-! (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.order
-math.vectors opengl opengl.capabilities opengl.gl
-opengl.shaders opengl.textures opengl.textures.private
-sequences sequences.product specialized-arrays
-terrain.generation terrain.shaders typed ui ui.gadgets
-ui.gadgets.worlds ui.pixel-formats game.worlds
-math.matrices.simd noise ui.gestures combinators.short-circuit
-destructors grid-meshes math.vectors.simd ;
+! 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
[ yaw>> 0.0 1.0 0.0 glRotatef ]
[ location>> vneg first3 glTranslatef ] tri ;
-: degrees ( deg -- rad )
- pi 180.0 / * ; inline
-
TYPED: eye-rotate ( yaw: float pitch: float v: float-4 -- v': float-4 )
- [ float-4{ 0.0 -1.0 0.0 0.0 } swap degrees rotation-matrix4 ]
- [ float-4{ -1.0 0.0 0.0 0.0 } swap degrees rotation-matrix4 m4. ]
+ [ 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 )
read-keyboard keys>> :> keys
key-left-shift keys nth
- VELOCITY-MODIFIER-FAST VELOCITY-MODIFIER-NORMAL ? player (>>velocity-modifier)
+ VELOCITY-MODIFIER-FAST VELOCITY-MODIFIER-NORMAL ? player velocity-modifier<<
{
[ key-1 keys nth 1 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
+ } 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 ;
GRAVITY v+ ;
: clamp-coords ( coords dim -- coords' )
- [ { 0 0 } vmax ] dip { 2 2 } v- vmin ;
+ { 0 0 } swap { 2 2 } v- vclamp ;
:: pixel-indices ( coords dim -- indices )
- coords vfloor [ >integer ] map dim clamp-coords :> floor-coords
+ coords vfloor v>integer dim clamp-coords :> floor-coords
floor-coords first2 dim first * + :> base-index
base-index dim first + :> next-row-index
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
+
+ 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 ;
+ ] keep vmax ; inline
-:: collide ( world player -- )
+TYPED:: collide ( world: terrain-world player: player -- )
world terrain-segment>> :> segment
player location>> :> location
segment location (collide) :> location'
world history>> :> history
history length 0 > [
history length reverse-time 1 - - 1 max history set-length
- history pop world (>>player)
+ history pop world player<<
] when ;
: tick-player-forward ( world player -- )
[ tick-player-reverse ]
[ tick-player-forward ] if ;
-M: terrain-world tick*
+M: terrain-world tick-game-world
[ dup focused?>> [ handle-input ] [ drop ] if ]
[ dup player>> tick-player ] bi ;
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 ;
+ game-loop>> tick#>> SKY-PERIOD mod SKY-PERIOD /f ;
: sky-theta ( world -- theta )
- game-loop>> tick-number>> SKY-SPEED * ;
+ game-loop>> tick#>> SKY-SPEED * ;
M: terrain-world begin-game-world
"2.0" { "GL_ARB_vertex_buffer_object" "GL_ARB_shader_objects" }
M: terrain-world resize-world
GL_PROJECTION glMatrixMode
glLoadIdentity
- dim>> [ [ 0 0 ] dip first2 glViewport ]
+ dim>> [ [ { 0 0 } ] dip gl-viewport ]
[ frustum glFrustum ] bi ;
M: terrain-world draw-world*
double-buffered
T{ depth-bits { value 24 } }
} }
+ { use-game-input? t }
{ grab-input? t }
{ pref-dim { 1024 768 } }
- { tick-interval-micros $[ 1,000,000 60 /i ] }
+ { tick-interval-nanos $[ 60 fps ] }
} ;