pxl8/demo/mod/first_person3d.fnl

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(local pxl8 (require :pxl8))
(local effects (require :pxl8.effects))
(local net (require :pxl8.net))
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(local colormap (require :mod.colormap))
(local menu (require :mod.menu))
(local palette (require :mod.palette))
(local sky (require :mod.sky))
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(local textures (require :mod.textures))
(local bob-amount 4.0)
(local bob-speed 8.0)
(local cam-smoothing 0.25)
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(local chunk-size 64)
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(local cursor-sensitivity 0.010)
(local gravity -800)
(local grid-size 64)
(local ground-y 64)
(local jump-force 175)
(local land-recovery-speed 20)
(local land-squash-amount -4)
(local max-pitch 1.5)
(local move-speed 200)
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(local turn-speed 4.0)
(local sim-tick-rate 60)
(local sim-dt (/ 1.0 sim-tick-rate))
(local history-size 128)
(local correction-threshold 1.0)
(var auto-run? false)
(var auto-run-cancel-key nil)
(var bob-time 0)
(var cam-pitch 0)
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(var cam-x 416)
(var cam-y 64)
(var cam-yaw 0)
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(var cam-z 416)
(var camera nil)
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(var ceiling-tex nil)
(var fireball-mesh nil)
(var floor-tex nil)
(var fps-avg 0)
(var fps-sample-count 0)
(var grounded? true)
(var land-squash 0)
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(var last-dt 0.016)
(var light-time 0)
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(var lights nil)
(var materials-setup false)
(var network nil)
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(var real-time 0)
(var smooth-cam-x 416)
(var smooth-cam-z 416)
(var velocity-y 0)
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(var wall-tex nil)
(var world nil)
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(local cursor-look? true)
(local FIREBALL_COLOR 218)
(local STONE_FLOOR_START 37)
(local STONE_WALL_START 2)
(local MOSS_COLOR 200)
(local trail-positions [])
(local TRAIL_LENGTH 8)
(fn create-fireball-mesh []
(let [verts []
indices []
radius 5
rings 4
segments 6
core-color (+ FIREBALL_COLOR 6)
spike-color (+ FIREBALL_COLOR 2)]
;; top pole
(table.insert verts {:x 0 :y radius :z 0 :nx 0 :ny 1 :nz 0 :color core-color :light 255})
;; sphere rings
(for [ring 1 (- rings 1)]
(let [phi (* (/ ring rings) math.pi)
sin-phi (math.sin phi)
cos-phi (math.cos phi)
y (* radius cos-phi)
ring-radius (* radius sin-phi)]
(for [seg 0 (- segments 1)]
(let [theta (* (/ seg segments) math.pi 2)
x (* ring-radius (math.cos theta))
z (* ring-radius (math.sin theta))
nx (* sin-phi (math.cos theta))
nz (* sin-phi (math.sin theta))]
(table.insert verts {:x x :y y :z z :nx nx :ny cos-phi :nz nz :color core-color :light 255})))))
;; bottom pole
(let [bottom-idx (length verts)]
(table.insert verts {:x 0 :y (- radius) :z 0 :nx 0 :ny -1 :nz 0 :color core-color :light 255})
;; top cap triangles
(for [seg 0 (- segments 1)]
(let [next-seg (% (+ seg 1) segments)]
(table.insert indices 0)
(table.insert indices (+ 1 next-seg))
(table.insert indices (+ 1 seg))))
;; middle quads
(for [ring 0 (- rings 3)]
(for [seg 0 (- segments 1)]
(let [next-seg (% (+ seg 1) segments)
