Example #1
0
func onPaint(sz size.Event) {
	gl.ClearColor(rgb(156), rgb(39), rgb(176), 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	var rotationMatrix = []float32{
		f32.Cos(-alpha), -f32.Sin(-alpha), 0.0,
		f32.Sin(-alpha), f32.Cos(-alpha), 0.0,
		0.0, 0.0, 1.0,
	}

	gl.UseProgram(program)
	// setting color
	gl.Uniform4f(color, rgb(255), rgb(255), rgb(255), 1)
	gl.UniformMatrix3fv(matrixId, rotationMatrix)
	gl.Uniform1f(resolutionId, resIndex)

	gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, 3, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.LINES, 0, 16)
	gl.DisableVertexAttribArray(position)

	gl.UseProgram(texProgram)
	// setting color
	gl.Uniform4f(color2, rgb(130), rgb(50), rgb(80), 1)
	gl.Uniform1f(resolutionId2, resIndex)
	gl.UniformMatrix3fv(matrixId2, rotationMatrix)

	gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
	gl.EnableVertexAttribArray(position2)
	gl.VertexAttribPointer(position2, 3, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
	gl.EnableVertexAttribArray(textureCoords)
	gl.VertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0, 0)

	gl.Uniform1i(gl.GetUniformLocation(texProgram, "myTexture"), 0)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, textureId)

	gl.DrawArrays(gl.TRIANGLES, 0, 6)
	gl.DisableVertexAttribArray(position2)
	gl.DisableVertexAttribArray(textureCoords)

	if spin == true {
		alpha += 0.1
	}

	if alpha >= 360 {
		alpha = 0.0
	}

}
Example #2
0
func (sprite *KonaSprite) Apply() {
	curPosX := sprite.posX
	curPosY := sprite.posY
	r := sprite.radian * 3.141592653 / 180
	affine = &f32.Affine{
		{sprite.width * f32.Cos(r), sprite.height * -f32.Sin(r),
			curPosX - (sprite.width/2)*f32.Cos(r) + (sprite.height/2)*f32.Sin(r)},
		{sprite.width * f32.Sin(r), sprite.height * f32.Cos(r),
			curPosY - (sprite.height/2)*f32.Cos(r) - (sprite.width/2)*f32.Sin(r)},
	}
	eng.SetTransform(sprite.node, *affine)
}
Example #3
0
func GenOscilator(freq float32) Oscilator {
	k := 2.0 * Pi * freq
	T := 1.0 / freq
	dt := 1.0 / float32(SampleRate)
	t := float32(0.0)
	return func() float32 {
		res := f32.Sin(k * t)
		t += dt
		if t > T {
			t -= T
		}
		return res
	}
}
Example #4
0
func genCircleTriangles(Xcenter, Ycenter, radius float32) []byte {
	points := make([]float32, 192)
	i := 1
	points[0] = Xcenter
	points[1] = Ycenter
	points[2] = radius
	for angle := float32(0.0); angle < 3.14159*2; angle += 0.1 {
		points[3*i] = radius * f32.Cos(angle)
		points[3*i+1] = radius * f32.Sin(angle)
		points[3*i+2] = float32(0.0)
		fmt.Println(angle, points[3*i], points[3*i+1], points[3*i+2])
		i++
	}
	return byteList(binary.LittleEndian, points)
}
Example #5
0
// NewPianoKey returns a key for our piano.
func NewPianoKey(pos mgl32.Vec3, lightColor mgl32.Vec3, white bool, freq float32) PianoKey {
	var color mgl32.Vec4
	var keySize float32
	if white {
		color = mgl32.Vec4{0.98, 0.97, 0.94}
		keySize = 2
	} else {
		color = mgl32.Vec4{0.1, 0.1, 0.1, 1.0}
		keySize = 1

	}
	pk := PianoKey{Pos: pos, Angle: 0, Color: color, Frequency: freq, Finger: -1, white: white, LightColor: lightColor}
	pk.BBox[0] = pos.Sub(mgl32.Vec3{0.5, 0.6, keySize})
	pk.BBox[1] = pos.Add(mgl32.Vec3{0.5, 0.6, keySize})
	pk.source = al.GenSources(1)[0]
	pk.source.SetGain(1.0)
	pk.source.SetPosition(al.Vector{pos.X(), pos.Y(), pos.Z()})
	pk.source.SetVelocity(al.Vector{})
	pk.buffers = al.GenBuffers(3)

	var samples [1024 * 16]int16

	sampleRate := 44100
	amplitude := float32(0.8 * 0x7FFF)

	for i := 0; i < len(samples); i++ {
		val := f32.Sin((2.0 * math.Pi * freq) / float32(sampleRate) * float32(i))
		samples[i] = int16(amplitude * val)
	}

	buf := &bytes.Buffer{}
	binary.Write(buf, binary.LittleEndian, &samples)
	pk.buffers[0].BufferData(al.FormatMono16, buf.Bytes(), 44100)

	f, _ := os.Create("audio.raw")
	binary.Write(f, binary.LittleEndian, &samples)
	f.Close()

	return pk
}
Example #6
0
func loadScene(c event.Config) {
	gl.Enable(gl.BLEND)
	gl.BlendEquation(gl.FUNC_ADD)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	w, h := float32(c.Width), float32(c.Height)

	texs = loadTextures()
	scene = &sprite.Node{}
	eng.Register(scene)
	a := f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	}

	if h > w {
		w, h = h, w
		angle := float32(-math.Pi / 2)
		a = f32.Affine{
			{f32.Cos(angle), -f32.Sin(angle), 0},
			{f32.Sin(angle), f32.Cos(angle), w},
		}
	}
	scale = w / 1100
	eng.SetTransform(scene, a)
	x0 = w/2 - 500*scale
	y0 = h/2 - 100*scale
	//log.Printf("width:%f height:%f scale:%f x0:%f y0:%f", w, h, scale, x0, y0)

	timeNode := newTimeNode()
	scene.AppendChild(timeNode)

	startNode := newStartNode()
	scene.AppendChild(startNode)

	endNode := newEndNode()
	scene.AppendChild(endNode)

	startVisilbe, endVisible := false, false
	scene.Arranger = arrangerFunc(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		switch state {
		case stateStart:
			if !startVisilbe {
				startVisilbe = true
				eng.SetSubTex(startNode, texs["GO"])
			}

			if endVisible {
				eng.SetSubTex(endNode, sprite.SubTex{})
				endVisible = false
			}
		case stateRunning:
			if startVisilbe {
				eng.SetSubTex(startNode, sprite.SubTex{})
				startVisilbe = false
			}
		case stateEnd:
			if !endVisible {
				endVisible = true
				eng.SetSubTex(endNode, texs["gooon"])
			}
		}
	})
}