func (pen *Pen) lineTo(x, y int) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(0.0, 0.0, 0.0, 0.1) gl.Begin(gl.LINES) var p [2]int for i := range pen.points { p = pen.points[i] if p[0] == 0 && p[1] == 0 { continue } if distanceTo(x, y, p[0], p[1]) < 10.0 { gl.Vertex2i(x, y) gl.Vertex2i(p[0], p[1]) } } gl.End() pen.n = (pen.n + 1) % len(pen.points) pen.points[pen.n][0] = x pen.points[pen.n][1] = y pen.moveTo(x, y) }
func (sg *OpenGLGraphics) Line(x0, y0, x1, y1 int, style chart.Style) { //log.Panicf("Unimplemented: %s", whoami()) defer glh.OpenGLSentinel()() gl.LineWidth(float32(style.LineWidth)) // TODO: line stipple? //sc := chart.Color2RGBA(style.LineColor, uint8(style.Alpha*255)) //log.Printf("color: %s %d %d %d %d", style.FillColor, sc.R, sc.G, sc.B, sc.A) glh.ColorC(style.LineColor) //sc := style.LineColor //gl.Color4ub(sc.R, sc.G, sc.B, sc.A) // TODO: Check this works glh.With(glh.Attrib{gl.ENABLE_BIT | gl.COLOR_BUFFER_BIT}, func() { gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) glh.With(glh.Primitive{gl.LINES}, func() { gl.Vertex2i(x0, y0) gl.Vertex2i(x1, y1) }) }) }
func display() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Begin(gl.TRIANGLES) gl.Color3f(0.0, 0.0, 1.0) /* blue */ gl.Vertex2i(0, 0) gl.Color3f(0.0, 1.0, 0.0) /* green */ gl.Vertex2i(200, 200) gl.Color3f(1.0, 0.0, 0.0) /* red */ gl.Vertex2i(20, 200) gl.End() gl.Flush() /* Single buffered, so needs a flush. */ }
func paintSprite(minx int, miny int, maxx int, maxy int, t *system.Texture, index int) { gl.MatrixMode(gl.TEXTURE) gl.Begin(gl.QUADS) gl.TexCoord2d(t.MinX(index), t.MinY(index)) gl.Vertex2i(minx, miny) gl.TexCoord2d(t.MaxX(index), t.MinY(index)) gl.Vertex2i(maxx, miny) gl.TexCoord2d(t.MaxX(index), t.MaxY(index)) gl.Vertex2i(maxx, maxy) gl.TexCoord2d(t.MinX(index), t.MaxY(index)) gl.Vertex2i(minx, maxy) gl.End() gl.MatrixMode(gl.MODELVIEW) }
// Emit Vertices of a square with texture co-ordinates which wind anti-clockwise func Squarei(x, y, w, h int) { u, v, u2, v2 := 0, 1, 1, 0 gl.TexCoord2i(u, v) gl.Vertex2i(x, y) gl.TexCoord2i(u2, v) gl.Vertex2i(x+w, y) gl.TexCoord2i(u2, v2) gl.Vertex2i(x+w, y+h) gl.TexCoord2i(u, v2) gl.Vertex2i(x, y+h) }
func drawQuad(x, y, w, h int, u, v, u2, v2 float32) { gl.Begin(gl.QUADS) gl.TexCoord2f(float32(u), float32(v)) gl.Vertex2i(int(x), int(y)) gl.TexCoord2f(float32(u2), float32(v)) gl.Vertex2i(int(x+w), int(y)) gl.TexCoord2f(float32(u2), float32(v2)) gl.Vertex2i(int(x+w), int(y+h)) gl.TexCoord2f(float32(u), float32(v2)) gl.Vertex2i(int(x), int(y+h)) gl.End() }
func drawHex(x, y, kind int, alpha float32) { if kind == 6 { gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) starTex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(x, y) gl.TexCoord2f(0, 1) gl.Vertex2i(x, y+HEX_HEIGHT) gl.TexCoord2f(1, 1) gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT) gl.TexCoord2f(1, 0) gl.Vertex2i(x+HEX_WIDTH, y) gl.End() } else { gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) var r, g, b float32 switch kind { case 0: r = 1 case 1: g = 1 case 2: b = 1 case 3: r = 1 g = 1 case 4: r = 1 b = 1 case 5: g = 1 - 222/255 b = 1 } hexTex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) if alpha < 1 { gl.Color4f(r, g, b, alpha) } else { gl.Color3f(r, g, b) } gl.TexCoord2f(0, 0) gl.Vertex2i(x, y) gl.TexCoord2f(0, 1) gl.Vertex2i(x, y+HEX_HEIGHT) gl.TexCoord2f(1, 1) gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT) gl.TexCoord2f(1, 0) gl.Vertex2i(x+HEX_WIDTH, y) gl.End() } }
