Example #1
0
func (gw *GameWindow) Draw(region gui.Region, style gui.StyleStack) {
	defer base.StackCatcher()
	defer func() {
		// gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0)
		gl.Disable(gl.TEXTURE_2D)
		gl.Color4ub(255, 255, 255, 255)
		gl.LineWidth(3)
		gl.Begin(gl.LINES)
		bx, by := gl.Int(region.X), gl.Int(region.Y)
		bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy)
		gl.Vertex2i(bx, by)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx, by)
		gl.End()
		gl.LineWidth(1)
	}()

	gw.Engine.Pause()
	game := gw.Engine.GetState().(*Game)
	game.RenderLocal(region, gw.Local)
	gw.Engine.Unpause()
}
Example #2
0
func (gw *GameWindow) Draw(region g2.Region, style g2.StyleStack) {
	defer base.StackCatcher()
	defer func() {
		// gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0)
		gl.Disable(gl.TEXTURE_2D)
		gl.Color4ub(255, 255, 255, 255)
		gl.LineWidth(3)
		gl.Begin(gl.LINES)
		bx, by := gl.Int(region.X), gl.Int(region.Y)
		bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy)
		gl.Vertex2i(bx, by)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx, by)
		gl.End()
		gl.LineWidth(1)
	}()

	gw.Engine.Pause()
	game := gw.Engine.GetState().(*Game)
	// Note that since we do a READER lock on game.local we cannot do any writes
	// to local data while rendering.
	game.local.RLock()
	game.RenderLocal(region)
	game.local.RUnlock()
	gw.Engine.Unpause()
}
Example #3
0
func (vb *VertexBuffer) Render(position Point3) {
	gl.PushMatrix()
	gl.Translated(
		gl.Double(position.X),
		gl.Double(position.Y),
		gl.Double(position.Z))

	gl.VertexPointer(
		gl.Int(3),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.VertexData[0]))
	gl.ColorPointer(
		gl.Int(4),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.ColorData[0]))
	gl.TexCoordPointer(
		gl.Int(2),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.TexCoordData[0]))

	for i := range vb.RenderSteps {
		rs := &vb.RenderSteps[i]
		gl.DrawElements(
			rs.Mode,
			gl.Sizei(len(rs.Indices)),
			gl.UNSIGNED_INT,
			gl.Pointer(&rs.Indices[0]))
	}
	gl.PopMatrix()
}
Example #4
0
func (tsm *ThunderSubMenu) Draw(region Region, style StyleStack) {
	gl.Disable(gl.TEXTURE_2D)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.BLEND)
	base.EnableShader("marble")
	offset, ok := style.Get("offset").(linear.Vec2)
	if ok {
		base.SetUniformV2("marble", "offset", offset)
	} else {
		base.SetUniformV2("marble", "offset", linear.Vec2{})
	}
	gl.Color4ub(255, 255, 255, 255)
	gl.Begin(gl.QUADS)
	x := gl.Int(region.X)
	y := gl.Int(region.Y)
	dx := gl.Int(region.Dx)
	dy := gl.Int(region.Dy)
	gl.Vertex2i(x, y)
	gl.Vertex2i(x, y+dy)
	gl.Vertex2i(x+dx, y+dy)
	gl.Vertex2i(x+dx, y)
	gl.End()
	base.EnableShader("")
	for i, option := range tsm.Options {
		region.Dy = tsm.requests[option].Dy
		if i == tsm.selected {
			style.PushStyle(map[string]interface{}{"selected": true})
		} else {
			style.PushStyle(map[string]interface{}{"selected": false})
		}
		option.Draw(region, style)
		style.Pop()
		region.Y += tsm.requests[option].Dy
	}
}
Example #5
0
func (g *Game) RenderLocalEditor(region g2.Region) {
	g.editor.Lock()
	defer g.editor.Unlock()
	g.editor.region = region
	g.editor.camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
	levelDims := linear.Vec2{float64(g.Level.Room.Dx), float64(g.Level.Room.Dy)}
	g.editor.camera.StandardRegion(levelDims.Scale(0.5), levelDims)
	g.editor.camera.approachTarget()

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	defer gl.PopMatrix()

