+++ /dev/null
-! Copyright (C) 2010 Erik Charlebois
-! See http://factorcode.org/license.txt for BSD license.
-USING: accessors alien.c-types arrays classes.struct combinators
-combinators.short-circuit game.loop game.worlds gpu gpu.buffers
-gpu.util.wasd gpu.framebuffers gpu.render gpu.shaders gpu.state
-gpu.textures gpu.util grouping http.client images images.loader
-io io.encodings.ascii io.files io.files.temp kernel locals math
-math.matrices math.vectors.simd math.parser math.vectors
-method-chains namespaces sequences splitting threads ui ui.gadgets
-ui.gadgets.worlds ui.pixel-formats specialized-arrays
-specialized-vectors literals game.models.collada fry xml
-xml.traversal sequences.deep destructors math.bitwise opengl.gl
-prettyprint game.models.obj game.models.loader ;
-FROM: alien.c-types => float ;
-SPECIALIZED-ARRAY: float
-SPECIALIZED-VECTOR: uint
-IN: collada.viewer
-
-GLSL-SHADER: collada-vertex-shader vertex-shader
-uniform mat4 mv_matrix, p_matrix;
-uniform vec3 light_position;
-
-attribute vec3 POSITION;
-attribute vec3 NORMAL;
-attribute vec2 TEXCOORD;
-
-varying vec2 texit;
-varying vec3 norm;
-
-void main()
-{
- vec4 position = mv_matrix * vec4(POSITION, 1.0);
- gl_Position = p_matrix * position;
- texit = TEXCOORD;
- norm = NORMAL;
-}
-;
-
-GLSL-SHADER: collada-fragment-shader fragment-shader
-varying vec2 texit;
-varying vec3 norm;
-void main()
-{
- gl_FragColor = vec4(texit, 0, 1) + vec4(norm, 1);
-}
-;
-
-GLSL-PROGRAM: collada-program
- collada-vertex-shader collada-fragment-shader ;
-
-GLSL-SHADER: debug-vertex-shader vertex-shader
-uniform mat4 mv_matrix, p_matrix;
-uniform vec3 light_position;
-
-attribute vec3 POSITION;
-attribute vec3 COLOR;
-varying vec4 color;
-
-void main()
-{
- gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
- color = vec4(COLOR, 1);
-}
-;
-
-GLSL-SHADER: debug-fragment-shader fragment-shader
-varying vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-;
-
-GLSL-PROGRAM: debug-program debug-vertex-shader debug-fragment-shader ;
-
-UNIFORM-TUPLE: collada-uniforms < mvp-uniforms
- { "light-position" vec3-uniform f } ;
-
-TUPLE: collada-state
- models
- vertex-arrays
- index-vectors ;
-
-TUPLE: collada-world < wasd-world
- { collada collada-state } ;
-
-VERTEX-FORMAT: collada-vertex
- { "POSITION" float-components 3 f }
- { "NORMAL" float-components 3 f }
- { "TEXCOORD" float-components 2 f } ;
-
-VERTEX-FORMAT: debug-vertex
- { "POSITION" float-components 3 f }
- { "COLOR" float-components 3 f } ;
-
-TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
-
-: <collada-buffers> ( models -- buffers )
- [
- {
- [ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
- [ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
- [ index-buffer>> length ]
- [ vertex-format>> ]
- } cleave vbo boa
- ] map ;
-
-: fill-collada-state ( collada-state -- )
- dup models>> <collada-buffers>
- [
- [
- [ vertex-buffer>> collada-program <program-instance> ]
- [ vertex-format>> ] bi buffer>vertex-array
- ] map >>vertex-arrays drop
- ]
- [
- [
- [ index-buffer>> ] [ index-count>> ] bi
- '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
- ] map >>index-vectors drop
- ] 2bi ;
-
-: model-files ( -- files )
- { "C:/Users/erikc/Downloads/test2.dae"
- "C:/Users/erikc/Downloads/Sponza.obj" } ;
-
-: <collada-state> ( -- collada-state )
- collada-state new
- model-files [ load-models ] [ append ] map-reduce >>models ;
-
-M: collada-world begin-game-world
- init-gpu
- { 0.0 0.0 2.0 } 0 0 set-wasd-view
- <collada-state> [ fill-collada-state drop ] [ >>collada drop ] 2bi ;
-
-: <collada-uniforms> ( world -- uniforms )
- [ wasd-mv-matrix ] [ wasd-p-matrix ] bi
- { -10000.0 10000.0 10000.0 } ! light position
- collada-uniforms boa ;
-
-: draw-line ( world from to color -- )
