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

db4
erikc 2010-01-19 19:31:44 -08:00
commit 20d27198b0
12 changed files with 161 additions and 81 deletions

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@ -125,7 +125,8 @@ M: world request-focus-on ( child gadget -- )
[ T{ rgba f 0.0 0.0 0.0 0.0 } ]
[ T{ rgba f 1.0 1.0 1.0 1.0 } ] if ;
: apply-world-attributes ( world attributes -- world )
GENERIC# apply-world-attributes 1 ( world attributes -- world )
M: world apply-world-attributes
{
[ title>> >>title ]
[ status>> >>status ]

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@ -10,12 +10,16 @@ TUPLE: audio-source
{ position initial: { 0.0 0.0 0.0 } }
{ gain float initial: 1.0 }
{ velocity initial: { 0.0 0.0 0.0 } }
{ relative? boolean initial: f } ;
{ relative? boolean initial: f }
{ distance float initial: 1.0 }
{ rolloff float initial: 1.0 } ;
TUPLE: audio-orientation
{ forward initial: { 0.0 0.0 -1.0 } }
{ up initial: { 0.0 1.0 0.0 } } ;
C: <audio-orientation> audio-orientation
: orientation>float-array ( orientation -- float-array )
[ forward>> first3 ]
[ up>> first3 ] bi 6 float-array{ } nsequence ; inline
@ -26,6 +30,32 @@ TUPLE: audio-listener
{ velocity initial: { 0.0 0.0 0.0 } }
{ orientation initial: T{ audio-orientation } } ;
GENERIC: audio-position ( source/listener -- position )
GENERIC: audio-gain ( source/listener -- gain )
GENERIC: audio-velocity ( source/listener -- velocity )
GENERIC: audio-relative? ( source -- relative? )
GENERIC: audio-distance ( source -- distance )
GENERIC: audio-rolloff ( source -- rolloff )
GENERIC: audio-orientation ( listener -- orientation )
M: object audio-position drop { 0.0 0.0 0.0 } ; inline
M: object audio-gain drop 1.0 ; inline
M: object audio-velocity drop { 0.0 0.0 0.0 } ; inline
M: object audio-relative? drop f ; inline
M: object audio-distance drop 1.0 ; inline
M: object audio-rolloff drop 1.0 ; inline
M: object audio-orientation drop T{ audio-orientation } ; inline
M: audio-source audio-position position>> ; inline
M: audio-source audio-gain gain>> ; inline
M: audio-source audio-velocity velocity>> ; inline
M: audio-source audio-relative? relative?>> ; inline
M: audio-listener audio-position position>> ; inline
M: audio-listener audio-gain gain>> ; inline
M: audio-listener audio-velocity velocity>> ; inline
M: audio-listener audio-orientation orientation>> ; inline
TUPLE: audio-engine < disposable
{ voice-count integer }
{ buffer-size integer }
@ -33,7 +63,7 @@ TUPLE: audio-engine < disposable
{ al-device c-ptr }
{ al-context c-ptr }
al-sources
