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