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) }
func createTexture(r io.Reader) (textureId gl.Uint, err error) { img, err := png.Decode(r) if err != nil { return 0, err } rgbaImg, ok := img.(*image.NRGBA) if !ok { return 0, errors.New("texture must be an NRGBA image") } gl.GenTextures(1, &textureId) gl.BindTexture(gl.TEXTURE_2D, textureId) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) // flip image: first pixel is lower left corner imgWidth, imgHeight := img.Bounds().Dx(), img.Bounds().Dy() data := make([]byte, imgWidth*imgHeight*4) lineLen := imgWidth * 4 dest := len(data) - lineLen for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride { copy(data[dest:dest+lineLen], rgbaImg.Pix[src:src+rgbaImg.Stride]) dest -= lineLen } gl.TexImage2D(gl.TEXTURE_2D, 0, 4, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&data[0])) return textureId, nil }
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])) }
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])) }
// NewSprite creates a new Sprite object using the given data, which is // expected to be in RGBA format. If you use PNG image files, you can use the // NewSpriteFromImage shortcut function instead. func NewSprite(x, y, width, height float64, data []byte, clip int) (*Sprite, error) { verticies := []float64{ x, y, x + width, y, x, y + height, x + width, y + height, x + width, y, x, y + height} shape, err := NewShape(gl.TRIANGLES, verticies) if err != nil { return nil, err } sprite := &Sprite{texcoordBuffer: 0, texture: nil, shape: shape} texCoords := []float32{ 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1} gl.GenBuffers(1, &sprite.texcoordBuffer) gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(sprite.texcoordBuffer)) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(texCoords)*4), gl.Pointer(&texCoords[0]), gl.STREAM_DRAW) gl.BindBuffer(gl.ARRAY_BUFFER, 0) sprite.texture = make([]gl.Uint, clip) gl.GenTextures(gl.Sizei(clip), &sprite.texture[0]) clips := make([][]byte, clip) for i := range clips { clips[i] = data[i*(len(data)/len(clips)) : (i+1)*(len(data)/len(clips))] gl.BindTexture(gl.TEXTURE_2D, sprite.texture[len(clips)-1-i]) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(width), gl.Sizei(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&clips[i][0])) } gl.BindTexture(gl.TEXTURE_2D, 0) return sprite, checkForErrors() }
func reuploadTexture(tex *gl.Uint, w, h int, data []byte) { if *tex > 0 { gl.BindTexture(gl.TEXTURE_2D, *tex) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(w), gl.Sizei(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&data[0])) if gl.GetError() != gl.NO_ERROR { gl.DeleteTextures(1, tex) panic("Failed to reupload texture") } return } *tex = uploadTexture_RGBA32(w, h, data) }
func (m *Model) initTexture() { //file, err := os.Open("model/test.png") file, err := os.Open("model/ceil.png") if err != nil { log.Fatal(err) } defer file.Close() img, _, err := image.Decode(file) if err != nil { log.Fatal(err) } rgbaImg, ok := img.(*image.NRGBA) if !ok { //return 0, errors.New("texture must be an NRGBA image") log.Fatal("image is not rgba") } gl.GenTextures(1, &m.texture_id) gl.BindTexture(gl.TEXTURE_2D, m.texture_id) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) // flip image: first pixel is lower left corner img_width, img_height := img.Bounds().Dx(), img.Bounds().Dy() data := make([]byte, img_width*img_height*4) line_len := img_width * 4 dest := len(data) - line_len for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride { copy(data[dest:dest+line_len], rgbaImg.Pix[src:src+rgbaImg.Stride]) dest -= line_len } gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, //4, gl.Sizei(img_width), gl.Sizei(img_height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&data[0])) }
func uploadTexture_RGBA32(w, h int, data []byte) gl.Uint { var id gl.Uint gl.GenTextures(1, &id) gl.BindTexture(gl.TEXTURE_2D, id) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(w), gl.Sizei(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&data[0])) if gl.GetError() != gl.NO_ERROR { gl.DeleteTextures(1, &id) panic("Failed to load a texture") } return id }
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 }
