factor/extra/terrain/terrain.factor

301 lines
10 KiB
Factor

! Copyright (C) 2009 Joe Groff, Doug Coleman.
! See http://factorcode.org/license.txt for BSD license.
USING: accessors arrays combinators game.input game.loop
game.input.scancodes grouping kernel literals locals
math math.constants math.functions math.order math.trig
math.vectors opengl opengl.capabilities opengl.gl
opengl.shaders opengl.textures opengl.textures.private
sequences sequences.product specialized-arrays
terrain.generation terrain.shaders typed ui ui.gadgets
ui.gadgets.worlds ui.pixel-formats game.worlds
math.matrices.simd noise ui.gestures combinators.short-circuit
destructors grid-meshes math.vectors.simd ;
QUALIFIED-WITH: alien.c-types c
SPECIALIZED-ARRAY: c:float
IN: terrain
CONSTANT: FOV $[ 2.0 sqrt 1 + ]
CONSTANT: NEAR-PLANE 1/1024.
CONSTANT: FAR-PLANE 2.0
CONSTANT: PLAYER-START-LOCATION float-4{ 0.5 0.51 0.5 1.0 }
CONSTANT: VELOCITY-MODIFIER-NORMAL float-4{ 1.0 1.0 1.0 0.0 }
CONSTANT: VELOCITY-MODIFIER-FAST float-4{ 2.0 1.0 2.0 0.0 }
CONSTANT: BOUNCE float-4{ 1.0 -0.2 1.0 1.0 }
CONSTANT: PLAYER-HEIGHT 1/256.
CONSTANT: GRAVITY float-4{ 0.0 -1/8192. 0.0 0.0 }
CONSTANT: JUMP 1/2048.
CONSTANT: MOUSE-SCALE 1/20.
CONSTANT: MOVEMENT-SPEED 1/32768.
CONSTANT: FRICTION float-4{ 0.97 0.995 0.97 1.0 }
CONSTANT: COMPONENT-SCALE float-4{ 0.5 0.01 0.0005 0.0 }
CONSTANT: SKY-PERIOD 2400
CONSTANT: SKY-SPEED 0.00025
CONSTANT: terrain-vertex-size { 512 512 }
TUPLE: player
{ location float-4 }
{ yaw float }
{ pitch float }
{ velocity float-4 }
{ velocity-modifier float-4 }
reverse-time ;
TUPLE: terrain-world < game-world
{ player player }
sky-image sky-texture sky-program
terrain terrain-segment terrain-texture terrain-program
terrain-mesh
history ;
: <player> ( -- player )
player new
PLAYER-START-LOCATION >>location
0.0 >>yaw
0.0 >>pitch
float-4{ 0.0 0.0 0.0 1.0 } >>velocity
VELOCITY-MODIFIER-NORMAL >>velocity-modifier ;
: 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_DEPTH_BUFFER_BIT glClear
GL_MODELVIEW glMatrixMode
glLoadIdentity
player>>
[ pitch>> 1.0 0.0 0.0 glRotatef ]
[ yaw>> 0.0 1.0 0.0 glRotatef ]
[ location>> vneg first3 glTranslatef ] tri ;
TYPED: eye-rotate ( yaw: float pitch: float v: float-4 -- v': float-4 )
[ float-4{ 0.0 -1.0 0.0 0.0 } swap deg>rad rotation-matrix4 ]
[ float-4{ -1.0 0.0 0.0 0.0 } swap deg>rad rotation-matrix4 m4. ]
[ m4.v ] tri* float-4{ t t t f } vand ;
: forward-vector ( player -- v )
yaw>> 0.0
float-4{ 0.0 0.0 $ MOVEMENT-SPEED 1.0 } vneg eye-rotate ; inline
: rightward-vector ( player -- v )
yaw>> 0.0
float-4{ $ MOVEMENT-SPEED 0.0 0.0 1.0 } eye-rotate ; inline
: clamp-pitch ( pitch -- pitch' )
-90.0 90.0 clamp ; inline
: walk-forward ( player -- )
dup forward-vector [ v+ ] curry change-velocity drop ; inline
: walk-backward ( player -- )
dup forward-vector [ v- ] curry change-velocity drop ; inline
: walk-leftward ( player -- )
dup rightward-vector [ v- ] curry change-velocity drop ; inline
: walk-rightward ( player -- )
dup rightward-vector [ v+ ] curry change-velocity drop ; inline
: jump ( player -- )
[ float-4{ 0.0 $ JUMP 0.0 0.0 } v+ ] change-velocity drop ; inline
: rotate-leftward ( player x -- )
[ - ] curry change-yaw drop ; inline
: rotate-rightward ( player x -- )
[ + ] curry change-yaw drop ; inline
: look-horizontally ( player x -- )
[ + ] curry change-yaw drop ; inline
: look-vertically ( player x -- )
[ + clamp-pitch ] curry change-pitch drop ; inline
: rotate-with-mouse ( player mouse -- )
[ dx>> MOUSE-SCALE * look-horizontally ]
[ dy>> MOUSE-SCALE * look-vertically ] 2bi ;
terrain-world H{
{ T{ key-down { mods { A+ } } { sym "RET" } } [ toggle-fullscreen ] }
} set-gestures
:: handle-input ( world -- )
world player>> :> player
read-keyboard keys>> :> keys
key-left-shift keys nth
VELOCITY-MODIFIER-FAST VELOCITY-MODIFIER-NORMAL ? player velocity-modifier<<
{
[ key-1 keys nth 1 f ? ]
[ key-2 keys nth 2 f ? ]
[ key-3 keys nth 3 f ? ]
[ key-4 keys nth 4 f ? ]
[ key-5 keys nth 10000 f ? ]
} 0|| player reverse-time<<
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-q keys nth [ player -1 look-horizontally ] when
key-e keys nth [ player 1 look-horizontally ] when
key-left-arrow keys nth [ player -1 look-horizontally ] when
key-right-arrow keys nth [ player 1 look-horizontally ] when
key-down-arrow keys nth [ player 1 look-vertically ] when
key-up-arrow keys nth [ player -1 look-vertically ] when
