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igexp_gene
| Author | SHA1 | Date | |
|---|---|---|---|
| 105515277f | |||
| afc9904651 | |||
| b20abbe803 | |||
| 56f2f02afe | |||
| fb0276bc4e |
2
go.mod
2
go.mod
@@ -1,6 +1,6 @@
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module edgaru089.ink/go/gl01
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go 1.17
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go 1.25
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require (
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github.com/aquilax/go-perlin v1.1.0
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@@ -1,32 +0,0 @@
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package entities
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import (
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"time"
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"edgaru089.ink/go/gl01/internal/entity"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/world"
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)
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type PlayerBehaviour struct{}
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func init() {
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entity.RegisterEntityBehaviour(PlayerBehaviour{})
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}
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func (PlayerBehaviour) Name() string { return "player" }
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func (PlayerBehaviour) Hitbox(pos itype.Vec3d, dataset itype.Dataset) []itype.Boxd {
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return []itype.Boxd{{
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OffX: -0.3, OffY: 0, OffZ: -0.3,
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SizeX: 0.6, SizeY: 1.8, SizeZ: 0.6,
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}}
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}
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func (PlayerBehaviour) EyeHeight(pos itype.Vec3d, dataset itype.Dataset) float64 {
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return 1.65
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}
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func (PlayerBehaviour) Update(pos itype.Vec3d, dataset itype.Dataset, world *world.World, deltaTime time.Duration) {
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}
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@@ -1,135 +0,0 @@
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package entity
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import (
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"time"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/world"
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)
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// EntityBehaviour describes the behaviour of a type of entity with the same Name.
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// It should hold no data of its own.
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type EntityBehaviour interface {
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// Name returns the type Name of the behaviour.
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Name() string
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// Hitbox gets the hitbox(s) of the entity.
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//
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// The hitbox is in entity-local coordinates, originating from the position.
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Hitbox(pos itype.Vec3d, dataset itype.Dataset) []itype.Boxd
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// EyeHeight gets the height of the eye of the entity.
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EyeHeight(pos itype.Vec3d, dataset itype.Dataset) float64
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// Update is called on every frame.
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// It should be used to update the behaviour of the entity.
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Update(pos itype.Vec3d, dataset itype.Dataset, world *world.World, deltaTime time.Duration)
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}
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var behaviour = make(map[string]EntityBehaviour)
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// RegisterEntityBehaviour registers behaviour with the name of b.Name().
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//
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// If the name is already taken, false is returned and nothing is done.
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// Otherwise, true is returned and the entity is registered.
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func RegisterEntityBehaviour(b EntityBehaviour) bool {
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if _, ok := behaviour[b.Name()]; ok {
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return false
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}
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behaviour[b.Name()] = b
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return true
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}
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// Entity is a struct holding a Behaviour, a Position and a Speed.
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type Entity struct {
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b EntityBehaviour
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pos, speed itype.Vec3d // pos should have a origin of the **center of the bottom** of the hitbox
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ds itype.Dataset
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name string // a shortcut to b.Name(), the typename
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// physics stuff
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onGround bool
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worldbox []itype.Boxd
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}
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func NewEntity(typename string, pos itype.Vec3d) *Entity {
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var b EntityBehaviour
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var ok bool
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if b, ok = behaviour[typename]; !ok {
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return nil
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}
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return &Entity{
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b: b,
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pos: pos,
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name: typename,
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ds: make(itype.Dataset),
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}
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}
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func (e *Entity) Position() itype.Vec3d {
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return e.pos
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}
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func (e *Entity) SetPosition(pos itype.Vec3d) {
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e.pos = pos
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}
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func (e *Entity) Speed() itype.Vec3d {
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return e.speed
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}
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func (e *Entity) SetSpeed(speed itype.Vec3d) {
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e.speed = speed
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}
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func (e *Entity) Hitbox() []itype.Boxd {
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return e.b.Hitbox(e.pos, e.ds)
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}
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func (e *Entity) Accelerate(x, y, z float64) {
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e.speed[0] += x
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e.speed[1] += y
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e.speed[2] += z
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/*vec := itype.Vec3d{x, y, z}
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e.speed = util.BunnyhopAccelerate(vec, e.speed, vec.Length(), 8)*/
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}
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func (e *Entity) OnGround() bool {
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return e.onGround
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}
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func (e *Entity) EyeHeight() float64 {
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return e.b.EyeHeight(e.pos, e.ds)
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}
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func (e *Entity) EyePosition() itype.Vec3d {
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return e.pos.Addv(0, e.EyeHeight(), 0)
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}
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func (e *Entity) DatasetI(name string) int64 {
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return e.ds[name].(int64)
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}
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func (e *Entity) DatasetF(name string) float64 {
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return e.ds[name].(float64)
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}
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func (e *Entity) DatasetS(name string) string {
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return e.ds[name].(string)
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}
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func (e *Entity) DatasetB(name string) bool {
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return e.ds[name].(bool)
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}
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func (e *Entity) SetDatasetI(name string, val int64) {
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e.ds[name] = val
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}
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func (e *Entity) SetDatasetF(name string, val float64) {
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e.ds[name] = val
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}
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func (e *Entity) SetDatasetS(name string, val string) {
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e.ds[name] = val
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}
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func (e *Entity) SetDatasetB(name string, val bool) {
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e.ds[name] = val
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}
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@@ -1 +0,0 @@
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package entity
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@@ -1,202 +0,0 @@
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package entity
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import (
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"math"
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"time"
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"edgaru089.ink/go/gl01/internal/util"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/world"
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)
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// WorldHitbox returns the hitboxes of the entity, in world coordinates.
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func (e *Entity) WorldHitbox() []itype.Boxd {
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boxes := e.Hitbox()
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for i := range boxes {
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boxes[i] = boxes[i].Offset(e.pos)
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}
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return boxes
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}
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// MoveEps is a small value used to indicate a tiny amount more than zero.
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const MoveEps = 1e-7
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// move attempts to move the entity by delta in the world.
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// It does not change anything in e.
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func (e *Entity) move(delta itype.Vec3d, w *world.World) (finDelta itype.Vec3d, finVelocity itype.Vec3d, onGround bool) {
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// Truncate the delta to [0, 1]
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for i := 0; i < len(delta); i++ {
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if math.Abs(delta[i]) > 1 {
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delta[i] /= math.Abs(delta[i])
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}
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}
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// Get the hitboxes and the blocks region covering it
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hb := e.WorldHitbox()
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hbmin, hbmax := itype.Vec3d{1000000000, 1000000000, 1000000000}, itype.Vec3d{-1000000000, -1000000000, -1000000000}
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for _, b := range hb {
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bmin, bmax := b.MinPoint(), b.MaxPoint()
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hbmin[0] = util.Mind(hbmin[0], bmin[0])
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hbmin[1] = util.Mind(hbmin[1], bmin[1])
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hbmin[2] = util.Mind(hbmin[2], bmin[2])
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hbmax[0] = util.Maxd(hbmax[0], bmax[0])
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hbmax[1] = util.Maxd(hbmax[1], bmax[1])
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hbmax[2] = util.Maxd(hbmax[2], bmax[2])
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}
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// So this is the region of blocks we should calculate
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imin, imax := hbmin.Floor().Addv(-1, -1, -1), hbmax.Ceiling().Addv(1, 1, 1)
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finDelta = delta
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finVelocity = e.speed
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for x := imin[0]; x <= imax[0]; x++ {
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for y := imin[1]; y <= imax[1]; y++ {
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for z := imin[2]; z <= imax[2]; z++ {
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blockDelta, blockVelocity, blockOnGround := e.moveBlock(hb, delta, itype.Vec3i{x, y, z}, w)
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finDelta[0] = util.AbsMind(finDelta[0], blockDelta[0])
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finDelta[1] = util.AbsMind(finDelta[1], blockDelta[1])
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finDelta[2] = util.AbsMind(finDelta[2], blockDelta[2])
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finVelocity[0] = util.AbsMind(finVelocity[0], blockVelocity[0])
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finVelocity[1] = util.AbsMind(finVelocity[1], blockVelocity[1])
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finVelocity[2] = util.AbsMind(finVelocity[2], blockVelocity[2])
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onGround = onGround || blockOnGround
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}
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}
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}
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// Y-
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if delta[1] < 0 {
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onGround = onGround || e.onGround
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} else {
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onGround = false
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}
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return
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}
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// moveBlock simulates moving the entity by delta, and tests collision with the block hibbox.
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func (e *Entity) moveBlock(worldHitbox []itype.Boxd, delta itype.Vec3d, blockCoord itype.Vec3i, w *world.World) (blockDelta itype.Vec3d, finVelocity itype.Vec3d, onGround bool) {
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blockDelta = delta
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finVelocity = e.speed
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onGround = false
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var blockHitbox []itype.Boxd
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if block := w.Block(blockCoord); block.Id != 0 {
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blocka := block.Appearance(blockCoord)
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if !blocka.NotSolid {
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blockHitbox = w.Block(blockCoord).Appearance(blockCoord).Hitbox
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for i := range blockHitbox {
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blockHitbox[i] = blockHitbox[i].Offset(blockCoord.ToFloat64())
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}
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}
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}
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if len(blockHitbox) == 0 {
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return
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}
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for _, eb := range worldHitbox {
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for _, bb := range blockHitbox {
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// Already intersecting: return
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if ok, _ := eb.Intersect(bb); ok {
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continue
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}
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// X
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if ok, _ := eb.Offsetv(blockDelta[0], 0, 0).Intersect(bb); ok {
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if blockDelta[0] > 0 {
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blockDelta[0] = bb.OffX - (eb.OffX + eb.SizeX) - MoveEps
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//log.Printf("Hit(X+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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} else {
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blockDelta[0] = (bb.OffX + bb.SizeX) - eb.OffX + MoveEps
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//log.Printf("Hit(X-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[0] = 0
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}
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// Y
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if ok, _ := eb.Offsetv(0, blockDelta[1], 0).Intersect(bb); ok {
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if blockDelta[1] > 0 {
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blockDelta[1] = bb.OffY - (eb.OffY + eb.SizeY) - MoveEps
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//log.Printf("Hit(Y+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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} else {
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onGround = true
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blockDelta[1] = (bb.OffY + bb.SizeY) - eb.OffY + MoveEps
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//log.Printf("Hit(Y-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[1] = 0
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}
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// Z
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if ok, _ := eb.Offsetv(0, 0, blockDelta[2]).Intersect(bb); ok {
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if blockDelta[2] > 0 {
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blockDelta[2] = bb.OffZ - (eb.OffZ + eb.SizeZ) - MoveEps
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//log.Printf("Hit(Z+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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} else {
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blockDelta[2] = (bb.OffZ + bb.SizeZ) - eb.OffZ + MoveEps
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//log.Printf("Hit(Z-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[2] = 0
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}
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}
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}
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return
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}
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const gravity = 26
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const deaclc = 28
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const maxspeed = 8
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|
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func (e *Entity) Update(world *world.World, deltaTime time.Duration) {
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|
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/*
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delta, vec, onGround := e.move(itype.Vec3d{e.speed[0] * deltaTime.Seconds()}, world)
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e.pos = e.pos.Add(delta)
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e.speed = vec
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delta, vec, onGround = e.move(e.speed.Multiply(deltaTime.Seconds()), world)
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e.pos = e.pos.Add(delta)
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e.speed = vec
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delta, vec, onGround = e.move(e.speed.Multiply(deltaTime.Seconds()), world)
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e.pos = e.pos.Add(delta)
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e.speed = vec
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|
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e.onGround = onGround
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*/
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|
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var deltaSpeed itype.Vec3d
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if e.onGround {
|
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speed := math.Sqrt(e.speed[0]*e.speed[0] + e.speed[2]*e.speed[2])
|
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if speed > MoveEps {
|
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decrease := deaclc * deltaTime.Seconds()
|
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factor := util.Maxd(util.Mind(speed-decrease, 6), 0) / speed
|
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|
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deltaSpeed[0] = -e.speed[0] * (1 - factor)
|
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deltaSpeed[2] = -e.speed[2] * (1 - factor)
|
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} else {
|
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e.speed[0] = 0
|
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e.speed[2] = 0
|
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}
|
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}
|
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deltaSpeed[1] = -gravity * deltaTime.Seconds()
|
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|
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delta := e.speed.Multiply(deltaTime.Seconds()).Add(deltaSpeed.Multiply(deltaTime.Seconds() / 2))
|
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e.speed = e.speed.Add(deltaSpeed)
|
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|
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findelta, vec, onGround := e.move(delta, world)
|
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e.pos = e.pos.Add(findelta)
|
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e.speed = vec
|
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e.onGround = onGround
|
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|
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if !e.onGround {
|
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vecXZ := itype.Vec2d{e.speed[0], e.speed[2]}
|
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if vecXZ.Length() > maxspeed {
|
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vecXZ = vecXZ.Normalize().Multiply(maxspeed)
|
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}
|
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e.speed[0] = vecXZ[0]
|
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e.speed[2] = vecXZ[1]
|
||||
}
|
||||
|
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e.b.Update(e.pos, e.ds, world, deltaTime)
|
||||
}
|
||||
@@ -1,233 +0,0 @@
|
||||
package entity
|
||||
|
||||
import (
|
||||
"log"
|
||||
"math"
|
||||
"time"
|
||||
|
||||
"github.com/Edgaru089/gl01/internal/util"
|
||||
"github.com/Edgaru089/gl01/internal/util/itype"
|
||||
"github.com/Edgaru089/gl01/internal/world"
|
||||
)
|
||||
|
||||
func (e *Entity) worldHitbox(hitbox itype.Vec3d) itype.Boxd {
|
||||
return itype.Boxd{
|
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OffX: e.pos[0] - hitbox[0]/2,
|
||||
OffY: e.pos[1],
|
||||
OffZ: e.pos[2] - hitbox[2]/2,
|
||||
SizeX: hitbox[0],
|
||||
SizeY: hitbox[1],
|
||||
SizeZ: hitbox[2],
|
||||
}
|
||||
}
|
||||
|
||||
// WorldHitbox returns the hitbox of the entity, in world coordinates.
|
||||
func (e *Entity) WorldHitbox() itype.Boxd {
|
||||
return e.worldHitbox(e.b.Hitbox(e.pos, e.ds))
|
||||
}
|
||||
|
||||
// MoveEps is a small value used to indicate a tiny amount more than zero.
|
||||
const MoveEps = 1e-7
|
||||
|
||||
// the move series functions should be called with e.hp already filled
|
||||
|
||||
func (e *Entity) moveX(delta float64, hitbox itype.Boxd, w *world.World) {
|
||||
if math.Abs(delta) < MoveEps*10 {
|
||||
return
|
||||
}
|
||||
|
||||
var hit bool = false
|
||||
var deltaMin float64 = 10000
|
||||
|
||||
if delta > 1-MoveEps {
|
||||
delta = 1 - MoveEps
|
||||
}
|
||||
if delta < -1+MoveEps {
|
||||
delta = -1 + MoveEps
|
||||
}
|
||||
|
||||
// X+ / X-
|
||||
if pointStuck(p, w) {
|
||||
continue
|
||||
}
|
||||
|
||||
dest := hitbox.Offsetv(delta, 0, 0)
|
||||
blockid := dest.Floor()
|
||||
block := w.Block(blockid)
|
||||
|
||||
var deltaDone float64
|
||||
if block.Id == 0 {
|
||||
deltaDone = delta
|
||||
} else { // block.Id!=0
|
||||
app := world.GetBlockAppearance(blockid, block.Id, block.Aux, block.Dataset)
|
||||
blockBox := app.Hitbox.Offset(blockid.ToFloat64())
|
||||
if !app.NotSolid && blockBox.Contains(dest) { // Hit!
|
||||
hit = true
|
||||
if delta > 0 { // moving X+, hit on the X- face
|
||||
deltaDone = blockBox.OffX - (e.pos[0] + hitbox.SizeX/2) - MoveEps
|
||||
//log.Print("Hit X+: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
|
||||
} else { // moving X-, hit on the X+ face
|
||||
deltaDone = blockBox.OffX + blockBox.SizeX - (e.pos[0] - hitbox.SizeX/2) + MoveEps
|
||||
//log.Print("Hit X-: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
|
||||
}
|
||||
} else {
|
||||
deltaDone = delta
|
||||
}
|
||||
}
|
||||
|
||||
deltaMin = util.AbsMind(deltaMin, deltaDone)
|
||||
|
||||
if hit {
|
||||
e.speed[0] = 0
|
||||
}
|
||||
e.pos[0] += deltaMin
|
||||
}
|
||||
func (e *Entity) moveY(delta float64, hitbox itype.Boxd, w *world.World) {
|
||||
if math.Abs(delta) < MoveEps*10 {
|
||||
return
|
||||
}
|
||||
|
||||
var hit bool = false
|
||||
var deltaMin float64 = 10000
|
||||
|
||||
if delta > 1-MoveEps {
|
||||
delta = 1 - MoveEps
|
||||
}
|
||||
if delta < -1+MoveEps {
|
||||
delta = -1 + MoveEps
|
||||
}
|
||||
|
||||
// Y+ / Y-
|
||||
for _, p := range e.hp {
|
||||
if pointStuck(p, w) {
|
||||
continue
|
||||
}
|
||||
|
||||
dest := p.Addv(0, delta, 0)
|
||||
blockid := dest.Floor()
|
||||
block := w.Block(blockid)
|
||||
|
||||
var deltaDone float64
|
||||
if block.Id == 0 {
|
||||
deltaDone = delta
|
||||
} else { // block.Id!=0
|
||||
app := world.GetBlockAppearance(blockid, block.Id, block.Aux, block.Dataset)
|
||||
blockBox := app.Hitbox.Offset(blockid.ToFloat64())
|
||||
if !app.NotSolid && blockBox.Contains(dest) { // Hit!
