Beispiel #1
0
func (ms *ManaSource) Draw(local *LocalData, zoom float64, dx float64, dy float64) {
	if local.nodeTextureData == nil {
		//		gl.Enable(gl.TEXTURE_2D)
		local.nodeTextureData = make([]byte, ms.options.NumNodeRows*ms.options.NumNodeCols*3)
		gl.GenTextures(1, &local.nodeTextureId)
		gl.BindTexture(gl.TEXTURE_2D, local.nodeTextureId)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		gl.TexImage2D(
			gl.TEXTURE_2D,
			0,
			gl.RGB,
			gl.Sizei(ms.options.NumNodeRows),
			gl.Sizei(ms.options.NumNodeCols),
			0,
			gl.RGB,
			gl.UNSIGNED_BYTE,
			gl.Pointer(&local.nodeTextureData[0]))
	}
	for i := range ms.rawNodes {
		for c := 0; c < 3; c++ {
			color_frac := ms.rawNodes[i].Mana[c] * 1.0 / ms.options.NodeMagnitude
			color_range := float64(ms.options.MaxNodeBrightness - ms.options.MinNodeBrightness)
			local.nodeTextureData[i*3+c] = byte(
				color_frac*color_range + float64(ms.options.MinNodeBrightness))
		}
	}
	gl.Enable(gl.TEXTURE_2D)
	//gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, local.nodeTextureId)
	gl.TexSubImage2D(
		gl.TEXTURE_2D,
		0,
		0,
		0,
		gl.Sizei(ms.options.NumNodeRows),
		gl.Sizei(ms.options.NumNodeCols),
		gl.RGB,
		gl.UNSIGNED_BYTE,
		gl.Pointer(&local.nodeTextureData[0]))

	base.EnableShader("nodes")
	base.SetUniformI("nodes", "width", ms.options.NumNodeRows*3)
	base.SetUniformI("nodes", "height", ms.options.NumNodeCols*3)
	base.SetUniformI("nodes", "drains", 1)
	base.SetUniformI("nodes", "tex0", 0)
	base.SetUniformI("nodes", "tex1", 1)
	base.SetUniformF("nodes", "zoom", float32(zoom))
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, local.nodeTextureId)

	// I have no idea why this value for move works, but it does.  So, hooray.
	move := (dx - dy) / 2
	texture.RenderAdvanced(move, -move, dy, dx, 3.1415926535/2, true)
	base.EnableShader("")
	gl.Disable(gl.TEXTURE_2D)
}
Beispiel #2
0
func makeErrorTexture() {
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, (*gl.Uint)(&error_texture))
	gl.BindTexture(gl.TEXTURE_2D, error_texture)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	pink := []byte{255, 0, 255, 255}
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.BYTE, gl.Pointer(&pink[0]))
}
Beispiel #3
0
func (m *Manager) LoadSprite(path string) (*Sprite, error) {
	// We can't run this during an init() function because it will get queued to
	// run before the opengl context is created, so we just check here and run
	// it if we haven't run it before.
	gen_tex_once.Do(func() {
		render.Queue(func() {
			gl.Enable(gl.TEXTURE_2D)
			gl.GenTextures(1, &error_texture)
			gl.BindTexture(gl.TEXTURE_2D, error_texture)
			gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
			pink := []byte{255, 0, 255, 255}
			gl.TexImage2D(
				gl.TEXTURE_2D,
				0,
				gl.RGBA,
				1,
				1,
				0,
				gl.RGBA,
				gl.UNSIGNED_INT,
				gl.Pointer(&pink[0]))
		})
	})

	path = filepath.Clean(path)
	err := m.loadSharedSprite(path)
	if err != nil {
		return nil, err
	}
	var s Sprite
	m.mutex.Lock()
	s.shared = m.shared[path]
	m.mutex.Unlock()
	s.anim_node = s.shared.anim_start
	s.state_node = s.shared.state_start
	return &s, nil
}
Beispiel #4
0
func (s *sheet) makeTexture(pixer <-chan []byte) {
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &s.texture)
	gl.BindTexture(gl.TEXTURE_2D, s.texture)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	data := <-pixer
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		gl.Sizei(s.dx),
		gl.Sizei(s.dy),
		0,
		gl.RGBA,
		gl.UNSIGNED_INT,
		gl.Pointer(&data[0]))
	memory.FreeBlock(data)
}
Beispiel #5
0
// Sets up anything that wouldn't have been loaded from disk, including
// all opengl data, and sets up finalizers for that data.
func (d *Dictionary) setupGlStuff() {
	d.dlists = make(map[string]uint32)
	d.strs = make(map[string]strBuffer)
	d.pars = make(map[string]strBuffer)

