309 lines
10 KiB
Factor
309 lines
10 KiB
Factor
USING: kernel opengl opengl.demo-support opengl.gl opengl.textures
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opengl.shaders opengl.framebuffers opengl.capabilities multiline
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ui.gadgets accessors sequences ui.render ui math locals arrays
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generalizations combinators ui.gadgets.worlds
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literals ui.pixel-formats ;
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IN: spheres
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STRING: plane-vertex-shader
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varying vec3 object_position;
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void
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main()
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{
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object_position = gl_Vertex.xyz;
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gl_Position = ftransform();
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}
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;
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STRING: plane-fragment-shader
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uniform float checker_size_inv;
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uniform vec4 checker_color_1, checker_color_2;
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varying vec3 object_position;
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bool
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checker_color(vec3 p)
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{
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vec3 pprime = checker_size_inv * object_position;
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return fract((floor(pprime.x) + floor(pprime.z)) * 0.5) == 0.0;
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}
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void
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main()
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{
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float distance_factor = (gl_FragCoord.z * 0.5 + 0.5);
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distance_factor = pow(distance_factor, 500.0)*0.5;
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gl_FragColor = checker_color(object_position)
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? mix(checker_color_1, checker_color_2, distance_factor)
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: mix(checker_color_2, checker_color_1, distance_factor);
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}
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;
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STRING: sphere-vertex-shader
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attribute vec3 center;
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attribute float radius;
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attribute vec4 surface_color;
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varying float vradius;
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varying vec3 sphere_position;
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varying vec4 world_position, vcolor;
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void
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main()
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{
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world_position = gl_ModelViewMatrix * vec4(center, 1);
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sphere_position = gl_Vertex.xyz;
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gl_Position = gl_ProjectionMatrix * (world_position + vec4(sphere_position * radius, 0));
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vcolor = surface_color;
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vradius = radius;
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}
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;
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STRING: sphere-solid-color-fragment-shader
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uniform vec3 light_position;
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varying vec4 vcolor;
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const vec4 ambient = vec4(0.25, 0.2, 0.25, 1.0);
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const vec4 diffuse = vec4(0.75, 0.8, 0.75, 1.0);
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vec4
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sphere_color(vec3 point, vec3 normal)
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{
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vec3 transformed_light_position = (gl_ModelViewMatrix * vec4(light_position, 1)).xyz;
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vec3 direction = normalize(transformed_light_position - point);
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float d = max(0.0, dot(normal, direction));
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return ambient * vcolor + diffuse * vec4(d * vcolor.rgb, vcolor.a);
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}
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;
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STRING: sphere-texture-fragment-shader
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uniform samplerCube surface_texture;
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vec4
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sphere_color(vec3 point, vec3 normal)
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{
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vec3 reflect = reflect(normalize(point), normal);
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return textureCube(surface_texture, reflect * gl_NormalMatrix);
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}
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;
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STRING: sphere-main-fragment-shader
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varying float vradius;
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varying vec3 sphere_position;
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varying vec4 world_position;
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vec4 sphere_color(vec3 point, vec3 normal);
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void
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main()
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{
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float radius = length(sphere_position);
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if(radius > 1.0) discard;
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vec3 surface = sphere_position + vec3(0.0, 0.0, sqrt(1.0 - radius*radius));
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vec4 world_surface = world_position + vec4(surface * vradius, 0);
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vec4 transformed_surface = gl_ProjectionMatrix * world_surface;
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gl_FragDepth = (transformed_surface.z/transformed_surface.w + 1.0) * 0.5;
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gl_FragColor = sphere_color(world_surface.xyz, surface);
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}
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;
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TUPLE: spheres-world < demo-world