	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := &g.editor.camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	g.renderWalls()
	g.renderEdges()
	g.renderBases()
	g.renderEntsAndAbilities()
	g.renderProcesses()

	g.editor.renderPathing(&g.Level.Room, g.local.pathingData)

	switch g.editor.action {
	case editorActionNone:
	case editorActionPlaceBlock:
		g.editor.renderPlaceBlock(g)
	default:
		base.Error().Printf("Unexpected editorAction: %v", g.editor.action)
	}
}
Example #6
0
// SetVariable4i sets a specified variable to the four supplied integers to be
// passed into an effect.
func (effect *Effect) SetVariable4i(variable string, val1 int, val2 int, val3 int, val4 int) error {

	var currEffect gl.Int
	gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
	if gl.Uint(currEffect) != effect.program {
		return errors.New("effect is not currently in use")
	}

	effect.checkUniformVariable(variable)

	gl.Uniform4i(effect.uniforms[variable], gl.Int(val1), gl.Int(val2), gl.Int(val3), gl.Int(val4))
	return nil
}
Example #7
0
func shinit() gl.Int {
	vs := loadShader(gl.VERTEX_SHADER, vss)
	var sfs string
	if *blend {
		sfs = bfss
	} else {
		sfs = fss
	}
	fs := loadShader(gl.FRAGMENT_SHADER, sfs)
	prg := gl.CreateProgram()
	gl.AttachShader(prg, vs)
	gl.AttachShader(prg, fs)
	gl.LinkProgram(prg)
	var l int
	if *blend {
		l = 6
	} else {
		l = 3
	}
	gl.UseProgram(prg)
	names := []string{"yt1", "cbt1", "crt1", "yt0", "cbt0", "crt0"}
	for i := 0; i < l; i++ {
		loc := gl.GetUniformLocation(prg, gl.GLString(names[i]))
		gl.Uniform1i(loc, gl.Int(i))
	}
	return gl.GetUniformLocation(prg, gl.GLString("factor"))
}
Example #8
0
func (c *Console) DrawFocused(region gui.Region) {
	gl.Color4d(0.2, 0, 0.3, 0.8)
	gl.Disable(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	{
		x := gl.Int(region.X)
		y := gl.Int(region.Y)
		x2 := gl.Int(region.X + region.Dx)
		y2 := gl.Int(region.Y + region.Dy)
		gl.Vertex2i(x, y)
		gl.Vertex2i(x, y2)
		gl.Vertex2i(x2, y2)
		gl.Vertex2i(x2, y)
	}
	gl.End()
	gl.Color4d(1, 1, 1, 1)
	y := float64(region.Y) + float64(len(c.lines))*lineHeight
	do_color := func(line string) {
		if strings.HasPrefix(line, "LOG") {
			gl.Color4d(1, 1, 1, 1)
		}
		if strings.HasPrefix(line, "WARN") {
			gl.Color4d(1, 1, 0, 1)
		}
		if strings.HasPrefix(line, "ERROR") {
			gl.Color4d(1, 0, 0, 1)
		}
	}
	if c.start > c.end {
		for i := c.start; i < len(c.lines); i++ {
			do_color(c.lines[i])
			c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left)
			y -= lineHeight
		}
		for i := 0; i < c.end; i++ {
			do_color(c.lines[i])
			c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left)
			y -= lineHeight
		}
	} else {
		for i := c.start; i < c.end && i < len(c.lines); i++ {
			do_color(c.lines[i])
			c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left)
			y -= lineHeight
		}
	}
}
Example #9
0
func (p *PosWidget) Draw(region Region, style StyleStack) {
	gl.Disable(gl.TEXTURE_2D)
	gl.Color4ub(0, 255, 0, 255)
	gl.Begin(gl.QUADS)
	x := gl.Int(region.X)
	y := gl.Int(region.Y)
	dx := gl.Int(base.GetDictionary("luxisr").StringWidth(p.text, float64(p.Size)))
	dy := gl.Int(p.Size)
	gl.Vertex2i(x, y)
	gl.Vertex2i(x, y+dy)
	gl.Vertex2i(x+dx, y+dy)
	gl.Vertex2i(x+dx, y)
	gl.End()
	base.Log().Printf("%v %v %v %v", x, y, dx, dy)
	gl.Color4ub(255, 0, 255, 255)
	base.GetDictionary("luxisr").RenderString(p.text, float64(region.X), float64(region.Y), 0, float64(p.Size), gui.Left)
}
Example #10
0
func upload(id gl.Uint, data []byte, stride int, w int, h int) {
	gl.BindTexture(gl.TEXTURE_2D, id)
	gl.PixelStorei(gl.UNPACK_ROW_LENGTH, gl.Int(stride))
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE,
		gl.Sizei(w), gl.Sizei(h), 0,
		gl.LUMINANCE, gl.UNSIGNED_BYTE, gl.Pointer(&data[0]))
}
Example #11
0
func (g *Game) renderLosMask(local *LocalData) {
	ent := g.Ents[local.moba.currentPlayer.gid]
	if ent == nil {
		return
	}
	walls := g.temp.VisibleWallCache[GidInvadersStart].GetWalls(int(ent.Pos().X), int(ent.Pos().Y))
	gl.Disable(gl.TEXTURE_2D)
	gl.Color4ub(0, 0, 0, 255)
	gl.Begin(gl.TRIANGLES)
	for _, wall := range walls {
		if wall.Right(ent.Pos()) {
			continue
		}
		a := wall.P
		b := ent.Pos().Sub(wall.P).Norm().Scale(-10000.0).Add(wall.P)
		mid := wall.P.Add(wall.Q).Scale(0.5)
		c := ent.Pos().Sub(mid).Norm().Scale(-10000.0).Add(mid)
		d := ent.Pos().Sub(wall.Q).Norm().Scale(-10000.0).Add(wall.Q)
		e := wall.Q
		gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y))
		gl.Vertex2d(gl.Double(b.X), gl.Double(b.Y))
		gl.Vertex2d(gl.Double(c.X), gl.Double(c.Y))

		gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y))
		gl.Vertex2d(gl.Double(c.X), gl.Double(c.Y))
		gl.Vertex2d(gl.Double(d.X), gl.Double(d.Y))

		gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y))
		gl.Vertex2d(gl.Double(d.X), gl.Double(d.Y))
		gl.Vertex2d(gl.Double(e.X), gl.Double(e.Y))
	}
	gl.End()
	base.EnableShader("horizon")
	base.SetUniformV2("horizon", "center", ent.Pos())
	base.SetUniformF("horizon", "horizon", LosMaxDist)
	gl.Begin(gl.QUADS)
	dx := gl.Int(g.Levels[GidInvadersStart].Room.Dx)
	dy := gl.Int(g.Levels[GidInvadersStart].Room.Dy)
	gl.Vertex2i(0, 0)
	gl.Vertex2i(dx, 0)
	gl.Vertex2i(dx, dy)
	gl.Vertex2i(0, dy)
	gl.End()
	base.EnableShader("")
}
Example #12
0
func (g *Game) RenderLocalGame(region g2.Region) {
	g.local.Camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
	// func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) {
	g.local.Camera.FocusRegion(g, 0)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := &g.local.Camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	level := g.Level
	zoom := current.dims.X / float64(region.Dims.Dx)
	level.ManaSource.Draw(zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	g.renderWalls()
	g.renderEdges()
	g.renderBases()
	g.renderEntsAndAbilities()
	g.renderProcesses()
	g.RenderLosMask()
}
Example #13
0
func SetUniformI(shader, variable string, n int) error {
	prog, ok := shader_progs[shader]
	if !ok {
		return shaderError(fmt.Sprintf("Tried to set a uniform in an unknown shader '%s'", shader))
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(prog, (*gl.Char)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1i(loc, gl.Int(n))
	return nil
}
Example #14
0
func (b *Box) Draw(region Region, style StyleStack) {
	b.Last = region
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Disable(gl.TEXTURE_2D)
	if b.Hover {
		gl.Color4ub(gl.Ubyte(b.Color[0]), gl.Ubyte(b.Color[1]), gl.Ubyte(b.Color[2]), gl.Ubyte(b.Color[3]))
	} else {
		gl.Color4ub(gl.Ubyte(b.Color[0]), gl.Ubyte(b.Color[1]), gl.Ubyte(b.Color[2]), gl.Ubyte(b.Color[3])/2)
	}
	gl.Begin(gl.QUADS)
	x := gl.Int(region.X)
	y := gl.Int(region.Y)
	dx := gl.Int(region.Dx)
	dy := gl.Int(region.Dy)
	gl.Vertex2i(x, y)
	gl.Vertex2i(x+dx, y)
	gl.Vertex2i(x+dx, y+dy)
	gl.Vertex2i(x, y+dy)
	gl.End()
}
Example #15
0
func SetUniformI(shader, variable string, n int) {
	prog, ok := shader_progs[shader]
	if !ok {
		if !warned_names[shader] {
			Warn().Printf("Tried to set a uniform in an unknown shader '%s'", shader)
			warned_names[shader] = true
		}
		return
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(prog, (*gl.Char)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1i(loc, gl.Int(n))
}
Example #16
0
func RegisterShader(name string, vertex, fragment []byte) error {
	if _, ok := shader_progs[name]; ok {
		return shaderError(fmt.Sprintf("Tried to register a shader called '%s' twice", name))
	}