	// TODO: This finalizer is untested
	runtime.SetFinalizer(d, func(d *Dictionary) {
		render.Queue(func() {
			for _, v := range d.dlists {
				gl.DeleteLists(gl.Uint(v), 1)
			}
		})
	})

	render.Queue(func() {
		gl.Enable(gl.TEXTURE_2D)
		gl.GenTextures(1, (*gl.Uint)(&d.texture))
		gl.BindTexture(gl.TEXTURE_2D, gl.Uint(d.texture))
		gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)

		gl.TexImage2D(
			gl.TEXTURE_2D,
			0,
			gl.ALPHA,
			gl.Sizei(d.data.Dx),
			gl.Sizei(d.data.Dy),
			0,
			gl.ALPHA,
			gl.UNSIGNED_BYTE,
			gl.Pointer(&d.data.Pix[0]))

		gl.Disable(gl.TEXTURE_2D)
	})
}
Beispiel #6
0
func (ms *ManaSource) Draw(gw *GameWindow, dx float64, dy float64) {
	if gw.nodeTextureData == nil {
		//		gl.Enable(gl.TEXTURE_2D)
		gw.nodeTextureData = make([]byte, ms.options.NumNodeRows*ms.options.NumNodeCols*3)
		gl.GenTextures(1, &gw.nodeTextureId)
		gl.BindTexture(gl.TEXTURE_2D, gw.nodeTextureId)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		gl.TexImage2D(
			gl.TEXTURE_2D,
			0,
			gl.RGB,
			gl.Sizei(ms.options.NumNodeCols),
			gl.Sizei(ms.options.NumNodeRows),
			0,
			gl.RGB,
			gl.UNSIGNED_BYTE,
			gl.Pointer(&gw.nodeTextureData[0]))

		//		gl.ActiveTexture(gl.TEXTURE1)
		gl.GenTextures(1, &gw.nodeWarpingTexture)
		gl.BindTexture(gl.TEXTURE_1D, gw.nodeWarpingTexture)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_1D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_1D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_1D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_1D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		gw.nodeWarpingData = make([]byte, 4*10)
		gl.TexImage1D(
			gl.TEXTURE_1D,
			0,
			gl.RGBA,
			gl.Sizei(len(gw.nodeWarpingData)/4),
			0,
			gl.RGBA,
			gl.UNSIGNED_BYTE,
			gl.Pointer(&gw.nodeWarpingData[0]))
	}

	for x := range ms.nodes {
		for y, node := range ms.nodes[x] {
			pos := 3 * (y*ms.options.NumNodeCols + x)
			for c := 0; c < 3; c++ {
				color_frac := node.Mana[c] * 1.0 / ms.options.NodeMagnitude
				color_range := float64(ms.options.MaxNodeBrightness - ms.options.MinNodeBrightness)
				gw.nodeTextureData[pos+c] = byte(
					color_frac*color_range + float64(ms.options.MinNodeBrightness))
			}
		}
	}
	gl.Enable(gl.TEXTURE_1D)
	gl.Enable(gl.TEXTURE_2D)
	//gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, gw.nodeTextureId)
	gl.TexSubImage2D(
		gl.TEXTURE_2D,
		0,
		0,
		0,
		gl.Sizei(ms.options.NumNodeCols),
		gl.Sizei(ms.options.NumNodeRows),
		gl.RGB,
		gl.UNSIGNED_BYTE,
		gl.Pointer(&gw.nodeTextureData[0]))

	gl.ActiveTexture(gl.TEXTURE1)
	for i, ent := range gw.game.Ents {
		p := ent.Pos()
		gw.nodeWarpingData[3*i+0] = byte(p.X / float64(gw.game.Dx) * 255)
		gw.nodeWarpingData[3*i+1] = -byte(p.Y / float64(gw.game.Dy) * 255)
		gw.nodeWarpingData[3*i+2] = 255
	}
	gl.TexImage1D(
		gl.TEXTURE_1D,
		0,
		gl.RGBA,
		gl.Sizei(len(gw.nodeWarpingData)/4),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Pointer(&gw.nodeWarpingData[0]))

	base.EnableShader("nodes")
	base.SetUniformI("nodes", "width", ms.options.NumNodeCols)
	base.SetUniformI("nodes", "height", ms.options.NumNodeRows)
	base.SetUniformI("nodes", "drains", 1)
	base.SetUniformI("nodes", "tex0", 0)
	base.SetUniformI("nodes", "tex1", 1)
	gl.ActiveTexture(gl.TEXTURE1)
	gl.BindTexture(gl.TEXTURE_1D, gw.nodeWarpingTexture)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, gw.nodeTextureId)
	texture.Render(0, dy, dx, -dy)
	base.EnableShader("")
	gl.Disable(gl.TEXTURE_2D)
	gl.Disable(gl.TEXTURE_1D)
}