+! Copyright (C) 2010 Erik Charlebois
+! See http://factorcode.org/license.txt for BSD license.
USING: help.markup help.crossref help.stylesheet help.topics help.syntax
definitions io prettyprint summary arrays math sequences vocabs strings
-see ;
+see xml.data hashtables ;
IN: collada
ABOUT: "collada"
+ARTICLE: "collada" "Conversion of COLLADA assets"
+"The " { $vocab-link "collada" } " vocabulary implements words for converting COLLADA assets to data suitable for use with OpenGL. See the COLLADA documentation at " { $url "http://collada.org" } "." ;
+
+HELP: model
+{ $class-description "Tuple of a packed attribute buffer, index buffer and vertex format suitable for a single OpenGL draw call." } ;
+
+HELP: source
+{ $class-description "Tuple of a vertex attribute semantic, offset in triangle index buffer and float data for a single vertex attribute." } ;
+
+HELP: up-axis
+{ $description "Dynamically-scoped variable with the up axis of the tags being read." } ;
+
+HELP: unit-ratio
+{ $description "Scaling ratio for the coordinates of the tags being read." } ;
+
+HELP: missing-attr
+{ $description "An error thrown when an attribute is missing from a tag." } ;
+
+HELP: missing-child
+{ $description "An error thrown when a child is missing from a tag." } ;
+
+HELP: string>numbers ( string -- number-seq )
+{ $values { "string" string } { "number-seq" sequence } }
+{ $description "Splits a string on whitespace and converts the elements to a number sequence" } ;
+
+HELP: x-up { $class-description "Right-handed 3D coordinate system where X is up." } ;
+HELP: y-up { $class-description "Right-handed 3D coordinate system where Y is up." } ;
+HELP: z-up { $class-description "Right-handed 3D coordinate system where Z is up." } ;
+
+HELP: >y-up-axis!
+{ $values { "sequence" sequence } { "from-axis" rh-up } { "sequence" sequence } }
+{ $description "Destructively swizzles the first three elements of the input sequence to a right-handed 3D coordinate system where Y is up and returns the modified sequence." } ;
+
+HELP: source>seq
+{ $values { "source-tag" tag } { "up-axis" rh-up } { "scale" number } { "sequence" sequence } }
+{ $description "Convert the " { $emphasis "float_array" } " in a " { $emphasis "source tag" } " to a sequence of number sequences according to the element stride. The values are scaled according to " { $emphasis "scale" } " and swizzled from " { $emphasis "up-axis" } " so that the Y coordinate points up." } ;
+
+HELP: source>pair
+{ $values { "source-tag" tag } { "pair" pair } }
+{ $description "Convert the source tag to an id and number sequence pair." } ;
+
+HELP: mesh>sources
+{ $values { "mesh-tag" tag } { "hashtable" pair } }
+{ $description "Convert the mesh tag's source elements to a hashtable from id to number sequence." } ;
+
+HELP: mesh>vertices
+{ $values { "mesh-tag" tag } { "pair" pair } }
+{ $description "Convert the mesh tag's vertices element to a pair for further lookup in " { $link collect-sources } ". " } ;
+
+HELP: collect-sources
+{ $values { "sources" hashtable } { "vertices" pair } { "inputs" tag sequence } { "soures" sequence } }
+{ $description "Look up the sources for these " { $emphasis "input" } " elements and return a sequence of " { $link source } " tuples." } ;
+
+HELP: group-indices
+{ $values { "index-stride" number } { "triangle-count" number } { indices "sequence" } { "grouped-indices" sequence } }
+{ $description "Groups the index sequence by triangle and then groups each triangle's indices by vertex." } ;
+
+HELP: triangles>numbers
