Initial commit
This commit is contained in:
115
internal/game/logic.go.old
Executable file
115
internal/game/logic.go.old
Executable file
@@ -0,0 +1,115 @@
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package game
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import (
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"time"
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"github.com/Edgaru089/gl01/internal/render"
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"github.com/Edgaru089/gl01/internal/util/itype"
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"github.com/Edgaru089/gl01/internal/world"
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"github.com/Edgaru089/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/mgl32"
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)
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// Init initializes the game.
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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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var seed int64 = time.Now().Unix()
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for i := -2; i <= 3; i++ {
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for j := -2; j <= 3; j++ {
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c := &world.Chunk{}
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g.world.SetChunk(i, j, c)
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worldgen.Chunk(c, g.world, seed)
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}
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}
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width, height := win.GetSize()
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g.view.Aspect(float32(width)/float32(height)).FovY(60).LookAt(g.cameraPos.ToFloat32(), g.rotY, g.rotZ)
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err := g.worldrender.Init(g.world)
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if err != nil {
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panic(err)
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}
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g.fbSize[0], g.fbSize[1] = win.GetFramebufferSize()
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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))
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g.fbSize[0], g.fbSize[1] = w.GetFramebufferSize()
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})
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err = render.Framewire.Init()
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if err != nil {
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panic(err)
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}
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win.SetCursorPos(float64(width)/2, float64(height)/2)
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win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
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win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
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width, height := w.GetSize()
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centerX, centerY := float64(width)/2, float64(height)/2
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deltaX, deltaY := xpos-centerX, ypos-centerY
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g.rotY -= float32(deltaX / 10)
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g.rotZ -= float32(deltaY / 10)
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if g.rotZ > 89.9 {
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g.rotZ = 89.9
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}
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if g.rotZ < -89.9 {
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g.rotZ = -89.9
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}
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win.SetCursorPos(centerX, centerY)
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})
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}
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// Update updates the game state, not necessarily in the main thread.
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func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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if win.GetKey(glfw.KeyLeft) == glfw.Press {
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g.rotY += float32(delta.Seconds()) * 100
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}
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if win.GetKey(glfw.KeyRight) == glfw.Press {
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g.rotY -= float32(delta.Seconds()) * 100
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}
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if win.GetKey(glfw.KeyUp) == glfw.Press {
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g.rotZ += float32(delta.Seconds()) * 100
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if g.rotZ > 89.9 {
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g.rotZ = 89.9
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}
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}
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if win.GetKey(glfw.KeyDown) == glfw.Press {
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g.rotZ -= float32(delta.Seconds()) * 100
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if g.rotZ < -89.9 {
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g.rotZ = -89.9
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}
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}
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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)
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right := forward.Cross(itype.Vec3d{0, 1, 0})
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right = right.Multiply(1 / right.Length()).Multiply(delta.Seconds() * 8)
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if win.GetKey(glfw.KeyW) == glfw.Press {
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g.cameraPos = g.cameraPos.Add(forward)
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}
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if win.GetKey(glfw.KeyS) == glfw.Press {
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g.cameraPos = g.cameraPos.Add(forward.Negative())
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}
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if win.GetKey(glfw.KeyD) == glfw.Press {
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g.cameraPos = g.cameraPos.Add(right)
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}
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if win.GetKey(glfw.KeyA) == glfw.Press {
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g.cameraPos = g.cameraPos.Add(right.Negative())
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}
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g.view.LookAt(g.cameraPos.ToFloat32(), g.rotY, g.rotZ)
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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() {
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gl.Viewport(0, 0, int32(g.fbSize[0]), int32(g.fbSize[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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}
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