func TexturedQuad(t *glh.Texture, x, y, w, h int) { glh.With(t, func() { gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(255.0, 255.0, 255.0, 1.0) gl.Begin(gl.TRIANGLE_FAN) gl.TexCoord2f(0, 0) gl.Vertex2i(x, y) gl.TexCoord2f(1, 0) gl.Vertex2i(x+w, y) gl.TexCoord2f(1, 1) gl.Vertex2i(x+w, y+h) gl.TexCoord2f(0, 1) gl.Vertex2i(x, y+h) gl.End() }) }
func (rw *RenderWindow) draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.LINE_SMOOTH) for chanIdx, channel := range rw.Channels { color := channel.GetColor() gl.Color4f(color[0], color[1], color[2], color[3]) gl.Begin(gl.LINES) lastY := int64(0) for i := 0; i < len(rw.renderBuffers[chanIdx]); i += 1 { y := rw.Height - (rw.renderBuffers[chanIdx][i] * rw.Height / 1024) gl.Vertex2i(i-1, int(lastY)) gl.Vertex2i(i, int(y)) lastY = y } gl.Flush() gl.End() } glfw.SwapBuffers() }
func drawFrame(screenData *Screen) { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Begin(gl.POINTS) for i := 0; i < SCREEN_WIDTH; i++ { for j := 0; j < SCREEN_HEIGHT; j++ { var pixel Color = screenData[i][j] gl.Color3d(pixel.Red, pixel.Green, pixel.Blue) gl.Vertex2i(i, j) } } gl.End() }
func drawBorderAtXY(x, y float32, reverse int) { if x <= 80 || y <= 80 { return } gl.PushMatrix() gl.Translatef(x, y, 0) if reverse == 1 { gl.Rotatef(60, 0, 0, 1) } gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) borderTex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(-38, -38) gl.TexCoord2f(0, 1) gl.Vertex2i(-38, 38) gl.TexCoord2f(1, 1) gl.Vertex2i(38, 38) gl.TexCoord2f(1, 0) gl.Vertex2i(38, -38) gl.End() gl.PopMatrix() }
func (h *Hex) Render(alpha float32, drawFromCenter bool) { gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) if h.Kind == HexFlower { gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) starTex.Bind(gl.TEXTURE_2D) } else { gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) hexTex.Bind(gl.TEXTURE_2D) gl.GetError() var r, g, b uint8 r = uint8(colors.Colors[h.Kind-1][0]) g = uint8(colors.Colors[h.Kind-1][1]) b = uint8(colors.Colors[h.Kind-1][2]) if alpha < 1 { gl.Color4ub(r, g, b, uint8(alpha*255)) } else { gl.Color3ub(r, g, b) } } gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) if drawFromCenter { gl.Vertex2i(HEX_WIDTH/2, HEX_HEIGHT/2) } else { gl.Vertex2i(HEX_WIDTH, HEX_HEIGHT) } gl.TexCoord2f(0, 1) if drawFromCenter { gl.Vertex2i(HEX_WIDTH/2, -HEX_HEIGHT/2) } else { gl.Vertex2i(HEX_WIDTH, 0) } gl.TexCoord2f(1, 1) if drawFromCenter { gl.Vertex2i(-HEX_WIDTH/2, -HEX_HEIGHT/2) } else { gl.Vertex2i(0, 0) } gl.TexCoord2f(1, 0) if drawFromCenter { gl.Vertex2i(-HEX_WIDTH/2, HEX_HEIGHT/2) } else { gl.Vertex2i(0, HEX_HEIGHT) } gl.End() }
func (s *Display) drawFrame(screenData *types.Screen) { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gl.PointSize(float32(s.ScreenSizeMultiplier) + 1.0) gl.Begin(gl.POINTS) for y := 0; y < SCREEN_HEIGHT; y++ { for x := 0; x < SCREEN_WIDTH; x++ { var pixel types.RGB = screenData[y][x] gl.Color3ub(pixel.Red, pixel.Green, pixel.Blue) gl.Vertex2i(x*s.ScreenSizeMultiplier, y*s.ScreenSizeMultiplier) } } gl.End() glfw.SwapBuffers() }
func drawSelection(p1, p2 Point) { min, max := minMaxPoints(p1, p2) gl.Color3ub(255, 0, 0) gl.Begin(gl.LINES) gl.Vertex2i(int(min.X), int(min.Y)) gl.Vertex2i(int(max.X), int(min.Y)) gl.Vertex2i(int(min.X), int(min.Y)) gl.Vertex2i(int(min.X), int(max.Y)) gl.Vertex2i(int(max.X), int(max.Y)) gl.Vertex2i(int(max.X), int(min.Y)) gl.Vertex2i(int(max.X), int(max.Y)) gl.Vertex2i(int(min.X), int(max.Y)) gl.End() gl.Color3ub(255, 255, 255) }