|
||||
hit = true
|
||||
if delta > 0 { // moving Y+, hit on the Y- face
|
||||
deltaDone = blockBox.OffY - (e.pos[1] + hitbox.SizeY) - MoveEps
|
||||
//log.Print("Hit Y+: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest,", deltaDone=",deltaDone)
|
||||
} else { // moving Y-, hit on the Y+ face (on the ground)
|
||||
deltaDone = blockBox.OffY + blockBox.SizeY - e.pos[1] + MoveEps
|
||||
//log.Print("Hit Y-: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest,", deltaDone=",deltaDone)
|
||||
if !e.onGround {
|
||||
log.Print("onGround = true")
|
||||
}
|
||||
e.onGround = true
|
||||
}
|
||||
} else {
|
||||
deltaDone = delta
|
||||
}
|
||||
}
|
||||
|
||||
deltaMin = util.AbsMind(deltaMin, deltaDone)
|
||||
}
|
||||
|
||||
if hit {
|
||||
e.speed[1] = 0
|
||||
}
|
||||
|
||||
if math.Abs(deltaMin) > MoveEps*10 {
|
||||
if e.onGround {
|
||||
log.Print("onGround = false")
|
||||
}
|
||||
e.onGround = false
|
||||
}
|
||||
e.pos[1] += deltaMin
|
||||
}
|
||||
func (e *Entity) moveZ(delta float64, hitbox itype.Boxd, w *world.World) {
|
||||
if math.Abs(delta) < MoveEps*10 {
|
||||
return
|
||||
}
|
||||
|
||||
var hit bool = false
|
||||
var deltaMin float64 = 10000
|
||||
|
||||
if delta > 1-MoveEps {
|
||||
delta = 1 - MoveEps
|
||||
}
|
||||
if delta < -1+MoveEps {
|
||||
delta = -1 + MoveEps
|
||||
}
|
||||
|
||||
// Z+ / Z-
|
||||
for _, p := range e.hp {
|
||||
if pointStuck(p, w) {
|
||||
continue
|
||||
}
|
||||
|
||||
dest := p.Addv(0, 0, delta)
|
||||
blockid := dest.Floor()
|
||||
block := w.Block(blockid)
|
||||
|
||||
var deltaDone float64
|
||||
if block.Id == 0 {
|
||||
deltaDone = delta
|
||||
} else { // block.Id!=0
|
||||
app := world.GetBlockAppearance(blockid, block.Id, block.Aux, block.Dataset)
|
||||
blockBox := app.Hitbox.Offset(blockid.ToFloat64())
|
||||
if !app.NotSolid && blockBox.Contains(dest) { // Hit!
|
||||
hit = true
|
||||
if delta > 0 { // moving Z+, hit on the Z- face
|
||||
deltaDone = util.Maxd(blockBox.OffZ-(e.pos[2]+hitbox.SizeZ/2)-MoveEps, 0)
|
||||
//log.Print("Hit Z+: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
|
||||
} else { // moving Z-, hit on the Z+ face
|
||||
deltaDone = util.Mind(blockBox.OffZ+blockBox.SizeZ-(e.pos[2]-hitbox.SizeZ/2)+MoveEps, 0)
|
||||
//log.Print("Hit Z-: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
|
||||
}
|
||||
} else {
|
||||
deltaDone = delta
|
||||
}
|
||||
}
|
||||
|
||||
deltaMin = util.AbsMind(deltaMin, deltaDone)
|
||||
}
|
||||
|
||||
if hit {
|
||||
e.speed[2] = 0
|
||||
}
|
||||
e.pos[2] += deltaMin
|
||||
}
|
||||
|
||||
const gravity float64 = 26
|
||||
const deaclc float64 = 28
|
||||
|
||||
func (e *Entity) Update(world *world.World, deltaTime time.Duration) {
|
||||
|
||||
hitbox := e.b.Hitbox(e.pos, e.ds)
|
||||
box := e.worldHitbox(hitbox)
|
||||
|
||||
e.hp = e.hp[0:0]
|
||||
e.hp = e.boxHitpoints(e.hp, box)
|
||||
|
||||
e.moveX(e.speed[0]*deltaTime.Seconds(), box, world)
|
||||
e.moveY(e.speed[1]*deltaTime.Seconds(), box, world)
|
||||
e.moveZ(e.speed[2]*deltaTime.Seconds(), box, world)
|
||||
|
||||
speed := math.Sqrt(e.speed[0]*e.speed[0] + e.speed[2]*e.speed[2])
|
||||
if speed > MoveEps {
|
||||
decrease := deaclc * deltaTime.Seconds()
|
||||
if !e.onGround {
|
||||
decrease /= 10
|
||||
}
|
||||
factor := util.Maxd(util.Mind(speed-decrease, 9), 0) / speed
|
||||
|
||||
e.speed[0] *= factor
|
||||
e.speed[2] *= factor
|
||||
}
|
||||
|
||||
e.speed[1] -= gravity * deltaTime.Seconds()
|
||||
|
||||
e.b.Update(e.pos, e.ds, world, deltaTime)
|
||||
}
|
||||
@@ -3,30 +3,12 @@ package game
|
||||
import (
|
||||
"time"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/entity"
|
||||
"edgaru089.ink/go/gl01/internal/render"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"edgaru089.ink/go/gl01/internal/world"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
|
||||
_ "edgaru089.ink/go/gl01/internal/entity/entities"
|
||||
)
|
||||
|
||||
// Game holds a game scene.
|
||||
type Game struct {
|
||||
world *world.World
|
||||
|
||||
player *entity.Entity
|
||||
|
||||
view *render.View
|
||||
render renderData
|
||||
|
||||
prevCursorPos itype.Vec2d
|
||||
cameraPos itype.Vec3d
|
||||
rotY itype.Angle
|
||||
rotZ float32 // Degrees in range (-90, 90)
|
||||
|
||||
fbSize itype.Vec2i
|
||||
fullscreen bool
|
||||
lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
|
||||
|
||||
@@ -39,17 +21,5 @@ type Game struct {
|
||||
|
||||
// NewGame creates a new, empty Game.
|
||||
func NewGame() (g *Game) {
|
||||
return &Game{
|
||||
world: world.NewWorld(),
|
||||
player: entity.NewEntity("player", itype.Vec3d{18, 80, 18}),
|
||||
cameraPos: itype.Vec3d{18, 80, 18},
|
||||
rotY: 0,
|
||||
rotZ: 0,
|
||||
}
|
||||
}
|
||||
|
||||
// LoadGameFromPath loads a saved game from a filesystem folder in a read-write fashion.
|
||||
func LoadGameFromPath(path string) (g *Game, err error) {
|
||||
|
||||
return
|
||||
return &Game{}
|
||||
}
|
||||
|
||||
@@ -2,9 +2,6 @@ package game
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
"log"
|
||||
"math"
|
||||
"os"
|
||||
"runtime"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/asset"
|
||||
@@ -12,15 +9,13 @@ import (
|
||||
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"edgaru089.ink/go/gl01/internal/util"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"edgaru089.ink/go/gl01/internal/world"
|
||||
"github.com/go-gl/glfw/v3.3/glfw"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
)
|
||||
|
||||
type guiState struct {
|
||||
showLog, showDebugInfo bool
|
||||
logFollow bool
|
||||
showDemo bool
|
||||
logFollow bool
|
||||
|
||||
lastframeCgoCalls int64
|
||||
|
||||
@@ -45,8 +40,7 @@ func (g *Game) initImgui(win *glfw.Window) {
|
||||
backend.Init(win)
|
||||
|
||||
g.gui = guiState{
|
||||
showLog: true,
|
||||
showDebugInfo: false,
|
||||
showDemo: false,
|
||||
logFollow: true,
|
||||
loadChunkFile: "chunk.gob",
|
||||
loadChunkID: [2]int32{0, 0},
|
||||
@@ -73,11 +67,8 @@ func (g *Game) imgui() {
|
||||
igwrap.TextBackground("CgoCalls:%d (%d lastframe), Goroutines:%d", g.gui.lastframeCgoCalls, io.Diagnostics.CgoCalls, runtime.NumGoroutine())
|
||||
igwrap.TextBlank()
|
||||
|
||||
pos := g.player.Position()
|
||||
igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
|
||||
|
||||
if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok {
|
||||
igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face])
|
||||
if imgui.SelectableV("Show Demo", g.gui.showDemo, 0, imgui.Vec2{imgui.CalcTextSize("Show Demo", false, 0).X, 0}) {
|
||||
g.gui.showDemo = !g.gui.showDemo
|
||||
}
|
||||
|
||||
imgui.End()
|
||||
@@ -85,109 +76,12 @@ func (g *Game) imgui() {
|
||||
}
|
||||
|
||||
if g.paused {
|
||||
imgui.ShowDemoWindow(nil)
|
||||
|
||||
if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) {
|
||||
pos := g.player.Position()
|
||||
vel := g.player.Speed()
|
||||
igwrap.Text("Pos: (%.5f, %.5f, %.5f), Vel: (%.5f, %.5f, %.5f)", pos[0], pos[1], pos[2], vel[0], vel[1], vel[2])
|
||||
igwrap.Text("VelXZ=%.5f, VelXYZ=%.5f", math.Sqrt(vel[0]*vel[0]+vel[2]*vel[2]), vel.Length())
|
||||
if g.gui.showDemo {
|
||||
imgui.ShowDemoWindow(&g.gui.showDemo)
|
||||
}
|
||||
imgui.End()
|
||||
|
||||
if igwrap.Begin("Logs", &g.gui.showLog, imgui.WindowFlagsMenuBar) {
|
||||
if imgui.BeginMenuBar() {
|
||||
if imgui.Button("Clear") {
|
||||
logs = ""
|
||||
}
|
||||
if imgui.Button("Add Logs") {
|
||||
for i := 0; i < 8; i++ {
|
||||
log.Print("Added logs")
|
||||
}
|
||||
}
|
||||
imgui.Checkbox("Autoscroll", &g.gui.logFollow)
|
||||
imgui.EndMenuBar()
|
||||
}
|
||||
|
||||
imgui.BeginChildV("LogScroll", imgui.Vec2{}, true, 0)
|
||||
imgui.Text(logs)
|
||||
if g.gui.logFollow && imgui.ScrollY() >= imgui.ScrollMaxY() {
|
||||
imgui.SetScrollHereY(1.0)
|
||||
}
|
||||
imgui.EndChild()
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
if imgui.Begin("Actions") {
|
||||
|
||||
imgui.Text("Chunks")
|
||||
imgui.Separator()
|
||||
imgui.InputText("Load Filename", &g.gui.loadChunkFile)
|
||||
imgui.SliderInt2("Load ID", &g.gui.loadChunkID, -10, 10)
|
||||
if imgui.ButtonV("Load", imgui.Vec2{X: -2, Y: 0}) {
|
||||
c := &world.Chunk{}
|
||||
f, err := os.Open(g.gui.loadChunkFile)
|
||||
if err != nil {
|
||||
log.Print("LoadChunk: ", err)
|
||||
} else {
|
||||
c.LoadFromGobIndexed(f, int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]))
|
||||
g.world.SetChunk(int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]), c)
|
||||
}
|
||||
}
|
||||
imgui.Separator()
|
||||
imgui.InputText("Save Filename", &g.gui.saveChunkFile)
|
||||
imgui.SliderInt2("Save ID", &g.gui.saveChunkID, -10, 10)
|
||||
if imgui.ButtonV("Save", imgui.Vec2{X: -2, Y: 0}) {
|
||||
c := g.world.Chunks[itype.Vec2i{int(g.gui.saveChunkID[0]), int(g.gui.saveChunkID[1])}]
|
||||
f, _ := os.Create(g.gui.saveChunkFile)
|
||||
c.WriteToGob(f)
|
||||
f.Close()
|
||||
}
|
||||
imgui.Separator()
|
||||
|
||||
}
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
imgui.BackgroundDrawList().AddRectFilledV(imgui.Vec2{X: float32(io.DisplaySize[0]/2 - 12), Y: float32(io.DisplaySize[1]/2 - 1)}, imgui.Vec2{X: float32(io.DisplaySize[0]/2 + 12), Y: float32(io.DisplaySize[1]/2 + 1)}, imgui.Packed(color.White), 0, 0)
|
||||
imgui.BackgroundDrawList().AddRectFilledV(imgui.Vec2{X: float32(io.DisplaySize[0]/2 - 1), Y: float32(io.DisplaySize[1]/2 - 12)}, imgui.Vec2{X: float32(io.DisplaySize[0]/2 + 1), Y: float32(io.DisplaySize[1]/2 + 12)}, imgui.Packed(color.White), 0, 0)
|
||||
|
||||
imgui.SetNextWindowPosV(imgui.Vec2{float32(io.DisplaySize[0] / 2), float32(io.DisplaySize[1]) + 1}, imgui.ConditionAlways, imgui.Vec2{0.5, 1})
|
||||
if igwrap.Begin("InventoryBar", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoNavInputs|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoBringToFrontOnFocus|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) {
|
||||
|
||||
imgui.PushStyleColor(imgui.StyleColorBorder, imgui.Vec4{0.8, 0.8, 0.8, 1})
|
||||
for i, id := range placeId {
|
||||
if i != 0 {
|
||||
imgui.SameLineV(0, 1)
|
||||
}
|
||||
|
||||
if i == placei {
|
||||
imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 2)
|
||||
}
|
||||
|
||||
app := world.GetBlockBehaviour(id).Appearance(itype.Vec3i{}, 0, nil, g.world)
|
||||
var name string
|
||||
switch app.RenderType {
|
||||
case world.OneTexture:
|
||||
name = app.Name + ".png"
|
||||
case world.ThreeTexture:
|
||||
name = app.Name + "_top.png"
|
||||
case world.SixTexture:
|
||||
name = app.Name + "_y+.png"
|
||||
}
|
||||
igwrap.ImageButtonV(
|
||||
g.render.texture.Handle(),
|
||||
itype.Vec2f{32, 32},
|
||||
asset.WorldTextureAtlas.RectNormalized(name),
|
||||
0, itype.Vec4f{}, itype.Vec4f{1, 1, 1, 1},
|
||||
)
|
||||
|
||||
if i == placei {
|
||||
imgui.PopStyleVar()
|
||||
}
|
||||
}
|
||||
imgui.PopStyleColor()
|
||||
|
||||
imgui.End()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
"log"
|
||||
"os"
|
||||
"time"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"edgaru089.ink/go/gl01/internal/render"
|
||||
"edgaru089.ink/go/gl01/internal/util"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"edgaru089.ink/go/gl01/internal/world"
|
||||
"edgaru089.ink/go/gl01/internal/world/blocks"
|
||||
"edgaru089.ink/go/gl01/internal/world/worldgen"
|
||||
"edgaru089.ink/go/gl01/internal/work"
|
||||
"github.com/go-gl/glfw/v3.3/glfw"
|
||||
"github.com/go-gl/mathgl/mgl64"
|
||||
)
|
||||
|
||||
const (
|
||||
@@ -23,10 +18,6 @@ const (
|
||||
PlayerPlaceCooldown = 200 * time.Millisecond
|
||||
)
|
||||
|
||||
var placeId = [10]int{blocks.Stone, blocks.Slab, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Glass, blocks.DebugDir, blocks.Bedrock, blocks.Water}
|
||||
var placeAux = [10]int{0, blocks.PlanksOak, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
var placei = 0
|
||||
|
||||
var logs string
|
||||
|
||||
type logger struct{}
|
||||
@@ -44,55 +35,19 @@ func init() {
|
||||
// Init initializes the game.
