cel-shading, line-art, and bunny touch their magic rings together and become Super Bunny Demo
parent
5e77685811
commit
9667afcb81
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@ -109,7 +109,7 @@ M: c-type stack-size c-type-size ;
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GENERIC: byte-length ( seq -- n ) flushable
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M: float-array byte-length length "float" heap-size * ;
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M: float-array byte-length length "double" heap-size * ;
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M: byte-array byte-length length ;
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@ -1,123 +1,73 @@
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! From http://www.ffconsultancy.com/ocaml/bunny/index.html
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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 timers
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namespaces ui.gadgets ui.gadgets.canvas ui.render ui splitting
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combinators tools.time system combinators.lib combinators.cleave
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float-arrays ;
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float-arrays continuations opengl.demo-support multiline
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ui.gestures
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bunny.fixed-pipeline bunny.cel-shaded bunny.outlined bunny.model ;
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IN: bunny
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: numbers ( str -- seq )
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" " split [ string>number ] map [ ] subset ;
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<PRIVATE
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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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PRIVATE>
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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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TUPLE: bunny-gadget model geom draw-seq draw-n ;
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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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: <bunny-gadget> ( -- bunny-gadget )
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0.0 0.0 0.375 <demo-gadget>
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maybe-download read-model {
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set-delegate
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set-bunny-gadget-model
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} bunny-gadget construct ;
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: normal ( ns vs triple -- )
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[ n ] keep [ rot [ v+ ] change-nth ] each-with2 ;
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: bunny-gadget-draw ( gadget -- draw )
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{ bunny-gadget-draw-n bunny-gadget-draw-seq }
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get-slots nth ;
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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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: bunny-gadget-next-draw ( gadget -- )
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dup { bunny-gadget-draw-seq bunny-gadget-draw-n }
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get-slots
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1+ swap length mod
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swap [ set-bunny-gadget-draw-n ] keep relayout-1 ;
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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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: make-vertex-buffers ( model -- array element-array )
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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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] bi ;
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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-bunny ( ns vs is -- )
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GL_TRIANGLES [ [ draw-triangle ] each-with2 ] do-state ;
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TUPLE: bunny-gadget model ;
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: <bunny-gadget> ( model -- gadget )
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<canvas>
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{ set-bunny-gadget-model set-delegate }
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bunny-gadget construct ;
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M: bunny-gadget graft* 10 10 add-timer ;
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M: bunny-gadget ungraft* dup delegate ungraft* remove-timer ;
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M: bunny-gadget tick relayout-1 ;
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: aspect ( gadget -- x ) rect-dim first2 /f ;
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M: bunny-gadget draw-gadget*
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M: bunny-gadget graft* ( gadget -- )
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GL_DEPTH_TEST glEnable
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GL_SCISSOR_TEST glDisable
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1.0 glClearDepth
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0.0 0.0 0.0 1.0 glClearColor
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GL_DEPTH_BUFFER_BIT GL_COLOR_BUFFER_BIT bitor glClear
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GL_PROJECTION glMatrixMode
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glLoadIdentity
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45.0 over aspect 0.1 1.0 gluPerspective
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0.0 0.12 -0.25 0.0 0.1 0.0 0.0 1.0 0.0 gluLookAt
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GL_MODELVIEW glMatrixMode
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glLoadIdentity
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GL_LEQUAL glDepthFunc
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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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millis 24000 mod 0.015 * 0.0 1.0 0.0 glRotated
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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 glColor4d
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[ bunny-gadget-model first3 draw-bunny ] draw-canvas ;
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dup bunny-gadget-model <bunny-geom>
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over {
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[ <bunny-fixed-pipeline> ]
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[ <bunny-cel-shaded> ]
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[ <bunny-outlined> ]
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} map-call-with [ ] subset
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0
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roll {
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set-bunny-gadget-geom
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set-bunny-gadget-draw-seq
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set-bunny-gadget-draw-n
