255 lines
6.6 KiB
Go
255 lines
6.6 KiB
Go
package game
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import (
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"image/color"
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"log"
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"os"
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"time"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/render"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"edgaru089.ml/go/gl01/internal/world/worldgen"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/inkyblackness/imgui-go/v4"
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)
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var logs string
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type logger struct{}
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func (logger) Write(b []byte) (n int, err error) {
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logs = logs + string(b)
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n, err = os.Stderr.Write(b)
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return
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}
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func init() {
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log.Default().SetOutput(logger{})
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}
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// Init initializes the game.
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func (g *Game) Init(win *glfw.Window) {
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g.world = world.NewWorld()
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g.view = &render.View{}
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g.worldrender = &render.WorldRenderer{}
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err := g.worldrender.Init(g.world)
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if err != nil {
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panic(err)
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}
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var seed int64 = time.Now().Unix()
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gensync := make(chan struct{})
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gensynccnt := 0
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for i := -8; i <= 8; i++ {
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for j := -8; j <= 8; j++ {
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c := &world.Chunk{}
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g.world.SetChunk(i, j, c)
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go func() {
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worldgen.Chunk(c, g.world, seed)
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gensync <- struct{}{}
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}()
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gensynccnt++
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}
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}
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for i := 0; i < gensynccnt; i++ {
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<-gensync
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}
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width, height := win.GetSize()
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g.view.Aspect(float32(width)/float32(height)).FovY(itype.Degrees(60)).LookAt(g.cameraPos.ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
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io.DisplaySize[0], io.DisplaySize[1] = win.GetFramebufferSize()
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win.SetSizeCallback(func(w *glfw.Window, width, height int) {
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//win.SetCursorPos(float64(width)/2, float64(height)/2)
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g.view.Aspect(float32(width) / float32(height))
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io.DisplaySize = itype.Vec2i{width, height}
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})
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err = render.Framewire.Init()
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if err != nil {
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panic(err)
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}
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g.initImgui(win)
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win.SetCursorPos(float64(width)/2, float64(height)/2)
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g.paused = true
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//win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
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win.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
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if g.paused { // GUI
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return
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}
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width, height := w.GetSize()
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centerX, centerY := float64(width)/2, float64(height)/2
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deltaX, deltaY := xpos-centerX, ypos-centerY
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g.rotY -= itype.Degrees(float32(deltaX) / 10)
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g.rotZ -= float32(deltaY) / 10
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if g.rotZ > 89.99 {
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g.rotZ = 89.99
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}
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if g.rotZ < -89.99 {
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g.rotZ = -89.99
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}
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win.SetCursorPos(centerX, centerY)
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})
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win.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
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if g.paused {
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igwrap.MouseButtonCallback(button, action)
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}
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})
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win.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
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if g.paused {
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igwrap.KeyCallback(key, action)
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}
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if action == glfw.Press {
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if g.paused {
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if key == glfw.KeyEscape && !g.io.WantCaptureKeyboard() {
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g.paused = false
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win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
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width, height := w.GetSize()
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win.SetCursorPos(float64(width)/2, float64(height)/2)
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}
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} else {
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if key == glfw.KeyEscape {
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g.paused = true
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win.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
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width, height := w.GetSize()
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win.SetCursorPos(float64(width)/2, float64(height)/2)
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}
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}
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if key == glfw.KeyF11 {
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if g.fullscreen {
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win.SetMonitor(nil, g.lastPos[0], g.lastPos[1], g.lastSize[0], g.lastSize[1], glfw.DontCare)
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g.fullscreen = false
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} else {
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g.lastPos[0], g.lastPos[1] = win.GetPos()
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g.lastSize[0], g.lastSize[1] = win.GetSize()
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monitor := glfw.GetPrimaryMonitor()
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videoMode := monitor.GetVideoMode()
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win.SetMonitor(monitor, 0, 0, videoMode.Width, videoMode.Height, glfw.DontCare)
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g.fullscreen = true
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}
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win.MakeContextCurrent()
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glfw.SwapInterval(1)
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}
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if key == glfw.KeyF3 {
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io.ShowDebugInfo = !io.ShowDebugInfo
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}
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}
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})
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win.SetCharCallback(func(w *glfw.Window, char rune) {
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if g.paused {
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igwrap.InputCallback(char)
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}
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})
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win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
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if g.paused {
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igwrap.MouseScrollCallback(xpos, ypos)
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}
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})
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}
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const airAccel = 0.1
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// Update updates the game state, not necessarily in the main thread.
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func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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igwrap.NewFrame()
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imgui.ShowDemoWindow(nil)
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if !g.paused {
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if win.GetKey(glfw.KeyLeft) == glfw.Press {
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g.rotY += itype.Degrees(float32(delta.Seconds()) * 100)
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}
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if win.GetKey(glfw.KeyRight) == glfw.Press {
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g.rotY -= itype.Degrees(float32(delta.Seconds()) * 100)
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}
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if win.GetKey(glfw.KeyUp) == glfw.Press {
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g.rotZ += float32(delta.Seconds()) * 100
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if g.rotZ > 89.99 {
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g.rotZ = 89.99
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}
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}
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if win.GetKey(glfw.KeyDown) == glfw.Press {
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g.rotZ -= float32(delta.Seconds()) * 100
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if g.rotZ < -89.99 {
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g.rotZ = -89.99
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}
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}
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//forward := itype.Vec3f(mgl32.Rotate3DY(mgl32.DegToRad(g.rotY)).Mul3(mgl32.Rotate3DZ(mgl32.DegToRad(g.rotZ))).Mul3x1(mgl32.Vec3{1, 0, 0})).ToFloat64().Multiply(delta.Seconds()*8)
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var walkaccel float64
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if g.player.OnGround() {
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walkaccel = 48
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} else {
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walkaccel = 16
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}
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forward := itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3x1(mgl64.Vec3{1, 0, 0}))
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right := forward.Cross(itype.Vec3d{0, 1, 0})
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accel := itype.Vec3d{0, 0, 0}
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if win.GetKey(glfw.KeyW) == glfw.Press {
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accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()))
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}
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if win.GetKey(glfw.KeyS) == glfw.Press {
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accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()).Negative())
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}
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if win.GetKey(glfw.KeyD) == glfw.Press {
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accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()))
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}
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if win.GetKey(glfw.KeyA) == glfw.Press {
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accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()).Negative())
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}
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if win.GetKey(glfw.KeySpace) == glfw.Press && g.player.OnGround() {
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//log.Print("Jump!")
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accel = accel.Addv(0, 8, 0)
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}
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g.player.Accelerate(accel[0], accel[1], accel[2])
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}
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g.player.Update(g.world, delta)
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g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
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io.ViewPos = g.player.EyePosition()
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io.ViewDir = itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3(mgl64.Rotate3DZ(float64(itype.Degrees(g.rotZ)))).Mul3x1(mgl64.Vec3{1, 0, 0}))
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render.Framewire.PushBox(g.player.WorldHitbox().ToFloat32(), color.White)
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if g.player.Position()[1] < -100 {
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g.player.SetPosition(itype.Vec3d{18, 80, 18})
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g.player.SetSpeed(itype.Vec3d{})
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}
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g.imgui()
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}
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// Render, called with a OpenGL context, renders the game.
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func (g *Game) Render(win *glfw.Window) {
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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g.worldrender.Render(g.world, g.view)
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render.Framewire.Render(g.view)
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igwrap.Render(win)
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}
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