	vertex_id := gl.CreateShader(gl.VERTEX_SHADER)
	pointer := &vertex[0]
	length := gl.Int(len(vertex))
	gl.ShaderSource(vertex_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length)
	gl.CompileShader(vertex_id)
	var param gl.Int
	gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, &param)
	if param == 0 {
		return shaderError(fmt.Sprintf("Failed to compile vertex shader '%s': %v", name, param))
	}

	fragment_id := gl.CreateShader(gl.FRAGMENT_SHADER)
	pointer = &fragment[0]
	length = gl.Int(len(fragment))
	gl.ShaderSource(fragment_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length)
	gl.CompileShader(fragment_id)
	gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, &param)
	if param == 0 {
		return shaderError(fmt.Sprintf("Failed to compile fragment shader '%s': %v", name, param))
	}

	// shader successfully compiled - now link
	program_id := gl.CreateProgram()
	gl.AttachShader(program_id, vertex_id)
	gl.AttachShader(program_id, fragment_id)
	gl.LinkProgram(program_id)
	gl.GetProgramiv(program_id, gl.LINK_STATUS, &param)
	if param == 0 {
		return shaderError(fmt.Sprintf("Failed to link shader '%s': %v", name, param))
	}

	shader_progs[name] = program_id
	return nil
}
Example #17
0
func (c *Console) Draw(x, y, dx, dy int) {
	if !gin.In().GetKeyFlat(gin.EitherShift, gin.DeviceTypeAny, gin.DeviceIndexAny).IsDown() {
		return
	}
	c.tail.GetLines(c.lines)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Color4d(0.2, 0, 0.3, 0.8)
	gl.Disable(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	{
		glx := gl.Int(x)
		gly := gl.Int(y)
		glx2 := gl.Int(x + dx)
		gly2 := gl.Int(y + dy)
		gl.Vertex2i(glx, gly)
		gl.Vertex2i(glx, gly2)
		gl.Vertex2i(glx2, gly2)
		gl.Vertex2i(glx2, gly)
	}
	gl.End()
	gui.SetFontColor(1, 1, 1, 1)
	startY := float64(y + dy - len(c.lines)*lineHeight)
	for i, line := range c.lines {
		switch {
		case strings.HasPrefix(line, "LOG"):
			gui.SetFontColor(1, 1, 1, 1)
		case strings.HasPrefix(line, "WARN"):
			gui.SetFontColor(1, 1, 0, 1)
		case strings.HasPrefix(line, "ERROR"):
			gui.SetFontColor(1, 0, 0, 1)
		default:
			gui.SetFontColor(1, 1, 1, 0.7)
		}
		c.dict.RenderString(line, float64(x), startY+float64(i*lineHeight), 0, lineHeight, gui.Left)
	}
}
Example #18
0
func (c *Console) Draw(region Region, stlye StyleStack) {
	if !c.visible {
		return
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Color4d(0.2, 0, 0.3, 0.8)
	gl.Disable(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	{
		x := gl.Int(region.X)
		y := gl.Int(region.Y)
		x2 := gl.Int(region.X + region.Dx)
		y2 := gl.Int(region.Y + region.Dy)
		gl.Vertex2i(x, y)
		gl.Vertex2i(x, y2)
		gl.Vertex2i(x2, y2)
		gl.Vertex2i(x2, y)
	}
	gl.End()
	gui.SetFontColor(1, 1, 1, 1)
	startY := float64(region.Y + region.Dy - len(c.lines)*lineHeight)
	for i, line := range c.lines {
		switch {
		case strings.HasPrefix(line, "LOG"):
			gui.SetFontColor(1, 1, 1, 1)
		case strings.HasPrefix(line, "WARN"):
			gui.SetFontColor(1, 1, 0, 1)
		case strings.HasPrefix(line, "ERROR"):
			gui.SetFontColor(1, 0, 0, 1)
		default:
			gui.SetFontColor(1, 1, 1, 0.7)
		}
		c.dict.RenderString(line, float64(region.X), startY+float64(i*lineHeight), 0, lineHeight, gui.Left)
	}
}
Example #19
0
func drawQuad(x, y, w, h int, u, v, u2, v2 float32) {
	gl.Begin(gl.QUADS)

