Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| afc9904651 | |||
| b20abbe803 | |||
| 56f2f02afe | |||
| fb0276bc4e |
@@ -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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func (e *Entity) Update(world *world.World, deltaTime time.Duration) {
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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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e.onGround = onGround
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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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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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|
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if !e.onGround {
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|
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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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|
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vecXZ = vecXZ.Normalize().Multiply(maxspeed)
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|
||||||
}
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|
||||||
e.speed[0] = vecXZ[0]
|
|
||||||
e.speed[2] = vecXZ[1]
|
|
||||||
}
|
|
||||||
|
|
||||||
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{
|
|
||||||
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 (
|
import (
|
||||||
"time"
|
"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/util/itype"
|
||||||
"edgaru089.ink/go/gl01/internal/world"
|
|
||||||
"github.com/inkyblackness/imgui-go/v4"
|
"github.com/inkyblackness/imgui-go/v4"
|
||||||
|
|
||||||
_ "edgaru089.ink/go/gl01/internal/entity/entities"
|
|
||||||
)
|
)
|
||||||
|
|
||||||
// Game holds a game scene.
|
// Game holds a game scene.
|
||||||
type Game struct {
|
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
|
fullscreen bool
|
||||||
lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
|
lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
|
||||||
|
|
||||||
@@ -39,17 +21,5 @@ type Game struct {
|
|||||||
|
|
||||||
// NewGame creates a new, empty Game.
|
// NewGame creates a new, empty Game.
|
||||||
func NewGame() (g *Game) {
|
func NewGame() (g *Game) {
|
||||||
return &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
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,9 +2,6 @@ package game
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"image/color"
|
"image/color"
|
||||||
"log"
|
|
||||||
"math"
|
|
||||||
"os"
|
|
||||||
"runtime"
|
"runtime"
|
||||||
|
|
||||||
"edgaru089.ink/go/gl01/internal/asset"
|
"edgaru089.ink/go/gl01/internal/asset"
|
||||||
@@ -12,14 +9,12 @@ import (
|
|||||||
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
||||||
"edgaru089.ink/go/gl01/internal/io"
|
"edgaru089.ink/go/gl01/internal/io"
|
||||||
"edgaru089.ink/go/gl01/internal/util"
|
"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/go-gl/glfw/v3.3/glfw"
|
||||||
"github.com/inkyblackness/imgui-go/v4"
|
"github.com/inkyblackness/imgui-go/v4"
|
||||||
)
|
)
|
||||||
|
|
||||||
type guiState struct {
|
type guiState struct {
|
||||||
showLog, showDebugInfo bool
|
showDemo bool
|
||||||
logFollow bool
|
logFollow bool
|
||||||
|
|
||||||
lastframeCgoCalls int64
|
lastframeCgoCalls int64
|
||||||
@@ -45,8 +40,7 @@ func (g *Game) initImgui(win *glfw.Window) {
|
|||||||
backend.Init(win)
|
backend.Init(win)
|
||||||
|
|
||||||
g.gui = guiState{
|
g.gui = guiState{
|
||||||
showLog: true,
|
showDemo: false,
|
||||||
showDebugInfo: false,
|
|
