for(i = 0;i < gl_in.length();i++) {
v_addedProperty = vertices[i].v_addedProperty;
va_normal = vertices[i].va_normal;
va_position = vertices[i].va_position;
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}

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@@ -0,0 +1,16 @@
#version 430 core
layout(vertices = 4) out; // 4 points per patch
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] = 4; // tessellate the line into 100 segments
}
}

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@@ -0,0 +1,41 @@
#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[];
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);
gl_Position = proj * view * model * vec4(ePos, 1);
}

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@@ -0,0 +1,15 @@
#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);
}

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@@ -1,5 +1,3 @@
@file:ShaderPhrases([])
import kotlinx.coroutines.yield
import org.openrndr.*
import org.openrndr.color.ColorRGBa
@@ -39,9 +37,7 @@ fun main() = application {
}
program {
extend(ScreenRecorder()) {
multisample = BufferMultisample.SampleCount(8)
}
if (System.getProperty("takeScreenshot") == "true") {
extend(SingleScreenshot()) {
this.outputFile = System.getProperty("screenshotPath")
@@ -113,6 +109,7 @@ fun main() = application {
drawer.clear(ColorRGBa.BLACK)
renderer.draw(drawer, scene)
drawer.defaults()
}
}
}

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@@ -0,0 +1,114 @@
import kotlinx.coroutines.yield
import org.openrndr.*
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.dnk3.*
import org.openrndr.extra.dnk3.features.addVoxelConeTracing
import org.openrndr.extra.dnk3.gltf.buildSceneNodes
import org.openrndr.extra.dnk3.gltf.loadGltfFromFile
import org.openrndr.extra.dnk3.renderers.postRenderer
import org.openrndr.extras.camera.Orbital
import org.openrndr.extras.meshgenerators.sphereMesh
import org.openrndr.filter.color.Delinearize
import org.openrndr.math.Spherical
import org.openrndr.math.Vector3
import org.openrndr.math.transforms.transform
import java.io.File
import kotlin.math.cos
import kotlin.math.sin
fun main() = application {
configure {
width = 1280
height = 720
multisample = WindowMultisample.SampleCount(8)
}
program {
if (System.getProperty("takeScreenshot") == "true") {
extend(SingleScreenshot()) {
this.outputFile = System.getProperty("screenshotPath")
}
}
val gltf = loadGltfFromFile(File("demo-data/gltf-models/irradiance-probes/model.glb"))
val scene = Scene(SceneNode())
val probeBox = sphereMesh(16, 16, 0.1)
val probeGeometry = Geometry(listOf(probeBox), null, DrawPrimitive.TRIANGLES, 0, probeBox.vertexCount)
val c = 5
// scene.addIrradianceSH(c, c, c, 3.0 / c, cubemapSize = 32, offset = Vector3(0.0, 0.0, 0.0))
val vctFeature = scene.addVoxelConeTracing(64,64,64, 0.1)
val sceneData = gltf.buildSceneNodes()
scene.root.children.addAll(sceneData.scenes.first())
// -- create a renderer
val renderer = postRenderer()
// renderer.postSteps.add(
// FilterPostStep(1.0, ScreenspaceReflections(), listOf("color", "clipDepth", "viewNormal"), "reflections", ColorFormat.RGB, ColorType.FLOAT16) {
// val p = Matrix44.scale(drawer.width / 2.0, drawer.height / 2.0, 1.0) * Matrix44.translate(Vector3(1.0, 1.0, 0.0)) * drawer.projection
// this.projection = p
// this.projectionMatrixInverse = drawer.projection.inversed
// }
// )
// renderer.postSteps.add(
// FilterPostStep(1.0, VolumetricIrradiance(), listOf("color", "clipDepth"), "volumetric-irradiance", ColorFormat.RGB, ColorType.FLOAT16) {
// this.irradianceSH = scene.features[0] as IrradianceSH
// this.projectionMatrixInverse = drawer.projection.inversed
// this.viewMatrixInverse = drawer.view.inversed
// }
// )
renderer.postSteps.add(
FilterPostStep(1.0, Delinearize(), listOf("color"), "ldr", ColorFormat.RGB, ColorType.FLOAT16)
)
val orb = extend(Orbital()) {
this.fov = 20.0
camera.setView(Vector3(-0.49, -0.24, 0.20), Spherical(26.56, 90.0, 6.533), 40.0)
}
renderer.draw(drawer, scene)
val dynNode = SceneNode()
val dynMaterial = PBRMaterial()
val dynPrimitive = MeshPrimitive(probeGeometry, dynMaterial)
val dynMesh = Mesh(listOf(dynPrimitive))
dynNode.entities.add(dynMesh)
scene.root.children.add(dynNode)
scene.dispatcher.launch {
while (true) {
dynNode.transform = transform {
translate(cos(seconds) * 0.5, 0.5, sin(seconds) * 0.5)
scale(2.0)
}
yield()
}
}
val viz = colorBuffer(64,64)
extend {
drawer.clear(ColorRGBa.BLACK)
renderer.draw(drawer, scene)
drawer.defaults()
for (i in 0 until 128) {
vctFeature.voxelMap?.let {
it.copyTo(viz, i)
}
drawer.image(viz, (i * 128) % width + 0.0, ((i * 128)/width * 128 + 0.0 ))
}
drawer.image(vctFeature.voxelRenderTarget!!.colorBuffer(0))
}
}
}