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plane-program solid-sphere-program texture-sphere-program
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reflection-framebuffer reflection-depthbuffer
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reflection-texture ;
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M: spheres-world near-plane
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drop 1.0 ;
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M: spheres-world far-plane
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drop 512.0 ;
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M: spheres-world distance-step
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drop 0.5 ;
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: (reflection-dim) ( -- w h )
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512 512 ;
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: (make-reflection-texture) ( -- texture )
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gen-texture [
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GL_TEXTURE_CUBE_MAP swap glBindTexture
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GL_TEXTURE_CUBE_MAP GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri
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GL_TEXTURE_CUBE_MAP GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri
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GL_TEXTURE_CUBE_MAP GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri
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GL_TEXTURE_CUBE_MAP GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri
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GL_TEXTURE_CUBE_MAP GL_TEXTURE_WRAP_R GL_CLAMP glTexParameteri
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${
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GL_TEXTURE_CUBE_MAP_POSITIVE_X
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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}
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[ 0 GL_RGBA8 (reflection-dim) 0 GL_RGBA GL_UNSIGNED_BYTE f glTexImage2D ]
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each
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] keep ;
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: (make-reflection-depthbuffer) ( -- depthbuffer )
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gen-renderbuffer [
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GL_RENDERBUFFER swap glBindRenderbuffer
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GL_RENDERBUFFER GL_DEPTH_COMPONENT32 (reflection-dim) glRenderbufferStorage
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] keep ;
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: (make-reflection-framebuffer) ( depthbuffer -- framebuffer )
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gen-framebuffer dup [
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swap [ GL_DRAW_FRAMEBUFFER GL_DEPTH_ATTACHMENT GL_RENDERBUFFER ] dip
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glFramebufferRenderbuffer
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] with-framebuffer ;
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: (plane-program) ( -- program )
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plane-vertex-shader plane-fragment-shader <simple-gl-program> ;
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: (solid-sphere-program) ( -- program )
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sphere-vertex-shader <vertex-shader> check-gl-shader
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sphere-solid-color-fragment-shader <fragment-shader> check-gl-shader
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sphere-main-fragment-shader <fragment-shader> check-gl-shader
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3array <gl-program> check-gl-program ;
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: (texture-sphere-program) ( -- program )
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sphere-vertex-shader <vertex-shader> check-gl-shader
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sphere-texture-fragment-shader <fragment-shader> check-gl-shader
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sphere-main-fragment-shader <fragment-shader> check-gl-shader
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3array <gl-program> check-gl-program ;
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M: spheres-world begin-world
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"2.0" { "GL_ARB_shader_objects" } require-gl-version-or-extensions
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{ "GL_EXT_framebuffer_object" } require-gl-extensions
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GL_DEPTH_TEST glEnable
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GL_VERTEX_ARRAY glEnableClientState
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0.15 0.15 1.0 1.0 glClearColor
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20.0 10.0 20.0 set-demo-orientation
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(plane-program) >>plane-program
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(solid-sphere-program) >>solid-sphere-program
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(texture-sphere-program) >>texture-sphere-program
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(make-reflection-texture) >>reflection-texture
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(make-reflection-depthbuffer) [ >>reflection-depthbuffer ] keep
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(make-reflection-framebuffer) >>reflection-framebuffer
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drop ;
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M: spheres-world end-world
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{
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[ reflection-framebuffer>> [ delete-framebuffer ] when* ]
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[ reflection-depthbuffer>> [ delete-renderbuffer ] when* ]
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[ reflection-texture>> [ delete-texture ] when* ]
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[ solid-sphere-program>> [ delete-gl-program ] when* ]
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[ texture-sphere-program>> [ delete-gl-program ] when* ]
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[ plane-program>> [ delete-gl-program ] when* ]
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} cleave ;
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:: (draw-sphere) ( program center radius -- )
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program "center" glGetAttribLocation center first3 glVertexAttrib3f
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program "radius" glGetAttribLocation radius glVertexAttrib1f
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{ -1.0 -1.0 } { 2.0 2.0 } gl-fill-rect ;
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:: (draw-colored-sphere) ( program center radius surfacecolor -- )
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program "surface_color" glGetAttribLocation surfacecolor first4 glVertexAttrib4f
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program center radius (draw-sphere) ;
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: sphere-scene ( gadget -- )
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GL_DEPTH_BUFFER_BIT GL_COLOR_BUFFER_BIT bitor glClear
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[
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solid-sphere-program>> [
