Get fluids working on Mac
parent
6081abea04
commit
a91d7a0e7b
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@ -98,14 +98,14 @@ M: fluids-world begin-game-world
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dup fluid set
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init-gpu
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initial-particles clone >>particles
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"C:/Users/erikc/Pictures/particle2.pgm" make-texture >>texture
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"C:/Users/erikc/Pictures/colors.ppm" make-texture >>ramp
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"resource:extra/fluids/particle2.pgm" make-texture >>texture
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"resource:extra/fluids/colors.ppm" make-texture >>ramp
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RGB float-components T{ texture-parameters
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{ wrap clamp-texcoord-to-edge }
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{ min-filter filter-linear }
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{ min-mipmap-filter f }
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} <texture-2d> >>color-texture
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{ wrap clamp-texcoord-to-edge }
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{ min-filter filter-linear }
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{ min-mipmap-filter f } }
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<texture-2d> >>color-texture
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dup color-texture>> 0 <texture-2d-attachment> 1array f f { 320 240 } <framebuffer> >>framebuffer
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drop ;
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@ -135,7 +135,7 @@ M:: fluids-world draw-world* ( world -- )
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{ "indexes" [ nip length 2 / 0 swap <index-range> ] }
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{ "framebuffer" [ drop framebuffer>> ] }
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} 2<render-set> render
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world color-texture>> gaussian-blur
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{ 0 0 } { 640 480 } <rect> <viewport-state> set-gpu-state
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world ramp>> {
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@ -1,7 +1,8 @@
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! Copyright (C) 2010 Erik Charlebois.
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! See http://factorcode.org/license.txt for BSD license.
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USING: destructors fry gpu.render gpu.shaders gpu.state gpu.textures
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gpu.util images kernel locals math math.rectangles sequences ;
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USING: arrays destructors fry gpu.framebuffers gpu.render gpu.shaders
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gpu.state gpu.textures gpu.util images kernel locals math
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math.rectangles sequences ;
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IN: gpu.effects.blur
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GLSL-SHADER: blur-fragment-shader fragment-shader
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@ -14,10 +15,10 @@ void main()
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vec4 col = 0.16 * texture2D(texture, texcoord);
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if (horizontal)
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{
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const vec2 blurX1 = vec2(blurSize, 0.0);
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const vec2 blurX2 = vec2(blurSize * 2.0, 0.0);
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const vec2 blurX3 = vec2(blurSize * 3.0, 0.0);
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const vec2 blurX4 = vec2(blurSize * 4.0, 0.0);
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vec2 blurX1 = vec2(blurSize, 0.0);
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vec2 blurX2 = vec2(blurSize * 2.0, 0.0);
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vec2 blurX3 = vec2(blurSize * 3.0, 0.0);
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vec2 blurX4 = vec2(blurSize * 4.0, 0.0);
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col += 0.15 * ( texture2D(texture, texcoord - blurX1)
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+ texture2D(texture, texcoord + blurX1));
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col += 0.12 * ( texture2D(texture, texcoord - blurX2)
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@ -29,10 +30,10 @@ void main()
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}
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else
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{
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const vec2 blurY1 = vec2(0.0, blurSize);
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const vec2 blurY2 = vec2(0.0, blurSize * 2.0);
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const vec2 blurY3 = vec2(0.0, blurSize * 3.0);
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const vec2 blurY4 = vec2(0.0, blurSize * 4.0);
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vec2 blurY1 = vec2(0.0, blurSize);
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vec2 blurY2 = vec2(0.0, blurSize * 2.0);
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vec2 blurY3 = vec2(0.0, blurSize * 3.0);
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vec2 blurY4 = vec2(0.0, blurSize * 4.0);
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col += 0.15 * ( texture2D(texture, texcoord - blurY1)
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+ texture2D(texture, texcoord + blurY1));
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col += 0.12 * ( texture2D(texture, texcoord - blurY2)
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@ -42,7 +43,7 @@ void main()
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col += 0.05 * ( texture2D(texture, texcoord - blurY4)
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+ texture2D(texture, texcoord + blurY4));
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}
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gl_FragColor = col ;
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gl_FragColor = col;
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}
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;
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@ -52,7 +53,7 @@ UNIFORM-TUPLE: blur-uniforms
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{ "blurSize" float-uniform f } ;
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GLSL-PROGRAM: blur-program window-vertex-shader blur-fragment-shader window-vertex-format ;
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:: (blur) ( texture horizontal? framebuffer dim -- )
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{ 0 0 } dim <rect> <viewport-state> set-gpu-state
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texture horizontal? 1.0 dim horizontal? [ first ] [ second ] if / blur-uniforms boa framebuffer {
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@ -65,7 +66,7 @@ GLSL-PROGRAM: blur-program window-vertex-shader blur-fragment-shader window-vert
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:: blur ( texture horizontal? -- texture )
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texture 0 texture-dim :> dim
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dim L ubyte-components <2d-render-texture> :> ( target-framebuffer target-texture )
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dim RGB float-components <2d-render-texture> :> ( target-framebuffer target-texture )
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texture horizontal? target-framebuffer dim (blur)
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target-framebuffer dispose
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target-texture ;
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@ -1,6 +1,7 @@
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! (c)2009 Joe Groff bsd license
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USING: arrays gpu.buffers gpu.framebuffers gpu.render gpu.shaders
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gpu.textures images kernel locals specialized-arrays ;
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USING: accessors arrays gpu.buffers gpu.framebuffers gpu.render
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gpu.shaders gpu.textures images kernel locals opengl.framebuffers
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specialized-arrays ;
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FROM: alien.c-types => float ;
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SPECIALIZED-ARRAY: float
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IN: gpu.util
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@ -83,6 +84,7 @@ void main()
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;
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GLSL-SHADER: window-point-fragment-shader fragment-shader
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#version 120
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uniform sampler2D texture;
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void main()
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{
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@ -113,9 +115,15 @@ CONSTANT: window-vertexes
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[ <window-vertex-buffer> ] dip window-vertex-format <vertex-array*> ; inline
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:: <2d-render-texture> ( dim order type -- renderbuffer texture )
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order type T{ texture-parameters { wrap clamp-texcoord-to-edge }
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{ min-filter filter-linear } { min-mipmap-filter f } } <texture-2d>
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[ 0 <texture-2d-attachment> 1array f f dim <framebuffer> ] keep ;
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order type
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T{ texture-parameters
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{ wrap clamp-texcoord-to-edge }
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{ min-filter filter-linear }
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{ min-mipmap-filter f } }
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<texture-2d> [
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0 <texture-2d-attachment> 1array f f dim <framebuffer>
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dup { { default-attachment { 0 0 0 } } } clear-framebuffer
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] keep ;
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: draw-texture ( texture -- )
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{
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