curr-row (+ 1 (* ring segments))
next-row (+ 1 (* (+ ring 1) segments))]
(table.insert indices (+ curr-row seg))
(table.insert indices (+ curr-row next-seg))
(table.insert indices (+ next-row seg))
(table.insert indices (+ curr-row next-seg))
(table.insert indices (+ next-row next-seg))
(table.insert indices (+ next-row seg)))))
;; bottom cap triangles
(let [last-ring-start (+ 1 (* (- rings 2) segments))]
(for [seg 0 (- segments 1)]
(let [next-seg (% (+ seg 1) segments)]
(table.insert indices bottom-idx)
(table.insert indices (+ last-ring-start seg))
(table.insert indices (+ last-ring-start next-seg))))))
;; add spikes - evenly distributed using golden ratio
(let [num-spikes 12
spike-len 8
base-size 1.2
golden-ratio (/ (+ 1 (math.sqrt 5)) 2)]
(for [i 0 (- num-spikes 1)]
(let [;; fibonacci sphere distribution
y (- 1 (* (/ i (- num-spikes 1)) 2))
r-at-y (math.sqrt (- 1 (* y y)))
theta (* math.pi 2 i golden-ratio)
nx (* r-at-y (math.cos theta))
ny y
nz (* r-at-y (math.sin theta))
;; tangent vectors for base
tx (if (> (math.abs ny) 0.9) 1 0)
ty (if (> (math.abs ny) 0.9) 0 1)
tz 0
;; cross product for perpendicular
px (- (* ty nz) (* tz ny))
py (- (* tz nx) (* tx nz))
pz (- (* tx ny) (* ty nx))
pl (math.sqrt (+ (* px px) (* py py) (* pz pz)))
px (/ px pl) py (/ py pl) pz (/ pz pl)
;; second perpendicular
qx (- (* ny pz) (* nz py))
qy (- (* nz px) (* nx pz))
qz (- (* nx py) (* ny px))
;; base center inside sphere
bx (* radius 0.8 nx)
by (* radius 0.8 ny)
bz (* radius 0.8 nz)
;; spike tip
sx (* (+ radius spike-len) nx)
sy (* (+ radius spike-len) ny)
sz (* (+ radius spike-len) nz)
base-idx (length verts)]
;; 4 base vertices forming a square
(table.insert verts {:x (+ bx (* base-size px) (* base-size qx))
:y (+ by (* base-size py) (* base-size qy))
:z (+ bz (* base-size pz) (* base-size qz))
:nx nx :ny ny :nz nz :color core-color :light 255})
(table.insert verts {:x (+ bx (* base-size px) (* (- base-size) qx))
:y (+ by (* base-size py) (* (- base-size) qy))
:z (+ bz (* base-size pz) (* (- base-size) qz))
:nx nx :ny ny :nz nz :color core-color :light 255})
(table.insert verts {:x (+ bx (* (- base-size) px) (* (- base-size) qx))
:y (+ by (* (- base-size) py) (* (- base-size) qy))
:z (+ bz (* (- base-size) pz) (* (- base-size) qz))
:nx nx :ny ny :nz nz :color core-color :light 255})
(table.insert verts {:x (+ bx (* (- base-size) px) (* base-size qx))
:y (+ by (* (- base-size) py) (* base-size qy))
:z (+ bz (* (- base-size) pz) (* base-size qz))
:nx nx :ny ny :nz nz :color core-color :light 255})
;; spike tip
(table.insert verts {:x sx :y sy :z sz :nx nx :ny ny :nz nz :color spike-color :light 255})
;; 4 triangular faces of pyramid
(table.insert indices base-idx)
(table.insert indices (+ base-idx 1))
(table.insert indices (+ base-idx 4))
(table.insert indices (+ base-idx 1))
(table.insert indices (+ base-idx 2))
(table.insert indices (+ base-idx 4))
(table.insert indices (+ base-idx 2))
(table.insert indices (+ base-idx 3))
(table.insert indices (+ base-idx 4))
(table.insert indices (+ base-idx 3))
(table.insert indices base-idx)
(table.insert indices (+ base-idx 4)))))
(set fireball-mesh (pxl8.create_mesh verts indices))))
(var client-tick 0)
(var last-processed-tick 0)
(var time-accumulator 0)
(var position-history {})
(var pending-inputs {})
(fn history-idx [tick]
(+ 1 (% tick history-size)))
(fn store-position [tick x z yaw]