// Draw a test pattern func TestWindowCoordsA(t *testing.T) { gltest.OnTheMainThread(func() { gltest.SetWindowSize(40, 5) w, h := GetViewportWH() With(WindowCoords{}, func() { // So that we draw in the middle of the pixel gl.Translated(0.5, 0.5, 0) gl.Color4f(1, 1, 1, 1) With(Primitive{gl.POINTS}, func() { for i := 0; i < w+1; i += 2 { gl.Vertex2i(i, h/2) } }) }) }, func() { CaptureToPng("TestWindowCoordsA.png") }) }
// 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]) } } }
func renderHexMap() { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.Disable(gl.DEPTH_TEST) wallpaper.Bind(gl.TEXTURE_2D) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(0, 0) gl.TexCoord2f(0, 1) gl.Vertex2i(0, 768) gl.TexCoord2f(1, 1) gl.Vertex2i(1024, 768) gl.TexCoord2f(1, 0) gl.Vertex2i(1024, 0) gl.End() gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.DECAL) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PushMatrix() gl.Translatef(80, 80, 0) for x := 0; x < 10; x++ { maxy := 8 topy := 19 if x%2 == 1 { maxy = 9 topy = 0 } starty := 0 for y := starty; y < maxy; y++ { if currExX > -1 && currExY > -1 && starRotate { if y == currExY && x == currExX || y == currExY+1 && x == currExX || y == currExY-1 && x == currExX || currExX%2 == 0 && ((currExX == x-1 || currExX == x+1) && currExY == y-1 || (currExX == x-1 || currExX == x+1) && currExY == y) || currExX%2 == 1 && ((currExX == x-1 || currExX == x+1) && currExY == y || (currExX == x-1 || currExX == x+1) && currExY == y+1) { continue } } else if timesToRotate > 0 { // if y == currExY && x == currExX || currExX%2 == 0 && (x == currExX+1 && y == currExY || x == currExX+1 && y == currExY+1) || currExX%2 == 1 && (x == currExX+1 && y == currExY || x == currExX+1 && y == currExY-1) { // continue // } found := false for _, v := range selectedHex { if y == v[1] && x == v[0] { found = true break } } if found { continue } } found := false for _, v := range currentMatches { if scale > 0 && v[0] == x && v[1] == y || scale <= 0 && v[0] == x && v[1] >= y { found = true break } } for _, v := range starMatches { if starAlpha > 0 && v[0] == x && v[1] == y || starAlpha <= 0 && v[0] == x && v[1] >= y { found = true break } } if found || len(currStarCenter) > 0 && currStarCenter[0] == x && currStarCenter[1] == y { continue } gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(x*33, topy+y*38, hexMap[x][y], 1) } } gl.PopMatrix() if len(currentMatches) > 0 || len(starMatches) > 0 { mouseLock = true if len(currentMatches) > 0 && scale > 0 { scale -= 0.1 for _, v := range currentMatches { gl.PushMatrix() topy := 19 if v[0]%2 == 1 { topy = 0 } gl.Translatef(float32(v[0]*33+102), float32(v[1]*38+topy+94), 0) gl.Scalef(scale, scale, 1) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[v[0]][v[1]], 1) gl.PopMatrix() } } else if len(starMatches) > 0 && starAlpha > 0 { starAlpha -= 0.05 // starAlpha = 0.7 starScale += 0.05 // starScale = 1.4 gl.PushMatrix() topy := 19 pm := 0 if currStarCenter[0]%2 == 1 { topy = 0 pm = -1 } gl.Translatef(float32(currStarCenter[0]*33+102), float32(currStarCenter[1]*38+topy+94), 0) drawHex(-22, -14, 6, 1) gl.PopMatrix() gl.PushMatrix() gl.Translatef(float32(currStarCenter[0]*33+102), float32(currStarCenter[1]*38+topy+94), 0) gl.Scalef(starScale, starScale, 