diff --git a/extra/bunny/cel-shaded/cel-shaded.factor b/extra/bunny/cel-shaded/cel-shaded.factor new file mode 100644 index 0000000000..eb0924f50e --- /dev/null +++ b/extra/bunny/cel-shaded/cel-shaded.factor @@ -0,0 +1,95 @@ +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? ; + +: ( gadget -- draw ) + drop + cel-shading-supported? [ + vertex-shader-source check-gl-shader + cel-shaded-fragment-shader-lib-source check-gl-shader + cel-shaded-fragment-shader-main-source check-gl-shader + 3array 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 ; + diff --git a/extra/bunny/fixed-pipeline/fixed-pipeline.factor b/extra/bunny/fixed-pipeline/fixed-pipeline.factor new file mode 100644 index 0000000000..f3fb68e515 --- /dev/null +++ b/extra/bunny/fixed-pipeline/fixed-pipeline.factor @@ -0,0 +1,25 @@ +USING: alien.c-types continuations kernel +opengl opengl.gl bunny.model ; +IN: bunny.fixed-pipeline + +TUPLE: 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 ; + diff --git a/extra/bunny/model/model.factor b/extra/bunny/model/model.factor new file mode 100644 index 0000000000..a19adcb782 --- /dev/null +++ b/extra/bunny/model/model.factor @@ -0,0 +1,114 @@ +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 100000 (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 } -rot + [ >r 2dup r> normal ] each drop + [ normalize ] map ; + +: read-model ( stream -- model ) + "Reading model" print flush [ + 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 ; + +: ( model -- geom ) + GL_COMPILE [ first3 draw-triangles ] make-dlist + bunny-dlist construct-boa ; + +: ( model -- geom ) + [ + [ first concat ] [ second concat ] bi + append >float-array + GL_ARRAY_BUFFER swap GL_STATIC_DRAW + ] [ + third concat >c-uint-array + GL_ELEMENT_ARRAY_BUFFER swap GL_STATIC_DRAW + ] + [ 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 ; + +: ( model -- geom ) + "1.5" { "GL_ARB_vertex_buffer_object" } + has-gl-version-or-extensions? + [ ] [ ] if ; + diff --git a/extra/bunny/outlined/outlined.factor b/extra/bunny/outlined/outlined.factor new file mode 100644 index 0000000000..021ac6b4d8 --- /dev/null +++ b/extra/bunny/outlined/outlined.factor @@ -0,0 +1,235 @@ +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 check-gl-shader + cel-shaded-fragment-shader-lib-source check-gl-shader + outlined-pass1-fragment-shader-main-source check-gl-shader + 3array check-gl-program ; + +: pass2-program ( -- program ) + outlined-pass2-vertex-shader-source + outlined-pass2-fragment-shader-source ; + +: ( 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 ;