(tset position-history (history-idx tick) {:tick tick :x x :z z :yaw yaw}))
(fn get-position [tick]
(let [entry (. position-history (history-idx tick))]
(when (and entry (= entry.tick tick))
entry)))
(fn store-pending-input [tick input]
(tset pending-inputs (history-idx tick) {:tick tick :input input}))
(fn get-pending-input [tick]
(let [entry (. pending-inputs (history-idx tick))]
(when (and entry (= entry.tick tick))
entry.input)))
(fn apply-movement [x z yaw input]
(var new-x x)
(var new-z z)
(let [move-forward (or input.move_y 0)
move-right (or input.move_x 0)]
(when (or (not= move-forward 0) (not= move-right 0))
(let [forward-x (- (math.sin yaw))
forward-z (- (math.cos yaw))
right-x (math.cos yaw)
right-z (- (math.sin yaw))
len (math.sqrt (+ (* move-forward move-forward) (* move-right move-right)))
norm-forward (/ move-forward len)
norm-right (/ move-right len)
move-delta (* move-speed sim-dt)]
(set new-x (+ new-x (* move-delta (+ (* forward-x norm-forward) (* right-x norm-right)))))
(set new-z (+ new-z (* move-delta (+ (* forward-z norm-forward) (* right-z norm-right))))))))
(values new-x new-z))
(fn init []
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(pxl8.set_relative_mouse_mode true)
(pxl8.set_palette palette 256)
(pxl8.set_colormap colormap 16384)
(for [i 0 7]
(let [t (/ i 7)
r 0xFF
g (math.floor (+ 0x60 (* t (- 0xE0 0x60))))
b (math.floor (+ 0x10 (* t (- 0x80 0x10))))]
(pxl8.set_palette_rgb (+ FIREBALL_COLOR i) r g b)))
(sky.update-gradient 1 2 6 6 10 18)
(pxl8.update_palette_deps)
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(when (not camera)
(set camera (pxl8.create_camera_3d)))
(when (not lights)
(set lights (pxl8.create_lights)))
(when (not fireball-mesh)
(create-fireball-mesh))
(sky.generate-stars 12345)
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(when (not network)
(set network (net.get))
(when network
(network:spawn cam-x cam-y cam-z cam-yaw cam-pitch)))
(when (not world)
(set world (pxl8.get_world)))
(when (not floor-tex)
(set floor-tex (textures.mossy-cobblestone 44444 STONE_FLOOR_START MOSS_COLOR)))
(when (not wall-tex)
(set wall-tex (textures.ashlar-wall 55555 STONE_WALL_START MOSS_COLOR)))
(when (not ceiling-tex)
(set ceiling-tex (pxl8.create_texture [0] 1 1)))
)
(fn setup-materials []
(when (and world (not materials-setup))
(let [chunk (world:active_chunk)]
(when (and chunk (chunk:ready))
(let [bsp (chunk:bsp)]
(when bsp
(let [floor-mat (pxl8.create_material {:texture floor-tex :lighting true})
wall-mat (pxl8.create_material {:texture wall-tex :lighting true})
ceiling-mat (pxl8.create_material {:texture ceiling-tex})]
(bsp:set_material 0 floor-mat)
(bsp:set_material 1 wall-mat)
(bsp:set_material 2 ceiling-mat)
(for [i 0 (- (bsp:face_count) 1)]
(let [n (bsp:face_normal i)]
(bsp:face_set_material i
(if (> n.y 0.7) 0
(< n.y -0.7) 2
1))))
(set materials-setup true))))))))
(fn sample-input []
(var move-forward 0)
(var move-right 0)
(when (pxl8.key_pressed "`")
(set auto-run? (not auto-run?))
(when (and auto-run? (pxl8.key_down "w"))
(set auto-run-cancel-key "w")))
(when (and auto-run? (not auto-run-cancel-key) (or (pxl8.key_down "w") (pxl8.key_down "s")))
(set auto-run? false)
(when (pxl8.key_down "s")
(set auto-run-cancel-key "s")))
(when (and auto-run-cancel-key (not (pxl8.key_down auto-run-cancel-key)))
(set auto-run-cancel-key nil))
(when (or (pxl8.key_down "w") auto-run?)