|
||||
func (g *Game) Init(win *glfw.Window) {
|
||||
|
||||
g.world = world.NewWorld()
|
||||
g.view = &render.View{}
|
||||
|
||||
err := g.initRender()
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
g.player.SetDatasetI("LastBreak", 0)
|
||||
g.player.SetDatasetI("LastPlace", 0)
|
||||
|
||||
var seed int64 = time.Now().Unix()
|
||||
gensync := make(chan struct{})
|
||||
gensynccnt := 0
|
||||
for i := -4; i <= 4; i++ {
|
||||
for j := -4; j <= 4; j++ {
|
||||
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) {
|
||||
//win.SetCursorPos(float64(width)/2, float64(height)/2)
|
||||
g.view.Aspect(float32(width) / float32(height))
|
||||
io.DisplaySize = itype.Vec2i{width, height}
|
||||
})
|
||||
|
||||
err = render.Framewire.Init()
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
g.initImgui(win)
|
||||
|
||||
win.SetCursorPos(float64(width)/2, float64(height)/2)
|
||||
|
||||
io.ShowDebugInfo = true
|
||||
g.paused = true
|
||||
//win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
|
||||
win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
|
||||
@@ -102,15 +57,8 @@ func (g *Game) Init(win *glfw.Window) {
|
||||
|
||||
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
|
||||
}
|
||||
//deltaX, deltaY := xpos-centerX, ypos-centerY
|
||||
_, _ = xpos-centerX, ypos-centerY
|
||||
win.SetCursorPos(centerX, centerY)
|
||||
})
|
||||
|
||||
@@ -125,21 +73,6 @@ func (g *Game) Init(win *glfw.Window) {
|
||||
backend.KeyCallback(key, action)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
if key == glfw.KeyF11 {
|
||||
if g.fullscreen {
|
||||
@@ -175,24 +108,12 @@ func (g *Game) Init(win *glfw.Window) {
|
||||
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
|
||||
if g.paused {
|
||||
backend.MouseScrollCallback(xpos, ypos)
|
||||
} else {
|
||||
if ypos > 0 {
|
||||
placei--
|
||||
} else if ypos < 0 {
|
||||
placei++
|
||||
}
|
||||
if placei < 0 {
|
||||
placei += len(placeId)
|
||||
}
|
||||
if placei >= len(placeId) {
|
||||
placei -= len(placeId)
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
}
|
||||
work.Init()
|
||||
|
||||
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) {
|
||||
@@ -201,113 +122,7 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
|
||||
|
||||
clock := util.NewClock()
|
||||
|
||||
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}))
|
||||
|
||||
render.Framewire.PushBox(g.player.WorldHitbox()[0].ToFloat32(), color.White)
|
||||
|
||||
if g.player.Position()[1] < -100 {
|
||||
g.player.SetPosition(itype.Vec3d{18, 80, 18})
|
||||
g.player.SetSpeed(itype.Vec3d{})
|
||||
}
|
||||
|
||||
if ok, bc, dir, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 6); ok {
|
||||
ba := g.world.Block(bc).Appearance(bc)
|
||||
for _, r := range ba.Lookbox {
|
||||
render.Framewire.PushBox(r.GrowEven(itype.Vec3d{0.03125, 0.03125, 0.03125}).Offset(bc.ToFloat64()).ToFloat32(), color.White)
|
||||
}
|
||||
|
||||
if !g.paused {
|
||||
// Break/Place block
|
||||
if win.GetMouseButton(glfw.MouseButtonLeft) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastBreak")) >= PlayerBreakCooldown {
|
||||
// Break
|
||||
g.world.Break(bc)
|
||||
g.player.SetDatasetI("LastBreak", int64(g.runtime))
|
||||
} else if win.GetMouseButton(glfw.MouseButtonRight) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastPlace")) >= PlayerBreakCooldown {
|
||||
// Place
|
||||
// Check hitbox
|
||||
tobehit := world.GetBlockBehaviour(placeId[placei]).Appearance(bc.Add(itype.DirectionVeci[dir]), 0, nil, g.world).Hitbox
|
||||
if len(tobehit) == 0 {
|
||||
tobehit = []itype.Boxd{{OffX: 0, OffY: 0, OffZ: 0, SizeX: 1, SizeY: 1, SizeZ: 1}}
|
||||
}
|
||||
canplace := true
|
||||
outer:
|
||||
for _, pb := range g.player.WorldHitbox() {
|
||||
for _, b := range tobehit {
|
||||
if ok, _ := b.Offset(bc.Add(itype.DirectionVeci[dir]).ToFloat64()).Intersect(pb); ok {
|
||||
canplace = false
|
||||
break outer
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if canplace {
|
||||
aux := placeAux[placei]
|
||||
if win.GetKey(glfw.KeyLeftShift) == glfw.Press {
|
||||
aux = -aux
|
||||
}
|
||||
g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], aux, nil)
|
||||
g.player.SetDatasetI("LastPlace", int64(g.runtime))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
work.Update(delta)
|
||||
|
||||
io.Diagnostics.Times.Logic = clock.Restart()
|
||||
|
||||
|
||||
@@ -1,488 +1,19 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"math/rand"
|
||||
"time"
|
||||
"unsafe"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/asset"
|
||||
"edgaru089.ink/go/gl01/internal/igwrap"
|
||||
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"edgaru089.ink/go/gl01/internal/render"
|
||||
"edgaru089.ink/go/gl01/internal/util"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"github.com/go-gl/gl/all-core/gl"
|
||||
"github.com/go-gl/glfw/v3.3/glfw"
|
||||
"github.com/go-gl/mathgl/mgl32"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
)
|
||||
|
||||
const (
|
||||
SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag
|
||||
)
|
||||
|
||||
var (
|
||||
ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
|
||||
RandomSize = itype.Vec2i{32, 32} // Size of the random mapping
|
||||
)
|
||||
|
||||
// renderData holds OpenGL state used by the game renderer.
|
||||
type renderData struct {
|
||||
lastDisplaySize itype.Vec2i
|
||||
startTime time.Time
|
||||
|
||||
texRand uint32 // random texture mapping, RGBA8 (0~1)
|
||||
|
||||
// Depth mapping pass
|
||||
depthmap struct {
|
||||
fbo, tex uint32 // Framebuffer Object and Texture.
|
||||
shader *render.Shader // Shader.
|
||||
}
|
||||
|
||||
// Geometry pass
|
||||
gbuffer struct {
|
||||
fbo uint32 // The Framebuffer object.
|
||||
|
||||
// Textures. Position/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity.
|
||||
pos, norm, color uint32
|
||||
depth uint32 // Depth renderbuffer.
|
||||
shader *render.Shader // Geometry pass shaders.
|
||||
}
|
||||
|
||||
// Screen-Space Ambient Occlusion (SSAO) pass
|
||||
ssao struct {
|
||||
fbo uint32 // Framebuffer
|
||||
ambient uint32 // Ambient strength output texture [0,1] (Red channel)
|
||||
uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
|
||||
shader *render.Shader // SSAO pass shader
|
||||
|
||||
// SSAO blur pass
|
||||
blur struct {
|
||||
fbo uint32
|
||||
output uint32
|
||||
shader *render.Shader
|
||||
}
|
||||
}
|
||||
|
||||
// Deferred lighting pass
|
||||
lighting struct {
|
||||
shader *render.Shader // Deferred lighting pass shaders
|
||||
}
|
||||
|
||||
// Semi-transparent pass
|
||||
water struct {
|
||||
shader *render.Shader
|
||||
}
|
||||
|
||||
// Output pass
|
||||
output struct {
|
||||
fbo uint32 // Output framebuffer object, rendering to the output texture.
|
||||
tex uint32 // Output texture, rendered to the back buffer at the end.
|
||||
//depth uint32 // Output depth renderbuffer, use gbuffer.depth
|
||||
shader *render.Shader // Shader used to copy output.tex to back buffer.
|
||||
}
|
||||
|
||||
texture *render.Texture // World texture atlas
|
||||
}
|
||||
|
||||
func (g *Game) initRender() (err error) {
|
||||
r := &g.render
|
||||
|
||||
r.depthmap.shader, err = render.NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
|
||||
if err != nil {
|
||||
return errors.New("depthmap: " + err.Error())
|
||||
}
|
||||
r.gbuffer.shader, err = render.NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
|
||||
if err != nil {
|
||||
return errors.New("gbuffer: " + err.Error())
|
||||
}
|
||||
r.ssao.shader, err = render.NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
|
||||
if err != nil {
|
||||
return errors.New("ssao: " + err.Error())
|
||||
}
|
||||
r.ssao.blur.shader, err = render.NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
|
||||
if err != nil {
|
||||
return errors.New("ssao_blur: " + err.Error())
|
||||
}
|
||||
r.lighting.shader, err = render.NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
|
||||
if err != nil {
|
||||
return errors.New("lighting: " + err.Error())
|
||||
}
|
||||
r.water.shader, err = render.NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
|
||||
if err != nil {
|
||||
return errors.New("water: " + err.Error())
|
||||
}
|
||||
r.output.shader, err = render.NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
|
||||
if err != nil {
|
||||
return errors.New("output: " + err.Error())
|
||||
}
|
||||
|
||||
// get the maximum anisotropic filtering level
|
||||
var maxaf float32
|
||||
gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY, &maxaf)
|
||||
|
||||
asset.InitWorldTextureAtlas()
|
||||
r.texture = render.NewTexture()
|
||||
r.texture.UpdatesRGB(asset.WorldTextureAtlas.Image)
|
||||
r.texture.GenerateMipMap()
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle())
|
||||
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf)
|
||||
r.depthmap.shader.SetUniformTexture("tex", r.texture)
|
||||
r.gbuffer.shader.SetUniformTexture("tex", r.texture)
|
||||
r.water.shader.SetUniformTexture("tex", r.texture)
|
||||
igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_Linear, igwrap.TextureFlag_FlipY)
|
||||
|
||||
r.depthmap.shader.SetUniformMat4("model", mgl32.Ident4())
|
||||
r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
|
||||
r.water.shader.SetUniformMat4("model", mgl32.Ident4())
|
||||
// and view and projection uniforms not yet set
|
||||
gl.BindFragDataLocation(r.lighting.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||
gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||
gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||
|
||||
// generate random mapping
|
||||
{
|
||||
data := make([]uint32, RandomSize[0]*RandomSize[1])
|
||||
for i := range data {
|
||||
data[i] = rand.Uint32()
|
||||
}
|
||||
gl.GenTextures(1, &r.texRand)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.texRand)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data))
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||
}
|
||||
r.ssao.shader.SetUniformTextureHandle("rand", r.texRand)
|
||||
r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32())
|
||||
|
||||
// generate the depthmap and depthmap FBO
|
||||
gl.GenFramebuffers(1, &r.depthmap.fbo)
|
||||
gl.GenTextures(1, &r.depthmap.tex)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.depthmap.tex)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
|
||||
borderColor := []float32{1, 1, 1, 1}
|
||||
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
|
||||
// attach depth texture as FBO's depth buffer
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo)
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap.tex, 0)
|
||||
gl.DrawBuffer(gl.NONE)
|
||||
gl.ReadBuffer(gl.NONE)
|
||||
// attach the shadowmap to the shader
|
||||
r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
|
||||
r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
|
||||
|
||||
// generate G-buffer and friends
|
||||
gl.GenFramebuffers(1, &r.gbuffer.fbo)
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
|
||||
// position
|
||||
gl.GenTextures(1, &r.gbuffer.pos)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
|
||||
borderColor = []float32{1, 1, 1, 1}
|
||||
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0)
|
||||
// normal
|
||||
gl.GenTextures(1, &r.gbuffer.norm)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, r.gbuffer.norm, 0)
|
||||
// diffuse color
|
||||
gl.GenTextures(1, &r.gbuffer.color)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, r.gbuffer.color, 0)
|
||||
// depth
|
||||
gl.GenRenderbuffers(1, &r.gbuffer.depth)
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
|
||||
// tell OpenGL which color attachments we'll use (of this framebuffer)
|
||||
attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
|
||||
gl.DrawBuffers(int32(len(attachments)), &attachments[0])
|
||||
// attach the textures
|
||||
r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||
r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
||||
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
|
||||
r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||
r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
||||
r.water.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||
|
||||
// generate SSAO friends
|
||||
gl.GenFramebuffers(1, &r.ssao.fbo)
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
|
||||
// ambient strength texture
|
||||
gl.GenTextures(1, &r.ssao.ambient)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0)
|
||||
r.ssao.blur.shader.SetUniformTextureHandle("tex", r.ssao.ambient)
|
||||
// uniform buffer object for samples
|
||||
ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
|
||||
for i := range ssaoSamples {
|
||||
sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05}
|
||||
sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64())
|
||||
ssaoSamples[i] = itype.Vec4f{
|
||||
float32(sample[0]),
|
||||
float32(sample[1]),
|
||||
float32(sample[2]),
|
||||
0,
|
||||
}
|
||||
}
|
||||
gl.GenBuffers(1, &r.ssao.uboSamples)
|
||||
gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples)
|
||||
gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW)
|
||||
// bind UBO (onto binding 0 for now)
|
||||
gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples)
|
||||
gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0)
|
||||
// SSAO blur pass
|
||||
gl.GenFramebuffers(1, &r.ssao.blur.fbo)
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
|
||||
gl.GenTextures(1, &r.ssao.blur.output)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.blur.output, 0)
|
||||
r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output)
|
||||
|
||||
// generate the output texture and friends
|
||||
gl.GenFramebuffers(1, &r.output.fbo)
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
|
||||
// output
|
||||
gl.GenTextures(1, &r.output.tex)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
|
||||
// depth
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
|
||||
// attach textures
|
||||
r.output.shader.SetUniformTextureHandle("tex", r.output.tex)
|
||||
|
||||
// set the texture flags for ImGUI
|
||||
igwrap.SetTextureFlag(r.gbuffer.color, igwrap.TextureFlag_Linear)
|
||||
igwrap.SetTextureFlag(r.ssao.ambient, igwrap.TextureFlag_Red)
|
||||
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
r.lastDisplaySize = io.DisplaySize
|
||||
r.startTime = time.Now()
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// ResizeDisplay resizes the size of the internal buffers dependent on the window size.
|
||||
// It is called automatically most of the time.
|
||||
func (g *Game) ResizeDisplay(newSize itype.Vec2i) {
|
||||
gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.pos) // G-Buffer, Position
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||
gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.norm) // G-Buffer, Normal
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||
gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.color) // G-Buffer, Albedo Color
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, g.render.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
||||
gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.ambient) // SSAO Output Ambient Strength
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||
gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.blur.output) // SSAO Blurred Output
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||
gl.BindTexture(gl.TEXTURE_2D, g.render.output.tex) // Output Texture
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||
g.render.lastDisplaySize = newSize
|
||||
|
||||
}
|
||||
|
||||
var (
|
||||
sun = [3]float32{0.2, 0.4, 0.3}
|
||||
alpha = float32(0.55)
|
||||
gamma = float32(2.2)
|
||||
exposure = float32(1)
|
||||
atlasScale = float32(1)
|
||||
)
|
||||
|
||||
// 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]))
|
||||
matv, matp := g.view.View(), g.view.Perspective()
|
||||
matvp := matp.Mul4(matv)
|
||||
|
||||
allclock := util.NewClock()
|
||||
lastclock := util.NewClock()
|
||||
|
||||
io.RenderPos = io.ViewPos
|
||||
io.RenderDir = io.ViewDir
|
||||
|
||||
// re-generate the G-buffers if the display size changed
|
||||
if g.render.lastDisplaySize != io.DisplaySize {
|
||||
g.ResizeDisplay(io.DisplaySize)
|
||||
}
|
||||
|
||||
if g.paused {
|
||||
imgui.SliderFloat3("Sun", &sun, -1, 1)
|
||||
imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
|
||||
imgui.SliderFloat("Gamma", &gamma, 1.6, 2.8)
|
||||
imgui.SliderFloat("Exposure", &exposure, 0, 2)
|
||||
}
|
||||
normalSun := itype.Vec3f(sun).Normalize()
|
||||
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.DepthFunc(gl.LESS)
|
||||
|
||||
lastclock.Restart()
|
||||
|
||||
// 1. Render to depth map
|
||||
gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]))
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.depthmap.fbo)
|
||||
gl.Clear(gl.DEPTH_BUFFER_BIT)
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
|
||||
lightPos := g.view.EyePos.Add(normalSun.Multiply(50))
|
||||
lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], g.view.EyePos[0], g.view.EyePos[1], g.view.EyePos[2], 0, 1, 0)
|
||||
lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
|
||||
lightspace := lightProjection.Mul4(lightView)
|
||||
|
||||
io.RenderPos = lightPos.ToFloat64()
|
||||
io.RenderDir = g.view.EyePos.Add(lightPos.Negative()).ToFloat64()
|
||||
|
||||
g.render.depthmap.shader.UseProgram()
|
||||
g.render.depthmap.shader.BindTextures()
|
||||
g.render.depthmap.shader.SetUniformMat4("lightspace", lightspace)
|
||||
|
||||
g.world.Render()
|
||||
g.world.RenderWater()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.Depthmap = lastclock.Restart()
|
||||
|
||||
// 2. Geometry pass, render to G-buffer
|
||||
io.RenderPos = io.ViewPos
|
||||
io.RenderDir = io.ViewDir
|
||||
|
||||
gl.Viewport(0, 0, int32(g.render.lastDisplaySize[0]), int32(g.render.lastDisplaySize[1]))
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.gbuffer.fbo)
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Disable(gl.BLEND)
|
||||
|
||||
g.render.gbuffer.shader.UseProgram()
|
||||
g.render.gbuffer.shader.BindTextures()
|
||||
g.render.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
|
||||
g.render.gbuffer.shader.SetUniformMat4("view", matv)
|
||||
g.render.gbuffer.shader.SetUniformMat4("projection", matp)
|
||||
g.render.gbuffer.shader.SetUniformMat4("mvp", matvp)
|
||||
g.render.gbuffer.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
||||
|
||||
g.world.Render()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.Geometry = lastclock.Restart()
|
||||
|
||||
// 3/1. SSAO pass
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.fbo)
|
||||
gl.ClearColor(1, 1, 1, 1)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||
|
||||
g.render.ssao.shader.UseProgram()
|
||||
g.render.ssao.shader.BindTextures()
|
||||
g.render.ssao.shader.SetUniformMat4("view", matv)
|
||||
g.render.ssao.shader.SetUniformMat4("projection", matp)
|
||||
g.render.ssao.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
||||
|
||||
render.DrawScreenQuad()
|
||||
|
||||
// 3/2. SSAO blur pass
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.blur.fbo)
|
||||
g.render.ssao.blur.shader.UseProgram()
|
||||
g.render.ssao.blur.shader.BindTextures()
|
||||
g.render.ssao.blur.shader.SetUniformVec2f("screenSize", g.render.lastDisplaySize.ToFloat32())
|
||||
|
||||
render.DrawScreenQuad()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.SSAO = lastclock.Restart()
|
||||
|
||||
// 4. Render the actual output with deferred lighting
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.output.fbo)
|
||||
gl.ClearColor(0, 0, 0, 0)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
g.render.lighting.shader.UseProgram()
|
||||
g.render.lighting.shader.BindTextures()
|
||||
g.render.lighting.shader.SetUniformMat4("lightspace", lightspace)
|
||||
g.render.lighting.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
||||
g.render.lighting.shader.SetUniformVec4f("fogColor", io.FogColor)
|
||||
g.render.lighting.shader.SetUniformVec3f("sun", normalSun)
|
||||
|
||||
render.DrawScreenQuad()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.Lighting = lastclock.Restart()
|
||||
|
||||
// 5. Render water
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.DepthFunc(gl.LESS)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
g.render.water.shader.UseProgram()
|
||||
g.render.water.shader.BindTextures()
|
||||
|
||||
g.render.water.shader.SetUniformMat4("lightspace", lightspace)
|
||||
g.render.water.shader.SetUniformMat4("view", matv)
|
||||
g.render.water.shader.SetUniformMat4("projection", matp)
|
||||
g.render.water.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
||||
g.render.water.shader.SetUniformVec4f("fogColor", io.FogColor)
|
||||
g.render.water.shader.SetUniformVec3f("sun", normalSun)
|
||||
g.render.water.shader.SetUniformFloat("alpha", alpha)
|
||||
g.render.water.shader.SetUniformVec2f("screenSize", g.render.lastDisplaySize.ToFloat32())
|
||||
|
||||
g.world.RenderWater()
|
||||
|
||||
// And render framewires
|
||||
render.Framewire.Render(g.view)
|
||||
|
||||
// Finally. Copy the output texture to the back buffer
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Disable(gl.BLEND)
|
||||
g.render.output.shader.UseProgram()
|
||||
g.render.output.shader.BindTextures()
|
||||
g.render.output.shader.SetUniformFloat("gamma", gamma)
|
||||
g.render.output.shader.SetUniformFloat("exposure", exposure)
|
||||
|
||||
render.DrawScreenQuad()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.Postfx = lastclock.Restart()
|
||||
io.Diagnostics.Times.Render = allclock.Elapsed()
|
||||
|
||||
// Show Information?