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{
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[ "light_position" glGetUniformLocation 0.0 0.0 100.0 glUniform3f ]
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[ { 7.0 0.0 0.0 } 1.0 { 1.0 0.0 0.0 1.0 } (draw-colored-sphere) ]
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[ { -7.0 0.0 0.0 } 1.0 { 0.0 1.0 0.0 1.0 } (draw-colored-sphere) ]
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[ { 0.0 0.0 7.0 } 1.0 { 0.0 0.0 1.0 1.0 } (draw-colored-sphere) ]
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[ { 0.0 0.0 -7.0 } 1.0 { 1.0 1.0 0.0 1.0 } (draw-colored-sphere) ]
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[ { 0.0 7.0 0.0 } 1.0 { 1.0 0.0 1.0 1.0 } (draw-colored-sphere) ]
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[ { 0.0 -7.0 0.0 } 1.0 { 0.0 1.0 1.0 1.0 } (draw-colored-sphere) ]
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} cleave
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] with-gl-program
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] [
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plane-program>> [
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{
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[ "checker_size_inv" glGetUniformLocation 0.125 glUniform1f ]
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[ "checker_color_1" glGetUniformLocation 1.0 0.0 0.0 1.0 glUniform4f ]
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[ "checker_color_2" glGetUniformLocation 1.0 1.0 1.0 1.0 glUniform4f ]
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} cleave
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GL_QUADS [
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-1000.0 -30.0 1000.0 glVertex3f
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-1000.0 -30.0 -1000.0 glVertex3f
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1000.0 -30.0 -1000.0 glVertex3f
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1000.0 -30.0 1000.0 glVertex3f
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] do-state
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] with-gl-program
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] bi ;
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: reflection-frustum ( gadget -- -x x -y y near far )
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[ near-plane ] [ far-plane ] bi
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[ drop dup [ -+ ] bi@ ] 2keep ;
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: (reflection-face) ( gadget face -- )
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swap reflection-texture>> [
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GL_DRAW_FRAMEBUFFER
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GL_COLOR_ATTACHMENT0
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] 2dip 0 glFramebufferTexture2D
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check-framebuffer ;
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: (draw-reflection-texture) ( gadget -- )
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dup reflection-framebuffer>> [ {
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[ drop { 0 0 } (reflection-dim) 2array gl-viewport ]
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[
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GL_PROJECTION glMatrixMode
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glPushMatrix glLoadIdentity
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reflection-frustum glFrustum
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GL_MODELVIEW glMatrixMode
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glLoadIdentity
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180.0 0.0 0.0 1.0 glRotatef
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]
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[ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z (reflection-face) ]
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[ sphere-scene ]
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[ GL_TEXTURE_CUBE_MAP_POSITIVE_X (reflection-face)
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90.0 0.0 1.0 0.0 glRotatef ]
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[ sphere-scene ]
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[ GL_TEXTURE_CUBE_MAP_POSITIVE_Z (reflection-face)
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90.0 0.0 1.0 0.0 glRotatef glPushMatrix ]
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[ sphere-scene ]
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[ GL_TEXTURE_CUBE_MAP_NEGATIVE_X (reflection-face)
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90.0 0.0 1.0 0.0 glRotatef ]
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[ sphere-scene ]
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[ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y (reflection-face)
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glPopMatrix glPushMatrix -90.0 1.0 0.0 0.0 glRotatef ]
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[ sphere-scene ]
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[ GL_TEXTURE_CUBE_MAP_POSITIVE_Y (reflection-face)
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glPopMatrix 90.0 1.0 0.0 0.0 glRotatef ]
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[ sphere-scene ]
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[
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[ { 0 0 } ] dip dim>> gl-viewport
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GL_PROJECTION glMatrixMode
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glPopMatrix
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]
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} cleave ] with-framebuffer ;
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M: spheres-world draw-world*
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{
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[ (draw-reflection-texture) ]
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[ demo-world-set-matrix ]
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[ sphere-scene ]
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[ reflection-texture>> GL_TEXTURE_CUBE_MAP GL_TEXTURE0 bind-texture-unit ]
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[
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texture-sphere-program>> [
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[ "surface_texture" glGetUniformLocation 0 glUniform1i ]
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[ { 0.0 0.0 0.0 } 4.0 (draw-sphere) ]
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bi
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] with-gl-program
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]
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} cleave ;
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MAIN-WINDOW: spheres-window {
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{ world-class spheres-world }
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{ title "Spheres" }
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{ pixel-format-attributes {
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windowed
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double-buffered
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T{ depth-bits { value 16 } }
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} }
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{ pref-dim { 640 480 } }
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} ;
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