Example #1
0
//Draws all the sprites in the supplied slice
func (sheet SpriteSheet) Draw(sprites []*Sprite) {
	gl.Enable(gl.TEXTURE_2D)
	sheet.texture.Bind(gl.TEXTURE_2D)

	for _, sprite := range sprites {
		gl.Begin(gl.TRIANGLE_STRIP)
		{
			gl.TexCoord2f(sprite.left, sprite.bottom)
			gl.Vertex2f(sprite.X, sprite.Y)

			gl.TexCoord2f(sprite.left, sprite.top)
			gl.Vertex2f(sprite.X, sprite.Y+sprite.H)

			gl.TexCoord2f(sprite.right, sprite.bottom)
			gl.Vertex2f(sprite.X+sprite.W, sprite.Y)

			gl.TexCoord2f(sprite.right, sprite.top)
			gl.Vertex2f(sprite.X+sprite.W, sprite.Y+sprite.H)
		}
		gl.End()
	}

	sheet.texture.Unbind(gl.TEXTURE_2D)
	gl.Disable(gl.TEXTURE_2D)
}
Example #2
0
func drawPaddle(x float32, y float32) {
	gl.PushMatrix()
	gl.Translatef(float32(x), float32(y), 0)
	gl.Color3f(1.0, 1.0, 1.0)
	gl.Begin(gl.LINE_STRIP)
	gl.Vertex2f(0, -5)
	gl.Vertex2f(0, 5)
	gl.End()
	gl.PopMatrix()
}
Example #3
0
func drawQuad(srcwidth, destwidth, srcheight, destheight float32) {
	gl.Begin(gl.QUADS)
	gl.TexCoord2i(0, 0)
	gl.Vertex2f(-1, -1)
	gl.TexCoord2i(int(srcwidth), 0)
	gl.Vertex2f(-1+destwidth, -1)
	gl.TexCoord2i(int(srcwidth), int(srcheight))
	gl.Vertex2f(-1+destwidth, -1+destheight)
	gl.TexCoord2i(0, int(srcheight))
	gl.Vertex2f(-1, -1+destheight)
	gl.End()
}
Example #4
0
func drawBall(angle float32, ball_x float32, ball_y float32) {
	gl.PushMatrix()
	gl.Color3f(1, 1, 1)
	gl.Translatef(ball_x, ball_y, 0.0)
	gl.Begin(gl.LINE_LOOP)
	for rad := 0.0; rad < 1.0; rad += 0.01 {
		gl.Vertex2f(
			float32(2.0*math.Cos(2.0*math.Pi*rad)),
			float32(2.0*math.Sin(2.0*math.Pi*rad)+0.2))
	}
	gl.End()
	gl.Rotatef(angle, 0.0, 0.0, 1.0)

	gl.Begin(gl.LINE_STRIP)
	gl.Vertex2f(0, 0)
	gl.Vertex2f(2, 0)
	gl.End()

	gl.PopMatrix()
}
Example #5
0
func display() {
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.Begin(gl.TRIANGLES)
	l := t.units
	for e := l.Front(); e != nil; e = e.Next() {
		b := e.Value.(*Entity)
		//r := b.rot_matrix
		p := b.pos
		gl.Color3f(0.0, 0.0, 1.0) /* blue */
		gl.Vertex2f(p[0], p[1])
		gl.Color3f(0.0, 1.0, 0.0) /* green */
		gl.Vertex2f(20+p[0], 20+p[1])
		gl.Color3f(1.0, 0.0, 0.0) /* red */
		gl.Vertex2f(p[0], 20+p[1])
	}
	gl.End()
	gl.Flush() /* Single buffered, so needs a flush. */

	glut.SwapBuffers()
}
Example #6
0
func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	// Create our texture atlas.
	atlas := glh.NewTextureAtlas(AtlasSize, AtlasSize, 4)
	defer atlas.Release()

	// Fill the altas with image data.
	fillAtlas(atlas)

