// resize resizes the window to the specified dimensions. func resize(width, height int) { gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0) gl.MatrixMode(gl.MODELVIEW) }
func (w *Window) run() { runtime.LockOSThread() glfw.MakeContextCurrent(w.w) defer glfw.MakeContextCurrent(nil) // glfw should fire initial resize events to avoid this duplication (https://github.com/glfw/glfw/issues/62) width, height := w.w.Size() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), 0, gl.Double(height), -1, 1) Resize(w, Pt(float64(width), float64(height))) width, height = w.w.FramebufferSize() gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) for !w.close { select { case f := <-w.do: f() case <-w.paint: gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) w.base().paint() w.w.SwapBuffers() } } }
func (g *Gui) Draw() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(g.region.X), gl.Double(g.region.X+g.region.Dx), gl.Double(g.region.Y+g.region.Dy), gl.Double(g.region.Y), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g.root.Draw(g.region, &styleStack{}) }
func (o *OpenGl) set2dView() { gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.LIGHT0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(o.width), 0, gl.Double(o.height), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
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) } }
func (o *OpenGl) set3dView() { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.Enable(gl.LIGHT0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() //gl.Perspective(cam.Zoom(), o.mW / o.mH, cam.Near(), cam.Far()) gl.MatrixMode(gl.MODELVIEW) //e := o.Camera.EYE() //a := o.Camera.AT() //u := o.Camera.UP() //gl.LookAt(e.X, e.Y, e.Z, a.X, a.Y, a.Z, u.X, u.Y, u.Z) }
func (g *Gui) Draw() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() region := g.root.Render_region gl.Ortho(gl.Double(region.X), gl.Double(region.X+region.Dx), gl.Double(region.Y), gl.Double(region.Y+region.Dy), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g.root.Draw(region) if g.FocusWidget() != nil { g.FocusWidget().DrawFocused(region) } }
func initScene(width, height int, init func()) (err error) { gl.Disable(gl.DEPTH_TEST) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), gl.Double(height), 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) init() return }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Rotated(-90, 1, 0, 0) //gl.Rotated(90, 0, 0, 1) gl.Rotated(gl.Double(-viewAngles[2]), 1, 0, 0) gl.Rotated(gl.Double(-viewAngles[0]), 0, 1, 0) gl.Rotated(gl.Double(-viewAngles[1]), 0, 0, 1) gl.Translated(gl.Double(viewOrg[0]), gl.Double(viewOrg[1]), gl.Double(viewOrg[2])) var r, g, b gl.Ubyte for i, face := range model.Faces { r = gl.Ubyte(i) + 100 g = gl.Ubyte(i>>1) + 100 b = gl.Ubyte(i>>2) + 100 if model.Triangle { gl.Begin(gl.TRIANGLES) } else { gl.Begin(gl.LINES) } gl.Color4ub(r, g, b, 0xff) for _, v := range face.Verts { gl.Vertex3d(gl.Double(v.Pos[0]), gl.Double(v.Pos[1]), gl.Double(v.Pos[2])) } gl.End() } }
func InitViewport() { gl.Viewport(0, 0, gl.Sizei(Width), gl.Sizei(Height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() x := gl.Double(float64(Height) / float64(Width)) gl.Frustum(-1./2., 1./2., -x/2, x/2, 10, 100) }
func drawScene() { fps() gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() if input.Zoom > 0 { gl.Ortho(0, gl.Double(float64(*flagSize)/input.Zoom), gl.Double(float64(*flagSize)/input.Zoom), 0, -1, 1.0) } gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(gl.Float(input.TransX*1), gl.Float(input.TransY*1), 0) drawGrid() drawCells() }
