241 lines
7.2 KiB
Factor
241 lines
7.2 KiB
Factor
USING: arrays bunny.model bunny.cel-shaded
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combinators.lib continuations kernel math multiline
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opengl opengl.shaders opengl.framebuffers opengl.gl
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opengl.capabilities sequences ui.gadgets ;
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IN: bunny.outlined
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STRING: outlined-pass1-fragment-shader-main-source
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varying vec3 normal;
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vec4 cel_light();
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void
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main()
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{
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gl_FragData[0] = cel_light();
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gl_FragData[1] = vec4(normal, 1);
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}
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;
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STRING: outlined-pass2-vertex-shader-source
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varying vec2 coord;
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void
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main()
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{
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gl_Position = ftransform();
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coord = (gl_Vertex * vec4(0.5) + vec4(0.5)).xy;
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}
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;
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STRING: outlined-pass2-fragment-shader-source
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uniform sampler2D colormap, normalmap, depthmap;
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uniform vec4 line_color;
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varying vec2 coord;
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const float DEPTH_RATIO_THRESHOLD = 1.001, SAMPLE_SPREAD = 1.0/512.0;
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float
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depth_sample(vec2 c)
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{
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return texture2D(depthmap, c).x;
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}
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bool
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are_depths_border(vec3 depths)
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{
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return any(lessThan(depths, vec3(1.0/DEPTH_RATIO_THRESHOLD)))
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|| any(greaterThan(depths, vec3(DEPTH_RATIO_THRESHOLD)));
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}
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vec3
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normal_sample(vec2 c)
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{
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return texture2D(normalmap, c).xyz;
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}
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float
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min6(float a, float b, float c, float d, float e, float f)
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{
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return min(min(min(min(min(a, b), c), d), e), f);
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}
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float
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border_factor(vec2 c)
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{
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vec2 coord1 = c + vec2(-SAMPLE_SPREAD, -SAMPLE_SPREAD),
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coord2 = c + vec2( SAMPLE_SPREAD, -SAMPLE_SPREAD),
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coord3 = c + vec2(-SAMPLE_SPREAD, SAMPLE_SPREAD),
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coord4 = c + vec2( SAMPLE_SPREAD, SAMPLE_SPREAD);
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vec3 normal1 = normal_sample(coord1),
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normal2 = normal_sample(coord2),
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normal3 = normal_sample(coord3),
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normal4 = normal_sample(coord4);
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if (dot(normal1, normal1) < 0.5
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&& dot(normal2, normal2) < 0.5
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&& dot(normal3, normal3) < 0.5
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&& dot(normal4, normal4) < 0.5) {
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return 0.0;
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} else {
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vec4 depths = vec4(depth_sample(coord1),
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depth_sample(coord2),
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depth_sample(coord3),
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depth_sample(coord4));
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vec3 ratios1 = depths.xxx/depths.yzw, ratios2 = depths.yyz/depths.zww;
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if (are_depths_border(ratios1) || are_depths_border(ratios2)) {
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return 1.0;
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} else {
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float normal_border = 1.0 - min6(
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dot(normal1, normal2),
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dot(normal1, normal3),
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dot(normal1, normal4),
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dot(normal2, normal3),
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dot(normal2, normal4),
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dot(normal3, normal4)
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);
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return normal_border;
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}
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}
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}
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void
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main()
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{
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gl_FragColor = mix(texture2D(colormap, coord), line_color, border_factor(coord));
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}
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;
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TUPLE: bunny-outlined
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gadget
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pass1-program pass2-program
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color-texture normal-texture depth-texture
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framebuffer framebuffer-dim ;
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: outlining-supported? ( -- ? )
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"2.0" {
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"GL_ARB_shading_objects"
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"GL_ARB_draw_buffers"
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"GL_ARB_multitexture"
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} has-gl-version-or-extensions? {
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"GL_EXT_framebuffer_object"
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"GL_ARB_texture_float"
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} has-gl-extensions? and ;
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: pass1-program ( -- program )
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vertex-shader-source <vertex-shader> check-gl-shader
