r_fov controls the field of view of the camera. Measured in degrees. `) lastFOV int = 90 lastWidth, lastHeight int = -1, -1 perspectiveMatrix = mgl32.Mat4{} cameraMatrix = mgl32.Mat4{} frustum = vmath.NewFrustum() syncChan = make(chan func(), 500) glTexture gl.Texture textureDepth int texturesCreated bool debugFramebuffers = console.NewBoolVar("r_debug_buffers", false, console.Mutable).Doc(` r_debug_buffers blits all frame buffers to the screen for debugging. `) LightLevel, SkyOffset float32 = 0.8, 1.0 ClearColour = struct{ R, G, B float32 }{ 122.0 / 255.0, 165.0 / 255.0, 247.0 / 255.0, } ) // Start starts the renderer func Start() { if os.Getenv("STEVEN_DEBUG") == "true" { gl.DebugLog() }
r_fov controls the field of view of the camera. Measured in degrees. `) lastFOV int = 90 lastWidth, lastHeight int = -1, -1 perspectiveMatrix = mgl32.Mat4{} cameraMatrix = mgl32.Mat4{} frustum = vmath.NewFrustum() syncChan = make(chan func(), 500) glTexture gl.Texture textureDepth int texturesCreated bool debugFramebuffers = console.NewBoolVar("r_debug_buffers", false, console.Mutable).Doc(` r_debug_buffers blits all frame buffers to the screen for debugging. `) LightLevel, SkyOffset float32 = 0.8, 1.0 ClearColour = struct{ R, G, B float32 }{ 122.0 / 255.0, 165.0 / 255.0, 247.0 / 255.0, } slidyChunks = console.NewBoolVar("r_slidy_chunks", false, console.Mutable, console.Serializable).Doc(` r_slidy_chunks makes chunks slide into view instead of just popping in. `) )
"github.com/go-gl/glfw/v3.1/glfw" "github.com/thinkofdeath/steven/console" "github.com/thinkofdeath/steven/protocol" "github.com/thinkofdeath/steven/render/gl" "github.com/thinkofdeath/steven/ui" ) var window *glfw.Window func init() { runtime.LockOSThread() } var ( renderVSync = console.NewBoolVar("r_vsync", true, console.Mutable, console.Serializable). Doc(` r_vsync controls whether vsync is enabled. VSync tries to keep the refreshing of the game in sync with the monitor's refresh rate. `) mouseSensitivity = console.NewIntVar("cl_mouse_speed", 8000, console.Mutable, console.Serializable). Doc(` cl_mouse_speed controls how fast you rotate when moving the mouse. Higher values means faster rotation. `) ) func init() { renderVSync.Callback(func() { if glfw.GetCurrentContext() == nil {