|
||||
if io.ShowDebugInfo {
|
||||
g.renderDebugInfo()
|
||||
}
|
||||
|
||||
backend.Render(win)
|
||||
|
||||
|
||||
@@ -1,116 +0,0 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"math"
|
||||
"time"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/asset"
|
||||
"edgaru089.ink/go/gl01/internal/igwrap"
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"edgaru089.ink/go/gl01/internal/util"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
)
|
||||
|
||||
const (
|
||||
timebarN = 700
|
||||
)
|
||||
|
||||
var (
|
||||
colorset = [...]imgui.PackedColor{4289753676, 4283598045, 4285048917, 4283584196, 4289950337, 4284512403, 4291005402, 4287401100, 4285839820, 4291671396}
|
||||
timebars [timebarN][]int // height of each bar set
|
||||
timebari int
|
||||
timebarScale int = 64
|
||||
)
|
||||
|
||||
func (g *Game) renderDebugInfo() {
|
||||
// Render information
|
||||
if igwrap.Begin("F3", nil, 0) {
|
||||
igwrap.TextBlank()
|
||||
|
||||
igwrap.TextBackground("WorldRender: lastframe %.3fms", float64(io.Diagnostics.Times.Render.Nanoseconds())/float64(time.Millisecond))
|
||||
igwrap.TextBackground("TimeBars:")
|
||||
pad := igwrap.Vec2f(imgui.CurrentStyle().ItemSpacing())
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackgroundV(colorset[0], pad, "Depthmap")
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackgroundV(colorset[1], pad, "Geometry")
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackgroundV(colorset[2], pad, "SSAO")
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackgroundV(colorset[3], pad, "Lighting")
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackgroundV(colorset[4], pad, "Postfx")
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackground("[Hover]")
|
||||
if imgui.IsItemHoveredV(imgui.HoveredFlagsAllowWhenDisabled) {
|
||||
_, wheely := imgui.CurrentIO().MouseWheel()
|
||||
if math.Abs(float64(wheely)) > 1e-3 {
|
||||
if wheely > 0 {
|
||||
timebarScale = util.Mini(timebarScale*2, 128)
|
||||
} else { // < 0
|
||||
timebarScale = util.Maxi(timebarScale/2, 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isize := asset.WorldTextureAtlas.ImageSize
|
||||
igwrap.TextBackground("Texture Atlas Size: (%dx%d)", isize[0], isize[1])
|
||||
imgui.SameLine()
|
||||
igwrap.TextBackground("[Scroll]")
|
||||
if imgui.IsItemHoveredV(imgui.HoveredFlagsAllowWhenDisabled) {
|
||||
_, wheely := imgui.CurrentIO().MouseWheel()
|
||||
if math.Abs(float64(wheely)) > 1e-3 {
|
||||
atlasScale = util.Maxf(1, atlasScale+wheely)
|
||||
}
|
||||
imgui.BeginTooltip()
|
||||
igwrap.Image(g.render.texture.Handle(), isize.ToFloat32().Multiply(atlasScale), itype.Rectf{0, 0, 1, 1})
|
||||
imgui.EndTooltip()
|
||||
}
|
||||
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
// Draw Textures
|
||||
imgui.SetNextWindowPosV(imgui.Vec2{X: float32(g.render.lastDisplaySize[0]), Y: 0}, imgui.ConditionAlways, imgui.Vec2{X: 1, Y: 0})
|
||||
if igwrap.Begin("Renderer Textures/Outputs", nil, igwrap.WindowFlagsOverlay) {
|
||||
imgui.PushStyleVarVec2(imgui.StyleVarItemSpacing, imgui.Vec2{})
|
||||
|
||||
imageSize := g.render.lastDisplaySize.ToFloat32().Multiply(0.25)
|
||||
imageSize[1] -= imgui.CurrentStyle().WindowPadding().Y / 2
|
||||
imageSize[0] = imageSize[1] / float32(g.render.lastDisplaySize[1]) * float32(g.render.lastDisplaySize[0])
|
||||
|
||||
igwrap.Image(g.render.gbuffer.pos, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(g.render.gbuffer.norm, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(g.render.gbuffer.color, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(g.render.ssao.ambient, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
|
||||
imgui.PopStyleVar()
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
// Push the next bar
|
||||
timebars[timebari] = []int{
|
||||
int(io.Diagnostics.Times.RenderPasses.Depthmap.Nanoseconds()),
|
||||
int(io.Diagnostics.Times.RenderPasses.Geometry.Nanoseconds()),
|
||||
int(io.Diagnostics.Times.RenderPasses.SSAO.Nanoseconds()),
|
||||
int(io.Diagnostics.Times.RenderPasses.Lighting.Nanoseconds()),
|
||||
int(io.Diagnostics.Times.RenderPasses.Postfx.Nanoseconds()),
|
||||
}
|
||||
timebari++
|
||||
if timebari >= len(timebars) {
|
||||
timebari = 0
|
||||
}
|
||||
|
||||
// Draw time bars
|
||||
size := g.render.lastDisplaySize
|
||||
dl := imgui.BackgroundDrawList()
|
||||
for i, l := range timebars {
|
||||
ex := 0
|
||||
for j, d := range l {
|
||||
d = d * timebarScale / 1024 / 1024
|
||||
dl.AddLine(imgui.Vec2{X: float32(i), Y: float32(size[1] - ex)}, imgui.Vec2{X: float32(i), Y: float32(size[1] - ex - d)}, colorset[j])
|
||||
ex += d
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -12,10 +12,6 @@ var (
|
||||
ClearColor itype.Vec4f // Clear color of the renderer.
|
||||
FogColor itype.Vec4f // Color of the fog. Changes if the player is e.g. under water
|
||||
|
||||
// Directions are not always normalized.
|
||||
ViewPos, ViewDir itype.Vec3d // Position and Direction of the player view.
|
||||
RenderPos, RenderDir itype.Vec3d // Position and Direction of view for the current render pass. Might be different for e.g. lighting passes
|
||||
|
||||
ShowDebugInfo bool // Show debug info (F3 screen)?
|
||||
|
||||
// Per-Frame Diagnostics information
|
||||
@@ -32,4 +28,6 @@ var (
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
StepFactors []float64
|
||||
)
|
||||
|
||||
@@ -17,8 +17,9 @@ func NewClock() (c *Clock) {
|
||||
// Restart resets the start time.
|
||||
// It also returns the elapsed time.
|
||||
func (c *Clock) Restart() (t time.Duration) {
|
||||
t = time.Since(c.t)
|
||||
c.t = time.Now()
|
||||
now := time.Now()
|
||||
t = now.Sub(c.t)
|
||||
c.t = now
|
||||
return
|
||||
}
|
||||
|
||||
|
||||
5
internal/util/itype/const.go
Normal file
5
internal/util/itype/const.go
Normal file
@@ -0,0 +1,5 @@
|
||||
package itype
|
||||
|
||||
var (
|
||||
ProjectName = "Gl01-igExp"
|
||||
)
|
||||
9
internal/util/slice.go
Normal file
9
internal/util/slice.go
Normal file
@@ -0,0 +1,9 @@
|
||||
package util
|
||||
|
||||
func Slice2Float32[T int | float64](s []T) (sf []float32) {
|
||||
sf = make([]float32, len(s))
|
||||
for i := range s {
|
||||
sf[i] = float32(s[i])
|
||||
}
|
||||
return
|
||||
}
|
||||
144
internal/work/work.go
Normal file
144
internal/work/work.go
Normal file
@@ -0,0 +1,144 @@
|
||||
package work
|
||||
|
||||
import (
|
||||
"math"
|
||||
"slices"
|
||||
"time"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/igwrap"
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
)
|
||||
|
||||
var state struct {
|
||||
inst [2000]*WorkerInstance
|
||||
buf []*WorkerInstance
|
||||
|
||||
steps int
|
||||
|
||||
first_step int
|
||||
|
||||
iter_disabled bool
|
||||
}
|
||||
|
||||
type iter_info struct {
|
||||
first_step, last_step int
|
||||
step_count int
|
||||
|
||||
max_score float64
|
||||
|
||||
factor float64
|
||||
}
|
||||
|
||||
var stats []iter_info
|
||||
|
||||
func Init() {
|
||||
for i := range state.inst {
|
||||
inst := RandomInstance()
|
||||
state.inst[i] = &inst
|
||||
}
|
||||
}
|
||||
|
||||
func Update(delta time.Duration) {
|
||||
state.steps++
|
||||
|
||||
for i := range state.inst {
|
||||
state.inst[i].Step(state.steps)
|
||||
}
|
||||
|
||||
slices.SortFunc(state.inst[:], func(x, y *WorkerInstance) int {
|
||||
if x.score > y.score {
|
||||
return -1
|
||||
} else if x.score == y.score && x.pos.Sub(x.target).Len() < y.pos.Sub(y.target).Len() {
|
||||
return -1
|
||||
} else {
|
||||
return 1
|
||||
}
|
||||
})
|
||||
|
||||
if imgui.Checkbox("Disable Iteration", &state.iter_disabled) {
|
||||
|
||||
}
|
||||
|
||||
if !state.iter_disabled && (imgui.Button("Iterate") || state.inst[50].score > 0) {
|
||||
|
||||
factor := 0.0
|
||||
for _, f := range io.StepFactors {
|
||||
factor += f
|
||||
}
|
||||
factor /= float64(len(io.StepFactors))
|
||||
io.StepFactors = io.StepFactors[0:0]
|
||||
|
||||
// push stats
|
||||
stats = append(stats, iter_info{
|
||||
first_step: state.first_step,
|
||||
last_step: state.steps,
|
||||
step_count: state.steps - state.first_step,
|
||||
max_score: state.inst[0].score,
|
||||
factor: factor,
|
||||
})
|
||||
state.first_step = state.steps
|
||||
|
||||
state.buf = state.buf[:0]
|
||||
for i := range 50 {
|
||||
state.inst[i].score = 0
|
||||
state.buf = append(state.buf, state.inst[i])
|
||||
for range 2000/50 - 1 {
|
||||
inst := state.inst[i].Offspring()
|
||||
inst.step0 = state.steps
|
||||
state.buf = append(state.buf, &inst)
|
||||
}
|
||||
}
|
||||
copy(state.inst[:], state.buf)
|
||||
}
|
||||
|
||||
for i := range 20 {
|
||||
igwrap.Text("Score: %f\n", state.inst[i].score)
|
||||
}
|
||||
|
||||
if igwrap.Begin("Graph", nil, 0) {
|
||||
imgui.PushItemWidth(-math.SmallestNonzeroFloat32)
|
||||
s := make([]float32, len(stats))
|
||||
if len(stats) < 1 {
|
||||
goto err
|
||||
}
|
||||
|
||||
for i, st := range stats {
|
||||
s[i] = float32(st.step_count)
|
||||
}
|
||||
if len(s) > 400 {
|
||||
s = s[len(s)-400:]
|
||||
}
|
||||
imgui.PlotLinesV(
|
||||
"##Step Count",
|
||||
s,
|
||||
0,
|
||||
"",
|
||||
math.MaxFloat32,
|
||||
math.MaxFloat32,
|
||||
imgui.Vec2{0, 200},
|
||||
)
|
||||
|
||||
s = make([]float32, len(stats))
|
||||
for i, st := range stats {
|
||||
s[i] = float32(st.factor)
|
||||
}
|
||||
if len(s) > 400 {
|
||||
s = s[len(s)-400:]
|
||||
}
|
||||
imgui.PlotLinesV(
|
||||
"##Factor",
|
||||
s,
|
||||
0,
|
||||
"",
|
||||
math.MaxFloat32,
|
||||
math.MaxFloat32,
|
||||
imgui.Vec2{0, 200},
|
||||
)
|
||||
|
||||
err:
|
||||
imgui.PopItemWidth()
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
}
|
||||
122
internal/work/worker.go
Normal file
122
internal/work/worker.go
Normal file
@@ -0,0 +1,122 @@
|
||||
package work
|
||||
|
||||
import (
|
||||
"math/rand"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"github.com/go-gl/mathgl/mgl64"
|
||||
)
|
||||
|
||||
type Worker struct {
|
||||
t1, t2 mgl64.Mat4
|
||||
t3 mgl64.Mat2x4
|
||||
}
|
||||
|
||||
func randomSlice64(s []float64) {
|
||||
for i := range s {
|
||||
s[i] = rand.NormFloat64()
|
||||
}
|
||||
}
|
||||
|
||||
// RandomWorker generates a random worker.
|
||||
func RandomWorker() (w Worker) {
|
||||
randomSlice64(w.t1[:])
|
||||
randomSlice64(w.t2[:])
|
||||
randomSlice64(w.t3[:])
|
||||
return
|
||||
}
|
||||
|
||||
func mutateSlice64(s []float64, stddev float64) {
|
||||
for i := range s {
|
||||
s[i] = rand.NormFloat64()*stddev + s[i]
|
||||
}
|
||||
}
|
||||
|
||||
// Offspring generates an offspring with the given variance.
|
||||
func (w *Worker) Offspring(stddev float64) (s Worker) {
|
||||
s = *w
|
||||
mutateSlice64(s.t1[:], stddev)
|
||||
mutateSlice64(s.t2[:], stddev)
|
||||
mutateSlice64(s.t3[:], stddev)
|
||||
return
|
||||
}
|
||||
|
||||
// Calculate runs a Vec4 through the Worker.
|
||||
func (w *Worker) Calculate(input mgl64.Vec4) (output mgl64.Vec2) {
|
||||
imm1 := w.t1.Mul4x1(input)
|
||||
imm2 := w.t2.Mul4x1(imm1)
|
||||
output = w.t3.Mul4x1(imm2)
|
||||
return
|
||||
}
|
||||
|
||||
// WorkerInstance is a instance of a worker.
