slow, ugly, unoptimized terrain generation demo
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cd7e2aecd2
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7fc5dfab3d
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@ -1,4 +1,4 @@
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USING: accessors destructors kernel math math.order namespaces
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USING: accessors calendar destructors kernel math math.order namespaces
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system threads ;
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IN: game-loop
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@ -50,7 +50,7 @@ CONSTANT: MAX-FRAMES-TO-SKIP 5
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: (run-loop) ( loop -- )
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dup running?>>
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[ [ MAX-FRAMES-TO-SKIP ?tick ] [ redraw ] [ yield (run-loop) ] tri ]
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[ [ MAX-FRAMES-TO-SKIP ?tick ] [ redraw ] [ 1 milliseconds sleep (run-loop) ] tri ]
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[ drop ] if ;
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: run-loop ( loop -- )
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@ -0,0 +1,60 @@
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USING: accessors arrays byte-arrays combinators fry grouping
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images kernel math math.affine-transforms math.order
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math.vectors noise random sequences ;
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IN: terrain.generation
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CONSTANT: terrain-segment-size { 512 512 }
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CONSTANT: terrain-big-noise-scale { 0.002 0.002 }
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CONSTANT: terrain-small-noise-scale { 0.05 0.05 }
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TUPLE: terrain big-noise-table small-noise-table tiny-noise-seed ;
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: <terrain> ( -- terrain )
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<perlin-noise-table> <perlin-noise-table>
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32 random-bits terrain boa ;
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: seed-at ( seed at -- seed' )
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first2 [ + ] dip [ 32 random-bits + ] curry with-seed ;
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: big-noise-segment ( terrain at -- map )
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[ big-noise-table>> terrain-big-noise-scale first2 <scale> ] dip
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terrain-segment-size [ v* <translation> a. ] keep perlin-noise-byte-map ;
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: small-noise-segment ( terrain at -- map )
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[ small-noise-table>> terrain-small-noise-scale first2 <scale> ] dip
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terrain-segment-size [ v* <translation> a. ] keep perlin-noise-byte-map ;
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: tiny-noise-segment ( terrain at -- map )
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[ tiny-noise-seed>> ] dip seed-at 0.1
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terrain-segment-size normal-noise-byte-map ;
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: padding ( terrain at -- padding )
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2drop terrain-segment-size product 255 <repetition> ;
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TUPLE: segment image ;
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: terrain-segment ( terrain at -- image )
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{
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[ big-noise-segment ]
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[ small-noise-segment ]
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[ tiny-noise-segment ]
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[ padding ]
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} 2cleave
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4array flip concat >byte-array
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[ terrain-segment-size RGBA f ] dip image boa ;
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: 4max ( a b c d -- max )
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max max max ; inline
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: mipmap ( {{pixels}} quot: ( aa ab ba bb -- c ) -- pixels' )
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[ [ 2 <groups> ] map 2 <groups> ] dip
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'[ first2 [ [ first2 ] bi@ @ ] 2map ] map ; inline
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: group-pixels ( bitmap dim -- scanlines )
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[ 4 <groups> ] [ first <groups> ] bi* ;
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: concat-pixels ( scanlines -- bitmap )
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[ concat ] map concat ;
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: segment-mipmap ( image -- image' )
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[ clone ] [ bitmap>> ] [ dim>> ] tri
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group-pixels [ 4max ] mipmap concat-pixels >>bitmap
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[ 2 v/n ] change-dim ;
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@ -0,0 +1,46 @@
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USING: multiline ;
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IN: terrain.shaders
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STRING: terrain-vertex-shader
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uniform sampler2D heightmap;
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varying vec2 heightcoords;
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const vec4 COMPONENT_SCALE = vec4(0.5, 0.01, 0.002, 0.0);
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float height(sampler2D map, vec2 coords)
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{
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vec4 v = texture2D(map, coords);
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return dot(v, COMPONENT_SCALE);
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}
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix
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* (gl_Vertex + vec4(0, height(heightmap, gl_Vertex.xz), 0, 0));
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heightcoords = gl_Vertex.xz;
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}
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;
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STRING: terrain-pixel-shader
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uniform sampler2D heightmap;
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varying vec2 heightcoords;
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const vec4 COMPONENT_SCALE = vec4(0.5, 0.01, 0.002, 0.0);
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float height(sampler2D map, vec2 coords)
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{
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vec4 v = texture2D(map, coords);
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return dot(v, COMPONENT_SCALE);
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}
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void main()
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{
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gl_FragColor = texture2D(heightmap, heightcoords);
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}
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;
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@ -0,0 +1,190 @@
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USING: accessors arrays combinators game-input
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game-input.scancodes game-loop kernel literals locals math
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math.constants math.functions math.matrices math.order
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math.vectors opengl opengl.capabilities opengl.gl
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opengl.shaders opengl.textures opengl.textures.private
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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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ui.gadgets.worlds ui.pixel-formats ;
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IN: terrain
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CONSTANT: FOV $[ 2.0 sqrt 1+ ]
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CONSTANT: NEAR-PLANE $[ 1.0 1024.0 / ]
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CONSTANT: FAR-PLANE 1.0
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CONSTANT: EYE-START { 0.5 0.5 1.2 }
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CONSTANT: TICK-LENGTH $[ 1000 30 /i ]
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CONSTANT: MOUSE-SCALE $[ 1.0 10.0 / ]
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CONSTANT: MOVEMENT-SPEED $[ 1.0 512.0 / ]
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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: terrain-world < world
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eye yaw pitch
