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