(define (build-shells obj count dist col) (when (not (zero? count)) (with-state (parent obj) (colour col) (let ((shell (build-copy obj))) (with-primitive shell (pdata-map! (lambda (p n) (vadd p (vmul (vector 0 1 0) dist))) "p" "n")) (build-shells shell (- count 1) dist (vmul col 1)))))) (define (build-shrub p n) (with-state (translate p) (colour (vector 0.5 0.7 0.4)) (let ((shrub (build-ribbon (+ (random 10) 2)))) (with-primitive shrub (pdata-index-map! (lambda (i p) (let ((j (* 0.2 (* i 0.2)))) (vector (* (crndf) j) (* i 0.2) (* (crndf) j)))) "p") (pdata-index-map! (lambda (i w) (* (/ 1 (+ i 1)) 0.2)) "w"))))) (clear) ;---------------------------------------------- ; build the set (clear-colour (vector 0.5 0.8 1)) (define l (make-light 'spot 'free)) (light-diffuse 0 (vector 0 0 0)) (light-diffuse l (vector 1 1 1)) (light-position l (vector 0 9 -10)) (define l2 (make-light 'spot 'free)) (light-diffuse l2 (vector 0.5 0.5 0.5)) (light-position l2 (vector 0 9 10)) (clear-texture-cache) (clear-geometry-cache) (with-state (backfacecull 0) (texture (load-texture "textures/car-base.png")) (load-primitive "meshes/car.obj")) (define terrain (with-state (texture (load-texture "textures/ground-base.png")) (load-primitive "meshes/ground.obj"))) ;(define grassmap (load-primitive "textures/set-grass.png")) (define (tx->pi tx) (+ (vy tx) (* (vx tx) (pixels-width)))) (with-primitive terrain (poly-for-each-tri-sample (lambda (indices bary) (let ((tc (vadd (vmul (pdata-ref "t" (list-ref indices 0)) (vx bary)) (vmul (pdata-ref "t" (list-ref indices 1)) (vy bary)) (vmul (pdata-ref "t" (list-ref indices 2)) (vz bary))))) (when #t #;(> (va (with-primitive grassmap (pdata-ref "c" (tx->pi tc)))) 0.5) (build-shrub (vadd (vmul (pdata-ref "p" (list-ref indices 0)) (vx bary)) (vmul (pdata-ref "p" (list-ref indices 1)) (vy bary)) (vmul (pdata-ref "p" (list-ref indices 2)) (vz bary))) (vector 0 1 0))))) 1)) (define shell0 (build-copy terrain)) (with-primitive shell0 (pdata-copy "t" "t1") (pdata-map! (lambda (t) (vmul t 4)) "t")) (with-state (multitexture 0 (load-texture "textures/shell.png")) (multitexture 1 (load-texture "textures/ground-grassmap.png")) (build-shells shell0 4 0.1 (vector 1 1 1))) (define buildings (with-state (backfacecull 0) (texture (load-texture "textures/building-base.png")) (load-primitive "meshes/buildings.obj"))) (with-state (multitexture 0 (load-texture "textures/shell.png")) (multitexture 1 (load-texture "textures/building-grassmap.png")) (build-shells buildings 4 0.04 (vector 1 1 1)))