func (rv *RoomViewer) drawFloor() { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() gl.MultMatrixf(&rv.mat[0]) defer gl.PopMatrix() gl.Disable(gl.TEXTURE_2D) gl.Color4f(1, 0, 1, 0.9) if rv.edit_mode == editCells { gl.LineWidth(0.02 * rv.zoom) } else { gl.LineWidth(0.05 * rv.zoom) } gl.Begin(gl.LINES) for i := float32(0); i < float32(rv.room.Size.Dx); i += 1.0 { gl.Vertex2f(i, 0) gl.Vertex2f(i, float32(rv.room.Size.Dy)) } for j := float32(0); j < float32(rv.room.Size.Dy); j += 1.0 { gl.Vertex2f(0, j) gl.Vertex2f(float32(rv.room.Size.Dx), j) } gl.End() if rv.edit_mode == editCells { gl.Disable(gl.TEXTURE_2D) gl.Color4d(1, 0, 0, 1) gl.LineWidth(0.05 * rv.zoom) gl.Begin(gl.LINES) for _, f := range rv.room.Furniture { x, y := f.Pos() dx, dy := f.Dims() gl.Vertex2i(x, y) gl.Vertex2i(x, y+dy) gl.Vertex2i(x, y+dy) gl.Vertex2i(x+dx, y+dy) gl.Vertex2i(x+dx, y+dy) gl.Vertex2i(x+dx, y) gl.Vertex2i(x+dx, y) gl.Vertex2i(x, y) } gl.End() } gl.Disable(gl.STENCIL_TEST) }
func (rv *RoomViewer) Draw(region gui.Region) { region.PushClipPlanes() defer region.PopClipPlanes() if rv.Render_region.X != region.X || rv.Render_region.Y != region.Y || rv.Render_region.Dx != region.Dx || rv.Render_region.Dy != region.Dy { rv.Render_region = region rv.makeMat() } gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() defer gl.PopMatrix() gl.LoadIdentity() gl.MultMatrixf(&rv.mat[0]) // rv.room.render(rv.mat, rv.left_wall_mat, rv.right_wall_mat) rv.room.setupGlStuff() rv.room.far_left.wall_alpha = 255 rv.room.far_right.wall_alpha = 255 rv.room.render(rv.mat, rv.left_wall_mat, rv.right_wall_mat, rv.zoom, 255, nil, nil, nil) return rv.cstack.Push(1, 1, 1, 1) defer rv.cstack.Pop() drawPrep() drawWall(rv.room, rv.mat, rv.left_wall_mat, rv.right_wall_mat, rv.Temp.WallTexture, doorInfo{}, rv.cstack, nil, 1.0) drawFloor(rv.room, rv.mat, rv.Temp.WallTexture, rv.cstack, nil, 1.0, nil) rv.drawFloor() if rv.edit_mode == editCells { rv.cstack.Pop() rv.cstack.Push(1, 1, 1, 0.1) } else { rv.cstack.Push(1, 1, 1, 1) defer rv.cstack.Pop() } drawFurniture(0, 0, rv.mat, rv.zoom, rv.room.Furniture, rv.Temp.Furniture, nil, rv.cstack, nil, 1.0) }
func drawFloor(room *Room, floor mathgl.Mat4, temp *WallTexture, cstack base.ColorStack, los_tex *LosTexture, los_alpha float64, floor_drawer []FloorDrawer) { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() gl.MultMatrixf(&floor[0]) defer gl.PopMatrix() gl.Enable(gl.STENCIL_TEST) defer gl.Disable(gl.STENCIL_TEST) gl.StencilFunc(gl.ALWAYS, 4, 4) gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.Vertex2i(0, 0) gl.Vertex2i(0, room.Size.Dy) gl.Vertex2i(room.Size.Dx, room.Size.Dy) gl.Vertex2i(room.Size.Dx, 0) gl.End() gl.StencilFunc(gl.EQUAL, 4, 15) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) // Draw the floor gl.Enable(gl.TEXTURE_2D) cstack.ApplyWithAlpha(los_alpha) room.Floor.Data().Render(0, 0, float64(room.Size.Dx), float64(room.Size.Dy)) if los_tex != nil { los_tex.Bind() gl.BlendFunc(gl.SRC_ALPHA_SATURATE, gl.SRC_ALPHA) gl.Color4d(0, 0, 0, 1) gl.Begin(gl.QUADS) gl.TexCoord2i(0, 0) gl.Vertex2i(-room.X, -room.Y) gl.TexCoord2i(1, 