--- /dev/null
+! (c)2009 Joe Groff bsd license
+USING: accessors arrays destructors kernel math opengl
+opengl.gl sequences sequences.product specialized-arrays.float ;
+IN: grid-meshes
+
+TUPLE: grid-mesh dim buffer row-length ;
+
+<PRIVATE
+
+: vertex-array-vertex ( dim x z -- vertex )
+ [ swap first /f ]
+ [ swap second /f ] bi-curry* bi
+ [ 0 ] dip float-array{ } 3sequence ;
+
+: vertex-array-row ( dim z -- vertices )
+ dup 1 + 2array
+ over first 1 + iota
+ 2array [ first2 swap vertex-array-vertex ] with product-map
+ concat ;
+
+: vertex-array ( dim -- vertices )
+ dup second iota
+ [ vertex-array-row ] with map concat ;
+
+: >vertex-buffer ( bytes -- buffer )
+ [ GL_ARRAY_BUFFER ] dip GL_STATIC_DRAW <gl-buffer> ;
+
+: draw-vertex-buffer-row ( grid-mesh i -- )
+ swap [ GL_TRIANGLE_STRIP ] 2dip
+ row-length>> [ * ] keep
+ glDrawArrays ;
+
+PRIVATE>
+
+: draw-grid-mesh ( grid-mesh -- )
+ GL_ARRAY_BUFFER over buffer>> [
+ [ 3 GL_FLOAT 0 f glVertexPointer ] dip
+ dup dim>> second iota [ draw-vertex-buffer-row ] with each
+ ] with-gl-buffer ;
+
+: <grid-mesh> ( dim -- grid-mesh )
+ [ ] [ vertex-array >vertex-buffer ] [ first 1 + 2 * ] tri
+ grid-mesh boa ;
+
+M: grid-mesh dispose
+ [ [ delete-gl-buffer ] when* f ] change-buffer
+ drop ;
+
+! (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
sequences sequences.product specialized-arrays.float
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 ;
+math.affine-transforms noise ui.gestures combinators.short-circuit
+destructors grid-meshes ;
IN: terrain
CONSTANT: FOV $[ 2.0 sqrt 1+ ]
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: player
location yaw pitch velocity velocity-modifier
player
sky-image sky-texture sky-program
terrain terrain-segment terrain-texture terrain-program
- terrain-vertex-buffer
+ terrain-mesh
history ;
: <player> ( -- player )
[ yaw>> 0.0 1.0 0.0 glRotatef ]
[ location>> 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 ;
-
: degrees ( deg -- rad )
pi 180.0 / * ;
: clamp-pitch ( pitch -- pitch' )
90.0 min -90.0 max ;
-
: walk-forward ( player -- )
dup forward-vector [ v+ ] curry change-velocity drop ;
: walk-backward ( player -- )
>>sky-program
terrain-vertex-shader terrain-pixel-shader <simple-gl-program>
>>terrain-program
- vertex-array >vertex-buffer >>terrain-vertex-buffer
+ terrain-vertex-size <grid-mesh> >>terrain-mesh
drop ;
AFTER: terrain-world end-world
{
- [ terrain-vertex-buffer>> delete-gl-buffer ]
+ [ terrain-mesh>> dispose ]
[ terrain-program>> delete-gl-program ]
[ terrain-texture>> delete-texture ]
[ sky-program>> delete-gl-program ]
[ GL_DEPTH_TEST glEnable dup terrain-program>> [
[ "heightmap" glGetUniformLocation 0 glUniform1i ]
[ "component_scale" glGetUniformLocation COMPONENT-SCALE first4 glUniform4f ] bi
- terrain-vertex-buffer>> draw-vertex-buffer
+ terrain-mesh>> draw-grid-mesh
] with-gl-program ]
} cleave gl-error ;