(set move-forward (+ move-forward 1)))
(when (and (pxl8.key_down "s") (not= auto-run-cancel-key "s"))
(set move-forward (- move-forward 1)))
(when (pxl8.key_down "a")
(set move-right (- move-right 1)))
(when (pxl8.key_down "d")
(set move-right (+ move-right 1)))
{:move_x move-right
:move_y move-forward
:look_dx (pxl8.mouse_dx)
:look_dy (pxl8.mouse_dy)})
(fn reconcile [server-tick server-x server-z]
(let [predicted (get-position server-tick)]
(when predicted
(let [dx (- predicted.x server-x)
dz (- predicted.z server-z)
error (math.sqrt (+ (* dx dx) (* dz dz)))]
(when (> error correction-threshold)
(set cam-x server-x)
(set cam-z server-z)
(for [t (+ server-tick 1) client-tick]
(let [input (get-pending-input t)
hist (get-position t)]
(when (and input hist)
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(let [(new-x new-z) (apply-movement cam-x cam-z hist.yaw input)
(resolved-x _ resolved-z) (world:resolve_collision cam-x cam-y cam-z new-x cam-y new-z 5)]
(set cam-x resolved-x)
(set cam-z resolved-z)
(store-position t cam-x cam-z hist.yaw))))))))))
(fn update [dt]
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(set last-dt dt)
(let [fps (pxl8.get_fps)]
(set fps-sample-count (+ fps-sample-count 1))
(set fps-avg (+ (* fps-avg (/ (- fps-sample-count 1) fps-sample-count))
(/ fps fps-sample-count)))
(when (>= fps-sample-count 120)
(set fps-sample-count 0)
(set fps-avg 0)))
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(setup-materials)
(let [chunk (world:active_chunk)]
(when (and chunk (chunk:ready))
(let [input (sample-input)
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grid-max (* grid-size chunk-size)
movement-yaw cam-yaw]
(set time-accumulator (+ time-accumulator dt))
(while (>= time-accumulator sim-dt)
(set time-accumulator (- time-accumulator sim-dt))
(set client-tick (+ client-tick 1))
(store-pending-input client-tick input)
(let [(new-x new-z) (apply-movement cam-x cam-z movement-yaw input)]
(when (and (>= new-x 0) (<= new-x grid-max)
(>= new-z 0) (<= new-z grid-max))
(let [(resolved-x _ resolved-z) (world:resolve_collision cam-x cam-y cam-z new-x cam-y new-z 5)]
(set cam-x resolved-x)
(set cam-z resolved-z)))
(store-position client-tick cam-x cam-z movement-yaw)))
(when cursor-look?
(set cam-yaw (- cam-yaw (* input.look_dx cursor-sensitivity)))
(set cam-pitch (math.max (- max-pitch)
(math.min max-pitch
(- cam-pitch (* input.look_dy cursor-sensitivity))))))
(when (and (not cursor-look?) (pxl8.key_down "up"))
(set cam-pitch (math.min max-pitch (+ cam-pitch (* turn-speed dt)))))
(when (and (not cursor-look?) (pxl8.key_down "down"))
(set cam-pitch (math.max (- max-pitch) (- cam-pitch (* turn-speed dt)))))
(when (and (not cursor-look?) (pxl8.key_down "left"))
(set cam-yaw (- cam-yaw (* turn-speed dt))))
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(when (and (not cursor-look?) (pxl8.key_down "right"))
(set cam-yaw (+ cam-yaw (* turn-speed dt))))
(when network
(let [(ok err) (pcall (fn []
(network:send_input {:move_x input.move_x
:move_y input.move_y
:look_dx input.look_dx
:look_dy input.look_dy
:yaw movement-yaw
:tick client-tick})
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(let [snapshot (network:snapshot)]
(when (and snapshot (> snapshot.tick last-processed-tick))
(set last-processed-tick snapshot.tick)
(let [player-id (network:player_id)]
(when (> player-id 0)
(let [curr (network:entity_userdata player-id)]
(when curr
(let [srv-x (pxl8.unpack_f32_be curr 0)
srv-z (pxl8.unpack_f32_be curr 8)]
(reconcile snapshot.tick srv-x srv-z))))))))))]
(when (not ok)
(pxl8.error (.. "Network error: " err)))))
(set smooth-cam-x (+ (* smooth-cam-x (- 1 cam-smoothing)) (* cam-x cam-smoothing)))
(set smooth-cam-z (+ (* smooth-cam-z (- 1 cam-smoothing)) (* cam-z cam-smoothing)))
(when (and (pxl8.key_pressed "space") grounded?)
(set velocity-y jump-force)
(set grounded? false))
(set velocity-y (+ velocity-y (* gravity dt)))
(set cam-y (+ cam-y (* velocity-y dt)))
(when (<= cam-y ground-y)
(when (not grounded?)