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@@ -46,6 +46,7 @@ data class MaterialContext(val pass: RenderPass,
val meshCubemaps: Map<Mesh, Cubemap>,
val irradianceProbeCount: Int
) {
var irradianceSH: IrradianceSH? = null
}

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@@ -541,7 +541,7 @@ class PBRMaterial : Material {
fragmentTransform = fs
materialContext.pass.combiners.map {
if (rt is ProgramRenderTarget || materialContext.pass === DefaultPass || materialContext.pass === DefaultOpaquePass || materialContext.pass == DefaultTransparentPass || materialContext.pass == IrradianceProbePass) {
if (rt is ProgramRenderTarget || materialContext.pass === DefaultPass || materialContext.pass === DefaultOpaquePass || materialContext.pass == DefaultTransparentPass || materialContext.pass == IrradianceProbePass || materialContext.pass.skipTarget ) {
this.output(it.targetOutput, ShadeStyleOutput(0))
} else {
val index = rt.colorAttachmentIndexByName(it.targetOutput)?:error("attachment ${it.targetOutput} not found")

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@@ -6,10 +6,12 @@ import org.openrndr.draw.RenderTarget
import org.openrndr.draw.renderTarget
data class RenderPass(val combiners: List<FacetCombiner>,
val renderOpaque: Boolean = true,
val renderTransparent: Boolean = false,
val depthWrite: Boolean = true,
val multisample: BufferMultisample = BufferMultisample.Disabled)
val renderOpaque: Boolean = true,
val renderTransparent: Boolean = false,
val depthWrite: Boolean = true,
val multisample: BufferMultisample = BufferMultisample.Disabled,
val skipTarget: Boolean = false
)
val DefaultPass = RenderPass(listOf(LDRColorFacet()))

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@@ -180,7 +180,7 @@ class SceneRenderer {
}
internal fun drawPass(drawer: Drawer, pass: RenderPass, materialContext: MaterialContext,
context: RenderContext
context: RenderContext, shadeStyleTransformer: ((ShadeStyle)->Unit)? = null
) {
drawer.depthWrite = pass.depthWrite
@@ -204,6 +204,8 @@ class SceneRenderer {
val shadeStyle = primitive.material.generateShadeStyle(materialContext, primitiveContext)
shadeStyle.parameter("viewMatrixInverse", drawer.view.inversed)
primitive.material.applyToShadeStyle(materialContext, shadeStyle)
shadeStyleTransformer?.invoke(shadeStyle)
drawer.shadeStyle = shadeStyle
drawer.model = it.node.worldTransform

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@@ -47,7 +47,7 @@ fun Scene.addIrradianceSH(xCount: Int,
}
}
fun SceneRenderer.processIrradiance(drawer: Drawer, scene: Scene, feature: IrradianceSH, context: RenderContext) {
private fun SceneRenderer.processIrradiance(drawer: Drawer, scene: Scene, feature: IrradianceSH, context: RenderContext) {
val irradianceProbes = scene.root.findContent { this as? IrradianceProbe }
val irradianceProbePositions = irradianceProbes.map { it.node.worldPosition }