||||||
logFollow: true,
|
logFollow: true,
|
||||||
loadChunkFile: "chunk.gob",
|
loadChunkFile: "chunk.gob",
|
||||||
loadChunkID: [2]int32{0, 0},
|
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.TextBackground("CgoCalls:%d (%d lastframe), Goroutines:%d", g.gui.lastframeCgoCalls, io.Diagnostics.CgoCalls, runtime.NumGoroutine())
|
||||||
igwrap.TextBlank()
|
igwrap.TextBlank()
|
||||||
|
|
||||||
pos := g.player.Position()
|
if imgui.SelectableV("Show Demo", g.gui.showDemo, 0, imgui.Vec2{imgui.CalcTextSize("Show Demo", false, 0).X, 0}) {
|
||||||
igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
|
g.gui.showDemo = !g.gui.showDemo
|
||||||
|
|
||||||
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])
|
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.End()
|
imgui.End()
|
||||||
@@ -85,109 +76,12 @@ func (g *Game) imgui() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if g.paused {
|
if g.paused {
|
||||||
imgui.ShowDemoWindow(nil)
|
if g.gui.showDemo {
|
||||||
|
imgui.ShowDemoWindow(&g.gui.showDemo)
|
||||||
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())
|
|
||||||
}
|
}
|
||||||
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 - 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.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
|
package game
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"image/color"
|
|
||||||
"log"
|
"log"
|
||||||
"os"
|
"os"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
"edgaru089.ink/go/gl01/internal/igwrap/backend"
|
||||||
"edgaru089.ink/go/gl01/internal/io"
|
"edgaru089.ink/go/gl01/internal/io"
|
||||||
"edgaru089.ink/go/gl01/internal/render"
|
|
||||||
"edgaru089.ink/go/gl01/internal/util"
|
"edgaru089.ink/go/gl01/internal/util"
|
||||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||||
"edgaru089.ink/go/gl01/internal/world"
|
"edgaru089.ink/go/gl01/internal/work"
|
||||||
"edgaru089.ink/go/gl01/internal/world/blocks"
|
|
||||||
"edgaru089.ink/go/gl01/internal/world/worldgen"
|
|
||||||
"github.com/go-gl/glfw/v3.3/glfw"
|
"github.com/go-gl/glfw/v3.3/glfw"
|
||||||
"github.com/go-gl/mathgl/mgl64"
|
|
||||||
)
|
)
|
||||||
|
|
||||||
const (
|
const (
|
||||||
@@ -23,10 +18,6 @@ const (
|
|||||||
PlayerPlaceCooldown = 200 * time.Millisecond
|
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
|
var logs string
|
||||||
|
|
||||||
type logger struct{}
|
type logger struct{}
|
||||||
@@ -44,55 +35,19 @@ func init() {
|
|||||||
// Init initializes the game.
|
// Init initializes the game.
|
||||||
func (g *Game) Init(win *glfw.Window) {
|
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()
|
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()
|
io.DisplaySize[0], io.DisplaySize[1] = win.GetFramebufferSize()
|
||||||
win.SetSizeCallback(func(w *glfw.Window, width, height int) {
|
win.SetSizeCallback(func(w *glfw.Window, width, height int) {
|
||||||
//win.SetCursorPos(float64(width)/2, float64(height)/2)
|
//win.SetCursorPos(float64(width)/2, float64(height)/2)
|
||||||
g.view.Aspect(float32(width) / float32(height))
|
|
||||||
io.DisplaySize = itype.Vec2i{width, height}
|
io.DisplaySize = itype.Vec2i{width, height}
|
||||||
})
|
})
|
||||||
|
|
||||||
err = render.Framewire.Init()
|
|
||||||
if err != nil {
|
|
||||||
panic(err)
|
|
||||||
}
|
|
||||||
|
|
||||||
g.initImgui(win)
|
g.initImgui(win)
|
||||||
|
|
||||||
win.SetCursorPos(float64(width)/2, float64(height)/2)
|
win.SetCursorPos(float64(width)/2, float64(height)/2)
|
||||||
|
|
||||||
|
io.ShowDebugInfo = true
|
||||||
g.paused = true
|
g.paused = true
|
||||||
//win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