	// Display the atlas texture on a quad, so we can see
	// what it looks like.
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// Bind the atlas texture and render a quad with it.
		atlas.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(0, 0)
		gl.Vertex2f(0, 0)
		gl.TexCoord2f(1, 0)
		gl.Vertex2f(AtlasSize, 0)
		gl.TexCoord2f(1, 1)
		gl.Vertex2f(AtlasSize, AtlasSize)
		gl.TexCoord2f(0, 1)
		gl.Vertex2f(0, AtlasSize)
		gl.End()
		atlas.Unbind(gl.TEXTURE_2D)

		glfw.SwapBuffers()
	}
}
Example #7
0
// vertex draws vertices.
// Used in classic render mode.
func (a *Attr) vertex(i int) {
	i *= a.size

	switch a.size {
	case 2:
		switch v := a.data.(type) {
		case []int16:
			gl.Vertex2s(v[i], v[i+1])
		case []int32:
			gl.Vertex2i(int(v[i]), int(v[i+1]))
		case []float32:
			gl.Vertex2f(v[i], v[i+1])
		case []float64:
			gl.Vertex2d(v[i], v[i+1])
		}
	case 3:
		switch v := a.data.(type) {
		case []int16:
			gl.Vertex3s(v[i], v[i+1], v[i+2])
		case []int32:
			gl.Vertex3i(int(v[i]), int(v[i+1]), int(v[i+2]))
		case []float32:
			gl.Vertex3f(v[i], v[i+1], v[i+2])
		case []float64:
			gl.Vertex3d(v[i], v[i+1], v[i+2])
		}
	case 4:
		switch v := a.data.(type) {
		case []int16:
			gl.Vertex4s(v[i], v[i+1], v[i+2], v[i+3])
		case []int32:
			gl.Vertex4i(int(v[i]), int(v[i+1]), int(v[i+2]), int(v[i+3]))
		case []float32:
			gl.Vertex4f(v[i], v[i+1], v[i+2], v[i+3])
		case []float64:
			gl.Vertex4d(v[i], v[i+1], v[i+2], v[i+3])
		}
	}
}
Example #8
0
func (r *RenderTarget) Render(verts []Vertex, primType PrimitiveType, states RenderStates) {
	// Nothing to draw?
	if len(verts) == 0 {
		return
	}

	// First set the persistent OpenGL states if it's the very first call
	if !r.glStatesSet {
		r.resetGlStates()
	}

	// Check if the vertex count is low enough so that we can pre-transform them
	// TODO: Fix vertex cache
	useVertexCache := /*len(verts) <= vertexCacheSize*/ false
	if useVertexCache {
		// Pre-transform the vertices and store them into the vertex cache
		for i := 0; i < len(verts); i++ {
			r.vertexCache[i].Pos = states.Transform.TransformPoint(verts[i].Pos)
			r.vertexCache[i].Color = verts[i].Color
			r.vertexCache[i].TexCoords = verts[i].TexCoords
		}

		// Since vertices are transformed, we must use an identity transform to render them
		if !r.useVertexCache {
			r.applyTransform(IdentityTransform())
		}
	} else {
		r.applyTransform(states.Transform)
	}

	// Apply the view
	if r.viewChanged {
		r.applyCurrentView()
	}

	// Apply the blend mode
	if states.BlendMode != r.lastBlendMode {
		//r.applyBlendMode(states.BlendMode)
	}

	// Apply the texture
	var textureId uint64
	if states.Texture != nil {
		textureId = states.Texture.cacheId
	}
	if textureId != r.lastTextureId {
		r.applyTexture(states.Texture)
	}

	// Apply the shader
	// TODO
	/*if states.shader {
		applyShader(states.shader);
	}*/

	// If we pre-transform the vertices, we must use our internal vertex cache
	if useVertexCache {
		// ... and if we already used it previously, we don't need to set the pointers again
		if !r.useVertexCache {
			verts = r.vertexCache[:]
		} else {
			verts = nil
		}
	}

	// #########################################

	if len(verts) > 0 {
		// Find the OpenGL primitive type
		modes := [...]gl.GLenum{gl.POINTS, gl.LINES, gl.LINE_STRIP, gl.TRIANGLES,
			gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.QUADS}
		mode := modes[primType]

		gl.Begin(mode)

		for i, _ := range verts {
			gl.TexCoord2f(verts[i].TexCoords.X, verts[i].TexCoords.Y)
			gl.Color4f(verts[i].Color.R/255, verts[i].Color.G/255,
				verts[i].Color.B/255, verts[i].Color.A/255)
			gl.Vertex2f(verts[i].Pos.X, verts[i].Pos.Y)
		}

		gl.End()
	}

	// #########################################

	// Setup the pointers to the vertices' components
	/*if len(verts) > 0 {
		vData := make([]Vector2, len(verts))
		//cData := make([]byte, len(verts))
		tData := make([]Vector2, len(verts))

		for i, _ := range verts {
			vData[i] = verts[i].Pos
			//cData[i] = verts[i].Color
			tData[i] = verts[i].TexCoords
		}