|
||||
type WorkerInstance struct {
|
||||
worker Worker
|
||||
pos mgl64.Vec2
|
||||
target mgl64.Vec2
|
||||
|
||||
score float64
|
||||
|
||||
distance float64
|
||||
step0 int
|
||||
}
|
||||
|
||||
var (
|
||||
Radius float64 = 10 // Radius of all worker instances
|
||||
Step float64 = 1 // Move length of a advance step
|
||||
|
||||
OffspringStdVar float64 = 0.5
|
||||
|
||||
Score float64 = 1
|
||||
|
||||
TargetAreaSize = mgl64.Vec2{750, 750}
|
||||
)
|
||||
|
||||
func randomTarget() (t mgl64.Vec2) {
|
||||
return mgl64.Vec2{
|
||||
TargetAreaSize[0] * (rand.Float64() - .5),
|
||||
TargetAreaSize[1] * (rand.Float64() - .5),
|
||||
}
|
||||
}
|
||||
|
||||
func (i *WorkerInstance) Step(step_num int) {
|
||||
output := i.worker.Calculate(mgl64.Vec4{
|
||||
i.pos[0],
|
||||
i.pos[1],
|
||||
i.target[0],
|
||||
i.target[1],
|
||||
})
|
||||
|
||||
direction := mgl64.Vec2{output[0], output[1]}.Normalize()
|
||||
step := direction.Mul(Step)
|
||||
|
||||
i.pos = i.pos.Add(step)
|
||||
if i.pos.Sub(i.target).Len() < Radius {
|
||||
// Score!
|
||||
i.score += Score
|
||||
|
||||
io.StepFactors = append(io.StepFactors, (float64(step_num-i.step0)*Step)/i.distance)
|
||||
|
||||
i.target = randomTarget()
|
||||
i.step0 = step_num
|
||||
i.distance = i.pos.Sub(i.target).Len()
|
||||
}
|
||||
}
|
||||
|
||||
func (i *WorkerInstance) Offspring() (it WorkerInstance) {
|
||||
it.pos = randomTarget()
|
||||
it.target = randomTarget()
|
||||
it.distance = it.pos.Sub(it.target).Len()
|
||||
it.score = 0
|
||||
it.worker = i.worker.Offspring(OffspringStdVar)
|
||||
return
|
||||
}
|
||||
|
||||
func RandomInstance() (i WorkerInstance) {
|
||||
i.worker = RandomWorker()
|
||||
i.pos = randomTarget()
|
||||
i.target = randomTarget()
|
||||
i.distance = i.pos.Sub(i.target).Len()
|
||||
i.score = 0
|
||||
return
|
||||
}
|
||||
@@ -1,212 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
)
|
||||
|
||||
// BlockRenderType is an enum describing the rendering process of a block
|
||||
type BlockRenderType int
|
||||
|
||||
const (
|
||||
OneTexture BlockRenderType = iota // Render with one texture of the same on all faces, "Name.png"
|
||||
ThreeTexture // Render with one texture on the top, one around the sides, and one on the bottom, "Name_top/side/bot.png,"
|
||||
SixTexture // Render with six different textures on six faces, "Name_x+/x-/y+/y-/z+/z-.png"
|
||||
CustomRendering // Rendering calls BlockAppearance.CustomRenderAppend()
|
||||
)
|
||||
|
||||
// BlockAppearance describes basic appearance of a kind of block.
|
||||
type BlockAppearance struct {
|
||||
Name string // A short name, like "stone" or "dirt", used for texture lookups
|
||||
Transparent bool // Is block transparent, i.e., does not block nearby blocks in rendering?
|
||||
NotSolid bool // Is block not solid, i.e., has no hitbox at all? (this makes the zero value reasonable)
|
||||
Light int // The light level it emits, 0 is none
|
||||
|
||||
Hitbox []itype.Boxd // Hitbox, in block-local coordinates; empty slice means a default hitbox of 1x1x1
|
||||
Lookbox []itype.Boxd // Selection hitbox, hit only by the view ray; empty means Hitbox[]
|
||||
|
||||
RenderType BlockRenderType // Rendering type, defaults to OneTexture (zero value)
|
||||
|
||||
// Called on render if RenderType == CustomRendering.
|
||||
//
|
||||
// Be sure to return vertexArray at the end of the function (in case it got reallocated)!!!!
|
||||
CustomRenderAppend func(
|
||||
position itype.Vec3i,
|
||||
aux int,
|
||||
data itype.Dataset,
|
||||
world *World,
|
||||
vertexArray []Vertex,
|
||||
vertexArrayWater []Vertex,
|
||||
) (verts []Vertex, waters []Vertex)
|
||||
}
|
||||
|
||||
// BlockBehaviour describes a kind of block of the same Major ID.
|
||||
type BlockBehaviour interface {
|
||||
|
||||
// Static returns if the Behaviour is "static", i.e., the Appearance does not
|
||||
// change with position, Minor ID or Dataset. Static Behaviours are cached
|
||||
// by the renderer and only generated once.
|
||||
//
|
||||
// Static implies RequireDataset = false and RequireBlockUpdate = false.
|
||||
Static() bool
|
||||
|
||||
// RequireDataset returns if the type of block requires a Dataset attached.
|
||||
RequireDataset() bool
|
||||
|
||||
// RequireBlockUpdate return if BlockUpdate should be called if a neighboring
|
||||
// block has changed. Blocks not requiring BlockUpdate does not change at all.
|
||||
RequireBlockUpdate() bool
|
||||
|
||||
// Appearance returns the Appearance of the block at global position Position,
|
||||
// with Minor ID aux, and Dataset data.
|
||||
//
|
||||
// If RequireDataset if false, data is nil.
|
||||
Appearance(position itype.Vec3i, aux int, data itype.Dataset, world *World) BlockAppearance
|
||||
|
||||
// BlockUpdate is called when RequireBlockUpdate is true and the block at
|
||||
// global position Position, with Minor ID aux, and Dataset data has a neighbor
|
||||
// that changed state. A block will only be updated once in a tick.
|
||||
//
|
||||
// If RequireDataset if false, data is nil.
|
||||
//
|
||||
// Return true if this block also changed state, false otherwise.
|
||||
BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool
|
||||
|
||||
// Break is called when the block is broken by natural means.
|
||||
Break(position itype.Vec3i, aux int, data itype.Dataset, world *World)
|
||||
}
|
||||
|
||||
type blockBehaviourStatic struct {
|
||||
app BlockAppearance
|
||||
}
|
||||
|
||||
func (blockBehaviourStatic) Static() bool { return true }
|
||||
func (blockBehaviourStatic) RequireDataset() bool { return false }
|
||||
func (blockBehaviourStatic) RequireBlockUpdate() bool { return false }
|
||||
func (b blockBehaviourStatic) Appearance(position itype.Vec3i, aux int, data itype.Dataset, world *World) BlockAppearance {
|
||||
return b.app
|
||||
}
|
||||
func (blockBehaviourStatic) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool {
|
||||
return false
|
||||
}
|
||||
func (blockBehaviourStatic) Break(position itype.Vec3i, aux int, data itype.Dataset, world *World) {}
|
||||
|
||||
// BlockBehaviourStatic returns a Static BlockBehaviour that has the given BlockAppearance.
|
||||
func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour {
|
||||
return blockBehaviourStatic{app: app}
|
||||
}
|
||||
|
||||
var behaviour map[int]BlockBehaviour = make(map[int]BlockBehaviour)
|
||||
var appearance map[int]BlockAppearance = make(map[int]BlockAppearance)
|
||||
var behaviourDoneRegister bool
|
||||
|
||||
// RegisterBlockBehaviour registers behaviour with the given id.
|
||||
//
|
||||
// If the id is already taken, or id == 0, false is returned and nothing is done.
|
||||
// Otherwise, true is returned and the block is registered.
|
||||
func RegisterBlockBehaviour(id int, b BlockBehaviour) bool {
|
||||
if _, ok := behaviour[id]; behaviourDoneRegister || id == 0 || ok {
|
||||
return false
|
||||
}
|
||||
|
||||
behaviour[id] = b
|
||||
return true
|
||||
}
|
||||
|
||||
// DoneRegisteringBlockBehaviour is to be called after Registering BlockBehaviour,
|
||||
// i.e., in Post-Init() initializations.
|
||||
func DoneRegisteringBlockBehaviour() {
|
||||
for id, b := range behaviour {
|
||||
if b.Static() {
|
||||
appearance[id] = b.Appearance(itype.Vec3i{}, 0, nil, nil)
|
||||
}
|
||||
}
|
||||
|
||||
behaviourDoneRegister = true
|
||||
}
|
||||
|
||||
// GetBlockAppearance gets the block appearance of the given block in the fastest way possible.
|
||||
func GetBlockAppearance(position itype.Vec3i, id, aux int, data itype.Dataset, world *World) BlockAppearance {
|
||||
if app, ok := appearance[id]; ok { // Cache
|
||||
if len(app.Hitbox) == 0 {
|
||||
app.Hitbox = []itype.Boxd{{
|
||||
OffX: 0, OffY: 0, OffZ: 0,
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}}
|
||||
}
|
||||
if len(app.Lookbox) == 0 {
|
||||
app.Lookbox = app.Hitbox
|
||||
}
|
||||
return app
|
||||
}
|
||||
|
||||
// Slow way
|
||||
b, ok := behaviour[id]
|
||||
if !ok {
|
||||
panic(fmt.Sprint("invalid block type ", id))
|
||||
}
|
||||
|
||||
app := b.Appearance(position, aux, data, world)
|
||||
if len(app.Hitbox) == 0 {
|
||||
app.Hitbox = []itype.Boxd{{
|
||||
OffX: 0, OffY: 0, OffZ: 0,
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}}
|
||||
}
|
||||
if len(app.Lookbox) == 0 {
|
||||
app.Lookbox = app.Hitbox
|
||||
}
|
||||
return app
|
||||
}
|
||||
|
||||
// GetBlockBehaviour gets the block behaviour of the given id, or nil if not present.
|
||||
func GetBlockBehaviour(id int) BlockBehaviour {
|
||||
return behaviour[id]
|
||||
}
|
||||
|
||||
// Block is a structure to store and pass Blocks around.
|
||||
type Block struct {
|
||||
Id, Aux int
|
||||
Dataset itype.Dataset
|
||||
Behaviour BlockBehaviour
|
||||
World *World
|
||||
}
|
||||
|
||||
// Appearance is a shortcut for Behaviour.Appearance().
|
||||
// It returns the Appearance of the block with the given parameters.
|
||||
func (b Block) Appearance(position itype.Vec3i) BlockAppearance {
|
||||
if b.Behaviour == nil {
|
||||
return BlockAppearance{}
|
||||
}
|
||||
app := b.Behaviour.Appearance(position, b.Aux, b.Dataset, b.World)
|
||||
if !app.NotSolid && len(app.Hitbox) == 0 {
|
||||
app.Hitbox = []itype.Boxd{{
|
||||
OffX: 0, OffY: 0, OffZ: 0,
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}}
|
||||
}
|
||||
if len(app.Lookbox) == 0 {
|
||||
if len(app.Hitbox) == 0 {
|
||||
app.Lookbox = []itype.Boxd{{
|
||||
OffX: 0, OffY: 0, OffZ: 0,
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}}
|
||||
} else {
|
||||
app.Lookbox = app.Hitbox
|
||||
}
|
||||
}
|
||||
return app
|
||||
}
|
||||
|
||||
// BlockUpdate is a shortcut for Behaviour.BlockUpdate().
|
||||
// It is called when RequireBlockUpdate is true and the block at
|
||||
// global position Position, with Minor ID aux, and Dataset data has a neighbor
|
||||
// that changed state. A block will only be updated once in a tick.
|
||||
//
|
||||
// If RequireDataset if false, data is nil.
|
||||
//
|
||||
// Return true if this block also changed state, false otherwise.
|
||||
func (b Block) BlockUpdate(position itype.Vec3i) bool {
|
||||
return b.Behaviour.BlockUpdate(position, b.Aux, b.Dataset, b.World)
|
||||
}
|
||||
@@ -1,160 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/Edgaru089/gl01/internal/util/itype"
|
||||
)
|
||||
|
||||
// BlockRenderType is an enum describing the rendering process of a block
|
||||
type BlockRenderType int
|
||||
|
||||
const (
|
||||
OneTexture BlockRenderType = iota // Render with one texture of the same on all faces, "Name.png"
|
||||
ThreeTexture // Render with one texture on the top, one around the sides, and one on the bottom, "Name_top/side/bot.png,"
|
||||
SixTexture // Render with six different textures on six faces, "Name_x+/x-/y+/y-/z+/z-.png"
|
||||
CustomRendering // Rendering calls BlockAppearance.CustomRenderAppend()
|
||||
)
|
||||
|
||||
// BlockAppearance describes basic appearance of a kind of block.
|
||||
type BlockAppearance struct {
|
||||
Name string // A short name, like "stone" or "dirt", used for texture lookups
|
||||
Transparent bool // Is block transparent?
|
||||
NotSolid bool // Is block not solid, i.e., has no solid hitbox? (this makes the zero value reasonable)
|
||||
Light int // The light level it emits, 0 is none
|
||||
|
||||
Hitbox []itype.Boxd // Hitbox, in block-local coordinates; empty slice means a default hitbox of 1x1x1
|
||||
|
||||
RenderType BlockRenderType // Rendering type, defaults to OneTexture (zero value)
|
||||
|
||||
// Called on render if RenderType == CustomRendering.
|
||||
//
|
||||
// Be sure to return vertexArray at the end of the function (in case it got reallocated)!!!!
|
||||
CustomRenderAppend func(
|
||||
position itype.Vec3i,
|
||||
aux int,
|
||||
data itype.Dataset,
|
||||
vertexArray []Vertex,
|
||||
) []Vertex
|
||||
}
|
||||
|
||||
// BlockBehaviour describes a kind of block of the same Major ID.
|
||||
type BlockBehaviour interface {
|
||||
|
||||
// Static returns if the Behaviour is "static", i.e., the Appearance does not
|
||||
// change with position, Minor ID or Dataset. Static Behaviours are cached
|
||||
// by the renderer and only generated once.
|
||||
//
|
||||
// Static implies RequireDataset = false and RequireBlockUpdate = false.
|
||||
Static() bool
|
||||
|
||||
// RequireDataset returns if the type of block requires a Dataset attached.
|
||||
RequireDataset() bool
|
||||
|
||||
// RequireBlockUpdate return if BlockUpdate should be called if a neighboring
|
||||
// block has changed. Blocks not requiring BlockUpdate does not change at all.
|
||||
RequireBlockUpdate() bool
|
||||
|
||||
// Appearance returns the Appearance of the block at global position Position,
|
||||
// with Minor ID aux, and Dataset data.
|
||||
//
|
||||
// If RequireDataset if false, data is nil.
|
||||
Appearance(position itype.Vec3i, aux int, data itype.Dataset) BlockAppearance
|
||||
|
||||
// BlockUpdate is called when RequireBlockUpdate is true and the block at
|
||||
// global position Position, with Minor ID aux, and Dataset data has a neighbor
|
||||
// that changed state. A block will only be updated once in a tick.
|
||||
//
|
||||
// If RequireDataset if false, data is nil.
|
||||
//
|
||||
// Return true if this block also changed state, false otherwise.
|
||||
BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset) bool
|
||||
}
|
||||
|
||||
type blockBehaviourStatic struct {
|
||||
app BlockAppearance
|
||||
}
|
||||
|
||||
func (blockBehaviourStatic) Static() bool { return true }
|
||||
func (blockBehaviourStatic) RequireDataset() bool { return false }
|
||||
func (blockBehaviourStatic) RequireBlockUpdate() bool { return false }
|
||||
func (b blockBehaviourStatic) Appearance(position itype.Vec3i, aux int, data itype.Dataset) BlockAppearance {
|
||||
return b.app
|
||||
}
|
||||
func (blockBehaviourStatic) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// BlockBehaviourStatic returns a Static BlockBehaviour that has the given BlockAppearance.
|
||||
func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour {
|
||||
return blockBehaviourStatic{app: app}
|
||||
}
|
||||
|
||||
var behaviour map[int]BlockBehaviour = make(map[int]BlockBehaviour)
|
||||
var appearance map[int]BlockAppearance = make(map[int]BlockAppearance)
|
||||
var behaviourDoneRegister bool
|
||||
|
||||
// RegisterBlockBehaviour registers behaviour with the given id.
|
||||
//
|
||||
// If the id is already taken, or id == 0, false is returned and nothing is done.
|
||||
// Otherwise, true is returned and the block is registered.
|
||||
func RegisterBlockBehaviour(id int, b BlockBehaviour) bool {
|
||||
if _, ok := behaviour[id]; behaviourDoneRegister || id == 0 || ok {
|
||||
return false
|
||||
}
|
||||
|
||||
behaviour[id] = b
|
||||
return true
|
||||
}
|
||||
|
||||
// DoneRegisteringBlockBehaviour is to be called after Registering BlockBehaviour,
|
||||
// i.e., in Post-Init() initializations.
|
||||
func DoneRegisteringBlockBehaviour() {
|
||||
for id, b := range behaviour {
|
||||
if b.Static() {
|
||||
appearance[id] = b.Appearance(itype.Vec3i{}, 0, nil)
|
||||
}
|
||||
}
|
||||
|
||||
behaviourDoneRegister = true
|
||||
}
|
||||
|
||||
// GetBlockAppearance gets the block appearance of the given block in the fastest way possible.
