package game import ( "image/color" "log" "os" "time" "edgaru089.ml/go/gl01/internal/igwrap" "edgaru089.ml/go/gl01/internal/io" "edgaru089.ml/go/gl01/internal/render" "edgaru089.ml/go/gl01/internal/util/itype" "edgaru089.ml/go/gl01/internal/world" "edgaru089.ml/go/gl01/internal/world/worldgen" "github.com/go-gl/gl/all-core/gl" "github.com/go-gl/glfw/v3.3/glfw" "github.com/go-gl/mathgl/mgl64" "github.com/inkyblackness/imgui-go/v4" ) var logs string type logger struct{} func (logger) Write(b []byte) (n int, err error) { logs = logs + string(b) n, err = os.Stderr.Write(b) return } func init() { log.Default().SetOutput(logger{}) } // Init initializes the game. func (g *Game) Init(win *glfw.Window) { g.world = world.NewWorld() g.view = &render.View{} g.worldrender = &render.WorldRenderer{} err := g.worldrender.Init(g.world) if err != nil { panic(err) } var seed int64 = time.Now().Unix() gensync := make(chan struct{}) gensynccnt := 0 for i := -4; i <= 4; i++ { for j := -4; j <= 4; j++ { c := &world.Chunk{} g.world.SetChunk(i, j, c) go func() { worldgen.Chunk(c, g.world, seed) gensync <- struct{}{} }() gensynccnt++ } } for i := 0; i < gensynccnt; i++ { <-gensync } width, height := win.GetSize() g.view.Aspect(float32(width)/float32(height)).FovY(itype.Degrees(60)).LookAt(g.cameraPos.ToFloat32(), g.rotY, itype.Degrees(g.rotZ)) io.DisplaySize[0], io.DisplaySize[1] = win.GetFramebufferSize() win.SetSizeCallback(func(w *glfw.Window, width, height int) { win.SetCursorPos(float64(width)/2, float64(height)/2) g.view.Aspect(float32(width) / float32(height)) io.DisplaySize = itype.Vec2i{width, height} }) err = render.Framewire.Init() if err != nil { panic(err) } g.initImgui(win) win.SetCursorPos(float64(width)/2, float64(height)/2) g.paused = true //win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled) win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) { if g.paused { // GUI return } width, height := w.GetSize() centerX, centerY := float64(width)/2, float64(height)/2 deltaX, deltaY := xpos-centerX, ypos-centerY g.rotY -= itype.Degrees(float32(deltaX) / 10) g.rotZ -= float32(deltaY) / 10 if g.rotZ > 89.99 { g.rotZ = 89.99 } if g.rotZ < -89.99 { g.rotZ = -89.99 } win.SetCursorPos(centerX, centerY) }) win.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) { if g.paused { igwrap.MouseButtonCallback(button, action) } }) win.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) { if g.paused { igwrap.KeyCallback(key, action) } if action == glfw.Press { if g.paused { if key == glfw.KeyEscape && !g.io.WantCaptureKeyboard() { g.paused = false win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled) width, height := w.GetSize() win.SetCursorPos(float64(width)/2, float64(height)/2) } } else { if key == glfw.KeyEscape { g.paused = true win.SetInputMode(glfw.CursorMode, glfw.CursorNormal) width, height := w.GetSize() win.SetCursorPos(float64(width)/2, float64(height)/2) } } if key == glfw.KeyF11 { if g.fullscreen { win.SetMonitor(nil, g.lastPos[0], g.lastPos[1], g.lastSize[0], g.lastSize[1], glfw.DontCare) g.fullscreen = false } else { g.lastPos[0], g.lastPos[1] = win.GetPos() g.lastSize[0], g.lastSize[1] = win.GetSize() monitor := glfw.GetPrimaryMonitor() videoMode := monitor.GetVideoMode() win.SetMonitor(monitor, 0, 0, videoMode.Width, videoMode.Height, glfw.DontCare) g.fullscreen = true } } } }) win.SetCharCallback(func(w *glfw.Window, char rune) { if g.paused { igwrap.InputCallback(char) } }) win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) { if g.paused { igwrap.MouseScrollCallback(xpos, ypos) } }) } const airAccel = 0.1 // Update updates the game state, not necessarily in the main thread. func (g *Game) Update(win *glfw.Window, delta time.Duration) { igwrap.NewFrame() imgui.ShowDemoWindow(nil) if !g.paused { if win.GetKey(glfw.KeyLeft) == glfw.Press { g.rotY += itype.Degrees(float32(delta.Seconds()) * 100) } if win.GetKey(glfw.KeyRight) == glfw.Press { g.rotY -= itype.Degrees(float32(delta.Seconds()) * 100) } if win.GetKey(glfw.KeyUp) == glfw.Press { g.rotZ += float32(delta.Seconds()) * 100 if g.rotZ > 89.99 { g.rotZ = 89.99 } } if win.GetKey(glfw.KeyDown) == glfw.Press { g.rotZ -= float32(delta.Seconds()) * 100 if g.rotZ < -89.99 { g.rotZ = -89.99 } } //forward := itype.Vec3f(mgl32.Rotate3DY(mgl32.DegToRad(g.rotY)).Mul3(mgl32.Rotate3DZ(mgl32.DegToRad(g.rotZ))).Mul3x1(mgl32.Vec3{1, 0, 0})).ToFloat64().Multiply(delta.Seconds()*8) var walkaccel float64 if g.player.OnGround() { walkaccel = 48 } else { walkaccel = 16 } forward := itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3x1(mgl64.Vec3{1, 0, 0})) right := forward.Cross(itype.Vec3d{0, 1, 0}) accel := itype.Vec3d{0, 0, 0} if win.GetKey(glfw.KeyW) == glfw.Press { accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds())) } if win.GetKey(glfw.KeyS) == glfw.Press { accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()).Negative()) } if win.GetKey(glfw.KeyD) == glfw.Press { accel = accel.Add(right.Multiply(walkaccel * delta.Seconds())) } if win.GetKey(glfw.KeyA) == glfw.Press { accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()).Negative()) } if win.GetKey(glfw.KeySpace) == glfw.Press && g.player.OnGround() { //log.Print("Jump!") accel = accel.Addv(0, 8, 0) } g.player.Accelerate(accel[0], accel[1], accel[2]) } g.player.Update(g.world, delta) g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ)) render.Framewire.PushBox(g.player.WorldHitbox().ToFloat32(), color.White) if g.player.Position()[1] < -100 { g.player.SetPosition(itype.Vec3d{18, 80, 18}) g.player.SetSpeed(itype.Vec3d{}) } g.imgui() } // Render, called with a OpenGL context, renders the game. func (g *Game) Render(win *glfw.Window) { gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1])) g.worldrender.Render(g.world, g.view) render.Framewire.Render(g.view) igwrap.Render(win) }