-USING: accessors arrays combinators game-input
-game-input.scancodes game-loop kernel literals locals math
-math.constants math.functions math.matrices math.order
+! (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 ;
+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: FOV $[ 2.0 sqrt 1 + ]
CONSTANT: NEAR-PLANE $[ 1.0 1024.0 / ]
CONSTANT: FAR-PLANE 2.0
-CONSTANT: EYE-START { 0.5 0.5 1.2 }
-CONSTANT: TICK-LENGTH $[ 1000 30 /i ]
+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 $[ 1.0 512.0 / ]
+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 }
-CONSTANT: terrain-vertex-distance { $[ 1.0 512.0 / ] $[ 1.0 512.0 / ] }
-CONSTANT: terrain-vertex-row-length $[ 512 1 + 2 * ]
-TUPLE: terrain-world < world
- eye yaw pitch
+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-vertex-buffer
- game-loop ;
+ 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 FAR-PLANE ;
: set-modelview-matrix ( gadget -- )
- GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
+ 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 ]
- [ eye>> 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 ;
+ [ location>> vneg first3 glTranslatef ] tri ;
: degrees ( deg -- rad )
pi 180.0 / * ;
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
+ 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 ( world -- v )
- [ yaw>> ] [ pitch>> ] bi
- { 0.0 0.0 $ MOVEMENT-SPEED } vneg eye-rotate ;
-: rightward-vector ( world -- v )
- [ yaw>> ] [ pitch>> ] bi
- { $ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ;
-
-: move-forward ( world -- )
- dup forward-vector [ v+ ] curry change-eye drop ;
-: move-backward ( world -- )
- dup forward-vector [ v- ] curry change-eye drop ;
-: move-leftward ( world -- )
- dup rightward-vector [ v- ] curry change-eye drop ;
-: move-rightward ( world -- )
- dup rightward-vector [ v+ ] curry change-eye drop ;
-
-: rotate-with-mouse ( world mouse -- )
- [ dx>> MOUSE-SCALE * [ + ] curry change-yaw ]
- [ dy>> MOUSE-SCALE * [ + ] curry change-pitch ] bi
- drop ;
+: 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-w keys nth [ world move-forward ] when
- key-s keys nth [ world move-backward ] when
- key-a keys nth [ world move-leftward ] when
- key-d keys nth [ world move-rightward ] when
+
+ 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
- world read-mouse rotate-with-mouse
+ player read-mouse rotate-with-mouse
reset-mouse ;
-M: terrain-world tick*
- [ handle-input ] keep
- ! [ eye>> ] [ yaw>> ] [ pitch>> ] tri 3array P ! debug
+: 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 ;
-M: terrain-world draw*
- nip draw-world ;
+: 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-heightmap-texture-parameters ( texture -- )
+: 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 ;
-M: terrain-world begin-world
+: 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
- 0.5 0.5 0.5 1.0 glClearColor
- EYE-START >>eye
- 0.0 >>yaw
- 0.0 >>pitch
+ <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-heightmap-texture-parameters ] keep >>terrain-texture
+ 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
- vertex-array >vertex-buffer >>terrain-vertex-buffer
- TICK-LENGTH over <game-loop> [ >>game-loop ] keep start-loop
- open-game-input
+ terrain-vertex-size <grid-mesh> >>terrain-mesh
drop ;
-M: terrain-world end-world
- close-game-input
+AFTER: terrain-world end-world
{
- [ game-loop>> stop-loop ]
- [ terrain-vertex-buffer>> delete-gl-buffer ]
+ [ 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
[ 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
- terrain-vertex-buffer>> draw-vertex-buffer
- ] with-gl-program ]
- tri gl-error ;
-
-M: terrain-world focusable-child* drop t ;
+ {
+ [ 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 ( -- )
{ grab-input? t }
} open-window
] with-ui ;
+
+MAIN: terrain-window