From 7fc5dfab3d68622e651e5b39af77b1d1abea85da Mon Sep 17 00:00:00 2001 From: Joe Groff Date: Thu, 7 May 2009 19:53:56 -0500 Subject: [PATCH] slow, ugly, unoptimized terrain generation demo --- extra/game-loop/game-loop.factor | 4 +- extra/terrain/generation/generation.factor | 60 +++++++ extra/terrain/shaders/shaders.factor | 46 +++++ extra/terrain/terrain.factor | 190 +++++++++++++++++++++ 4 files changed, 298 insertions(+), 2 deletions(-) create mode 100644 extra/terrain/generation/generation.factor create mode 100644 extra/terrain/shaders/shaders.factor create mode 100644 extra/terrain/terrain.factor diff --git a/extra/game-loop/game-loop.factor b/extra/game-loop/game-loop.factor index 8e7c7017d4..8abbe6ba25 100644 --- a/extra/game-loop/game-loop.factor +++ b/extra/game-loop/game-loop.factor @@ -1,4 +1,4 @@ -USING: accessors destructors kernel math math.order namespaces +USING: accessors calendar destructors kernel math math.order namespaces system threads ; IN: game-loop @@ -50,7 +50,7 @@ CONSTANT: MAX-FRAMES-TO-SKIP 5 : (run-loop) ( loop -- ) dup running?>> - [ [ MAX-FRAMES-TO-SKIP ?tick ] [ redraw ] [ yield (run-loop) ] tri ] + [ [ MAX-FRAMES-TO-SKIP ?tick ] [ redraw ] [ 1 milliseconds sleep (run-loop) ] tri ] [ drop ] if ; : run-loop ( loop -- ) diff --git a/extra/terrain/generation/generation.factor b/extra/terrain/generation/generation.factor new file mode 100644 index 0000000000..18f73e8e8b --- /dev/null +++ b/extra/terrain/generation/generation.factor @@ -0,0 +1,60 @@ +USING: accessors arrays byte-arrays combinators fry grouping +images kernel math math.affine-transforms math.order +math.vectors noise random sequences ; +IN: terrain.generation + +CONSTANT: terrain-segment-size { 512 512 } +CONSTANT: terrain-big-noise-scale { 0.002 0.002 } +CONSTANT: terrain-small-noise-scale { 0.05 0.05 } + +TUPLE: terrain big-noise-table small-noise-table tiny-noise-seed ; + +: ( -- terrain ) + + 32 random-bits terrain boa ; + +: seed-at ( seed at -- seed' ) + first2 [ + ] dip [ 32 random-bits + ] curry with-seed ; + +: big-noise-segment ( terrain at -- map ) + [ big-noise-table>> terrain-big-noise-scale first2 ] dip + terrain-segment-size [ v* a. ] keep perlin-noise-byte-map ; +: small-noise-segment ( terrain at -- map ) + [ small-noise-table>> terrain-small-noise-scale first2 ] dip + terrain-segment-size [ v* a. ] keep perlin-noise-byte-map ; +: tiny-noise-segment ( terrain at -- map ) + [ tiny-noise-seed>> ] dip seed-at 0.1 + terrain-segment-size normal-noise-byte-map ; + +: padding ( terrain at -- padding ) + 2drop terrain-segment-size product 255 ; + +TUPLE: segment image ; + +: terrain-segment ( terrain at -- image ) + { + [ big-noise-segment ] + [ small-noise-segment ] + [ tiny-noise-segment ] + [ padding ] + } 2cleave + 4array flip concat >byte-array + [ terrain-segment-size RGBA f ] dip image boa ; + +: 4max ( a b c d -- max ) + max max max ; inline + +: mipmap ( {{pixels}} quot: ( aa ab ba bb -- c ) -- pixels' ) + [ [ 2 ] map 2 ] dip + '[ first2 [ [ first2 ] bi@ @ ] 2map ] map ; inline + +: group-pixels ( bitmap dim -- scanlines ) + [ 4 ] [ first ] bi* ; + +: concat-pixels ( scanlines -- bitmap ) + [ concat ] map concat ; + +: segment-mipmap ( image -- image' ) + [ clone ] [ bitmap>> ] [ dim>> ] tri + group-pixels [ 4max ] mipmap concat-pixels >>bitmap + [ 2 v/n ] change-dim ; diff --git a/extra/terrain/shaders/shaders.factor b/extra/terrain/shaders/shaders.factor new file mode 100644 index 0000000000..2dc793f078 --- /dev/null +++ b/extra/terrain/shaders/shaders.factor @@ -0,0 +1,46 @@ +USING: multiline ; +IN: terrain.shaders + +STRING: terrain-vertex-shader + +uniform sampler2D heightmap; + +varying vec2 heightcoords; + +const vec4 COMPONENT_SCALE = vec4(0.5, 0.01, 0.002, 0.0); + +float height(sampler2D map, vec2 coords) +{ + vec4 v = texture2D(map, coords); + return dot(v, COMPONENT_SCALE); +} + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix + * (gl_Vertex + vec4(0, height(heightmap, gl_Vertex.xz), 0, 0)); + heightcoords = gl_Vertex.xz; +} + +; + +STRING: terrain-pixel-shader + +uniform sampler2D heightmap; + +varying vec2 heightcoords; + +const vec4 COMPONENT_SCALE = vec4(0.5, 0.01, 0.002, 0.0); + +float height(sampler2D map, vec2 coords) +{ + vec4 v = texture2D(map, coords); + return dot(v, COMPONENT_SCALE); +} + +void main() +{ + gl_FragColor = texture2D(heightmap, heightcoords); +} + +; diff --git a/extra/terrain/terrain.factor b/extra/terrain/terrain.factor new file mode 100644 index 0000000000..725848abb7 --- /dev/null +++ b/extra/terrain/terrain.factor @@ -0,0 +1,190 @@ +USING: accessors arrays combinators game-input +game-input.scancodes game-loop kernel literals locals math +math.constants