1 USING: kernel opengl opengl.demo-support opengl.gl opengl.textures
2 opengl.shaders opengl.framebuffers opengl.capabilities multiline
3 ui.gadgets accessors sequences ui.render ui math locals arrays
4 generalizations combinators ui.gadgets.worlds
5 literals ui.pixel-formats ;
8 STRING: plane-vertex-shader
9 varying vec3 object_position;
13 object_position = gl_Vertex.xyz;
14 gl_Position = ftransform();
18 STRING: plane-fragment-shader
19 uniform float checker_size_inv;
20 uniform vec4 checker_color_1, checker_color_2;
21 varying vec3 object_position;
26 vec3 pprime = checker_size_inv * object_position;
27 return fract((floor(pprime.x) + floor(pprime.z)) * 0.5) == 0.0;
33 float distance_factor = (gl_FragCoord.z * 0.5 + 0.5);
34 distance_factor = pow(distance_factor, 500.0)*0.5;
36 gl_FragColor = checker_color(object_position)
37 ? mix(checker_color_1, checker_color_2, distance_factor)
38 : mix(checker_color_2, checker_color_1, distance_factor);
42 STRING: sphere-vertex-shader
43 attribute vec3 center;
44 attribute float radius;
45 attribute vec4 surface_color;
46 varying float vradius;
47 varying vec3 sphere_position;
48 varying vec4 world_position, vcolor;
53 world_position = gl_ModelViewMatrix * vec4(center, 1);
54 sphere_position = gl_Vertex.xyz;
56 gl_Position = gl_ProjectionMatrix * (world_position + vec4(sphere_position * radius, 0));
58 vcolor = surface_color;
63 STRING: sphere-solid-color-fragment-shader
64 uniform vec3 light_position;
67 const vec4 ambient = vec4(0.25, 0.2, 0.25, 1.0);
68 const vec4 diffuse = vec4(0.75, 0.8, 0.75, 1.0);
71 sphere_color(vec3 point, vec3 normal)
73 vec3 transformed_light_position = (gl_ModelViewMatrix * vec4(light_position, 1)).xyz;
74 vec3 direction = normalize(transformed_light_position - point);
75 float d = max(0.0, dot(normal, direction));
77 return ambient * vcolor + diffuse * vec4(d * vcolor.rgb, vcolor.a);
81 STRING: sphere-texture-fragment-shader
82 uniform samplerCube surface_texture;
85 sphere_color(vec3 point, vec3 normal)
87 vec3 reflect = reflect(normalize(point), normal);
88 return textureCube(surface_texture, reflect * gl_NormalMatrix);
92 STRING: sphere-main-fragment-shader
93 varying float vradius;
94 varying vec3 sphere_position;
95 varying vec4 world_position;
97 vec4 sphere_color(vec3 point, vec3 normal);
102 float radius = length(sphere_position);
103 if(radius > 1.0) discard;
105 vec3 surface = sphere_position + vec3(0.0, 0.0, sqrt(1.0 - radius*radius));
106 vec4 world_surface = world_position + vec4(surface * vradius, 0);
107 vec4 transformed_surface = gl_ProjectionMatrix * world_surface;
109 gl_FragDepth = (transformed_surface.z/transformed_surface.w + 1.0) * 0.5;
110 gl_FragColor = sphere_color(world_surface.xyz, surface);
114 TUPLE: spheres-world < demo-world
115 plane-program solid-sphere-program texture-sphere-program
116 reflection-framebuffer reflection-depthbuffer
119 M: spheres-world near-plane
121 M: spheres-world far-plane
123 M: spheres-world distance-step
126 : (reflection-dim) ( -- w h )
