Modularize the new bunny demo, and adjust the bikeshed parameters a bit
parent
ae51681750
commit
7da1da5fff
extra/bunny
cel-shaded
fixed-pipeline
model
outlined
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@ -0,0 +1,95 @@
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USING: arrays bunny.model combinators.lib continuations
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kernel multiline opengl opengl.gl sequences ;
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IN: bunny.cel-shaded
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STRING: vertex-shader-source
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varying vec3 position, normal, viewer;
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void
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main()
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{
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gl_Position = ftransform();
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position = gl_Vertex.xyz;
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normal = gl_Normal;
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viewer = vec3(0, 0, 1) * gl_NormalMatrix;
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}
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;
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STRING: cel-shaded-fragment-shader-lib-source
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varying vec3 position, normal, viewer;
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uniform vec3 light_direction;
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uniform vec4 color;
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uniform vec4 ambient, diffuse;
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uniform float shininess;
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float
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modulate(vec3 direction, vec3 normal)
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{
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return dot(direction, normal) * 0.5 + 0.5;
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}
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float
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cel(float m)
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{
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return smoothstep(0.25, 0.255, m) * 0.4 + smoothstep(0.695, 0.70, m) * 0.5;
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}
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vec4
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cel_light()
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{
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vec3 direction = normalize(light_direction - position);
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vec3 reflection = reflect(direction, normal);
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vec4 ad = (ambient + diffuse * vec4(vec3(cel(modulate(direction, normal))), 1));
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float s = cel(pow(max(dot(-reflection, viewer), 0.0), shininess));
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return ad * color + vec4(vec3(s), 0);
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}
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;
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STRING: cel-shaded-fragment-shader-main-source
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vec4 cel_light();
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void
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main()
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{
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gl_FragColor = cel_light();
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}
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;
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TUPLE: bunny-cel-shaded program ;
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: cel-shading-supported? ( -- ? )
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"2.0" { "GL_ARB_shader_objects" }
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has-gl-version-or-extensions? ;
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: <bunny-cel-shaded> ( gadget -- draw )
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drop
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cel-shading-supported? [
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vertex-shader-source <vertex-shader> check-gl-shader
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cel-shaded-fragment-shader-lib-source <fragment-shader> check-gl-shader
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cel-shaded-fragment-shader-main-source <fragment-shader> check-gl-shader
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3array <gl-program> check-gl-program
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{ set-bunny-cel-shaded-program } bunny-cel-shaded construct
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] [ f ] if ;
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: (draw-cel-shaded-bunny) ( geom program -- )
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dup [
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{
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[ "light_direction" glGetUniformLocation 1.0 -1.0 1.0 glUniform3f ]
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[ "color" glGetUniformLocation 0.6 0.5 0.5 1.0 glUniform4f ]
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[ "ambient" glGetUniformLocation 0.2 0.2 0.2 0.2 glUniform4f ]
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[ "diffuse" glGetUniformLocation 0.8 0.8 0.8 0.8 glUniform4f ]
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[ "shininess" glGetUniformLocation 100.0 glUniform1f ]
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} call-with
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bunny-geom
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] with-gl-program ;
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M: bunny-cel-shaded draw-bunny
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bunny-cel-shaded-program (draw-cel-shaded-bunny) ;
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M: bunny-cel-shaded dispose
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bunny-cel-shaded-program delete-gl-program ;
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@ -0,0 +1,25 @@
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USING: alien.c-types continuations kernel
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opengl opengl.gl bunny.model ;
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IN: bunny.fixed-pipeline
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TUPLE: bunny-fixed-pipeline ;
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: <bunny-fixed-pipeline> ( gadget -- draw )
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drop
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{ } bunny-fixed-pipeline construct ;
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M: bunny-fixed-pipeline draw-bunny
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drop
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GL_LIGHTING glEnable
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GL_LIGHT0 glEnable
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GL_COLOR_MATERIAL glEnable
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GL_LIGHT0 GL_POSITION { 1.0 -1.0 1.0 1.0 } >c-float-array glLightfv
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GL_FRONT_AND_BACK GL_SHININESS 100.0 glMaterialf
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GL_FRONT_AND_BACK GL_SPECULAR glColorMaterial
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GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE glColorMaterial
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0.6 0.5 0.5 1.0 glColor4f
