pxl8/demo/mod/first_person3d.fnl
2026-01-31 09:31:31 -06:00

404 lines
13 KiB
Fennel

(local pxl8 (require :pxl8))
(local effects (require :pxl8.effects))
(local net (require :pxl8.net))
(local shader (require :pxl8.shader))
(local colormap (require :mod.colormap))
(local entities (require :mod.entities))
(local menu (require :mod.menu))
(local palette (require :mod.palette))
(local sky (require :mod.sky))
(local textures (require :mod.textures))
(local bob-amount 4.0)
(local bob-speed 8.0)
(local cam-smoothing 0.25)
(local ceiling-height 120)
(local chunk-size 64)
(local cursor-sensitivity 0.010)
(local gravity 600)
(local grid-size 64)
(local jump-velocity 180)
(local land-recovery-speed 20)
(local land-squash-amount -4)
(local max-pitch 1.5)
(local move-speed 200)
(local player-eye-height 64)
(local player-height 72)
(local player-radius 12)
(local step-height 24)
(local turn-speed 4.0)
(var auto-run-cancel-key nil)
(var auto-run? false)
(var bob-time 0)
(var cam-pitch 0)
(var cam-x 416)
(var cam-y 0)
(var cam-yaw 0)
(var cam-z 416)
(var camera nil)
(var ceiling-tex nil)
(var floor-tex nil)
(var fps-avg 0)
(var fps-sample-count 0)
(var grounded true)
(var land-squash 0)
(var last-dt 0.016)
(var light-time 0)
(var lights nil)
(var bsp-materials-setup false)
(var network nil)
(var portal-cooldown 0)
(var real-time 0)
(var smooth-cam-x 416)
(var smooth-cam-z 416)
(var vel-y 0)
(var trim-tex nil)
(var wall-tex nil)
(var world nil)
(local cursor-look? true)
(local MOSS_COLOR 200)
(local PLASTER_COLOR 16)
(local STONE_FLOOR_START 37)
(local STONE_WALL_START 2)
(local WOOD_COLOR 88)
(fn find-floor [x y z in-bsp]
(if (not world)
0
(if in-bsp
0
(let [start-y (math.max (+ y 64) 256)
ray (world:ray x start-y z x (- y 1000) z)]
(if ray.hit
(+ ray.point.y 1)
128)))))
(fn find-ceiling [x y z max-height]
(if (not world)
nil
(let [ray (world:ray x (+ y 1) z x (+ y max-height) z)]
(if ray.hit
(- ray.point.y 1)
nil))))
(fn preload []
(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 world
(world:init_local_player cam-x cam-y cam-z))))
(fn is-connected []
(and network (network:connected)))
(fn is-ready []
(if (not world)
false
(let [chunk (world:active_chunk)]
(and chunk (chunk:ready)))))
(fn init []
(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 (+ entities.FIREBALL_COLOR i) r g b)))
(pxl8.set_palette_rgb (- entities.FIREBALL_COLOR 1) 0xFF 0x20 0x10)
(sky.reset-gradient)
(sky.update-gradient 1 2 6 6 10 18)
(pxl8.update_palette_deps)
(when (not camera)
(set camera (pxl8.create_camera_3d)))
(when (not lights)
(set lights (pxl8.create_lights)))
(entities.init textures)
(sky.generate-stars 12345)
(preload)
(when (not ceiling-tex)
(set ceiling-tex (textures.plaster-wall 66666 PLASTER_COLOR)))
(when (not floor-tex)
(set floor-tex (textures.wood-planks 44444 WOOD_COLOR)))
(when (not trim-tex)
(set trim-tex (textures.wood-trim 77777 WOOD_COLOR)))
(when (not wall-tex)
(set wall-tex (textures.cobble-timber 55555 STONE_WALL_START MOSS_COLOR WOOD_COLOR)))
)
(fn setup-materials []
(when (and world (not bsp-materials-setup) ceiling-tex floor-tex trim-tex wall-tex)
(let [chunk (world:active_chunk)]
(when (and chunk (chunk:ready))
(let [ceiling-mat (pxl8.create_material {:texture ceiling-tex})
floor-mat (pxl8.create_material {:texture floor-tex :lighting true})
trim-mat (pxl8.create_material {:texture trim-tex :lighting true})
wall-mat (pxl8.create_material {:texture wall-tex :lighting true})]
(world:set_bsp_material 0 floor-mat)
(world:set_bsp_material 1 wall-mat)
(world:set_bsp_material 2 ceiling-mat)
(world:set_bsp_material 3 trim-mat)
(set bsp-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 update [dt]
(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)))
(setup-materials)
(when (> portal-cooldown 0)
(set portal-cooldown (- portal-cooldown dt)))
(when (and network (<= portal-cooldown 0))
(let [chunk (world:active_chunk)
in-bsp (not= chunk nil)
(door-x door-z) (entities.get-door-position)
door-radius (entities.get-door-radius)
dist-to-door (math.sqrt (+ (* (- cam-x door-x) (- cam-x door-x))
(* (- cam-z door-z) (- cam-z door-z))))]
(when (< dist-to-door door-radius)
(if in-bsp
(do
(pxl8.info "Exiting through door...")
