factor/extra/gpu/demos/bunny/bunny.factor

312 lines
9.8 KiB
Factor

! (c)2009 Joe Groff bsd license
USING: accessors alien.c-types arrays classes.struct combinators
combinators.short-circuit game.loop game.worlds gpu gpu.buffers
gpu.util.wasd gpu.framebuffers gpu.render gpu.shaders gpu.state
gpu.textures gpu.util grouping http.client images images.loader
images.tiff io io.encodings.ascii io.files io.files.temp kernel
locals math math.matrices math.vectors.simd math.parser math.vectors
method-chains namespaces sequences splitting threads ui ui.gadgets
ui.gadgets.worlds ui.pixel-formats specialized-arrays
specialized-vectors literals ;
FROM: alien.c-types => float ;
SPECIALIZED-ARRAY: float
SPECIALIZED-VECTOR: uint
IN: gpu.demos.bunny
VERTEX-FORMAT: bunny-vertex
{ "vertex" float-components 3 f }
{ f float-components 1 f }
{ "normal" float-components 3 f }
{ f float-components 1 f } ;
STRUCT: bunny-vertex-struct
{ vertex float-4 }
{ normal float-4 } ;
GLSL-SHADER-FILE: bunny-vertex-shader vertex-shader "bunny.v.glsl"
GLSL-SHADER-FILE: bunny-fragment-shader fragment-shader "bunny.f.glsl"
GLSL-PROGRAM: bunny-program
bunny-vertex-shader bunny-fragment-shader
bunny-vertex ;
GLSL-SHADER-FILE: window-vertex-shader vertex-shader "window.v.glsl"
GLSL-SHADER-FILE: sobel-fragment-shader fragment-shader "sobel.f.glsl"
GLSL-PROGRAM: sobel-program
window-vertex-shader sobel-fragment-shader
window-vertex-format ;
GLSL-SHADER-FILE: loading-fragment-shader fragment-shader "loading.f.glsl"
GLSL-PROGRAM: loading-program
window-vertex-shader loading-fragment-shader
window-vertex-format ;
TUPLE: bunny-state
vertexes
indexes
vertex-array
index-elements ;
TUPLE: sobel-state
vertex-array
color-texture
normal-texture
depth-texture
framebuffer ;
TUPLE: loading-state
vertex-array
texture ;
TUPLE: bunny-world < wasd-world
bunny sobel loading ;
SPECIALIZED-VECTOR: bunny-vertex-struct
UNIFORM-TUPLE: bunny-uniforms < mvp-uniforms
{ "light-position" vec3-uniform f }
{ "color" vec4-uniform f }
{ "ambient" vec4-uniform f }
{ "diffuse" vec4-uniform f }
{ "shininess" float-uniform f } ;
UNIFORM-TUPLE: sobel-uniforms
{ "texcoord-scale" vec2-uniform f }
{ "color-texture" texture-uniform f }
{ "normal-texture" texture-uniform f }
{ "depth-texture" texture-uniform f }
{ "line-color" vec4-uniform f } ;
UNIFORM-TUPLE: loading-uniforms
{ "texcoord-scale" vec2-uniform f }
{ "loading-texture" texture-uniform f } ;
: numbers ( tokens -- seq )
[ string>number ] map ; inline
: <bunny-vertex> ( vertex -- struct )
bunny-vertex-struct <struct>
swap first3 0.0 float-4-boa >>vertex ; inline
: (read-line-tokens) ( seq stream -- seq )
" \n" over stream-read-until
[ [ pick push ] unless-empty ]
[
{
{ CHAR: \s [ (read-line-tokens) ] }
{ CHAR: \n [ drop ] }
[ 2drop [ f ] when-empty ]
} case
] bi* ; inline recursive
: stream-read-line-tokens ( stream -- seq )
V{ } clone swap (read-line-tokens) ;