1) drawHex(-22, -14-HEX_HEIGHT, hexMap[currStarCenter[0]][currStarCenter[1]-1], starAlpha) drawHex(-22, -20+HEX_HEIGHT, hexMap[currStarCenter[0]][currStarCenter[1]+1], starAlpha) drawHex(-52, -36, hexMap[currStarCenter[0]-1][currStarCenter[1]+pm], starAlpha) drawHex(-52, -40+HEX_HEIGHT, hexMap[currStarCenter[0]-1][currStarCenter[1]+pm+1], starAlpha) drawHex(8, -36, hexMap[currStarCenter[0]+1][currStarCenter[1]+pm], starAlpha) drawHex(8, -40+HEX_HEIGHT, hexMap[currStarCenter[0]+1][currStarCenter[1]+pm+1], starAlpha) gl.PopMatrix() } else { if fallticks == 0 { animateFall = make([]*freefall, 0) for x := 0; x < 10; x++ { topy := 19 if x%2 == 1 { topy = 0 } fromy := -1 for _, v := range currentMatches { if v[0] != x { continue } if v[1] > fromy { fromy = v[1] } } for _, v := range starMatches { if v[0] != x { continue } if v[1] > fromy { fromy = v[1] } } if fromy == -1 { continue } for y := fromy; y >= 0; y-- { found := false for _, v := range currentMatches { if v[0] == x && v[1] == y { found = true break } } for _, v := range starMatches { if v[0] == x && v[1] == y { found = true break } } if found { continue } animateFall = append(animateFall, &freefall{x, y, getFallTargetY(x, y), math.Pow(float64(y), 2)/16 + 0.5}) gl.PushMatrix() gl.Translatef(float32(x*33+102), float32(y*38+topy+94), 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[x][y], 1) gl.PopMatrix() } } fallticks++ } else { stillFalling := 0 for _, v := range animateFall { topy := 19 if v.x%2 == 1 { topy = 0 } newy := v.accel * math.Pow(float64(fallticks), 2) / 2 gl.PushMatrix() gl.Translatef(float32(v.x*33+102), float32(math.Min(float64(v.y*38+topy+94)+newy, float64(v.targetY*38+topy+94))), 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[v.x][v.y], 1) gl.PopMatrix() if float64(v.y*38+topy+94)+newy < float64(v.targetY*38+topy+94) { stillFalling++ } } fallticks++ if stillFalling == 0 { starScale = 1 starAlpha = 0 removeHexAndGenNew(currentMatches) makeStarAndGenNew(starMatches) currentMatches = checkHexMap() starMatches = checkHexStar() currStarCenter = []int{} scale = 1 fallticks = 0 mouseLock = false fmt.Println("Mouse unlocked 1") animateFall = nil } } } } if currExX > -1 && currExY > -1 { gl.PushMatrix() topy := 19 if currExX%2 == 1 { topy = 0 } if starRotate { timesToRotate = 0 gl.Translatef(float32(currExX*33+102), float32(currExY*38+topy+94), 0) gl.Scalef(1.3, 1.3, 1) gl.Rotatef(rotate, 0, 0, 1) drawHex(-22, -14, 6, 1) drawHex(-22, -14-HEX_HEIGHT, hexMap[currExX][currExY-1], 1) drawHex(-22, -20+HEX_HEIGHT, hexMap[currExX][currExY+1], 1) pm := 0 if currExX%2 == 1 { pm = -1 } drawHex(-52, -36, hexMap[currExX-1][currExY+pm], 1) drawHex(-52, -40+HEX_HEIGHT, hexMap[currExX-1][currExY+pm+1], 1) drawHex(8, -36, hexMap[currExX+1][currExY+pm], 1) drawHex(8, -40+HEX_HEIGHT, hexMap[currExX+1][currExY+pm+1], 1) } else { // gl.Translatef(float32(currExX*33+HEX_WIDTH+80), float32(currExxY*38+topy+20+80), 0) gl.Translatef(float32(prevSelectPos[0]), float32(prevSelectPos[1]), 0) gl.Scalef(1.3, 1.3, 1) gl.Rotatef(rotate, 0, 0, 1) for _, v := range selectedHex { switch v[2] { case 1: drawHex(-32, -34, hexMap[v[0]][v[1]], 1) case 2: drawHex(0, -17, hexMap[v[0]][v[1]], 1) case 3: drawHex(-32, 0, hexMap[v[0]][v[1]], 1) case 4: drawHex(-44, -19, hexMap[v[0]][v[1]], 1) case 5: drawHex(-12, -36, hexMap[v[0]][v[1]], 1) case 6: drawHex(-12, -2, hexMap[v[0]][v[1]], 1) } } // if currExX%2 == 0 { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -36, hexMap[currExX+1][currExY], 