238 lines
7.5 KiB
Factor
238 lines
7.5 KiB
Factor
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.matrices math.order
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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.float
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terrain.generation terrain.shaders ui ui.gadgets
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ui.gadgets.worlds ui.pixel-formats game-worlds method-chains ;
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IN: terrain
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CONSTANT: FOV $[ 2.0 sqrt 1+ ]
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CONSTANT: NEAR-PLANE $[ 1.0 2048.0 / ]
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CONSTANT: FAR-PLANE 1.0
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CONSTANT: PLAYER-START-LOCATION { 0.5 0.51 0.5 }
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CONSTANT: PLAYER-HEIGHT $[ 3.0 1024.0 / ]
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CONSTANT: GRAVITY $[ 1.0 4096.0 / ]
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CONSTANT: JUMP $[ 1.0 1024.0 / ]
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CONSTANT: MOUSE-SCALE $[ 1.0 10.0 / ]
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CONSTANT: MOVEMENT-SPEED $[ 1.0 16384.0 / ]
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CONSTANT: FRICTION 0.95
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CONSTANT: COMPONENT-SCALE { 0.5 0.01 0.002 0.0 }
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CONSTANT: terrain-vertex-size { 512 512 }
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CONSTANT: terrain-vertex-distance { $[ 1.0 512.0 / ] $[ 1.0 512.0 / ] }
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CONSTANT: terrain-vertex-row-length $[ 512 1 + 2 * ]
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TUPLE: player
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location yaw pitch velocity ;
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TUPLE: terrain-world < game-world
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player
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terrain terrain-segment terrain-texture terrain-program
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terrain-vertex-buffer ;
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M: terrain-world tick-length
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drop 1000 30 /i ;
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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_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor 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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: vertex-array-vertex ( x z -- vertex )
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[ terrain-vertex-distance first * ]
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[ terrain-vertex-distance second * ] bi*
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[ 0 ] dip float-array{ } 3sequence ;
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: vertex-array-row ( z -- vertices )
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dup 1 + 2array
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terrain-vertex-size first 1 + iota
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2array [ first2 swap vertex-array-vertex ] product-map
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concat ;
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: vertex-array ( -- vertices )
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terrain-vertex-size second iota
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[ vertex-array-row ] map concat ;
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: >vertex-buffer ( bytes -- buffer )
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[ GL_ARRAY_BUFFER ] dip GL_STATIC_DRAW <gl-buffer> ;
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: draw-vertex-buffer-row ( i -- )
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[ GL_TRIANGLE_STRIP ] dip
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terrain-vertex-row-length * terrain-vertex-row-length
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glDrawArrays ;
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: draw-vertex-buffer ( buffer -- )
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[ GL_ARRAY_BUFFER ] dip [
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3 GL_FLOAT 0 f glVertexPointer
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terrain-vertex-size second iota [ draw-vertex-buffer-row ] each
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] with-gl-buffer ;
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: degrees ( deg -- rad )
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pi 180.0 / * ;
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:: eye-rotate ( yaw pitch v -- v' )
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yaw degrees neg :> y
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pitch degrees neg :> p
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y cos :> cosy
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y sin :> siny
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p cos :> cosp
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p sin :> sinp
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cosy 0.0 siny neg 3array
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siny sinp * cosp cosy sinp * 3array
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siny cosp * sinp neg cosy cosp * 3array 3array
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v swap v.m ;
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: forward-vector ( player -- v )
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yaw>> 0.0
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{ 0.0 0.0 $ MOVEMENT-SPEED } vneg eye-rotate ;
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: rightward-vector ( player -- v )
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yaw>> 0.0
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{ $ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ;
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: walk-forward ( player -- )
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dup forward-vector [ v+ ] curry change-velocity drop ;
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: walk-backward ( player -- )
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dup forward-vector [ v- ] curry change-velocity drop ;
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: walk-leftward ( player -- )
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dup rightward-vector [ v- ] curry change-velocity drop ;
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: walk-rightward ( player -- )
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dup rightward-vector [ v+ ] curry change-velocity drop ;
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: jump ( player -- )
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[ { 0.0 $ JUMP 0.0 } v+ ] change-velocity drop ;
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: clamp-pitch ( pitch -- pitch' )
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90.0 min -90.0 max ;
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: rotate-with-mouse ( player mouse -- )
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[ dx>> MOUSE-SCALE * [ + ] curry change-yaw ]
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[ dy>> MOUSE-SCALE * [ + clamp-pitch ] curry change-pitch ] bi
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drop ;
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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-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-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*n ;
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: apply-gravity ( velocity -- velocity' )
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1 over [ GRAVITY - ] change-nth ;
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:: pixel-indices ( coords dim -- indices )
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coords vfloor [ >integer ] map :> 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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[ [ first ] [ third ] bi 2array terrain-height-at PLAYER-HEIGHT + ]
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[ [ 1 ] 2dip [ max ] with change-nth ]
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[ ] tri ;
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: tick-player ( world player -- )
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[ apply-friction apply-gravity ] change-velocity
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dup velocity>> [ v+ [ terrain-segment>> ] dip collide ] curry with change-location
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drop ;
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M: terrain-world tick*
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[ dup focused?>> [ handle-input ] [ drop ] if ]
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[ dup player>> tick-player ] bi ;
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: set-heightmap-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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BEFORE: terrain-world begin-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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0.5 0.5 0.5 1.0 glClearColor
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PLAYER-START-LOCATION 0.0 0.0 { 0.0 0.0 0.0 } player boa >>player
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<terrain> [ >>terrain ] keep
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{ 0 0 } terrain-segment [ >>terrain-segment ] keep
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make-texture [ set-heightmap-texture-parameters ] keep >>terrain-texture
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terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
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>>terrain-program
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vertex-array >vertex-buffer >>terrain-vertex-buffer
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drop ;
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AFTER: terrain-world end-world
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{
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[ terrain-vertex-buffer>> delete-gl-buffer ]
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[ terrain-program>> delete-gl-program ]
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[ terrain-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 first2 glViewport ]
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[ frustum glFrustum ] bi ;
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M: terrain-world draw-world*
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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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[ 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-vertex-buffer>> draw-vertex-buffer
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] with-gl-program ]
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tri gl-error ;
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M: terrain-world pref-dim* drop { 640 480 } ;
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: terrain-window ( -- )
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[
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f T{ world-attributes
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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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{ grab-input? t }
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} open-window
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] with-ui ;
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MAIN: terrain-window
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