Improve the line-art demo. Put cleanup guards on libc:with-malloc and opengl:with-framebuffer .

db4
Joe Groff 2008-01-26 17:15:09 -08:00
parent ca6247f3b3
commit 1dbc1c1f9b
3 changed files with 65 additions and 46 deletions

View File

@ -2,7 +2,7 @@
! Copyright (C) 2007 Slava Pestov
! Copyright (C) 2007 Doug Coleman
! See http://factorcode.org/license.txt for BSD license.
USING: alien assocs init inspector kernel namespaces ;
USING: alien assocs continuations init inspector kernel namespaces ;
IN: libc
<PRIVATE
@ -84,4 +84,4 @@ PRIVATE>
"void" "libc" "memcpy" { "void*" "void*" "ulong" } alien-invoke ;
: with-malloc ( size quot -- )
swap 1 calloc swap keep free ; inline
swap 1 calloc [ swap keep ] [ free ] [ ] cleanup ; inline

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@ -11,7 +11,7 @@ TUPLE: line-art-gadget
framebuffer color-texture normal-texture depth-texture framebuffer-dim ;
: <line-art-gadget> ( -- line-art-gadget )
0.0 0.0 0.375 <demo-gadget>
40.0 -5.0 0.275 <demo-gadget>
maybe-download read-model
{ set-delegate set-line-art-gadget-model } line-art-gadget construct ;
@ -57,62 +57,79 @@ 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;
const float DEPTH_RATIO_THRESHOLD = 1.001, NORMAL_DOT_THRESHOLD = 1.0, SAMPLE_SPREAD = 1.0/512.0;
bool
is_normal_border(vec3 norm1, vec3 norm2)
{
return dot(norm1, norm2) < NORMAL_DOT_THRESHOLD;
}
bool
is_depth_border(float depth1, float depth2)
float
depth_sample(vec2 c)
{
float ratio = depth1/depth2;
return 1.0/DEPTH_RATIO_THRESHOLD > ratio || ratio > DEPTH_RATIO_THRESHOLD;
return texture2D(depthmap, c).x;
}
bool
are_depths_border(vec3 depths)
{
return any(lessThan(depths, vec3(1.0/DEPTH_RATIO_THRESHOLD)))
|| any(greaterThan(depths, vec3(DEPTH_RATIO_THRESHOLD)));
}
bool
is_border(vec2 coord)
vec3
normal_sample(vec2 c)
{
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);
return texture2D(normalmap, c).xyz;
}
float
min6(float a, float b, float c, float d, float e, float f)
{
return min(min(min(min(min(a, b), c), d), e), f);
}
float
border_factor(vec2 c)
{
vec2 coord1 = c + vec2(-SAMPLE_SPREAD, -SAMPLE_SPREAD),
coord2 = c + vec2( SAMPLE_SPREAD, -SAMPLE_SPREAD),
coord3 = c + vec2(-SAMPLE_SPREAD, SAMPLE_SPREAD),
coord4 = c + 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;
vec4 depths = vec4(depth_sample(coord1),
depth_sample(coord2),
depth_sample(coord3),
depth_sample(coord4));
if (depths == vec4(1, 1, 1, 1))
return 0.0;
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) */
);
vec3 ratios1 = depths.xxx/depths.yzw, ratios2 = depths.yyz/depths.zww;
if (are_depths_border(ratios1) || are_depths_border(ratios2))
return 1.0;
vec3 normal1 = normal_sample(coord1),
normal2 = normal_sample(coord2),
normal3 = normal_sample(coord3),
normal4 = normal_sample(coord4);
float normal_border = 1.0 - min6(
dot(normal1, normal2),
dot(normal1, normal3),
dot(normal1, normal4),
dot(normal2, normal3),
dot(normal2, normal4),
dot(normal3, normal4)
);
return normal_border;
}
void
main()
{
gl_FragColor = is_border(coord)
? line_color
: texture2D(colormap, coord);
gl_FragColor = mix(texture2D(colormap, coord), line_color, border_factor(coord));
}
;
@ -191,7 +208,8 @@ M: line-art-gadget ungraft* ( 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 ;
dup line-art-remake-framebuffer-if-needed
gl-error ;
: line-art-clear-framebuffer ( -- )
GL_COLOR_ATTACHMENT0_EXT glDrawBuffer
@ -219,7 +237,8 @@ M: line-art-gadget draw-gadget* ( gadget -- )
line-art-gadget-step2-program dup [
{ [ "colormap" glGetUniformLocation 0 glUniform1i ]
[ "normalmap" glGetUniformLocation 1 glUniform1i ]
[ "depthmap" glGetUniformLocation 2 glUniform1i ] } call-with
[ "depthmap" glGetUniformLocation 2 glUniform1i ]
[ "line_color" glGetUniformLocation 0.2 0.0 0.0 1.0 glUniform4f ] } call-with
{ -1.0 -1.0 } { 1.0 1.0 } draw-rectangle
] with-gl-program ;

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@ -135,8 +135,8 @@ IN: opengl
: with-framebuffer ( id quot -- )
GL_FRAMEBUFFER_EXT rot glBindFramebufferEXT
call
GL_FRAMEBUFFER_EXT 0 glBindFramebufferEXT ; inline
[ call ]
[ GL_FRAMEBUFFER_EXT 0 glBindFramebufferEXT ] [ ] cleanup ; inline
: bind-texture-unit ( id target unit -- )
glActiveTexture swap glBindTexture gl-error ;