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) }
// 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) }) }
func handleLoadRequest(req loadRequest) { f, _ := os.Open(req.path) im, _, err := image.Decode(f) f.Close() if err != nil { return } gray := true dx := im.Bounds().Dx() dy := im.Bounds().Dy() for i := 0; i < dx; i++ { for j := 0; j < dy; j++ { r, g, b, _ := im.At(i, j).RGBA() if r != g || g != b { gray = false break } } if !gray { break } } var canvas draw.Image var pix []byte if gray { ga := NewGrayAlpha(im.Bounds()) pix = ga.Pix canvas = ga } else { pix = memory.GetBlock(4 * req.data.dx * req.data.dy) canvas = &image.RGBA{pix, 4 * req.data.dx, im.Bounds()} } draw.Draw(canvas, im.Bounds(), im, image.Point{}, draw.Src) load_mutex.Lock() load_count += len(pix) manual_unlock := false // This prevents us from trying to send too much to opengl in a single // frame. If we go over the threshold then we hold the lock until we're // done sending data to opengl, then other requests will be free to // queue up and they will run on the next frame. if load_count < load_threshold { load_mutex.Unlock() } else { manual_unlock = true } render.Queue(func() { { gl.Enable(gl.TEXTURE_2D) gl.GenTextures(1, (*gl.Uint)(&req.data.texture)) gl.BindTexture(gl.TEXTURE_2D, req.data.texture) gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1) 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) } if gray { gl.TexImage2D( gl.TEXTURE_2D, 0, gl.LUMINANCE_ALPHA, gl.Sizei(req.data.dx), gl.Sizei(req.data.dy), 0, gl.LUMINANCE_ALPHA, gl.BYTE, gl.Pointer(&pix[0])) } else { gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(req.data.dx), gl.Sizei(req.data.dy), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&pix[0])) // gl.TexImage2D(target, level, internalformat, width, height, border, format, type_, pixels) // glu.Build2DMipmaps(gl.TEXTURE_2D, gl.RGBA, req.data.dx, req.data.dy, gl.RGBA, pix) } memory.FreeBlock(pix) if manual_unlock { load_count = 0 load_mutex.Unlock() } }) }
func (w *glfwBackend) Open(width, height, zoom int, fs bool, font *FontData) { if err := glfw.Init(); err != nil { panic(err) } w.font = font w.zoom = zoom w.width = width w.height = height var fwidth = width * font.CellWidth * zoom var fheight = height * font.CellHeight * zoom var twidth = fwidth var theight = fheight flag := glfw.Windowed if fs { flag = glfw.Fullscreen dm := glfw.DesktopMode() twidth = dm.W theight = dm.H } glfw.OpenWindowHint(glfw.WindowNoResize, gl.TRUE) err := glfw.OpenWindow(twidth, theight, 8, 8, 8, 8, 0, 0, flag) if err != nil { panic(err) } w.key = NOKEY glfw.SetWindowCloseCallback(func() int { w.Close(); return 0 }) glfw.SetKeyCallback(func(key, state int) { w.setKey(key, state) }) glfw.SetCharCallback(func(key, state int) { w.setKey(key, state) }) glfw.Enable(glfw.KeyRepeat) w.mouse = new(MouseData) glfw.Enable(glfw.MouseCursor) glfw.SetMousePosCallback(func(x, y int) { w.mouseMove(x, y) }) glfw.SetMouseButtonCallback(func(but, state int) { w.mousePress(but, state) }) glfw.Enable(glfw.MouseCursor) xoff := float32(twidth-fwidth) / 2.0 yoff := float32(theight-fheight) / 2.0 fc := float32(font.CellWidth * zoom) fch := float32(font.CellHeight * zoom) for y := 0; y < height; y++ { for x := 0; x < width; x++ { cx := xoff + float32(x)*fc cy := yoff + float32(y)*fch w.verts = append(w.verts, cx, cy, cx, cy+fch, cx+fc, cy+fch, cx+fc, cy) } } runtime.LockOSThread() glInit(twidth, theight) m := font.Image.(*image.RGBA) w.s = float32(font.CellWidth) / float32(m.Bounds().Max.X) w.t = float32(font.CellHeight) / float32(m.Bounds().Max.Y) textures = make([]gl.Uint, 2) gl.GenTextures(2, &textures[0]) gl.BindTexture(gl.TEXTURE_2D, textures[0]) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(m.Bounds().Max.X), gl.Sizei(m.Bounds().Max.Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&m.Pix[0])) m = image.NewRGBA(image.Rect(0, 0, font.CellWidth, font.CellHeight)) draw.Draw(m, m.Bounds(), &image.Uniform{White}, image.ZP, draw.Src) gl.BindTexture(gl.TEXTURE_2D, textures[1]) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(m.Bounds().Max.X), gl.Sizei(m.Bounds().Max.Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&m.Pix[0])) w.open = true }
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) }