factor/extra/gpu/demos/raytrace/raytrace.factor

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Factor

! (c)2009 Joe Groff bsd license
USING: accessors arrays game-loop game-worlds generalizations
gpu gpu.render gpu.shaders gpu.util gpu.util.wasd kernel
literals math math.matrices math.order math.vectors
method-chains sequences ui ui.gadgets ui.gadgets.worlds
ui.pixel-formats ;
IN: gpu.demos.raytrace
GLSL-SHADER-FILE: raytrace-vertex-shader vertex-shader "raytrace.v.glsl"
GLSL-SHADER-FILE: raytrace-fragment-shader fragment-shader "raytrace.f.glsl"
GLSL-PROGRAM: raytrace-program
raytrace-vertex-shader raytrace-fragment-shader ;
UNIFORM-TUPLE: raytrace-uniforms
{ "mv_inv_matrix" float-uniform { 4 4 } }
{ "fov" float-uniform 2 }
{ "spheres[0].center" float-uniform 3 }
{ "spheres[0].radius" float-uniform 1 }
{ "spheres[0].color" float-uniform 4 }
{ "spheres[1].center" float-uniform 3 }
{ "spheres[1].radius" float-uniform 1 }
{ "spheres[1].color" float-uniform 4 }
{ "spheres[2].center" float-uniform 3 }
{ "spheres[2].radius" float-uniform 1 }
{ "spheres[2].color" float-uniform 4 }
{ "spheres[3].center" float-uniform 3 }
{ "spheres[3].radius" float-uniform 1 }
{ "spheres[3].color" float-uniform 4 }
{ "floor_height" float-uniform 1 }
{ "floor_color[0]" float-uniform 4 }
{ "floor_color[1]" float-uniform 4 }
{ "background_color" float-uniform 4 }
{ "light_direction" float-uniform 3 } ;
CONSTANT: reflection-color { 1.0 0.0 1.0 0.0 }
TUPLE: sphere
{ axis array }
{ home array }
{ dtheta float }
{ radius float }
{ color array }
{ theta float initial: 0.0 } ;
TUPLE: raytrace-world < wasd-world
fov
spheres
vertex-array ;
: tick-sphere ( sphere -- )
dup dtheta>> [ + ] curry change-theta drop ;
: sphere-center ( sphere -- center )
[ [ axis>> ] [ theta>> ] bi rotation-matrix4 ]
[ home>> ] bi m.v ;
: <sphere-uniforms> ( world -- uniforms )
[ wasd-mv-inv-matrix ]
[ fov>> ]
[
spheres>>
[ [ sphere-center ] [ radius>> ] [ color>> ] tri 3array ] map
first4 [ first3 ] 4 napply
] tri
-30.0 ! floor_height
{ 1.0 0.0 0.0 1.0 } ! floor_color[0]
{ 1.0 1.0 1.0 1.0 } ! floor_color[1]
{ 0.15 0.15 1.0 1.0 } ! background_color
{ 0.0 -1.0 -0.1 } ! light_direction
raytrace-uniforms boa ;
CONSTANT: initial-spheres {
T{ sphere f { 0.0 1.0 0.0 } { 0.0 0.0 0.0 } 0.0 4.0 $ reflection-color }
T{ sphere f { 0.0 1.0 0.0 } { 7.0 0.0 0.0 } 0.02 1.0 { 1.0 0.0 0.0 1.0 } }
T{ sphere f { 0.0 0.0 -1.0 } { -9.0 0.0 0.0 } 0.03 1.0 { 0.0 1.0 0.0 1.0 } }
T{ sphere f { 1.0 0.0 0.0 } { 0.0 5.0 0.0 } 0.025 1.0 { 1.0 1.0 0.0 1.0 } }
}
BEFORE: raytrace-world begin-world
init-gpu
{ -2.0 6.25 10.0 } 0.19 0.55 set-wasd-view
initial-spheres [ clone ] map >>spheres
raytrace-program <program-instance> <window-vertex-array> >>vertex-array
drop ;
CONSTANT: fov 0.7
AFTER: raytrace-world resize-world
dup dim>> dup first2 min >float v/n fov v*n >>fov drop ;
AFTER: raytrace-world tick*
spheres>> [ tick-sphere ] each ;
M: raytrace-world draw-world*
render-set new
triangle-strip-mode >>primitive-mode
T{ index-range f 0 4 } >>indexes
swap
[ <sphere-uniforms> >>uniforms ]
[ vertex-array>> >>vertex-array ] bi
render ;
M: raytrace-world pref-dim* drop { 1024 768 } ;
M: raytrace-world tick-length drop 1000 30 /i ;
M: raytrace-world wasd-movement-speed drop 1/4. ;
: raytrace-window ( -- )
[
f T{ world-attributes
{ world-class raytrace-world }
{ title "Raytracing" }
{ pixel-format-attributes {
windowed
double-buffered
} }
{ grab-input? t }
} open-window
] with-ui ;
MAIN: raytrace-window