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https://github.com/bloeys/nmage.git
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Simplify the game interface
This commit is contained in:
36
main.go
36
main.go
@ -22,6 +22,11 @@ import (
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// need to rebind the texutre if the texture (or any material values) change between draw calls
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// DT handling for when it is zero is wrong! (Gives 1000 DT)
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//nMage TODO:
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// * Allow texture loading without cache
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// * Move SetAttribute away from material struct
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// * Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
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//TODO: Tasks:
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// Build simple game
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// Integrate physx
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@ -39,8 +44,7 @@ import (
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// Material system editor with fields automatically extracted from the shader
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var (
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isRunning bool = true
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window *engine.Window
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window *engine.Window
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simpleMat *materials.Material
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cubeMesh *meshes.Mesh
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@ -57,7 +61,6 @@ var (
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type OurGame struct {
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Win *engine.Window
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ImGUIInfo nmageimgui.ImguiInfo
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Quitting bool
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}
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func (g *OurGame) Init() {
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@ -102,16 +105,10 @@ func (g *OurGame) Init() {
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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func (g *OurGame) Start() {
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}
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func (g *OurGame) FrameStart() {
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}
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func (g *OurGame) Update() {
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if input.IsQuitClicked() {
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g.Quitting = true
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engine.Quit()
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}
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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@ -167,25 +164,13 @@ func (g *OurGame) Render() {
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tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
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g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
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}
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func (g *OurGame) FrameEnd() {
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}
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func (g *OurGame) ShouldRun() bool {
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return !g.Quitting
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}
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func (g *OurGame) GetWindow() *engine.Window {
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return g.Win
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}
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func (g *OurGame) GetImGUI() nmageimgui.ImguiInfo {
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return g.ImGUIInfo
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}
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func (g *OurGame) Deinit() {
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func (g *OurGame) DeInit() {
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g.Win.Destroy()
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}
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@ -211,8 +196,7 @@ func main() {
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ImGUIInfo: nmageimgui.NewImGUI(),
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}
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engine.Run(game)
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return
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engine.Run(game, window, game.ImGUIInfo)
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}
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func updateViewMat() {
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