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cel-shaded-fragment-shader-lib-source <fragment-shader> check-gl-shader
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outlined-pass1-fragment-shader-main-source <fragment-shader> check-gl-shader
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3array <gl-program> check-gl-program ;
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: pass2-program ( -- program )
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outlined-pass2-vertex-shader-source
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outlined-pass2-fragment-shader-source <simple-gl-program> ;
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: <bunny-outlined> ( gadget -- draw )
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outlining-supported? [
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pass1-program pass2-program {
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set-bunny-outlined-gadget
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set-bunny-outlined-pass1-program
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set-bunny-outlined-pass2-program
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} bunny-outlined construct
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] [ drop f ] if ;
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: (framebuffer-texture) ( dim iformat xformat -- texture )
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swapd >r >r >r
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GL_TEXTURE0 glActiveTexture
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gen-texture GL_TEXTURE_2D over glBindTexture
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GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri
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GL_TEXTURE_2D 0 r> r> first2 0 r> GL_UNSIGNED_BYTE f glTexImage2D ;
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: (attach-framebuffer-texture) ( texture attachment -- )
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swap >r >r
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GL_FRAMEBUFFER_EXT r> GL_TEXTURE_2D r> 0 glFramebufferTexture2DEXT
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gl-error ;
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: (make-framebuffer) ( color-texture normal-texture depth-texture -- framebuffer )
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3array gen-framebuffer dup [
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swap GL_COLOR_ATTACHMENT0_EXT
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GL_COLOR_ATTACHMENT1_EXT
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GL_DEPTH_ATTACHMENT_EXT 3array [ (attach-framebuffer-texture) ] 2each
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check-framebuffer
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] with-framebuffer ;
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: dispose-framebuffer ( draw -- )
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dup bunny-outlined-framebuffer-dim [
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{
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[ bunny-outlined-framebuffer [ delete-framebuffer ] when* ]
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[ bunny-outlined-color-texture [ delete-texture ] when* ]
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[ bunny-outlined-normal-texture [ delete-texture ] when* ]
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[ bunny-outlined-depth-texture [ delete-texture ] when* ]
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[ f swap set-bunny-outlined-framebuffer-dim ]
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} call-with
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] [ drop ] if ;
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: remake-framebuffer-if-needed ( draw -- )
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dup bunny-outlined-gadget rect-dim
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over bunny-outlined-framebuffer-dim
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over =
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[ 2drop ]
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[
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swap dup dispose-framebuffer >r
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dup GL_RGBA16F_ARB GL_RGBA (framebuffer-texture)
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swap dup GL_RGBA16F_ARB GL_RGBA (framebuffer-texture)
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swap dup GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT (framebuffer-texture)
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swap >r
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[ (make-framebuffer) ] 3keep
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r> r> {
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set-bunny-outlined-framebuffer
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set-bunny-outlined-color-texture
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set-bunny-outlined-normal-texture
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set-bunny-outlined-depth-texture
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set-bunny-outlined-framebuffer-dim
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} set-slots
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] if ;
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: clear-framebuffer ( -- )
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GL_COLOR_ATTACHMENT0_EXT glDrawBuffer
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0.15 0.15 0.15 1.0 glClearColor
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GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
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GL_COLOR_ATTACHMENT1_EXT glDrawBuffer
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0.0 0.0 0.0 0.0 glClearColor
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GL_COLOR_BUFFER_BIT glClear ;
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: (pass1) ( geom draw -- )
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dup bunny-outlined-framebuffer [
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clear-framebuffer
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{ GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT1_EXT } set-draw-buffers
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bunny-outlined-pass1-program (draw-cel-shaded-bunny)
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] with-framebuffer ;
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: (pass2) ( draw -- )
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init-matrices
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dup bunny-outlined-color-texture GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit
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dup bunny-outlined-normal-texture GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit
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dup bunny-outlined-depth-texture GL_TEXTURE_2D GL_TEXTURE2 bind-texture-unit
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bunny-outlined-pass2-program {
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{ "colormap" [ 0 glUniform1i ] }
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{ "normalmap" [ 1 glUniform1i ] }
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{ "depthmap" [ 2 glUniform1i ] }
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{ "line_color" [ 0.1 0.0 0.1 1.0 glUniform4f ] }
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} [ { -1.0 -1.0 } { 1.0 1.0 } rect-vertices ] with-gl-program ;
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M: bunny-outlined draw-bunny
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dup remake-framebuffer-if-needed
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[ (pass1) ] keep (pass2) ;
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M: bunny-outlined dispose
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{
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[ bunny-outlined-pass1-program [ delete-gl-program ] when* ]
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[ bunny-outlined-pass2-program [ delete-gl-program ] when* ]
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[ dispose-framebuffer ]
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} call-with ;
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