+{ $values { "triangles-tag" tag } { "number-seq" sequence } }
+{ $description "Converts the triangle data in a triangles tag from string form to a sequence of numbers." } ;
+
+HELP: largest-offset+1
+{ $values { "source-seq" sequence } { "largest-offset+1" number } }
+{ $description "Finds the largest offset in the sequence of " { $link source } " tuples and adds 1, which is the index stride for " { $link group-indices } "." } ;
+
+HELP: <model>
+{ $values { "attribute-buffer" sequence } { "index-buffer" sequence } { "sources" sequence } { "model" model } }
+{ $description "Converts the inputs to a form suitable for use with " { $vocab-link "gpu" } " and constructs a " { $link model } "." } ;
+
+HELP: soa>aos
+{ $values { "triangles-indices" sequence } { "sources" sequence } { "attribute-buffer" sequence } { "index-buffer" sequence } }
+{ $description "Swizzles the input sources from a structure of arrays form to an array of structures form and generates a new index buffer." } ;
+
+HELP: triangles>model
+{ $values { "sources" sequence } { "vertices" pair } { "triangles-tag" tag } { "model" model } }
+{ $description "Creates a " { $link model } " tuple from the given triangles tag, source set and vertices pair." } ;
+
+HELP: mesh>triangles
+{ $values { "souces" sequence } { "vertices" pair } { "mesh-tag" tag } { "models" sequence } }
+{ $description "Creates a sequence of models from the triangles in the mesh tag." } ;
+
+HELP: mesh>models
+{ $values { "mesh-tag" tag } { "models" sequence } }
+{ $description "Converts a triangle mesh to a set of models suitable for rendering with OpenGL." } ;
specialized-arrays.instances.alien.c-types.float
specialized-arrays.instances.alien.c-types.uint splitting xml
xml.data xml.traversal math.order
-
-combinators
-images
-gpu.shaders
-io prettyprint
-;
+namespaces combinators images gpu.shaders io ;
IN: collada
TUPLE: model attribute-buffer index-buffer vertex-format ;
TUPLE: source semantic offset data ;
-:: collect-sources ( sources vertices inputs -- sources )
- inputs
- [| input |
- input "source" attr rest vertices first =
- [
- vertices second [| vertex |
- vertex first
- input "offset" attr string>number
- vertex second rest sources at source boa
- ] map
- ]
- [
- input [ "semantic" attr ]
- [ "offset" attr string>number ]
- [ "source" attr rest sources at ] tri source boa
- ] if
- ] map flatten ;
+SYMBOLS: up-axis unit-ratio ;
+
+ERROR: missing-attr tag attr ;
+ERROR: missing-child tag child-name ;
: string>numbers ( string -- number-seq )
- " \t\n" split [ string>number ] map ; inline
+ " \t\n" split [ string>number ] map ;
+
+: x/ ( tag child-name -- child-tag )
+ [ tag-named ]
+ [ rot dup [ drop missing-child ] unless 2nip ]
+ 2bi ; inline
-: x/ ( x x -- x ) tag-named ; inline
-: x@ ( x x -- x ) attr ; inline
-: xt ( x -- x ) children>string ; inline
+: x@ ( tag attr-name -- attr-value )
+ [ attr ]
+ [ rot dup [ drop missing-attr ] unless 2nip ]
+ 2bi ; inline
-: map-tags-named ( tag string quot -- seq )
+: xt ( tag -- content ) children>string ;
+
+: x* ( tag child-name quot -- seq )
[ tags-named ] dip map ; inline
SINGLETONS: x-up y-up z-up ;
-GENERIC: up-axis-swizzle! ( from-axis seq -- seq )
-M: x-up up-axis-swizzle!
+
+UNION: rh-up x-up y-up z-up ;
+
+GENERIC: >y-up-axis! ( seq from-axis -- seq )
+M: x-up >y-up-axis!
drop dup
[
- [ 0 swap nth neg ]
- [ 1 swap nth ]
+ [ 0 swap nth ]
+ [ 1 swap nth neg ]
[ 2 swap nth ] tri
swap -rot
] [
[ 1 swap set-nth ]
[ 0 swap set-nth ] tri
] bi ;
-M: y-up up-axis-swizzle! drop ;
-M: z-up up-axis-swizzle!