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} set-slots ;
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M: bunny-gadget pref-dim* drop { 400 300 } ;
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M: bunny-gadget ungraft* ( gadget -- )
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{ bunny-gadget-geom bunny-gadget-draw-seq } get-slots
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[ [ dispose ] when* ] each
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[ dispose ] when* ;
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M: bunny-gadget draw-gadget* ( gadget -- )
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0.15 0.15 0.15 1.0 glClearColor
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GL_DEPTH_BUFFER_BIT GL_COLOR_BUFFER_BIT bitor glClear
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dup demo-gadget-set-matrices
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GL_MODELVIEW glMatrixMode
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0.0 -0.12 0.0 glTranslatef
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{ bunny-gadget-geom bunny-gadget-draw } get-slots
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draw-bunny ;
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M: bunny-gadget pref-dim* ( gadget -- dim )
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drop { 640 480 } ;
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bunny-gadget H{
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{ T{ key-down f f "TAB" } [ bunny-gadget-next-draw ] }
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} set-gestures
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: bunny-window ( -- )
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[
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maybe-download read-model <bunny-gadget>
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"Bunny" open-window
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] with-ui ;
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[ <bunny-gadget> "Bunny" open-window ] with-ui ;
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MAIN: bunny-window
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@ -1,115 +0,0 @@
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USING: arrays bunny combinators.lib io io.files kernel
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math math.functions multiline continuations debugger
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opengl opengl.gl opengl-demo-support
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sequences ui ui.gadgets ui.render ;
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IN: cel-shading
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TUPLE: cel-shading-gadget model program vertices elements ;
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: <cel-shading-gadget> ( -- cel-shading-gadget )
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0.0 0.0 0.375 <demo-gadget>
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maybe-download read-model {
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set-delegate
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set-cel-shading-gadget-model
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} cel-shading-gadget construct ;
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STRING: cel-shading-vertex-shader-source
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varying vec3 position, normal;
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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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}
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;
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STRING: cel-shading-fragment-shader-source
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varying vec3 position, normal;
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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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float
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smooth_modulate(vec3 direction, vec3 normal)
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{
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return clamp(dot(direction, normal), 0.0, 1.0);
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}
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float
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modulate(vec3 direction, vec3 normal)
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{
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float m = smooth_modulate(direction, normal);
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return smoothstep(0.0, 0.01, m) * 0.4 + smoothstep(0.49, 0.5, m) * 0.5;
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}
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void
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main()
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{
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vec3 direction = normalize(light_direction - position);
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gl_FragColor = ambient + diffuse * color * vec4(vec3(modulate(direction, normal)), 1);
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}
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;
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: make-cel-shading-program ( -- program )
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cel-shading-vertex-shader-source cel-shading-fragment-shader-source
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<simple-gl-program> ;
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M: cel-shading-gadget graft* ( gadget -- )
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"2.0" {
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"GL_ARB_shader_objects"
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"GL_ARB_vertex_buffer_object"
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} require-gl-version-or-extensions
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0.0 0.0 0.0 1.0 glClearColor
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GL_CULL_FACE glEnable
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GL_DEPTH_TEST glEnable
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dup cel-shading-gadget-model make-vertex-buffers
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make-cel-shading-program roll {
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set-cel-shading-gadget-vertices
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set-cel-shading-gadget-elements
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set-cel-shading-gadget-program
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} set-slots ;
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M: cel-shading-gadget ungraft* ( gadget -- )
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{
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[ cel-shading-gadget-program [ delete-gl-program ] when* ]
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[ cel-shading-gadget-elements [ delete-gl-buffer ] when* ]
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[ cel-shading-gadget-vertices [ delete-gl-buffer ] when* ]
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} call-with ;
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: cel-shading-draw-setup ( gadget -- gadget )
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[ demo-gadget-set-matrices ] keep