0) gl.Vertex2i(-room.X, los_tex.Size()-room.Y) gl.TexCoord2i(1, 1) gl.Vertex2i(los_tex.Size()-room.X, los_tex.Size()-room.Y) gl.TexCoord2i(0, 1) gl.Vertex2i(los_tex.Size()-room.X, -room.Y) gl.End() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } cstack.ApplyWithAlpha(los_alpha) { g_texs = g_texs[0:0] if temp != nil { g_texs = append(g_texs, *temp) } for _, tex := range room.WallTextures { g_texs = append(g_texs, *tex) } for i, tex := range g_texs { if tex.X >= float32(room.Size.Dx) { tex.Rot -= 3.1415926535 / 2 } if temp != nil && i == 0 { cstack.Push(1, 0.7, 0.7, 0.7) } cstack.ApplyWithAlpha(los_alpha) tex.Render() if temp != nil && i == 0 { cstack.Pop() } } } gl.PushMatrix() gl.Translated(-float64(room.X), -float64(room.Y), 0) for _, fd := range floor_drawer { fd.RenderOnFloor() } gl.PopMatrix() // Re-enable textures because floor_drawer.RenderOnFloor() might have // disabled them gl.Enable(gl.TEXTURE_2D) gl.StencilFunc(gl.ALWAYS, 5, 5) gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) gl.Disable(gl.TEXTURE_2D) gl.Color4d(0, 0, 0, 0) gl.Begin(gl.QUADS) gl.Vertex2i(0, 0) gl.Vertex2i(0, room.Size.Dy) gl.Vertex2i(room.Size.Dx, room.Size.Dy) gl.Vertex2i(room.Size.Dx, 0) gl.End() }
// room: the wall to draw // wall: the texture to render on the wall // temp: an additional texture to render along with the other detail textures // specified in room // left,right: the xy planes of the left and right walls func drawWall(room *Room, floor, left, right mathgl.Mat4, temp_tex *WallTexture, temp_door doorInfo, cstack base.ColorStack, los_tex *LosTexture, los_alpha float64) { gl.Enable(gl.STENCIL_TEST) defer gl.Disable(gl.STENCIL_TEST) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() defer gl.PopMatrix() var dz int if room.Wall.Data().Dx() > 0 { dz = room.Wall.Data().Dy() * (room.Size.Dx + room.Size.Dy) / room.Wall.Data().Dx() } corner := float32(room.Size.Dx) / float32(room.Size.Dx+room.Size.Dy) gl.LoadIdentity() gl.MultMatrixf(&floor[0]) g_texs = g_texs[0:0] if temp_tex != nil { g_texs = append(g_texs, *temp_tex) } for _, tex := range room.WallTextures { g_texs = append(g_texs, *tex) } do_right_wall := func() { gl.Begin(gl.QUADS) gl.TexCoord2f(1, 0) gl.Vertex3i(room.Size.Dx, 0, 0) gl.TexCoord2f(1, -1) gl.Vertex3i(room.Size.Dx, 0, -dz) gl.TexCoord2f(corner, -1) gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz) gl.TexCoord2f(corner, 0) gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0) gl.End() } g_doors = g_doors[0:0] for _, door := range room.Doors { g_doors = append(g_doors, door) } if temp_door.Door != nil { g_doors = append(g_doors, temp_door.Door) } alpha := 0.2 do_right_doors := func(opened bool) { for _, door := range g_doors { if door.Facing != FarRight { continue } if door.IsOpened() != opened { continue } door.TextureData().Bind() if door == temp_door.Door { if temp_door.Valid { cstack.Push(0, 0, 1, alpha) } else { cstack.Push(1, 0, 0, alpha) } } cstack.ApplyWithAlpha(alpha * los_alpha) gl.Begin(gl.QUADS) height := float64(door.Width*door.TextureData().Dy()) / float64(door.TextureData().Dx()) gl.TexCoord2f(1, 0) gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos), 0) gl.TexCoord2f(1, -1) gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos), -height) gl.TexCoord2f(0, -1) gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos+door.Width), -height) gl.TexCoord2f(0, 0) gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos+door.Width), 0) gl.End() if door == temp_door.Door { cstack.Pop() } } } // Right wall gl.StencilFunc(gl.NOTEQUAL, 8, 7) gl.StencilOp(gl.DECR_WRAP, gl.REPLACE, gl.REPLACE) gl.Color4d(0, 0, 0, 0) do_right_wall() gl.Enable(gl.TEXTURE_2D) cstack.ApplyWithAlpha(alpha * los_alpha) gl.StencilFunc(gl.EQUAL, 8, 15) gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO) do_right_doors(true) cstack.ApplyWithAlpha(1.0 * los_alpha) gl.StencilFunc(gl.EQUAL, 15, 15) gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO) do_right_doors(true) for _, alpha := range []float64{alpha, 1.0} { cstack.ApplyWithAlpha(alpha * los_alpha) if alpha == 1.0 { gl.StencilFunc(gl.EQUAL, 15, 15) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) } else { gl.StencilFunc(gl.EQUAL, 8, 15) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) } room.Wall.Data().Bind() do_right_wall() gl.PushMatrix() gl.LoadIdentity() gl.MultMatrixf(&right[0]) for i, tex := range g_texs { dx, dy := float32(room.Size.Dx), float32(room.Size.Dy) if tex.Y > dy { tex.X, tex.Y = dx+tex.Y-dy, dy+dx-tex.X } if tex.X > dx { tex.Rot -= 3.1415926535 / 2 } tex.X -= dx if temp_tex != nil && i == 0 { cstack.Push(1, 0.7, 0.7, 0.7) } cstack.ApplyWithAlpha(alpha * los_alpha) tex.Render() if temp_tex != nil && i == 0 { cstack.Pop() } } gl.PopMatrix() } cstack.ApplyWithAlpha(alpha * los_alpha) gl.StencilFunc(gl.EQUAL, 8, 15) do_right_doors(false) cstack.ApplyWithAlpha(1.0 * los_alpha) gl.StencilFunc(gl.EQUAL, 15, 15) do_right_doors(false) // Go back over the area we just drew on and replace it with all b0001 gl.StencilFunc(gl.ALWAYS, 1, 1) gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) gl.Color4d(0, 0, 0, 0) do_right_wall() // Now that the entire wall has been draw we can cast shadows on it if we've // got a los texture if los_tex != nil { los_tex.Bind() gl.BlendFunc(gl.SRC_ALPHA_SATURATE, gl.SRC_ALPHA) gl.Color4d(0, 0, 0, 1) tx := (float64(room.X+room.Size.Dx) - 0.5) / float64(los_tex.Size()) ty := (float64(room.Y) + 0.5) / float64(los_tex.Size()) ty2 := (float64(room.Y+room.Size.Dy) - 0.5) / float64(los_tex.Size()) gl.Begin(gl.QUADS) gl.TexCoord2d(ty, tx) gl.Vertex3i(room.Size.Dx, 0, 0) gl.TexCoord2d(ty, tx) gl.Vertex3i(room.Size.Dx, 0, -dz) gl.TexCoord2d(ty2, tx) gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz) gl.TexCoord2d(ty2, tx) gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0) gl.End() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } do_left_wall := func() { gl.Begin(gl.QUADS) gl.TexCoord2f(corner, 0) gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0) gl.TexCoord2f(corner, -1) gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz) gl.TexCoord2f(0, -1) gl.Vertex3i(0, room.Size.Dy, -dz) gl.TexCoord2f(0, 0) gl.Vertex3i(0, room.Size.Dy, 0) gl.End() } do_left_doors := func(opened bool) { for _, door := range g_doors { if door.Facing != FarLeft { continue } if door.IsOpened() != opened { continue } door.TextureData().Bind() if door == temp_door.Door { if temp_door.Valid { cstack.Push(0, 0, 1, alpha) } else { cstack.Push(1, 0, 0, alpha) } } cstack.ApplyWithAlpha(alpha * los_alpha) gl.Begin(gl.QUADS) height := float64(door.Width*door.TextureData().Dy()) / float64(door.TextureData().Dx()) gl.TexCoord2f(0, 0) gl.Vertex3d(float64(door.Pos), float64(room.Size.Dy), 0) gl.TexCoord2f(0, -1) gl.Vertex3d(float64(door.Pos), float64(room.Size.Dy), -height) gl.TexCoord2f(1, -1) gl.Vertex3d(float64(door.Pos+door.Width), float64(room.Size.Dy), -height) gl.TexCoord2f(1, 0) gl.Vertex3d(float64(door.Pos+door.Width), float64(room.Size.Dy), 0) gl.End() if door == temp_door.Door { cstack.Pop() } } } gl.StencilFunc(gl.NOTEQUAL, 8, 7) gl.StencilOp(gl.DECR_WRAP, gl.REPLACE, gl.REPLACE) gl.Color4d(0, 0, 0, 0) do_left_wall() gl.Enable(gl.TEXTURE_2D) cstack.ApplyWithAlpha(alpha * los_alpha) gl.StencilFunc(gl.EQUAL, 8, 15) gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO) do_left_doors(true) cstack.ApplyWithAlpha(1.0 * los_alpha) gl.StencilFunc(gl.EQUAL, 15, 15) gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO) do_left_doors(true) for _, alpha := range []float64{alpha, 1.0} { if alpha == 1.0 { gl.StencilFunc(gl.EQUAL, 15, 15) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) } else { gl.StencilFunc(gl.EQUAL, 8, 15) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) } room.Wall.Data().Bind() cstack.ApplyWithAlpha(alpha * los_alpha) do_left_wall() gl.PushMatrix() gl.LoadIdentity() gl.MultMatrixf(&left[0]) for i, tex := range g_texs { dx, dy := float32(room.Size.Dx), float32(room.Size.Dy) if tex.X > dx { tex.X, tex.Y = dx+dy-tex.Y, dy+tex.X-dx } tex.Y -= dy if temp_tex != nil && i == 0 { cstack.Push(1, 0.7, 0.7, 0.7) } cstack.ApplyWithAlpha(alpha * los_alpha) tex.Render() if temp_tex != nil && i == 0 { cstack.Pop() } } gl.PopMatrix() } cstack.ApplyWithAlpha(alpha * los_alpha) gl.StencilFunc(gl.EQUAL, 8, 15) do_left_doors(false) cstack.ApplyWithAlpha(1.0 * los_alpha) gl.StencilFunc(gl.EQUAL, 15, 15) do_left_doors(false) // Go back over the area we just drew on and replace it with all b0010 gl.StencilFunc(gl.ALWAYS, 2, 2) gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) gl.Color4d(0, 0, 0, 0) do_left_wall() // Now that the entire wall has been draw we can cast shadows on it if we've // got a los texture if los_tex != nil { los_tex.Bind() gl.BlendFunc(gl.SRC_ALPHA_SATURATE, gl.SRC_ALPHA) gl.Color4d(0, 0, 0, 1) ty := (float64(room.Y+room.Size.Dy) - 0.5) / float64(los_tex.Size()) tx := (float64(room.X) + 0.5) / float64(los_tex.Size()) tx2 := (float64(room.X+room.Size.Dx) - 0.5) / float64(los_tex.Size()) gl.Begin(gl.QUADS) gl.TexCoord2d(ty, tx) gl.Vertex3i(0, room.Size.Dy, 0) gl.TexCoord2d(ty, tx) gl.Vertex3i(0, room.Size.Dy, -dz) gl.TexCoord2d(ty, tx2) gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz) gl.TexCoord2d(ty, tx2) gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0) gl.End() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } }