USING: accessors arrays bunny.cel-shaded bunny.fixed-pipeline
bunny.model bunny.outlined destructors kernel math opengl.demo-support
opengl.gl sequences ui ui.gadgets ui.gadgets.worlds ui.gestures
-ui.render words ;
+ui.render words ui.pixel-formats ;
IN: bunny
-TUPLE: bunny-gadget < demo-gadget model-triangles geom draw-seq draw-n ;
+TUPLE: bunny-world < demo-world model-triangles geom draw-seq draw-n ;
-: <bunny-gadget> ( -- bunny-gadget )
- 0.0 0.0 0.375 bunny-gadget new-demo-gadget
- maybe-download read-model >>model-triangles ;
-
-: bunny-gadget-draw ( gadget -- draw )
+: get-draw ( gadget -- draw )
[ draw-n>> ] [ draw-seq>> ] bi nth ;
-: bunny-gadget-next-draw ( gadget -- )
+: next-draw ( gadget -- )
dup [ draw-seq>> ] [ draw-n>> ] bi
1+ swap length mod
>>draw-n relayout-1 ;
-M: bunny-gadget graft* ( gadget -- )
- dup find-gl-context
- GL_DEPTH_TEST glEnable
- dup model-triangles>> <bunny-geom> >>geom
- dup
+: make-draws ( gadget -- draw-seq )
[ <bunny-fixed-pipeline> ]
[ <bunny-cel-shaded> ]
[ <bunny-outlined> ] tri 3array
- sift >>draw-seq
+ sift ;
+
+M: bunny-world begin-world
+ GL_DEPTH_TEST glEnable
+ 0.0 0.0 0.375 set-demo-orientation
+ maybe-download read-model
+ [ >>model-triangles ] [ <bunny-geom> >>geom ] bi
+ dup make-draws >>draw-seq
0 >>draw-n
drop ;
-M: bunny-gadget ungraft* ( gadget -- )
+M: bunny-world end-world
dup find-gl-context
[ geom>> [ dispose ] when* ]
[ draw-seq>> [ [ dispose ] when* ] each ] bi ;
-M: bunny-gadget draw-gadget* ( gadget -- )
+M: bunny-world draw-world*
dup draw-seq>> empty? [ drop ] [
0.15 0.15 0.15 1.0 glClearColor
GL_DEPTH_BUFFER_BIT GL_COLOR_BUFFER_BIT bitor glClear
- dup demo-gadget-set-matrices
+ dup demo-world-set-matrix
GL_MODELVIEW glMatrixMode
0.02 -0.105 0.0 glTranslatef
- [ geom>> ] [ bunny-gadget-draw ] bi draw-bunny
+ [ geom>> ] [ get-draw ] bi draw-bunny
] if ;
-M: bunny-gadget pref-dim* ( gadget -- dim )
+M: bunny-world pref-dim* ( gadget -- dim )
drop { 640 480 } ;
-bunny-gadget H{
- { T{ key-down f f "TAB" } [ bunny-gadget-next-draw ] }
+bunny-world H{
+ { T{ key-down f f "TAB" } [ next-draw ] }
} set-gestures
: bunny-window ( -- )
- [ <bunny-gadget> "Bunny" open-window ] with-ui ;
+ [
+ f T{ world-attributes
+ { world-class bunny-world }
+ { title "Bunny" }
+ { pixel-format-attributes {
+ windowed
+ double-buffered
+ T{ depth-bits { value 16 } }
+ } }
+ } open-window
+ ] with-ui ;
MAIN: bunny-window
] with-framebuffer ;
: (pass2) ( draw -- )
- init-matrices {
+ GL_PROJECTION glMatrixMode
+ glPushMatrix glLoadIdentity
+ GL_MODELVIEW glMatrixMode
+ glLoadIdentity
+ {
[ color-texture>> GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit ]
[ normal-texture>> GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit ]
[ depth-texture>> GL_TEXTURE_2D GL_TEXTURE2 bind-texture-unit ]
} cleave { -1.0 -1.0 } { 1.0 1.0 } rect-vertices
] with-gl-program
]
- } cleave ;
+ } cleave
+ GL_PROJECTION glMatrixMode
+ glPopMatrix ;
M: bunny-outlined draw-bunny
[ remake-framebuffer-if-needed ]
: -+ ( x -- -x x )
[ neg ] keep ;
-: demo-world-frustum ( gadget -- -x x -y y near far )
+: demo-world-frustum ( world -- -x x -y y near far )
[ near-plane ] [ far-plane ] [ fov-ratio ] tri [
nip swap FOV / v*n
first2 [ -+ ] bi@
] 3keep drop ;
-M: demo-world begin-world
+M: demo-world resize-world
GL_PROJECTION glMatrixMode
glLoadIdentity
- demo-world-frustum glFrustum ;
+ [ [ 0 0 ] dip dim>> first2 glViewport ]
+ [ demo-world-frustum glFrustum ] bi ;
: demo-world-set-matrix ( gadget -- )
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
sphere-main-fragment-shader <fragment-shader> check-gl-shader
3array <gl-program> check-gl-program ;
-AFTER: spheres-world begin-world
+M: spheres-world begin-world
"2.0" { "GL_ARB_shader_objects" } require-gl-version-or-extensions
{ "GL_EXT_framebuffer_object" } require-gl-extensions
20.0 10.0 20.0 set-demo-orientation
[ drop 0 0 (reflection-dim) glViewport ]
[
GL_PROJECTION glMatrixMode
- glLoadIdentity
+ glPushMatrix glLoadIdentity
reflection-frustum glFrustum
GL_MODELVIEW glMatrixMode
glLoadIdentity
[ GL_TEXTURE_CUBE_MAP_POSITIVE_Y (reflection-face)
glPopMatrix 90.0 1.0 0.0 0.0 glRotatef ]
[ sphere-scene ]
- [ dim>> 0 0 rot first2 glViewport ]
+ [
+ [ 0 0 ] dip dim>> first2 glViewport
+ GL_PROJECTION glMatrixMode
+ glPopMatrix
+ ]
} cleave ] with-framebuffer ;
M: spheres-world draw-world*