|
||||
func GetBlockAppearance(position itype.Vec3i, id, aux int, data itype.Dataset) BlockAppearance {
|
||||
if app, ok := appearance[id]; ok { // Cache
|
||||
if len(app.Hitbox) == 0 {
|
||||
app.Hitbox = []itype.Boxd{{
|
||||
OffX: 0, OffY: 0, OffZ: 0,
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}}
|
||||
}
|
||||
return app
|
||||
}
|
||||
|
||||
// Slow way
|
||||
b, ok := behaviour[id]
|
||||
if !ok {
|
||||
panic(fmt.Sprint("invalid block type ", id))
|
||||
}
|
||||
|
||||
app := b.Appearance(position, aux, data)
|
||||
if len(app.Hitbox) == 0 {
|
||||
app.Hitbox = []itype.Boxd{{
|
||||
OffX: 0, OffY: 0, OffZ: 0,
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}}
|
||||
}
|
||||
return app
|
||||
}
|
||||
|
||||
// GetBlockBehaviour gets the block behaviour of the given id, or nil if not present.
|
||||
func GetBlockBehaviour(id int) BlockBehaviour {
|
||||
return behaviour[id]
|
||||
}
|
||||
|
||||
// Block is a structure to store and pass Blocks around.
|
||||
type Block struct {
|
||||
Id, Aux int
|
||||
Dataset itype.Dataset
|
||||
Behaviour BlockBehaviour
|
||||
}
|
||||
@@ -1,57 +0,0 @@
|
||||
package blocks
|
||||
|
||||
import "edgaru089.ink/go/gl01/internal/world"
|
||||
|
||||
const (
|
||||
Nil = iota
|
||||
|
||||
Debug
|
||||
DebugDir
|
||||
DebugNonexist
|
||||
|
||||
Stone
|
||||
Dirt
|
||||
Grass
|
||||
Bedrock
|
||||
Sand
|
||||
LogOak
|
||||
LeavesOak
|
||||
PlanksOak
|
||||
|
||||
Water
|
||||
|
||||
Glass
|
||||
|
||||
Slab
|
||||
|
||||
Count
|
||||
)
|
||||
|
||||
func init() {
|
||||
|
||||
world.RegisterBlockBehaviour(1, world.BlockBehaviourStatic(world.BlockAppearance{Name: "debug"}))
|
||||
world.RegisterBlockBehaviour(2, world.BlockBehaviourStatic(world.BlockAppearance{Name: "debug_dir", RenderType: world.SixTexture}))
|
||||
world.RegisterBlockBehaviour(3, world.BlockBehaviourStatic(world.BlockAppearance{Name: "debug_nonexist"}))
|
||||
|
||||
world.RegisterBlockBehaviour(4, world.BlockBehaviourStatic(world.BlockAppearance{Name: "stone"}))
|
||||
world.RegisterBlockBehaviour(5, world.BlockBehaviourStatic(world.BlockAppearance{Name: "dirt"}))
|
||||
world.RegisterBlockBehaviour(6, world.BlockBehaviourStatic(world.BlockAppearance{Name: "grass", RenderType: world.ThreeTexture}))
|
||||
world.RegisterBlockBehaviour(7, world.BlockBehaviourStatic(world.BlockAppearance{Name: "bedrock"}))
|
||||
world.RegisterBlockBehaviour(8, world.BlockBehaviourStatic(world.BlockAppearance{Name: "sand"}))
|
||||
world.RegisterBlockBehaviour(9, world.BlockBehaviourStatic(world.BlockAppearance{Name: "log_oak", RenderType: world.ThreeTexture}))
|
||||
world.RegisterBlockBehaviour(10, world.BlockBehaviourStatic(world.BlockAppearance{Name: "leaves_oak", Transparent: true}))
|
||||
|
||||
world.RegisterBlockBehaviour(11, world.BlockBehaviourStatic(world.BlockAppearance{Name: "planks_oak"}))
|
||||
|
||||
world.RegisterBlockBehaviour(12, WaterBehaviour{})
|
||||
|
||||
world.RegisterBlockBehaviour(13, world.BlockBehaviourStatic(world.BlockAppearance{Name: "glass", Transparent: true}))
|
||||
|
||||
world.RegisterBlockBehaviour(14, SlabBehaviour{})
|
||||
|
||||
if Count != 15 {
|
||||
panic("world.DefaultBlocks: block count not correct (check for block numbering in default_blocks.go)")
|
||||
}
|
||||
|
||||
world.DoneRegisteringBlockBehaviour()
|
||||
}
|
||||
@@ -1,186 +0,0 @@
|
||||
package blocks
|
||||
|
||||
import (
|
||||
"edgaru089.ink/go/gl01/internal/asset"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"edgaru089.ink/go/gl01/internal/world"
|
||||
)
|
||||
|
||||
// texname is the full filename of the texture file (with .png)
|
||||
// faceOffset is added to each vertex
|
||||
func appendFace(face itype.Direction, pos itype.Vec3i, texname string, faceOffset itype.Vec3f, arr []world.Vertex) []world.Vertex {
|
||||
|
||||
switch face {
|
||||
case itype.XPlus: // X+
|
||||
arr = append(arr,
|
||||
// Vertex Position Normal Vector(normalized) Texture Coord Light
|
||||
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
)
|
||||
case itype.XMinus: // X-
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
)
|
||||
case itype.YPlus: // Y+
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.Addv(0, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
)
|
||||
case itype.YMinus: // Y-
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
|
||||
)
|
||||
case itype.ZPlus: // Z+
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.Addv(0, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
|
||||
)
|
||||
case itype.ZMinus: // Z-
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(0, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
|
||||
)
|
||||
}
|
||||
|
||||
texrect := asset.WorldTextureAtlas.RectNormalized(texname)
|
||||
for i := len(arr) - 6; i < len(arr); i++ {
|
||||
arr[i].Texture[0] = texrect.Left + arr[i].Texture[0]*texrect.Width
|
||||
arr[i].Texture[1] = texrect.Top + arr[i].Texture[1]*texrect.Height
|
||||
}
|
||||
|
||||
return arr
|
||||
}
|
||||
|
||||
// same as appendFace
|
||||
// faceSize is in [0, 1]
|
||||
// textureSubrect is normalized, also in [0, 1]; coords start from the left-top
|
||||
func appendFaceSized(face itype.Direction, pos itype.Vec3i, texname string, faceSize itype.Vec3f, faceOffset itype.Vec3f, textureSubrect itype.Rectf, arr []world.Vertex) []world.Vertex {
|
||||
|
||||
switch face {
|
||||
case itype.XPlus: // X+
|
||||
arr = append(arr,
|
||||
// Vertex Position Normal Vector(normalized) Texture Coord Light
|
||||
world.Vertex{pos.ToFloat32().Addv(1, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], 0).
|
||||
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(1, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(1, 0, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
)
|
||||
case itype.XMinus: // X-
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 0).
|
||||
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
)
|
||||
case itype.YPlus: // Y+
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 1, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 1, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 1, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
)
|
||||
case itype.YMinus: // Y-
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, faceSize[2]).
|
||||
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
|
||||
)
|
||||
case itype.ZPlus: // Z+
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 1).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 1).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 1).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 1).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 1).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 1).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
|
||||
)
|
||||
case itype.ZMinus: // Z-
|
||||
arr = append(arr,
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
|
||||
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 0).
|
||||
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
|
||||
)
|
||||
}
|
||||
|
||||
texrect := asset.WorldTextureAtlas.RectNormalized(texname)
|
||||
for i := len(arr) - 6; i < len(arr); i++ {
|
||||
arr[i].Texture[0] = texrect.Left + (textureSubrect.Left+textureSubrect.Width*arr[i].Texture[0])*texrect.Width
|
||||
arr[i].Texture[1] = texrect.Top + (textureSubrect.Top+textureSubrect.Height*arr[i].Texture[1])*texrect.Height
|
||||
}
|
||||
|
||||
return arr
|
||||
}
|
||||
@@ -1,100 +0,0 @@
|
||||
package blocks
|
||||
|
||||
import (
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"edgaru089.ink/go/gl01/internal/world"
|
||||
)
|
||||
|
||||
type SlabBehaviour struct{}
|
||||
|
||||
func (SlabBehaviour) Static() bool { return true }
|
||||
func (SlabBehaviour) RequireDataset() bool { return false }
|
||||
func (SlabBehaviour) RequireBlockUpdate() bool { return false }
|
||||
func (SlabBehaviour) Appearance(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) world.BlockAppearance {
|
||||
|
||||
var hitbox itype.Boxd
|
||||
if aux > 0 { // Bottom slab
|
||||
hitbox = itype.Boxd{0, 0, 0, 1, 0.5, 1}
|
||||
} else { // Top slab
|
||||
hitbox = itype.Boxd{0, 0.5, 0, 1, 0.5, 1}
|
||||
}
|
||||
|
||||
return world.BlockAppearance{
|
||||
Name: "",
|
||||
Transparent: true,
|
||||
NotSolid: false,
|
||||
Hitbox: []itype.Boxd{hitbox},
|
||||
Lookbox: []itype.Boxd{hitbox},
|
||||
|
||||
RenderType: world.CustomRendering,
|
||||
CustomRenderAppend: func(
|
||||
position itype.Vec3i,
|
||||
aux int,
|
||||
data itype.Dataset,
|
||||
w *world.World,
|
||||
vertexArray []world.Vertex, vertsWater []world.Vertex) (verts, waters []world.Vertex) {
|
||||
|
||||
var offset itype.Vec3f
|
||||
if aux < 0 {
|
||||
offset = itype.Vec3f{0, 0.5, 0}
|
||||
aux = -aux
|
||||
}
|
||||
|
||||
var name string
|
||||
switch aux {
|
||||
case Stone:
|
||||
name = "stone"
|
||||
case Sand:
|
||||
name = "sand"
|
||||
case PlanksOak:
|
||||
name = "planks_oak"
|
||||
}
|
||||
|
||||
vertexArray = appendFace(itype.YMinus, position, name+".png", itype.Vec3f{0, 0, 0}.Add(offset), vertexArray)
|
||||
vertexArray = appendFace(itype.YPlus, position, name+".png", itype.Vec3f{0, -0.5, 0}.Add(offset), vertexArray)
|
||||
|
||||
vertexArray = appendFaceSized(
|
||||
itype.XPlus,
|
||||
position,
|
||||
name+".png",
|
||||
itype.Vec3f{1, 0.5, 1},
|
||||
itype.Vec3f{0, 0, 0}.Add(offset),
|
||||
itype.Rectf{0, 0, 1, 0.5},
|
||||
vertexArray,
|
||||
)
|
||||
vertexArray = appendFaceSized(
|
||||
itype.XMinus,
|
||||
position,
|
||||
name+".png",
|
||||
itype.Vec3f{1, 0.5, 1},
|
||||
itype.Vec3f{0, 0, 0}.Add(offset),
|
||||
itype.Rectf{0, 0, 1, 0.5},
|
||||
vertexArray,
|
||||
)
|
||||
vertexArray = appendFaceSized(
|
||||
itype.ZPlus,
|
||||
position,
|
||||
name+".png",
|
||||
itype.Vec3f{1, 0.5, 1},
|
||||
itype.Vec3f{0, 0, 0}.Add(offset),
|
||||
itype.Rectf{0, 0, 1, 0.5},
|
||||
vertexArray,
|
||||
)
|
||||
vertexArray = appendFaceSized(
|
||||
itype.ZMinus,
|
||||
position,
|
||||
name+".png",
|
||||
itype.Vec3f{1, 0.5, 1},
|
||||
itype.Vec3f{0, 0, 0}.Add(offset),
|
||||
itype.Rectf{0, 0, 1, 0.5},
|
||||
vertexArray,
|
||||
)
|
||||
|
||||
return vertexArray, vertsWater
|
||||
},
|
||||
}
|
||||
}
|
||||
func (SlabBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool {
|
||||
return false
|
||||
}
|
||||
func (SlabBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {}
|
||||
@@ -1,38 +0,0 @@
|
||||
package blocks
|
||||
|
||||
import (
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"edgaru089.ink/go/gl01/internal/world"
|
||||
)
|
||||
|
||||
type WaterBehaviour struct{}
|
||||
|
||||
func (WaterBehaviour) Static() bool { return false }
|
||||
func (WaterBehaviour) RequireDataset() bool { return false }
|
||||
func (WaterBehaviour) RequireBlockUpdate() bool { return false }
|
||||
func (WaterBehaviour) Appearance(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) world.BlockAppearance {
|
||||
return world.BlockAppearance{
|
||||
Name: "water",
|
||||
Transparent: true,
|
||||
NotSolid: true,
|
||||
|
||||
RenderType: world.CustomRendering,
|
||||
CustomRenderAppend: func(
|
||||
position itype.Vec3i,
|
||||
aux int,
|
||||
data itype.Dataset,
|
||||
w *world.World,
|
||||
vertexArray []world.Vertex, vertsWater []world.Vertex) (verts, waters []world.Vertex) {
|
||||
|
||||
if block := w.Block(position.Addv(0, 1, 0)); block.Id != Water {
|
||||
return vertexArray, appendFace(itype.YPlus, position, "water.png", itype.Vec3f{0, -0.125, 0}, vertsWater)
|
||||
}
|
||||
|
||||
return vertexArray, vertsWater
|
||||
},
|
||||
}
|
||||
}
|
||||
func (WaterBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool {
|
||||
return false
|
||||
}
|
||||
func (WaterBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {}
|
||||
@@ -1,103 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"encoding/gob"
|
||||
"io"
|
||||
"log"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
)
|
||||
|
||||
const (
|
||||
ChunkSizeX = 16
|
||||
ChunkSizeY = 128
|
||||
ChunkSizeZ = 16
|
||||
)
|
||||
|
||||
type Chunk struct {
|
||||
X, Z int // Chunk coordinate in global coordinate (y is always zero)
|
||||
|
||||
Id [ChunkSizeX][ChunkSizeY][ChunkSizeZ]uint16
|
||||
Aux [ChunkSizeX][ChunkSizeY][ChunkSizeZ]int16
|
||||
|
||||
// render data kept unexported (therefore excluded from gob encoding)
|
||||
renderChanged bool
|
||||
vao, vbo uint32
|
||||
vbolen int
|
||||
water struct {
|
||||
vao, vbo uint32
|
||||
vbolen int
|
||||
}
|
||||
vertUpdate chan [2][]Vertex
|
||||
|
||||
world *World
|
||||
}
|
||||
|
||||
func (c *Chunk) SetChunkID(x, z int) {
|
||||
c.X = x
|
||||
c.Z = z
|
||||
c.renderChanged = true
|
||||
}
|
||||
|
||||
func (c *Chunk) SetBlock(x, y, z int, id, aux int) {
|
||||
c.Id[x][y][z] = uint16(id)
|
||||
c.Aux[x][y][z] = int16(aux)
|
||||
c.renderChanged = true
|
||||
|
||||
switch x {
|
||||
case 0:
|
||||
if cb, ok := c.world.Chunks[itype.Vec2i{c.X - 1, c.Z}]; ok {
|
||||
cb.InvalidateRender()
|
||||
}
|
||||
case ChunkSizeX - 1:
|
||||
if cb, ok := c.world.Chunks[itype.Vec2i{c.X + 1, c.Z}]; ok {
|
||||
cb.InvalidateRender()
|
||||
}
|
||||
}
|
||||
switch z {
|
||||
case 0:
|
||||
if cb, ok := c.world.Chunks[itype.Vec2i{c.X, c.Z - 1}]; ok {
|
||||
cb.InvalidateRender()
|
||||
}
|
||||
case ChunkSizeZ - 1:
|
||||
if cb, ok := c.world.Chunks[itype.Vec2i{c.X, c.Z + 1}]; ok {
|
||||
cb.InvalidateRender()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// InvalidateRender should be called if a block inside the chunk has changed
|
||||
// and the chunk needs to re-rendered.
|
||||
func (c *Chunk) InvalidateRender() {
|
||||
c.renderChanged = true
|
||||
}
|
||||
|
||||
// LoadFromGob loads the chunk from a gob-encoded file.
|
||||
func (c *Chunk) LoadFromGob(file io.Reader) {
|
||||
d := gob.NewDecoder(file)
|
||||
err := d.Decode(c)
|
||||
if err != nil {
|
||||
log.Print("LoadFromGob Error: ", err)
|
||||
}
|
||||
}
|
||||
|
||||
// LoadFromGobIndexed loads the chunk from a gob-encoded file, with the
|
||||
// chunk Index overwritten.
|
||||
func (c *Chunk) LoadFromGobIndexed(file io.Reader, x, z int) {
|
||||
d := gob.NewDecoder(file)
|
||||
err := d.Decode(c)
|
||||
if err != nil {
|
||||
log.Printf("LoadFromGobIndexed(x=%d, z=%d) Error: %s", x, z, err)
|
||||
}
|
||||
c.X = x
|
||||
c.Z = z
|
||||
}
|
||||
|
||||
// WriteToGob writes the chunk to a gob-encoded file.
