mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
320 lines
7.5 KiB
Go
Executable File
320 lines
7.5 KiB
Go
Executable File
package main
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import (
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"fmt"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/camera"
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"github.com/bloeys/nmage/engine"
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"github.com/bloeys/nmage/entity"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/level"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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// @Todo:
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// Complete entity registry (e.g. HasEntity, GetEntity, Generational Indices etc...)
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// Helper functions to update active entities
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// Integrate physx
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// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
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// Renderer batching
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// Scene graph
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// Separate engine loop from rendering loop? or leave it to the user?
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// Abstract keys enum away from sdl
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// Proper Asset loading
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// Frustum culling
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// Material system editor with fields automatically extracted from the shader
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const (
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camSpeed = 15
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mouseSensitivity = 0.5
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)
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var (
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window *engine.Window
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pitch float32 = 0
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yaw float32 = -90
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cam *camera.Camera
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simpleMat *materials.Material
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cubeMesh *meshes.Mesh
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cubeModelMat = gglm.NewTrMatId()
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lightPos1 = gglm.NewVec3(-2, 0, 2)
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lightColor1 = gglm.NewVec3(1, 1, 1)
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)
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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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}
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type TransformComp struct {
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Pos *gglm.Vec3
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Rot *gglm.Quat
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Scale *gglm.Vec3
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}
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func (t TransformComp) Name() string {
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return "Transform Component"
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}
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func Test() {
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lvl := level.NewLevel("test level", 1000)
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e1 := lvl.Registry.NewEntity()
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trComp := entity.GetComp[*TransformComp](e1)
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fmt.Println("Got comp 1:", trComp)
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e1.Comps = append(e1.Comps, &TransformComp{
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Pos: gglm.NewVec3(0, 0, 0),
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Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
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Scale: gglm.NewVec3(0, 0, 0),
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}, &TransformComp{
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Pos: gglm.NewVec3(0, 0, 0),
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Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
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Scale: gglm.NewVec3(1, 1, 1),
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})
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trComp = entity.GetComp[*TransformComp](e1)
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fmt.Println("Got comp 2:", trComp)
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trComps := entity.GetAllCompOfType[*TransformComp](e1)
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fmt.Printf("Got comp 3: %+v, %+v\n", trComps[0], trComps[1])
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fmt.Printf("Entity: %+v\n", e1)
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fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
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fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
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fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
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}
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func main() {
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// Test()
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// return
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//Init engine
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err := engine.Init()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
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}
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//Create window
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window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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defer window.Destroy()
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engine.SetVSync(false)
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game := &OurGame{
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Win: window,
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ImGUIInfo: nmageimgui.NewImGUI(),
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}
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window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
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engine.Run(game, window, game.ImGUIInfo)
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}
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func (g *OurGame) handleWindowEvents(e sdl.Event) {
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switch e := e.(type) {
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
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width := e.Data1
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height := e.Data2
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cam.AspectRatio = float32(width) / float32(height)
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cam.Update()
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simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
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}
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}
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}
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func (g *OurGame) Init() {
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//Create materials
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simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple.glsl")
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//Load meshes
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var err error
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// cubeMesh, err = meshes.NewMesh("Cube", "./res/models/Wolf.fbx", 0)
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
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}
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//Load textures
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tex, err := assets.LoadTexturePNG("./res/textures/Low poly planet.png", nil)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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//Configure material
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simpleMat.DiffuseTex = tex.TexID
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//Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
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rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
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cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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simpleMat.SetUnifMat4("modelMat", &cubeModelMat.Mat4)
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// Camera
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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cam = camera.NewPerspective(
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gglm.NewVec3(0, 0, 10),
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gglm.NewVec3(0, 0, -1),
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gglm.NewVec3(0, 1, 0),
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0.1, 200,
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45*gglm.Deg2Rad,
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float32(winWidth)/float32(winHeight),
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)
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simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
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updateViewMat()
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//Lights
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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// @TODO: Add this to gglm
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// func vecRotByQuat(v *gglm.Vec3, q *gglm.Quat) *gglm.Vec3 {
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// // Reference: https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
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// qVec := gglm.NewVec3(q.X(), q.Y(), q.Z())
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// rotatedVec := qVec.Clone().Scale(2 * gglm.DotVec3(v, qVec))
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// t1 := q.W()*q.W() - gglm.DotVec3(qVec, qVec)
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// rotatedVec.Add(v.Clone().Scale(t1))
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// rotatedVec.Add(gglm.Cross(qVec, v).Scale(2 * q.W()))
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// return rotatedVec
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// }
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func (g *OurGame) Update() {
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if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
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engine.Quit()
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}
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g.updateCameraLookAround()
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g.updateCameraPos()
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//Rotating cubes
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if input.KeyDown(sdl.K_SPACE) {
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cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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simpleMat.SetUnifMat4("modelMat", &cubeModelMat.Mat4)
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}
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if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
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updateViewMat()
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}
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if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
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updateViewMat()
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}
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if input.KeyClicked(sdl.K_F4) {
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fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
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}
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}
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func (g *OurGame) updateCameraLookAround() {
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mouseX, mouseY := input.GetMouseMotion()
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if mouseX == 0 && mouseY == 0 {
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return
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}
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// Yaw
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yaw += float32(mouseX) * mouseSensitivity * timing.DT()
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// Pitch
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pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
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if pitch > 89.0 {
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pitch = 89.0
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}
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if pitch < -89.0 {
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pitch = -89.0
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}
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// Update cam forward
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cam.UpdateRotation(pitch, yaw)
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updateViewMat()
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}
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func (g *OurGame) updateCameraPos() {
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update := false
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// Forward and backward
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if input.KeyDown(sdl.K_w) {
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cam.Pos.Add(cam.Forward.Clone().Scale(camSpeed * timing.DT()))
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update = true
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} else if input.KeyDown(sdl.K_s) {
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cam.Pos.Add(cam.Forward.Clone().Scale(-camSpeed * timing.DT()))
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update = true
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}
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// Left and right
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if input.KeyDown(sdl.K_d) {
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cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(camSpeed * timing.DT()))
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update = true
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} else if input.KeyDown(sdl.K_a) {
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cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(-camSpeed * timing.DT()))
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update = true
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}
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if update {
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updateViewMat()
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}
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}
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func (g *OurGame) Render() {
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tempModelMat := cubeModelMat.Clone()
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// window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
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rowSize := 10
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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tempModelMat.Translate(gglm.NewVec3(-1, 0, 0))
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window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
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}
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tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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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) DeInit() {
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g.Win.Destroy()
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}
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func updateViewMat() {
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cam.Update()
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simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
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}
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