commonMain.bezierpatches.BezierPatchDrawer.kt Maven / Gradle / Ivy
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package org.openrndr.extra.shapes.bezierpatches
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.internal.Driver
import org.openrndr.math.Vector2
import org.openrndr.draw.ShadeStyleGLSL.Companion.drawerUniforms
import org.openrndr.draw.ShadeStyleGLSL.Companion.fragmentMainConstants
import org.openrndr.draw.ShadeStyleGLSL.Companion.vertexMainConstants
import org.openrndr.extra.shaderphrases.preprocess
import org.openrndr.extra.shapes.phrases.BezierPhraseBook
import org.openrndr.extra.color.phrases.ColorPhraseBook
import org.openrndr.extra.color.spaces.ColorOKLABa
import org.openrndr.math.Vector4
import kotlin.jvm.JvmName
class BezierPatchDrawer {
private fun vsGenerator(structure: ShadeStructure): String {
return """
|// BezierPatchDrawer.kt / vsGenerator
|${drawerUniforms()}
|${structure.attributes.orEmpty()}
|${structure.varyingOut.orEmpty()}
|void main() {
| ${vertexMainConstants()}
| vec3 x_normal = vec3(0.0, 0.0, 1.0);
| vec3 x_position = a_position;
| ${structure.varyingBridge}
|}""".trimMargin()
}
private fun fsGenerator(structure: ShadeStructure): String {
return ("""
|// BezierPatchDrawer.kt / fsGenerator
|${drawerUniforms()}
|${structure.varyingIn.orEmpty()}
|out vec4 o_color;
|void main() {
| vec4 x_fill = u_fill * va_color;
| vec4 x_stroke = u_stroke;
| {
| ${structure.fragmentTransform.orEmpty()}
| }
| o_color = x_fill;
| o_color.rgb *= o_color.a;
}""".trimMargin())
}
private fun fsGeneratorOKLab(structure: ShadeStructure): String {
return ("""
|// BezierPatchDrawer.kt / fsGeneratorOKLab
|${drawerUniforms()}
|${ColorPhraseBook.oklabToLinearRgb.phrase}
|${ColorPhraseBook.linearRgbToSRgb.phrase}
|${structure.varyingIn.orEmpty()}
|out vec4 o_color;
|void main() {
| ${fragmentMainConstants(instance = "0")}
| vec4 x_fill = u_fill * va_color;
| vec4 x_stroke = u_stroke;
| {
| ${structure.fragmentTransform.orEmpty()}
| }
| o_color = linear_rgb_to_srgb(oklab_to_linear_rgb(x_fill));
| o_color.rgb *= o_color.a;
|}""".trimMargin())
}
private fun tseGenerator(structure: ShadeStructure): String {
BezierPhraseBook.register()
return """
|
|#pragma import beziers.bezier_patch42
|#pragma import beziers.bezier_patch43
|#pragma import beziers.bezier_patch44
|
|${drawerUniforms()}
|layout(quads, equal_spacing, ccw) in;
|
|in vec3 cva_position[gl_MaxPatchVertices];
|in vec4 cva_color[gl_MaxPatchVertices];
|in vec2 cva_texCoord0[gl_MaxPatchVertices];
|
|${structure.varyingOut.orEmpty()}
|
|void main() {
| va_position = bezier_patch43(cva_position, gl_TessCoord.xy);
| va_color = bezier_patch44(cva_color, gl_TessCoord.xy);
| va_texCoord0 = bezier_patch42(cva_texCoord0, gl_TessCoord.xy);
| gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * vec4(va_position,1.0);
}""".trimMargin().preprocess()
}
private fun tscGenerator(structure: ShadeStructure): String {
return """
|uniform int u_subdivisions;
|${drawerUniforms()}
|layout(vertices = 16) out; // 16 points per patch
|
|in vec3 va_position[];
|in vec4 va_color[];
|in vec2 va_texCoord0[];
|
|out vec3 cva_position[];
|out vec4 cva_color[];