+M: y-up >y-up-axis! drop ;
+M: z-up >y-up-axis!
drop dup
[
[ 0 swap nth ]
- [ 1 swap nth ]
- [ 2 swap nth neg ] tri
+ [ 1 swap nth neg ]
+ [ 2 swap nth ] tri
swap
] [
[ 2 swap set-nth ]
[ 1 swap set-nth ]
[ 0 swap set-nth ] tri
] bi ;
-
-: source>array ( source-tag up-axis scale -- array )
+
+: source>seq ( source-tag up-axis scale -- sequence )
rot
[ "float_array" x/ xt string>numbers [ * ] with map ]
[ nip "technique_common" x/ "accessor" x/ "stride" x@ string>number ] 2bi
<groups>
- [ swap up-axis-swizzle! ] with map ;
-
-:: collada-mesh>model ( mesh-tag -- models )
- mesh-tag "source" [
- [ "id" x@ ]
- [
- [ "float_array" x/ xt string>numbers ]
- [ "technique_common" x/ "accessor" x/ "stride" x@ string>number ] bi <groups>
- ] bi 2array
- ] map-tags-named >hashtable :> sources
-
- mesh-tag "vertices" tag-named
- [ "id" attr ]
- [
- "input" tags-named [
- [ "semantic" attr ] [ "source" attr ] bi 2array
- ] map
- ]
- bi 2array :> vertices
-
- mesh-tag "triangles" tags-named
- [| triangle |
- triangle "count" attr string>number :> count
- sources vertices triangle "input" tags-named collect-sources :> flattened-sources
- triangle "p" tag-named children>string " \t\n" split [ string>number ] map :> indices
- flattened-sources [ offset>> ] [ max ] map-reduce :> max-offset
- indices dup length count / <groups> [ max-offset 1 + <groups> ] map :> triangles-indices
-
- V{ } clone :> index-buffer
- V{ } clone :> attribute-buffer
- V{ } clone :> vertex-format
- H{ } clone :> inverse-attribute-buffer
-
- triangles-indices [
- [
- [| triangle-index triangle-offset |
- triangle-index triangle-offset flattened-sources
- [| index offset source |
- source offset>> offset = [
- index source data>> nth
- ] [ f ] if
- ] with with map sift flatten :> blah
-
- blah inverse-attribute-buffer at [
- index-buffer push
- ] [
- attribute-buffer length
- [ blah inverse-attribute-buffer set-at ]
- [ index-buffer push ] bi
- blah attribute-buffer push
- ] if*
- ] each-index
- ] each
- ] each
+ [ swap >y-up-axis! ] with map ;
+
+: source>pair ( source-tag -- pair )
+ [ "id" x@ ]
+ [ up-axis get unit-ratio get source>seq ] bi 2array ;
- attribute-buffer flatten >float-array
- index-buffer flatten >uint-array
- flattened-sources [
+: mesh>sources ( mesh-tag -- hashtable )
+ "source" [ source>pair ] x* >hashtable ;
+
+: mesh>vertices ( mesh-tag -- pair )
+ "vertices" x/
+ [ "id" x@ ]
+ [ "input"
+ [
+ [ "semantic" x@ ]
+ [ "source" x@ ] bi 2array
+ ] x*
+ ] bi 2array ;
+
+:: collect-sources ( sources vertices inputs -- sources )
+ inputs
+ [| input |
+ input "source" x@ rest vertices first =
+ [
+ vertices second [| vertex |
+ vertex first
+ input "offset" x@ string>number
+ vertex second rest sources at source boa
+ ] map
+ ]
+ [
+ input [ "semantic" x@ ]
+ [ "offset" x@ string>number ]
+ [ "source" x@ rest sources at ] tri source boa
+ ] if
+ ] map flatten ;
+
+: group-indices ( index-stride triangle-count indices -- grouped-indices )
+ dup length rot / <groups> swap [ <groups> ] curry map ;
+
+: triangles>numbers ( triangles-tag -- number-seq )
+ "p" x/ children>string " \t\n" split [ string>number ] map ;
+
+: largest-offset+1 ( source-seq -- largest-offset+1 )
+ [ offset>> ] [ max ] map-reduce 1 + ;
+
+: <model> ( attribute-buffer index-buffer sources -- model )
+ [ flatten >float-array ]
+ [ flatten >uint-array ]
