factor/extra/gml/viewer/viewer.factor

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Factor

USING: accessors alien.c-types alien.data alien.data.map arrays
assocs byte-arrays colors combinators combinators.short-circuit
destructors euler.b-rep euler.b-rep.triangulation fry game.input
game.loop game.models.half-edge game.worlds gml.printer gpu
gpu.buffers gpu.framebuffers gpu.render gpu.shaders gpu.state
gpu.util.wasd growable images kernel literals locals math
math.order math.ranges math.vectors math.vectors.conversion
math.vectors.simd math.vectors.simd.cords method-chains models
namespaces sequences sets specialized-vectors typed ui
ui.gadgets ui.gadgets.worlds ui.gestures ui.pixel-formats
vectors ;
FROM: models => change-model ;
SPECIALIZED-VECTORS: ushort float-4 ;
IN: gml.viewer
CONSTANT: neutral-edge-color float-4{ 1 1 1 1 }
CONSTANT: neutral-face-color float-4{ 1 1 1 1 }
CONSTANT: selected-face-color float-4{ 1 0.9 0.8 1 }
: double-4>float-4 ( in: double-4 -- out: float-4 )
[ head>> ] [ tail>> ] bi double-2 float-4 vconvert ; inline
: rgba>float-4 ( in: rgba -- out: float-4 )
>rgba-components float-4-boa ; inline
: face-color ( edge -- color )
face-normal float-4{ 0 1 0.1 0 } vdot 0.3 * 0.4 + dup dup 1.0 float-4-boa ; inline
TUPLE: b-rep-vertices
{ array byte-array read-only }
{ face-vertex-count integer read-only }
{ edge-vertex-count integer read-only }
{ point-vertex-count integer read-only } ;
:: <b-rep-vertices> ( face-array face-count
edge-array edge-count
point-array point-count -- vxs )
face-array edge-array point-array 3append
face-count edge-count point-count \ b-rep-vertices boa ; inline
: face-selected? ( face selected -- ? )
[ f ] 2dip [ edge>> ] dip '[ _ in? or ] each-face-edge ;
:: b-rep-face-vertices ( b-rep selected -- vertices count indices )
float-4-vector{ } clone :> vertices
ushort-vector{ } clone :> indices
0 b-rep faces>> [| count face |
face selected face-selected? :> selected?
face dup base-face>> eq? [
face edge>> face-color
selected? selected-face-color neutral-face-color ? v* :> color
face triangulate-face seq>> :> triangles
triangles members :> tri-vertices
tri-vertices >index-hash :> vx-indices
tri-vertices [
position>> double-4>float-4 vertices push
color vertices push
] each
triangles [ vx-indices at count + indices push ] each
count tri-vertices length +
] [ count ] if
] each :> total
vertices float-4 >c-array underlying>>
total
indices ushort-array{ } like ;
: b-rep-edge-vertices ( b-rep -- vertices count )
vertices>> [
[
position>> [ double-4>float-4 ] keep
[ drop neutral-edge-color ]
[ vertex-color rgba>float-4 ] 2bi
] data-map( object -- float-4[4] )
] [ length 2 * ] bi ; inline
GENERIC: selected-vectors ( object -- vectors )
M: object selected-vectors drop { } ;
M: double-4 selected-vectors 1array ;
M: sequence selected-vectors [ selected-vectors ] map concat ;
: selected-vertices ( selected -- vertices count )
selected-vectors [
[ [ double-4>float-4 ] [ vertex-color rgba>float-4 ] bi ]
data-map( object -- float-4[2] )
] [ length ] bi ; inline
: edge-vertex-index ( e vertex-indices selected -- n selected? )
[ dup vertex>> ] [ at 2 * ] [ swapd in? [ [ 1 + ] when ] keep ] tri* ;
:: b-rep-edge-index-array ( b-rep selected offset -- edge-indices )
b-rep vertices>> >index-hash :> vertex-indices
b-rep edges>> length <ushort-vector> :> edge-indices
b-rep edges>> [| e |
e opposite-edge>> :> o
e vertex-indices selected edge-vertex-index [ offset + ] dip :> ( from e-selected? )
o vertex-indices selected edge-vertex-index [ offset + ] dip :> ( to o-selected? )
from to < [ from edge-indices push to edge-indices push ] when
] each
edge-indices ushort-array{ } like ;
:: make-b-rep-vertices ( b-rep selected -- vertices face-indices edge-indices point-indices )
b-rep selected b-rep-face-vertices :> ( face-vertices face-count face-indices )
b-rep b-rep-edge-vertices :> ( edge-vertices edge-count )
selected selected-vertices :> ( sel-vertices sel-count )
face-vertices face-count edge-vertices edge-count sel-vertices sel-count
<b-rep-vertices> :> vertices
vertices array>>
face-indices
b-rep selected vertices face-vertex-count>> b-rep-edge-index-array
vertices
[ face-vertex-count>> ]
[ edge-vertex-count>> + dup ]
[ point-vertex-count>> + ] tri
[a,b) ushort >c-array ;
VERTEX-FORMAT: wire-vertex-format
{ "vertex" float-components 3 f }
{ f float-components 1 f }
{ "color" float-components 4 f } ;
GLSL-SHADER-FILE: gml-viewer-vertex-shader vertex-shader "viewer.v.glsl"
GLSL-SHADER-FILE: gml-viewer-fragment-shader fragment-shader "viewer.f.glsl"
GLSL-PROGRAM: gml-viewer-program
gml-viewer-vertex-shader gml-viewer-fragment-shader
wire-vertex-format ;
TUPLE: gml-viewer-world < wasd-world
{ b-rep b-rep }
selected
program
vertex-array
face-indices edge-indices point-indices
view-faces? view-edges?