func (w *Window) run(init func(w *Window)) { runtime.LockOSThread() glfw.MakeContextCurrent(w.w) defer glfw.MakeContextCurrent(nil) init(w) // glfw should fire initial resize events to avoid this duplication (https://github.com/glfw/glfw/issues/62) w.resized(w.w.Size()) w.framebufferResized(w.w.FramebufferSize()) gl.Enable(gl.SCISSOR_TEST) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) for !w.close { select { case f := <-w.do: f() case <-w.paint: gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Scissor(0, 0, w.bufWidth, w.bufHeight) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) w.base().paint() w.w.SwapBuffers() } } }
// Set the GL modelview matrix to match view position and orientation. func UpdateViewpos() { gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(gl.Float(Viewpos[0]), gl.Float(Viewpos[1]), gl.Float(Viewpos[2])) gl.Rotatef(gl.Float(Rot[0]*2), 1, 0, 0) gl.Rotatef(gl.Float(Rot[1]*2), 0, 1, 0) gl.Rotatef(gl.Float(Rot[2]*2), 0, 0, 1) }
func SetUpCamera( screenWidth int32, screenHeight int32, lb *LevelBlueprint, playerIndex int32) { pb := &lb.Players[playerIndex] // Calculate the distance between the near plane and the camera. We want // (PaddleAreaWidth / 2) / cameraDist = tan(CameraHorzFovDegrees / 2) t := math.Tan(math.Pi * Config.CameraHorzFovDegrees / 360) cameraDist := pb.PaddleAreaWidth / (2 * t) cameraPos := pb.PaddleAreaCenter.Minus( pb.Orientation.Forward.Times(cameraDist)) // Set up the projection matrix. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Viewport(0, 0, gl.Sizei(screenWidth), gl.Sizei(screenHeight)) gl.Frustum( gl.Double(-pb.PaddleAreaWidth/2), gl.Double(pb.PaddleAreaWidth/2), gl.Double(-pb.PaddleAreaHeight/2), gl.Double(pb.PaddleAreaHeight/2), gl.Double(cameraDist), gl.Double(cameraDist+Config.ViewDepth)) // Set up the modelview matrix. gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() transformation := [16]gl.Double{ gl.Double(pb.Orientation.Right.X), gl.Double(pb.Orientation.Up.X), gl.Double(-pb.Orientation.Forward.X), gl.Double(0.0), gl.Double(pb.Orientation.Right.Y), gl.Double(pb.Orientation.Up.Y), gl.Double(-pb.Orientation.Forward.Y), gl.Double(0.0), gl.Double(pb.Orientation.Right.Z), gl.Double(pb.Orientation.Up.Z), gl.Double(-pb.Orientation.Forward.Z), gl.Double(0.0), gl.Double(0.0), gl.Double(0.0), gl.Double(0.0), gl.Double(1.0)} gl.MultMatrixd(&transformation[0]) gl.Translated( gl.Double(-cameraPos.X), gl.Double(-cameraPos.Y), gl.Double(-cameraPos.Z)) }
func getPlayers(console *base.Console) []gin.DeviceId { var ct controllerTracker gin.In().RegisterEventListener(&ct) defer gin.In().UnregisterEventListener(&ct) ticker := time.Tick(time.Millisecond * 17) start := time.Time{} readyDuration := time.Second * 2 for start.IsZero() || time.Now().Sub(start) < readyDuration { <-ticker sys.Think() if ct.Ready() && start.IsZero() { start = time.Now() } if !ct.Ready() { start = time.Time{} } render.Queue(func() { defer console.Draw(0, 0, wdx, wdy) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() base.GetDictionary("crackin").RenderString(fmt.Sprintf("Num players: %d", len(ct.ids)), float64(wdx)/2, 300, 0, 100, gui.Center) base.GetDictionary("crackin").RenderString(fmt.Sprintf("Num ready: %d", ct.NumReady()), float64(wdx)/2, 400, 0, 100, gui.Center) if !start.IsZero() { base.GetDictionary("crackin").RenderString(fmt.Sprintf("Starting in %2.2f", (readyDuration-time.Now().Sub(start)).Seconds()), float64(wdx)/2, 500, 0, 100, gui.Center) } }) render.Queue(func() { sys.SwapBuffers() }) render.Purge() } var devices []gin.DeviceId for id := range ct.ids { devices = append(devices, id) } return devices }
