1 USING: accessors alien.c-types alien.data alien.data.map arrays
2 assocs byte-arrays colors combinators combinators.short-circuit
3 destructors euler.b-rep euler.b-rep.triangulation fry game.input
4 game.loop game.models.half-edge game.worlds gml.printer gpu
5 gpu.buffers gpu.framebuffers gpu.render gpu.shaders gpu.state
6 gpu.util.wasd growable images kernel literals locals math
7 math.order math.ranges math.vectors math.vectors.conversion
8 math.vectors.simd math.vectors.simd.cords method-chains models
9 namespaces sequences sets specialized-vectors typed ui
10 ui.gadgets ui.gadgets.worlds ui.gestures ui.pixel-formats
12 FROM: models => change-model ;
13 SPECIALIZED-VECTORS: ushort float-4 ;
16 CONSTANT: neutral-edge-color float-4{ 1 1 1 1 }
17 CONSTANT: neutral-face-color float-4{ 1 1 1 1 }
18 CONSTANT: selected-face-color float-4{ 1 0.9 0.8 1 }
20 : double-4>float-4 ( in: double-4 -- out: float-4 )
21 [ head>> ] [ tail>> ] bi double-2 float-4 vconvert ; inline
22 : rgba>float-4 ( in: rgba -- out: float-4 )
23 >rgba-components float-4-boa ; inline
25 : face-color ( edge -- color )
26 face-normal float-4{ 0 1 0.1 0 } vdot 0.3 * 0.4 + dup dup 1.0 float-4-boa ; inline
29 { array byte-array read-only }
30 { face-vertex-count integer read-only }
31 { edge-vertex-count integer read-only }
32 { point-vertex-count integer read-only } ;
34 :: <b-rep-vertices> ( face-array face-count
36 point-array point-count -- vxs )
37 face-array edge-array point-array 3append
38 face-count edge-count point-count \ b-rep-vertices boa ; inline
40 : face-selected? ( face selected -- ? )
41 [ f ] 2dip [ edge>> ] dip '[ _ in? or ] each-face-edge ;
43 :: b-rep-face-vertices ( b-rep selected -- vertices count indices )
44 float-4-vector{ } clone :> vertices
45 ushort-vector{ } clone :> indices
47 0 b-rep faces>> [| count face |
48 face selected face-selected? :> selected?
49 face dup base-face>> eq? [
50 face edge>> face-color
51 selected? selected-face-color neutral-face-color ? v* :> color
52 face triangulate-face seq>> :> triangles
53 triangles members :> tri-vertices
54 tri-vertices >index-hash :> vx-indices
57 position>> double-4>float-4 vertices push
60 triangles [ vx-indices at count + indices push ] each
62 count tri-vertices length +
65 vertices float-4 >c-array underlying>>
67 indices ushort-array{ } like ;
69 : b-rep-edge-vertices ( b-rep -- vertices count )
72 position>> [ double-4>float-4 ] keep
73 [ drop neutral-edge-color ]
74 [ vertex-color rgba>float-4 ] 2bi
75 ] data-map( object -- float-4[4] )
76 ] [ length 2 * ] bi ; inline
78 GENERIC: selected-vectors ( object -- vectors )
79 M: object selected-vectors drop { } ;
80 M: double-4 selected-vectors 1array ;
81 M: sequence selected-vectors [ selected-vectors ] map concat ;
83 : selected-vertices ( selected -- vertices count )
85 [ [ double-4>float-4 ] [ vertex-color rgba>float-4 ] bi ]
86 data-map( object -- float-4[2] )
87 ] [ length ] bi ; inline
89 : edge-vertex-index ( e vertex-indices selected -- n selected? )
90 [ dup vertex>> ] [ at 2 * ] [ swapd in? [ [ 1 + ] when ] keep ] tri* ;
92 :: b-rep-edge-index-array ( b-rep selected offset -- edge-indices )
93 b-rep vertices>> >index-hash :> vertex-indices
94 b-rep edges>> length <ushort-vector> :> edge-indices
97 e opposite-edge>> :> o
98 e vertex-indices selected edge-vertex-index [ offset + ] dip :> ( from e-selected? )
99 o vertex-indices selected edge-vertex-index [ offset + ] dip :> ( to o-selected? )
101 from to < [ from edge-indices push to edge-indices push ] when
104 edge-indices ushort-array{ } like ;
106 :: make-b-rep-vertices ( b-rep selected -- vertices face-indices edge-indices point-indices )
107 b-rep selected b-rep-face-vertices :> ( face-vertices face-count face-indices )
108 b-rep b-rep-edge-vertices :> ( edge-vertices edge-count )
109 selected selected-vertices :> ( sel-vertices sel-count )
110 face-vertices face-count edge-vertices edge-count sel-vertices sel-count
111 <b-rep-vertices> :> vertices
117 b-rep selected vertices face-vertex-count>> b-rep-edge-index-array
120 [ face-vertex-count>> ]
121 [ edge-vertex-count>> + dup ]
122 [ point-vertex-count>> + ] tri
123 [a,b) ushort >c-array ;
125 VERTEX-FORMAT: wire-vertex-format
126 { "vertex" float-components 3 f }
127 { f float-components 1 f }
128 { "color" float-components 4 f } ;
130 GLSL-SHADER-FILE: gml-viewer-vertex-shader vertex-shader "viewer.v.glsl"
131 GLSL-SHADER-FILE: gml-viewer-fragment-shader fragment-shader "viewer.f.glsl"
132 GLSL-PROGRAM: gml-viewer-program
133 gml-viewer-vertex-shader gml-viewer-fragment-shader
136 TUPLE: gml-viewer-world < wasd-world
141 face-indices edge-indices point-indices
142 view-faces? view-edges?
