factor/extra/line-art/line-art.factor

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USING: arrays bunny combinators.lib continuations io io.files kernel
math math.functions math.vectors multiline
namespaces
opengl opengl.gl opengl-demo-support
prettyprint
sequences ui ui.gadgets ui.gestures ui.render ;
IN: line-art
TUPLE: line-art-gadget
model step1-program step2-program
framebuffer color-texture normal-texture depth-texture framebuffer-dim ;
: <line-art-gadget> ( -- line-art-gadget )
0.0 0.0 0.375 <demo-gadget>
maybe-download read-model
{ set-delegate set-line-art-gadget-model } line-art-gadget construct ;
STRING: line-art-step1-vertex-shader-source
varying vec3 normal;
void
main()
{
gl_Position = ftransform();
normal = gl_Normal;
}
;
STRING: line-art-step1-fragment-shader-source
varying vec3 normal;
uniform vec4 color;
void
main()
{
gl_FragData[0] = color;
gl_FragData[1] = vec4(normal, 1);
}
;
STRING: line-art-step2-vertex-shader-source
varying vec2 coord;
void
main()
{
gl_Position = ftransform();
coord = (gl_Vertex * vec4(0.5) + vec4(0.5)).xy;
}
;
STRING: line-art-step2-fragment-shader-source
uniform sampler2D colormap, normalmap, depthmap;
uniform vec4 line_color;
varying vec2 coord;
const float DEPTH_RATIO_THRESHOLD = 2.0, NORMAL_DOT_THRESHOLD = 0.95, SAMPLE_SPREAD = 1.0/1024.0;
bool
is_normal_border(vec3 norm1, vec3 norm2)
{
return dot(norm1, norm2) < NORMAL_DOT_THRESHOLD;
}
bool
is_depth_border(float depth1, float depth2)
{
float ratio = depth1/depth2;
return 1.0/DEPTH_RATIO_THRESHOLD > ratio || ratio > DEPTH_RATIO_THRESHOLD;
}
bool
is_border(vec2 coord)
{
vec2 coord1 = coord + vec2(-SAMPLE_SPREAD, -SAMPLE_SPREAD),
coord2 = coord + vec2( SAMPLE_SPREAD, -SAMPLE_SPREAD),
coord3 = coord + vec2(-SAMPLE_SPREAD, SAMPLE_SPREAD),
coord4 = coord + vec2( SAMPLE_SPREAD, SAMPLE_SPREAD);
/* This border checking code is meant to be easy to follow rather than blazingly fast.
* The normal/depth checks could be easily parallelized into matrix or vector operations to
* improve performance. */
vec3 normal1 = texture2D(normalmap, coord1).xyz,
normal2 = texture2D(normalmap, coord2).xyz,
normal3 = texture2D(normalmap, coord3).xyz,
normal4 = texture2D(normalmap, coord4).xyz;
float depth1 = texture2D(depthmap, coord1).x,
depth2 = texture2D(depthmap, coord2).x,
depth3 = texture2D(depthmap, coord3).x,
depth4 = texture2D(depthmap, coord4).x;
return (depth1 < 1.0 || depth2 < 1.0 || depth3 < 1.0 || depth4 < 1.0)
&& (is_normal_border(normal1, normal2)
|| is_normal_border(normal1, normal3)
|| is_normal_border(normal1, normal4)
|| is_normal_border(normal2, normal3)
|| is_normal_border(normal2, normal4)
|| is_normal_border(normal3, normal4)
/* || is_depth_border(depth1, depth2)
|| is_depth_border(depth1, depth3)
|| is_depth_border(depth1, depth4)
|| is_depth_border(depth2, depth3)
|| is_depth_border(depth2, depth4)
|| is_depth_border(depth3, depth4) */
);
}
void
main()
{
gl_FragColor = is_border(coord)
? line_color
: texture2D(colormap, coord);
}
;
: (line-art-step1-program) ( -- step1 )
line-art-step1-vertex-shader-source line-art-step1-fragment-shader-source
<simple-gl-program> ;
: (line-art-step2-program) ( -- step2 )
line-art-step2-vertex-shader-source line-art-step2-fragment-shader-source
<simple-gl-program> ;
: (line-art-framebuffer-texture) ( dim iformat xformat -- texture )
swapd >r >r >r
GL_TEXTURE0 glActiveTexture
gen-texture GL_TEXTURE_2D over glBindTexture
GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri
GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri
GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri
GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri
GL_TEXTURE_2D 0 r> r> first2 0 r> GL_UNSIGNED_BYTE f glTexImage2D ;
: (line-art-color-texture) ( dim -- texture )
GL_RGBA16F_ARB GL_RGBA (line-art-framebuffer-texture) ;
: (line-art-normal-texture) ( dim -- texture )
GL_RGBA16F_ARB GL_RGBA (line-art-framebuffer-texture) ;
: (line-art-depth-texture) ( dim -- texture )
GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT (line-art-framebuffer-texture) ;
: (attach-framebuffer-texture) ( texture attachment -- )
swap >r >r GL_FRAMEBUFFER_EXT r> GL_TEXTURE_2D r> 0 glFramebufferTexture2DEXT gl-error ;
: (line-art-framebuffer) ( color-texture normal-texture depth-texture -- framebuffer )
3array gen-framebuffer dup [
swap GL_COLOR_ATTACHMENT0_EXT
GL_COLOR_ATTACHMENT1_EXT
GL_DEPTH_ATTACHMENT_EXT 3array [ (attach-framebuffer-texture) ] 2each
check-framebuffer
] with-framebuffer ;
: line-art-remake-framebuffer-if-needed ( gadget -- )
dup { rect-dim rect-dim line-art-gadget-framebuffer-dim } get-slots = [ 2drop ] [
swap >r
dup (line-art-color-texture) gl-error
swap dup (line-art-normal-texture) gl-error
swap dup (line-art-depth-texture) gl-error
swap >r
[ (line-art-framebuffer) ] 3keep
r> r> { set-line-art-gadget-framebuffer
set-line-art-gadget-color-texture
set-line-art-gadget-normal-texture
set-line-art-gadget-depth-texture
set-line-art-gadget-framebuffer-dim } set-slots
] if ;
M: line-art-gadget graft* ( gadget -- )
GL_CULL_FACE glEnable
GL_DEPTH_TEST glEnable
(line-art-step1-program) over set-line-art-gadget-step1-program
(line-art-step2-program) swap set-line-art-gadget-step2-program ;
M: line-art-gadget ungraft* ( gadget -- )
dup line-art-gadget-framebuffer [
{ [ line-art-gadget-step1-program delete-gl-program ]
[ line-art-gadget-step2-program delete-gl-program ]
[ line-art-gadget-framebuffer delete-framebuffer ]
[ line-art-gadget-color-texture delete-texture ]
[ line-art-gadget-normal-texture delete-texture ]
[ line-art-gadget-depth-texture delete-texture ]
[ f swap set-line-art-gadget-framebuffer-dim ]
[ f swap set-line-art-gadget-framebuffer ] } call-with
] [ drop ] if ;
: line-art-draw-setup ( gadget -- gadget )
0.0 0.0 0.0 1.0 glClearColor
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
dup demo-gadget-set-matrices
dup line-art-remake-framebuffer-if-needed gl-error ;
: line-art-clear-framebuffer ( -- )
GL_COLOR_ATTACHMENT0_EXT glDrawBuffer
0.2 0.2 0.2 1.0 glClearColor
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
GL_COLOR_ATTACHMENT1_EXT glDrawBuffer
0.0 0.0 0.0 0.0 glClearColor
GL_COLOR_BUFFER_BIT glClear ;
M: line-art-gadget draw-gadget* ( gadget -- )
line-art-draw-setup
dup line-art-gadget-framebuffer [
line-art-clear-framebuffer
GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT1_EXT 2array set-draw-buffers
dup line-art-gadget-step1-program dup [
"color" glGetUniformLocation 0.6 0.5 0.5 1.0 glUniform4f
0.0 -0.12 0.0 glTranslatef
dup line-art-gadget-model first3 draw-bunny
] with-gl-program
] with-framebuffer
init-matrices
dup line-art-gadget-color-texture GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit
dup line-art-gadget-normal-texture GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit
dup line-art-gadget-depth-texture GL_TEXTURE_2D GL_TEXTURE2 bind-texture-unit
line-art-gadget-step2-program dup [
{ [ "colormap" glGetUniformLocation 0 glUniform1i ]
[ "normalmap" glGetUniformLocation 1 glUniform1i ]
[ "depthmap" glGetUniformLocation 2 glUniform1i ] } call-with
{ -1.0 -1.0 } { 1.0 1.0 } draw-rectangle
] with-gl-program ;
: line-art-window ( -- )
[ <line-art-gadget> "Line Art" open-window ] with-ui ;
MAIN: line-art-window