|
//win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
|
||||||
win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
|
win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
|
||||||
@@ -102,15 +57,8 @@ func (g *Game) Init(win *glfw.Window) {
|
|||||||
|
|
||||||
width, height := w.GetSize()
|
width, height := w.GetSize()
|
||||||
centerX, centerY := float64(width)/2, float64(height)/2
|
centerX, centerY := float64(width)/2, float64(height)/2
|
||||||
deltaX, deltaY := xpos-centerX, ypos-centerY
|
//deltaX, deltaY := xpos-centerX, ypos-centerY
|
||||||
g.rotY -= itype.Degrees(float32(deltaX) / 10)
|
_, _ = xpos-centerX, ypos-centerY
|
||||||
g.rotZ -= float32(deltaY) / 10
|
|
||||||
if g.rotZ > 89.99 {
|
|
||||||
g.rotZ = 89.99
|
|
||||||
}
|
|
||||||
if g.rotZ < -89.99 {
|
|
||||||
g.rotZ = -89.99
|
|
||||||
}
|
|
||||||
win.SetCursorPos(centerX, centerY)
|
win.SetCursorPos(centerX, centerY)
|
||||||
})
|
})
|
||||||
|
|
||||||
@@ -125,21 +73,6 @@ func (g *Game) Init(win *glfw.Window) {
|
|||||||
backend.KeyCallback(key, action)
|
backend.KeyCallback(key, action)
|
||||||
}
|
}
|
||||||
if action == glfw.Press {
|
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 key == glfw.KeyF11 {
|
||||||
if g.fullscreen {
|
if g.fullscreen {
|
||||||
@@ -175,24 +108,12 @@ func (g *Game) Init(win *glfw.Window) {
|
|||||||
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
|
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
|
||||||
if g.paused {
|
if g.paused {
|
||||||
backend.MouseScrollCallback(xpos, ypos)
|
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.
|
// Update updates the game state, not necessarily in the main thread.
|
||||||
func (g *Game) Update(win *glfw.Window, delta time.Duration) {
|
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()
|
clock := util.NewClock()
|
||||||
|
|
||||||
if !g.paused {
|
work.Update(delta)
|
||||||
|
|
||||||
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))
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
io.Diagnostics.Times.Logic = clock.Restart()
|
io.Diagnostics.Times.Logic = clock.Restart()
|
||||||
|
|
||||||
|
|||||||
@@ -1,488 +1,19 @@
|
|||||||
package game
|
package game
|
||||||
|
|
||||||
import (
|
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/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/util/itype"
|
||||||
"github.com/go-gl/gl/all-core/gl"
|
|
||||||
"github.com/go-gl/glfw/v3.3/glfw"
|
"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.
|
// ResizeDisplay resizes the size of the internal buffers dependent on the window size.
|
||||||
// It is called automatically most of the time.
|
// It is called automatically most of the time.
|
||||||
func (g *Game) ResizeDisplay(newSize itype.Vec2i) {
|
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.
|
// Render, called with a OpenGL context, renders the game.
|
||||||
func (g *Game) Render(win *glfw.Window) {
|
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)
|
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.
|
ClearColor itype.Vec4f // Clear color of the renderer.
|
||||||
FogColor itype.Vec4f // Color of the fog. Changes if the player is e.g. under water
|
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)?
|
ShowDebugInfo bool // Show debug info (F3 screen)?
|
||||||
|
|
||||||
// Per-Frame Diagnostics information
|
// Per-Frame Diagnostics information
|
||||||
|
|||||||
@@ -17,8 +17,9 @@ func NewClock() (c *Clock) {
|
|||||||
// Restart resets the start time.
|
// Restart resets the start time.
|
||||||
// It also returns the elapsed time.
|
// It also returns the elapsed time.
