factor out grid mesh generation in terrain to its own vocab
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a852f89d37
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78e3c19797
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@ -0,0 +1,48 @@
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! (c)2009 Joe Groff bsd license
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USING: accessors arrays destructors kernel math opengl
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opengl.gl sequences sequences.product specialized-arrays.float ;
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IN: grid-meshes
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TUPLE: grid-mesh dim buffer row-length ;
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<PRIVATE
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: vertex-array-vertex ( dim x z -- vertex )
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[ swap first /f ]
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[ swap second /f ] bi-curry* bi
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[ 0 ] dip float-array{ } 3sequence ;
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: vertex-array-row ( dim z -- vertices )
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dup 1 + 2array
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over first 1 + iota
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2array [ first2 swap vertex-array-vertex ] with product-map
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concat ;
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: vertex-array ( dim -- vertices )
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dup second iota
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[ vertex-array-row ] with map concat ;
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: >vertex-buffer ( bytes -- buffer )
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[ GL_ARRAY_BUFFER ] dip GL_STATIC_DRAW <gl-buffer> ;
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: draw-vertex-buffer-row ( grid-mesh i -- )
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swap [ GL_TRIANGLE_STRIP ] 2dip
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row-length>> [ * ] keep
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glDrawArrays ;
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PRIVATE>
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: draw-grid-mesh ( grid-mesh -- )
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GL_ARRAY_BUFFER over buffer>> [
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[ 3 GL_FLOAT 0 f glVertexPointer ] dip
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dup dim>> second iota [ draw-vertex-buffer-row ] with each
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] with-gl-buffer ;
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: <grid-mesh> ( dim -- grid-mesh )
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[ ] [ vertex-array >vertex-buffer ] [ first 1 + 2 * ] tri
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grid-mesh boa ;
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M: grid-mesh dispose
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[ [ delete-gl-buffer ] when* f ] change-buffer
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drop ;
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@ -0,0 +1,2 @@
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Joe Groff
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Doug Coleman
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@ -0,0 +1 @@
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Walk around on procedurally generated terrain
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@ -1,3 +1,4 @@
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! (c)2009 Joe Groff, Doug Coleman. bsd license
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USING: accessors arrays combinators game-input game-loop
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USING: accessors arrays combinators game-input game-loop
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game-input.scancodes grouping kernel literals locals
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game-input.scancodes grouping kernel literals locals
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math math.constants math.functions math.matrices math.order
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math math.constants math.functions math.matrices math.order
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@ -6,7 +7,8 @@ opengl.shaders opengl.textures opengl.textures.private
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sequences sequences.product specialized-arrays.float
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sequences sequences.product specialized-arrays.float
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terrain.generation terrain.shaders ui ui.gadgets
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terrain.generation terrain.shaders ui ui.gadgets
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ui.gadgets.worlds ui.pixel-formats game-worlds method-chains
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ui.gadgets.worlds ui.pixel-formats game-worlds method-chains
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math.affine-transforms noise ui.gestures combinators.short-circuit ;
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math.affine-transforms noise ui.gestures combinators.short-circuit
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destructors grid-meshes ;
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IN: terrain
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IN: terrain
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CONSTANT: FOV $[ 2.0 sqrt 1+ ]
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CONSTANT: FOV $[ 2.0 sqrt 1+ ]
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@ -26,8 +28,6 @@ CONSTANT: SKY-PERIOD 1200
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CONSTANT: SKY-SPEED 0.0005
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CONSTANT: SKY-SPEED 0.0005
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CONSTANT: terrain-vertex-size { 512 512 }
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CONSTANT: terrain-vertex-size { 512 512 }
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CONSTANT: terrain-vertex-distance { $[ 1.0 512.0 / ] $[ 1.0 512.0 / ] }
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CONSTANT: terrain-vertex-row-length $[ 512 1 + 2 * ]
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TUPLE: player
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TUPLE: player
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location yaw pitch velocity velocity-modifier
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location yaw pitch velocity velocity-modifier
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@ -37,7 +37,7 @@ TUPLE: terrain-world < game-world
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player
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player
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sky-image sky-texture sky-program
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sky-image sky-texture sky-program
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terrain terrain-segment terrain-texture terrain-program
