[orx-jvm] Move panel, gui, dnk3, keyframer, triangulation to orx-jvm

This commit is contained in:
Edwin Jakobs
2021-06-27 21:32:24 +02:00
parent 5814acef8f
commit 874d49779f
159 changed files with 22 additions and 21 deletions

View File

@@ -0,0 +1,99 @@
package org.openrndr.extra.dnk3
import org.openrndr.draw.RenderTarget
import org.openrndr.math.Matrix44
sealed class Shadows {
object None : Shadows()
abstract class MappedShadows(val mapSize: Int) : Shadows()
abstract class DepthMappedShadows(mapSize: Int) : MappedShadows(mapSize)
abstract class ColorMappedShadows(mapSize: Int) : MappedShadows(mapSize)
class Simple(mapSize: Int = 1024) : DepthMappedShadows(mapSize)
class PCF(mapSize: Int = 1024, val sampleCount: Int = 12) : DepthMappedShadows(mapSize)
class VSM(mapSize: Int = 1024) : ColorMappedShadows(mapSize)
}
interface ShadowLight {
var shadows: Shadows
fun projection(renderTarget: RenderTarget): Matrix44
fun view(node: SceneNode): Matrix44 {
return node.worldTransform.inversed
}
}
// shaders
fun Shadows.VSM.fs(index: Int) : String = """
|{
| vec4 smc = (p_lightTransform$index * vec4(v_worldPosition,1.0));
| vec3 lightProj = (smc.xyz/smc.w) * 0.5 + 0.5;
| if (lightProj.x > 0.0 && lightProj.x < 1.0 && lightProj.y > 0 && lightProj.y < 1) {
| vec2 moments = texture(p_lightShadowMap$index, lightProj.xy).xy;
| attenuation *= (chebyshevUpperBound(moments, length(Lr), 50.0));
| }
|}
""".trimMargin()
fun Shadows.Simple.fs(index: Int): String = """
|{
| vec4 smc = (p_lightTransform$index * vec4(v_worldPosition,1.0));
| vec3 lightProj = (smc.xyz/smc.w) * 0.5 + 0.5;
| if (lightProj.x > 0.0 && lightProj.x < 1.0 && lightProj.y > 0 && lightProj.y < 1) {
| vec3 smz = texture(p_lightShadowMap$index, lightProj.xy).rgb;
| vec2 step = 1.0 / textureSize(p_lightShadowMap$index,0);
| float result = 0.0;
| float compToZ = (lightProj.z- 0.0020 * tan(acos(NoL))) - 0.0003;
| float currentDepth = lightProj.z;
| float closestDepth = smz.x;
| float shadow = (currentDepth - 0.0020 * tan(acos(NoL))) - 0.0003 >= closestDepth ? 0.0 : 1.0;
| attenuation *= shadow;
| }
|}
""".trimMargin()
fun Shadows.PCF.fs(index: Int): String = """
|{
| float lrl = length(Lr)/100.0;
| vec2 fTaps_Poisson[12];
| fTaps_Poisson[0] = vec2(-.326,-.406);
| fTaps_Poisson[1] = vec2(-.840,-.074);
| fTaps_Poisson[2] = vec2(-.696, .457);
| fTaps_Poisson[3] = vec2(-.203, .621);
| fTaps_Poisson[4] = vec2( .962,-.195);
| fTaps_Poisson[5] = vec2( .473,-.480);
| fTaps_Poisson[6] = vec2( .519, .767);
| fTaps_Poisson[7] = vec2( .185,-.893);
| fTaps_Poisson[8] = vec2( .507, .064);
| fTaps_Poisson[9] = vec2( .896, .412);
| fTaps_Poisson[10] = vec2(-.322,-.933);
| fTaps_Poisson[11] = vec2(-.792,-.598);
| vec4 smc = (p_lightTransform$index * vec4(v_worldPosition,1.0));
| vec3 lightProj = (smc.xyz/smc.w) * 0.5 + 0.5;
| if (lightProj.x > 0.0 && lightProj.x < 1.0 && lightProj.y > 0 && lightProj.y < 1) {
| vec3 smz = texture(p_lightShadowMap$index, lightProj.xy).rgb;
| vec2 stepSize = 1.0 / textureSize(p_lightShadowMap$index,0);
| float result = 0.0;
| float compToZ = (lightProj.z- 0.0020 * tan(acos(NoL))) - 0.0003;
| float noise = hash22(lightProj.xy*10.0).x;
| float r = noise * 3.1415926535 * 2.0;
| mat2 rot = mat2( vec2(cos(r), -sin(r)), vec2(sin(r),cos(r)));
| for (int i = 0; i < 12; ++i) {
| float depth = texture(p_lightShadowMap$index, lightProj.xy + rot*fTaps_Poisson[i]*i*lrl*stepSize ).r;
| result += step(compToZ, depth);
| }
| result /= 12;
| float currentDepth = lightProj.z;
| float closestDepth = smz.x;
| float shadow = result;// (currentDepth - 0.0020 * tan(acos(NoL))) - 0.0003 >= closestDepth ? 0.0 : 1.0;
| attenuation *= shadow;
| }
|}
""".trimMargin()
fun Shadows.fs(index: Int): String = when (this) {
is Shadows.PCF -> this.fs(index)
is Shadows.Simple -> this.fs(index)
is Shadows.VSM -> this.fs(index)
is Shadows.None -> ""
else -> TODO()
}