gl01/internal/game/logic.go.old

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2022-01-20 21:58:50 +08:00
package game
import (
"time"
"github.com/Edgaru089/gl01/internal/render"
"github.com/Edgaru089/gl01/internal/util/itype"
"github.com/Edgaru089/gl01/internal/world"
"github.com/Edgaru089/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/mgl32"
)
// Init initializes the game.
func (g *Game) Init(win *glfw.Window) {
g.world = world.NewWorld()
g.view = &render.View{}
g.worldrender = &render.WorldRenderer{}
var seed int64 = time.Now().Unix()
for i := -2; i <= 3; i++ {
for j := -2; j <= 3; j++ {
c := &world.Chunk{}
g.world.SetChunk(i, j, c)
worldgen.Chunk(c, g.world, seed)
}
}
width, height := win.GetSize()
g.view.Aspect(float32(width)/float32(height)).FovY(60).LookAt(g.cameraPos.ToFloat32(), g.rotY, g.rotZ)
err := g.worldrender.Init(g.world)
if err != nil {
panic(err)
}
g.fbSize[0], g.fbSize[1] = win.GetFramebufferSize()
win.SetSizeCallback(func(w *glfw.Window, width, height int) {
win.SetCursorPos(float64(width)/2, float64(height)/2)
g.view.Aspect(float32(width) / float32(height))
g.fbSize[0], g.fbSize[1] = w.GetFramebufferSize()
})
err = render.Framewire.Init()
if err != nil {
panic(err)
}
win.SetCursorPos(float64(width)/2, float64(height)/2)
win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
width, height := w.GetSize()
centerX, centerY := float64(width)/2, float64(height)/2
deltaX, deltaY := xpos-centerX, ypos-centerY
g.rotY -= float32(deltaX / 10)
g.rotZ -= float32(deltaY / 10)
if g.rotZ > 89.9 {
g.rotZ = 89.9
}
if g.rotZ < -89.9 {
g.rotZ = -89.9
}
win.SetCursorPos(centerX, centerY)
})
}
// Update updates the game state, not necessarily in the main thread.
func (g *Game) Update(win *glfw.Window, delta time.Duration) {
if win.GetKey(glfw.KeyLeft) == glfw.Press {
g.rotY += float32(delta.Seconds()) * 100
}
if win.GetKey(glfw.KeyRight) == glfw.Press {
g.rotY -= float32(delta.Seconds()) * 100
}
if win.GetKey(glfw.KeyUp) == glfw.Press {
g.rotZ += float32(delta.Seconds()) * 100
if g.rotZ > 89.9 {
g.rotZ = 89.9
}
}
if win.GetKey(glfw.KeyDown) == glfw.Press {
g.rotZ -= float32(delta.Seconds()) * 100
if g.rotZ < -89.9 {
g.rotZ = -89.9
}
}
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)
right := forward.Cross(itype.Vec3d{0, 1, 0})
right = right.Multiply(1 / right.Length()).Multiply(delta.Seconds() * 8)
if win.GetKey(glfw.KeyW) == glfw.Press {
g.cameraPos = g.cameraPos.Add(forward)
}
if win.GetKey(glfw.KeyS) == glfw.Press {
g.cameraPos = g.cameraPos.Add(forward.Negative())
}
if win.GetKey(glfw.KeyD) == glfw.Press {
g.cameraPos = g.cameraPos.Add(right)
}
if win.GetKey(glfw.KeyA) == glfw.Press {
g.cameraPos = g.cameraPos.Add(right.Negative())
}
g.view.LookAt(g.cameraPos.ToFloat32(), g.rotY, g.rotZ)
}
// Render, called with a OpenGL context, renders the game.
func (g *Game) Render() {
gl.Viewport(0, 0, int32(g.fbSize[0]), int32(g.fbSize[1]))
g.worldrender.Render(g.world, g.view)
render.Framewire.Render(g.view)
}