|
||||||
func (c *Clock) Restart() (t time.Duration) {
|
func (c *Clock) Restart() (t time.Duration) {
|
||||||
t = time.Since(c.t)
|
now := time.Now()
|
||||||
c.t = time.Now()
|
t = now.Sub(c.t)
|
||||||
|
c.t = now
|
||||||
return
|
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"
|
||||||
|
)
|
||||||
11
internal/work/work.go
Normal file
11
internal/work/work.go
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
package work
|
||||||
|
|
||||||
|
import "time"
|
||||||
|
|
||||||
|
func Init() {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
func Update(delta time.Duration) {
|
||||||
|
|
||||||
|
}
|
||||||
@@ -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,
|
"WindowWidth": 1024,
|
||||||
"WindowHeight": 600,
|
"WindowHeight": 768,
|
||||||
|
|
||||||
"FramerateLimit": 0
|
"FramerateLimit": 100
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
19
main.go
19
main.go
@@ -8,6 +8,7 @@ import (
|
|||||||
"edgaru089.ink/go/gl01/internal/game"
|
"edgaru089.ink/go/gl01/internal/game"
|
||||||
gio "edgaru089.ink/go/gl01/internal/io"
|
gio "edgaru089.ink/go/gl01/internal/io"
|
||||||
_ "edgaru089.ink/go/gl01/internal/render/gpu_preference"
|
_ "edgaru089.ink/go/gl01/internal/render/gpu_preference"
|
||||||
|
"edgaru089.ink/go/gl01/internal/util"
|
||||||
"edgaru089.ink/go/gl01/internal/util/itype"
|
"edgaru089.ink/go/gl01/internal/util/itype"
|
||||||
"github.com/go-gl/gl/all-core/gl"
|
"github.com/go-gl/gl/all-core/gl"
|
||||||
"github.com/go-gl/glfw/v3.3/glfw"
|
"github.com/go-gl/glfw/v3.3/glfw"
|
||||||
@@ -17,7 +18,6 @@ var (
|
|||||||
frameTick *time.Ticker
|
frameTick *time.Ticker
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
||||||
func init() {
|
func init() {
|
||||||
runtime.LockOSThread()
|
runtime.LockOSThread()
|
||||||
}
|
}
|
||||||
@@ -44,7 +44,7 @@ func main() {
|
|||||||
glfw.WindowHint(glfw.ContextVersionMinor, 3)
|
glfw.WindowHint(glfw.ContextVersionMinor, 3)
|
||||||
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
|
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
|
||||||
glfw.WindowHint(glfw.OpenGLForwardCompatible, 1)
|
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 {
|
if err != nil {
|
||||||
panic(err)
|
panic(err)
|
||||||
}
|
}
|
||||||
@@ -66,23 +66,22 @@ func main() {
|
|||||||
game := game.NewGame()
|
game := game.NewGame()
|
||||||
game.Init(win)
|
game.Init(win)
|
||||||
|
|
||||||
gio.ClearColor = itype.Vec4f{0.6, 0.8, 1.0, 1.0}
|
gio.ClearColor = itype.Vec4f{0, 0, 0, 1.0}
|
||||||
gio.FogColor = itype.Vec4f{0.6, 0.8, 1.0, 1.0}
|
gio.FogColor = itype.Vec4f{0, 0, 0, 1.0}
|
||||||
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)
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||||
win.SwapBuffers()
|
win.SwapBuffers()
|
||||||
winClock := time.Now()
|
winClock := util.NewClock()
|
||||||
|
|
||||||
fpsClock := time.Now()
|
fpsClock := time.Now()
|
||||||
fpsCounter := 0
|
fpsCounter := 0
|
||||||
|
|
||||||
for !win.ShouldClose() {
|
for !win.ShouldClose() {
|
||||||
|
|
||||||
deltaTime := time.Since(winClock)
|
deltaTime := winClock.Restart()
|
||||||
winClock = time.Now()
|
|
||||||
game.Update(win, deltaTime)
|
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)
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||||
|
|
||||||
game.Render(win)
|
game.Render(win)
|
||||||
@@ -91,7 +90,7 @@ func main() {
|
|||||||
glfw.PollEvents()
|
glfw.PollEvents()
|
||||||
|
|
||||||
if time.Since(fpsClock) >= time.Second {
|
if time.Since(fpsClock) >= time.Second {
|
||||||
win.SetTitle(fmt.Sprintf("Gl01 %dFPS", fpsCounter))
|
win.SetTitle(fmt.Sprintf(itype.ProjectName+" %dFPS", fpsCounter))
|
||||||
fpsCounter = 0
|
fpsCounter = 0
|
||||||
fpsClock = time.Now()
|
fpsClock = time.Now()
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
Reference in New Issue
Block a user