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terrain terrain-segment terrain-texture terrain-program
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terrain-vertex-buffer
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terrain-mesh
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history ;
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history ;
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: <player> ( -- player )
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: <player> ( -- player )
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@ -65,35 +65,6 @@ M: terrain-world tick-length
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[ yaw>> 0.0 1.0 0.0 glRotatef ]
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[ yaw>> 0.0 1.0 0.0 glRotatef ]
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[ location>> vneg first3 glTranslatef ] tri ;
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[ location>> vneg first3 glTranslatef ] tri ;
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: vertex-array-vertex ( x z -- vertex )
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[ terrain-vertex-distance first * ]
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[ terrain-vertex-distance second * ] bi*
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[ 0 ] dip float-array{ } 3sequence ;
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: vertex-array-row ( z -- vertices )
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dup 1 + 2array
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terrain-vertex-size first 1 + iota
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2array [ first2 swap vertex-array-vertex ] product-map
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concat ;
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: vertex-array ( -- vertices )
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terrain-vertex-size second iota
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[ vertex-array-row ] map concat ;
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: >vertex-buffer ( bytes -- buffer )
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[ GL_ARRAY_BUFFER ] dip GL_STATIC_DRAW <gl-buffer> ;
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: draw-vertex-buffer-row ( i -- )
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[ GL_TRIANGLE_STRIP ] dip
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terrain-vertex-row-length * terrain-vertex-row-length
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glDrawArrays ;
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: draw-vertex-buffer ( buffer -- )
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[ GL_ARRAY_BUFFER ] dip [
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3 GL_FLOAT 0 f glVertexPointer
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terrain-vertex-size second iota [ draw-vertex-buffer-row ] each
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] with-gl-buffer ;
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: degrees ( deg -- rad )
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: degrees ( deg -- rad )
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pi 180.0 / * ;
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pi 180.0 / * ;
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@ -119,7 +90,6 @@ M: terrain-world tick-length
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: clamp-pitch ( pitch -- pitch' )
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: clamp-pitch ( pitch -- pitch' )
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90.0 min -90.0 max ;
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90.0 min -90.0 max ;
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: walk-forward ( player -- )
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: walk-forward ( player -- )
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dup forward-vector [ v+ ] curry change-velocity drop ;
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dup forward-vector [ v+ ] curry change-velocity drop ;
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: walk-backward ( player -- )
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: walk-backward ( player -- )
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@ -274,12 +244,12 @@ BEFORE: terrain-world begin-world
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>>sky-program
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>>sky-program
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terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
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terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
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>>terrain-program
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>>terrain-program
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vertex-array >vertex-buffer >>terrain-vertex-buffer
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terrain-vertex-size <grid-mesh> >>terrain-mesh
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drop ;
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drop ;
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AFTER: terrain-world end-world
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AFTER: terrain-world end-world
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{
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{
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[ terrain-vertex-buffer>> delete-gl-buffer ]
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[ terrain-mesh>> dispose ]
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[ terrain-program>> delete-gl-program ]
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[ terrain-program>> delete-gl-program ]
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[ terrain-texture>> delete-texture ]
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[ terrain-texture>> delete-texture ]
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[ sky-program>> delete-gl-program ]
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[ sky-program>> delete-gl-program ]
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@ -306,7 +276,7 @@ M: terrain-world draw-world*
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[ GL_DEPTH_TEST glEnable dup terrain-program>> [
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[ GL_DEPTH_TEST glEnable dup terrain-program>> [
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[ "heightmap" glGetUniformLocation 0 glUniform1i ]
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[ "heightmap" glGetUniformLocation 0 glUniform1i ]
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[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
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[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
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terrain-vertex-buffer>> draw-vertex-buffer
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terrain-mesh>> draw-grid-mesh
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] with-gl-program ]
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] with-gl-program ]
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} cleave gl-error ;
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} cleave gl-error ;
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