129 : (make-reflection-texture) ( -- texture )
131 GL_TEXTURE_CUBE_MAP swap glBindTexture
132 GL_TEXTURE_CUBE_MAP GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri
133 GL_TEXTURE_CUBE_MAP GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri
134 GL_TEXTURE_CUBE_MAP GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri
135 GL_TEXTURE_CUBE_MAP GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri
136 GL_TEXTURE_CUBE_MAP GL_TEXTURE_WRAP_R GL_CLAMP glTexParameteri
138 GL_TEXTURE_CUBE_MAP_POSITIVE_X
139 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
140 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
141 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
142 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
143 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
145 [ 0 GL_RGBA8 (reflection-dim) 0 GL_RGBA GL_UNSIGNED_BYTE f glTexImage2D ]
149 : (make-reflection-depthbuffer) ( -- depthbuffer )
151 GL_RENDERBUFFER swap glBindRenderbuffer
152 GL_RENDERBUFFER GL_DEPTH_COMPONENT32 (reflection-dim) glRenderbufferStorage
155 : (make-reflection-framebuffer) ( depthbuffer -- framebuffer )
156 gen-framebuffer dup [
157 swap [ GL_DRAW_FRAMEBUFFER GL_DEPTH_ATTACHMENT GL_RENDERBUFFER ] dip
158 glFramebufferRenderbuffer
161 : (plane-program) ( -- program )
162 plane-vertex-shader plane-fragment-shader <simple-gl-program> ;
163 : (solid-sphere-program) ( -- program )
164 sphere-vertex-shader <vertex-shader> check-gl-shader
165 sphere-solid-color-fragment-shader <fragment-shader> check-gl-shader
166 sphere-main-fragment-shader <fragment-shader> check-gl-shader
167 3array <gl-program> check-gl-program ;
168 : (texture-sphere-program) ( -- program )
169 sphere-vertex-shader <vertex-shader> check-gl-shader
170 sphere-texture-fragment-shader <fragment-shader> check-gl-shader
171 sphere-main-fragment-shader <fragment-shader> check-gl-shader
172 3array <gl-program> check-gl-program ;
174 M: spheres-world begin-world
175 "2.0" { "GL_ARB_shader_objects" } require-gl-version-or-extensions
176 { "GL_EXT_framebuffer_object" } require-gl-extensions
177 GL_DEPTH_TEST glEnable
178 GL_VERTEX_ARRAY glEnableClientState
179 0.15 0.15 1.0 1.0 glClearColor
180 20.0 10.0 20.0 set-demo-orientation
181 (plane-program) >>plane-program
182 (solid-sphere-program) >>solid-sphere-program
183 (texture-sphere-program) >>texture-sphere-program
184 (make-reflection-texture) >>reflection-texture
185 (make-reflection-depthbuffer) [ >>reflection-depthbuffer ] keep
186 (make-reflection-framebuffer) >>reflection-framebuffer
189 M: spheres-world end-world
191 [ reflection-framebuffer>> [ delete-framebuffer ] when* ]
192 [ reflection-depthbuffer>> [ delete-renderbuffer ] when* ]
193 [ reflection-texture>> [ delete-texture ] when* ]
194 [ solid-sphere-program>> [ delete-gl-program ] when* ]
195 [ texture-sphere-program>> [ delete-gl-program ] when* ]
196 [ plane-program>> [ delete-gl-program ] when* ]
199 :: (draw-sphere) ( program center radius -- )
200 program "center" glGetAttribLocation center first3 glVertexAttrib3f