	gl.TexCoord2f(gl.Float(u), gl.Float(v))
	gl.Vertex2i(gl.Int(x), gl.Int(y))

	gl.TexCoord2f(gl.Float(u2), gl.Float(v))
	gl.Vertex2i(gl.Int(x+w), gl.Int(y))

	gl.TexCoord2f(gl.Float(u2), gl.Float(v2))
	gl.Vertex2i(gl.Int(x+w), gl.Int(y+h))

	gl.TexCoord2f(gl.Float(u), gl.Float(v2))
	gl.Vertex2i(gl.Int(x), gl.Int(y+h))

	gl.End()
}
Example #20
0
func makeBallVertexBuffer() VertexBuffer {
	vb := VertexBuffer{}
	points := []Point3{}
	colors := []Color{}
	texCoords := [][2]float64{}
	indices := []gl.Int{}

	for i := 0; i < 20; i++ {
		theta := (2 * math.Pi) * (float64(i) / 20.0)
		points = append(points, Point3{
			Config.BallRadius * math.Cos(theta),
			Config.BallRadius * math.Sin(theta), 0})
		colors = append(colors, Black)
		texCoords = append(texCoords, [2]float64{0, 0})
		indices = append(indices, gl.Int(i))
	}

	vb.InitVertexData(points, colors, texCoords)
	renderStep := VertexBufferRenderStep{gl.LINE_LOOP, indices}
	vb.RenderSteps = []VertexBufferRenderStep{renderStep}
	return vb
}
Example #21
0
func MakeLevelVertexBuffer(lb *LevelBlueprint) *VertexBuffer {
	vb := VertexBuffer{}
	points := []Point3{}
	colors := []Color{}
	texCoords := [][2]float64{}

	for wi := range lb.Walls {
		indices := []gl.Int{}
		for vi := range lb.Walls[wi].Vertices {
			points = append(
				points, lb.Walls[wi].Vertices[vi].Position)
			colors = append(colors, lb.Walls[wi].Vertices[vi].Color)
			texCoords = append(
				texCoords,
				[2]float64{lb.Walls[wi].Vertices[vi].Tu, lb.Walls[wi].Vertices[vi].Tv})
			indices = append(indices, gl.Int(len(points)-1))
		}
		renderStep := VertexBufferRenderStep{gl.TRIANGLE_FAN, indices}
		vb.RenderSteps = append(vb.RenderSteps, renderStep)
	}

	vb.InitVertexData(points, colors, texCoords)
	return &vb
}
Example #22
0
func main() {
	runtime.LockOSThread()
	flag.Parse()
	if *workers <= 0 {
		*workers = 1
	}
	runtime.GOMAXPROCS(*workers + 1)
	buildPalette()
	sdl.Init(sdl.INIT_VIDEO)
	defer sdl.Quit()

	if !*noVSync {
		sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1)
	}

	if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil {
		panic("sdl error")
	}

	sdl.WM_SetCaption("Gomandel", "Gomandel")

	if err := gl.Init(); err != nil {
		panic(err)
	}

	gl.Enable(gl.TEXTURE_2D)
	gl.Viewport(0, 0, 512, 512)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 512, 512, 0, -1, 1)

	gl.ClearColor(0, 0, 0, 0)

	//-----------------------------------------------------------------------------
	var dndDragging bool = false
	var dnd3 bool = false
	var dndStart Point
	var dndEnd Point
	initialRect := Rect{-1.5, -1.5, 3, 3}
	rect := initialRect

	tm := NewTileManager(512, 512)
	tm.ZoomRequest(&rect)

	running := true
	for running {
		for {
			var event interface{}
			select {
			case event = <-sdl.Events:
			default:
			}

			if event == nil {
				break
			}

			switch e := event.(type) {
			case sdl.QuitEvent:
				running = false
			case sdl.MouseButtonEvent:
				if e.Type == sdl.MOUSEBUTTONDOWN {
					dndDragging = true
					dndStart.X = gl.Int(e.X)
					dndStart.Y = gl.Int(e.Y)
					dndEnd = dndStart
					if e.Button == 3 {
						dnd3 = true
					} else {
						dndDragging = true
					}
				} else {
					dndDragging = false
					dndEnd.X = gl.Int(e.X)
					dndEnd.Y = gl.Int(e.Y)

					switch e.Button {
					case 1:
						rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect)
						tm.ZoomRequest(&rect)
					case 2:
						rect = initialRect
						tm.ZoomRequest(&rect)
					case 3:
						dnd3 = false
					}
				}
			case sdl.MouseMotionEvent:
				if dnd3 {
					dndEnd.X = gl.Int(e.X)
					dndEnd.Y = gl.Int(e.Y)
					rect = moveRectBy(rect, dndStart, dndEnd, 512, 512)
					tm.MoveRequest(rect)
					dndStart = dndEnd
				} else if dndDragging {
					dndEnd.X = gl.Int(e.X)
					dndEnd.Y = gl.Int(e.Y)
				}
			}
		}
		tm.Update()
		gl.Clear(gl.COLOR_BUFFER_BIT)
		tm.Draw()
		gl.BindTexture(gl.TEXTURE_2D, 0)
		if dndDragging {
			drawSelection(dndStart, dndEnd)
		}
		sdl.GL_SwapBuffers()
	}
}
Example #23
0
// For invaders or moba, does a lot of basic stuff common to both
func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) {
	camera.doInvadersFocusRegion(g, side)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	level := g.Levels[GidInvadersStart]
	zoom := camera.current.dims.X / float64(region.Dims.Dx)
	level.ManaSource.Draw(local, zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	gl.Color4d(1, 1, 1, 1)
	var expandedPoly linear.Poly
	for _, poly := range g.Levels[GidInvadersStart].Room.Walls {
		// Don't draw counter-clockwise polys, specifically this means don't draw
		// the boundary of the level.
		if poly.IsCounterClockwise() {
			continue
		}
		// KLUDGE: This will expand the polygon slightly so that it actually shows
		// up when the los shadows are drawn over it.  Eventually there should be
		// separate los polys, colision polys, and draw polys so that this isn't
		// necessary.
		gl.Begin(gl.TRIANGLE_FAN)
		expandPoly(poly, &expandedPoly)
		for _, v := range expandedPoly {
			gl.Vertex2d(gl.Double(v.X), gl.Double(v.Y))
		}
		gl.End()
	}

	gui.SetFontColor(0, 255, 0, 255)
	for side, pos := range g.Levels[GidInvadersStart].Room.Starts {
		base.GetDictionary("luxisr").RenderString(fmt.Sprintf("S%d", side), pos.X, pos.Y, 0, 100, gui.Center)
	}

	gl.Color4d(1, 1, 1, 1)
	for _, ent := range g.temp.AllEnts {
		ent.Draw(g, side)
	}
	gl.Disable(gl.TEXTURE_2D)

	if local.mode != LocalModeMoba {
		panic("Need to implement drawing players from standard mode data")
	}
	for i := range local.moba.players {
		p := &local.moba.players[i]
		if p.abs.activeAbility != nil {
			p.abs.activeAbility.Draw(p.gid, g, side)
		}
	}
	for _, proc := range g.Processes {
		proc.Draw(Gid(""), g, side)
	}

