gravity, jetpack, collision detection for terrain demo

db4
Joe Groff 2009-05-09 11:15:06 -05:00
parent 9021062795
commit a66de23b54
2 changed files with 81 additions and 43 deletions

View File

@ -4,15 +4,14 @@ IN: terrain.shaders
STRING: terrain-vertex-shader
uniform sampler2D heightmap;
uniform vec4 component_scale;
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);
return dot(v, component_scale);
}
void main()
@ -27,15 +26,14 @@ void main()
STRING: terrain-pixel-shader
uniform sampler2D heightmap;
uniform vec4 component_scale;
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);
return dot(v, component_scale);
}
void main()

View File

@ -1,6 +1,6 @@
USING: accessors arrays combinators game-input
game-input.scancodes game-loop kernel literals locals math
math.constants math.functions math.matrices math.order
game-input.scancodes game-loop grouping 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
@ -9,19 +9,27 @@ ui.gadgets.worlds ui.pixel-formats ;
IN: terrain
CONSTANT: FOV $[ 2.0 sqrt 1+ ]
CONSTANT: NEAR-PLANE $[ 1.0 1024.0 / ]
CONSTANT: FAR-PLANE 2.0
CONSTANT: EYE-START { 0.5 0.5 1.2 }
CONSTANT: NEAR-PLANE $[ 1.0 2048.0 / ]
CONSTANT: FAR-PLANE 1.0
CONSTANT: PLAYER-START-LOCATION { 0.5 0.51 0.5 }
CONSTANT: PLAYER-HEIGHT $[ 3.0 1024.0 / ]
CONSTANT: GRAVITY $[ 1.0 4096.0 / ]
CONSTANT: JUMP $[ 1.0 1024.0 / ]
CONSTANT: TICK-LENGTH $[ 1000 30 /i ]
CONSTANT: MOUSE-SCALE $[ 1.0 10.0 / ]
CONSTANT: MOVEMENT-SPEED $[ 1.0 512.0 / ]
CONSTANT: MOVEMENT-SPEED $[ 1.0 16384.0 / ]
CONSTANT: FRICTION 0.95
CONSTANT: COMPONENT-SCALE { 0.5 0.01 0.002 0.0 }
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: player
location yaw pitch velocity ;
TUPLE: terrain-world < world
eye yaw pitch
player
terrain terrain-segment terrain-texture terrain-program
terrain-vertex-buffer
game-loop ;
@ -35,9 +43,10 @@ TUPLE: terrain-world < world
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
GL_MODELVIEW glMatrixMode
glLoadIdentity
player>>
[ pitch>> 1.0 0.0 0.0 glRotatef ]
[ yaw>> 0.0 1.0 0.0 glRotatef ]
[ eye>> vneg first3 glTranslatef ] tri ;
[ location>> vneg first3 glTranslatef ] tri ;
: vertex-array-vertex ( x z -- vertex )
[ terrain-vertex-distance first * ]
@ -79,47 +88,77 @@ TUPLE: terrain-world < world
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
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
: forward-vector ( player -- v )
yaw>> 0.0
{ 0.0 0.0 $ MOVEMENT-SPEED } vneg eye-rotate ;
: rightward-vector ( world -- v )
[ yaw>> ] [ pitch>> ] bi
: rightward-vector ( player -- v )
yaw>> 0.0
{ $ 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 ;
: walk-forward ( player -- )
dup forward-vector [ v+ ] curry change-velocity drop ;
: walk-backward ( player -- )
dup forward-vector [ v- ] curry change-velocity drop ;
: walk-leftward ( player -- )
dup rightward-vector [ v- ] curry change-velocity drop ;
: walk-rightward ( player -- )
dup rightward-vector [ v+ ] curry change-velocity drop ;
: jump ( player -- )
[ { 0.0 $ JUMP 0.0 } v+ ] change-velocity drop ;
: rotate-with-mouse ( world mouse -- )
: clamp-pitch ( pitch -- pitch' )
90.0 min -90.0 max ;
: rotate-with-mouse ( player mouse -- )
[ dx>> MOUSE-SCALE * [ + ] curry change-yaw ]
[ dy>> MOUSE-SCALE * [ + ] curry change-pitch ] bi
[ dy>> MOUSE-SCALE * [ + clamp-pitch ] curry change-pitch ] bi
drop ;
:: handle-input ( world -- )
world player>> :> player
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
key-w keys nth [ player walk-forward ] when
key-s keys nth [ player walk-backward ] when
key-a keys nth [ player walk-leftward ] when
key-d keys nth [ player walk-rightward ] when
key-space keys nth [ player jump ] when
key-escape keys nth [ world close-window ] when
world read-mouse rotate-with-mouse
player read-mouse rotate-with-mouse
reset-mouse ;
M: terrain-world tick*
[ handle-input ] keep
! [ eye>> ] [ yaw>> ] [ pitch>> ] tri 3array P ! debug
: apply-friction ( velocity -- velocity' )
FRICTION v*n ;
: apply-gravity ( velocity -- velocity' )
1 over [ GRAVITY - ] change-nth ;
: pixel ( coords dim -- index )
[ drop first ] [ [ second ] [ first ] bi* * ] 2bi + ;
: terrain-height-at ( segment point -- height )
over dim>> [ v* vfloor ] [ pixel >integer ] bi
swap bitmap>> 4 <groups> nth COMPONENT-SCALE v. 255.0 / ;
: collide ( segment location -- location' )
[ [ first ] [ third ] bi 2array terrain-height-at PLAYER-HEIGHT + ]
[ [ 1 ] 2dip [ max ] with change-nth ]
[ ] tri ;
: tick-player ( world player -- )
[ apply-friction apply-gravity ] change-velocity
dup velocity>> [ v+ [ terrain-segment>> ] dip collide ] curry with change-location
P
drop ;
M: terrain-world tick*
[ dup focused?>> [ handle-input ] [ drop ] if ]
[ dup player>> tick-player ] bi ;
M: terrain-world draw*
nip draw-world ;
@ -137,9 +176,7 @@ M: terrain-world begin-world
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
PLAYER-START-LOCATION 0.0 0.0 { 0.0 0.0 0.0 } player boa >>player
<terrain> [ >>terrain ] keep
{ 0 0 } terrain-segment [ >>terrain-segment ] keep
make-texture [ set-heightmap-texture-parameters ] keep >>terrain-texture
@ -169,7 +206,8 @@ 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
[ "heightmap" glGetUniformLocation 0 glUniform1i ]
[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
terrain-vertex-buffer>> draw-vertex-buffer
] with-gl-program ]
tri gl-error ;
@ -190,3 +228,5 @@ M: terrain-world pref-dim* drop { 640 480 } ;
{ grab-input? t }
} open-window
] with-ui ;
MAIN: terrain-window