kool

A multiplatform OpenGL / Vulkan graphics engine written in kotlin

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GroupId

GroupId

de.fabmax.kool
ArtifactId

ArtifactId

kool-core-metadata
Last Version

Last Version

0.7.0
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Release Date

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pom.sha512
Description

Description

kool
A multiplatform OpenGL / Vulkan graphics engine written in kotlin
Project URL

Project URL

https://github.com/fabmax/kool
Source Code Management

Source Code Management

https://github.com/fabmax/kool/tree/main

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compile (1)

Group / Artifact Type Version
org.jetbrains.kotlin : kotlin-stdlib-common jar 1.4.30

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kool - A Vulkan / OpenGL graphics engine written in Kotlin

Maven Central License

A multi-platform Vulkan / OpenGL based graphics engine that works on Desktop Java and browsers with WebGL2. Android support is currently suspended but it should be quite easy to get that going again.

This is mostly my personal pet-project. However, if you are curious you might be able to use this for your own projects as well (look below for a very short usage guide - that's all the documentation there is)

I also have a few demos in place (roughly in order of creation; once loaded, you can also switch between them via the hamburger button in the upper left corner):

  • Physics - Vehicle: A drivable vehicle (W, A, S, D / cursor keys, R to reset) based on the nVidia PhysX vehicles SDK (using physx-js-webidl / physx-jni. Still work in progress. A few more notes on physics further below
  • Physics - Joints: Physics demo consisting of a chain running over two gears. Uses a lot of multi shapes and revolute joints.
  • Physics - Collision: The obligatory collision physics demo with various different shapes.
  • Atmospheric Scattering: Earth (and Moon) with volumetric atmosphere. Lots of interactive controls for adjusting the appearance of the atmosphere. The planet itself is rendered by a highly customized deferred pbr shader with extensions for rendering the oceans and night side.
  • Procedural Geometry: Small test-case for procedural geometry; all geometry is generated in code (even the roses! Textures are regular images though). Also some glass shading (shaft of the wine glass, the wine itself looks quite odd when shaded with refractions and is therefore opaque)
  • glTF Models: Various demo models loaded from glTF / glb format
  • Deferred Shading: Handles thousands of dynamic light sources - also includes PBR shading and ambient occlusion.
  • Screen-space Ambient Occlusion: Roughly based on this article by John Chapman with slightly optimized sampling (also shamelessly recreated his demo scene).
  • Screen-space Reflections: A simple PBR shaded model with screen-space reflections and up to four spot lights with dynamic shadows.
  • Physical Based Rendering: Interactive PBR demo with image based lighting for various materials and environments (underlying PBR theory from this awesome article series).
  • Procedural Tree: A simple procedural tree generator based on a space colonization algorithm
  • Instanced / LOD Drawing: Instanced rendering demo of the Stanford Bunny. Uses six levels of detail to render up to 8000 instances.
  • Mesh Simplification: Interactive mesh simplification demo (based on traditional error quadrics)

Code for all demos is available in kool-demo sub-project.

Support for Vulkan based rendering is quite recent. Together with Vulkan support I implemented a new, much more flexible shader generator. Shaders are composed of nodes quite similar to Unity's Shader Graph (however it's completely code-based, no fancy editor). Shader code is generated and compiled from the node-based model on-the-fly for each backend.

In order to add support for Vulkan, I had to drastically change some parts of the engine and this is an ongoing process. Hence, stuff is a still a bit messy but things are getting better.

Features / Noticeable Stuff:

  • Physics simulation (based on Nvidia PhysX)
  • Node based dynamic shader generation
  • Vulkan rendering backend (on JVM)
  • Support for physical based rendering (with metallic workflow) and image-based lighting
  • (Almost) complete support for glTF 2.0 model format (including animations, morph targets and skins)
  • Skin / armature mesh animation (vertex shader based)
  • Deferred shading
  • Screen-space ambient occlusion
  • Screen-space reflections (with deferred shading only)
  • Normal, roughness, metallic, ambient occlusion and displacement mapping
  • HDR lighting with Uncharted2 tone-mapping
  • Lighting with multiple point, spot and directional lights
  • Shadow mapping for multiple light sources (only spot and directional lights for now)
  • A small GUI framework for simple in-game menus / controls

