! (c)2009 Joe Groff bsd license USING: accessors arrays combinators.smart game.input game.input.scancodes game.loop game.worlds gpu.render gpu.state kernel literals locals math math.constants math.functions math.matrices math.order math.vectors opengl.gl sequences ui ui.gadgets.worlds specialized-arrays ; FROM: alien.c-types => float ; SPECIALIZED-ARRAY: float IN: gpu.util.wasd UNIFORM-TUPLE: mvp-uniforms { "mv_matrix" mat4-uniform f } { "p_matrix" mat4-uniform f } ; CONSTANT: -pi/2 $[ pi -2.0 / ] CONSTANT: pi/2 $[ pi 2.0 / ] TUPLE: wasd-world < game-world location yaw pitch p-matrix ; GENERIC: wasd-near-plane ( world -- near-plane ) M: wasd-world wasd-near-plane drop 0.25 ; GENERIC: wasd-far-plane ( world -- far-plane ) M: wasd-world wasd-far-plane drop 1024.0 ; GENERIC: wasd-movement-speed ( world -- speed ) M: wasd-world wasd-movement-speed drop 1/16. ; GENERIC: wasd-mouse-scale ( world -- scale ) M: wasd-world wasd-mouse-scale drop 1/600. ; GENERIC: wasd-pitch-range ( world -- min max ) M: wasd-world wasd-pitch-range drop -pi/2 pi/2 ; GENERIC: wasd-fly-vertically? ( world -- ? ) M: wasd-world wasd-fly-vertically? drop t ; : wasd-mv-matrix ( world -- matrix ) [ { 1.0 0.0 0.0 } swap pitch>> rotation-matrix4 ] [ { 0.0 1.0 0.0 } swap yaw>> rotation-matrix4 ] [ location>> vneg translation-matrix4 ] tri m. m. ; : wasd-mv-inv-matrix ( world -- matrix ) [ location>> translation-matrix4 ] [ { 0.0 -1.0 0.0 } swap yaw>> rotation-matrix4 ] [ { -1.0 0.0 0.0 } swap pitch>> rotation-matrix4 ] tri m. m. ; : wasd-p-matrix ( world -- matrix ) p-matrix>> ; CONSTANT: fov 0.7 :: generate-p-matrix ( world -- matrix ) world wasd-near-plane :> near-plane world wasd-far-plane :> far-plane world dim>> dup first2 min >float v/n fov v*n near-plane v*n near-plane far-plane frustum-matrix4 ; : set-wasd-view ( world location yaw pitch -- world ) [ >>location ] [ >>yaw ] [ >>pitch ] tri* ; :: eye-rotate ( yaw pitch v -- v' ) yaw neg :> y pitch 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 ; : ?pitch ( world -- pitch ) dup wasd-fly-vertically? [ pitch>> ] [ drop 0.0 ] if ; : forward-vector ( world -- v ) [ yaw>> ] [ ?pitch ] [ wasd-movement-speed ] tri { 0.0 0.0 -1.0 } n*v eye-rotate ; : rightward-vector ( world -- v ) [ yaw>> ] [ ?pitch ] [ wasd-movement-speed ] tri { 1.0 0.0 0.0 } n*v eye-rotate ; : walk-forward ( world -- ) dup forward-vector [ v+ ] curry change-location drop ; : walk-backward ( world -- ) dup forward-vector [ v- ] curry change-location drop ; : walk-leftward ( world -- ) dup rightward-vector [ v- ] curry change-location drop ; : walk-rightward ( world -- ) dup rightward-vector [ v+ ] curry change-location drop ; : walk-upward ( world -- ) dup wasd-movement-speed { 0.0 1.0 0.0 } n*v [ v+ ] curry change-location drop ; : walk-downward ( world -- ) dup wasd-movement-speed { 0.0 1.0 0.0 } n*v [ v- ] curry change-location drop ; : clamp-pitch ( world -- world ) dup [ wasd-pitch-range clamp ] curry change-pitch ; : rotate-with-mouse ( world mouse -- ) [ [ dup wasd-mouse-scale ] [ dx>> ] bi* * [ + ] curry change-yaw ] [ [ dup wasd-mouse-scale ] [ dy>> ] bi* * [ + ] curry change-pitch clamp-pitch ] bi drop ; :: wasd-keyboard-input ( world -- ) read-keyboard keys>> :> keys key-w keys nth key-, keys nth or [ world walk-forward ] when key-s keys nth key-o keys nth or [ world walk-backward ] when key-a keys nth [ world walk-leftward ] when key-d keys nth key-e keys nth or [ world walk-rightward ] when key-space keys nth [ world walk-upward ] when key-c keys nth key-j keys nth or [ world walk-downward ] when key-escape keys nth [ world close-window ] when ; : wasd-mouse-input ( world -- ) read-mouse rotate-with-mouse ; M: wasd-world tick* dup focused?>> [ [ wasd-keyboard-input ] [ wasd-mouse-input ] bi reset-mouse ] [ drop ] if ; M: wasd-world resize-world [ set-gpu-state* ] [ dup generate-p-matrix >>p-matrix drop ] bi ;