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								! Copyright (C) 2005, 2007 Slava Pestov.
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								! Portions copyright (C) 2007 Eduardo Cavazos.
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								! See http://factorcode.org/license.txt for BSD license.
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								USING: alien alien.c-types io kernel math namespaces
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								sequences math.vectors opengl.gl opengl.glu combinators ;
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								IN: opengl
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								: coordinates [ first2 ] 2apply ;
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								: fix-coordinates [ first2 [ >fixnum ] 2apply ] 2apply ;
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								: gl-color ( color -- ) first4 glColor4d ; inline
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								: gl-clear-color ( color -- )
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								    first4 glClearColor ;
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								: gl-clear ( color -- )
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								    gl-clear-color GL_COLOR_BUFFER_BIT glClear ;
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								: gl-error ( -- )
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								    glGetError dup zero? [
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								        "GL error: " write dup gluErrorString print flush
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								    ] unless drop ;
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								: do-state ( what quot -- )
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								    swap glBegin call glEnd ; inline
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								: do-enabled ( what quot -- )
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								    over glEnable swap slip glDisable ; inline
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								: do-matrix ( mode quot -- )
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								    swap [ glMatrixMode glPushMatrix call ] keep
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								    glMatrixMode glPopMatrix ; inline
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								: gl-vertex ( point -- )
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								    dup length {
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								        { 2 [ first2 glVertex2d ] }
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								        { 3 [ first3 glVertex3d ] }
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								        { 4 [ first4 glVertex4d ] }
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								    } case ;
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								: gl-normal ( normal -- ) first3 glNormal3d ;
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								: gl-material ( face pname params -- )
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								    >c-float-array glMaterialfv ;
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								: gl-line ( a b -- )
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								    GL_LINES [ gl-vertex gl-vertex ] do-state ;
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								: gl-fill-rect ( loc ext -- )
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								    coordinates glRectd ;
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								: gl-rect ( loc ext -- )
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								    GL_FRONT_AND_BACK GL_LINE glPolygonMode
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								    >r { 0.5 0.5 } v+ r> { 0.5 0.5 } v- gl-fill-rect
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								    GL_FRONT_AND_BACK GL_FILL glPolygonMode ;
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								: (gl-poly) [ [ gl-vertex ] each ] do-state ;
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								: gl-fill-poly ( points -- )
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								    dup length 2 > GL_POLYGON GL_LINES ? (gl-poly) ;
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								: gl-poly ( points -- )
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								    GL_LINE_LOOP (gl-poly) ;
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								: prepare-gradient ( direction dim -- v1 v2 )
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								    tuck v* [ v- ] keep ;
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								: gl-gradient ( direction colors dim -- )
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								    GL_QUAD_STRIP [
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								        swap >r prepare-gradient r>
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								        [ length dup 1- v/n ] keep [
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								            >r >r 2dup r> r> gl-color v*n
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								            dup gl-vertex v+ gl-vertex
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								        ] 2each 2drop
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								    ] do-state ;
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								: gen-texture ( -- id )
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								    1 0 <uint> [ glGenTextures ] keep *uint ;
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								: do-attribs ( bits quot -- )
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								    swap glPushAttrib call glPopAttrib ; inline
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								: gl-look-at ( eye focus up -- )
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								    >r >r first3 r> first3 r> first3 gluLookAt ;
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								TUPLE: sprite loc dim dim2 dlist texture ;
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								: <sprite> ( loc dim dim2 -- sprite )
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								    f f sprite construct-boa ;
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								: sprite-size2 sprite-dim2 first2 ;
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								: sprite-width sprite-dim first ;
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								: gray-texture ( sprite pixmap -- id )
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								    gen-texture [
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								        GL_TEXTURE_BIT [
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								            GL_TEXTURE_2D swap glBindTexture
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								            >r >r GL_TEXTURE_2D 0 GL_RGBA r>
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								            sprite-size2 0 GL_LUMINANCE_ALPHA
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								            GL_UNSIGNED_BYTE r> glTexImage2D
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								        ] do-attribs
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								    ] keep ;
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								: gen-dlist ( -- id ) 1 glGenLists ;
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								: make-dlist ( type quot -- id )
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								    gen-dlist [ rot glNewList call glEndList ] keep ; inline
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								: init-texture ( -- )
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								    GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri
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								    GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri
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								    GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP glTexParameterf
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								    GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP glTexParameterf ;
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								: gl-translate ( point -- ) first2 0.0 glTranslated ;
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								: top-left drop 0 0 glTexCoord2i 0.0 0.0 glVertex2d ; inline
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								: top-right 1 0 glTexCoord2i first 0.0 glVertex2d ; inline
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								: bottom-left 0 1 glTexCoord2i second 0.0 swap glVertex2d ; inline
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								: bottom-right 1 1 glTexCoord2i gl-vertex ; inline
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								: four-sides ( dim -- )
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								    dup top-left dup top-right dup bottom-right bottom-left ;
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								: draw-sprite ( sprite -- )
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								    dup sprite-loc gl-translate
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								    GL_TEXTURE_2D over sprite-texture glBindTexture
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								    init-texture
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								    GL_QUADS [ dup sprite-dim2 four-sides ] do-state
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								    dup sprite-dim { 1 0 } v*
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								    swap sprite-loc v- gl-translate
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								    GL_TEXTURE_2D 0 glBindTexture ;
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								: make-sprite-dlist ( sprite -- id )
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								    GL_MODELVIEW [
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								        GL_COMPILE [ draw-sprite ] make-dlist
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								    ] do-matrix ;
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								: init-sprite ( texture sprite -- )
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								    [ set-sprite-texture ] keep
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								    [ make-sprite-dlist ] keep set-sprite-dlist ;
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								: delete-dlist ( id -- ) 1 glDeleteLists ;
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								: free-sprite ( sprite -- )
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								    dup sprite-dlist delete-dlist
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								    sprite-texture <uint> 1 swap glDeleteTextures ;
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								: free-sprites ( sprites -- ) [ [ free-sprite ] when* ] each ;
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								: with-translation ( loc quot -- )
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								    GL_MODELVIEW [ >r gl-translate r> call ] do-matrix ; inline
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								: gl-set-clip ( loc dim -- )
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								    fix-coordinates glScissor ;
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								: gl-viewport ( loc dim -- )
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								    fix-coordinates glViewport ;
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								: init-matrices ( -- )
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								    GL_PROJECTION glMatrixMode
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								    glLoadIdentity
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								    GL_MODELVIEW glMatrixMode
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								    glLoadIdentity ;
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