func (r *Receiver) Init(window *glfw.Window) { r.Window = window r.LoadConfiguration("gameconf.json") r.Invalid = true gtk.Bind(&r.Data) // var err error // err = gtk.LoadTexture(r.Data.Tex0, "tex4.png") // panicOnErr(err) // err = gtk.LoadTexture(r.Data.Tex1, "tex3.png") // panicOnErr(err) r.Shaders = gtk.NewShaderLibrary() r.Shaders.LoadProgram(PROGRAM_SCENE, "scene.v.glsl", "scene.f.glsl") r.Shaders.LoadProgram(PROGRAM_FILL, "fill.v.glsl", "fill.f.glsl") r.Shaders.BindProgramLocations(PROGRAM_SCENE, &r.SceneLoc) r.Shaders.BindProgramLocations(PROGRAM_FILL, &r.FillLoc) gtk.PanicOnError() r.Data.Projection = glm.Ident4d() r.Data.Cameraview = glm.Ident4d() r.Data.Inception = glm.Ident4d() r.Data.Scene = gtk.EmptyModel("root") r.LoadScene("portal.dae") quadElements := gtk.MakeElements(portal.QuadElements) r.Data.Scene.AddGeometry(NewPlane("plane1", portal.Quad{ glm.Vec4d{0, 0, 0, 1}, glm.Vec4d{0, 1, 0, 0}, glm.Vec4d{1, 0, 0, 0}, glm.Vec4d{10, 10, 1, 0}, }, quadElements, )) r.Data.Fill = NewPlane("plane1", portal.Quad{ glm.Vec4d{0, 0, 0, 1}, glm.Vec4d{0, 0, 1, 0}, glm.Vec4d{1, 0, 0, 0}, glm.Vec4d{1, 1, 1, 0}, }, quadElements, ) // r.Portals = append(r.Portals, CreatePortals()...) r.Data.Portal = gtk.EmptyModel("portals") for i, p := range r.Portals { r.Data.Portal.AddGeometry(NewPlane(fmt.Sprintf("portal_%d", i), p.EventHorizon, quadElements)) } r.Player = Player{ glm.Vec4d{0, 1, 0, 1}, glm.Vec4d{0, 0, 0, 0}, glm.Vec4d{0, 1, 0, 0}, glm.Vec4d{1, 0, 0, 0}, glm.QuatIdentd(), glm.QuatIdentd(), } }
func (r *Receiver) Init(window *glfw.Window) { r.Window = window r.LoadConfiguration("gameconf.json") gtk.Bind(&r.Data) r.Shaders = gtk.NewShaderLibrary() r.Shaders.LoadProgram(ProgramScene, "scene.v.glsl", "scene.f.glsl") r.Shaders.BindProgramLocations(ProgramScene, &r.SceneLoc) gtk.PanicOnError() r.Data.Projection = glm.Ident4d() r.Data.Cameraview = glm.Ident4d() r.Data.Scene = gtk.EmptyModel("root") model, err := gtk.LoadSceneAsModel("drivetrain.dae") if err != nil { panic(err) } r.Data.Scene.AddChild(model) r.Data.Car, _ = model.FindModelWithName("Car") grid := gtk.EmptyModel("Grid") grid.AddGeometry(gtk.Grid(100)) r.Data.Scene.AddChild(grid) r.Car = sim.NewCar() r.ResetKeyBindingDefaults() r.UIState = UIState{ sim.Controls{}, glm.Vec4d{0, 1, 0, 0}, glm.Vec4d{1, 0, 0, 0}, glm.QuatIdentd(), 10, } }