(set land-squash land-squash-amount))
(set cam-y ground-y)
(set velocity-y 0)
(set grounded? true))
(when (< land-squash 0)
(set land-squash (math.min 0 (+ land-squash (* land-recovery-speed dt)))))
(let [moving (or (not= input.move_x 0) (not= input.move_y 0))]
(if (and moving grounded?)
(set bob-time (+ bob-time (* dt bob-speed)))
(let [target-phase (* (math.floor (/ bob-time math.pi)) math.pi)]
(set bob-time (+ (* bob-time 0.8) (* target-phase 0.2))))))
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(set light-time (+ light-time (* dt 0.5)))
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(set real-time (+ real-time dt))))))
(fn frame []
(pxl8.clear 1)
(when (not camera)
(pxl8.error "camera is nil!"))
(when (not world)
(pxl8.error "world is nil!"))
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(let [chunk (when world (world:active_chunk))]
(when (and world (or (not chunk) (not (chunk:ready))))
(pxl8.text "Waiting for world data..." 5 30 12))
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(when (and camera world chunk (chunk:ready))
(let [bob-offset (* (math.sin bob-time) bob-amount)
eye-y (+ cam-y bob-offset land-squash)
forward-x (- (math.sin cam-yaw))
forward-z (- (math.cos cam-yaw))
target-x (+ smooth-cam-x forward-x)
target-y (+ eye-y (math.sin cam-pitch))
target-z (+ smooth-cam-z forward-z)
aspect (/ (pxl8.get_width) (pxl8.get_height))]
(camera:lookat [smooth-cam-x eye-y smooth-cam-z]
[target-x target-y target-z]
[0 1 0])
(camera:set_perspective 1.047 aspect 1.0 4096.0)
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(let [light-x (+ 384 (* 50 (math.cos light-time)))
light-z (+ 324 (* 50 (math.sin light-time)))
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light-y 80
phase (+ (* light-x 0.01) 1.7)
f1 (* 0.08 (math.sin (+ (* real-time 2.5) phase)))
f2 (* 0.05 (math.sin (+ (* real-time 4.1) (* phase 0.7))))
f3 (* 0.03 (math.sin (+ (* real-time 7.3) (* phase 1.2))))
flicker (+ 0.92 f1 f2 f3)
light-intensity (math.floor (math.max 0 (math.min 255 (* 255 flicker))))
r1 (* 0.06 (math.sin (+ (* real-time 1.8) (* phase 0.5))))
r2 (* 0.04 (math.sin (+ (* real-time 3.2) phase)))
light-radius (* 150 (+ 0.95 r1 r2))]
(lights:clear)
(lights:add light-x light-y light-z 255 200 150 light-intensity light-radius)
(pxl8.begin_frame_3d camera lights {
:ambient 30
:fog_density 0.0
:celestial_dir [0.5 -0.8 0.3]
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:celestial_intensity 0.5})
(pxl8.clear_depth)
(sky.update-gradient 1 2 6 6 10 18)
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(sky.render smooth-cam-x eye-y smooth-cam-z (menu.is-wireframe))
(pxl8.clear_depth)
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(when chunk
(let [bsp (chunk:bsp)]
(when bsp
(bsp:set_wireframe (menu.is-wireframe)))))
(world:render [smooth-cam-x eye-y smooth-cam-z])
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(when fireball-mesh
(let [wire (menu.is-wireframe)]
(pxl8.draw_mesh fireball-mesh {:x light-x :y light-y :z light-z
:passthrough true
:wireframe wire
:emissive 1.0})))
(pxl8.end_frame_3d))
(sky.render-stars smooth-cam-x eye-y smooth-cam-z 1.0 last-dt)
(let [cx (/ (pxl8.get_width) 2)
cy (/ (pxl8.get_height) 2)
crosshair-size 4
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crosshair-color 240
text-color 251]
(pxl8.line (- cx crosshair-size) cy (+ cx crosshair-size) cy crosshair-color)
(pxl8.line cx (- cy crosshair-size) cx (+ cy crosshair-size) crosshair-color)
(pxl8.text (.. "fps: " (string.format "%.0f" fps-avg)) 5 5 text-color)
(pxl8.text (.. "pos: " (string.format "%.0f" cam-x) ","
(string.format "%.0f" cam-y) ","
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(string.format "%.0f" cam-z)) 5 15 text-color))))))
{:init init
:update update
:frame frame}