: each-line-tokens ( quot -- )
input-stream get [ stream-read-line-tokens ] curry each-morsel ; inline
: (parse-bunny-model) ( vs is -- vs is )
[
numbers {
{ [ dup length 5 = ] [ <bunny-vertex> pick push ] }
{ [ dup first 3 = ] [ rest append! ] }
[ drop ]
} cond
] each-line-tokens ; inline
: parse-bunny-model ( -- vertexes indexes )
100000 <bunny-vertex-struct-vector>
100000 <uint-vector>
(parse-bunny-model) ; inline
:: calc-bunny-normal ( a b c vertexes -- )
a b c [ vertexes nth vertex>> ] tri@ normal :> n
a b c [ vertexes nth [ n v+ ] change-normal drop ] tri@ ; inline
: calc-bunny-normals ( vertexes indexes -- )
3 <groups> swap
[ [ first3 ] dip calc-bunny-normal ] curry each ; inline
: normalize-bunny-normals ( vertexes -- )
[ [ normalize ] change-normal drop ] each ; inline
: bunny-data ( filename -- vertexes indexes )
ascii [ parse-bunny-model ] with-file-reader
[ calc-bunny-normals ]
[ drop normalize-bunny-normals ]
[ ] 2tri ;
: <bunny-buffers> ( vertexes indexes -- vertex-buffer index-buffer index-count )
[ underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
[
[ underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
[ length ] bi
] bi* ;
: bunny-model-path ( -- path ) "bun_zipper.ply" cache-file ;
CONSTANT: bunny-model-url "http://duriansoftware.com/joe/media/bun_zipper.ply"
: download-bunny ( -- path )
bunny-model-path dup exists? [
bunny-model-url dup print flush
over download-to
] unless ;
: get-bunny-data ( bunny-state -- )
download-bunny bunny-data
[ >>vertexes ] [ >>indexes ] bi* drop ;
: fill-bunny-state ( bunny-state -- )
dup [ vertexes>> ] [ indexes>> ] bi <bunny-buffers>
[ bunny-program <program-instance> <vertex-array> >>vertex-array ]
[ 0 <buffer-ptr> ]
[ uint-indexes <index-elements> >>index-elements ] tri*
drop ;
: <bunny-state> ( -- bunny-state )
bunny-state new
dup [ get-bunny-data ] curry "Downloading bunny model" spawn drop ;
: bunny-loaded? ( bunny-state -- ? )
{ [ vertexes>> ] [ indexes>> ] } 1&& ;
: bunny-state-filled? ( bunny-state -- ? )
{ [ vertex-array>> ] [ index-elements>> ] } 1&& ;
: <sobel-state> ( window-vertex-buffer -- sobel-state )
sobel-state new
swap sobel-program <program-instance> <vertex-array> >>vertex-array
RGBA half-components T{ texture-parameters
{ wrap clamp-texcoord-to-edge }
{ min-filter filter-linear }
{ min-mipmap-filter f }
} <texture-2d> >>color-texture
RGBA half-components T{ texture-parameters
{ wrap clamp-texcoord-to-edge }
{ min-filter filter-linear }
{ min-mipmap-filter f }
} <texture-2d> >>normal-texture
DEPTH u-24-components T{ texture-parameters
{ wrap clamp-texcoord-to-edge }
{ min-filter filter-linear }
{ min-mipmap-filter f }
} <texture-2d> >>depth-texture
dup
[
[ color-texture>> 0 <texture-2d-attachment> ]
[ normal-texture>> 0 <texture-2d-attachment> ] bi 2array
] [ depth-texture>> 0 <texture-2d-attachment> ] bi f { 1024 768 } <framebuffer> >>framebuffer ;