- [ 3 head ] tri@ dup -rot append -rot append swap append >float-array
- underlying>> stream-upload draw-usage vertex-buffer byte-array>buffer
- debug-program <program-instance> debug-vertex buffer>vertex-array
-
- { 0 1 } >uint-array stream-upload draw-usage index-buffer byte-array>buffer
- 2 '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
-
- rot <collada-uniforms>
-
- {
- { "primitive-mode" [ 3drop lines-mode ] }
- { "uniforms" [ nip nip ] }
- { "vertex-array" [ drop drop ] }
- { "indexes" [ drop nip ] }
- } 3<render-set> render ;
-
-: draw-lines ( world lines -- )
- 3 <groups> [ first3 draw-line ] with each ; inline
-
-: draw-axes ( world -- )
- { { 0 0 0 } { 1 0 0 } { 1 0 0 }
- { 0 0 0 } { 0 1 0 } { 0 1 0 }
- { 0 0 0 } { 0 0 1 } { 0 0 1 } } draw-lines ;
-
-: draw-collada ( world -- )
- 0 0 0 0 glClearColor
- 1 glClearDepth
- HEX: ffffffff glClearStencil
- { GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT GL_STENCIL_BUFFER_BIT } flags glClear
-
- [
- triangle-fill dup t <triangle-state> set-gpu-state
- face-ccw cull-back <triangle-cull-state> set-gpu-state
-
- cmp-less <depth-state> set-gpu-state
- [ collada>> vertex-arrays>> ]
- [ collada>> index-vectors>> ]
- [ <collada-uniforms> ]
- tri
- [
- {
- { "primitive-mode" [ 3drop triangles-mode ] }
- { "uniforms" [ nip nip ] }
- { "vertex-array" [ drop drop ] }
- { "indexes" [ drop nip ] }
- } 3<render-set> render
- ] curry 2each
- ]
- [
- cmp-always <depth-state> set-gpu-state
- draw-axes
- ]
- bi ;
-
-M: collada-world draw-world*
- draw-collada ;
-
-M: collada-world wasd-movement-speed drop 1/4. ;
-M: collada-world wasd-near-plane drop 1/32. ;
-M: collada-world wasd-far-plane drop 1024.0 ;
-
-GAME: collada-game {
- { world-class collada-world }
- { title "Collada Viewer" }
- { pixel-format-attributes { windowed double-buffered } }
- { grab-input? t }
- { use-game-input? t }
- { pref-dim { 1024 768 } }
- { tick-interval-micros $[ 60 fps ] }
- } ;
--- /dev/null
+! Copyright (C) 2010 Erik Charlebois
+! See http://factorcode.org/license.txt for BSD license.
+USING: accessors alien.c-types arrays classes.struct combinators
+combinators.short-circuit game.loop game.worlds gpu gpu.buffers
+gpu.util.wasd gpu.framebuffers gpu.render gpu.shaders gpu.state
+gpu.textures gpu.util grouping http.client images images.loader
+io io.encodings.ascii io.files io.files.temp kernel locals math
+math.matrices math.vectors.simd math.parser math.vectors
+method-chains namespaces sequences splitting threads ui ui.gadgets
+ui.gadgets.worlds ui.pixel-formats specialized-arrays
+specialized-vectors literals fry xml
+xml.traversal sequences.deep destructors math.bitwise opengl.gl
+game.models.obj game.models.loader game.models.collada ;
+FROM: alien.c-types => float ;
+SPECIALIZED-ARRAY: float
+SPECIALIZED-VECTOR: uint
+IN: model-viewer
+
+GLSL-SHADER: model-vertex-shader vertex-shader
+uniform mat4 mv_matrix, p_matrix;
+uniform vec3 light_position;
+
+attribute vec3 POSITION;
+attribute vec3 NORMAL;
+attribute vec2 TEXCOORD;
+
+varying vec2 texit;
+varying vec3 norm;
+
+void main()
+{
+ vec4 position = mv_matrix * vec4(POSITION, 1.0);
+ gl_Position = p_matrix * position;
+ texit = TEXCOORD;
+ norm = NORMAL;
+}
+;
+
+GLSL-SHADER: model-fragment-shader fragment-shader
+varying vec2 texit;
+varying vec3 norm;
+void main()
+{
+ gl_FragColor = vec4(texit, 0, 1) + vec4(norm, 1);
+}
+;
+
+GLSL-PROGRAM: model-program
+ model-vertex-shader model-fragment-shader ;
+
+GLSL-SHADER: debug-vertex-shader vertex-shader
+uniform mat4 mv_matrix, p_matrix;
+uniform vec3 light_position;
+
+attribute vec3 POSITION;
+attribute vec3 COLOR;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
+ color = vec4(COLOR, 1);
+}
+;
+
+GLSL-SHADER: debug-fragment-shader fragment-shader
