-! (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
-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 ;
-SPECIALIZED-ARRAY: float
+! 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 $[ 1.0 1024.0 / ]
+CONSTANT: NEAR-PLANE 1/1024.
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: 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 yaw pitch velocity velocity-modifier
+ { location float-4 }
+ { yaw float }
+ { pitch float }
+ { velocity float-4 }
+ { velocity-modifier float-4 }
reverse-time ;
TUPLE: terrain-world < game-world
- player
+ { player player }
sky-image sky-texture sky-program
terrain terrain-segment terrain-texture terrain-program
terrain-mesh
PLAYER-START-LOCATION >>location
0.0 >>yaw
0.0 >>pitch
- { 0.0 0.0 0.0 } >>velocity
+ float-4{ 0.0 0.0 0.0 1.0 } >>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@
[ 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 ;
+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
- ${ 0.0 0.0 MOVEMENT-SPEED } vneg eye-rotate ;
+ float-4{ 0.0 0.0 $ MOVEMENT-SPEED 1.0 } vneg eye-rotate ; inline
: rightward-vector ( player -- v )
yaw>> 0.0
- ${ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ;
+ float-4{ $ MOVEMENT-SPEED 0.0 0.0 1.0 } eye-rotate ; inline
: clamp-pitch ( pitch -- pitch' )
- -90.0 90.0 clamp ;
+ -90.0 90.0 clamp ; inline
: walk-forward ( player -- )
- dup forward-vector [ v+ ] curry change-velocity drop ;
+ dup forward-vector [ v+ ] curry change-velocity drop ; inline
: walk-backward ( player -- )
- dup forward-vector [ v- ] curry change-velocity drop ;
+ dup forward-vector [ v- ] curry change-velocity drop ; inline
: walk-leftward ( player -- )
- dup rightward-vector [ v- ] curry change-velocity drop ;
+ dup rightward-vector [ v- ] curry change-velocity drop ; inline
: walk-rightward ( player -- )
- dup rightward-vector [ v+ ] curry change-velocity drop ;
+ dup rightward-vector [ v+ ] curry change-velocity drop ; inline
: jump ( player -- )
- [ ${ 0.0 JUMP 0.0 } v+ ] change-velocity drop ;
+ [ float-4{ 0.0 $ JUMP 0.0 0.0 } v+ ] change-velocity drop ; inline
: rotate-leftward ( player x -- )
- [ - ] curry change-yaw drop ;
+ [ - ] curry change-yaw drop ; inline
: rotate-rightward ( player x -- )
- [ + ] curry change-yaw drop ;
+ [ + ] curry change-yaw drop ; inline
: look-horizontally ( player x -- )
- [ + ] curry change-yaw drop ;
+ [ + ] curry change-yaw drop ; inline
: look-vertically ( player x -- )
- [ + clamp-pitch ] curry change-pitch drop ;
+ [ + clamp-pitch ] curry change-pitch drop ; inline
: rotate-with-mouse ( player mouse -- )
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 ;
FRICTION v* ;
: apply-gravity ( velocity -- velocity' )
- 1 over [ GRAVITY - ] change-nth ;
+ 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' )
- [ [ first ] [ third ] bi 2array terrain-height-at PLAYER-HEIGHT + ]
- [ [ 1 ] 2dip [ max ] with change-nth ]
- [ ] tri ;
+: (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* ;
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 -- )
2dup save-history
[ apply-friction apply-gravity ] change-velocity
- dup scaled-velocity [ v+ [ terrain-segment>> ] dip collide ] curry with change-location
- drop ;
+ dup scaled-velocity [ v+ ] curry change-location
+ collide ;
: tick-player ( world player -- )
- dup reverse-time>> [
- tick-player-reverse
- ] [
- tick-player-forward
- ] if ;
+ dup reverse-time>>
+ [ 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 * ;
-BEFORE: terrain-world begin-world
+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_VERTEX_ARRAY glEnableClientState
<player> >>player
V{ } clone >>history
- <perlin-noise-table> 0.01 0.01 <scale> { 512 512 } perlin-noise-image
+ <perlin-noise-table> 0.01 float-4-with scale-matrix4 { 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
+ 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 <simple-gl-program>
>>sky-program
terrain-vertex-size <grid-mesh> >>terrain-mesh
drop ;
-AFTER: terrain-world end-world
+M: terrain-world end-game-world
{
[ terrain-mesh>> dispose ]
[ terrain-program>> delete-gl-program ]
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*
] 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
+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 ] }
+ } ;