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bunny-geom ;
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M: bunny-fixed-pipeline dispose
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drop ;
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@ -0,0 +1,114 @@
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USING: alien alien.c-types arrays sequences math
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math.vectors math.matrices math.parser io io.files kernel opengl
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opengl.gl opengl.glu shuffle http.client vectors splitting
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tools.time system combinators combinators.lib combinators.cleave
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float-arrays continuations namespaces ;
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IN: bunny.model
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: numbers ( str -- seq )
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" " split [ string>number ] map [ ] subset ;
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: (parse-model) ( vs is -- vs is )
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readln [
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numbers {
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{ [ dup length 5 = ] [ 3 head pick push ] }
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{ [ dup first 3 = ] [ 1 tail over push ] }
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{ [ t ] [ drop ] }
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} cond (parse-model)
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] when* ;
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: parse-model ( stream -- vs is )
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[
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100000 <vector> 100000 <vector> (parse-model)
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] with-stream
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[
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over length # " vertices, " %
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dup length # " triangles" %
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] "" make print ;
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: n ( vs triple -- n )
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swap [ nth ] curry map
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dup third over first v- >r dup second swap first v- r> cross
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vneg normalize ;
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: normal ( ns vs triple -- )
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[ n ] keep [ rot [ v+ ] change-nth ] each-with2 ;
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: normals ( vs is -- ns )
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over length { 0.0 0.0 0.0 } <array> -rot
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[ >r 2dup r> normal ] each drop
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[ normalize ] map ;
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: read-model ( stream -- model )
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"Reading model" print flush [
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<file-reader> parse-model [ normals ] 2keep 3array
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] time ;
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: model-path "bun_zipper.ply" ;
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: model-url "http://factorcode.org/bun_zipper.ply" ;
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: maybe-download ( -- path )
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model-path resource-path dup exists? [
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"Downloading bunny from " write
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model-url dup print flush
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over download-to
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] unless ;
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: (draw-triangle) ( ns vs triple -- )
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[ dup roll nth gl-normal swap nth gl-vertex ] each-with2 ;
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: draw-triangles ( ns vs is -- )
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GL_TRIANGLES [ [ (draw-triangle) ] each-with2 ] do-state ;
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TUPLE: bunny-dlist list ;
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TUPLE: bunny-buffers array element-array nv ni ;
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: <bunny-dlist> ( model -- geom )
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GL_COMPILE [ first3 draw-triangles ] make-dlist
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bunny-dlist construct-boa ;
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: <bunny-buffers> ( model -- geom )
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[
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[ first concat ] [ second concat ] bi
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append >float-array
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GL_ARRAY_BUFFER swap GL_STATIC_DRAW <gl-buffer>
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] [
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third concat >c-uint-array
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GL_ELEMENT_ARRAY_BUFFER swap GL_STATIC_DRAW <gl-buffer>
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]
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[ first length 3 * ] [ third length 3 * ] tetra
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bunny-buffers construct-boa ;
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GENERIC: bunny-geom ( geom -- )
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GENERIC: draw-bunny ( geom draw -- )
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M: bunny-dlist bunny-geom
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bunny-dlist-list glCallList ;
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M: bunny-buffers bunny-geom
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dup {
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bunny-buffers-array
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bunny-buffers-element-array
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} get-slots [
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GL_VERTEX_ARRAY GL_NORMAL_ARRAY 2array [
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GL_DOUBLE 0 0 buffer-offset glNormalPointer
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dup bunny-buffers-nv "double" heap-size * buffer-offset
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3 GL_DOUBLE 0 roll glVertexPointer
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bunny-buffers-ni
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GL_TRIANGLES swap GL_UNSIGNED_INT 0 buffer-offset glDrawElements
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] all-enabled-client-state
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] with-array-element-buffers ;
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M: bunny-dlist dispose
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bunny-dlist-list delete-dlist ;
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M: bunny-buffers dispose
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{ bunny-buffers-array bunny-buffers-element-array } get-slots
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delete-gl-buffer delete-gl-buffer ;
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: <bunny-geom> ( model -- geom )
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"1.5" { "GL_ARB_vertex_buffer_object" }
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has-gl-version-or-extensions?
