Merge branch 'master' of git://github.com/erikcharlebois/factor

db4
Slava Pestov 2010-02-07 18:09:04 +13:00
commit 583262ca7b
11 changed files with 367 additions and 218 deletions

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@ -238,7 +238,7 @@ ERROR: bad-tga-unsupported ;
] unless
] ignore-errors
#! Only 24-bit uncompressed RGB and 32-bit uncompressed ARGB are supported.
#! Only 24-bit uncompressed BGR and 32-bit uncompressed BGRA are supported.
#! Other formats would need to be converted to work within the image class.
map-type 0 = [ bad-tga-unsupported ] unless
image-type 2 = [ bad-tga-unsupported ] unless
@ -247,7 +247,7 @@ ERROR: bad-tga-unsupported ;
#! Create image instance
image new
alpha-bits 0 = [ RGB ] [ ARGB ] if >>component-order
alpha-bits 0 = [ BGR ] [ BGRA ] if >>component-order
{ image-width image-height } >>dim
pixel-order 0 = >>upside-down?
image-data >>bitmap
@ -259,7 +259,7 @@ M: tga-image stream>image
M: tga-image image>stream
drop
[
component-order>> { RGB ARGB } member? [ bad-tga-unsupported ] unless
component-order>> { BGRA BGRA } member? [ bad-tga-unsupported ] unless
] keep
B{ 0 } write #! id-length
@ -272,15 +272,15 @@ M: tga-image image>stream
[ dim>> second 2 >le write ]
[ component-order>>
{
{ RGB [ B{ 24 } write ] }
{ ARGB [ B{ 32 } write ] }
{ BGR [ B{ 24 } write ] }
{ BGRA [ B{ 32 } write ] }
} case
]
[
dup component-order>>
{
{ RGB [ 0 ] }
{ ARGB [ 8 ] }
{ BGR [ 0 ] }
{ BGRA [ 8 ] }
} case swap
upside-down?>> [ 0 ] [ 2 ] if 3 shift bitor
1 >le write

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@ -502,6 +502,7 @@ SYMBOL: nc-buttons
{
{ APPCOMMAND_BROWSER_BACKWARD [ pick window left-action send-action ] }
{ APPCOMMAND_BROWSER_FORWARD [ pick window right-action send-action ] }
[ drop ]
} case 3drop ;
: handle-wm-buttondown ( hWnd uMsg wParam lParam -- )

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@ -2,7 +2,8 @@
! 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 xml.data hashtables assocs game.models.collada.private game.models.util ;
see xml.data hashtables assocs game.models.collada.private game.models
game.models.util ;
IN: game.models.collada
ABOUT: "game.models.collada"

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@ -5,7 +5,7 @@ locals math math.parser sequences sequences.deep
specialized-arrays.instances.alien.c-types.float
specialized-arrays.instances.alien.c-types.uint splitting xml
xml.data xml.traversal math.order
namespaces combinators images gpu.shaders io make
namespaces combinators images gpu.shaders io make game.models
game.models.util io.encodings.ascii game.models.loader ;
IN: game.models.collada
@ -152,7 +152,7 @@ VERTEX-FORMAT: collada-vertex-format
soa>aos
[ flatten >float-array ]
[ flatten >uint-array ]
bi* collada-vertex-format model boa
bi* collada-vertex-format f model boa
] bi ;
: mesh>triangles ( sources vertices mesh-tag -- models )

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@ -6,4 +6,4 @@ see ;
IN: game.models
HELP: model
{ $class-description "Tuple of a packed attribute buffer, index buffer and vertex format suitable for a single OpenGL draw call." } ;
{ $class-description "Tuple of a packed attribute buffer, index buffer, vertex format and material suitable for a single OpenGL draw call." } ;

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@ -3,5 +3,5 @@
USING: ;
IN: game.models
TUPLE: model attribute-buffer index-buffer vertex-format ;
TUPLE: model attribute-buffer index-buffer vertex-format material ;