drag? ;
TYPED: refresh-b-rep-view ( world: gml-viewer-world -- )
dup control-value >>b-rep
dup vertex-array>> [ vertex-array-buffer dispose ] when*
dup [ b-rep>> ] [ selected>> value>> ] bi make-b-rep-vertices {
[
static-upload draw-usage vertex-buffer byte-array>buffer
over program>> <vertex-array> >>vertex-array
]
[ >>face-indices ]
[ >>edge-indices ]
[ >>point-indices ]
} spread
drop ;
: viewable? ( gml-viewer-world -- ? )
{ [ b-rep>> ] [ program>> ] } 1&& ;
M: gml-viewer-world model-changed
nip
[ control-value ]
[ b-rep<< ]
[ dup viewable? [ refresh-b-rep-view ] [ drop ] if ] tri ;
: init-viewer-model ( gml-viewer-world -- )
[ dup model>> add-connection ]
[ dup selected>> add-connection ] bi ;
: reset-view ( gml-viewer-world -- )
{ 0.0 0.0 5.0 } 0.0 0.0 set-wasd-view drop ;
M: gml-viewer-world begin-game-world
init-gpu
t >>view-faces?
t >>view-edges?
T{ point-state { size 5.0 } } set-gpu-state
dup reset-view
gml-viewer-program <program-instance> >>program
dup init-viewer-model
refresh-b-rep-view ;
M: gml-viewer-world end-game-world
[ dup selected>> remove-connection ]
[ dup model>> remove-connection ] bi ;
M: gml-viewer-world draw-world*
system-framebuffer {
{ default-attachment { 0.0 0.0 0.0 1.0 } }
{ depth-attachment 1.0 }
} clear-framebuffer
[
dup view-faces?>> [
T{ depth-state { comparison cmp-less } } set-gpu-state
{
{ "primitive-mode" [ drop triangles-mode ] }
{ "indexes" [ face-indices>> ] }
{ "uniforms" [ <mvp-uniforms> ] }
{ "vertex-array" [ vertex-array>> ] }
} <render-set> render
T{ depth-state { comparison f } } set-gpu-state
] [ drop ] if
] [
dup view-edges?>> [
{
{ "primitive-mode" [ drop lines-mode ] }
{ "indexes" [ edge-indices>> ] }
{ "uniforms" [ <mvp-uniforms> ] }
{ "vertex-array" [ vertex-array>> ] }
} <render-set> render
] [ drop ] if
] [
{
{ "primitive-mode" [ drop points-mode ] }
{ "indexes" [ point-indices>> ] }
{ "uniforms" [ <mvp-uniforms> ] }
{ "vertex-array" [ vertex-array>> ] }
} <render-set> render
] tri ;
TYPED: rotate-view-mode ( world: gml-viewer-world -- )
dup view-edges?>> [
dup view-faces?>>
[ f >>view-faces? ]
[ f >>view-edges? t >>view-faces? ] if
] [ t >>view-edges? ] if drop ;
CONSTANT: edge-hitbox-radius 0.05
:: line-nearest-t ( p0 u q0 v -- tp tq )
p0 q0 v- :> w0
u u vdot :> a
u v vdot :> b
v v vdot :> c
u w0 vdot :> d
v w0 vdot :> e
a c * b b * - :> denom
b e * c d * - denom /f
a e * b d * - denom /f ;
:: intersects-edge-node? ( source direction edge -- ? )
edge vertex>> position>> double-4>float-4 :> edge-source
edge opposite-edge>> vertex>> position>> double-4>float-4 edge-source v- :> edge-direction
source direction edge-source edge-direction line-nearest-t :> ( ray-t edge-t )
ray-t 0.0 >= edge-t 0.0 0.5 between? and [
source direction ray-t v*n v+
edge-source edge-direction edge-t v*n v+ v- norm
edge-hitbox-radius <
] [ f ] if ;
: intersecting-edge-node ( source direction b-rep -- edge/f )
edges>> [ intersects-edge-node? ] 2with find nip ;
: select-edge ( world -- )
[ [ location>> ] [ hand-loc get wasd-pixel-ray ] bi ]
[ b-rep>> intersecting-edge-node ]
[ '[ _ [ selected>> push-model ] [ refresh-b-rep-view ] bi ] when* ] tri ;
gml-viewer-world H{
{ T{ button-up f f 1 } [ dup drag?>> [ drop ] [ select-edge ] if ] }
{ T{ drag f 1 } [ t >>drag? drop ] }
{ T{ key-down f f "RET" } [ reset-view ] }
{ T{ key-down f f "TAB" } [ rotate-view-mode ] }
} set-gestures
AFTER: gml-viewer-world tick-game-world
dup drag?>> [
read-mouse buttons>>
! FIXME: GTK Mouse buttons are an integer
! MacOSX mouse buttons are an array of bools
dup integer? [ 0 bit? ] [ first ] if >>drag?
] when drop ;
M: gml-viewer-world wasd-mouse-scale drag?>> -1/600. 0.0 ? ;
: wrap-in-model ( object -- model )
dup model? [ <model> ] unless ;
: wrap-in-growable-model ( object -- model )
dup model? [
dup growable? [ >vector ] unless
<model>
] unless ;
: gml-viewer ( b-rep selection -- )
[ wrap-in-model ] [ wrap-in-growable-model ] bi*
'[
f T{ game-attributes
{ world-class gml-viewer-world }
{ title "GML wireframe viewer" }
{ pixel-format-attributes {
windowed
double-buffered
T{ depth-bits f 16 }
} }
{ grab-input? f }
{ use-game-input? t }
{ use-audio-engine? f }
{ pref-dim { 1024 768 } }
{ tick-interval-nanos $[ 30 fps ] }
} open-window*
_ >>model
_ >>selected
drop
] with-ui ;