145 TYPED: refresh-b-rep-view ( world: gml-viewer-world -- )
146 dup control-value >>b-rep
147 dup vertex-array>> [ vertex-array-buffer dispose ] when*
148 dup [ b-rep>> ] [ selected>> value>> ] bi make-b-rep-vertices {
150 static-upload draw-usage vertex-buffer byte-array>buffer
151 over program>> <vertex-array> >>vertex-array
159 : viewable? ( gml-viewer-world -- ? )
160 { [ b-rep>> ] [ program>> ] } 1&& ;
162 M: gml-viewer-world model-changed
166 [ dup viewable? [ refresh-b-rep-view ] [ drop ] if ] tri ;
168 : init-viewer-model ( gml-viewer-world -- )
169 [ dup model>> add-connection ]
170 [ dup selected>> add-connection ] bi ;
172 : reset-view ( gml-viewer-world -- )
173 { 0.0 0.0 5.0 } 0.0 0.0 set-wasd-view drop ;
175 M: gml-viewer-world begin-game-world
179 T{ point-state { size 5.0 } } set-gpu-state
181 gml-viewer-program <program-instance> >>program
182 dup init-viewer-model
185 M: gml-viewer-world end-game-world
186 [ dup selected>> remove-connection ]
187 [ dup model>> remove-connection ] bi ;
189 M: gml-viewer-world draw-world*
191 { default-attachment { 0.0 0.0 0.0 1.0 } }
192 { depth-attachment 1.0 }
197 T{ depth-state { comparison cmp-less } } set-gpu-state
199 { "primitive-mode" [ drop triangles-mode ] }
200 { "indexes" [ face-indices>> ] }
201 { "uniforms" [ <mvp-uniforms> ] }
202 { "vertex-array" [ vertex-array>> ] }
203 } <render-set> render
204 T{ depth-state { comparison f } } set-gpu-state
209 { "primitive-mode" [ drop lines-mode ] }
210 { "indexes" [ edge-indices>> ] }
211 { "uniforms" [ <mvp-uniforms> ] }
212 { "vertex-array" [ vertex-array>> ] }
213 } <render-set> render
217 { "primitive-mode" [ drop points-mode ] }
218 { "indexes" [ point-indices>> ] }
219 { "uniforms" [ <mvp-uniforms> ] }
220 { "vertex-array" [ vertex-array>> ] }
221 } <render-set> render
224 TYPED: rotate-view-mode ( world: gml-viewer-world -- )
228 [ f >>view-edges? t >>view-faces? ] if
229 ] [ t >>view-edges? ] if drop ;
231 CONSTANT: edge-hitbox-radius 0.05
233 :: line-nearest-t ( p0 u q0 v -- tp tq )
242 a c * b b * - :> denom
244 b e * c d * - denom /f
245 a e * b d * - denom /f ;
247 :: intersects-edge-node? ( source direction edge -- ? )
248 edge vertex>> position>> double-4>float-4 :> edge-source
249 edge opposite-edge>> vertex>> position>> double-4>float-4 edge-source v- :> edge-direction
251 source direction edge-source edge-direction line-nearest-t :> ( ray-t edge-t )
253 ray-t 0.0 >= edge-t 0.0 0.5 between? and [
254 source direction ray-t v*n v+
255 edge-source edge-direction edge-t v*n v+ v- norm
259 : intersecting-edge-node ( source direction b-rep -- edge/f )
260 edges>> [ intersects-edge-node? ] 2with find nip ;
262 : select-edge ( world -- )
263 [ [ location>> ] [ hand-loc get wasd-pixel-ray ] bi ]
264 [ b-rep>> intersecting-edge-node ]
265 [ '[ _ [ selected>> push-model ] [ refresh-b-rep-view ] bi ] when* ] tri ;
268 { T{ button-up f f 1 } [ dup drag?>> [ drop ] [ select-edge ] if ] }
269 { T{ drag f 1 } [ t >>drag? drop ] }
270 { T{ key-down f f "RET" } [ reset-view ] }
271 { T{ key-down f f "TAB" } [ rotate-view-mode ] }
274 AFTER: gml-viewer-world tick-game-world
277 ! FIXME: GTK Mouse buttons are an integer
278 ! MacOSX mouse buttons are an array of bools
279 dup integer? [ 0 bit? ] [ first ] if >>drag?
282 M: gml-viewer-world wasd-mouse-scale drag?>> -1/600. 0.0 ? ;
284 : wrap-in-model ( object -- model )
285 dup model? [ <model> ] unless ;
286 : wrap-in-growable-model ( object -- model )
288 dup growable? [ >vector ] unless
292 : gml-viewer ( b-rep selection -- )
293 [ wrap-in-model ] [ wrap-in-growable-model ] bi*
296 { world-class gml-viewer-world }
297 { title "GML wireframe viewer" }
298 { pixel-format-attributes {
304 { use-game-input? t }
305 { use-audio-engine? f }
306 { pref-dim { 1024 768 } }
307 { tick-interval-nanos $[ 30 fps ] }