|
||||
func (c *Chunk) WriteToGob(file io.Writer) {
|
||||
e := gob.NewEncoder(file)
|
||||
err := e.Encode(c)
|
||||
if err != nil {
|
||||
log.Printf("WriteToGob(x=%d, z=%d) Error: %s", c.X, c.Z, err)
|
||||
}
|
||||
}
|
||||
@@ -1,289 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"log"
|
||||
"time"
|
||||
"unsafe"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/asset"
|
||||
"edgaru089.ink/go/gl01/internal/io"
|
||||
"edgaru089.ink/go/gl01/internal/util"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"github.com/go-gl/gl/all-core/gl"
|
||||
)
|
||||
|
||||
// Vertex represents a rendering vertex in the global coordinate system.
|
||||
type Vertex struct {
|
||||
World itype.Vec3f // World vertex coordinate
|
||||
Normal itype.Vec3f // Surface normal vector (normalized)
|
||||
Texture itype.Vec2f // World Texture Atlas vertex coordinate
|
||||
Light float32 // Light level of the block (0 ~ 15=blocklight, 16=sunlight)
|
||||
}
|
||||
|
||||
func (c *Chunk) InitRender() {
|
||||
gl.GenVertexArrays(1, &c.vao)
|
||||
gl.BindVertexArray(c.vao)
|
||||
gl.GenBuffers(1, &c.vbo)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
|
||||
|
||||
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.World))))
|
||||
gl.VertexAttribPointer(1, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Normal))))
|
||||
gl.VertexAttribPointer(2, 2, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Texture))))
|
||||
gl.VertexAttribPointer(3, 1, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Light))))
|
||||
gl.EnableVertexAttribArray(0)
|
||||
gl.EnableVertexAttribArray(1)
|
||||
gl.EnableVertexAttribArray(2)
|
||||
gl.EnableVertexAttribArray(3)
|
||||
|
||||
gl.GenVertexArrays(1, &c.water.vao)
|
||||
gl.BindVertexArray(c.water.vao)
|
||||
gl.GenBuffers(1, &c.water.vbo)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
|
||||
|
||||
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.World))))
|
||||
gl.VertexAttribPointer(1, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Normal))))
|
||||
gl.VertexAttribPointer(2, 2, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Texture))))
|
||||
gl.VertexAttribPointer(3, 1, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Light))))
|
||||
gl.EnableVertexAttribArray(0)
|
||||
gl.EnableVertexAttribArray(1)
|
||||
gl.EnableVertexAttribArray(2)
|
||||
gl.EnableVertexAttribArray(3)
|
||||
|
||||
c.vertUpdate = make(chan [2][]Vertex, 2)
|
||||
|
||||
c.renderChanged = true
|
||||
}
|
||||
|
||||
func (c *Chunk) FreeRender() {
|
||||
gl.DeleteVertexArrays(1, &c.vao)
|
||||
gl.DeleteBuffers(1, &c.vbo)
|
||||
gl.DeleteVertexArrays(1, &c.water.vao)
|
||||
gl.DeleteBuffers(1, &c.water.vbo)
|
||||
close(c.vertUpdate)
|
||||
}
|
||||
|
||||
// Bind calls glBindVertexArray(vao) and glBindBuffer(vbo).
|
||||
func (c *Chunk) Bind() {
|
||||
gl.BindVertexArray(c.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
|
||||
}
|
||||
|
||||
// BindWater binds the semi-transparant layer of the renderer.
|
||||
func (c *Chunk) BindWater() {
|
||||
gl.BindVertexArray(c.water.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
|
||||
}
|
||||
|
||||
// a global vertex array for VBO updates
|
||||
//var vertex []Vertex
|
||||
|
||||
// updateRender should be called with gl.BindBuffer(c.vbo).
|
||||
func (c *Chunk) updateRender() {
|
||||
if c.renderChanged {
|
||||
go func() {
|
||||
t := time.Now()
|
||||
vert, vertWater := c.appendVertex([]Vertex{}, []Vertex{})
|
||||
log.Printf("Chunk [%d,%d]: UpdateRender: vertex len of %d*%d = %d in %dms", c.X, c.Z, unsafe.Sizeof(Vertex{}), len(vert), int(unsafe.Sizeof(Vertex{}))*len(vert), time.Since(t).Milliseconds())
|
||||
c.vertUpdate <- [2][]Vertex{vert, vertWater}
|
||||
}()
|
||||
c.renderChanged = false
|
||||
}
|
||||
|
||||
select {
|
||||
case vert := <-c.vertUpdate:
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[0]), util.Ptr(vert[0]), gl.DYNAMIC_DRAW)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[1]), util.Ptr(vert[1]), gl.DYNAMIC_DRAW)
|
||||
c.vbolen = len(vert[0])
|
||||
c.water.vbolen = len(vert[1])
|
||||
default: // do nothing
|
||||
}
|
||||
}
|
||||
|
||||
var checkViewOffset = []itype.Vec3d{
|
||||
{0, 0, 0},
|
||||
{ChunkSizeX, 0, 0},
|
||||
{0, 0, ChunkSizeZ},
|
||||
{ChunkSizeX, 0, ChunkSizeZ},
|
||||
{0, ChunkSizeY, 0},
|
||||
{ChunkSizeX, ChunkSizeY, 0},
|
||||
{0, ChunkSizeY, ChunkSizeZ},
|
||||
{ChunkSizeX, ChunkSizeY, ChunkSizeZ},
|
||||
}
|
||||
|
||||
// checkView checks if the chunk is in the front-facing direction of the view.
|
||||
func (c *Chunk) checkView(from, facing itype.Vec3d) bool {
|
||||
off := itype.Vec3d{
|
||||
float64(c.X * ChunkSizeX),
|
||||
0,
|
||||
float64(c.Z * ChunkSizeZ),
|
||||
}
|
||||
|
||||
for _, check := range checkViewOffset {
|
||||
ok := off.Add(check).Add(from.Negative()).Dot(facing) > 0
|
||||
if ok {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (c *Chunk) Render() {
|
||||
if !c.checkView(io.ViewPos, io.ViewDir) || !c.checkView(io.RenderPos, io.RenderDir) {
|
||||
return
|
||||
}
|
||||
|
||||
c.updateRender()
|
||||
c.Bind()
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen))
|
||||
}
|
||||
|
||||
func (c *Chunk) RenderWater() {
|
||||
if !c.checkView(io.ViewPos, io.ViewDir) || !c.checkView(io.RenderPos, io.RenderDir) {
|
||||
return
|
||||
}
|
||||
|
||||
c.updateRender()
|
||||
c.BindWater()
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, int32(c.water.vbolen))
|
||||
}
|
||||
|
||||
// appendVertex appends the chunk's global vertex into the array.
|
||||
func (c *Chunk) appendVertex(arr, arrwater []Vertex) (fin, finwater []Vertex) {
|
||||
off := itype.Vec3i{
|
||||
c.X * ChunkSizeX,
|
||||
0,
|
||||
c.Z * ChunkSizeZ,
|
||||
}
|
||||
|
||||
for i := 0; i < ChunkSizeX; i++ {
|
||||
for j := 0; j < ChunkSizeY; j++ {
|
||||
for k := 0; k < ChunkSizeZ; k++ {
|
||||
if c.Id[i][j][k] == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
app := GetBlockAppearance(off.Addv(i, j, k), int(c.Id[i][j][k]), int(c.Aux[i][j][k]), nil, c.world)
|
||||
switch app.RenderType {
|
||||
case OneTexture:
|
||||
arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
case ThreeTexture:
|
||||
arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_top.png", arr)
|
||||
arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_bot.png", arr)
|
||||
arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
case SixTexture:
|
||||
arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_x+.png", arr)
|
||||
arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_x-.png", arr)
|
||||
arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_y+.png", arr)
|
||||
arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_y-.png", arr)
|
||||
arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_z+.png", arr)
|
||||
arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_z-.png", arr)
|
||||
case CustomRendering:
|
||||
arr, arrwater = app.CustomRenderAppend(off.Addv(i, j, k), int(c.Aux[i][j][k]), nil, c.world, arr, arrwater)
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return arr, arrwater
|
||||
}
|
||||
|
||||
func (c *Chunk) appendFace(face itype.Direction, pos itype.Vec3i, texname string, arr []Vertex) []Vertex {
|
||||
|
||||
off := pos.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ).ToFloat32()
|
||||
|
||||
// check if we can skip this face
|
||||
next := pos.Add(itype.DirectionVeci[face])
|
||||
|
||||
if next[0] >= 0 && next[1] >= 0 && next[2] >= 0 && next[0] < ChunkSizeX && next[1] < ChunkSizeY && next[2] < ChunkSizeZ &&
|
||||
c.Id[next[0]][next[1]][next[2]] != 0 &&
|
||||
!GetBlockAppearance(
|
||||
next.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ),
|
||||
int(c.Id[next[0]][next[1]][next[2]]),
|
||||
int(c.Aux[next[0]][next[1]][next[2]]),
|
||||
nil, c.world,
|
||||
).Transparent { // face next to a solid block
|
||||
return arr // skip!
|
||||
}
|
||||
|
||||
worldnext := pos.Add(itype.DirectionVeci[face]).Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ)
|
||||
if block := c.world.Block(worldnext); block.Id != 0 && !block.Appearance(worldnext).Transparent {
|
||||
return arr // skip!
|
||||
}
|
||||
|
||||
switch face {
|
||||
case itype.XPlus: // X+
|
||||
arr = append(arr,
|
||||
// Vertex Position Normal Vector(normalized) Texture Coord Light
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
)
|
||||
case itype.XMinus: // X-
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(0, 1, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(0, 0, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
|
||||
)
|
||||
case itype.YPlus: // Y+
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
)
|
||||
case itype.YMinus: // Y-
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(0, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
|
||||
)
|
||||
case itype.ZPlus: // Z+
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
|
||||
)
|
||||
case itype.ZMinus: // Z-
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(0, 1, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
|
||||
)
|
||||
}
|
||||
|
||||
texrect := asset.WorldTextureAtlas.RectNormalized(texname)
|
||||
for i := len(arr) - 6; i < len(arr); i++ {
|
||||
arr[i].Texture[0] = texrect.Left + arr[i].Texture[0]*texrect.Width
|
||||
arr[i].Texture[1] = texrect.Top + arr[i].Texture[1]*texrect.Height
|
||||
}
|
||||
|
||||
return arr
|
||||
}
|
||||
@@ -1,204 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"os"
|
||||
"unsafe"
|
||||
|
||||
"github.com/Edgaru089/gl01/internal/asset"
|
||||
"github.com/Edgaru089/gl01/internal/util/itype"
|
||||
"github.com/go-gl/gl/all-core/gl"
|
||||
)
|
||||
|
||||
// Vertex represents a rendering vertex in the global coordinate system.
|
||||
type Vertex struct {
|
||||
World itype.Vec3f // World vertex coordinate
|
||||
Normal itype.Vec3f // Surface normal vector (normalized)
|
||||
Texture itype.Vec2f // World Texture Atlas vertex coordinate
|
||||
Light float32 // Light level of the block (0 ~ 15=blocklight, 16=sunlight)
|
||||
}
|
||||
|
||||
func (c *Chunk) InitRender() {
|
||||
gl.GenVertexArrays(1, &c.vao)
|
||||
gl.GenBuffers(1, &c.vbo)
|
||||
|
||||
c.renderChanged = true
|
||||
}
|
||||
|
||||
func (c *Chunk) FreeRender() {
|
||||
gl.DeleteVertexArrays(1, &c.vao)
|
||||
gl.DeleteBuffers(1, &c.vbo)
|
||||
}
|
||||
|
||||
// Bind calls glBindVertexArray(vao) and glBindBuffer(vbo).
|
||||
func (c *Chunk) Bind() {
|
||||
gl.BindVertexArray(c.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
|
||||
}
|
||||
|
||||
// EnableVertexArrayAttrib calls glEnableVertexArrayAttrib(vao, attribId).
|
||||
func (c *Chunk) EnableVertexArrayAttrib(attribId uint32) {
|
||||
c.Bind()
|
||||
gl.EnableVertexAttribArray(attribId)
|
||||
}
|
||||
|
||||
// a global vertex array for VBO updates
|
||||
//var vertex []Vertex
|
||||
|
||||
// updateRender should be called with gl.BindBuffer(c.vbo).
|
||||
func (c *Chunk) updateRender() {
|
||||
if c.renderChanged {
|
||||
c.vertex = c.AppendVertex(c.vertex[0:0])
|
||||
log.Printf("Chunk [%d,%d]: UpdateRender: vertex len of %d*%d = %d", c.X, c.Z, unsafe.Sizeof(Vertex{}), len(c.vertex), int(unsafe.Sizeof(Vertex{}))*len(c.vertex))
|
||||
|
||||
f, _ := os.Create("vertex.txt")
|
||||
fmt.Fprint(f, c.vertex)
|
||||
f.Close()
|
||||
|
||||
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(c.vertex), gl.Ptr(c.vertex), gl.DYNAMIC_DRAW)
|
||||
c.vbolen = len(c.vertex)
|
||||
|
||||
c.renderChanged = false
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Chunk) Render() {
|
||||
gl.BindVertexArray(c.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
|
||||
c.updateRender()
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen))
|
||||
}
|
||||
|
||||
// ChunkRenderAppend appends the chunk's global vertex into the array.
|
||||
func (c *Chunk) AppendVertex(arr []Vertex) []Vertex {
|
||||
off := itype.Vec3i{
|
||||
c.X * ChunkSizeX,
|
||||
0,
|
||||
c.Z * ChunkSizeZ,
|
||||
}
|
||||
|
||||
for i := 0; i < ChunkSizeX; i++ {
|
||||
for j := 0; j < ChunkSizeY; j++ {
|
||||
for k := 0; k < ChunkSizeZ; k++ {
|
||||
if c.Id[i][j][k] == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
app := GetBlockAppearance(off.Addv(i, j, k), int(c.Id[i][j][k]), int(c.Aux[i][j][k]), nil)
|
||||
switch app.RenderType {
|
||||
case OneTexture:
|
||||
arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
|
||||
case ThreeTexture:
|
||||
arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_top.png", arr)
|
||||
arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_bot.png", arr)
|
||||
arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
|
||||
case SixTexture:
|
||||
arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_x+.png", arr)
|
||||
arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_x-.png", arr)
|
||||
arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_y+.png", arr)
|
||||
arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_y-.png", arr)
|
||||
arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_z+.png", arr)
|
||||
arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_z-.png", arr)
|
||||
case CustomRendering:
|
||||
arr = app.CustomRenderAppend(off.Addv(i, j, k), int(c.Aux[i][j][k]), nil, arr)
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return arr
|
||||
}
|
||||
|
||||
func (c *Chunk) appendFace(face itype.Direction, pos itype.Vec3i, texname string, arr []Vertex) []Vertex {
|
||||
|
||||
off := pos.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ).ToFloat32()
|
||||
|
||||
// check if we can skip this face
|
||||
next := pos.Add(itype.DirectionVeci[face])
|
||||
if next[0] >= 0 && next[1] >= 0 && next[2] >= 0 && next[0] < ChunkSizeX && next[1] < ChunkSizeY && next[2] < ChunkSizeZ &&
|
||||
c.Id[next[0]][next[1]][next[2]] != 0 &&
|
||||
!GetBlockAppearance(
|
||||
next.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ),
|
||||
int(c.Id[next[0]][next[1]][next[2]]),
|
||||
int(c.Aux[next[0]][next[1]][next[2]]),
|
||||
nil,
|
||||
).Transparent { // face next to a solid block
|
||||
return arr // skip!
