move WorldRenderer to game package
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@@ -6,7 +6,6 @@ import (
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"os"
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"time"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/render"
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@@ -14,7 +13,6 @@ import (
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"edgaru089.ml/go/gl01/internal/world/worldgen"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/inkyblackness/imgui-go/v4"
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@@ -39,9 +37,8 @@ func (g *Game) Init(win *glfw.Window) {
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g.world = world.NewWorld()
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g.view = &render.View{}
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g.worldrender = &render.WorldRenderer{}
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err := g.worldrender.Init(g.world)
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err := g.initRender()
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if err != nil {
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panic(err)
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}
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@@ -249,19 +246,5 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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imgui.ShowDemoWindow(nil)
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g.imgui()
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if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok {
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igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face])
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}
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io.Diagnostics.Times.GUI = clock.Restart()
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}
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// Render, called with a OpenGL context, renders the game.
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func (g *Game) Render(win *glfw.Window) {
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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g.worldrender.Render(g.world, g.view)
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render.Framewire.Render(g.view)
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backend.Render(win)
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}
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