1 ! (c)2009 Joe Groff bsd license
2 USING: accessors alien.c-types arrays classes.struct combinators
3 combinators.short-circuit game.loop game.worlds gpu gpu.buffers
4 gpu.util.wasd gpu.framebuffers gpu.render gpu.shaders gpu.state
5 gpu.textures gpu.util grouping http.client images images.loader
6 images.tiff io io.encodings.ascii io.files io.files.temp kernel
7 locals math math.matrices math.vectors.simd math.parser math.vectors
8 method-chains namespaces sequences splitting threads ui ui.gadgets
9 ui.gadgets.worlds ui.pixel-formats specialized-arrays
10 specialized-vectors literals ;
11 FROM: alien.c-types => float ;
12 SPECIALIZED-ARRAY: float
13 SPECIALIZED-VECTOR: uint
16 VERTEX-FORMAT: bunny-vertex
17 { "vertex" float-components 3 f }
18 { f float-components 1 f }
19 { "normal" float-components 3 f }
20 { f float-components 1 f } ;
22 STRUCT: bunny-vertex-struct
26 GLSL-SHADER-FILE: bunny-vertex-shader vertex-shader "bunny.v.glsl"
27 GLSL-SHADER-FILE: bunny-fragment-shader fragment-shader "bunny.f.glsl"
28 GLSL-PROGRAM: bunny-program
29 bunny-vertex-shader bunny-fragment-shader
32 GLSL-SHADER-FILE: window-vertex-shader vertex-shader "window.v.glsl"
34 GLSL-SHADER-FILE: sobel-fragment-shader fragment-shader "sobel.f.glsl"
35 GLSL-PROGRAM: sobel-program
36 window-vertex-shader sobel-fragment-shader
37 window-vertex-format ;
39 GLSL-SHADER-FILE: loading-fragment-shader fragment-shader "loading.f.glsl"
40 GLSL-PROGRAM: loading-program
41 window-vertex-shader loading-fragment-shader
42 window-vertex-format ;
61 TUPLE: bunny-world < wasd-world
64 SPECIALIZED-VECTOR: bunny-vertex-struct
66 UNIFORM-TUPLE: bunny-uniforms < mvp-uniforms
67 { "light-position" vec3-uniform f }
68 { "color" vec4-uniform f }
69 { "ambient" vec4-uniform f }
70 { "diffuse" vec4-uniform f }
71 { "shininess" float-uniform f } ;
73 UNIFORM-TUPLE: sobel-uniforms
74 { "texcoord-scale" vec2-uniform f }
75 { "color-texture" texture-uniform f }
76 { "normal-texture" texture-uniform f }
77 { "depth-texture" texture-uniform f }
78 { "line-color" vec4-uniform f } ;
80 UNIFORM-TUPLE: loading-uniforms
81 { "texcoord-scale" vec2-uniform f }
82 { "loading-texture" texture-uniform f } ;
84 : numbers ( tokens -- seq )
85 [ string>number ] map ; inline
87 : <bunny-vertex> ( vertex -- struct )
88 bunny-vertex-struct <struct>
89 swap first3 0.0 float-4-boa >>vertex ; inline
91 : (read-line-tokens) ( seq stream -- seq )
92 " \n" over stream-read-until
93 [ [ pick push ] unless-empty ]
96 { CHAR: \s [ (read-line-tokens) ] }
98 [ 2drop [ f ] when-empty ]
100 ] bi* ; inline recursive
102 : stream-read-line-tokens ( stream -- seq )
103 V{ } clone swap (read-line-tokens) ;
105 : each-line-tokens ( quot -- )
106 input-stream get [ stream-read-line-tokens ] curry each-morsel ; inline
108 : (parse-bunny-model) ( vs is -- vs is )
111 { [ dup length 5 = ] [ <bunny-vertex> pick push ] }
112 { [ dup first 3 = ] [ rest append! ] }
115 ] each-line-tokens ; inline
117 : parse-bunny-model ( -- vertexes indexes )
118 100000 <bunny-vertex-struct-vector>
120 (parse-bunny-model) ; inline
122 :: calc-bunny-normal ( a b c vertexes -- )
123 a b c [ vertexes nth vertex>> ] tri@ normal :> n
124 a b c [ vertexes nth [ n v+ ] change-normal drop ] tri@ ; inline
126 : calc-bunny-normals ( vertexes indexes -- )
128 [ [ first3 ] dip calc-bunny-normal ] curry each ; inline
130 : normalize-bunny-normals ( vertexes -- )
131 [ [ normalize ] change-normal drop ] each ; inline
133 : bunny-data ( filename -- vertexes indexes )
134 ascii [ parse-bunny-model ] with-file-reader
135 [ calc-bunny-normals ]
136 [ drop normalize-bunny-normals ]
139 : <bunny-buffers> ( vertexes indexes -- vertex-buffer index-buffer index-count )
140 [ underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
142 [ underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
146 : bunny-model-path ( -- path ) "bun_zipper.ply" cache-file ;
148 CONSTANT: bunny-model-url "http://duriansoftware.com/joe/media/bun_zipper.ply"
150 : download-bunny ( -- path )
151 bunny-model-url bunny-model-path [ ?download-to ] keep ;
153 : get-bunny-data ( bunny-state -- )
154 download-bunny bunny-data
155 [ >>vertexes ] [ >>indexes ] bi* drop ;