(let [exit-x (+ door-x 50)
exit-z door-z
exit-y 200]
(network:exit_chunk exit-x exit-y exit-z)
(set cam-x exit-x)
(set cam-z exit-z)
(set cam-y exit-y))
(set vel-y 0)
(set grounded false)
(set smooth-cam-x cam-x)
(set smooth-cam-z cam-z)
(set bsp-materials-setup false)
(set portal-cooldown 2.0))
(do
(pxl8.info "Entering through door...")
(network:enter_chunk 1)
(set cam-x 416)
(set cam-z 416)
(set cam-y 0)
(set vel-y 0)
(set grounded true)
(set smooth-cam-x 416)
(set smooth-cam-z 416)
(set portal-cooldown 2.0))))))
(let [chunk (world:active_chunk)
chunk-id (if network (network:chunk_id) -1)
expecting-bsp (> chunk-id 0)
voxel-space (and (not chunk) (= chunk-id 0))
ready (or voxel-space (and chunk (chunk:ready)))]
(when ready
(let [input (sample-input)
grid-max (if voxel-space 100000 (* grid-size chunk-size))
movement-yaw cam-yaw]
(let [player (world:local_player)]
(when player
(set cam-x player.pos.x)
(set cam-y player.pos.y)
(set cam-z player.pos.z)
(set cam-yaw player.yaw)
(set cam-pitch player.pitch)))
(when (and voxel-space grounded)
(let [floor-y (find-floor cam-x cam-y cam-z false)
height-diff (- floor-y cam-y)]
(if (and (>= height-diff (- step-height)) (<= height-diff step-height))
(let [lerp-speed 0.3
smooth-y (+ (* cam-y (- 1 lerp-speed)) (* floor-y lerp-speed))]
(set cam-y smooth-y))
(when (< height-diff (- step-height))
(set grounded false)))))
(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 vel-y jump-velocity)
(set grounded false))
(when (or (not grounded) (not= vel-y 0))
(set vel-y (- vel-y (* gravity dt)))
(if (> vel-y 0)
(let [new-y (+ cam-y (* vel-y dt))
head-y (+ new-y player-height)
ceiling-y (if voxel-space
(find-ceiling cam-x cam-y cam-z 200)
ceiling-height)]
(if (and ceiling-y (>= head-y ceiling-y))
(do
(set cam-y (- ceiling-y player-height))
(set vel-y 0))
(set cam-y new-y)))
(let [new-y (+ cam-y (* vel-y dt))
floor-y (find-floor cam-x cam-y cam-z (not voxel-space))]
(if (<= new-y floor-y)
(do
(set cam-y floor-y)
(set land-squash land-squash-amount)
(set vel-y 0)
(set grounded true))
(do
(set cam-y new-y)
(set grounded false))))))
(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))))))
(set light-time (+ light-time (* dt 0.5)))
(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!"))
(let [chunk (when world (world:active_chunk))
expecting-bsp (and network (> (network:chunk_id) 0))
voxel-space (and world (not chunk) (not expecting-bsp))
ready (or voxel-space (and chunk (chunk:ready)))]
(when (and world (not ready))
(pxl8.text "Waiting for world data..." 5 30 12))
(when (and camera world ready)
(let [bob-offset (* (math.sin bob-time) bob-amount)
eye-y (+ cam-y player-eye-height 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)
(let [light-x (+ 384 (* 50 (math.cos light-time)))
light-z (+ 324 (* 50 (math.sin light-time)))
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 0xFF8C32 light-intensity light-radius)
(pxl8.begin_frame_3d camera lights {
:ambient 30
:fog_density 0.0
:celestial_dir [0.5 -0.8 0.3]
:celestial_intensity 0.5})
(pxl8.clear_depth)
(sky.update-gradient 1 2 6 6 10 18)
(sky.render smooth-cam-x eye-y smooth-cam-z (menu.is-wireframe))
(pxl8.clear_depth)
(world:set_wireframe (menu.is-wireframe))
(world:render [smooth-cam-x eye-y smooth-cam-z])
(when chunk
(entities.render-fireball light-x light-y light-z (menu.is-wireframe)))
(entities.render-door (menu.is-wireframe) (if voxel-space 128 0))
(pxl8.end_frame_3d))
;; TODO: shader needs to run at present time, not mid-frame
;; (shader.begin_frame)
;; (shader.run shader.presets.light_with_fog
;; {:fog_r 6 :fog_g 6 :fog_b 12
;; :fog_start 0.1 :fog_end 0.85})
(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
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) ","
(string.format "%.0f" cam-z)) 5 15 text-color))))))
{:preload preload
:is-connected is-connected
:is-ready is-ready
:init init
:update update
:frame frame}