301 lines
10 KiB
Factor
301 lines
10 KiB
Factor
! Copyright (C) 2009 Joe Groff, Doug Coleman.
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! See http://factorcode.org/license.txt for BSD license.
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USING: accessors arrays combinators game.input game.loop
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game.input.scancodes grouping kernel literals locals
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math math.constants math.functions math.order math.trig
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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
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terrain.generation terrain.shaders typed ui ui.gadgets
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ui.gadgets.worlds ui.pixel-formats game.worlds
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math.matrices.simd noise ui.gestures combinators.short-circuit
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destructors grid-meshes math.vectors.simd ;
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QUALIFIED-WITH: alien.c-types c
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SPECIALIZED-ARRAY: c:float
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IN: terrain
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CONSTANT: FOV $[ 2.0 sqrt 1 + ]
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CONSTANT: NEAR-PLANE 1/1024.
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CONSTANT: FAR-PLANE 2.0
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CONSTANT: PLAYER-START-LOCATION float-4{ 0.5 0.51 0.5 1.0 }
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CONSTANT: VELOCITY-MODIFIER-NORMAL float-4{ 1.0 1.0 1.0 0.0 }
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CONSTANT: VELOCITY-MODIFIER-FAST float-4{ 2.0 1.0 2.0 0.0 }
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CONSTANT: BOUNCE float-4{ 1.0 -0.2 1.0 1.0 }
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CONSTANT: PLAYER-HEIGHT 1/256.
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CONSTANT: GRAVITY float-4{ 0.0 -1/8192. 0.0 0.0 }
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CONSTANT: JUMP 1/2048.
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CONSTANT: MOUSE-SCALE 1/20.
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CONSTANT: MOVEMENT-SPEED 1/32768.
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CONSTANT: FRICTION float-4{ 0.97 0.995 0.97 1.0 }
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CONSTANT: COMPONENT-SCALE float-4{ 0.5 0.01 0.0005 0.0 }
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CONSTANT: SKY-PERIOD 2400
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CONSTANT: SKY-SPEED 0.00025
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CONSTANT: terrain-vertex-size { 512 512 }
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TUPLE: player
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{ location float-4 }
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{ yaw float }
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{ pitch float }
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{ velocity float-4 }
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{ velocity-modifier float-4 }
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reverse-time ;
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TUPLE: terrain-world < game-world
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{ player player }
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sky-image sky-texture sky-program
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terrain terrain-segment terrain-texture terrain-program
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terrain-mesh
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history ;
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: <player> ( -- player )
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player new
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PLAYER-START-LOCATION >>location
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0.0 >>yaw
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0.0 >>pitch
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float-4{ 0.0 0.0 0.0 1.0 } >>velocity
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VELOCITY-MODIFIER-NORMAL >>velocity-modifier ;
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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_DEPTH_BUFFER_BIT glClear
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GL_MODELVIEW glMatrixMode
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glLoadIdentity
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player>>
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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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[ location>> vneg first3 glTranslatef ] tri ;
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TYPED: eye-rotate ( yaw: float pitch: float v: float-4 -- v': float-4 )
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[ float-4{ 0.0 -1.0 0.0 0.0 } swap deg>rad rotation-matrix4 ]
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[ float-4{ -1.0 0.0 0.0 0.0 } swap deg>rad rotation-matrix4 m4. ]
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[ m4.v ] tri* float-4{ t t t f } vand ;
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: forward-vector ( player -- v )
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yaw>> 0.0
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float-4{ 0.0 0.0 $ MOVEMENT-SPEED 1.0 } vneg eye-rotate ; inline
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: rightward-vector ( player -- v )
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yaw>> 0.0
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float-4{ $ MOVEMENT-SPEED 0.0 0.0 1.0 } eye-rotate ; inline
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: clamp-pitch ( pitch -- pitch' )
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-90.0 90.0 clamp ; inline
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: walk-forward ( player -- )
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dup forward-vector [ v+ ] curry change-velocity drop ; inline
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: walk-backward ( player -- )
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dup forward-vector [ v- ] curry change-velocity drop ; inline
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: walk-leftward ( player -- )
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dup rightward-vector [ v- ] curry change-velocity drop ; inline
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: walk-rightward ( player -- )
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dup rightward-vector [ v+ ] curry change-velocity drop ; inline
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: jump ( player -- )
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[ float-4{ 0.0 $ JUMP 0.0 0.0 } v+ ] change-velocity drop ; inline
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: rotate-leftward ( player x -- )
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[ - ] curry change-yaw drop ; inline
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: rotate-rightward ( player x -- )
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[ + ] curry change-yaw drop ; inline
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: look-horizontally ( player x -- )
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[ + ] curry change-yaw drop ; inline
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: look-vertically ( player x -- )
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[ + clamp-pitch ] curry change-pitch drop ; inline
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: rotate-with-mouse ( player mouse -- )
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[ dx>> MOUSE-SCALE * look-horizontally ]
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[ dy>> MOUSE-SCALE * look-vertically ] 2bi ;
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terrain-world H{
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{ T{ key-down { mods { A+ } } { sym "RET" } } [ toggle-fullscreen ] }
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} set-gestures
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:: handle-input ( world -- )
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world player>> :> player
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read-keyboard keys>> :> keys
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key-left-shift keys nth
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VELOCITY-MODIFIER-FAST VELOCITY-MODIFIER-NORMAL ? player velocity-modifier<<
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{
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[ key-1 keys nth 1 f ? ]
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[ key-2 keys nth 2 f ? ]
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[ key-3 keys nth 3 f ? ]
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[ key-4 keys nth 4 f ? ]
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[ key-5 keys nth 10000 f ? ]
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} 0|| player reverse-time<<
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key-w keys nth [ player walk-forward ] when
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key-s keys nth [ player walk-backward ] when
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key-a keys nth [ player walk-leftward ] when
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key-d keys nth [ player walk-rightward ] when
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key-q keys nth [ player -1 look-horizontally ] when
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key-e keys nth [ player 1 look-horizontally ] when
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key-left-arrow keys nth [ player -1 look-horizontally ] when
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key-right-arrow keys nth [ player 1 look-horizontally ] when
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key-down-arrow keys nth [ player 1 look-vertically ] when
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key-up-arrow keys nth [ player -1 look-vertically ] when