func mainLoop(client sgf.ClientEngine, controllers []gin.DeviceId, console *base.Console) { client.MakeRequest(game.Join{Rebels: make([]*game.RebelPlayer, 2)}) ticker := time.Tick(time.Millisecond * 17) render.Queue(func() { gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) }) for { <-ticker if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 { return } sys.Think() render.Queue(func() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() base.GetDictionary("crackin").RenderString("Waiting on some nubs", float64(wdx)/2, 300, 0, 100, gui.Center) }) client.RLock() g := client.Game().(*game.Game) mode := g.Mode client.RUnlock() if mode == game.ModeWaiting { } else if mode == game.ModeProgram { programLoop(client, controllers, console) } else if mode == game.ModeRun { } render.Queue(func() { sys.SwapBuffers() }) render.Purge() } }
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() }
func Enable2d(x1, y1, w, h gl.Double) { // Save a copy of the proj matrix so we can restore it // when we want to do more 3d rendering gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // Set up orthographic projection gl.Ortho(x1, x1+w, y1, y1+h, 0.0, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() // Make sure depth testing and lighting are disabled for 2d redering // until we are fninished rendering in 2d gl.PushAttrib(gl.DEPTH_BUFFER_BIT | gl.LIGHTING_BIT) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) }
func (w *Window) resized(width, height int) { wid, hei := float64(width), float64(height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(wid), 0, gl.Double(hei), -1, 1) w.Self.Resize(wid, hei) if w.centralView != nil { w.centralView.Resize(wid, hei) } }
func glInit(width, height int) { gl.Init() gl.Enable(gl.TEXTURE_2D) gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1) gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), gl.Double(height), 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.EnableClientState(gl.VERTEX_ARRAY) gl.EnableClientState(gl.COLOR_ARRAY) gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) gl.VertexPointer(2, gl.FLOAT, 0, gl.Pointer(&vs[0])) gl.ColorPointer(3, gl.UNSIGNED_BYTE, 0, gl.Pointer(&cs[0])) gl.TexCoordPointer(2, gl.FLOAT, 0, gl.Pointer(&ts[0])) }
func (o *OpenGl) initScene() (err error) { gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) ambient := []gl.Float{0.5, 0.5, 0.5, 1} diffuse := []gl.Float{1, 1, 1, 1} position := []gl.Float{-5, 5, 10, 0} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &position[0]) gl.Viewport(0, 0, gl.Sizei(o.width), gl.Sizei(o.height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() return nil }
func renderPts() { gl.MatrixMode(gl.MODELVIEW) for i := minPt; i <= maxPt; i++ { if Pts[i].is == false { continue } pt := &Pts[i] gl.PopMatrix() gl.PushMatrix() gl.Translatef(gl.Float(pt.X), gl.Float(pt.Y), -gl.Float(pt.Z)) gl.Scalef(gl.Float(pt.R*2), gl.Float(pt.R*2), gl.Float(pt.R*2)) gl.DrawArrays(gl.QUADS, 0, 24) } }
func initScene() (err error) { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightpos[0]) gl.Enable(gl.LIGHT0) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() texture, err = createTextureFromBytes(gopher_png[:]) return }
func initScene() { gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.1, 0.1, 0.6, 1.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightPos[0]) gl.Enable(gl.LIGHT0) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 1000.0) gl.Rotatef(20, 1, 0, 0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.PushMatrix() return }