		//const char* data = reinterpret_cast<const char*>(vertices);
		gl.VertexPointer(2, gl.FLOAT, 0, vData)
		//gl.ColorPointer(4, gl.UNSIGNED_BYTE, unsafe.Sizeof(Vertex), cData))
		gl.TexCoordPointer(2, gl.FLOAT, 0, tData)
	}

	// Find the OpenGL primitive type
	modes := [...]gl.GLenum{gl.POINTS, gl.LINES, gl.LINE_STRIP, gl.TRIANGLES,
		gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.QUADS}
	mode := modes[primType]

	// Draw the primitives
	gl.DrawArrays(mode, 0, len(verts))*/

	// Unbind the shader, if any
	// TODO
	/*if (states.shader) {
		r.applyShader(nil)
	}*/

	// Update the cache
	r.useVertexCache = useVertexCache
}
Example #9
0
// loadFont loads the given font data. This does not deal with font scaling.
// Scaling should be handled by the independent Bitmap/Truetype loaders.
// We therefore expect the supplied image and charset to already be adjusted
// to the correct font scale.
//
// The image should hold a sprite sheet, defining the graphical layout for
// every glyph. The config describes font metadata.
func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) {
	f = new(Font)
	f.config = config

	// Resize image to next power-of-two.
	img = glh.Pow2Image(img).(*image.RGBA)
	ib := img.Bounds()

	// Create the texture itself. It will contain all glyphs.
	// Individual glyph-quads display a subset of this texture.
	f.texture = gl.GenTexture()
	f.texture.Bind(gl.TEXTURE_2D)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0,
		gl.RGBA, gl.UNSIGNED_BYTE, img.Pix)

	// Create display lists for each glyph.
	f.listbase = gl.GenLists(len(config.Glyphs))

	texWidth := float32(ib.Dx())
	texHeight := float32(ib.Dy())

	for index, glyph := range config.Glyphs {
		// Update max glyph bounds.
		if glyph.Width > f.maxGlyphWidth {
			f.maxGlyphWidth = glyph.Width
		}

		if glyph.Height > f.maxGlyphHeight {
			f.maxGlyphHeight = glyph.Height
		}

		// Quad width/height
		vw := float32(glyph.Width)
		vh := float32(glyph.Height)

		// Texture coordinate offsets.
		tx1 := float32(glyph.X) / texWidth
		ty1 := float32(glyph.Y) / texHeight
		tx2 := (float32(glyph.X) + vw) / texWidth
		ty2 := (float32(glyph.Y) + vh) / texHeight

		// Advance width (or height if we render top-to-bottom)
		adv := float32(glyph.Advance)

		gl.NewList(f.listbase+uint(index), gl.COMPILE)
		{
			gl.Begin(gl.QUADS)
			{
				gl.TexCoord2f(tx1, ty2)
				gl.Vertex2f(0, 0)
				gl.TexCoord2f(tx2, ty2)
				gl.Vertex2f(vw, 0)
				gl.TexCoord2f(tx2, ty1)
				gl.Vertex2f(vw, vh)
				gl.TexCoord2f(tx1, ty1)
				gl.Vertex2f(0, vh)
			}
			gl.End()

			switch config.Dir {
			case LeftToRight:
				gl.Translatef(adv, 0, 0)
			case RightToLeft:
				gl.Translatef(-adv, 0, 0)
			case TopToBottom:
				gl.Translatef(0, -adv, 0)
			}
		}
		gl.EndList()
	}

	err = glh.CheckGLError()
	return
}
Example #10
0
func (r *RenderTarget) Render(verts []Vertex, primType PrimitiveType, states RenderStates) {
	// Nothing to draw?
	if len(verts) == 0 {
		return
	}

	// First set the persistent OpenGL states if it's the very first call
	if !r.glStatesSet {
		r.resetGlStates()
	}

	// Check if the vertex count is low enough so that we can pre-transform them
	useVertexCache := len(verts) <= vertexCacheSize
	if useVertexCache {
		// Pre-transform the vertices and store them into the vertex cache
		for i := 0; i < len(verts); i++ {
			r.vpCache[i] = states.Transform.TransformPoint(verts[i].Pos)
			r.vcCache[i] = verts[i].Color
			r.vtCache[i] = verts[i].TexCoords
		}

		// Since vertices are transformed, we must use an identity transform to render them
		if !r.useVertexCache {
			r.applyTransform(IdentityTransform())
		}
	} else {
		r.applyTransform(states.Transform)
	}

	// Apply the view
	if r.viewChanged {
		r.applyCurrentView()
	}

	// Apply the blend mode
	if states.BlendMode != r.lastBlendMode {
		r.applyBlendMode(states.BlendMode)
	}

