func setupTextureList() { textureListSync.Do(func() { render.Queue(func() { textureList = gl.GenLists(1) gl.NewList(textureList, gl.COMPILE) gl.Begin(gl.QUADS) gl.TexCoord2d(0, 0) gl.Vertex2i(0, 0) gl.TexCoord2d(0, -1) gl.Vertex2i(0, 1) gl.TexCoord2d(1, -1) gl.Vertex2i(1, 1) gl.TexCoord2d(1, 0) gl.Vertex2i(1, 0) gl.End() gl.EndList() }) }) }
// 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) } }
func (m *MainBar) Draw(region gui.Region) { m.region = region gl.Enable(gl.TEXTURE_2D) m.layout.Background.Data().Bind() gl.Color4d(1, 1, 1, 1) gl.Begin(gl.QUADS) gl.TexCoord2d(0, 0) gl.Vertex2i(region.X, region.Y) gl.TexCoord2d(0, -1) gl.Vertex2i(region.X, region.Y+region.Dy) gl.TexCoord2d(1, -1) gl.Vertex2i(region.X+region.Dx, region.Y+region.Dy) gl.TexCoord2d(1, 0) gl.Vertex2i(region.X+region.Dx, region.Y) gl.End() buttons := m.no_actions_buttons if m.ent != nil && len(m.ent.Actions) > m.layout.Actions.Count { buttons = m.all_buttons } for _, button := range buttons { button.RenderAt(region.X, region.Y) } ent := m.game.HoveredEnt() if ent == nil { ent = m.ent } if ent != nil && ent.Stats != nil { gl.Color4d(1, 1, 1, 1) ent.Still.Data().Bind() tdx := ent.Still.Data().Dx() tdy := ent.Still.Data().Dy() cx := region.X + m.layout.CenterStillFrame.X cy := region.Y + m.layout.CenterStillFrame.Y gl.Begin(gl.QUADS) gl.TexCoord2d(0, 0) gl.Vertex2i(cx-tdx/2, cy-tdy/2) gl.TexCoord2d(0, -1) gl.Vertex2i(cx-tdx/2, cy+tdy/2) gl.TexCoord2d(1, -1) gl.Vertex2i(cx+tdx/2, cy+tdy/2) gl.TexCoord2d(1, 0) gl.Vertex2i(cx+tdx/2, cy-tdy/2) gl.End() m.layout.Name.RenderString(ent.Name) m.layout.Ap.RenderString(fmt.Sprintf("Ap:%d", ent.Stats.ApCur())) m.layout.Hp.RenderString(fmt.Sprintf("Hp:%d", ent.Stats.HpCur())) m.layout.Corpus.RenderString(fmt.Sprintf("Corpus:%d", ent.Stats.Corpus())) m.layout.Ego.RenderString(fmt.Sprintf("Ego:%d", ent.Stats.Ego())) gl.Color4d(1, 1, 1, 1) m.layout.Divider.Data().Bind() tdx = m.layout.Divider.Data().Dx() tdy = m.layout.Divider.Data().Dy() cx = region.X + m.layout.Name.X cy = region.Y + m.layout.Name.Y - 5 gl.Begin(gl.QUADS) gl.TexCoord2d(0, 0) gl.Vertex2i(cx-tdx/2, cy-tdy/2) gl.TexCoord2d(0, -1) gl.Vertex2i(cx-tdx/2, cy+(tdy+1)/2) gl.TexCoord2d(1, -1) gl.Vertex2i(cx+(tdx+1)/2, cy+(tdy+1)/2) gl.TexCoord2d(1, 0) gl.Vertex2i(cx+(tdx+1)/2, cy-tdy/2) gl.End() } if m.ent != nil && m.ent.Stats != nil { // Actions { spacing := m.layout.Actions.Icon_size * float64(m.layout.Actions.Count) spacing = m.layout.Actions.Width - spacing spacing /= float64(m.layout.Actions.Count - 1) m.state.Actions.space = spacing s := m.layout.Actions.Icon_size num_actions := len(m.ent.Actions) xpos := m.layout.Actions.X if num_actions > m.layout.Actions.Count { xpos -= m.state.Actions.scroll_pos * (s + spacing) } d := base.GetDictionary(10) var r gui.Region r.X = int(m.layout.Actions.X) r.Y = int(m.layout.Actions.Y - d.MaxHeight()) r.Dx = int(m.layout.Actions.Width) r.Dy = int(m.layout.Actions.Icon_size + d.MaxHeight()) r.PushClipPlanes() gl.Color4d(1, 1, 1, 1) for i, action := range m.ent.Actions { // Highlight the selected action if action == m.game.current_action { gl.Disable(gl.TEXTURE_2D) gl.Color4d(1, 0, 0, 1) gl.Begin(gl.QUADS) gl.Vertex3d(xpos-2, m.layout.Actions.Y-2, 0) gl.Vertex3d(xpos-2, m.layout.Actions.Y+s+2, 0) gl.Vertex3d(xpos+s+2, m.layout.Actions.Y+s+2, 0) gl.Vertex3d(xpos+s+2, m.layout.Actions.Y-2, 0) gl.End() } gl.Enable(gl.TEXTURE_2D) action.Icon().Data().Bind() if action.Preppable(m.ent, m.game) { gl.Color4d(1, 1, 1, 1) } else { gl.Color4d(0.5, 0.5, 0.5, 1) } gl.Begin(gl.QUADS) gl.TexCoord2d(0, 0) gl.Vertex3d(xpos, m.layout.Actions.Y, 0) gl.TexCoord2d(0, -1) gl.Vertex3d(xpos, m.layout.Actions.Y+s, 0) gl.TexCoord2d(1, -1) gl.Vertex3d(xpos+s, m.layout.Actions.Y+s, 0) gl.TexCoord2d(1, 0) gl.Vertex3d(xpos+s, m.layout.Actions.Y, 0) gl.End() gl.Disable(gl.TEXTURE_2D) ypos := m.layout.Actions.Y - d.MaxHeight() - 2 d.RenderString(fmt.Sprintf("%d", i+1), xpos+s/2, ypos, 0, d.MaxHeight(), gui.Center) xpos += spacing + m.layout.Actions.Icon_size } r.PopClipPlanes() // Now, if there is a selected action, position it between the arrows if m.state.Actions.selected != nil { // a := m.state.Actions.selected d := base.GetDictionary(15) x := m.layout.Actions.X + m.layout.Actions.Width/2 y := float64(m.layout.ActionLeft.Y) str := fmt.Sprintf("%s:%dAP", m.state.Actions.selected.String(), m.state.Actions.selected.AP()) gl.Color4d(1, 1, 1, 1) d.RenderString(str, x, y, 0, d.MaxHeight(), gui.Center) } } // Conditions { gl.Color4d(1, 1, 1, 1) c := m.layout.Conditions d := base.GetDictionary(int(c.Size)) ypos := c.Y + c.Height - d.MaxHeight() + m.state.Conditions.scroll_pos var r gui.Region r.X = int(c.X) r.Y = int(c.Y) r.Dx = int(c.Width) r.Dy = int(c.Height) r.PushClipPlanes() for _, s := range m.ent.Stats.ConditionNames() { d.RenderString(s, c.X+c.Width/2, ypos, 0, d.MaxHeight(), gui.Center) ypos -= float64(d.MaxHeight()) } r.PopClipPlanes() } // Gear if m.ent.ExplorerEnt != nil && m.ent.ExplorerEnt.Gear != nil { gear := m.ent.ExplorerEnt.Gear layout := m.layout.Gear icon := gear.Small_icon.Data() icon.RenderNatural(int(layout.X), int(layout.Y)) d := base.GetDictionary(10) d.RenderString("Gear", layout.X+float64(icon.Dx())/2, layout.Y-d.MaxHeight(), 0, d.MaxHeight(), gui.Center) } } // Mouseover text if m.state.MouseOver.active { var x int switch m.state.MouseOver.location { case mouseOverActions: x = int(m.layout.Actions.X + m.layout.Actions.Width/2) case mouseOverConditions: x = int(m.layout.Conditions.X + m.layout.Conditions.Width/2) case mouseOverGear: default: base.Warn().Printf("Got an unknown mouseover location: %d", m.state.MouseOver.location) m.state.MouseOver.active = false } y := m.layout.Background.Data().Dy() - 40 d := base.GetDictionary(15) d.RenderString(m.state.MouseOver.text, float64(x), float64(y), 0, d.MaxHeight(), gui.Center) } }