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[ <bunny-buffers> ] [ <bunny-dlist> ] if ;
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@ -0,0 +1,235 @@
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USING: arrays bunny.model bunny.cel-shaded
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combinators.lib continuations kernel math multiline
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opengl opengl.gl sequences ui.gadgets ;
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IN: bunny.outlined
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STRING: outlined-pass1-fragment-shader-main-source
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varying vec3 normal;
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vec4 cel_light();
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void
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main()
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{
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gl_FragData[0] = cel_light();
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gl_FragData[1] = vec4(normal, 1);
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}
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;
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STRING: outlined-pass2-vertex-shader-source
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varying vec2 coord;
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void
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main()
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{
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gl_Position = ftransform();
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coord = (gl_Vertex * vec4(0.5) + vec4(0.5)).xy;
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}
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;
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STRING: outlined-pass2-fragment-shader-source
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uniform sampler2D colormap, normalmap, depthmap;
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uniform vec4 line_color;
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varying vec2 coord;
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const float DEPTH_RATIO_THRESHOLD = 1.001, SAMPLE_SPREAD = 1.0/512.0;
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float
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depth_sample(vec2 c)
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{
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return texture2D(depthmap, c).x;
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}
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bool
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are_depths_border(vec3 depths)
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{
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return any(lessThan(depths, vec3(1.0/DEPTH_RATIO_THRESHOLD)))
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|| any(greaterThan(depths, vec3(DEPTH_RATIO_THRESHOLD)));
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}
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vec3
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normal_sample(vec2 c)
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{
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return texture2D(normalmap, c).xyz;
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}
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float
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min6(float a, float b, float c, float d, float e, float f)
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{
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return min(min(min(min(min(a, b), c), d), e), f);
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}
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float
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border_factor(vec2 c)
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{
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vec2 coord1 = c + vec2(-SAMPLE_SPREAD, -SAMPLE_SPREAD),
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coord2 = c + vec2( SAMPLE_SPREAD, -SAMPLE_SPREAD),
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coord3 = c + vec2(-SAMPLE_SPREAD, SAMPLE_SPREAD),
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coord4 = c + vec2( SAMPLE_SPREAD, SAMPLE_SPREAD);
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vec3 normal1 = normal_sample(coord1),
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normal2 = normal_sample(coord2),
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normal3 = normal_sample(coord3),
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normal4 = normal_sample(coord4);
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if (dot(normal1, normal1) < 0.5
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&& dot(normal2, normal2) < 0.5
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&& dot(normal3, normal3) < 0.5
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&& dot(normal4, normal4) < 0.5) {
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return 0.0;
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} else {
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vec4 depths = vec4(depth_sample(coord1),
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depth_sample(coord2),
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depth_sample(coord3),
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depth_sample(coord4));
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vec3 ratios1 = depths.xxx/depths.yzw, ratios2 = depths.yyz/depths.zww;
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if (are_depths_border(ratios1) || are_depths_border(ratios2)) {
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return 1.0;
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} else {
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float normal_border = 1.0 - min6(
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dot(normal1, normal2),
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dot(normal1, normal3),
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dot(normal1, normal4),
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dot(normal2, normal3),
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dot(normal2, normal4),
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dot(normal3, normal4)
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);
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return normal_border;
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}
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}
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}
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void
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main()
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{
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gl_FragColor = mix(texture2D(colormap, coord), line_color, border_factor(coord));
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}
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;
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TUPLE: bunny-outlined
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gadget
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pass1-program pass2-program
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color-texture normal-texture depth-texture
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framebuffer framebuffer-dim ;
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: outlining-supported? ( -- ? )
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"2.0" {
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"GL_ARB_shading_objects"
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"GL_ARB_draw_buffers"
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"GL_ARB_multitexture"
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} has-gl-version-or-extensions? {