{ listener audio-listener }
listener
{ next-source integer }
clips
update-alarm ;
@ -41,7 +71,7 @@ TUPLE: audio-engine < disposable
TUPLE: audio-clip < disposable
{ audio-engine audio-engine }
{ audio audio }
{ source audio-source }
source
{ loop? boolean }
{ al-source integer }
{ al-buffers uint-array }
@ -152,18 +182,20 @@ ERROR: audio-context-not-available device-name ;
: update-listener ( audio-engine -- )
listener>> {
[ AL_POSITION swap position>> first3 alListener3f ]
[ AL_GAIN swap gain>> alListenerf ]
[ AL_VELOCITY swap velocity>> first3 alListener3f ]
[ AL_ORIENTATION swap orientation>> orientation>float-array alListenerfv ]
[ AL_POSITION swap audio-position first3 alListener3f ]
[ AL_GAIN swap audio-gain alListenerf ]
[ AL_VELOCITY swap audio-velocity first3 alListener3f ]
[ AL_ORIENTATION swap audio-orientation orientation>float-array alListenerfv ]
} cleave ;
: update-source ( audio-clip -- )
[ al-source>> ] [ source>> ] bi {
[ AL_POSITION swap position>> first3 alSource3f ]
[ AL_GAIN swap gain>> alSourcef ]
[ AL_VELOCITY swap velocity>> first3 alSource3f ]
[ AL_SOURCE_RELATIVE swap relative?>> c:>c-bool alSourcei ]
[ AL_POSITION swap audio-position first3 alSource3f ]
[ AL_GAIN swap audio-gain alSourcef ]
[ AL_VELOCITY swap audio-velocity first3 alSource3f ]
[ AL_SOURCE_RELATIVE swap audio-relative? c:>c-bool alSourcei ]
[ AL_REFERENCE_DISTANCE swap audio-distance alSourcef ]
[ AL_ROLLOFF_FACTOR swap audio-rolloff alSourcef ]
} 2cleave ;
:: update-audio-clip ( audio-clip -- )
@ -179,8 +211,8 @@ ERROR: audio-context-not-available device-name ;
] times
] if ;
: clip-sources ( clips -- length sources )
[ length ] [ [ source>> ] uint-array{ } map-as ] bi ;
: clip-al-sources ( clips -- length sources )
[ length ] [ [ al-source>> ] uint-array{ } map-as ] bi ;
PRIVATE>
@ -263,7 +295,7 @@ M: audio-clip dispose*
: play-clips ( audio-clips -- )
[ [ update-source ] each ]
[ clip-sources alSourcePlayv ] bi ;
[ clip-al-sources alSourcePlayv ] bi ;
: <audio-clip> ( audio-engine audio source loop? -- audio-clip/f )
(audio-clip) dup play-clip ;
@ -272,19 +304,19 @@ M: audio-clip dispose*
al-source>> alSourcePause ;
: pause-clips ( audio-clip -- )
clip-sources alSourcePausev ;
clip-al-sources alSourcePausev ;
: stop-clip ( audio-clip -- )
dispose ;
: stop-clips ( audio-clip -- )
[ clip-sources alSourceStopv ]
[ clip-al-sources alSourceStopv ]
[ [ dispose ] each ] bi ;
: update-audio ( audio-engine -- )
{
[ make-engine-current ]
[ update-listener ]
[ clips>> [ update-audio-clip ] each ]
[ clips>> clone [ update-audio-clip ] each ]
} cleave ;