A Hello World Example

Getting a basic scene on the screen is quite simple:

fun main() {
    val ctx = createDefaultContext()
    
    ctx.scenes += scene {
        defaultCamTransform()
    
        +colorMesh {
            generate {
                cube {
                    colored()
                    centered()
                }
            }
            shader = pbrShader {
                albedoSource = Albedo.VERTEX_ALBEDO
                metallic = 0.0f
                roughness = 0.25f
            }
        }
    
        lighting.singleLight {
            setDirectional(Vec3f(-1f, -1f, -1f))
            setColor(Color.WHITE, 5f)
        }
    }
    
    ctx.run()
}

The above example creates a new scene and sets up a mouse-controlled camera (with defaultCamTransform()). As you might have guessed the +colorMesh { ... } block creates a colored cube and adds it to the scene. In order to draw the mesh on the screen it needs a shader, which is assigned with shader = pbrShader { ... }. This creates a simple PBR shader for a dielectric material with a rather smooth surface. Color information is taken from the corresponding vertex attribute. Finally, we set up a single directional scene light (of white color and an intensity of 5), so that our cube can shine in its full glory. The resulting scene looks like this.

Model Loading and Advanced Lighting

Model loading, animation and more advanced lighting with shadow mapping and ambient occlusion requires only a few more lines of code:

fun main() {
    val ctx = createDefaultContext()
    
    ctx.scenes += scene {
        defaultCamTransform()
    
        // Light setup
        lighting.singleLight {
            setSpot(Vec3f(5f, 6.25f, 7.5f), Vec3f(-1f, -1.25f, -1.5f), 45f)
            setColor(Color.WHITE, 300f)
        }
        val shadows = listOf(SimpleShadowMap(this, lightIndex = 0))
        val aoPipeline = AoPipeline.createForward(this)
    
        // Add a ground plane
        +colorMesh {
            generate {
                grid { }
            }
            shader = pbrShader {
                useStaticAlbedo(Color.WHITE)
                useScreenSpaceAmbientOcclusion(aoPipeline.aoMap)
                shadowMaps += shadows
            }
        }

        // Load a glTF 2.0 model
        ctx.assetMgr.launch {
            val materialCfg = GltfFile.ModelMaterialConfig(
                    shadowMaps = shadows,
                    scrSpcAmbientOcclusionMap = aoPipeline.aoMap
            )
            val modelCfg = GltfFile.ModelGenerateConfig(materialConfig = materialCfg)
            loadGltfModel("path/to/model.glb", modelCfg)?.let { model ->
                +model
                model.translate(0f, 0.5f, 0f)
    
                if (model.animations.isNotEmpty()) {
                    model.enableAnimation(0)
                    model.onUpdate += { updateEvt ->
                        model.applyAnimation(updateEvt.time)
                    }
                }
            }
        }
    }
    
    ctx.run()
}

First we set up the lighting. This is very similar to the previous example but this time we use a spot light, which requires a position, direction and opening angle. Other than directional lights, point and spot lights have a distinct (point-) position and objects are affected less by them, the farther they are away. This usually results in a much higher required light intensity: Here we use an intensity of 300.

Next we create a SimpleShadowMap which computes the shadows casted by the light source we defined before. Moreover, the created AoPipeline computes an ambient occlusion map, which is later used by the shaders to further improve the visual appearance of the scene.

After light setup we can add objects to our scene. First we generate a grid mesh as ground plane. Default size and position of the generated grid are fine, therefore grid { } does not need any more configuration. Similar to the color cube from the previous example, the ground plane uses a PBR shader. However, this time we tell the shader to use the ambient occlusion and shadow maps we created before. Moreover, the shader should not use the vertex color attribute, but a simple pre-defined color (white in this case).

Finally, we want to load a glTF 2.0 model. Resources are loaded via the asset manager. Since resource loading is a potentially long-running operation we do that from within a coroutine launched with the asset manager: ctx.assetMgr.launch { ... }. By default, the built-in glTF parser creates shaders for all models it loads. The created shaders can be customized via a provided material configuration, which we use to pass the shadow and ambient occlusion maps we created during light setup. After we created the custom model / material configuration we can load the model with loadGltfModel("path/to/model.glb", modelCfg). This (suspending) function returns the model or null in case of an error. If the model was successfully loaded the let { ... } block is executed and the model is added to the scene (+model). The Model class derives from TransformGroup, hence it is easy to manipulate the model. Here we move the model 0.5 units along the y-axis (up). If the model contains any animations, these can be easily activated. This example checks whether there are any animations and if so activates the first one. The model.onUpdate { } block is executed on every frame and updates the enabled animation.