+varying vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+;
+
+GLSL-PROGRAM: debug-program debug-vertex-shader debug-fragment-shader ;
+
+UNIFORM-TUPLE: model-uniforms < mvp-uniforms
+ { "light-position" vec3-uniform f } ;
+
+TUPLE: model-state
+ models
+ vertex-arrays
+ index-vectors ;
+
+TUPLE: model-world < wasd-world
+ { model-state model-state } ;
+
+VERTEX-FORMAT: model-vertex
+ { "POSITION" float-components 3 f }
+ { "NORMAL" float-components 3 f }
+ { "TEXCOORD" float-components 2 f } ;
+
+VERTEX-FORMAT: debug-vertex
+ { "POSITION" float-components 3 f }
+ { "COLOR" float-components 3 f } ;
+
+TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
+
+: <model-buffers> ( models -- buffers )
+ [
+ {
+ [ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
+ [ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
+ [ index-buffer>> length ]
+ [ vertex-format>> ]
+ } cleave vbo boa
+ ] map ;
+
+: fill-model-state ( model-state -- )
+ dup models>> <model-buffers>
+ [
+ [
+ [ vertex-buffer>> model-program <program-instance> ]
+ [ vertex-format>> ] bi buffer>vertex-array
+ ] map >>vertex-arrays drop
+ ]
+ [
+ [
+ [ index-buffer>> ] [ index-count>> ] bi
+ '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
+ ] map >>index-vectors drop
+ ] 2bi ;
+
+: model-files ( -- files )
+ { "C:/Users/erikc/Downloads/test2.dae"
+ "C:/Users/erikc/Downloads/Sponza.obj" } ;
+
+: <model-state> ( -- model-state )
+ model-state new
+ model-files [ load-models ] [ append ] map-reduce >>models ;
+
+M: model-world begin-game-world
+ init-gpu
+ { 0.0 0.0 2.0 } 0 0 set-wasd-view
+ <model-state> [ fill-model-state drop ] [ >>model-state drop ] 2bi ;
+
+: <model-uniforms> ( world -- uniforms )
+ [ wasd-mv-matrix ] [ wasd-p-matrix ] bi
+ { -10000.0 10000.0 10000.0 } ! light position
+ model-uniforms boa ;
+
+: draw-line ( world from to color -- )
+ [ 3 head ] tri@ dup -rot append -rot append swap append >float-array
+ underlying>> stream-upload draw-usage vertex-buffer byte-array>buffer
+ debug-program <program-instance> debug-vertex buffer>vertex-array
+
+ { 0 1 } >uint-array stream-upload draw-usage index-buffer byte-array>buffer
+ 2 '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
+
+ rot <model-uniforms>
+
+ {
+ { "primitive-mode" [ 3drop lines-mode ] }
+ { "uniforms" [ nip nip ] }
+ { "vertex-array" [ drop drop ] }
+ { "indexes" [ drop nip ] }
+ } 3<render-set> render ;
+
+: draw-lines ( world lines -- )
+ 3 <groups> [ first3 draw-line ] with each ; inline
+
+: draw-axes ( world -- )
+ { { 0 0 0 } { 1 0 0 } { 1 0 0 }
+ { 0 0 0 } { 0 1 0 } { 0 1 0 }
+ { 0 0 0 } { 0 0 1 } { 0 0 1 } } draw-lines ;
+
+: draw-model ( world -- )
+ 0 0 0 0 glClearColor
+ 1 glClearDepth
+ HEX: ffffffff glClearStencil
+ { GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT GL_STENCIL_BUFFER_BIT } flags glClear
+
+ [
+ triangle-fill dup t <triangle-state> set-gpu-state
+ face-ccw cull-back <triangle-cull-state> set-gpu-state
+
+ cmp-less <depth-state> set-gpu-state
+ [ model-state>> vertex-arrays>> ]
+ [ model-state>> index-vectors>> ]
+ [ <model-uniforms> ]
+ tri
+ [
+ {
+ { "primitive-mode" [ 3drop triangles-mode ] }
+ { "uniforms" [ nip nip ] }
+ { "vertex-array" [ drop drop ] }
+ { "indexes" [ drop nip ] }
+ } 3<render-set> render
+ ] curry 2each
+ ]
+ [
+ cmp-always <depth-state> set-gpu-state
+ draw-axes
+ ]
+ bi ;
+
+M: model-world draw-world*
+ draw-model ;
+
+M: model-world wasd-movement-speed drop 1/4. ;
+M: model-world wasd-near-plane drop 1/32. ;
+M: model-world wasd-far-plane drop 1024.0 ;
+
+GAME: model-viewer {
+ { world-class model-world }
+ { title "Model Viewer" }
+ { pixel-format-attributes { windowed double-buffered } }
+ { grab-input? t }
+ { use-game-input? t }
+ { pref-dim { 1024 768 } }
+ { tick-interval-micros $[ 60 fps ] }
+ } ;