mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Simplify the game interface
This commit is contained in:
@ -3,6 +3,7 @@ package engine
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import (
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import (
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"runtime"
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"runtime"
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"github.com/bloeys/nmage/asserts"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/timing"
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"github.com/bloeys/nmage/timing"
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@ -11,6 +12,10 @@ import (
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/sdl"
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)
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)
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var (
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isInited = false
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)
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type Window struct {
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type Window struct {
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SDLWin *sdl.Window
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SDLWin *sdl.Window
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GlCtx sdl.GLContext
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GlCtx sdl.GLContext
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@ -96,6 +101,8 @@ func (w *Window) Destroy() error {
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func Init() error {
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func Init() error {
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isInited = true
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runtime.LockOSThread()
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runtime.LockOSThread()
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timing.Init()
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timing.Init()
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err := initSDL()
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err := initSDL()
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@ -139,6 +146,7 @@ func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowF
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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asserts.T(isInited, "engine.Init was not called!")
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if x == -1 && y == -1 {
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if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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x = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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@ -186,6 +194,8 @@ func initOpenGL() error {
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}
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}
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func SetVSync(enabled bool) {
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func SetVSync(enabled bool) {
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asserts.T(isInited, "engine.Init was not called!")
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if enabled {
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if enabled {
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sdl.GLSetSwapInterval(1)
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sdl.GLSetSwapInterval(1)
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} else {
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} else {
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@ -6,37 +6,32 @@ import (
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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)
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var (
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isRunning = false
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)
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type Game interface {
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type Game interface {
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Init()
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Init()
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Start()
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FrameStart()
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Update()
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Update()
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Render()
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Render()
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FrameEnd()
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FrameEnd()
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ShouldRun() bool
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GetWindow() *Window
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DeInit()
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GetImGUI() nmageimgui.ImguiInfo
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Deinit()
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}
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}
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func Run(g Game) {
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func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
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w := g.GetWindow()
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ui := g.GetImGUI()
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isRunning = true
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g.Init()
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g.Init()
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//Simulate an imgui frame during init so any imgui calls are allowed within init
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//Simulate an imgui frame during init so any imgui calls are allowed within init
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tempWidth, tempHeight := w.SDLWin.GetSize()
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tempWidth, tempHeight := w.SDLWin.GetSize()
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tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
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tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
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ui.FrameStart(float32(tempWidth), float32(tempHeight))
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ui.FrameStart(float32(tempWidth), float32(tempHeight))
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g.Start()
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ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
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ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
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for g.ShouldRun() {
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for isRunning {
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//PERF: Cache these
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//PERF: Cache these
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width, height := w.SDLWin.GetSize()
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width, height := w.SDLWin.GetSize()
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@ -46,8 +41,6 @@ func Run(g Game) {
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w.handleInputs()
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w.handleInputs()
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ui.FrameStart(float32(width), float32(height))
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ui.FrameStart(float32(width), float32(height))
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g.FrameStart()
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g.Update()
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g.Update()
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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@ -60,5 +53,9 @@ func Run(g Game) {
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timing.FrameEnded()
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timing.FrameEnded()
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}
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}
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g.Deinit()
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g.DeInit()
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}
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func Quit() {
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isRunning = false
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}
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}
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34
main.go
34
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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// 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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// 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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//TODO: Tasks:
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// Build simple game
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// Build simple game
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// Integrate physx
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// Integrate physx
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@ -39,7 +44,6 @@ import (
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// Material system editor with fields automatically extracted from the shader
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// Material system editor with fields automatically extracted from the shader
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var (
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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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simpleMat *materials.Material
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@ -57,7 +61,6 @@ var (
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type OurGame struct {
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type OurGame struct {
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Win *engine.Window
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Win *engine.Window
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ImGUIInfo nmageimgui.ImguiInfo
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ImGUIInfo nmageimgui.ImguiInfo
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Quitting bool
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}
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}
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func (g *OurGame) Init() {
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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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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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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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func (g *OurGame) Update() {
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if input.IsQuitClicked() {
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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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}
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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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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tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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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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}
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func (g *OurGame) FrameEnd() {
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func (g *OurGame) FrameEnd() {
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}
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}
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func (g *OurGame) ShouldRun() bool {
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func (g *OurGame) DeInit() {
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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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g.Win.Destroy()
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g.Win.Destroy()
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}
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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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ImGUIInfo: nmageimgui.NewImGUI(),
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}
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}
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engine.Run(game)
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engine.Run(game, window, game.ImGUIInfo)
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return
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}
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}
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func updateViewMat() {
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func updateViewMat() {
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