gl01/cmd/main.go.old2
2022-01-20 21:58:50 +08:00

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package main
import (
"fmt"
"runtime"
"time"
"github.com/Edgaru089/gl01/internal/render"
"github.com/Edgaru089/gl01/internal/util/itype"
"github.com/Edgaru089/gl01/internal/world"
"github.com/go-gl/gl/all-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
)
const (
windowWidth = 852
windowHeight = 480
)
func init() {
runtime.LockOSThread()
}
func main() {
if err := glfw.Init(); err != nil {
panic(err)
}
defer glfw.Terminate()
glfw.WindowHint(glfw.Resizable, 0)
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, 1)
win, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil)
if err != nil {
panic(err)
}
win.MakeContextCurrent()
glfw.SwapInterval(1)
err = gl.Init()
if err != nil {
panic(err)
}
fmt.Println("OpenGL Version: ", gl.GoStr(gl.GetString(gl.VERSION)))
var c, cm world.Chunk
c.SetBlock(0, 0, 0, 2)
c.SetBlock(1, 0, 2, 1)
c.SetBlock(2, 0, 2, 3)
cm.SetChunkID(-1, -1)
cm.SetBlock(15, 0, 15, 5)
cm.SetBlock(15, 1, 15, 6)
world.DefaultWorld.SetChunk(0, 0, &c)
world.DefaultWorld.SetChunk(-1, -1, &cm)
var rotY, rotZ float32 = 135, -45
render.DefaultWorldRenderer.LookAt(itype.Vec3f{3, 3, 3}, rotY, rotZ)
render.DefaultWorldRenderer.SetAspect(float32(windowWidth) / float32(windowHeight))
render.DefaultWorldRenderer.SetFovY(45)
render.DefaultWorldRenderer.Init(&world.DefaultWorld)
gl.ClearColor(1, 1, 1, 1)
winClock := time.Now()
for !win.ShouldClose() {
deltaTime := time.Since(winClock)
winClock = time.Now()
if win.GetKey(glfw.KeyLeft) == glfw.Press {
rotY += float32(deltaTime.Seconds()) * 100
}
if win.GetKey(glfw.KeyRight) == glfw.Press {
rotY -= float32(deltaTime.Seconds()) * 100
}
if win.GetKey(glfw.KeyUp) == glfw.Press {
rotZ += float32(deltaTime.Seconds()) * 100
}
if win.GetKey(glfw.KeyDown) == glfw.Press {
rotZ -= float32(deltaTime.Seconds()) * 100
}
render.DefaultWorldRenderer.LookAt(itype.Vec3f{3, 3, 3}, rotY, rotZ)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
render.DefaultWorldRenderer.Render(&world.DefaultWorld)
win.SwapBuffers()
glfw.PollEvents()
}
}