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@ -1,50 +1,54 @@
! (c)2009 Joe Groff bsd license
USING: game.loop help.markup help.syntax kernel math method-chains
USING: audio.engine game.loop help.markup help.syntax kernel math method-chains
ui ui.gadgets.worlds words ;
IN: game.worlds
HELP: GAME:
{ $syntax """GAME: word { attributes }
attribute-code ;""" }
{ $description "Similar to " { $link POSTPONE: MAIN-WINDOW: } ", defines a main entry point " { $snippet "word" } " for the current vocabulary that opens a UI window with the provided " { $snippet "attributes" } ". In addition to the standard " { $link world-attributes } ", additional " { $link game-attributes } " can be specified to specify game-specific attributes. Unlike " { $link POSTPONE: MAIN-WINDOW: } ", the " { $snippet "attributes" } " for " { $snippet "GAME:" } " must provide values for the " { $snippet "world-class" } " and " { $snippet "tick-interval-micros" } " slots." } ;
HELP: game-attributes
{ $class-description "Extends the " { $link world-attributes } " tuple class with extra attributes for " { $link game-world } "s:" }
{ $list
{ { $snippet "tick-interval-micros" } " specifies the number of microseconds between consecutive calls to the world's " { $link tick* } " method by the game loop." }
{ { $snippet "tick-interval-micros" } " specifies the number of microseconds between consecutive calls to the world's " { $link tick-game-world } " method by the game loop. An integer greater than zero must be provided." }
{ { $snippet "use-game-input?" } " specifies whether the game world should initialize the " { $vocab-link "game.input" } " library for use by the game. False by default." }
{ { $snippet "use-audio-engine?" } " specifies whether the game world should manage an " { $link audio-engine } " instance. False by default." }
{ { $snippet "audio-engine-device" } " specifies the string name of the OpenAL device the audio engine, if any, should try to open. The default value of " { $link POSTPONE: f } " attempts to open the default OpenAL device." }
{ { $snippet "audio-engine-voice-count" } " determines the number of independent voices the audio engine will make available. This determines how many individual audio clips can play simultaneously. This cannot exceed the OpenAL implementation's limit on supported voices." }
{ { $snippet "audio-engine-buffer-size" } " determines the size in bytes of the audio buffers the audio engine will stream to the sound card." }
{ { $snippet "audio-engine-buffer-count" } " determines the number of buffers the audio engine will allocate per audio clip played." }
} ;
HELP: game-world
{ $class-description "A subclass of " { $link world } " that automatically sets up and manages connections to the " { $vocab-link "game.loop" } " and " { $vocab-link "game.input" } " libraries. It does this by providing methods on " { $link begin-world } ", " { $link end-world } ", and " { $link draw* } ". Subclasses can provide their own world setup and teardown code by adding methods to the " { $link begin-game-world } " and " { $link end-game-world } " generic words." } ;
{ $class-description "A subclass of " { $link world } " that automatically sets up and manages connections to the " { $vocab-link "game.loop" } ", " { $vocab-link "game.input" } ", and " { $vocab-link "audio.engine" } " libraries. It does this by providing methods on " { $link begin-world } ", " { $link end-world } ", and " { $link draw* } ". Subclasses can provide their own world setup and teardown code by adding methods to the " { $link begin-game-world } " and " { $link end-game-world } " generic words."
$nl
"The game-world tuple has the following publicly accessible slots:"
{ $list
{ { $snippet "game-loop" } " contains the " { $link game-loop } " instance managed by the game world. If the world is inactive, this slot will contain " { $link POSTPONE: f } "." }
{ { $snippet "audio-engine" } " contains the " { $link audio-engine } " instance managed by the game world. If the world is inactive, or the " { $snippet "use-audio-engine?" } " slot of the " { $link game-attributes } " object used to initialize the world was false, this slot will contain " { $link POSTPONE: f } "." }
} } ;
HELP: begin-game-world
{ $values { "world" game-world } }
{ $description "This generic word is called by the " { $link begin-world } " method for " { $link game-world } " subclasses immediately before the game world starts the game loop." } ;
{ $description "This generic word is called by the " { $link begin-world } " method for " { $link game-world } " subclasses immediately before the game world starts the game loop. If the game world has an " { $link audio-engine } ", it will be initialized and started before " { $snippet "begin-game-world" } " is called." } ;
HELP: end-game-world
{ $values { "world" game-world } }
{ $description "This generic word is called by the " { $link end-world } " method for " { $link game-world } " subclasses immediately after the game world stops the game loop." } ;
{ game-world begin-game-world end-game-world } related-words
HELP: tick-game-world
{ $values { "world" game-world } }
{ $description "This generic word is called by the " { $link tick* } " method for " { $link game-world } " subclasses every time the game loop's tick interval occurs." } ;
HELP: tick-interval-micros
{ $values
{ "world" game-world }
{ "micros" integer }
}
{ $description "Subclasses of " { $link game-world } " can override this class to specify the number of microseconds between consecutive calls to the game world's " { $link tick* } " method by the game loop. Using the " { $link POSTPONE: GAME: } " syntax will define this method for you." } ;
{ game-world begin-game-world end-game-world tick-game-world } related-words
ARTICLE: "game.worlds" "Game worlds"
"The " { $vocab-link "game.worlds" } " vocabulary provides a " { $link world } " subclass that integrates with " { $vocab-link "game.loop" } " and " { $vocab-link "game.input" } " to quickly provide game infrastructure."
"The " { $vocab-link "game.worlds" } " vocabulary provides a " { $link world } " subclass that integrates with " { $vocab-link "game.loop" } " and optionally " { $vocab-link "game.input" } " and " { $vocab-link "audio.engine" } " to quickly provide game infrastructure."
{ $subsections
game-world
game-attributes
POSTPONE: GAME:
}
"Subclasses of " { $link game-world } " can provide their own setup and teardown code by providing methods for these generic words:"
"Subclasses of " { $link game-world } " can provide their own setup, teardown, and update code by providing methods for these generic words:"
{ $subsections
begin-game-world
end-game-world
tick-game-world
} ;
ABOUT: "game.worlds"

