func (grid *PlacementGrid) Update(dt float32) {
	if engine.KeyReleased(engine.KeyJ) {
		grid.Down()
	}
	if engine.KeyReleased(engine.KeyK) {
		grid.Up()
	}
}
Beispiel #2
0
func main() {
	app := engine.NewApplication("voxels", WIDTH, HEIGHT)

	/* grab a reference to the geometry render pass */
	geom_pass := app.Render.Get("geometry").(*engine.GeometryPass)
	light_pass := app.Render.Get("light").(*engine.LightPass)

	/* create a camera */
	app.Scene.Camera = engine.CreateCamera(-3, 2, -3, WIDTH, HEIGHT, 65.0, 0.1, 500.0)
	app.Scene.Camera.Transform.Rotation[1] = 130.0

	obj2 := app.Scene.NewObject(5, 0, 5)
	chk2 := game.NewColorChunk(obj2, 32)
	generateChunk(chk2) // populate with random data
	chk2.Set(0, 0, 0, &game.ColorVoxel{R: 255, G: 0, B: 0})
	chk2.Set(1, 0, 0, &game.ColorVoxel{R: 0, G: 255, B: 0})
	chk2.Set(2, 0, 0, &game.ColorVoxel{R: 0, G: 0, B: 255})
	chk2.Compute()
	geom_pass.Material.SetupVertexPointers()
	app.Scene.Add(obj2)

	game.NewPlacementGrid(obj2)

	fmt.Println("goworld")
	//w := app.Scene.World
	//w.NewPlane(0,1,0,0)

	// buffer display window
	bufferWindow := func(title string, texture *render.Texture, x, y float32, depth bool) {
		win_color := render.Color{0.15, 0.15, 0.15, 0.8}
		text_color := render.Color{1, 1, 1, 1}

		win := app.UI.NewRect(win_color, x, y, 250, 280, -10)
		label := app.UI.NewText(title, text_color, 0, 0, -21)
		win.Append(label)

		if depth {
			img := app.UI.NewDepthImage(texture, 0, 30, 250, 250, -20)
			img.Quad.FlipY()
			win.Append(img)
		} else {
			img := app.UI.NewImage(texture, 0, 30, 250, 250, -20)
			img.Quad.FlipY()
			win.Append(img)
		}

		/* attach UI element */
		app.UI.Append(win)
	}

	bufferWindow("Diffuse", geom_pass.Buffer.Diffuse, 30, 30, false)
	bufferWindow("Normal", geom_pass.Buffer.Normal, 30, 340, false)
	bufferWindow("Shadowmap", light_pass.Shadows.Output, 30, 650, true)

	//lines := geom.CreateLines()
	//lines.Box(

	/* Render loop */
	app.UpdateFunc = func(dt float32) {
		if engine.KeyReleased(engine.KeyF) {
			fmt.Println("raycast")
			//w.Raycast(10, app.Scene.Camera.Position, app.Scene.Camera.Forward)
		}
	}

	app.Run()
}