201 program "radius" glGetAttribLocation radius glVertexAttrib1f
202 { -1.0 -1.0 } { 2.0 2.0 } gl-fill-rect ;
204 :: (draw-colored-sphere) ( program center radius surfacecolor -- )
205 program "surface_color" glGetAttribLocation surfacecolor first4 glVertexAttrib4f
206 program center radius (draw-sphere) ;
208 : sphere-scene ( gadget -- )
209 GL_DEPTH_BUFFER_BIT GL_COLOR_BUFFER_BIT bitor glClear
211 solid-sphere-program>> [
213 [ "light_position" glGetUniformLocation 0.0 0.0 100.0 glUniform3f ]
214 [ { 7.0 0.0 0.0 } 1.0 { 1.0 0.0 0.0 1.0 } (draw-colored-sphere) ]
215 [ { -7.0 0.0 0.0 } 1.0 { 0.0 1.0 0.0 1.0 } (draw-colored-sphere) ]
216 [ { 0.0 0.0 7.0 } 1.0 { 0.0 0.0 1.0 1.0 } (draw-colored-sphere) ]
217 [ { 0.0 0.0 -7.0 } 1.0 { 1.0 1.0 0.0 1.0 } (draw-colored-sphere) ]
218 [ { 0.0 7.0 0.0 } 1.0 { 1.0 0.0 1.0 1.0 } (draw-colored-sphere) ]
219 [ { 0.0 -7.0 0.0 } 1.0 { 0.0 1.0 1.0 1.0 } (draw-colored-sphere) ]
225 [ "checker_size_inv" glGetUniformLocation 0.125 glUniform1f ]
226 [ "checker_color_1" glGetUniformLocation 1.0 0.0 0.0 1.0 glUniform4f ]
227 [ "checker_color_2" glGetUniformLocation 1.0 1.0 1.0 1.0 glUniform4f ]
230 -1000.0 -30.0 1000.0 glVertex3f
231 -1000.0 -30.0 -1000.0 glVertex3f
232 1000.0 -30.0 -1000.0 glVertex3f
233 1000.0 -30.0 1000.0 glVertex3f
238 : reflection-frustum ( gadget -- -x x -y y near far )
239 [ near-plane ] [ far-plane ] bi
240 [ drop dup [ -+ ] bi@ ] 2keep ;
242 : (reflection-face) ( gadget face -- )
243 swap reflection-texture>> [
246 ] 2dip 0 glFramebufferTexture2D
249 : (draw-reflection-texture) ( gadget -- )
250 dup reflection-framebuffer>> [ {
251 [ drop { 0 0 } (reflection-dim) 2array gl-viewport ]
253 GL_PROJECTION glMatrixMode
254 glPushMatrix glLoadIdentity
255 reflection-frustum glFrustum
256 GL_MODELVIEW glMatrixMode
258 180.0 0.0 0.0 1.0 glRotatef
260 [ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z (reflection-face) ]
262 [ GL_TEXTURE_CUBE_MAP_POSITIVE_X (reflection-face)
263 90.0 0.0 1.0 0.0 glRotatef ]
265 [ GL_TEXTURE_CUBE_MAP_POSITIVE_Z (reflection-face)
266 90.0 0.0 1.0 0.0 glRotatef glPushMatrix ]
268 [ GL_TEXTURE_CUBE_MAP_NEGATIVE_X (reflection-face)
269 90.0 0.0 1.0 0.0 glRotatef ]
271 [ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y (reflection-face)
272 glPopMatrix glPushMatrix -90.0 1.0 0.0 0.0 glRotatef ]
274 [ GL_TEXTURE_CUBE_MAP_POSITIVE_Y (reflection-face)
275 glPopMatrix 90.0 1.0 0.0 0.0 glRotatef ]
278 [ { 0 0 } ] dip dim>> gl-viewport
279 GL_PROJECTION glMatrixMode
282 } cleave ] with-framebuffer ;
284 M: spheres-world draw-world*
286 [ (draw-reflection-texture) ]
287 [ demo-world-set-matrix ]
289 [ reflection-texture>> GL_TEXTURE_CUBE_MAP GL_TEXTURE0 bind-texture-unit ]
291 texture-sphere-program>> [
292 [ "surface_texture" glGetUniformLocation 0 glUniform1i ]
293 [ { 0.0 0.0 0.0 } 4.0 (draw-sphere) ]
299 MAIN-WINDOW: spheres-window {
300 { world-class spheres-world }
302 { pixel-format-attributes {
305 T{ depth-bits { value 16 } }
307 { pref-dim { 640 480 } }