The resulting scene looks like this. Here, the Animated Box from the glTF sample respository is loaded.

A Simple Custom Shader

As mentioned above shaders can be composed of a set of predefined nodes (and even additional custom nodes). Shader nodes are combined to a ShaderModel which is then used to generate the shader code for the selected rendering backend (currently Vulkan, OpenGL or WebGL2). A very simple shader model could look like this:

val superSimpleModel = ShaderModel().apply {
    val ifColors: StageInterfaceNode
    vertexStage {
        val mvpMat = mvpNode().outMvpMat
        val vertexPos = attrPositions().output
        val vertexColor = attrColors().output

        ifColors = stageInterfaceNode("ifColors", vertexColor)

        positionOutput = vec4TransformNode(vertexPos, mvpMat).outVec4
    }
    fragmentStage {
        colorOutput(unlitMaterialNode(ifColors.output).outColor)
    }
}
mesh.shader = ModeledShader(superSimpleModel)

The shader model includes the definitions for the vertex and fragment shaders.

The vertex shader uses a MVP matrix (provided by the mvpNode()) and the position and color attributes of the input vertices (provided by attrPositions() and attrColors()). The vertex color is forwarded to the fragment shader via a StageInterfaceNode named ifColors. Then the vertex position and MVP matrix are used to compute the output position of the vertex shader.

The fragment shader simply takes the forwarded vertex color and plugs it into an unlitMaterialNode() which more or less directly feeds that color into the fragment shader output.

Finally, the shader model can be used to create a ModeledShader which is then assigned to a mesh.

This example is obviously very simple, but it shows the working principle: Nodes contain basic building blocks which can be composed to complete shaders. Nodes have inputs and outputs which are used to connect them. The shader generator uses the connectivity information to build a dependency graph and call the code generator functions of the individual nodes in the correct order.

More complex shaders can be defined in exactly the same fashion. E.g. PhongShader and PbrShader use exactly the same mechanism.

Physics Simulation

Big update on physics: After playing around with various different engines on javascript and JVM I came to the conclusion that all of them had some kind of flaw. So I decided to write my own bindings for Nvidia PhysX: physx-jni for JVM, and physx-js-webidl for javascript.

This was quite a bit of work (and is an ongoing project), but I think it was worth it: By writing my own bindings I get the features I need, and, even better, I get the same features for javascript and JVM, which makes the multiplatform approach much easier. Nonetheless, physics integration is still in an early state.

Usage

If you are adventurous, you can use kool as a library in your own (multiplatform-)projects. It is published on maven central:

Gradle setup:

// JVM dependencies
dependencies {
    implementation "de.fabmax.kool:kool-core-jvm:0.7.0"

    // On JVM, lwjgl runtime dependencies have to be included as well
    def lwjglVersion = "3.2.3"
    def lwjglNatives = "natives-windows"    // alternatively: natives-linux or natives-macos, depending on your OS
    runtime "org.lwjgl:lwjgl:${lwjglVersion}:${lwjglNatives}"
    runtime "org.lwjgl:lwjgl-glfw:${lwjglVersion}:${lwjglNatives}"
    runtime "org.lwjgl:lwjgl-jemalloc:${lwjglVersion}:${lwjglNatives}"
    runtime "org.lwjgl:lwjgl-opengl:${lwjglVersion}:${lwjglNatives}"
    runtime "org.lwjgl:lwjgl-vma:${lwjglVersion}:$lwjglNatives"
    runtime "org.lwjgl:lwjgl-shaderc:${lwjglVersion}:$lwjglNatives"
}

// or alternatively for javascript
dependencies {
    implementation "de.fabmax.kool:kool-core-js:0.7.0"
}

What's Next?

I have a few features on my wishlist, which I may (or may not) implement in the future (in no particular order):

  • Shadow mapping for point lights
  • Rendering backend for WebGPU

Apart from that there are about one million things I could (and maybe will) optimize further (especially in the Vulkan code)

Versions

Version
0.7.0