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[ cel-shading-gadget-program {
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[ "light_direction" glGetUniformLocation -25.0 45.0 80.0 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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} call-with ] keep ;
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M: cel-shading-gadget draw-gadget* ( gadget -- )
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dup cel-shading-gadget-program [
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cel-shading-draw-setup
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0.0 -0.12 0.0 glTranslatef
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dup {
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cel-shading-gadget-vertices
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cel-shading-gadget-elements
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} get-slots [
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GL_VERTEX_ARRAY GL_NORMAL_ARRAY 2array [
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GL_FLOAT 0 0 buffer-offset glNormalPointer
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cel-shading-gadget-model dup
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first length 3 * 4 * buffer-offset
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3 GL_FLOAT 0 roll glVertexPointer
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third length 3 *
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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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] with-gl-program ;
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: cel-shading-window ( -- )
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[ <cel-shading-gadget> "Cel Shading" open-window ] with-ui ;
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MAIN: cel-shading-window
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@ -1,254 +0,0 @@
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USING: arrays bunny combinators.lib continuations io io.files kernel
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math math.functions math.vectors multiline
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namespaces debugger
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opengl opengl.gl opengl-demo-support
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prettyprint
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sequences ui ui.gadgets ui.gestures ui.render ;
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IN: line-art
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TUPLE: line-art-gadget
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model step1-program step2-program
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framebuffer color-texture normal-texture depth-texture framebuffer-dim ;
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: <line-art-gadget> ( -- line-art-gadget )
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40.0 -5.0 0.275 <demo-gadget>
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maybe-download read-model
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{ set-delegate set-line-art-gadget-model } line-art-gadget construct ;
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STRING: line-art-step1-vertex-shader-source
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varying vec3 normal;
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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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normal = gl_Normal;
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}
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;
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STRING: line-art-step1-fragment-shader-source
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varying vec3 normal;
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uniform vec4 color;
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void
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main()
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{
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(normal, 1);
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}
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;
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STRING: line-art-step2-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: line-art-step2-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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: (line-art-step1-program) ( -- step1 )
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line-art-step1-vertex-shader-source line-art-step1-fragment-shader-source
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<simple-gl-program> ;
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: (line-art-step2-program) ( -- step2 )
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line-art-step2-vertex-shader-source line-art-step2-fragment-shader-source
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<simple-gl-program> ;
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: (line-art-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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: (line-art-color-texture) ( dim -- texture )
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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 -- )
|
||||
"2.0" { "GL_ARB_draw_buffers"
|
||||
"GL_ARB_shader_objects"
|
||||
"GL_ARB_multitexture"
|
||||
"GL_ARB_texture_float" }
|
||||
require-gl-version-or-extensions
|
||||
{ "GL_EXT_framebuffer_object" } require-gl-extensions
|
||||
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 ] when* ]
|
||||
[ line-art-gadget-step2-program [ delete-gl-program ] when* ]
|
||||
[ line-art-gadget-framebuffer [ delete-framebuffer ] when* ]
|
||||
[ line-art-gadget-color-texture [ delete-texture ] when* ]
|
||||
[ line-art-gadget-normal-texture [ delete-texture ] when* ]
|
||||
[ line-art-gadget-depth-texture [ delete-texture ] when* ]
|
||||
[ 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 } 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 ]
|
||||
[ "line_color" glGetUniformLocation 0.2 0.0 0.0 1.0 glUniform4f ] } call-with
|
||||
{ -1.0 -1.0 } { 1.0 1.0 } rect-vertices
|
||||
] with-gl-program ;
|
||||
|
||||
: line-art-window ( -- )
|
||||
[ <line-art-gadget> "Line Art" open-window ] with-ui ;
|
||||
|
||||
MAIN: line-art-window
|
|
@ -1,6 +1,6 @@
|
|||
USING: arrays combinators.lib kernel math math.functions math.vectors namespaces
|
||||
opengl opengl.gl sequences ui ui.gadgets ui.gestures ui.render ;
|
||||
IN: opengl-demo-support
|
||||
IN: opengl.demo-support
|
||||
|
||||
: NEAR-PLANE 1.0 64.0 / ; inline
|
||||
: FAR-PLANE 4.0 ; inline
|
|
@ -444,8 +444,11 @@ PREDICATE: integer gl-program (gl-program?) ;
|
|||
[ "Required GLSL version " % % " not supported (" % glsl-version % " available)" % ]
|
||||
(require-gl) ;
|
||||
|
||||
: has-gl-version-or-extensions? ( version extensions -- ? )
|
||||
has-gl-extensions? swap has-gl-version? or ;
|
||||
|
||||
: require-gl-version-or-extensions ( version extensions -- )
|
||||
2array [ first2 has-gl-extensions? swap has-gl-version? or ]
|
||||
[ dup first (make-gl-version-error) "\n" %
|
||||
second (make-gl-extensions-error) "\n" % ]
|
||||
(require-gl) ;
|
||||
2array [ first2 has-gl-version-or-extensions? ] [
|
||||
dup first (make-gl-version-error) "\n" %
|
||||
second (make-gl-extensions-error) "\n" %
|
||||
] (require-gl) ;
|
||||
|
|
Loading…
Reference in New Issue