: <loading-state> ( window-vertex-buffer -- loading-state )
loading-state new
swap
loading-program <program-instance> <vertex-array> >>vertex-array
RGBA ubyte-components T{ texture-parameters
{ wrap clamp-texcoord-to-edge }
{ min-filter filter-linear }
{ min-mipmap-filter f }
} <texture-2d>
dup 0 "vocab:gpu/demos/bunny/loading.tiff" load-image allocate-texture-image
>>texture ;
M: bunny-world begin-game-world
init-gpu
{ -0.2 0.13 0.1 } 1.1 0.2 set-wasd-view
<bunny-state> >>bunny
<window-vertex-buffer>
[ <sobel-state> >>sobel ]
[ <loading-state> >>loading ] bi
drop ;
: <bunny-uniforms> ( world -- uniforms )
[ wasd-mv-matrix ] [ wasd-p-matrix ] bi
{ -10000.0 10000.0 10000.0 } ! light position
{ 0.6 0.5 0.5 1.0 } ! color
{ 0.2 0.2 0.2 0.2 } ! ambient
{ 0.8 0.8 0.8 0.8 } ! diffuse
100.0 ! shininess
bunny-uniforms boa ;
: draw-bunny ( world -- )
T{ depth-state { comparison cmp-less } } set-gpu-state
[
sobel>> framebuffer>> {
{ T{ color-attachment f 0 } { 0.15 0.15 0.15 1.0 } }
{ T{ color-attachment f 1 } { 0.0 0.0 0.0 0.0 } }
{ depth-attachment 1.0 }
} clear-framebuffer
] [
{
{ "primitive-mode" [ drop triangles-mode ] }
{ "output-attachments" [ drop { T{ color-attachment f 0 } T{ color-attachment f 1 } } ] }
{ "uniforms" [ <bunny-uniforms> ] }
{ "vertex-array" [ bunny>> vertex-array>> ] }
{ "indexes" [ bunny>> index-elements>> ] }
{ "framebuffer" [ sobel>> framebuffer>> ] }
} <render-set> render
] bi ;
: <sobel-uniforms> ( sobel -- uniforms )
{ 1.0 1.0 } swap
[ color-texture>> ] [ normal-texture>> ] [ depth-texture>> ] tri
{ 0.1 0.0 0.1 1.0 } ! line_color
sobel-uniforms boa ;
: draw-sobel ( world -- )
T{ depth-state { comparison f } } set-gpu-state
sobel>> {
{ "primitive-mode" [ drop triangle-strip-mode ] }
{ "indexes" [ drop T{ index-range f 0 4 } ] }
{ "uniforms" [ <sobel-uniforms> ] }
{ "vertex-array" [ vertex-array>> ] }
} <render-set> render ;
: draw-sobeled-bunny ( world -- )
[ draw-bunny ] [ draw-sobel ] bi ;
: draw-loading ( world -- )
T{ depth-state { comparison f } } set-gpu-state
loading>> {
{ "primitive-mode" [ drop triangle-strip-mode ] }
{ "indexes" [ drop T{ index-range f 0 4 } ] }
{ "uniforms" [ { 1.0 -1.0 } swap texture>> loading-uniforms boa ] }
{ "vertex-array" [ vertex-array>> ] }
} <render-set> render ;
M: bunny-world draw-world*
dup bunny>>
dup bunny-loaded? [
dup bunny-state-filled? [ drop ] [ fill-bunny-state ] if
draw-sobeled-bunny
] [ drop draw-loading ] if ;
AFTER: bunny-world resize-world
[ sobel>> framebuffer>> ] [ dim>> ] bi resize-framebuffer ;
M: bunny-world wasd-movement-speed drop 1/160. ;
M: bunny-world wasd-near-plane drop 1/32. ;
M: bunny-world wasd-far-plane drop 256.0 ;
GAME: bunny-game {
{ world-class bunny-world }
{ title "Bunny" }
{ pixel-format-attributes {
windowed
double-buffered
T{ depth-bits { value 24 } }
} }
{ grab-input? t }
{ use-game-input? t }
{ pref-dim { 1024 768 } }
{ tick-interval-nanos $[ 60 fps ] }
} ;