factor/extra/gpu/util/wasd/wasd.factor

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4.3 KiB
Factor

! (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
[ <viewport-state> set-gpu-state* ]
[ dup generate-p-matrix >>p-matrix drop ] bi ;