func init() { for _, ty := range soundCategories { volVars[ty] = console.NewIntVar("mu_vol_"+string(ty), 100, console.Serializable, console.Mutable). Doc(fmt.Sprintf(genericSoundDoc, ty)).Callback(refreshSound) } muVolMaster.Callback(refreshSound) }
"github.com/thinkofdeath/steven/console" "github.com/thinkofdeath/steven/render/gl" "github.com/thinkofdeath/steven/render/glsl" "github.com/thinkofdeath/steven/type/direction" "github.com/thinkofdeath/steven/type/vmath" ) var ( chunkProgram gl.Program shaderChunk *chunkShader chunkProgramT gl.Program shaderChunkT *chunkShader lineProgram gl.Program shaderLine *lineShader FOV = console.NewIntVar("r_fov", 90, console.Mutable, console.Serializable).Doc(` 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
mainFramebuffer gl.Framebuffer fbColor gl.Texture fbDepth gl.Texture transFramebuffer gl.Framebuffer accum gl.Texture revealage gl.Texture transDepth gl.Texture transCreated bool transState = struct { program gl.Program shader *transShader array gl.VertexArray buffer gl.Buffer }{} rSamples = console.NewIntVar("r_samples", 1, console.Serializable, console.Mutable).Doc(` r_samples controls the number of samples taken whilst rendering. Increasing this will increase the amount of AA used but decrease performance. `).Callback(func() { lastWidth = -1; lastHeight = -1 }) ) func initTrans() { if transCreated { accum.Delete() revealage.Delete() transFramebuffer.Delete() fbColor.Delete() fbDepth.Delete() mainFramebuffer.Delete() }
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package steven import ( "errors" "fmt" "github.com/thinkofdeath/steven/console" "github.com/thinkofdeath/steven/protocol" "github.com/thinkofdeath/steven/protocol/mojang" ) var networkLog = console.NewIntVar("cl_packet_log", 0, console.Mutable, console.Serializable).Doc(` cl_packet_log controls the log level of packets. 0 - No logging 1 - Log all reads apart from chunk packets 2 - Log all reads/writes apart from chunk packets 3 - Log everything Must be done before the connection starts. `) type networkManager struct { conn *protocol.Conn writeChan chan protocol.Packet readChan chan protocol.Packet errorChan chan error closeChan chan struct{} }
) 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 { return } if renderVSync.Value() { glfw.SwapInterval(1) } else { glfw.SwapInterval(0)
sndRecord soundCategory = "record" genericSoundDoc = ` mu_vol_%[1]s controls the volume of sounds with the type of %[1]s. The value should be between 0 and 100. ` ) var ( loadedSounds = map[pluginKey]audio.SoundBuffer{} soundList []audio.Sound soundInfo = map[string]soundData{} soundRandom = rand.New(rand.NewSource(time.Now().Unix())) currentMusic []music muVolMaster = console.NewIntVar("mu_vol_master", 100, console.Serializable, console.Mutable). Doc(` mu_vol_master controls the master volume. This value effects all types of sounds. The value should be between 0 and 100. `) volVars = map[soundCategory]*console.IntVar{} soundCategories = []soundCategory{ sndMusic, sndRecord, sndWeather, sndBlock, sndHostile, sndNeutral, sndPlayer, sndAmbient,