key-space keys nth [ player jump ] when
key-escape keys nth [ world close-window ] when
player read-mouse rotate-with-mouse
reset-mouse ;
: apply-friction ( velocity -- velocity' )
FRICTION v* ;
: apply-gravity ( velocity -- velocity' )
GRAVITY v+ ;
: clamp-coords ( coords dim -- coords' )
{ 0 0 } swap { 2 2 } v- vclamp ;
:: pixel-indices ( coords dim -- indices )
coords vfloor v>integer dim clamp-coords :> floor-coords
floor-coords first2 dim first * + :> base-index
base-index dim first + :> next-row-index
base-index
base-index 1 +
next-row-index
next-row-index 1 + 4array ;
:: terrain-height-at ( segment point -- height )
segment dim>> :> dim
dim point v* :> pixel
pixel dup vfloor v- :> pixel-mantissa
segment bitmap>> 4 <groups> :> pixels
pixel dim pixel-indices :> indices
indices [ pixels nth COMPONENT-SCALE v. 255.0 / ] map
first4 pixel-mantissa bilerp ;
: (collide) ( segment location -- location' )
[
{ 0 2 3 3 } vshuffle terrain-height-at PLAYER-HEIGHT +
-1/0. swap -1/0. -1/0. float-4-boa
] keep vmax ; inline
TYPED:: collide ( world: terrain-world player: player -- )
world terrain-segment>> :> segment
player location>> :> location
segment location (collide) :> location'
location location' = not [
player
location' >>location
[ BOUNCE v* ] change-velocity
drop
] when ;
: scaled-velocity ( player -- velocity )
[ velocity>> ] [ velocity-modifier>> ] bi v* ;
: save-history ( world player -- )
clone swap history>> push ;
:: tick-player-reverse ( world player -- )
player reverse-time>> :> reverse-time
world history>> :> history
history length 0 > [
history length reverse-time 1 - - 1 max history set-length
history pop world player<<
] when ;
: tick-player-forward ( world player -- )
2dup save-history
[ apply-friction apply-gravity ] change-velocity
dup scaled-velocity [ v+ ] curry change-location
collide ;
: tick-player ( world player -- )
dup reverse-time>>
[ tick-player-reverse ]
[ tick-player-forward ] if ;
M: terrain-world tick-game-world
[ dup focused?>> [ handle-input ] [ drop ] if ]
[ dup player>> tick-player ] bi ;
: set-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_TO_EDGE glTexParameteri
GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP_TO_EDGE glTexParameteri ;
: sky-gradient ( world -- t )
game-loop>> tick#>> SKY-PERIOD mod SKY-PERIOD /f ;
: sky-theta ( world -- theta )
game-loop>> tick#>> SKY-SPEED * ;
M: terrain-world begin-game-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
<player> >>player
V{ } clone >>history
<perlin-noise-table> 0.01 float-4-with scale-matrix4 { 512 512 } perlin-noise-image
[ >>sky-image ] keep
make-texture [ set-texture-parameters ] keep >>sky-texture
<terrain> [ >>terrain ] keep
float-4{ 0.0 0.0 0.0 1.0 } terrain-segment [ >>terrain-segment ] keep
make-texture [ set-texture-parameters ] keep >>terrain-texture
sky-vertex-shader sky-pixel-shader <simple-gl-program>
>>sky-program
terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
>>terrain-program
terrain-vertex-size <grid-mesh> >>terrain-mesh
drop ;
M: terrain-world end-game-world
{
[ terrain-mesh>> dispose ]
[ terrain-program>> delete-gl-program ]
[ terrain-texture>> delete-texture ]
[ sky-program>> delete-gl-program ]
[ sky-texture>> delete-texture ]
} cleave ;
M: terrain-world resize-world
GL_PROJECTION glMatrixMode
glLoadIdentity
dim>> [ [ { 0 0 } ] dip gl-viewport ]
[ frustum glFrustum ] bi ;
M: terrain-world draw-world*
{
[ set-modelview-matrix ]
[ terrain-texture>> GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit ]
[ sky-texture>> GL_TEXTURE_2D GL_TEXTURE1 bind-texture-unit ]
[ GL_DEPTH_TEST glDisable dup sky-program>> [
[ nip "sky" glGetUniformLocation 1 glUniform1i ]
[ "sky_gradient" glGetUniformLocation swap sky-gradient glUniform1f ]
[ "sky_theta" glGetUniformLocation swap sky-theta glUniform1f ] 2tri
{ -1.0 -1.0 } { 2.0 2.0 } gl-fill-rect
] with-gl-program ]
[ GL_DEPTH_TEST glEnable dup terrain-program>> [
[ "heightmap" glGetUniformLocation 0 glUniform1i ]
[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
terrain-mesh>> draw-grid-mesh
] with-gl-program ]
} cleave gl-error ;
GAME: terrain-game {
{ world-class terrain-world }
{ title "Terrain" }
{ pixel-format-attributes {
windowed
double-buffered
T{ depth-bits { value 24 } }
} }
{ use-game-input? t }
{ grab-input? t }
{ pref-dim { 1024 768 } }
{ tick-interval-nanos $[ 60 fps ] }
} ;