Modularize the new bunny demo, and adjust the bikeshed parameters a bit

db4
Joe Groff 2008-02-02 15:33:05 -08:00
parent ae51681750
commit 7da1da5fff
4 changed files with 469 additions and 0 deletions
extra/bunny

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USING: arrays bunny.model combinators.lib continuations
kernel multiline opengl opengl.gl sequences ;
IN: bunny.cel-shaded
STRING: vertex-shader-source
varying vec3 position, normal, viewer;
void
main()
{
gl_Position = ftransform();
position = gl_Vertex.xyz;
normal = gl_Normal;
viewer = vec3(0, 0, 1) * gl_NormalMatrix;
}
;
STRING: cel-shaded-fragment-shader-lib-source
varying vec3 position, normal, viewer;
uniform vec3 light_direction;
uniform vec4 color;
uniform vec4 ambient, diffuse;
uniform float shininess;
float
modulate(vec3 direction, vec3 normal)
{
return dot(direction, normal) * 0.5 + 0.5;
}
float
cel(float m)
{
return smoothstep(0.25, 0.255, m) * 0.4 + smoothstep(0.695, 0.70, m) * 0.5;
}
vec4
cel_light()
{
vec3 direction = normalize(light_direction - position);
vec3 reflection = reflect(direction, normal);
vec4 ad = (ambient + diffuse * vec4(vec3(cel(modulate(direction, normal))), 1));
float s = cel(pow(max(dot(-reflection, viewer), 0.0), shininess));
return ad * color + vec4(vec3(s), 0);
}
;
STRING: cel-shaded-fragment-shader-main-source
vec4 cel_light();
void
main()
{
gl_FragColor = cel_light();
}
;
TUPLE: bunny-cel-shaded program ;
: cel-shading-supported? ( -- ? )
"2.0" { "GL_ARB_shader_objects" }
has-gl-version-or-extensions? ;
: <bunny-cel-shaded> ( gadget -- draw )
drop
cel-shading-supported? [
vertex-shader-source <vertex-shader> check-gl-shader
cel-shaded-fragment-shader-lib-source <fragment-shader> check-gl-shader
cel-shaded-fragment-shader-main-source <fragment-shader> check-gl-shader
3array <gl-program> check-gl-program
{ set-bunny-cel-shaded-program } bunny-cel-shaded construct
] [ f ] if ;
: (draw-cel-shaded-bunny) ( geom program -- )
dup [
{
[ "light_direction" glGetUniformLocation 1.0 -1.0 1.0 glUniform3f ]
[ "color" glGetUniformLocation 0.6 0.5 0.5 1.0 glUniform4f ]
[ "ambient" glGetUniformLocation 0.2 0.2 0.2 0.2 glUniform4f ]
[ "diffuse" glGetUniformLocation 0.8 0.8 0.8 0.8 glUniform4f ]
[ "shininess" glGetUniformLocation 100.0 glUniform1f ]
} call-with
bunny-geom
] with-gl-program ;
M: bunny-cel-shaded draw-bunny
bunny-cel-shaded-program (draw-cel-shaded-bunny) ;
M: bunny-cel-shaded dispose
bunny-cel-shaded-program delete-gl-program ;

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USING: alien.c-types continuations kernel
opengl opengl.gl bunny.model ;
IN: bunny.fixed-pipeline
TUPLE: bunny-fixed-pipeline ;
: <bunny-fixed-pipeline> ( gadget -- draw )
drop
{ } bunny-fixed-pipeline construct ;
M: bunny-fixed-pipeline draw-bunny
drop
GL_LIGHTING glEnable
GL_LIGHT0 glEnable
GL_COLOR_MATERIAL glEnable
GL_LIGHT0 GL_POSITION { 1.0 -1.0 1.0 1.0 } >c-float-array glLightfv
GL_FRONT_AND_BACK GL_SHININESS 100.0 glMaterialf
GL_FRONT_AND_BACK GL_SPECULAR glColorMaterial
GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE glColorMaterial
0.6 0.5 0.5 1.0 glColor4f
bunny-geom ;
M: bunny-fixed-pipeline dispose
drop ;