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@ -1,71 +1,86 @@
! (c)2009 Joe Groff bsd license
USING: accessors combinators fry game.input game.loop generic kernel math
parser sequences ui ui.gadgets ui.gadgets.worlds ui.gestures threads
words ;
words audio.engine destructors ;
IN: game.worlds
TUPLE: game-world < world
game-loop
audio-engine
{ tick-interval-micros fixnum }
{ use-game-input? boolean }
{ use-audio-engine? boolean }
{ audio-engine-device initial: f }
{ audio-engine-voice-count initial: 16 }
{ audio-engine-buffer-size initial: 8192 }
{ audio-engine-buffer-count initial: 2 }
{ tick-slice float initial: 0.0 } ;
GENERIC: tick-interval-micros ( world -- micros )
GENERIC: begin-game-world ( world -- )
M: object begin-game-world drop ;
GENERIC: end-game-world ( world -- )
M: object end-game-world drop ;
GENERIC: tick-game-world ( world -- )
M: object tick-game-world drop ;
M: game-world tick*
[ tick-game-world ]
[ audio-engine>> [ update-audio ] when* ] bi ;
M: game-world draw*
swap >>tick-slice relayout-1 yield ;
<PRIVATE
: open-game-audio-engine ( game-world -- audio-engine )
{
[ audio-engine-device>> ]
[ audio-engine-voice-count>> ]
[ audio-engine-buffer-size>> ]
[ audio-engine-buffer-count>> ]
} cleave <audio-engine>
[ start-audio* ] keep ; inline
PRIVATE>
M: game-world begin-world
open-game-input
dup use-game-input?>> [ open-game-input ] when
dup use-audio-engine?>> [ dup open-game-audio-engine >>audio-engine ] when
dup begin-game-world
dup [ tick-interval-micros ] [ ] bi <game-loop> [ >>game-loop ] keep start-loop
dup [ tick-interval-micros>> ] [ ] bi <game-loop> [ >>game-loop ] keep start-loop
drop ;
M: game-world end-world
[ [ stop-loop ] when* f ] change-game-loop
end-game-world
close-game-input ;
[ end-game-world ]
[ audio-engine>> [ dispose ] when* ]
[ use-game-input?>> [ close-game-input ] when ] tri ;
TUPLE: game-attributes < world-attributes
{ tick-interval-micros fixnum read-only } ;
{ tick-interval-micros fixnum }
{ use-game-input? boolean initial: f }
{ use-audio-engine? boolean initial: f }
{ audio-engine-device initial: f }
{ audio-engine-voice-count initial: 16 }
{ audio-engine-buffer-size initial: 8192 }
{ audio-engine-buffer-count initial: 2 } ;
<PRIVATE
: verify-game-attributes ( attributes -- )
M: game-world apply-world-attributes
{
[
world-class>> { f world } member?
[ "GAME: must be given a custom world-class" throw ] when
]
[
tick-interval-micros>> 0 <=
[ "GAME: must be given a nonzero tick-interval-micros" throw ] when
]
[ tick-interval-micros>> >>tick-interval-micros ]
[ use-game-input?>> >>use-game-input? ]
[ use-audio-engine?>> >>use-audio-engine? ]
[ audio-engine-device>> >>audio-engine-device ]
[ audio-engine-voice-count>> >>audio-engine-voice-count ]
[ audio-engine-buffer-size>> >>audio-engine-buffer-size ]
[ audio-engine-buffer-count>> >>audio-engine-buffer-count ]
[ call-next-method ]
} cleave ;
: define-game-tick-interval-micros ( attributes -- )
[ world-class>> \ tick-interval-micros create-method ]
[ tick-interval-micros>> '[ drop _ ] ] bi
define ;
: define-game-methods ( attributes -- )
{
[ verify-game-attributes ]
[ define-game-tick-interval-micros ]
} cleave ;
: define-game ( word attributes quot -- )
[ define-main-window ]
[ drop nip define-game-methods ] 3bi ;
PRIVATE>
SYNTAX: GAME:
CREATE
game-attributes parse-main-window-attributes
parse-definition
define-game ;
define-main-window ;

