/
gameloop.go
110 lines (84 loc) · 1.94 KB
/
gameloop.go
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package main
// add a
import (
"fmt"
"galaxy/ai"
"galaxy/camera"
"galaxy/data"
"galaxy/keybindings"
texs "galaxy/texTools"
"galaxy/universe"
gl "github.com/chsc/gogl/gl21"
"github.com/jteeuwen/glfw"
"os"
)
const (
Title = "2d Shapes"
Width = 1000
Height = 900
)
var (
texture gl.Uint
rotx, roty gl.Float
ambient []gl.Float = []gl.Float{0.5, 0.5, 0.5, 1}
diffuse []gl.Float = []gl.Float{1, 1, 1, 1}
lightpos []gl.Float = []gl.Float{-5, 5, 10, 0}
Objects []*data.GameObject
)
func main() {
if err := glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "glfw: %s\n", err)
return
}
defer glfw.Terminate()
glfw.OpenWindowHint(glfw.WindowNoResize, 0)
if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "glfw: %s\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(60)
glfw.SetWindowTitle(Title)
if err := gl.Init(); err != nil {
fmt.Fprintf(os.Stderr, "gl: %s\n", err)
}
keybindings.BindKeyboard()
gl.ClearColor(0, 0, 0, 1)
GameLoop()
}
func GameLoop() {
t := 0.0
dt := 0.1
CreateUniverse()
camera.PositionCamera(0, 0, 1000, 900)
for glfw.WindowParam(glfw.Opened) == 1 {
t += dt
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.Clear(gl.DEPTH_BUFFER_BIT | gl.LIGHTING_BIT)
for i := range universe.Systems {
for j := range universe.Systems[i].Planets {
BufferPlanet(universe.Systems[i].Planets[j])
ai.PlanetOrbit(universe.Systems[i].Planets[j], t)
}
for j := range universe.Systems[i].Stars {
BufferStar(universe.Systems[i].Stars[j])
ai.StarStationary(universe.Systems[i].Stars[j], t)
}
}
glfw.SwapBuffers()
}
}
func CreateUniverse() {
universe.LoadTextures()
universe.SetSeed(10)
universe.PlaceSystems(10000, 10)
}
func BufferPlanet(o *data.Planet) {
texs.DrawPlanetTex(o)
}
func BufferStar(o *data.Star) {
texs.DrawStarTex(o)
}
func destroyScene() {
gl.DeleteTextures(1, &texture)
}