gl01/internal/game/logic.go

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package game
import (
"image/color"
"log"
"os"
"time"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/render"
"edgaru089.ml/go/gl01/internal/util/itype"
"edgaru089.ml/go/gl01/internal/world"
"edgaru089.ml/go/gl01/internal/world/worldgen"
"github.com/go-gl/gl/all-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl64"
"github.com/inkyblackness/imgui-go/v4"
)
var logs string
type logger struct{}
func (logger) Write(b []byte) (n int, err error) {
logs = logs + string(b)
n, err = os.Stderr.Write(b)
return
}
func init() {
log.Default().SetOutput(logger{})
}
// Init initializes the game.
func (g *Game) Init(win *glfw.Window) {
g.world = world.NewWorld()
g.view = &render.View{}
g.worldrender = &render.WorldRenderer{}
err := g.worldrender.Init(g.world)
if err != nil {
panic(err)
}
var seed int64 = time.Now().Unix()
gensync := make(chan struct{})
gensynccnt := 0
for i := -4; i <= 4; i++ {
for j := -4; j <= 4; j++ {
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c := &world.Chunk{}
g.world.SetChunk(i, j, c)
go func() {
worldgen.Chunk(c, g.world, seed)
gensync <- struct{}{}
}()
gensynccnt++
}
}
for i := 0; i < gensynccnt; i++ {
<-gensync
}
width, height := win.GetSize()
g.view.Aspect(float32(width)/float32(height)).FovY(itype.Degrees(60)).LookAt(g.cameraPos.ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
io.DisplaySize[0], io.DisplaySize[1] = win.GetFramebufferSize()
win.SetSizeCallback(func(w *glfw.Window, width, height int) {
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//win.SetCursorPos(float64(width)/2, float64(height)/2)
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g.view.Aspect(float32(width) / float32(height))
io.DisplaySize = itype.Vec2i{width, height}
})
err = render.Framewire.Init()
if err != nil {
panic(err)
}
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g.initImgui(win)
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win.SetCursorPos(float64(width)/2, float64(height)/2)
g.paused = true
//win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
if g.paused { // GUI
return
}
width, height := w.GetSize()
centerX, centerY := float64(width)/2, float64(height)/2
deltaX, deltaY := xpos-centerX, ypos-centerY
g.rotY -= itype.Degrees(float32(deltaX) / 10)
g.rotZ -= float32(deltaY) / 10
if g.rotZ > 89.99 {
g.rotZ = 89.99
}
if g.rotZ < -89.99 {
g.rotZ = -89.99
}
win.SetCursorPos(centerX, centerY)
})
win.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
if g.paused {
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backend.MouseButtonCallback(button, action)
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}
})
win.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
if g.paused {
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backend.KeyCallback(key, action)
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}
if action == glfw.Press {
if g.paused {
if key == glfw.KeyEscape && !g.io.WantCaptureKeyboard() {
g.paused = false
win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
width, height := w.GetSize()
win.SetCursorPos(float64(width)/2, float64(height)/2)
}
} else {
if key == glfw.KeyEscape {
g.paused = true
win.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
width, height := w.GetSize()
win.SetCursorPos(float64(width)/2, float64(height)/2)
}
}
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if key == glfw.KeyF11 {
if g.fullscreen {
win.SetMonitor(nil, g.lastPos[0], g.lastPos[1], g.lastSize[0], g.lastSize[1], glfw.DontCare)
g.fullscreen = false
} else {
g.lastPos[0], g.lastPos[1] = win.GetPos()
g.lastSize[0], g.lastSize[1] = win.GetSize()
monitor := glfw.GetPrimaryMonitor()
videoMode := monitor.GetVideoMode()
win.SetMonitor(monitor, 0, 0, videoMode.Width, videoMode.Height, glfw.DontCare)
g.fullscreen = true
}
win.MakeContextCurrent()
glfw.SwapInterval(1)
}
if key == glfw.KeyF3 {
io.ShowDebugInfo = !io.ShowDebugInfo
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}
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}
})
win.SetCharCallback(func(w *glfw.Window, char rune) {
if g.paused {
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backend.InputCallback(char)
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}
})
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
if g.paused {
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backend.MouseScrollCallback(xpos, ypos)
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}
})
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}
const airAccel = 0.1
// Update updates the game state, not necessarily in the main thread.
func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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backend.NewFrame()
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imgui.ShowDemoWindow(nil)
if !g.paused {
if win.GetKey(glfw.KeyLeft) == glfw.Press {
g.rotY += itype.Degrees(float32(delta.Seconds()) * 100)
}
if win.GetKey(glfw.KeyRight) == glfw.Press {
g.rotY -= itype.Degrees(float32(delta.Seconds()) * 100)
}
if win.GetKey(glfw.KeyUp) == glfw.Press {
g.rotZ += float32(delta.Seconds()) * 100
if g.rotZ > 89.99 {
g.rotZ = 89.99
}
}
if win.GetKey(glfw.KeyDown) == glfw.Press {
g.rotZ -= float32(delta.Seconds()) * 100
if g.rotZ < -89.99 {
g.rotZ = -89.99
}
}
//forward := itype.Vec3f(mgl32.Rotate3DY(mgl32.DegToRad(g.rotY)).Mul3(mgl32.Rotate3DZ(mgl32.DegToRad(g.rotZ))).Mul3x1(mgl32.Vec3{1, 0, 0})).ToFloat64().Multiply(delta.Seconds()*8)
var walkaccel float64
if g.player.OnGround() {
walkaccel = 48
} else {
walkaccel = 16
}
forward := itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3x1(mgl64.Vec3{1, 0, 0}))
right := forward.Cross(itype.Vec3d{0, 1, 0})
accel := itype.Vec3d{0, 0, 0}
if win.GetKey(glfw.KeyW) == glfw.Press {
accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()))
}
if win.GetKey(glfw.KeyS) == glfw.Press {
accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()).Negative())
}
if win.GetKey(glfw.KeyD) == glfw.Press {
accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()))
}
if win.GetKey(glfw.KeyA) == glfw.Press {
accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()).Negative())
}
if win.GetKey(glfw.KeySpace) == glfw.Press && g.player.OnGround() {
//log.Print("Jump!")
accel = accel.Addv(0, 8, 0)
}
g.player.Accelerate(accel[0], accel[1], accel[2])
}
g.player.Update(g.world, delta)
g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
io.ViewPos = g.player.EyePosition()
io.ViewDir = itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3(mgl64.Rotate3DZ(float64(itype.Degrees(g.rotZ)))).Mul3x1(mgl64.Vec3{1, 0, 0}))
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render.Framewire.PushBox(g.player.WorldHitbox()[0].ToFloat32(), color.White)
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if g.player.Position()[1] < -100 {
g.player.SetPosition(itype.Vec3d{18, 80, 18})
g.player.SetSpeed(itype.Vec3d{})
}
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g.imgui()
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}
// Render, called with a OpenGL context, renders the game.
func (g *Game) Render(win *glfw.Window) {
gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
g.worldrender.Render(g.world, g.view)
render.Framewire.Render(g.view)
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backend.Render(win)
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}