256 lines
8.0 KiB
Factor
256 lines
8.0 KiB
Factor
USING: arrays bunny combinators.lib continuations io io.files kernel
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math math.functions math.vectors multiline
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namespaces debugger
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opengl opengl.gl opengl-demo-support
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prettyprint
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sequences ui ui.gadgets ui.gestures ui.render ;
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IN: line-art
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TUPLE: line-art-gadget
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model step1-program step2-program
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framebuffer color-texture normal-texture depth-texture framebuffer-dim ;
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: <line-art-gadget> ( -- line-art-gadget )
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40.0 -5.0 0.275 <demo-gadget>
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maybe-download read-model
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{ set-delegate set-line-art-gadget-model } line-art-gadget construct ;
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STRING: line-art-step1-vertex-shader-source
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varying vec3 normal;
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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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normal = gl_Normal;
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}
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;
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STRING: line-art-step1-fragment-shader-source
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varying vec3 normal;
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uniform vec4 color;
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void
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main()
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{
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(normal, 1);
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}
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;
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STRING: line-art-step2-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: line-art-step2-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, NORMAL_DOT_THRESHOLD = 1.0, SAMPLE_SPREAD = 1.0/512.0;
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bool
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is_normal_border(vec3 norm1, vec3 norm2)
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{
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return dot(norm1, norm2) < NORMAL_DOT_THRESHOLD;
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}
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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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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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if (depths == vec4(1, 1, 1, 1))
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return 0.0;
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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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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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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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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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: (line-art-step1-program) ( -- step1 )
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line-art-step1-vertex-shader-source line-art-step1-fragment-shader-source
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<simple-gl-program> ;
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: (line-art-step2-program) ( -- step2 )
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line-art-step2-vertex-shader-source line-art-step2-fragment-shader-source
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<simple-gl-program> ;
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: (line-art-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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: (line-art-color-texture) ( dim -- texture )
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GL_RGBA16F_ARB GL_RGBA (line-art-framebuffer-texture) ;
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: (line-art-normal-texture) ( dim -- texture )
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GL_RGBA16F_ARB GL_RGBA (line-art-framebuffer-texture) ;
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: (line-art-depth-texture) ( dim -- texture )
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GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT (line-art-framebuffer-texture) ;
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: (attach-framebuffer-texture) ( texture attachment -- )
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swap >r >r GL_FRAMEBUFFER_EXT r> GL_TEXTURE_2D r> 0 glFramebufferTexture2DEXT gl-error ;
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: (line-art-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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: line-art-remake-framebuffer-if-needed ( gadget -- )
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dup { rect-dim rect-dim line-art-gadget-framebuffer-dim } get-slots = [ 2drop ] [
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swap >r
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dup (line-art-color-texture) gl-error
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swap dup (line-art-normal-texture) gl-error
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swap dup (line-art-depth-texture) gl-error
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swap >r
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[ (line-art-framebuffer) ] 3keep
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r> r> { set-line-art-gadget-framebuffer
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set-line-art-gadget-color-texture
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set-line-art-gadget-normal-texture
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set-line-art-gadget-depth-texture
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set-line-art-gadget-framebuffer-dim } set-slots
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] if ;
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M: line-art-gadget graft* ( gadget -- )
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[ "2.0" { "GL_ARB_draw_buffers"
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"GL_ARB_shader_objects"
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"GL_ARB_multitexture"
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"GL_ARB_texture_float" }
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require-gl-version-or-extensions
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{ "GL_EXT_framebuffer_object" } require-gl-extensions
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GL_CULL_FACE glEnable
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GL_DEPTH_TEST glEnable
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(line-art-step1-program) over set-line-art-gadget-step1-program
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(line-art-step2-program) swap set-line-art-gadget-step2-program
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] [ ] [ :c ] cleanup ;
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M: line-art-gadget ungraft* ( gadget -- )
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dup line-art-gadget-framebuffer [
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{ [ line-art-gadget-step1-program [ delete-gl-program ] when* ]
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[ line-art-gadget-step2-program [ delete-gl-program ] when* ]
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[ line-art-gadget-framebuffer [ delete-framebuffer ] when* ]
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[ line-art-gadget-color-texture [ delete-texture ] when* ]
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[ line-art-gadget-normal-texture [ delete-texture ] when* ]
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[ line-art-gadget-depth-texture [ delete-texture ] when* ]
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[ f swap set-line-art-gadget-framebuffer-dim ]
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[ f swap set-line-art-gadget-framebuffer ] } call-with
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] [ drop ] if ;
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: line-art-draw-setup ( gadget -- gadget )
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0.0 0.0 0.0 1.0 glClearColor
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GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
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dup demo-gadget-set-matrices
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dup line-art-remake-framebuffer-if-needed
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gl-error ;
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: line-art-clear-framebuffer ( -- )
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GL_COLOR_ATTACHMENT0_EXT glDrawBuffer
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0.2 0.2 0.2 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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M: line-art-gadget draw-gadget* ( gadget -- )
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line-art-draw-setup
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dup line-art-gadget-framebuffer [
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line-art-clear-framebuffer
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{ GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT1_EXT } set-draw-buffers
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dup line-art-gadget-step1-program dup [
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"color" glGetUniformLocation 0.6 0.5 0.5 1.0 glUniform4f
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0.0 -0.12 0.0 glTranslatef
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dup line-art-gadget-model first3 draw-bunny
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] with-gl-program
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] with-framebuffer
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init-matrices
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dup line-art-gadget-color-texture GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit
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dup line-art-gadget-normal-texture GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit
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dup line-art-gadget-depth-texture GL_TEXTURE_2D GL_TEXTURE2 bind-texture-unit
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line-art-gadget-step2-program dup [
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{ [ "colormap" glGetUniformLocation 0 glUniform1i ]
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[ "normalmap" glGetUniformLocation 1 glUniform1i ]
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[ "depthmap" glGetUniformLocation 2 glUniform1i ]
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[ "line_color" glGetUniformLocation 0.2 0.0 0.0 1.0 glUniform4f ] } call-with
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{ -1.0 -1.0 } { 1.0 1.0 } rect-vertices
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] with-gl-program ;
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: line-art-window ( -- )
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[ <line-art-gadget> "Line Art" open-window ] with-ui ;
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MAIN: line-art-window
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