|out vec2 cva_texCoord0[];
|
|void main() {
| cva_position[gl_InvocationID] = va_position[gl_InvocationID];
| cva_color[gl_InvocationID] = va_color[gl_InvocationID];
| cva_texCoord0[gl_InvocationID] = va_texCoord0[gl_InvocationID];
|
| if (gl_InvocationID == 0) {
| gl_TessLevelOuter[0] = u_subdivisions;
| gl_TessLevelOuter[1] = u_subdivisions;
| gl_TessLevelOuter[2] = u_subdivisions;
| gl_TessLevelOuter[3] = u_subdivisions;
| gl_TessLevelInner[0] = u_subdivisions;
| gl_TessLevelInner[1] = u_subdivisions;
| }
|}""".trimMargin()
}
val shadeStyleManager by lazy {
ShadeStyleManager.fromGenerators(
name = "bezier-patches",
vsGenerator = ::vsGenerator,
tscGenerator = ::tscGenerator,
tseGenerator = ::tseGenerator,
fsGenerator = ::fsGenerator
)
}
val shadeStyleManagerOKLab by lazy {
ShadeStyleManager.fromGenerators(
name = "bezier-patches-oklab",
vsGenerator = ::vsGenerator,
tscGenerator = ::tscGenerator,
tseGenerator = ::tseGenerator,
fsGenerator = ::fsGeneratorOKLab
)
}
var vertices =
vertexBuffer(
vertexFormat {
position(3)
color(4)
textureCoordinate(2)
}, 16, session = Session.root)
internal fun ensureVertexCount(count: Int) {
if (vertices.vertexCount < count) {
vertices.destroy()
vertices = vertexBuffer(
vertexFormat {
position(3)
color(4)
textureCoordinate(2)
}, count, session = Session.root)
}
}
fun drawBezierPatches(
context: DrawContext,
drawStyle: DrawStyle,
bezierPatches: List>,
subdivisions: Int = 32
) {
ensureVertexCount(bezierPatches.size * 16)
val shader = shadeStyleManager.shader(
drawStyle.shadeStyle,
listOf(vertices.vertexFormat),
emptyList()
)
vertices.put {
for (bezierPatch in bezierPatches) {
for (j in 0 until 4) {
for (i in 0 until 4) {
write(bezierPatch.points[j][i].xy0)
if (bezierPatch.colors.isEmpty()) {
write(ColorRGBa.WHITE)
} else {
write(bezierPatch.colors[j][i])
}
write(Vector2(i / 3.0, j / 3.0))
}
}
}
}
shader.begin()
shader.uniform("u_subdivisions", subdivisions)
context.applyToShader(shader)
drawStyle.applyToShader(shader)
Driver.instance.setState(drawStyle)
Driver.instance.drawVertexBuffer(
shader,
listOf(vertices),
DrawPrimitive.PATCHES,
0,
16 * bezierPatches.size,
16
)
shader.end()
}
@JvmName("drawBezierPatchesOKLab")
fun drawBezierPatches(
context: DrawContext,
drawStyle: DrawStyle,
bezierPatches: List>,
subdivisions: Int = 32
) {
ensureVertexCount(bezierPatches.size * 16)
val shader = shadeStyleManagerOKLab.shader(
drawStyle.shadeStyle,
listOf(vertices.vertexFormat),
emptyList()
)
vertices.put {
for(bezierPatch in bezierPatches) {
for (j in 0 until 4) {
for (i in 0 until 4) {
write(bezierPatch.points[j][i].xy0)
if (bezierPatch.colors.isEmpty()) {
write(ColorRGBa.WHITE)
} else {
write(bezierPatch.colors[j][i].let {
Vector4(it.l, it.a, it.b, it.alpha)
})
}
write(Vector2(i / 3.0, j / 3.0))
}
}
}
}
shader.begin()
shader.uniform("u_subdivisions", subdivisions)
context.applyToShader(shader)
drawStyle.applyToShader(shader)
Driver.instance.setState(drawStyle)
Driver.instance.drawVertexBuffer(
shader,
listOf(vertices),
DrawPrimitive.PATCHES,
0,
16 * bezierPatches.size,
16
)
shader.end()
}
@JvmName("drawBezierPatches3D")
fun drawBezierPatches(
context: DrawContext,
drawStyle: DrawStyle,
bezierPatches: List>,
