slow, ugly, unoptimized terrain generation demo

Joe Groff 2009-05-07 19:53:56 -05:00
parent cd7e2aecd2
commit 7fc5dfab3d
4 changed files with 298 additions and 2 deletions

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@ -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 -- )

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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> ( -- terrain )
<perlin-noise-table> <perlin-noise-table>
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 <scale> ] dip
terrain-segment-size [ v* <translation> a. ] keep perlin-noise-byte-map ;
: small-noise-segment ( terrain at -- map )
[ small-noise-table>> terrain-small-noise-scale first2 <scale> ] dip
terrain-segment-size [ v* <translation> 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 <repetition> ;
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 <groups> ] map 2 <groups> ] dip
'[ first2 [ [ first2 ] bi@ @ ] 2map ] map ; inline
: group-pixels ( bitmap dim -- scanlines )
[ 4 <groups> ] [ first <groups> ] 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 ;

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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);
}
;

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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 <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 )
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> [ >>terrain ] keep
{ 0 0 } terrain-segment [ >>terrain-segment ] keep
make-texture [ set-heightmap-texture-parameters ] keep >>terrain-texture
terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
>>terrain-program
vertex-array >vertex-buffer >>terrain-vertex-buffer
TICK-LENGTH over <game-loop> [ >>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 ;