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key-space keys nth [ player jump ] when
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key-escape keys nth [ world close-window ] when
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player read-mouse rotate-with-mouse
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reset-mouse ;
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: apply-friction ( velocity -- velocity' )
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FRICTION v* ;
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: apply-gravity ( velocity -- velocity' )
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GRAVITY v+ ;
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: clamp-coords ( coords dim -- coords' )
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{ 0 0 } swap { 2 2 } v- vclamp ;
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:: pixel-indices ( coords dim -- indices )
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coords vfloor v>integer dim clamp-coords :> floor-coords
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floor-coords first2 dim first * + :> base-index
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base-index dim first + :> next-row-index
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base-index
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base-index 1 +
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next-row-index
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next-row-index 1 + 4array ;
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:: terrain-height-at ( segment point -- height )
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segment dim>> :> dim
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dim point v* :> pixel
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pixel dup vfloor v- :> pixel-mantissa
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segment bitmap>> 4 <groups> :> pixels
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pixel dim pixel-indices :> indices
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indices [ pixels nth COMPONENT-SCALE v. 255.0 / ] map
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first4 pixel-mantissa bilerp ;
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: (collide) ( segment location -- location' )
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[
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{ 0 2 3 3 } vshuffle terrain-height-at PLAYER-HEIGHT +
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-1/0. swap -1/0. -1/0. float-4-boa
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] keep vmax ; inline
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TYPED:: collide ( world: terrain-world player: player -- )
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world terrain-segment>> :> segment
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player location>> :> location
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segment location (collide) :> location'
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location location' = not [
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player
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location' >>location
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[ BOUNCE v* ] change-velocity
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drop
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] when ;
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: scaled-velocity ( player -- velocity )
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[ velocity>> ] [ velocity-modifier>> ] bi v* ;
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: save-history ( world player -- )
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clone swap history>> push ;
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:: tick-player-reverse ( world player -- )
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player reverse-time>> :> reverse-time
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world history>> :> history
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history length 0 > [
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history length reverse-time 1 - - 1 max history set-length
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history pop world player<<
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] when ;
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: tick-player-forward ( world player -- )
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2dup save-history
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[ apply-friction apply-gravity ] change-velocity
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dup scaled-velocity [ v+ ] curry change-location
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collide ;
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: tick-player ( world player -- )
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dup reverse-time>>
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[ tick-player-reverse ]
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[ tick-player-forward ] if ;
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M: terrain-world tick-game-world
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[ dup focused?>> [ handle-input ] [ drop ] if ]
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[ dup player>> tick-player ] bi ;
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: set-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_TO_EDGE glTexParameteri
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GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP_TO_EDGE glTexParameteri ;
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: sky-gradient ( world -- t )
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game-loop>> tick#>> SKY-PERIOD mod SKY-PERIOD /f ;
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: sky-theta ( world -- theta )
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game-loop>> tick#>> SKY-SPEED * ;
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M: terrain-world begin-game-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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<player> >>player
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V{ } clone >>history
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<perlin-noise-table> 0.01 float-4-with scale-matrix4 { 512 512 } perlin-noise-image
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[ >>sky-image ] keep
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make-texture [ set-texture-parameters ] keep >>sky-texture
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<terrain> [ >>terrain ] keep
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float-4{ 0.0 0.0 0.0 1.0 } terrain-segment [ >>terrain-segment ] keep
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make-texture [ set-texture-parameters ] keep >>terrain-texture
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sky-vertex-shader sky-pixel-shader <simple-gl-program>
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>>sky-program
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terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
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>>terrain-program
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terrain-vertex-size <grid-mesh> >>terrain-mesh
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drop ;
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M: terrain-world end-game-world
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{
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[ terrain-mesh>> dispose ]
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[ terrain-program>> delete-gl-program ]
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[ terrain-texture>> delete-texture ]
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[ sky-program>> delete-gl-program ]
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[ sky-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 gl-viewport ]
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[ frustum glFrustum ] bi ;
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M: terrain-world draw-world*
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{
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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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[ sky-texture>> GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit ]
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[ GL_DEPTH_TEST glDisable dup sky-program>> [
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[ nip "sky" glGetUniformLocation 1 glUniform1i ]
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[ "sky_gradient" glGetUniformLocation swap sky-gradient glUniform1f ]
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[ "sky_theta" glGetUniformLocation swap sky-theta glUniform1f ] 2tri
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{ -1.0 -1.0 } { 2.0 2.0 } gl-fill-rect
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] with-gl-program ]
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[ GL_DEPTH_TEST glEnable dup terrain-program>> [
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[ "heightmap" glGetUniformLocation 0 glUniform1i ]
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[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
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terrain-mesh>> draw-grid-mesh
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] with-gl-program ]
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} cleave gl-error ;
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GAME: terrain-game {
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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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{ use-game-input? t }
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{ grab-input? t }
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{ pref-dim { 1024 768 } }
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{ tick-interval-nanos $[ 60 fps ] }
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} ;
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