factor/extra/terrain/terrain.factor

300 lines
9.6 KiB
Factor

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