113 lines
3.4 KiB
Factor
113 lines
3.4 KiB
Factor
! (c)2009 Joe Groff bsd license
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USING: accessors arrays combinators.tuple game-loop game-worlds
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generalizations gpu gpu.render gpu.shaders gpu.util gpu.util.wasd
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kernel literals math math.matrices math.order math.vectors
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method-chains sequences ui ui.gadgets ui.gadgets.worlds
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ui.pixel-formats ;
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IN: gpu.demos.raytrace
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GLSL-SHADER-FILE: raytrace-vertex-shader vertex-shader "raytrace.v.glsl"
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GLSL-SHADER-FILE: raytrace-fragment-shader fragment-shader "raytrace.f.glsl"
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GLSL-PROGRAM: raytrace-program
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raytrace-vertex-shader raytrace-fragment-shader ;
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UNIFORM-TUPLE: sphere-uniforms
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{ "center" vec3-uniform f }
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{ "radius" float-uniform f }
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{ "color" vec4-uniform f } ;
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UNIFORM-TUPLE: raytrace-uniforms
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{ "mv-inv-matrix" mat4-uniform f }
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{ "fov" vec2-uniform f }
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{ "spheres" sphere-uniforms 4 }
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{ "floor-height" float-uniform f }
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{ "floor-color" vec4-uniform 2 }
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{ "background-color" vec4-uniform f }
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{ "light-direction" vec3-uniform f } ;
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CONSTANT: reflection-color { 1.0 0.0 1.0 0.0 }
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TUPLE: sphere
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{ axis array }
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{ home array }
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{ dtheta float }
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{ radius float }
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{ color array }
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{ theta float initial: 0.0 } ;
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TUPLE: raytrace-world < wasd-world
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fov
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spheres
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vertex-array ;
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: tick-sphere ( sphere -- )
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dup dtheta>> [ + ] curry change-theta drop ;
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: sphere-center ( sphere -- center )
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[ [ axis>> ] [ theta>> ] bi rotation-matrix4 ]
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[ home>> ] bi m.v ;
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: <sphere-uniforms> ( world -- uniforms )
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[ wasd-mv-inv-matrix ]
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[ fov>> ]
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[
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spheres>>
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[ [ sphere-center ] [ radius>> ] [ color>> ] tri sphere-uniforms boa ] map
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] tri
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-30.0 ! floor_height
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{ { 1.0 0.0 0.0 1.0 } { 1.0 1.0 1.0 1.0 } } ! floor_color
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{ 0.15 0.15 1.0 1.0 } ! background_color
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{ 0.0 -1.0 -0.1 } ! light_direction
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raytrace-uniforms boa ;
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CONSTANT: initial-spheres {
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T{ sphere f { 0.0 1.0 0.0 } { 0.0 0.0 0.0 } 0.0 4.0 $ reflection-color }
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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 } }
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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 } }
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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 } }
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}
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BEFORE: raytrace-world begin-world
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init-gpu
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{ -2.0 6.25 10.0 } 0.19 0.55 set-wasd-view
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initial-spheres [ clone ] map >>spheres
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raytrace-program <program-instance> <window-vertex-array> >>vertex-array
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drop ;
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CONSTANT: fov 0.7
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AFTER: raytrace-world resize-world
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dup dim>> dup first2 min >float v/n fov v*n >>fov drop ;
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AFTER: raytrace-world tick*
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spheres>> [ tick-sphere ] each ;
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M: raytrace-world draw-world*
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{
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{ "primitive-mode" [ drop triangle-strip-mode ] }
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{ "indexes" [ drop T{ index-range f 0 4 } ] }
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{ "uniforms" [ <sphere-uniforms> ] }
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{ "vertex-array" [ vertex-array>> ] }
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} <render-set> render ;
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M: raytrace-world pref-dim* drop { 1024 768 } ;
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M: raytrace-world tick-length drop 1000 30 /i ;
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M: raytrace-world wasd-movement-speed drop 1/4. ;
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: raytrace-window ( -- )
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[
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f T{ world-attributes
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{ world-class raytrace-world }
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{ title "Raytracing" }
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{ pixel-format-attributes {
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windowed
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double-buffered
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} }
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{ grab-input? t }
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} open-window
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] with-ui ;
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MAIN: raytrace-window
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