+ [
+ [
{
[ semantic>> ]
[ drop float-components ]
[ drop f ]
} cleave vertex-attribute boa
] map
- model boa
- ] map
+ ] tri* model boa ;
+
+:: soa>aos ( triangles-indices sources -- attribute-buffer index-buffer )
+ V{ } clone :> attribute-buffer
+ V{ } clone :> index-buffer
+ H{ } clone :> inverse-attribute-buffer
+ triangles-indices [
+ [
+ [| triangle-index triangle-offset |
+ triangle-index triangle-offset sources
+ [| index offset source |
+ source offset>> offset = [
+ index source data>> nth
+ ] [ f ] if
+ ] with with map sift flatten :> attributes
+
+ attributes inverse-attribute-buffer at [
+ index-buffer push
+ ] [
+ attribute-buffer length
+ [ attributes inverse-attribute-buffer set-at ]
+ [ index-buffer push ] bi
+ attributes attribute-buffer push
+ ] if*
+ ] each-index
+ ] each
+ ] each
+ attribute-buffer index-buffer ;
+
+: triangles>model ( sources vertices triangles-tag -- model )
+ [ "input" tags-named collect-sources ] keep swap
+
+ [
+ largest-offset+1 swap
+ [ "count" x@ string>number ] [ triangles>numbers ] bi
+ group-indices
+ ]
+ [
+ [ soa>aos ] keep <model>
+ ] bi ;
- ;
+: mesh>triangles ( sources vertices mesh-tag -- models )
+ "triangles" tags-named [ triangles>model ] with with map ;
+
+: mesh>models ( mesh-tag -- models )
+ [
+ { { up-axis z-up } { unit-ratio 0.5 } } [
+ mesh>sources
+ ] bind
+ ]
+ [ mesh>vertices ]
+ [ mesh>triangles ] tri ;
uniform vec3 light_position;
attribute vec3 POSITION;
+attribute vec3 NORMAL;
void main()
{
GLSL-SHADER: collada-fragment-shader fragment-shader
void main()
{
- gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ gl_FragColor = vec4(1, 1, 0, 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 } ;
VERTEX-FORMAT: collada-vertex
{ "POSITION" float-components 3 f }
- { f float-components 3 f } ;
+ { "NORMAL" float-components 3 f } ;
-:: mymax ( x y -- x ) x third y third > [ x ] [ y ] if ;
+VERTEX-FORMAT: debug-vertex
+ { "POSITION" float-components 3 f }
+ { "COLOR" float-components 3 f } ;
: <collada-buffers> ( models -- buffers )
- ! drop
- ! float-array{ -0.5 0 0 0 0 0 0 1 0 0 0 0 0.5 0 0 0 0 0 }
- ! uint-array{ 0 1 2 }
- ! f model boa 1array
+! drop
+! float-array{ -0.5 0 0 1 0 0 0 1 0 0 1 0 0.5 0 0 0 0 1 }
+! uint-array{ 0 1 2 }
+! f model boa 1array
[
[ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
[ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
: <collada-state> ( -- collada-state )
collada-state new
- "C:/Users/erikc/Downloads/mech.dae" file>xml "mesh" deep-tags-named [ collada-mesh>model ] map flatten >>models ;
+ #! "C:/Users/erikc/Downloads/mech.dae"
+ "/Users/erikc/Documents/mech.dae"
+ file>xml "mesh" deep-tags-named [ mesh>models ] map flatten >>models ;
M: collada-world begin-game-world
init-gpu
{ -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 -- )
GL_COLOR_BUFFER_BIT glClear
- triangle-lines dup t <triangle-state> set-gpu-state
- [ collada>> vertex-arrays>> ]
- [ collada>> index-vectors>> ]
- [ <collada-uniforms> ]
- tri
+
+ [
+ triangle-lines dup t <triangle-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
+ ]
[
- {
- { "primitive-mode" [ 3drop triangles-mode ] }
- { "uniforms" [ swap drop swap drop ] }
- { "vertex-array" [ drop drop ] }
- { "indexes" [ drop swap drop ] }
- } 3<render-set> render
- ] curry 2each ;
+ draw-axes
+ ]
+ bi ;
M: collada-world draw-world*
draw-collada ;