factor/extra/jamshred/gl/gl.factor

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2.4 KiB
Factor

USING: alien.c-types colors jamshred.game jamshred.oint
jamshred.player jamshred.tunnel kernel math math.vectors opengl
opengl.gl opengl.glu sequences ;
IN: jamshred.gl
: min-vertices 6 ; inline
: max-vertices 32 ; inline
: n-vertices ( -- n ) 32 ; inline
! render enough of the tunnel that it looks continuous
: n-segments-ahead ( -- n ) 60 ; inline
: n-segments-behind ( -- n ) 40 ; inline
: draw-segment-vertex ( segment theta -- )
over segment-color gl-color segment-vertex-and-normal
gl-normal gl-vertex ;
: draw-vertex-pair ( theta next-segment segment -- )
rot tuck draw-segment-vertex draw-segment-vertex ;
: draw-segment ( next-segment segment -- )
GL_QUAD_STRIP [
[ draw-vertex-pair ] 2curry
n-vertices equally-spaced-radians F{ 0.0 } append swap each
] do-state ;
: draw-segments ( segments -- )
1 over length pick subseq swap [ draw-segment ] 2each ;
: segments-to-render ( player -- segments )
dup player-nearest-segment segment-number dup n-segments-behind -
swap n-segments-ahead + rot player-tunnel sub-tunnel ;
: draw-tunnel ( player -- )
segments-to-render draw-segments ;
! : draw-tunnel ( player tunnel -- )
! tuck swap player-nearest-segment segment-number dup n-segments-behind -
! swap n-segments-ahead + rot sub-tunnel draw-segments ;
: init-graphics ( width height -- )
GL_DEPTH_TEST glEnable
GL_SCISSOR_TEST glDisable
1.0 glClearDepth
0.0 0.0 0.0 0.0 glClearColor
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
GL_PROJECTION glMatrixMode glLoadIdentity
dup 0 = [ 2drop ] [ / >float 45.0 swap 0.1 100.0 gluPerspective ] if
GL_MODELVIEW glMatrixMode glLoadIdentity
GL_LEQUAL glDepthFunc
GL_LIGHTING glEnable
GL_LIGHT0 glEnable
GL_FOG glEnable
GL_FOG_DENSITY 0.09 glFogf
GL_COLOR_MATERIAL glEnable
GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE glColorMaterial
GL_LIGHT0 GL_POSITION F{ 0.0 0.0 -3.0 1.0 } >c-float-array glLightfv
GL_LIGHT0 GL_AMBIENT F{ 0.2 0.2 0.2 1.0 } >c-float-array glLightfv
GL_LIGHT0 GL_DIFFUSE F{ 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
GL_LIGHT0 GL_SPECULAR F{ 1.0 1.0 1.0 1.0 } >c-float-array glLightfv ;
: player-view ( player -- )
[ oint-location first3 ] keep
[ dup oint-location swap oint-forward v+ first3 ] keep
oint-up first3 gluLookAt ;
: draw-jamshred ( jamshred width height -- )
init-graphics jamshred-player dup player-view draw-tunnel ;