300 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Factor
		
	
	
			
		
		
	
	
			300 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Factor
		
	
	
! (c)2009 Joe Groff, Doug Coleman. 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.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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math.affine-transforms noise ui.gestures combinators.short-circuit
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destructors grid-meshes ;
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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 1024.0 / ]
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CONSTANT: FAR-PLANE 2.0
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CONSTANT: PLAYER-START-LOCATION { 0.5 0.51 0.5 }
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CONSTANT: VELOCITY-MODIFIER-NORMAL { 1.0 1.0 1.0 }
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CONSTANT: VELOCITY-MODIFIER-FAST { 2.0 1.0 2.0 }
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CONSTANT: PLAYER-HEIGHT $[ 1.0 256.0 / ]
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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 0.99 0.95 }
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CONSTANT: COMPONENT-SCALE { 0.5 0.01 0.0005 0.0 }
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CONSTANT: SKY-PERIOD 1200
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CONSTANT: SKY-SPEED 0.0005
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CONSTANT: terrain-vertex-size { 512 512 }
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TUPLE: player
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    location yaw pitch velocity velocity-modifier
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    reverse-time ;
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TUPLE: terrain-world < game-world
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    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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        { 0.0 0.0 0.0 } >>velocity
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        VELOCITY-MODIFIER-NORMAL >>velocity-modifier ;
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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_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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: 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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: clamp-pitch ( pitch -- pitch' )
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    -90.0 90.0 clamp ;
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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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: rotate-leftward ( player x -- )
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    [ - ] curry change-yaw drop ;
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: rotate-rightward ( player x -- )
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    [ + ] curry change-yaw drop ;
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: look-horizontally ( player x -- )
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    [ + ] curry change-yaw drop ;
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: look-vertically ( player x -- )
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    [ + clamp-pitch ] curry change-pitch drop ;
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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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    1 over [ GRAVITY - ] change-nth ;
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: clamp-coords ( coords dim -- coords' )
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    [ { 0 0 } vmax ] dip { 2 2 } v- vmin ;
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:: pixel-indices ( coords dim -- indices )
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    coords vfloor [ >integer ] map 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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    [ [ 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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: 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+ [ terrain-segment>> ] dip collide ] curry with change-location
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    drop ;
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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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    ] [
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        tick-player-forward
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    ] if ;
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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-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-number>> SKY-PERIOD mod SKY-PERIOD /f ;
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: sky-theta ( world -- theta )
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    game-loop>> tick-number>> SKY-SPEED * ;
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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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    <player> >>player
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    V{ } clone >>history
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    <perlin-noise-table> 0.01 0.01 <scale> { 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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    { 0 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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AFTER: terrain-world end-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 first2 glViewport ]
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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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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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