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@ -306,6 +306,7 @@ GAME: bunny-game {
T{ depth-bits { value 24 } }
} }
{ grab-input? t }
{ use-game-input? t }
{ pref-dim { 1024 768 } }
{ tick-interval-micros $[ 60 fps ] }
} ;

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@ -1,9 +1,9 @@
! (c)2009 Joe Groff bsd license
USING: accessors arrays combinators.tuple game.loop game.worlds
generalizations gpu gpu.render gpu.shaders gpu.util gpu.util.wasd
kernel literals math math.matrices math.order math.vectors
kernel literals math math.libm math.matrices math.order math.vectors
method-chains sequences ui ui.gadgets ui.gadgets.worlds
ui.pixel-formats ;
ui.pixel-formats audio.engine audio.loader locals ;
IN: gpu.demos.raytrace
GLSL-SHADER-FILE: raytrace-vertex-shader vertex-shader "raytrace.v.glsl"
@ -49,6 +49,9 @@ TUPLE: raytrace-world < wasd-world
[ [ axis>> ] [ theta>> ] bi rotation-matrix4 ]
[ home>> ] bi m.v ;
M: sphere audio-position sphere-center ; inline
M: sphere audio-distance radius>> fsqrt 2.0 * ; inline
: <sphere-uniforms> ( world -- uniforms )
[ wasd-mv-inv-matrix ]
[ fov>> ]
@ -69,19 +72,36 @@ CONSTANT: initial-spheres {
T{ sphere f { 1.0 0.0 0.0 } { 0.0 5.0 0.0 } 0.025 1.0 { 1.0 1.0 0.0 1.0 } }
}
:: set-up-audio ( world -- )
world audio-engine>> :> audio-engine
world spheres>> :> spheres
audio-engine world >>listener update-audio
audio-engine "vocab:gpu/demos/raytrace/mirror-ball.aiff" read-audio
spheres first t (audio-clip)
audio-engine "vocab:gpu/demos/raytrace/red-ball.aiff" read-audio
spheres second t (audio-clip)
audio-engine "vocab:gpu/demos/raytrace/green-ball.aiff" read-audio
spheres third t (audio-clip)
audio-engine "vocab:gpu/demos/raytrace/yellow-ball.aiff" read-audio
spheres fourth t (audio-clip)
4array play-clips ;
M: raytrace-world begin-game-world
init-gpu
{ -2.0 6.25 10.0 } 0.19 0.55 set-wasd-view
initial-spheres [ clone ] map >>spheres
raytrace-program <program-instance> <window-vertex-array> >>vertex-array
drop ;
set-up-audio ;
CONSTANT: fov 0.7
AFTER: raytrace-world resize-world
dup dim>> dup first2 min >float v/n fov v*n >>fov drop ;
AFTER: raytrace-world tick*
AFTER: raytrace-world tick-game-world
spheres>> [ tick-sphere ] each ;
M: raytrace-world draw-world*
@ -102,6 +122,9 @@ GAME: raytrace-game {
double-buffered
} }
{ grab-input? t }
{ use-game-input? t }
{ use-audio-engine? t }
{ audio-engine-buffer-count 4 }
{ pref-dim { 1024 768 } }
{ tick-interval-micros $[ 60 fps ] }
} ;

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@ -4,7 +4,7 @@ game.input.scancodes game.loop game.worlds
gpu.render gpu.state kernel literals
locals math math.constants math.functions math.matrices
math.order math.vectors opengl.gl sequences
ui ui.gadgets.worlds specialized-arrays ;
ui ui.gadgets.worlds specialized-arrays audio.engine ;
FROM: alien.c-types => float ;
SPECIALIZED-ARRAY: float
IN: gpu.util.wasd
@ -87,6 +87,9 @@ CONSTANT: fov 0.7
[ yaw>> ] [ ?pitch ] [ wasd-movement-speed ] tri
{ 1.0 0.0 0.0 } n*v eye-rotate ;
M: wasd-world audio-position location>> ; inline
M: wasd-world audio-orientation forward-vector { 0.0 1.0 0.0 } <audio-orientation> ; inline
: walk-forward ( world -- )
dup forward-vector [ v+ ] curry change-location drop ;
: walk-backward ( world -- )
@ -121,7 +124,7 @@ CONSTANT: fov 0.7
: wasd-mouse-input ( world -- )
read-mouse rotate-with-mouse ;
M: wasd-world tick*
M: wasd-world tick-game-world
dup focused?>> [
[ wasd-keyboard-input ] [ wasd-mouse-input ] bi
reset-mouse

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@ -217,7 +217,7 @@ terrain-world H{
[ tick-player-reverse ]
[ tick-player-forward ] if ;
M: terrain-world tick*
M: terrain-world tick-game-world
[ dup focused?>> [ handle-input ] [ drop ] if ]
[ dup player>> tick-player ] bi ;
@ -295,6 +295,7 @@ GAME: terrain-game {
double-buffered
T{ depth-bits { value 24 } }
} }
{ use-game-input? t }
{ grab-input? t }
{ pref-dim { 1024 768 } }
{ tick-interval-micros $[ 60 fps ] }