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"GL_EXT_framebuffer_object"
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"GL_ARB_texture_float"
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} has-gl-extensions? and ;
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: pass1-program ( -- program )
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vertex-shader-source <vertex-shader> check-gl-shader
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cel-shaded-fragment-shader-lib-source <fragment-shader> check-gl-shader
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outlined-pass1-fragment-shader-main-source <fragment-shader> check-gl-shader
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3array <gl-program> check-gl-program ;
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: pass2-program ( -- program )
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outlined-pass2-vertex-shader-source
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outlined-pass2-fragment-shader-source <simple-gl-program> ;
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: <bunny-outlined> ( gadget -- draw )
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outlining-supported? [
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pass1-program pass2-program {
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set-bunny-outlined-gadget
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set-bunny-outlined-pass1-program
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set-bunny-outlined-pass2-program
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} bunny-outlined construct
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] [ drop f ] if ;
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: (framebuffer-texture) ( dim iformat xformat -- texture )
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swapd >r >r >r
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GL_TEXTURE0 glActiveTexture
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gen-texture GL_TEXTURE_2D over glBindTexture
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GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri
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GL_TEXTURE_2D 0 r> r> first2 0 r> GL_UNSIGNED_BYTE f glTexImage2D ;
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: (attach-framebuffer-texture) ( texture attachment -- )
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swap >r >r
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GL_FRAMEBUFFER_EXT r> GL_TEXTURE_2D r> 0 glFramebufferTexture2DEXT
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gl-error ;
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: (make-framebuffer) ( color-texture normal-texture depth-texture -- framebuffer )
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3array gen-framebuffer dup [
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swap GL_COLOR_ATTACHMENT0_EXT
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GL_COLOR_ATTACHMENT1_EXT
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GL_DEPTH_ATTACHMENT_EXT 3array [ (attach-framebuffer-texture) ] 2each
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check-framebuffer
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] with-framebuffer ;
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: remake-framebuffer-if-needed ( draw -- )
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dup bunny-outlined-gadget rect-dim
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over bunny-outlined-framebuffer-dim
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over =
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[ 2drop ]
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[
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swap >r
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dup GL_RGBA16F_ARB GL_RGBA (framebuffer-texture)
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swap dup GL_RGBA16F_ARB GL_RGBA (framebuffer-texture)
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swap dup GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT (framebuffer-texture)
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swap >r
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[ (make-framebuffer) ] 3keep
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r> r> {
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set-bunny-outlined-framebuffer
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set-bunny-outlined-color-texture
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set-bunny-outlined-normal-texture
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set-bunny-outlined-depth-texture
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set-bunny-outlined-framebuffer-dim
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} set-slots
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] if ;
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: clear-framebuffer ( -- )
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GL_COLOR_ATTACHMENT0_EXT glDrawBuffer
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0.15 0.15 0.15 1.0 glClearColor
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GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
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GL_COLOR_ATTACHMENT1_EXT glDrawBuffer
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0.0 0.0 0.0 0.0 glClearColor
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GL_COLOR_BUFFER_BIT glClear ;
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: (pass1) ( geom draw -- )
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dup bunny-outlined-framebuffer [
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clear-framebuffer
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{ GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT1_EXT } set-draw-buffers
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bunny-outlined-pass1-program (draw-cel-shaded-bunny)
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] with-framebuffer ;
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: (pass2) ( draw -- )
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init-matrices
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dup bunny-outlined-color-texture GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit
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dup bunny-outlined-normal-texture GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit
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dup bunny-outlined-depth-texture GL_TEXTURE_2D GL_TEXTURE2 bind-texture-unit
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bunny-outlined-pass2-program dup [
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{
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[ "colormap" glGetUniformLocation 0 glUniform1i ]
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[ "normalmap" glGetUniformLocation 1 glUniform1i ]
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[ "depthmap" glGetUniformLocation 2 glUniform1i ]
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[ "line_color" glGetUniformLocation 0.1 0.0 0.1 1.0 glUniform4f ]
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} call-with
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{ -1.0 -1.0 } { 1.0 1.0 } rect-vertices
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] with-gl-program ;
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M: bunny-outlined draw-bunny
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dup remake-framebuffer-if-needed
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[ (pass1) ] keep (pass2) ;
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M: bunny-outlined dispose
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{
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[ bunny-outlined-pass1-program [ delete-gl-program ] when* ]
|
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[ 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 ;
|
Loading…
Reference in New Issue