	// Apply the texture
	var textureId uint64
	if states.Texture != nil {
		textureId = states.Texture.cacheId
	}
	if textureId != r.lastTextureId {
		r.applyTexture(states.Texture)
	}

	// Apply the shader
	// TODO
	/*if states.shader {
		applyShader(states.shader);
	}*/

	// #########################################

	if !useVertexCache {
		// Find the OpenGL primitive type
		modes := [...]gl.GLenum{gl.POINTS, gl.LINES, gl.LINE_STRIP, gl.TRIANGLES,
			gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.QUADS}
		mode := modes[primType]

		gl.Begin(mode)

		for i, _ := range verts {
			gl.TexCoord2f(verts[i].TexCoords.X, verts[i].TexCoords.Y)
			gl.Color4f(float32(verts[i].Color.R)/255, float32(verts[i].Color.G)/255,
				float32(verts[i].Color.B)/255, float32(verts[i].Color.A)/255)
			gl.Vertex2f(verts[i].Pos.X, verts[i].Pos.Y)
		}

		gl.End()
	}

	// #########################################

	// Setup the pointers to the vertices' components
	// ... and if we already used it previously, we don't need to set the pointers again
	if useVertexCache {
		if !r.useVertexCache {
			gl.VertexPointer(2, gl.FLOAT, 0, r.vpCache[:])
			gl.ColorPointer(4, gl.UNSIGNED_BYTE, 0, r.vcCache[:])
			gl.TexCoordPointer(2, gl.FLOAT, 0, r.vtCache[:])
		}

		// Find the OpenGL primitive type
		modes := [...]gl.GLenum{gl.POINTS, gl.LINES, gl.LINE_STRIP, gl.TRIANGLES,
			gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.QUADS}
		mode := modes[primType]

		// Draw the primitives
		gl.DrawArrays(mode, 0, len(verts))
	}

	// Unbind the shader, if any
	// TODO
	/*if (states.shader) {
		r.applyShader(nil)
	}*/

	// Update the cache
	r.useVertexCache = useVertexCache
}
Example #11
0
func renderBlock_(color ColorDef, w, h, radius, lineWidth float32) {
	setColor(color)
	gl.Begin(gl.QUADS)
	// Render inner square
	gl.Vertex2f(radius, radius)
	gl.Vertex2f(radius, h-radius)
	gl.Vertex2f(w-radius, h-radius)
	gl.Vertex2f(w-radius, radius)
	// Render top square
	gl.Vertex2f(radius, h-radius)
	gl.Vertex2f(radius, h)
	gl.Vertex2f(w-radius, h)
	gl.Vertex2f(w-radius, h-radius)
	// Render bottom square
	gl.Vertex2f(radius, radius)
	gl.Vertex2f(radius, 0)
	gl.Vertex2f(w-radius, 0)
	gl.Vertex2f(w-radius, radius)
	// Render left square
	gl.Vertex2f(w-radius, radius)
	gl.Vertex2f(w, radius)
	gl.Vertex2f(w, h-radius)
	gl.Vertex2f(w-radius, h-radius)
	// Render right square
	gl.Vertex2f(radius, radius)
	gl.Vertex2f(0, radius)
	gl.Vertex2f(0, h-radius)
	gl.Vertex2f(radius, h-radius)
	gl.End()
	// Render bottom right corner
	ww, hh := float64(w-radius), float64(h-radius)
	renderCorner(color, ww, hh, 0, radius, lineWidth)
	// Render bottom left corner
	ww, hh = float64(radius), float64(h-radius)
	renderCorner(color, ww, hh, 1, radius, lineWidth)
	// Render top left corner
	ww, hh = float64(radius), float64(radius)
	renderCorner(color, ww, hh, 2, radius, lineWidth)
	// Render top right corner
	ww, hh = float64(w-radius), float64(radius)
	renderCorner(color, ww, hh, 3, radius, lineWidth)

	if lineWidth != 0 {
		// Render the shape
		gl.LineWidth(lineWidth)
		gl.Color3i(0, 0, 0)
		gl.Begin(gl.LINES)

		gl.Vertex2f(radius, 0)
		gl.Vertex2f(w-radius, 0)

		gl.Vertex2f(0, radius)
		gl.Vertex2f(0, h-radius)

		gl.Vertex2f(w, radius)
		gl.Vertex2f(w, h-radius)

		gl.Vertex2f(radius, h)
		gl.Vertex2f(w-radius, h)

		gl.End()
	}
	gl.PopMatrix()
}