	gl.Color4ub(0, 0, 255, 200)
	g.renderLosMask(local)
}
Example #24
0
func InitShaders() {
	render.Queue(func() {
		vertex_shaders = make(map[string]gl.Uint)
		fragment_shaders = make(map[string]gl.Uint)
		shader_progs = make(map[string]gl.Uint)
		warned_names = make(map[string]bool)
		RemoveRegistry("shaders")
		RegisterRegistry("shaders", make(map[string]*shaderDef))
		RegisterAllObjectsInDir("shaders", filepath.Join(GetDataDir(), "shaders"), ".json", "json")
		names := GetAllNamesInRegistry("shaders")
		for _, name := range names {
			// Load the shader files
			shader := Shader{Defname: name}
			GetObject("shaders", &shader)
			vdata, err := ioutil.ReadFile(filepath.Join(GetDataDir(), shader.Vertex_path))
			if err != nil {
				Error().Printf("Unable to load vertex shader '%s': %v", shader.Vertex_path, err)
				continue
			}
			fdata, err := ioutil.ReadFile(filepath.Join(GetDataDir(), shader.Fragment_path))
			if err != nil {
				Error().Printf("Unable to load fragment shader '%s': %v", shader.Fragment_path, err)
				continue
			}

			// Create the vertex shader
			vertex_id, ok := vertex_shaders[shader.Vertex_path]
			if !ok {
				vertex_id = gl.CreateShader(gl.VERTEX_SHADER)
				pointer := &vdata[0]
				length := gl.Int(len(vdata))
				gl.ShaderSource(vertex_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length)
				gl.CompileShader(vertex_id)
				var param gl.Int
				gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, &param)
				if param == 0 {
					Error().Printf("Failed to compile vertex shader '%s': %v", shader.Vertex_path, param)
					continue
				}
			}

			// Create the fragment shader
			fragment_id, ok := fragment_shaders[shader.Fragment_path]
			if !ok {
				fragment_id = gl.CreateShader(gl.FRAGMENT_SHADER)
				pointer := &fdata[0]
				length := gl.Int(len(fdata))
				gl.ShaderSource(fragment_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length)
				gl.CompileShader(fragment_id)
				var param gl.Int
				gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, &param)
				if param == 0 {
					Error().Printf("Failed to compile fragment shader '%s': %v", shader.Fragment_path, param)
					continue
				}
			}

			// shader successfully compiled - now link
			program_id := gl.CreateProgram()
			gl.AttachShader(program_id, vertex_id)
			gl.AttachShader(program_id, fragment_id)
			gl.LinkProgram(program_id)
			var param gl.Int
			gl.GetProgramiv(program_id, gl.LINK_STATUS, &param)
			if param == 0 {
				Error().Printf("Failed to link shader '%s': %v", shader.Name, param)
				continue
			}

			vertex_shaders[shader.Vertex_path] = vertex_id
			fragment_shaders[shader.Fragment_path] = fragment_id
			shader_progs[shader.Name] = program_id
		}
	})
}
Example #25
0
func (g *Game) renderLocalArchitect(region g2.Region, local *LocalData) {
	local.architect.camera.doArchitectFocusRegion(g, local.sys)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := local.architect.camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	zoom := local.architect.camera.current.dims.X / float64(region.Dims.Dx)
	level := g.Levels[GidInvadersStart]
	level.ManaSource.Draw(local, zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	gl.Begin(gl.LINES)
	gl.Color4d(1, 1, 1, 1)
	for _, poly := range g.Levels[GidInvadersStart].Room.Walls {
		for i := range poly {
			seg := poly.Seg(i)
			gl.Vertex2d(gl.Double(seg.P.X), gl.Double(seg.P.Y))
			gl.Vertex2d(gl.Double(seg.Q.X), gl.Double(seg.Q.Y))
		}
	}
	gl.End()

	gl.Color4ub(0, 255, 0, 255)
	for side, pos := range g.Levels[GidInvadersStart].Room.Starts {
		base.GetDictionary("luxisr").RenderString(fmt.Sprintf("S%d", side), pos.X, pos.Y, 0, 100, gui.Center)
	}

	gl.Color4d(1, 1, 1, 1)
	for _, ent := range g.temp.AllEnts {
		ent.Draw(g, -1) // TODO: Side isn't defined for architect yet
	}
	gl.Disable(gl.TEXTURE_2D)

	g.renderLosMask(local)
	if local.architect.abs.activeAbility != nil {
		local.architect.abs.activeAbility.Draw("", g, -1) // TODO: side not defined for architect
	}
}