factor out grid mesh generation in terrain to its own vocab

db4
Joe Groff 2009-05-18 10:31:05 -05:00
parent a852f89d37
commit 78e3c19797
4 changed files with 58 additions and 37 deletions

View File

@ -0,0 +1,48 @@
! (c)2009 Joe Groff bsd license
USING: accessors arrays destructors kernel math opengl
opengl.gl sequences sequences.product specialized-arrays.float ;
IN: grid-meshes
TUPLE: grid-mesh dim buffer row-length ;
<PRIVATE
: vertex-array-vertex ( dim x z -- vertex )
[ swap first /f ]
[ swap second /f ] bi-curry* bi
[ 0 ] dip float-array{ } 3sequence ;
: vertex-array-row ( dim z -- vertices )
dup 1 + 2array
over first 1 + iota
2array [ first2 swap vertex-array-vertex ] with product-map
concat ;
: vertex-array ( dim -- vertices )
dup second iota
[ vertex-array-row ] with map concat ;
: >vertex-buffer ( bytes -- buffer )
[ GL_ARRAY_BUFFER ] dip GL_STATIC_DRAW <gl-buffer> ;
: draw-vertex-buffer-row ( grid-mesh i -- )
swap [ GL_TRIANGLE_STRIP ] 2dip
row-length>> [ * ] keep
glDrawArrays ;
PRIVATE>
: draw-grid-mesh ( grid-mesh -- )
GL_ARRAY_BUFFER over buffer>> [
[ 3 GL_FLOAT 0 f glVertexPointer ] dip
dup dim>> second iota [ draw-vertex-buffer-row ] with each
] with-gl-buffer ;
: <grid-mesh> ( dim -- grid-mesh )
[ ] [ vertex-array >vertex-buffer ] [ first 1 + 2 * ] tri
grid-mesh boa ;
M: grid-mesh dispose
[ [ delete-gl-buffer ] when* f ] change-buffer
drop ;

View File

@ -0,0 +1,2 @@
Joe Groff
Doug Coleman

View File

@ -0,0 +1 @@
Walk around on procedurally generated terrain

View File

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