// NewTileGridMapRenderable returns a new instance of a renderable for tile grid maps
func NewTileGridMapRenderable(gl opengl.OpenGl) *TileGridMapRenderable {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, mapTileGridVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, mapTileGridFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	renderable := &TileGridMapRenderable{
		gl:                      gl,
		program:                 program,
		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		tiles: make([][]*model.TileProperties, 64)}

	for i := 0; i < 64; i++ {
		renderable.tiles[i] = make([]*model.TileProperties, 64)
	}

	return renderable
}
// NewTileTextureMapRenderable returns a new instance of a renderable for tile maps
func NewTileTextureMapRenderable(gl opengl.OpenGl, paletteTexture graphics.Texture,
	textureQuery TextureQuery) *TileTextureMapRenderable {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, mapTileVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, mapTileFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	renderable := &TileTextureMapRenderable{
		gl:                      gl,
		program:                 program,
		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		uvMatrixUniform:         gl.GetUniformLocation(program, "uvMatrix"),
		paletteUniform:          gl.GetUniformLocation(program, "palette"),
		bitmapUniform:           gl.GetUniformLocation(program, "bitmap"),
		paletteTexture:          paletteTexture,
		textureQuery:            textureQuery,
		tiles:                   make([][]*model.TileProperties, 64),
		lastTileType:            model.Solid}

	for i := 0; i < 64; i++ {
		renderable.tiles[i] = make([]*model.TileProperties, 64)
	}

	renderable.withShader(func() {
		gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
		limit := float32(1.0)
		var vertices = []float32{
			0.0, 0.0, 0.0,
			limit, 0.0, 0.0,
			limit, limit, 0.0,

			limit, limit, 0.0,
			0.0, limit, 0.0,
			0.0, 0.0, 0.0}
		gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
	})

	return renderable
}
// NewTextureRenderable returns a new instance of a texture renderable
func NewTextureRenderable(gl opengl.OpenGl, positionX, positionY float32, displaySize float32,
	paletteTexture graphics.Texture, bitmapTexture graphics.Texture) *TextureRenderable {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, textureVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, textureFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	renderable := &TextureRenderable{
		gl:      gl,
		program: program,
		modelMatrix: mgl.Ident4().
			Mul4(mgl.Translate3D(positionX, positionY, 0.0)).
			Mul4(mgl.Scale3D(displaySize, displaySize, 1.0)),

		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		paletteTexture:          paletteTexture,
		paletteUniform:          gl.GetUniformLocation(program, "palette"),
		bitmapTexture:           bitmapTexture,
		bitmapUniform:           gl.GetUniformLocation(program, "bitmap")}

	renderable.withShader(func() {
		gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
		limit := float32(1.0)
		var vertices = []float32{
			0.0, 0.0, 0.0,
			limit, 0.0, 0.0,
			limit, limit, 0.0,

			limit, limit, 0.0,
			0.0, limit, 0.0,
			0.0, 0.0, 0.0}
		gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
	})

	return renderable
}
// NewSimpleBitmapRenderable returns a new instance of a simple bitmap renderable
func NewSimpleBitmapRenderable(gl opengl.OpenGl, paletteTexture graphics.Texture) *SimpleBitmapRenderable {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, simpleBitmapVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, simpleBitmapFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	renderable := &SimpleBitmapRenderable{
		gl:      gl,
		program: program,

		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		uvPositionBuffer:        gl.GenBuffers(1)[0],
		uvPositionAttrib:        gl.GetAttribLocation(program, "uvPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		paletteTexture:          paletteTexture,
		paletteUniform:          gl.GetUniformLocation(program, "palette"),
		bitmapUniform:           gl.GetUniformLocation(program, "bitmap")}

	renderable.withShader(func() {
		gl := renderable.gl
		half := float32(0.5)
		var vertices = []float32{
			-half, -half, 0.0,
			half, -half, 0.0,
			half, half, 0.0,

			half, half, 0.0,
			-half, half, 0.0,
			-half, -half, 0.0}
		gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
		gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
	})

	return renderable
}
// NewBasicHighlighter returns a new instance of BasicHighlighter.
func NewBasicHighlighter(gl opengl.OpenGl, color [4]float32) *BasicHighlighter {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, basicHighlighterVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, basicHighlighterFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	highlighter := &BasicHighlighter{
		gl:                      gl,
		program:                 program,
		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		inColorUniform:          gl.GetUniformLocation(program, "inColor")}

	highlighter.withShader(func() {
		gl.BindBuffer(opengl.ARRAY_BUFFER, highlighter.vertexPositionBuffer)
		half := float32(0.5)
		var vertices = []float32{
			-half, -half, 0.0,
			half, -half, 0.0,
			half, half, 0.0,

			half, half, 0.0,
			-half, half, 0.0,
			-half, -half, 0.0}
		gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)

		gl.Uniform4fv(highlighter.inColorUniform, &color)
	})

	return highlighter
}
// NewTileSelectionRenderable returns a new instance of a renderable for tile selections
func NewTileSelectionRenderable(gl opengl.OpenGl, query TileSelectionQuery) *TileSelectionRenderable {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, mapTileSelectionVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, mapTileSelectionFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	renderable := &TileSelectionRenderable{
		gl:                      gl,
		program:                 program,
		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		query: query}

	renderable.withShader(func() {
		limit := float32(32.0)
		var vertices = []float32{
			0.0, 0.0, 0.0,
			limit, 0.0, 0.0,
			limit, limit, 0.0,

			limit, limit, 0.0,
			0.0, limit, 0.0,
			0.0, 0.0, 0.0}

		gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
		gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
	})

	return renderable
}
Ejemplo n.º 7
0
// NewTextRenderable returns a new instance of a text renderable
func NewTextRenderable(gl opengl.OpenGl, positionX, positionY float32, displaySize float32,
	paletteTexture graphics.Texture) *TextRenderable {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, textVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, textFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	renderable := &TextRenderable{
		gl:      gl,
		program: program,
		modelMatrix: mgl.Ident4().
			Mul4(mgl.Translate3D(positionX, positionY, 0.0)).
			Mul4(mgl.Scale3D(displaySize, displaySize, 1.0)),

		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		uvPositionBuffer:        gl.GenBuffers(1)[0],
		uvPositionAttrib:        gl.GetAttribLocation(program, "uvPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		paletteTexture:          paletteTexture,
		paletteUniform:          gl.GetUniformLocation(program, "palette"),
		bitmapUniform:           gl.GetUniformLocation(program, "bitmap"),
		text:                    ""}

	return renderable
}