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USING: alien alien.c-types arrays sequences math
math.vectors math.matrices math.parser io io.files kernel opengl
opengl.gl opengl.glu shuffle http.client vectors splitting
tools.time system combinators combinators.lib combinators.cleave
float-arrays continuations namespaces ;
IN: bunny.model
: numbers ( str -- seq )
" " split [ string>number ] map [ ] subset ;
: (parse-model) ( vs is -- vs is )
readln [
numbers {
{ [ dup length 5 = ] [ 3 head pick push ] }
{ [ dup first 3 = ] [ 1 tail over push ] }
{ [ t ] [ drop ] }
} cond (parse-model)
] when* ;
: parse-model ( stream -- vs is )
[
100000 <vector> 100000 <vector> (parse-model)
] with-stream
[
over length # " vertices, " %
dup length # " triangles" %
] "" make print ;
: n ( vs triple -- n )
swap [ nth ] curry map
dup third over first v- >r dup second swap first v- r> cross
vneg normalize ;
: normal ( ns vs triple -- )
[ n ] keep [ rot [ v+ ] change-nth ] each-with2 ;
: normals ( vs is -- ns )
over length { 0.0 0.0 0.0 } <array> -rot
[ >r 2dup r> normal ] each drop
[ normalize ] map ;
: read-model ( stream -- model )
"Reading model" print flush [
<file-reader> parse-model [ normals ] 2keep 3array
] time ;
: model-path "bun_zipper.ply" ;
: model-url "http://factorcode.org/bun_zipper.ply" ;
: maybe-download ( -- path )
model-path resource-path dup exists? [
"Downloading bunny from " write
model-url dup print flush
over download-to
] unless ;
: (draw-triangle) ( ns vs triple -- )
[ dup roll nth gl-normal swap nth gl-vertex ] each-with2 ;
: draw-triangles ( ns vs is -- )
GL_TRIANGLES [ [ (draw-triangle) ] each-with2 ] do-state ;
TUPLE: bunny-dlist list ;
TUPLE: bunny-buffers array element-array nv ni ;
: <bunny-dlist> ( model -- geom )
GL_COMPILE [ first3 draw-triangles ] make-dlist
bunny-dlist construct-boa ;
: <bunny-buffers> ( model -- geom )
[
[ first concat ] [ second concat ] bi
append >float-array
GL_ARRAY_BUFFER swap GL_STATIC_DRAW <gl-buffer>
] [
third concat >c-uint-array
GL_ELEMENT_ARRAY_BUFFER swap GL_STATIC_DRAW <gl-buffer>
]
[ first length 3 * ] [ third length 3 * ] tetra
bunny-buffers construct-boa ;
GENERIC: bunny-geom ( geom -- )
GENERIC: draw-bunny ( geom draw -- )
M: bunny-dlist bunny-geom
bunny-dlist-list glCallList ;
M: bunny-buffers bunny-geom
dup {
bunny-buffers-array
bunny-buffers-element-array
} get-slots [
GL_VERTEX_ARRAY GL_NORMAL_ARRAY 2array [
GL_DOUBLE 0 0 buffer-offset glNormalPointer
dup bunny-buffers-nv "double" heap-size * buffer-offset
3 GL_DOUBLE 0 roll glVertexPointer
bunny-buffers-ni
GL_TRIANGLES swap GL_UNSIGNED_INT 0 buffer-offset glDrawElements
] all-enabled-client-state
] with-array-element-buffers ;
M: bunny-dlist dispose
bunny-dlist-list delete-dlist ;
M: bunny-buffers dispose
{ bunny-buffers-array bunny-buffers-element-array } get-slots
delete-gl-buffer delete-gl-buffer ;
: <bunny-geom> ( model -- geom )
"1.5" { "GL_ARB_vertex_buffer_object" }
has-gl-version-or-extensions?
[ <bunny-buffers> ] [ <bunny-dlist> ] if ;