|
||||
}
|
||||
|
||||
switch face {
|
||||
case itype.XPlus: // X+
|
||||
arr = append(arr,
|
||||
// Vertex Position Normal Vector(normalized) Texture Coord Light
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 0.7},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 0.7},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 0.7},
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 0.7},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 0.7},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 0.7},
|
||||
)
|
||||
case itype.XMinus: // X-
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 0.95},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 0.95},
|
||||
Vertex{off.Addv(0, 1, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 0.95},
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 0.95},
|
||||
Vertex{off.Addv(0, 0, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 0.95},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 0.95},
|
||||
)
|
||||
case itype.YPlus: // Y+
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 1},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 1},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 1},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 1},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 1},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 1},
|
||||
)
|
||||
case itype.YMinus: // Y-
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 0.6},
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 0.6},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 0.6},
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 0.6},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 0.6},
|
||||
Vertex{off.Addv(0, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 0.6},
|
||||
)
|
||||
case itype.ZPlus: // Z+
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 1), itype.Vec2f{0, 1}, 0.85},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec2f{1, 1}, 0.85},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec2f{0, 0}, 0.85},
|
||||
Vertex{off.Addv(1, 1, 1), itype.Vec2f{1, 0}, 0.85},
|
||||
Vertex{off.Addv(0, 1, 1), itype.Vec2f{0, 0}, 0.85},
|
||||
Vertex{off.Addv(1, 0, 1), itype.Vec2f{1, 1}, 0.85},
|
||||
)
|
||||
case itype.ZMinus: // Z-
|
||||
arr = append(arr,
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec2f{1, 1}, 0.85},
|
||||
Vertex{off.Addv(0, 1, 0), itype.Vec2f{1, 0}, 0.85},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec2f{0, 0}, 0.85},
|
||||
Vertex{off.Addv(0, 0, 0), itype.Vec2f{1, 1}, 0.85},
|
||||
Vertex{off.Addv(1, 1, 0), itype.Vec2f{0, 0}, 0.85},
|
||||
Vertex{off.Addv(1, 0, 0), itype.Vec2f{0, 1}, 0.85},
|
||||
)
|
||||
}
|
||||
|
||||
texrect := asset.WorldTextureAtlas.RectNormalized(texname)
|
||||
for i := len(arr) - 6; i < len(arr); i++ {
|
||||
arr[i].Texture[0] = texrect.Left + arr[i].Texture[0]*texrect.Width
|
||||
arr[i].Texture[1] = texrect.Top + arr[i].Texture[1]*texrect.Height
|
||||
}
|
||||
|
||||
return arr
|
||||
}
|
||||
@@ -1,55 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
)
|
||||
|
||||
func (w *World) castworker(from, dir itype.Vec3d, maxlen float64, current itype.Vec3i, skipdir itype.Direction) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
|
||||
|
||||
// Length test
|
||||
if current.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() > maxlen+1 {
|
||||
return
|
||||
}
|
||||
|
||||
// Loose intersect test
|
||||
if ok, _, _, _ = (itype.Boxd{
|
||||
OffX: float64(current[0]),
|
||||
OffY: float64(current[1]),
|
||||
OffZ: float64(current[2]),
|
||||
SizeX: 1, SizeY: 1, SizeZ: 1,
|
||||
}).IntersectRay(from, dir, maxlen); !ok {
|
||||
return
|
||||
}
|
||||
|
||||
// Go through the bounding boxes
|
||||
ba := w.Block(current).Appearance(current)
|
||||
if !ba.NotSolid {
|
||||
for _, b := range ba.Lookbox {
|
||||
if ok, face, where, dist = b.Offset(current.ToFloat64()).IntersectRay(from, dir, maxlen); ok {
|
||||
blockcoord = current
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test the directions
|
||||
for i := itype.Direction(0); i < 6; i++ {
|
||||
if i == skipdir {
|
||||
continue
|
||||
}
|
||||
|
||||
ok, blockcoord, face, where, dist = w.castworker(from, dir, maxlen, current.Add(itype.DirectionVeci[i]), i.Opposite())
|
||||
if ok {
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
ok = false
|
||||
return
|
||||
}
|
||||
|
||||
// CastViewRay
|
||||
func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
|
||||
|
||||
return w.castworker(from, dir, maxlen, from.Floor(), -1)
|
||||
}
|
||||
@@ -1,167 +0,0 @@
|
||||
package world
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"io"
|
||||
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
)
|
||||
|
||||
// World holds a number of Chunks and Entities.
|
||||
type World struct {
|
||||
Chunks map[itype.Vec2i]*Chunk
|
||||
Seed int32
|
||||
}
|
||||
|
||||
// NewWorld creates a new, empty, world with no chunks.
|
||||
func NewWorld() *World {
|
||||
var w World
|
||||
w.Chunks = make(map[itype.Vec2i]*Chunk)
|
||||
|
||||
return &w
|
||||
}
|
||||
|
||||
// The default World.
|
||||
var DefaultWorld World
|
||||
|
||||
func init() {
|
||||
DefaultWorld.Chunks = make(map[itype.Vec2i]*Chunk)
|
||||
}
|
||||
|
||||
// Chunk returns the chunk at [x, z], or nil if nonexistent.
|
||||
func (w *World) Chunk(x, z int) *Chunk {
|
||||
return w.Chunks[itype.Vec2i{x, z}]
|
||||
}
|
||||
|
||||
// SetChunk sets the chunk [x, z] to c.
|
||||
func (w *World) SetChunk(x, z int, c *Chunk) {
|
||||
if old, ok := w.Chunks[itype.Vec2i{x, z}]; ok {
|
||||
old.FreeRender()
|
||||
}
|
||||
|
||||
c.X = x
|
||||
c.Z = z
|
||||
c.renderChanged = true
|
||||
c.world = w
|
||||
w.Chunks[itype.Vec2i{x, z}] = c
|
||||
c.InitRender()
|
||||
}
|
||||
|
||||
func BlockPosToChunk(blockpos itype.Vec3i) (x, z int) {
|
||||
if blockpos[0] >= 0 {
|
||||
x = blockpos[0] / ChunkSizeX
|
||||
} else {
|
||||
x = (blockpos[0]+1)/ChunkSizeX - 1
|
||||
}
|
||||
|
||||
if blockpos[2] >= 0 {
|
||||
z = blockpos[2] / ChunkSizeZ
|
||||
} else {
|
||||
z = (blockpos[2]+1)/ChunkSizeZ - 1
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
func BlockPosToInChunk(blockpos itype.Vec3i) (x, y, z int) {
|
||||
if blockpos[0] >= 0 {
|
||||
x = blockpos[0] % ChunkSizeX
|
||||
} else {
|
||||
x = ChunkSizeX + (blockpos[0] % ChunkSizeX)
|
||||
if x == ChunkSizeX {
|
||||
x = 0
|
||||
}
|
||||
}
|
||||
y = blockpos[1]
|
||||
if blockpos[2] >= 0 {
|
||||
z = blockpos[2] % ChunkSizeZ
|
||||
} else {
|
||||
z = ChunkSizeZ + (blockpos[2] % ChunkSizeZ)
|
||||
if z == ChunkSizeZ {
|
||||
z = 0
|
||||
}
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// Break breaks the block.
|
||||
func (w *World) Break(pos itype.Vec3i) {
|
||||
cx, cz := BlockPosToChunk(pos)
|
||||
cix, ciy, ciz := BlockPosToInChunk(pos)
|
||||
c, ok := w.Chunks[itype.Vec2i{cx, cz}]
|
||||
if !ok || ciy < 0 || ciy >= ChunkSizeY {
|
||||
return
|
||||
}
|
||||
|
||||
c.SetBlock(cix, ciy, ciz, 0, 0)
|
||||
}
|
||||
|
||||
// Block returns the block at the position [pos], or an empty Block{} if it does not exist.
|
||||
func (w *World) Block(pos itype.Vec3i) Block {
|
||||
cx, cz := BlockPosToChunk(pos)
|
||||
cix, ciy, ciz := BlockPosToInChunk(pos)
|
||||
c, ok := w.Chunks[itype.Vec2i{cx, cz}]
|
||||
if !ok || ciy < 0 || ciy >= ChunkSizeY {
|
||||
return Block{}
|
||||
}
|
||||
return Block{
|
||||
Id: int(c.Id[cix][ciy][ciz]),
|
||||
Aux: int(c.Aux[cix][ciy][ciz]),
|
||||
Dataset: nil,
|
||||
Behaviour: GetBlockBehaviour(int(c.Id[cix][ciy][ciz])),
|
||||
}
|
||||
}
|
||||
|
||||
// SetBlock sets the block at the given position, returning its Block.
|
||||
//
|
||||
// It fails if the chunk is not loaded, and an empty Block{} is returned.
|
||||
func (w *World) SetBlock(pos itype.Vec3i, id, aux int, dataset itype.Dataset) Block {
|
||||
cx, cz := BlockPosToChunk(pos)
|
||||
cix, ciy, ciz := BlockPosToInChunk(pos)
|
||||
c, ok := w.Chunks[itype.Vec2i{cx, cz}]
|
||||
if !ok || ciy < 0 || ciy >= ChunkSizeY {
|
||||
return Block{}
|
||||
}
|
||||
|
||||
c.SetBlock(cix, ciy, ciz, id, aux)
|
||||
return Block{
|
||||
Id: int(c.Id[cix][ciy][ciz]),
|
||||
Aux: int(c.Aux[cix][ciy][ciz]),
|
||||
Dataset: nil,
|
||||
Behaviour: GetBlockBehaviour(int(c.Id[cix][ciy][ciz])),
|
||||
}
|
||||
}
|
||||
|
||||
// LoadChunkFromGob loads (or overwrites) chunk [id.x, id.z] from the Gob-encoding file.
|
||||
func (w *World) LoadChunkFromGob(id itype.Vec2i, file io.Reader) (err error) {
|
||||
c := &Chunk{}
|
||||
if err != nil {
|
||||
return fmt.Errorf("World: load chunk (%d,%d) from gob file: %s", id[0], id[1], err)
|
||||
}
|
||||
|
||||
if old, ok := w.Chunks[id]; ok {
|
||||
old.FreeRender()
|
||||
}
|
||||
|
||||
c.LoadFromGobIndexed(file, id[0], id[1])
|
||||
w.Chunks[id] = c
|
||||
c.InitRender()
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Render should be called from WorldRenderer, setting shader and texture context
|
||||
// for the Render function, which merely calls BindVertexArray and DrawArrays.
|
||||
func (w *World) Render() {
|
||||
for _, c := range w.Chunks {
|
||||
c.Render()
|
||||
}
|
||||
}
|
||||
|
||||
// RenderWater calls DrawArrays drawing the semi-transparant layer of the world.
|
||||
func (w *World) RenderWater() {
|
||||
for _, c := range w.Chunks {
|
||||
c.RenderWater()
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,105 +0,0 @@
|
||||
package worldgen
|
||||
|
||||
import (
|
||||
"sync"
|
||||
|
||||
packworld "edgaru089.ink/go/gl01/internal/world"
|
||||
"edgaru089.ink/go/gl01/internal/world/blocks"
|
||||
"github.com/aquilax/go-perlin"
|
||||
)
|
||||
|
||||
const (
|
||||
Alpha = 5 // Weight forming the noise sum
|
||||
Beta = 2 // harmonic scaling/spacing
|
||||
N = 3 // iterations
|
||||
|
||||
AltitudeDensity = 20 // Density of the noise in altitude
|
||||
|
||||
Sealevel = 63 // Space with Y=63 and lower should be the sea
|
||||
Highest = 74 // Highest part of the terrain
|
||||
Lowest = 54 // Lowest part of the terrain
|
||||
)
|
||||
|
||||
var perlins map[int64]*perlin.Perlin
|
||||
var perlinsLock sync.RWMutex
|
||||
|
||||
func init() {
|
||||
perlins = make(map[int64]*perlin.Perlin)
|
||||
}
|
||||
|
||||
func fractal(p *perlin.Perlin, x, y float64, levels int) float64 {
|
||||
ans := 0.0
|
||||
amp := 1.0
|
||||
for i := 0; i < levels; i++ {
|
||||
ans += amp * p.Noise2D(x, y)
|
||||
amp /= 3
|
||||
x *= 2
|
||||
y *= 2
|
||||
}
|
||||
return ans
|
||||
}
|
||||
|
||||
// Chunk generates the chunk (must with chunkID set!!) with seed.
|
||||
func Chunk(chunk *packworld.Chunk, world *packworld.World, seed int64) {
|
||||
|
||||
perlinsLock.RLock()
|
||||
p, ok := perlins[seed]
|
||||
if !ok {
|
||||
perlinsLock.RUnlock()
|
||||
perlinsLock.Lock()
|
||||
p = perlin.NewPerlin(Alpha, Beta, N, seed)
|
||||
perlins[seed] = p
|
||||
perlinsLock.Unlock()
|
||||
} else {
|
||||
perlinsLock.RUnlock()
|
||||
}
|
||||
|
||||
//log.Printf("noise=%.5f", p.Noise2D(0.1, 0.1))
|
||||
|
||||
offX := packworld.ChunkSizeX * chunk.X
|
||||
offZ := packworld.ChunkSizeZ * chunk.Z
|
||||
|
||||
for x := 0; x < packworld.ChunkSizeX; x++ {
|
||||
for z := 0; z < packworld.ChunkSizeZ; z++ {
|
||||
|
||||
height := Lowest + int(float64(Highest-Lowest)*(fractal(
|
||||
p,
|
||||
float64(offX+x)/AltitudeDensity,
|
||||
float64(offZ+z)/AltitudeDensity, 6)/2+0.5))
|
||||
//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x)/AltitudeDensity, float64(offZ+z)/AltitudeDensity)/2+0.5)
|
||||
|
||||
// water
|
||||
for y := Sealevel; y > height; y-- {
|
||||
chunk.Id[x][y][z] = blocks.Water
|
||||
}
|
||||
|
||||
// covering dirt
|
||||
if height >= Sealevel {
|
||||
chunk.Id[x][height][z] = blocks.Grass
|
||||
} else {
|
||||
chunk.Id[x][height][z] = blocks.Dirt
|
||||
}
|
||||
//chunk.Id[x][height][z] = blocks.DebugDir
|
||||
chunk.Id[x][height-1][z] = blocks.Dirt
|
||||
chunk.Id[x][height-2][z] = blocks.Dirt
|
||||
chunk.Id[x][height-3][z] = blocks.Dirt
|
||||
height -= 4
|
||||
|
||||
// stone in the middle
|
||||
for y := height; y >= 1; y-- {
|
||||
chunk.Id[x][y][z] = blocks.Stone
|
||||
}
|
||||
|
||||
// bedrock at the bottom
|
||||
chunk.Id[x][0][z] = blocks.Bedrock
|
||||
|
||||
// plant trees
|
||||
if height >= 50 && height <= 70 {
|
||||
if p.Noise2D(float64(offX+x), float64(offZ+z)) > 0.9 {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chunk.InvalidateRender()
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"WindowWidth": 800,
|
||||
"WindowHeight": 600,
|
||||
"WindowWidth": 1024,
|
||||
"WindowHeight": 768,
|
||||
|
||||
"FramerateLimit": 0
|
||||
"FramerateLimit": 4000
|
||||
}
|
||||
|
||||
|
||||
19
main.go
19
main.go
@@ -8,6 +8,7 @@ import (
|
||||
"edgaru089.ink/go/gl01/internal/game"
|
||||
gio "edgaru089.ink/go/gl01/internal/io"
|
||||
_ "edgaru089.ink/go/gl01/internal/render/gpu_preference"
|
||||
"edgaru089.ink/go/gl01/internal/util"
|
||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||
"github.com/go-gl/gl/all-core/gl"
|
||||
"github.com/go-gl/glfw/v3.3/glfw"
|
||||
@@ -17,7 +18,6 @@ var (
|
||||
frameTick *time.Ticker
|
||||
)
|
||||
|
||||
|
||||
func init() {
|
||||
runtime.LockOSThread()
|
||||
}
|
||||
@@ -44,7 +44,7 @@ func main() {
|
||||
glfw.WindowHint(glfw.ContextVersionMinor, 3)
|
||||
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
|
||||
glfw.WindowHint(glfw.OpenGLForwardCompatible, 1)
|
||||
win, err := glfw.CreateWindow(gio.MainConfig.WindowWidth, gio.MainConfig.WindowHeight, "Gl01", nil, nil)
|
||||
win, err := glfw.CreateWindow(gio.MainConfig.WindowWidth, gio.MainConfig.WindowHeight, itype.ProjectName, nil, nil)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
@@ -66,23 +66,22 @@ func main() {
|
||||
game := game.NewGame()
|
||||
game.Init(win)
|
||||
|
||||
gio.ClearColor = itype.Vec4f{0.6, 0.8, 1.0, 1.0}
|
||||
gio.FogColor = itype.Vec4f{0.6, 0.8, 1.0, 1.0}
|
||||
gl.ClearColor(0.6, 0.8, 1.0, 1)
|
||||
gio.ClearColor = itype.Vec4f{0, 0, 0, 1.0}
|
||||
gio.FogColor = itype.Vec4f{0, 0, 0, 1.0}
|
||||
gl.ClearColor(gio.ClearColor[0], gio.ClearColor[1], gio.ClearColor[2], gio.ClearColor[3])
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
win.SwapBuffers()
|
||||
winClock := time.Now()
|
||||
winClock := util.NewClock()
|
||||
|
||||
fpsClock := time.Now()
|
||||
fpsCounter := 0
|
||||
|
||||
for !win.ShouldClose() {
|
||||
|
||||
deltaTime := time.Since(winClock)
|
||||
winClock = time.Now()
|
||||
deltaTime := winClock.Restart()
|
||||
game.Update(win, deltaTime)
|
||||
|
||||
gl.ClearColor(0.6, 0.8, 1.0, 1)
|
||||
gl.ClearColor(gio.ClearColor[0], gio.ClearColor[1], gio.ClearColor[2], gio.ClearColor[3])
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
|
||||
game.Render(win)
|
||||
@@ -91,7 +90,7 @@ func main() {
|
||||
glfw.PollEvents()
|
||||
|
||||
if time.Since(fpsClock) >= time.Second {
|
||||
win.SetTitle(fmt.Sprintf("Gl01 %dFPS", fpsCounter))
|
||||
win.SetTitle(fmt.Sprintf(itype.ProjectName+" %dFPS", fpsCounter))
|
||||
fpsCounter = 0
|
||||
fpsClock = time.Now()
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user