func DrawStarTex(t *data.Star) { // Find the center point of the texture to rotate around xav := (t.X1 + t.X2) / 2 yav := (t.Y1 + t.Y2) / 2 //Translate there, rotate, translate back gl.MatrixMode(gl.MODELVIEW) gl.Translatef(xav, yav, 0) gl.Rotatef(gl.Float(t.Theta), 0, 0, 1) gl.Translatef(-xav, -yav, 0) //Bind our texture to be drawn by id gl.Color3f(1, 1, 1) gl.Enable(gl.TEXTURE_2D) gl.BindTexture(gl.TEXTURE_2D, t.TexId) // Draw a rectangle with the texture stretched to the corners gl.Begin(gl.QUADS) // Stretch the texture to its 4 corners. gl.TexCoord2d(0, 0) gl.Vertex2f(t.X1, t.Y1) gl.TexCoord2d(0, 1) gl.Vertex2f(t.X1, t.Y2) gl.TexCoord2d(1, 1) gl.Vertex2f(t.X2, t.Y2) gl.TexCoord2d(1, 0) gl.Vertex2f(t.X2, t.Y1) gl.End() // Unbind the texture in case something else wants to draw gl.Disable(gl.TEXTURE_2D) // Reset the matrix gl.LoadIdentity() }
func initScene() { gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.ALPHA_TEST) gl.Enable(gl.LINE_SMOOTH) gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) gl.LineWidth(1.0) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) //gl.DepthFunc(gl.LEQUAL) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() perspective(110.0, 1.0, 4, 8192) }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -3.0) gl.Rotatef(rotx, 1, 0, 0) gl.Rotatef(roty, 0, 1, 0) rotx += 0.5 roty += 0.5 gl.BindTexture(gl.TEXTURE_2D, texture) gl.Color4f(1, 1, 1, 1) gl.Begin(gl.QUADS) gl.Normal3f(0, 0, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) gl.Normal3f(0, 0, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) gl.Normal3f(0, 1, 0) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.Normal3f(0, -1, 0) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.Normal3f(1, 0, 0) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.Normal3f(-1, 0, 0) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() }
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 } }
// 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) }
func programLoop(client sgf.ClientEngine, controllers []gin.DeviceId, console *base.Console) { ticker := time.Tick(time.Millisecond * 17) var selections cardSelections selections.cols = 7 selections.players = make([]cardSelection, len(controllers)) client.RLock() g := client.Game().(*game.Game) for _, card := range g.Cards { selections.cards = append(selections.cards, card) selections.used = append(selections.used, -1) } client.RUnlock() for { <-ticker if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 { return } for i, device := range controllers { up := gin.In().GetKeyFlat(gin.ControllerHatSwitchUp, device.Type, device.Index).FramePressCount() down := gin.In().GetKeyFlat(gin.ControllerHatSwitchDown, device.Type, device.Index).FramePressCount() left := gin.In().GetKeyFlat(gin.ControllerHatSwitchLeft, device.Type, device.Index).FramePressCount() right := gin.In().GetKeyFlat(gin.ControllerHatSwitchRight, device.Type, device.Index).FramePressCount() selections.HandleMove(i, right-left, down-up) drop := gin.In().GetKeyFlat(gin.ControllerButton0+1, device.Type, device.Index).FramePressCount() > 0 choose := gin.In().GetKeyFlat(gin.ControllerButton0+2, device.Type, device.Index).FramePressCount() > 0 if choose { selections.HandleChoose(i) } if drop { selections.HandleDrop(i) } } sys.Think() render.Queue(func() { defer console.Draw(0, 0, wdx, wdy) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() client.RLock() g := client.Game().(*game.Game) renderBoard(g, 10, 10, 400, 400) client.RUnlock() renderCards(selections.cards, 64, 400, 400, selections.cols, &selections) for i, player := range selections.players { setColorForIndex(i) renderCardReticle(false, 64, player.sx, player.sy, 400, 400) renderCards(player.cards, 64, 400, 300-100*i, selections.cols, nil) } }) render.Queue(func() { sys.SwapBuffers() }) render.Purge() } }