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terrain terrain-segment terrain-texture terrain-program
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terrain-vertex-buffer
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game-loop ;
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: frustum ( dim -- -x x -y y near far )
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dup first2 min v/n
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NEAR-PLANE FOV / v*n first2 [ [ neg ] keep ] bi@
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NEAR-PLANE FAR-PLANE ;
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: set-modelview-matrix ( gadget -- )
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GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
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GL_MODELVIEW glMatrixMode
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glLoadIdentity
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[ pitch>> 1.0 0.0 0.0 glRotatef ]
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[ yaw>> 0.0 1.0 0.0 glRotatef ]
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[ eye>> 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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pi 180.0 / * ;
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:: eye-rotate ( yaw pitch v -- v' )
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yaw degrees neg :> y
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pitch degrees neg :> p
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y cos :> cosy
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y sin :> siny
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p cos :> cosp
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p sin :> sinp
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cosy 0.0 siny neg 3array
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siny sinp * cosp cosy sinp * 3array
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siny cosp * sinp neg cosy cosp * 3array 3array
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v swap v.m ;
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: forward-vector ( world -- v )
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[ yaw>> ] [ pitch>> ] bi
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{ 0.0 0.0 $ MOVEMENT-SPEED } vneg eye-rotate ;
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: rightward-vector ( world -- v )
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[ yaw>> ] [ pitch>> ] bi
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{ $ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ;
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: move-forward ( world -- )
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dup forward-vector [ v+ ] curry change-eye drop ;
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: move-backward ( world -- )
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dup forward-vector [ v- ] curry change-eye drop ;
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: move-leftward ( world -- )
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dup rightward-vector [ v- ] curry change-eye drop ;
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: move-rightward ( world -- )
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dup rightward-vector [ v+ ] curry change-eye drop ;
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: rotate-with-mouse ( world mouse -- )
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[ dx>> MOUSE-SCALE * [ + ] curry change-yaw ]
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[ dy>> MOUSE-SCALE * [ + ] curry change-pitch ] bi
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drop ;
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:: handle-input ( world -- )
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read-keyboard keys>> :> keys
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key-w keys nth [ world move-forward ] when
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key-s keys nth [ world move-backward ] when
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key-a keys nth [ world move-leftward ] when
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key-d keys nth [ world move-rightward ] when
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world read-mouse rotate-with-mouse
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reset-mouse ;
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M: terrain-world tick*
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[ handle-input ] keep
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! [ eye>> ] [ yaw>> ] [ pitch>> ] tri 3array P ! debug
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drop ;
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M: terrain-world draw*
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nip draw-world ;
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: set-heightmap-texture-parameters ( texture -- )
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GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit
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GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP glTexParameteri ;
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M: terrain-world begin-world
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"2.0" { "GL_ARB_vertex_buffer_object" "GL_ARB_shader_objects" }
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require-gl-version-or-extensions
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GL_DEPTH_TEST glEnable
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GL_TEXTURE_2D glEnable
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GL_VERTEX_ARRAY glEnableClientState
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0.5 0.5 0.5 1.0 glClearColor
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EYE-START >>eye
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0.0 >>yaw
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0.0 >>pitch
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<terrain> [ >>terrain ] keep
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{ 0 0 } terrain-segment [ >>terrain-segment ] keep
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make-texture [ set-heightmap-texture-parameters ] keep >>terrain-texture
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terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
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>>terrain-program
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vertex-array >vertex-buffer >>terrain-vertex-buffer
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TICK-LENGTH over <game-loop> [ >>game-loop ] keep start-loop
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reset-mouse
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drop ;
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M: terrain-world end-world
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{
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[ game-loop>> stop-loop ]
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[ terrain-vertex-buffer>> delete-gl-buffer ]
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[ terrain-program>> delete-gl-program ]
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[ terrain-texture>> delete-texture ]
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} cleave ;
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M: terrain-world resize-world
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GL_PROJECTION glMatrixMode
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glLoadIdentity
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dim>> [ [ 0 0 ] dip first2 glViewport ]
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[ frustum glFrustum ] bi ;
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M: terrain-world draw-world*
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[ set-modelview-matrix ]
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[ terrain-texture>> GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit ]
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[ dup terrain-program>> [
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"heightmap" glGetUniformLocation 0 glUniform1i
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terrain-vertex-buffer>> draw-vertex-buffer
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] with-gl-program ]
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tri gl-error ;
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M: terrain-world focusable-child* drop t ;
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M: terrain-world pref-dim* drop { 640 480 } ;
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: terrain-window ( -- )
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[
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open-game-input
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f T{ world-attributes
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{ world-class terrain-world }
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{ title "Terrain" }
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{ pixel-format-attributes {
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windowed
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double-buffered
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T{ depth-bits { value 24 } }
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} }
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} open-window
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] with-ui ;
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