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@ -0,0 +1,70 @@
! 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 xml.data hashtables assocs game.models.obj.private game.models
game.models.util io.pathnames ;
IN: game.models.obj
ABOUT: "game.models.obj"
ARTICLE: "game.models.obj" "Conversion of Wavefront OBJ assets"
"The " { $vocab-link "game.models.obj" } " vocabulary implements words for converting Wavefront OBJ assets to data suitable for use with OpenGL." ;
HELP: material
{ $class-description "Tuple describing the GPU state that needs to be applied prior to rendering geometry tagged with this material." } ;
HELP: cm
{ $values { "current-material" material } }
{ $description "Convenience word for accessing the current material while parsing primitives." } ;
HELP: md
{ $values { "material-dictionary" assoc } }
{ $description "Convenience word for accessing the material dictionary while parsing primitives. " } ;
HELP: strings>floats
{ $values { "strings" sequence } { "floats" sequence } }
{ $description "Convert a sequence of strings to a sequence of floats." } ;
HELP: strings>faces
{ $values { "strings" sequence } { "faces" sequence } }
{ $description "Convert a sequence of '/'-delimited strings into a sequence of sequences of numbers. Each number is an index into the vertex, texture or normal tables, respectively." } ;
HELP: split-string
{ $values { "string" string } { "strings" sequence } }
{ $description "Split the given string on whitespace." } ;
HELP: line>mtl
{ $values { "line" string } }
{ $description "Process a line from a material file within the current parsing context." } ;
HELP: read-mtl
{ $values { "file" pathname } { "material-dictionary" assoc } }
{ $description "Read the specified material file and generate a material dictionary keyed by material name." } ;
HELP: obj-vertex-format
{ $class-description "Vertex format used for rendering OBJ geometry." } ;
HELP: triangle>aos
{ $values { "x" sequence } { "y" sequence } }
{ $description "Convert a sequence of vertex, texture and normal indices into a sequence of vertex, texture and normal values." } ;
HELP: quad>aos
{ $values { "x" sequence } { "y" sequence } { "z" sequence } }
{ $description "Convert a sequence of vertex, texture and normal indices into two sequences of vertex, texture and normal values. This splits a quad into two triangles." } ;
HELP: face>aos
{ $values { "x" sequence } { "y" sequence } }
{ $description "Convert a face line to a sequence of vertex attributes." } ;
HELP: push*
{ $values { "elt" "an object" } { "seq" sequence } { "seq" sequence } }
{ $description "Push the value onto the sequence, keeping the sequence on the stack." } ;
HELP: push-current-model
{ $description "Push the current model being built onto the models list and initialize a fresh empty model." } ;
HELP: line>obj
{ $values { "line" string } }
{ $description "Process a line from the object file within the current parsing context." } ;

