factor/extra/terrain/terrain.factor

238 lines
7.5 KiB
Factor

USING: accessors arrays combinators game-input game-loop
game-input.scancodes grouping kernel literals locals
math math.constants math.functions math.matrices math.order
math.vectors opengl opengl.capabilities opengl.gl
opengl.shaders opengl.textures opengl.textures.private
sequences sequences.product specialized-arrays.float
terrain.generation terrain.shaders ui ui.gadgets
ui.gadgets.worlds ui.pixel-formats game-worlds method-chains ;
IN: terrain
CONSTANT: FOV $[ 2.0 sqrt 1+ ]
CONSTANT: NEAR-PLANE $[ 1.0 2048.0 / ]
CONSTANT: FAR-PLANE 1.0
CONSTANT: PLAYER-START-LOCATION { 0.5 0.51 0.5 }
CONSTANT: PLAYER-HEIGHT $[ 3.0 1024.0 / ]
CONSTANT: GRAVITY $[ 1.0 4096.0 / ]
CONSTANT: JUMP $[ 1.0 1024.0 / ]
CONSTANT: MOUSE-SCALE $[ 1.0 10.0 / ]
CONSTANT: MOVEMENT-SPEED $[ 1.0 16384.0 / ]
CONSTANT: FRICTION 0.95
CONSTANT: COMPONENT-SCALE { 0.5 0.01 0.002 0.0 }
CONSTANT: terrain-vertex-size { 512 512 }
CONSTANT: terrain-vertex-distance { $[ 1.0 512.0 / ] $[ 1.0 512.0 / ] }
CONSTANT: terrain-vertex-row-length $[ 512 1 + 2 * ]
TUPLE: player
location yaw pitch velocity ;
TUPLE: terrain-world < game-world
player
terrain terrain-segment terrain-texture terrain-program
terrain-vertex-buffer ;
M: terrain-world tick-length
drop 1000 30 /i ;
: 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_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor 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 ;
: vertex-array-vertex ( x z -- vertex )
[ terrain-vertex-distance first * ]
[ terrain-vertex-distance second * ] bi*
[ 0 ] dip float-array{ } 3sequence ;
: vertex-array-row ( z -- vertices )
dup 1 + 2array
terrain-vertex-size first 1 + iota
2array [ first2 swap vertex-array-vertex ] product-map
concat ;
: vertex-array ( -- vertices )
terrain-vertex-size second iota
[ vertex-array-row ] map concat ;
: >vertex-buffer ( bytes -- buffer )
[ GL_ARRAY_BUFFER ] dip GL_STATIC_DRAW <gl-buffer> ;
: draw-vertex-buffer-row ( i -- )
[ GL_TRIANGLE_STRIP ] dip
terrain-vertex-row-length * terrain-vertex-row-length
glDrawArrays ;
: draw-vertex-buffer ( buffer -- )
[ GL_ARRAY_BUFFER ] dip [
3 GL_FLOAT 0 f glVertexPointer
terrain-vertex-size second iota [ draw-vertex-buffer-row ] each
] with-gl-buffer ;
: degrees ( deg -- rad )
pi 180.0 / * ;
:: eye-rotate ( yaw pitch v -- v' )
yaw degrees neg :> y
pitch degrees 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 ;
: forward-vector ( player -- v )
yaw>> 0.0
{ 0.0 0.0 $ MOVEMENT-SPEED } vneg eye-rotate ;
: rightward-vector ( player -- v )
yaw>> 0.0
{ $ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ;
: walk-forward ( player -- )
dup forward-vector [ v+ ] curry change-velocity drop ;
: walk-backward ( player -- )
dup forward-vector [ v- ] curry change-velocity drop ;
: walk-leftward ( player -- )
dup rightward-vector [ v- ] curry change-velocity drop ;
: walk-rightward ( player -- )
dup rightward-vector [ v+ ] curry change-velocity drop ;
: jump ( player -- )
[ { 0.0 $ JUMP 0.0 } v+ ] change-velocity drop ;
: clamp-pitch ( pitch -- pitch' )
90.0 min -90.0 max ;
: rotate-with-mouse ( player mouse -- )
[ dx>> MOUSE-SCALE * [ + ] curry change-yaw ]
[ dy>> MOUSE-SCALE * [ + clamp-pitch ] curry change-pitch ] bi
drop ;
:: handle-input ( world -- )
world player>> :> player
read-keyboard keys>> :> keys
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-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*n ;
: apply-gravity ( velocity -- velocity' )
1 over [ GRAVITY - ] change-nth ;
:: pixel-indices ( coords dim -- indices )
coords vfloor [ >integer ] map :> 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' )
[ [ first ] [ third ] bi 2array terrain-height-at PLAYER-HEIGHT + ]
[ [ 1 ] 2dip [ max ] with change-nth ]
[ ] tri ;
: tick-player ( world player -- )
[ apply-friction apply-gravity ] change-velocity
dup velocity>> [ v+ [ terrain-segment>> ] dip collide ] curry with change-location
drop ;
M: terrain-world tick*
[ dup focused?>> [ handle-input ] [ drop ] if ]
[ dup player>> tick-player ] bi ;
: set-heightmap-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 ;
BEFORE: terrain-world begin-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
0.5 0.5 0.5 1.0 glClearColor
PLAYER-START-LOCATION 0.0 0.0 { 0.0 0.0 0.0 } player boa >>player
<terrain> [ >>terrain ] keep
{ 0 0 } terrain-segment [ >>terrain-segment ] keep
make-texture [ set-heightmap-texture-parameters ] keep >>terrain-texture
terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
>>terrain-program
vertex-array >vertex-buffer >>terrain-vertex-buffer
drop ;
AFTER: terrain-world end-world
{
[ terrain-vertex-buffer>> delete-gl-buffer ]
[ terrain-program>> delete-gl-program ]
[ terrain-texture>> delete-texture ]
} cleave ;
M: terrain-world resize-world
GL_PROJECTION glMatrixMode
glLoadIdentity
dim>> [ [ 0 0 ] dip first2 glViewport ]
[ frustum glFrustum ] bi ;
M: terrain-world draw-world*
[ set-modelview-matrix ]
[ terrain-texture>> GL_TEXTURE_2D GL_TEXTURE0 bind-texture-unit ]
[ dup terrain-program>> [
[ "heightmap" glGetUniformLocation 0 glUniform1i ]
[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
terrain-vertex-buffer>> draw-vertex-buffer
] with-gl-program ]
tri gl-error ;
M: terrain-world pref-dim* drop { 640 480 } ;
: terrain-window ( -- )
[
f T{ world-attributes
{ world-class terrain-world }
{ title "Terrain" }
{ pixel-format-attributes {
windowed
double-buffered
T{ depth-bits { value 24 } }
} }
{ grab-input? t }
} open-window
] with-ui ;
MAIN: terrain-window