-! (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 )
[ 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-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' )
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*