math.functions math.matrices math.order +math.vectors opengl opengl.capabilities opengl.gl +opengl.shaders opengl.textures opengl.textures.private +sequences sequences.product specialized-arrays.float +terrain.generation terrain.shaders ui ui.gadgets +ui.gadgets.worlds ui.pixel-formats ; +IN: terrain + +CONSTANT: FOV $[ 2.0 sqrt 1+ ] +CONSTANT: NEAR-PLANE $[ 1.0 1024.0 / ] +CONSTANT: FAR-PLANE 1.0 +CONSTANT: EYE-START { 0.5 0.5 1.2 } +CONSTANT: TICK-LENGTH $[ 1000 30 /i ] +CONSTANT: MOUSE-SCALE $[ 1.0 10.0 / ] +CONSTANT: MOVEMENT-SPEED $[ 1.0 512.0 / ] + +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: terrain-world < world + eye yaw pitch + terrain terrain-segment terrain-texture terrain-program + terrain-vertex-buffer + game-loop ; + +: frustum ( dim -- -x x -y y near far ) + dup first2 min v/n + NEAR-PLANE FOV / v*n first2 [ [ neg ] keep ] bi@ + NEAR-PLANE FAR-PLANE ; + +: set-modelview-matrix ( gadget -- ) + GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear + GL_MODELVIEW glMatrixMode + glLoadIdentity + [ pitch>> 1.0 0.0 0.0 glRotatef ] + [ yaw>> 0.0 1.0 0.0 glRotatef ] + [ eye>> 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 ; + +: 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 ) + pi 180.0 / * ; + +:: eye-rotate ( yaw pitch v -- v' ) + yaw degrees neg :> y + pitch degrees neg :> p + y cos :> cosy + y sin :> siny + p cos :> cosp + p sin :> sinp + + cosy 0.0 siny neg 3array + siny sinp * cosp cosy sinp * 3array + siny cosp * sinp neg cosy cosp * 3array 3array + v swap v.m ; + +: forward-vector ( world -- v ) + [ yaw>> ] [ pitch>> ] bi + { 0.0 0.0 $ MOVEMENT-SPEED } vneg eye-rotate ; +: rightward-vector ( world -- v ) + [ yaw>> ] [ pitch>> ] bi + { $ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ; + +: move-forward ( world -- ) + dup forward-vector [ v+ ] curry change-eye drop ; +: move-backward ( world -- ) + dup forward-vector [ v- ] curry change-eye drop ; +: move-leftward ( world -- ) + dup rightward-vector [ v- ] curry change-eye drop ; +: move-rightward ( world -- ) + dup rightward-vector [ v+ ] curry change-eye drop ; + +: rotate-with-mouse ( world mouse -- ) + [ dx>> MOUSE-SCALE * [ + ] curry change-yaw ] + [ dy>> MOUSE-SCALE * [ + ] curry change-pitch ] bi + drop ; + +:: handle-input ( world -- ) + read-keyboard keys>> :> keys + key-w keys nth [ world move-forward ] when + key-s keys nth [ world move-backward ] when + key-a keys nth [ world move-leftward ] when + key-d keys nth [ world move-rightward ] when + world read-mouse rotate-with-mouse + reset-mouse ; + +M: terrain-world tick* + [ handle-input ] keep + ! [ eye>> ] [ yaw>> ] [ pitch>> ] tri 3array P ! debug + drop ; + +M: terrain-world draw* + nip draw-world ; + +: set-heightmap-texture-parameters ( texture -- ) + GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit + GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri + GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri + GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri + GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri ; + +M: terrain-world begin-world + "2.0" { "GL_ARB_vertex_buffer_object" "GL_ARB_shader_objects" } + require-gl-version-or-extensions + GL_DEPTH_TEST glEnable + GL_TEXTURE_2D glEnable + GL_VERTEX_ARRAY glEnableClientState + 0.5 0.5 0.5 1.0 glClearColor + EYE-START >>eye + 0.0 >>yaw + 0.0 >>pitch + [ >>terrain ] keep + { 0 0 } terrain-segment [ >>terrain-segment ] keep + make-texture [ set-heightmap-texture-parameters ] keep >>terrain-texture + terrain-vertex-shader terrain-pixel-shader + >>terrain-program + vertex-array >vertex-buffer >>terrain-vertex-buffer + TICK-LENGTH over [ >>game-loop ] keep start-loop + reset-mouse + drop ; + +M: terrain-world end-world + { + [ game-loop>> stop-loop ] + [ terrain-vertex-buffer>> delete-gl-buffer ] + [ terrain-program>> delete-gl-program ] + [ terrain-texture>> delete-texture ] + } cleave ; + +M: terrain-world resize-world + GL_PROJECTION glMatrixMode + glLoadIdentity + dim>> [ [ 0 0 ] dip first2 glViewport ] + [ frustum glFrustum ] bi ; + +M: terrain-world draw-world* + [ set-modelview-matrix ] + [ terrain-texture>> GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit ] + [ dup terrain-program>> [ + "heightmap" glGetUniformLocation 0 glUniform1i + terrain-vertex-buffer>> draw-vertex-buffer + ] with-gl-program ] + tri gl-error ; + +M: terrain-world focusable-child* drop t ; +M: terrain-world pref-dim* drop { 640 480 } ; + +: terrain-window ( -- ) + [ + open-game-input + f T{ world-attributes + { world-class terrain-world } + { title "Terrain" } + { pixel-format-attributes { + windowed + double-buffered + T{ depth-bits { value 24 } } + } } + } open-window + ] with-ui ;