View File

@ -1,98 +1,166 @@
! Copyright (C) 2010 Your name.
! Copyright (C) 2010 Erik Charlebois
! See http://factorcode.org/license.txt for BSD license.
USING: io io.encodings.ascii math.parser sequences splitting kernel
assocs io.files combinators math.order math namespaces
arrays sequences.deep accessors
specialized-arrays.instances.alien.c-types.float
specialized-arrays.instances.alien.c-types.uint
game.models.util gpu.shaders images game.models.loader ;
game.models game.models.util gpu.shaders images
game.models.loader prettyprint ;
IN: game.models.obj
SINGLETON: obj-models
"obj" ascii obj-models register-models-class
<PRIVATE
SYMBOLS: v vt vn i ;
SYMBOLS: vp vt vn current-model current-material material-dictionary models ;
TUPLE: material
{ name initial: f }
{ ambient-reflectivity initial: { 1.0 1.0 1.0 } }
{ diffuse-reflectivity initial: { 1.0 1.0 1.0 } }
{ specular-reflectivity initial: { 1.0 1.0 1.0 } }
{ transmission-filter initial: { 1.0 1.0 1.0 } }
{ dissolve initial: 1.0 }
{ specular-exponent initial: 10.0 }
{ refraction-index initial: 1.5 }
{ ambient-map initial: f }
{ diffuse-map initial: f }
{ specular-map initial: f }
{ specular-exponent-map initial: f }
{ dissolve-map initial: f }
{ displacement-map initial: f }
{ bump-map initial: f }
{ reflection-map initial: f } ;
: cm ( -- current-material ) current-material get ; inline
: md ( -- material-dictionary ) material-dictionary get ; inline
: strings>floats ( strings -- floats )
[ string>float ] map ;
: strings>faces ( strings -- faces )
[ "/" split [ string>number ] map ] map ;
: split-string ( string -- strings )
" \t\n" split harvest ;
: line>mtl ( line -- )
" \t\n" split harvest
[
[ rest ] [ first ] bi
{
{ "newmtl" [ first
[ material new swap >>name current-material set ]
[ cm swap md set-at ] bi
] }
{ "Ka" [ 3 head [ string>float ] map cm (>>ambient-reflectivity) ] }
{ "Kd" [ 3 head [ string>float ] map cm (>>diffuse-reflectivity) ] }
{ "Ks" [ 3 head [ string>float ] map cm (>>specular-reflectivity) ] }
{ "Tf" [ 3 head [ string>float ] map cm (>>transmission-filter) ] }
{ "d" [ first string>float cm (>>dissolve) ] }
{ "Ns" [ first string>float cm (>>specular-exponent) ] }
{ "Ni" [ first string>float cm (>>refraction-index) ] }
{ "map_Ka" [ first cm (>>ambient-map) ] }
{ "map_Kd" [ first cm (>>diffuse-map) ] }
{ "map_Ks" [ first cm (>>specular-map) ] }
{ "map_Ns" [ first cm (>>specular-exponent-map) ] }
{ "map_d" [ first cm (>>dissolve-map) ] }
{ "map_bump" [ first cm (>>bump-map) ] }
{ "bump" [ first cm (>>bump-map) ] }
{ "disp" [ first cm (>>displacement-map) ] }
{ "refl" [ first cm (>>reflection-map) ] }
[ 2drop ]
} case
] unless-empty ;
: read-mtl ( file -- material-dictionary )
[
f current-material set
H{ } clone material-dictionary set
] H{ } make-assoc
[
ascii file-lines [ line>mtl ] each
md
] bind ;
VERTEX-FORMAT: obj-vertex-format
{ "POSITION" float-components 3 f }
{ "TEXCOORD" float-components 2 f }
{ "NORMAL" float-components 3 f } ;
: string>floats ( x -- y )
[ string>float ] map ;
: string>faces ( x -- y )
[ "/" split [ string>number ] map ] map ;
: 3face>aos ( x -- y )
dup length {
{ 3
[
: triangle>aos ( x -- y )
dup length
{
{ 3 [
first3
[ 1 - v get nth ]
[ 1 - vp get nth ]
[ 1 - vt get nth ]
[ 1 - vn get nth ] tri* 3array flatten
] }
{ 2
[
{ 2 [
first2
[ 1 - v get nth ]
[ 1 - vp get nth ]
[ 1 - vt get nth ] bi* 2array flatten
] }
} case ;
: quad>aos ( x -- y z )
[ 3 head [ triangle>aos 1array ] map ]
[ [ 2 swap nth ]
[ 3 swap nth ]
[ 0 swap nth ] tri 3array
[ triangle>aos 1array ] map ]
bi ;
: 4face>aos ( x -- y z )
[ 3 head [ 3face>aos 1array ] map ]
[ [ 0 swap nth ] [ 2 swap nth ] [ 3 swap nth ] tri 3array [ 3face>aos 1array ] map ]
bi
;
: faces>aos ( x -- y )
: face>aos ( x -- y )
dup length
{
{ 3 [ [ 3face>aos 1array ] map 1array ] }
{ 4 [ 4face>aos 2array ] }
{ 3 [ [ triangle>aos 1array ] map 1array ] }
{ 4 [ quad>aos 2array ] }
} case ;
: push* ( x z -- y )
: push* ( elt seq -- seq )
[ push ] keep ;
: push-current-model ( -- )
current-model get [
[ dseq>> flatten >float-array ]
[ iseq>> flatten >uint-array ]
bi obj-vertex-format current-material get model boa models get push
V{ } V{ } H{ } <indexed-seq> current-model set
] unless-empty ;
: line>obj ( line -- )
" \t\n" split harvest dup
length 1 >
split-string
[
[ rest ] [ first ] bi
{
{ "#" [ drop ] }
{ "v" [ string>floats 3 head v [ push* ] change ] }
{ "vt" [ string>floats 2 head vt [ push* ] change ] }
{ "vn" [ string>floats 3 head vn [ push* ] change ] }
{ "f" [ string>faces faces>aos [ [ i [ push* ] change ] each ] each ] }
{ "o" [ drop ] }
{ "g" [ drop ] }
{ "s" [ drop ] }
{ "mtllib" [ drop ] }
{ "usemtl" [ drop ] }
{ "mtllib" [ first read-mtl material-dictionary set ] }
{ "v" [ strings>floats 3 head vp [ push* ] change ] }
{ "vt" [ strings>floats 2 head vt [ push* ] change ] }
{ "vn" [ strings>floats 3 head vn [ push* ] change ] }
{ "usemtl" [ push-current-model first md at current-material set ] }
{ "f" [ strings>faces face>aos [ [ current-model [ push* ] change ] each ] each ] }
[ 2drop ]
} case
]
[ drop ] if ;
] unless-empty ;
PRIVATE>
M: obj-models stream>models
drop
[
V{ }
[ clone v set ]
[ clone vt set ]
[ clone vn set ] tri
V{ } V{ } H{ } <indexed-seq> i set
V{ } clone vp set
V{ } clone vt set
V{ } clone vn set
V{ } clone models set
V{ } V{ } H{ } <indexed-seq> current-model set
f current-material set
f material-dictionary set
] H{ } make-assoc
[
[ line>obj ] each-stream-line i get
] bind
[ dseq>> flatten >float-array ]
[ iseq>> flatten >uint-array ] bi obj-vertex-format model boa 1array ;
[ line>obj ] each-stream-line push-current-model
models get
] bind ;

