! Copyright (C) 2009 Joe Groff, Doug Coleman. ! See https://factorcode.org/license.txt for BSD license. USING: accessors arrays combinators combinators.short-circuit destructors game.input game.input.scancodes game.loop game.worlds grid-meshes grouping kernel literals math math.functions math.matrices.simd math.order math.vectors math.vectors.simd noise opengl opengl.capabilities opengl.gl opengl.shaders opengl.textures sequences specialized-arrays terrain.generation terrain.shaders typed ui ui.gadgets.worlds ui.gestures ui.pixel-formats ; QUALIFIED-WITH: alien.c-types c SPECIALIZED-ARRAY: c:float IN: terrain CONSTANT: FOV $[ 2.0 sqrt 1 + ] CONSTANT: NEAR-PLANE 1/1024. CONSTANT: FAR-PLANE 2.0 CONSTANT: PLAYER-START-LOCATION float-4{ 0.5 0.51 0.5 1.0 } CONSTANT: VELOCITY-MODIFIER-NORMAL float-4{ 1.0 1.0 1.0 0.0 } CONSTANT: VELOCITY-MODIFIER-FAST float-4{ 2.0 1.0 2.0 0.0 } CONSTANT: BOUNCE float-4{ 1.0 -0.2 1.0 1.0 } CONSTANT: PLAYER-HEIGHT 1/256. CONSTANT: GRAVITY float-4{ 0.0 -1/8192. 0.0 0.0 } CONSTANT: JUMP 1/2048. CONSTANT: MOUSE-SCALE 1/20. CONSTANT: MOVEMENT-SPEED 1/32768. CONSTANT: FRICTION float-4{ 0.97 0.995 0.97 1.0 } CONSTANT: COMPONENT-SCALE float-4{ 0.5 0.01 0.0005 0.0 } CONSTANT: SKY-PERIOD 2400 CONSTANT: SKY-SPEED 0.00025 CONSTANT: terrain-vertex-size { 512 512 } TUPLE: player { location float-4 } { yaw float } { pitch float } { velocity float-4 } { velocity-modifier float-4 } reverse-time ; TUPLE: terrain-world < game-world { player player } sky-image sky-texture sky-program terrain terrain-segment terrain-texture terrain-program terrain-mesh history ; : ( -- player ) player new PLAYER-START-LOCATION >>location 0.0 >>yaw 0.0 >>pitch float-4{ 0.0 0.0 0.0 1.0 } >>velocity VELOCITY-MODIFIER-NORMAL >>velocity-modifier ; : 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 ; TYPED: eye-rotate ( yaw: float pitch: float v: float-4 -- v': float-4 ) [ float-4{ 0.0 -1.0 0.0 0.0 } swap deg>rad rotation-matrix4 ] [ float-4{ -1.0 0.0 0.0 0.0 } swap deg>rad rotation-matrix4 m4. ] [ m4.v ] tri* float-4{ t t t f } vand ; : forward-vector ( player -- v ) yaw>> 0.0 float-4{ 0.0 0.0 $ MOVEMENT-SPEED 1.0 } vneg eye-rotate ; inline : rightward-vector ( player -- v ) yaw>> 0.0 float-4{ $ MOVEMENT-SPEED 0.0 0.0 1.0 } eye-rotate ; inline : clamp-pitch ( pitch -- pitch' ) -90.0 90.0 clamp ; inline : walk-forward ( player -- ) dup forward-vector [ v+ ] curry change-velocity drop ; inline : walk-backward ( player -- ) dup forward-vector [ v- ] curry change-velocity drop ; inline : walk-leftward ( player -- ) dup rightward-vector [ v- ] curry change-velocity drop ; inline : walk-rightward ( player -- ) dup rightward-vector [ v+ ] curry change-velocity drop ; inline : jump ( player -- ) [ float-4{ 0.0 $ JUMP 0.0 0.0 } v+ ] change-velocity drop ; inline : rotate-leftward ( player x -- ) [ - ] curry change-yaw drop ; inline : rotate-rightward ( player x -- ) [ + ] curry change-yaw drop ; inline : look-horizontally ( player x -- ) [ + ] curry change-yaw drop ; inline : look-vertically ( player x -- ) [ + clamp-pitch ] curry change-pitch drop ; inline : 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' ) GRAVITY v+ ; : clamp-coords ( coords dim -- coords' ) { 0 0 } swap { 2 2 } v- vclamp ; :: pixel-indices ( coords dim -- indices ) coords vfloor v>integer 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 :> pixels pixel dim pixel-indices :> indices indices [ pixels nth COMPONENT-SCALE vdot 255.0 / ] map first4 pixel-mantissa bilerp ; : (collide) ( segment location -- location' ) [ { 0 2 3 3 } vshuffle terrain-height-at PLAYER-HEIGHT + -1/0. swap -1/0. -1/0. float-4-boa ] keep vmax ; inline TYPED:: collide ( world: terrain-world player: player -- ) world terrain-segment>> :> segment player location>> :> location segment location (collide) :> location' location location' = not [ player location' >>location [ BOUNCE v* ] change-velocity drop ] when ; : 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+ ] curry change-location collide ; : tick-player ( world player -- ) dup reverse-time>> [ tick-player-reverse ] [ tick-player-forward ] if ; M: terrain-world tick-game-world [ 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#>> SKY-PERIOD mod SKY-PERIOD /f ; : sky-theta ( world -- theta ) game-loop>> tick#>> SKY-SPEED * ; M: terrain-world begin-game-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 V{ } clone >>history 0.01 float-4-with scale-matrix4 { 512 512 } perlin-noise-image [ >>sky-image ] keep make-texture [ set-texture-parameters ] keep >>sky-texture [ >>terrain ] keep float-4{ 0.0 0.0 0.0 1.0 } terrain-segment [ >>terrain-segment ] keep make-texture [ set-texture-parameters ] keep >>terrain-texture sky-vertex-shader sky-pixel-shader >>sky-program terrain-vertex-shader terrain-pixel-shader >>terrain-program terrain-vertex-size >>terrain-mesh drop ; M: terrain-world end-game-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 gl-viewport ] [ 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 ; GAME: terrain-game { { world-class terrain-world } { title "Terrain" } { pixel-format-attributes { windowed double-buffered T{ depth-bits { value 24 } } } } { use-game-input? t } { grab-input? t } { pref-dim { 1024 768 } } { tick-interval-nanos $[ 60 fps ] } } ;