Example #1
0
// 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)
}
Example #2
0
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()
		}
	}
}
Example #3
0
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{})
}
Example #4
0
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()
}
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
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)
}
Example #7
0
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)
	}
}
Example #8
0
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
}
Example #9
0
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()
	}
}
Example #10
0
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)
}
Example #11
0
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()
}
Example #12
0
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()
		}
	}
}
Example #13
0
// 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)
}
Example #14
0
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))
}
Example #15
0
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
}
Example #16
0
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()
	}
}
Example #17
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 #18
0
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)
}
Example #19
0
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)
	}
}
Example #20
0
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]))
}
Example #21
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
}
Example #22
0
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)
	}
}
Example #23
0
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
}
Example #24
0
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
}
Example #25
0
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()

}
Example #26
0
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)
}
Example #27
0
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()
}
Example #28
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
	}
}
Example #29
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 #30
0
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()
	}
}