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@ -3,8 +3,6 @@
USING: sequences accessors kernel locals assocs ;
IN: game.models.util
TUPLE: model attribute-buffer index-buffer vertex-format ;
TUPLE: indexed-seq dseq iseq rassoc ;
INSTANCE: indexed-seq sequence

View File

@ -8,92 +8,108 @@ 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 ;
specialized-vectors literals fry
sequences.deep destructors math.bitwise opengl.gl
game.models game.models.obj game.models.loader game.models.collada
prettyprint images.tga ;
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;
GLSL-SHADER: obj-vertex-shader vertex-shader
uniform mat4 mv_matrix;
uniform mat4 p_matrix;
attribute vec3 POSITION;
attribute vec3 TEXCOORD;
attribute vec3 NORMAL;
attribute vec2 TEXCOORD;
varying vec2 texit;
varying vec3 norm;
varying vec2 texcoord_fs;
varying vec3 normal_fs;
varying vec3 world_pos_fs;
void main()
{
vec4 position = mv_matrix * vec4(POSITION, 1.0);
gl_Position = p_matrix * position;
texit = TEXCOORD;
norm = NORMAL;
world_pos_fs = POSITION;
texcoord_fs = TEXCOORD;
normal_fs = 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
GLSL-SHADER: obj-fragment-shader fragment-shader
uniform mat4 mv_matrix, p_matrix;
uniform vec3 light_position;
attribute vec3 POSITION;
attribute vec3 COLOR;
varying vec4 color;
uniform sampler2D map_Ka;
uniform sampler2D map_bump;
uniform vec3 Ka;
uniform vec3 view_pos;
uniform vec3 light;
varying vec2 texcoord_fs;
varying vec3 normal_fs;
varying vec3 world_pos_fs;
void main()
{
gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
color = vec4(COLOR, 1);
vec4 d = texture2D(map_Ka, texcoord_fs.xy);
vec3 b = texture2D(map_bump, texcoord_fs.xy).xyz;
vec3 n = normal_fs;
vec3 v = normalize(view_pos - world_pos_fs);
vec3 l = normalize(light);
vec3 h = normalize(v + l);
float cosTh = saturate(dot(n, l));
gl_FragColor = d * cosTh
+ d * 0.5 * cosTh * pow(saturate(dot(n, h)), 10.0) ;
}
;
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 ;
GLSL-PROGRAM: obj-program
obj-vertex-shader obj-fragment-shader ;
UNIFORM-TUPLE: model-uniforms < mvp-uniforms
{ "light-position" vec3-uniform f } ;
{ "map_Ka" texture-uniform f }
{ "map_bump" texture-uniform f }
{ "Ka" vec3-uniform f }
{ "light" vec3-uniform f }
{ "view_pos" vec3-uniform f }
;
TUPLE: model-state
models
vertex-arrays
index-vectors ;
index-vectors
textures
bumps
kas ;
TUPLE: model-world < wasd-world
{ model-state model-state } ;
TUPLE: model-world < wasd-world model-path model-state ;
VERTEX-FORMAT: model-vertex
{ "POSITION" float-components 3 f }
{ "NORMAL" float-components 3 f }
{ "TEXCOORD" float-components 2 f } ;
TUPLE: vbo
vertex-buffer
index-buffer index-count vertex-format texture bump ka ;
VERTEX-FORMAT: debug-vertex
{ "POSITION" float-components 3 f }
{ "COLOR" float-components 3 f } ;
: white-image ( -- image )
{ 1 1 } BGR ubyte-components f
B{ 255 255 255 } image boa ;
TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
: up-image ( -- image )
{ 1 1 } BGR ubyte-components f
B{ 0 0 0 } image boa ;
: make-texture ( pathname alt -- texture )
swap [ nip load-image ] [ ] if*
[
[ component-order>> ]
[ component-type>> ] bi
T{ texture-parameters
{ wrap repeat-texcoord }
{ min-filter filter-linear }
{ min-mipmap-filter f } }
<texture-2d>
]
[
0 swap [ allocate-texture-image ] 3keep 2drop
] bi ;