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@@ -0,0 +1,71 @@
package org.openrndr.extra.dnk3.features
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extra.dnk3.*
import org.openrndr.math.Matrix44
import org.openrndr.math.Vector3
data class VoxelConeTracing(val xCount: Int, val yCount: Int, val zCount: Int, val spacing: Double, val offset: Vector3) : Feature {
var voxelMap: VolumeTexture? = null
var voxelRenderTarget = null as? RenderTarget?
override fun <T : Feature> update(drawer: Drawer, sceneRenderer: SceneRenderer, scene: Scene, feature: T, context: RenderContext) {
sceneRenderer.processVoxelConeTracing(drawer, scene, this, context)
}
var initialized = false
val voxelPass = RenderPass(listOf(VoxelFacet(this)), renderOpaque = true, renderTransparent = false, depthWrite = false, skipTarget = true)
}
fun Scene.addVoxelConeTracing(xCount: Int, yCount: Int, zCount: Int, spacing: Double, offset: Vector3 = Vector3.ZERO) : VoxelConeTracing {
val feature = VoxelConeTracing(xCount, yCount, zCount, spacing, offset)
features.add(feature)
return feature
}
class VoxelFacet(val voxelConeTracing: VoxelConeTracing) : ColorBufferFacetCombiner(setOf(FacetType.DIFFUSE, FacetType.SPECULAR, FacetType.EMISSIVE), "color", ColorFormat.RGBa, ColorType.FLOAT16) {
override fun generateShader() = """
vec3 finalColor = (max(vec3(0.0), f_diffuse.rgb) + max(vec3(0.0), f_emission.rgb) + max(vec3(0.0), f_ambient.rgb));
vec3 p = v_worldPosition;
{
float x = (p.x - ${voxelConeTracing.offset.x}) / ${voxelConeTracing.spacing};
float y = (p.y - ${voxelConeTracing.offset.y}) / ${voxelConeTracing.spacing};
float z = (p.z - ${voxelConeTracing.offset.z}) / ${voxelConeTracing.spacing};
int ix = int(floor(x+0.5)) + ${voxelConeTracing.xCount} / 2;
int iy = int(floor(y+0.5)) + ${voxelConeTracing.yCount} / 2;
int iz = int(floor(z+0.5)) + ${voxelConeTracing.zCount} / 2;
imageStore(p_voxelMap, ivec3(ix, iy, iz), vec4(finalColor, 1.0));
}
"""
}
private fun SceneRenderer.processVoxelConeTracing(drawer: Drawer, scene: Scene, feature: VoxelConeTracing, context: RenderContext) {
if (feature.voxelMap == null) {
feature.voxelMap = volumeTexture(feature.xCount * 2 + 1, feature.yCount * 2 + 1, feature.zCount * 2 + 1, format = ColorFormat.RGBa, type = ColorType.FLOAT16)
}
if (feature.voxelRenderTarget == null) {
feature.voxelRenderTarget = renderTarget(2048, 2048, 1.0, BufferMultisample.SampleCount(8)) {
colorBuffer()
}
}
if (!feature.initialized) {
println("drawing voxelmap")
for (side in CubemapSide.values()) {
drawer.isolatedWithTarget(feature.voxelRenderTarget ?: error("no render target")) {
val pass = feature.voxelPass
val materialContext = MaterialContext(pass, context.lights, emptyList(), shadowLightTargets, emptyMap(), 0)
drawer.clear(ColorRGBa.BLACK)
drawer.ortho(-10.0, 10.0, -10.0, 10.0, -40.0, 40.0)
drawer.view = Matrix44.IDENTITY
drawer.model = Matrix44.IDENTITY
val position = Vector3.ZERO
drawer.lookAt(position + side.forward*40.0, position , side.up)
drawPass(drawer, pass, materialContext, context) {
it.parameter("voxelMap", feature.voxelMap!!.imageBinding(0, ImageAccess.WRITE))
}
}
}
feature.initialized = true
}
}

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@@ -13,7 +13,7 @@ fun preprocessedFilterShaderFromUrl(url: String): Shader {
}
fun preprocessedFilterShaderFromCode(fragmentShaderCode: String, name: String): Shader {
return Shader.createFromCode(Filter.filterVertexCode, fragmentShaderCode, name)
return Shader.createFromCode(vsCode = Filter.filterVertexCode, fsCode = fragmentShaderCode, name = name)
}
class VolumetricIrradiance : Filter(preprocessedFilterShaderFromUrl(resourceUrl("/shaders/volumetric-irradiance.frag"))) {