subdivisions: Int = 32
) {
ensureVertexCount(bezierPatches.size * 16)
val shader = shadeStyleManager.shader(
drawStyle.shadeStyle,
listOf(vertices.vertexFormat),
emptyList()
)
vertices.put {
for (bezierPatch in bezierPatches) {
for (j in 0 until 4) {
for (i in 0 until 4) {
write(bezierPatch.points[j][i])
if (bezierPatch.colors.isEmpty()) {
write(ColorRGBa.WHITE)
} else {
write(bezierPatch.colors[j][i])
}
write(Vector2(i / 3.0, j / 3.0))
}
}
}
}
shader.begin()
shader.uniform("u_subdivisions", subdivisions)
context.applyToShader(shader)
drawStyle.applyToShader(shader)
Driver.instance.setState(drawStyle)
Driver.instance.drawVertexBuffer(
shader,
listOf(vertices),
DrawPrimitive.PATCHES,
0,
16 * bezierPatches.size,
16
)
shader.end()
}
@JvmName("drawBezierPatches3DOKLab")
fun drawBezierPatches(
context: DrawContext,
drawStyle: DrawStyle,
bezierPatches: List>,
subdivisions: Int = 32
) {
ensureVertexCount(bezierPatches.size * 16)
val shader = shadeStyleManagerOKLab.shader(
drawStyle.shadeStyle,
listOf(vertices.vertexFormat),
emptyList()
)
vertices.put {
for(bezierPatch in bezierPatches) {
for (j in 0 until 4) {
for (i in 0 until 4) {
write(bezierPatch.points[j][i])
if (bezierPatch.colors.isEmpty()) {
write(ColorRGBa.WHITE)
} else {
write(bezierPatch.colors[j][i].let {
Vector4(it.l, it.a, it.b, it.alpha)
})
}
write(Vector2(i / 3.0, j / 3.0))
}
}
}
}
shader.begin()
shader.uniform("u_subdivisions", subdivisions)
context.applyToShader(shader)
drawStyle.applyToShader(shader)
Driver.instance.setState(drawStyle)
Driver.instance.drawVertexBuffer(
shader,
listOf(vertices),
DrawPrimitive.PATCHES,
0,
16 * bezierPatches.size,
16
)
shader.end()
}
}
private val Drawer.bezierPatchDrawer: BezierPatchDrawer by lazy { BezierPatchDrawer() }
@JvmName("bezierPatchRGBa")
fun Drawer.bezierPatch(bezierPatch: BezierPatchBase, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, listOf(bezierPatch), subdivisions)
}
@JvmName("bezierPatchesRGBa")
fun Drawer.bezierPatches(bezierPatch: List>, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, bezierPatch, subdivisions)
}
@JvmName("bezierPatchOKLAB")
fun Drawer.bezierPatch(bezierPatch: BezierPatchBase, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, listOf(bezierPatch), subdivisions)
}
@JvmName("bezierPatchesOKLAB")
fun Drawer.bezierPatches(bezierPatch: List>, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, bezierPatch, subdivisions)
}
@JvmName("bezierPatch3DRGBa")
fun Drawer.bezierPatch(bezierPatch: BezierPatch3DBase, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, listOf(bezierPatch), subdivisions)
}
@JvmName("bezierPatches3DRGBa")
fun Drawer.bezierPatches(bezierPatch: List>, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, bezierPatch, subdivisions)
}
@JvmName("bezierPatch3DOKLAB")
fun Drawer.bezierPatch(bezierPatch: BezierPatch3DBase, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, listOf(bezierPatch), subdivisions)
}
@JvmName("bezierPatches3DOKLAB")
fun Drawer.bezierPatches(bezierPatch: List>, subdivisions: Int = 32) {
bezierPatchDrawer.drawBezierPatches(context, drawStyle, bezierPatch, subdivisions)
}
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