: <model-buffers> ( models -- buffers )
[
@ -102,14 +118,18 @@ TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
[ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
[ index-buffer>> length ]
[ vertex-format>> ]
[ material>> ambient-map>> white-image make-texture ]
[ material>> bump-map>> up-image make-texture ]
[ material>> ambient-reflectivity>> ]
} cleave vbo boa
] map ;
: fill-model-state ( model-state -- )
dup models>> <model-buffers>
{
[
[
[ vertex-buffer>> model-program <program-instance> ]
[ vertex-buffer>> obj-program <program-instance> ]
[ vertex-format>> ] bi buffer>vertex-array
] map >>vertex-arrays drop
]
@ -118,61 +138,39 @@ TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
[ index-buffer>> ] [ index-count>> ] bi
'[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
] map >>index-vectors drop
] 2bi ;
]
[ [ texture>> ] map >>textures drop ]
[ [ bump>> ] map >>bumps drop ]
[ [ ka>> ] map >>kas drop ]
} 2cleave ;
: model-files ( -- files )
{ "C:/Users/erikc/Downloads/test2.dae"
"C:/Users/erikc/Downloads/Sponza.obj" } ;
: <model-state> ( model-world -- model-state )
model-path>> 1array model-state new swap
[ load-models ] [ append ] map-reduce >>models ;
: <model-state> ( -- model-state )
model-state new
model-files [ load-models ] [ append ] map-reduce >>models ;
:: <model-uniforms> ( world -- uniforms )
world model-state>>
[ textures>> ] [ bumps>> ] [ kas>> ] tri
[| texture bump ka |
world wasd-mv-matrix
world wasd-p-matrix
texture bump ka
{ 0.5 0.5 0.5 }
world location>>
model-uniforms boa
] 3map ;
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 -- )
: clear-screen ( -- )
0 0 0 0 glClearColor
1 glClearDepth
HEX: ffffffff glClearStencil
{ GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT GL_STENCIL_BUFFER_BIT } flags glClear
{ GL_COLOR_BUFFER_BIT
GL_DEPTH_BUFFER_BIT
GL_STENCIL_BUFFER_BIT } flags glClear ;
[
triangle-fill dup t <triangle-state> set-gpu-state
: draw-model ( world -- )
clear-screen
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>> ]
@ -185,27 +183,39 @@ M: model-world begin-game-world
{ "vertex-array" [ drop drop ] }
{ "indexes" [ drop nip ] }
} 3<render-set> render
] curry 2each
]
[
cmp-always <depth-state> set-gpu-state
draw-axes
]
bi ;
] 3each ;
M: model-world draw-world*
draw-model ;
TUPLE: model-attributes < game-attributes model-path ;
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 ;
M: model-world begin-game-world
init-gpu
{ 0.0 0.0 2.0 } 0 0 set-wasd-view
[ <model-state> [ fill-model-state ] keep ] [ (>>model-state) ] bi ;
M: model-world apply-world-attributes
{
[ model-path>> >>model-path ]
[ call-next-method ]
} cleave ;
GAME: model-viewer {
:: open-model-viewer ( model-path -- )
[
f
T{ model-attributes
{ world-class model-world }
{ title "Model Viewer" }
{ pixel-format-attributes { windowed double-buffered } }
{ grab-input? t }
{ use-game-input? t }
{ title "Model Viewer" }
{ pixel-format-attributes
{ windowed double-buffered }
}
{ pref-dim { 1024 768 } }
{ tick-interval-micros $[ 60 fps ] }
} ;
{ tick-interval-micros 16666 }
{ use-game-input? t }
{ model-path model-path }
}
clone
open-window
] with-ui ;

View File

@ -287,6 +287,7 @@
("\\_<\\()\\))\\_>" (1 ")("))
;; Quotations:
("\\_<'\\(\\[\\)\\_>" (1 "(]")) ; fried
("\\_<$\\(\\[\\)\\_>" (1 "(]")) ; parse-time
("\\_<\\(\\[\\)\\_>" (1 "(]"))
("\\_<\\(\\]\\)\\_>" (1 ")["))))