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USING: arrays bunny.model bunny.cel-shaded
combinators.lib continuations kernel math multiline
opengl opengl.gl sequences ui.gadgets ;
IN: bunny.outlined
STRING: outlined-pass1-fragment-shader-main-source
varying vec3 normal;
vec4 cel_light();
void
main()
{
gl_FragData[0] = cel_light();
gl_FragData[1] = vec4(normal, 1);
}
;
STRING: outlined-pass2-vertex-shader-source
varying vec2 coord;
void
main()
{
gl_Position = ftransform();
coord = (gl_Vertex * vec4(0.5) + vec4(0.5)).xy;
}
;
STRING: outlined-pass2-fragment-shader-source
uniform sampler2D colormap, normalmap, depthmap;
uniform vec4 line_color;
varying vec2 coord;
const float DEPTH_RATIO_THRESHOLD = 1.001, SAMPLE_SPREAD = 1.0/512.0;
float
depth_sample(vec2 c)
{
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)));
}
vec3
normal_sample(vec2 c)
{
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);
vec3 normal1 = normal_sample(coord1),
normal2 = normal_sample(coord2),
normal3 = normal_sample(coord3),
normal4 = normal_sample(coord4);
if (dot(normal1, normal1) < 0.5
&& dot(normal2, normal2) < 0.5
&& dot(normal3, normal3) < 0.5
&& dot(normal4, normal4) < 0.5) {
return 0.0;
} else {
vec4 depths = vec4(depth_sample(coord1),
depth_sample(coord2),
depth_sample(coord3),
depth_sample(coord4));
vec3 ratios1 = depths.xxx/depths.yzw, ratios2 = depths.yyz/depths.zww;
if (are_depths_border(ratios1) || are_depths_border(ratios2)) {
return 1.0;
} else {
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 = mix(texture2D(colormap, coord), line_color, border_factor(coord));
}
;
TUPLE: bunny-outlined
gadget
pass1-program pass2-program
color-texture normal-texture depth-texture
framebuffer framebuffer-dim ;
: outlining-supported? ( -- ? )
"2.0" {
"GL_ARB_shading_objects"
"GL_ARB_draw_buffers"
"GL_ARB_multitexture"
} has-gl-version-or-extensions? {
"GL_EXT_framebuffer_object"
"GL_ARB_texture_float"
} has-gl-extensions? and ;
: pass1-program ( -- program )
vertex-shader-source <vertex-shader> check-gl-shader
cel-shaded-fragment-shader-lib-source <fragment-shader> check-gl-shader
outlined-pass1-fragment-shader-main-source <fragment-shader> check-gl-shader
3array <gl-program> check-gl-program ;
: pass2-program ( -- program )
outlined-pass2-vertex-shader-source
outlined-pass2-fragment-shader-source <simple-gl-program> ;
: <bunny-outlined> ( gadget -- draw )
outlining-supported? [
pass1-program pass2-program {
set-bunny-outlined-gadget
set-bunny-outlined-pass1-program
set-bunny-outlined-pass2-program
} bunny-outlined construct
] [ drop f ] if ;
: (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 ;
: (attach-framebuffer-texture) ( texture attachment -- )
swap >r >r
GL_FRAMEBUFFER_EXT r> GL_TEXTURE_2D r> 0 glFramebufferTexture2DEXT
gl-error ;
: (make-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 ;
: remake-framebuffer-if-needed ( draw -- )
dup bunny-outlined-gadget rect-dim
over bunny-outlined-framebuffer-dim
over =
[ 2drop ]
[
swap >r
dup GL_RGBA16F_ARB GL_RGBA (framebuffer-texture)
swap dup GL_RGBA16F_ARB GL_RGBA (framebuffer-texture)
swap dup GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT (framebuffer-texture)
swap >r
[ (make-framebuffer) ] 3keep
r> r> {
set-bunny-outlined-framebuffer
set-bunny-outlined-color-texture
set-bunny-outlined-normal-texture
set-bunny-outlined-depth-texture
set-bunny-outlined-framebuffer-dim
} set-slots
] if ;
: clear-framebuffer ( -- )
GL_COLOR_ATTACHMENT0_EXT glDrawBuffer
0.15 0.15 0.15 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 ;
: (pass1) ( geom draw -- )
dup bunny-outlined-framebuffer [
clear-framebuffer
{ GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT1_EXT } set-draw-buffers
bunny-outlined-pass1-program (draw-cel-shaded-bunny)
] with-framebuffer ;
: (pass2) ( draw -- )
init-matrices
dup bunny-outlined-color-texture GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit
dup bunny-outlined-normal-texture GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit
dup bunny-outlined-depth-texture GL_TEXTURE_2D GL_TEXTURE2 bind-texture-unit
bunny-outlined-pass2-program dup [
{
[ "colormap" glGetUniformLocation 0 glUniform1i ]
[ "normalmap" glGetUniformLocation 1 glUniform1i ]
[ "depthmap" glGetUniformLocation 2 glUniform1i ]
[ "line_color" glGetUniformLocation 0.1 0.0 0.1 1.0 glUniform4f ]
} call-with
{ -1.0 -1.0 } { 1.0 1.0 } rect-vertices
] with-gl-program ;
M: bunny-outlined draw-bunny
dup remake-framebuffer-if-needed
[ (pass1) ] keep (pass2) ;
M: bunny-outlined dispose
{
[ bunny-outlined-pass1-program [ delete-gl-program ] when* ]
[ bunny-outlined-pass2-program [ delete-gl-program ] when* ]
[ bunny-outlined-framebuffer [ delete-framebuffer ] when* ]
[ bunny-outlined-color-texture [ delete-texture ] when* ]
[ bunny-outlined-normal-texture [ delete-texture ] when* ]
[ bunny-outlined-depth-texture [ delete-texture ] when* ]
[ f swap set-bunny-outlined-framebuffer-dim ]
} call-with ;