157 : fill-bunny-state ( bunny-state -- )
158 dup [ vertexes>> ] [ indexes>> ] bi <bunny-buffers>
159 [ bunny-program <program-instance> <vertex-array> >>vertex-array ]
161 [ uint-indexes <index-elements> >>index-elements ] tri*
164 : <bunny-state> ( -- bunny-state )
166 dup [ get-bunny-data ] curry "Downloading bunny model" spawn drop ;
168 : bunny-loaded? ( bunny-state -- ? )
169 { [ vertexes>> ] [ indexes>> ] } 1&& ;
171 : bunny-state-filled? ( bunny-state -- ? )
172 { [ vertex-array>> ] [ index-elements>> ] } 1&& ;
174 : <sobel-state> ( window-vertex-buffer -- sobel-state )
176 swap sobel-program <program-instance> <vertex-array> >>vertex-array
178 RGBA half-components T{ texture-parameters
179 { wrap clamp-texcoord-to-edge }
180 { min-filter filter-linear }
181 { min-mipmap-filter f }
182 } <texture-2d> >>color-texture
183 RGBA half-components T{ texture-parameters
184 { wrap clamp-texcoord-to-edge }
185 { min-filter filter-linear }
186 { min-mipmap-filter f }
187 } <texture-2d> >>normal-texture
188 DEPTH u-24-components T{ texture-parameters
189 { wrap clamp-texcoord-to-edge }
190 { min-filter filter-linear }
191 { min-mipmap-filter f }
192 } <texture-2d> >>depth-texture
196 [ color-texture>> 0 <texture-2d-attachment> ]
197 [ normal-texture>> 0 <texture-2d-attachment> ] bi 2array
198 ] [ depth-texture>> 0 <texture-2d-attachment> ] bi f { 1024 768 } <framebuffer> >>framebuffer ;
200 : <loading-state> ( window-vertex-buffer -- loading-state )
203 loading-program <program-instance> <vertex-array> >>vertex-array
205 RGBA ubyte-components T{ texture-parameters
206 { wrap clamp-texcoord-to-edge }
207 { min-filter filter-linear }
208 { min-mipmap-filter f }
210 dup 0 "vocab:gpu/demos/bunny/loading.tiff" load-image allocate-texture-image
213 M: bunny-world begin-game-world
216 { -0.2 0.13 0.1 } 1.1 0.2 set-wasd-view
218 <bunny-state> >>bunny
219 <window-vertex-buffer>
220 [ <sobel-state> >>sobel ]
221 [ <loading-state> >>loading ] bi
224 : <bunny-uniforms> ( world -- uniforms )
225 [ wasd-mv-matrix ] [ wasd-p-matrix ] bi
226 { -10000.0 10000.0 10000.0 } ! light position
227 { 0.6 0.5 0.5 1.0 } ! color
228 { 0.2 0.2 0.2 0.2 } ! ambient
229 { 0.8 0.8 0.8 0.8 } ! diffuse
233 : draw-bunny ( world -- )
234 T{ depth-state { comparison cmp-less } } set-gpu-state
237 sobel>> framebuffer>> {
238 { T{ color-attachment f 0 } { 0.15 0.15 0.15 1.0 } }
239 { T{ color-attachment f 1 } { 0.0 0.0 0.0 0.0 } }
240 { depth-attachment 1.0 }
244 { "primitive-mode" [ drop triangles-mode ] }
245 { "output-attachments" [ drop { T{ color-attachment f 0 } T{ color-attachment f 1 } } ] }
246 { "uniforms" [ <bunny-uniforms> ] }
247 { "vertex-array" [ bunny>> vertex-array>> ] }
248 { "indexes" [ bunny>> index-elements>> ] }
249 { "framebuffer" [ sobel>> framebuffer>> ] }
250 } <render-set> render
253 : <sobel-uniforms> ( sobel -- uniforms )
255 [ color-texture>> ] [ normal-texture>> ] [ depth-texture>> ] tri
256 { 0.1 0.0 0.1 1.0 } ! line_color
259 : draw-sobel ( world -- )
260 T{ depth-state { comparison f } } set-gpu-state
263 { "primitive-mode" [ drop triangle-strip-mode ] }
264 { "indexes" [ drop T{ index-range f 0 4 } ] }
265 { "uniforms" [ <sobel-uniforms> ] }
266 { "vertex-array" [ vertex-array>> ] }
267 } <render-set> render ;
269 : draw-sobeled-bunny ( world -- )
270 [ draw-bunny ] [ draw-sobel ] bi ;
272 : draw-loading ( world -- )
273 T{ depth-state { comparison f } } set-gpu-state
276 { "primitive-mode" [ drop triangle-strip-mode ] }
277 { "indexes" [ drop T{ index-range f 0 4 } ] }
278 { "uniforms" [ { 1.0 -1.0 } swap texture>> loading-uniforms boa ] }
279 { "vertex-array" [ vertex-array>> ] }
280 } <render-set> render ;
282 M: bunny-world draw-world*
285 dup bunny-state-filled? [ drop ] [ fill-bunny-state ] if
287 ] [ drop draw-loading ] if ;
289 AFTER: bunny-world resize-world
290 [ sobel>> framebuffer>> ] [ dim>> ] bi resize-framebuffer ;
292 M: bunny-world wasd-movement-speed drop 1/160. ;
293 M: bunny-world wasd-near-plane drop 1/32. ;
294 M: bunny-world wasd-far-plane drop 256.0 ;
297 { world-class bunny-world }
299 { pixel-format-attributes {
302 T{ depth-bits { value 24 } }
305 { use-game-input? t }
306 { pref-dim { 1024 768 } }
307 { tick-interval-nanos $[ 60 fps ] }