1) // } else { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -36, hexMap[currExX+1][currExY-1], 1) // } // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-44, -19, hexMap[currExX][currExY], 1) // if currExX%2 == 0 { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -2, hexMap[currExX+1][currExY+1], 1) // } else { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -2, hexMap[currExX+1][currExY], 1) // } } gl.PopMatrix() if !starRotate && rotate < 120 { rotate += 15 // rotate = 15 } else if starRotate && rotate < 60 { rotate += 6 } else { if starRotate { if currExX%2 == 0 { hexMap[currExX][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX+1][currExY+1], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY+1], hexMap[currExX-1][currExY] = hexMap[currExX-1][currExY], hexMap[currExX][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX+1][currExY+1], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY+1] } else { hexMap[currExX][currExY-1], hexMap[currExX+1][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY], hexMap[currExX-1][currExY-1] = hexMap[currExX-1][currExY-1], hexMap[currExX][currExY-1], hexMap[currExX+1][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY] } } else { v2 := make([][]int, 3) for _, v := range selectedHex { idx := 0 switch v[2] { case 1, 4: idx = 0 case 2, 5: idx = 1 case 3, 6: idx = 2 } v2[idx] = []int{v[0], v[1]} fmt.Println(idx, v[0], v[1]) } hexMap[v2[0][0]][v2[0][1]], hexMap[v2[1][0]][v2[1][1]], hexMap[v2[2][0]][v2[2][1]] = hexMap[v2[2][0]][v2[2][1]], hexMap[v2[0][0]][v2[0][1]], hexMap[v2[1][0]][v2[1][1]] } starMatches = checkHexStar() if len(starMatches) > 6 { fmt.Println(starMatches) } if len(starMatches) >= 6 { timesToRotate = 0 rotate = 0 currExX = -1 currExY = -1 starScale = 1 starAlpha = 1 starRotate = false currStarCenter = getStarCenter(starMatches) hexMap[currStarCenter[0]][currStarCenter[1]] = 6 // makeStarAndGenNew(starMatches) } else { matches := checkHexMap() if len(matches) > 0 { currentMatches = matches scale = 1 currExX = -1 currExY = -1 rotate = 0 timesToRotate = 0 starRotate = false } else { if timesToRotate == 0 { currExX = -1 currExY = -1 rotate = 0 timesToRotate = 0 starRotate = false mouseLock = false fmt.Println("Mouse unlocked 3") } rotate = 0 timesToRotate-- } } } } if !mouseLock { prevSelectPos = calcClosestCenter(posX, posY) drawBorderAtXY(float32(prevSelectPos[0]), float32(prevSelectPos[1]), prevSelectPos[2]) } gl.Flush() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) }
func main() { sys := Make() sys.Startup() defer sys.Shutdown() // InitQueue() sys.CreateWindow(1024, 768, "Gexic") gl.ClearColor(1, 1, 1, 0.) initGL() prevSelectPos = []int{0, 0, 0} // PurgeQueue() // genHexMap() hexMap2 = GenHexMap() // for matches := checkHexMap(); len(matches) > 0; matches = checkHexMap() { // removeHexAndGenNew(matches) // } glfw.SetMouseButtonCallback(MouseButtonCallback) glfw.SetCharCallback(charCallback) glfw.SetMousePosCallback(MousePosCallback) currExX = -1 currExY = -1 for sys.CheckExitMainLoop() { start := glfw.Time() wait := float64(1) / float64(30) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.Disable(gl.DEPTH_TEST) // renderHexMap() wallpaper.Bind(gl.TEXTURE_2D) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(0, 0) gl.TexCoord2f(0, 1) gl.Vertex2i(0, 768) gl.TexCoord2f(1, 1) gl.Vertex2i(1024, 768) gl.TexCoord2f(1, 0) gl.Vertex2i(1024, 0) gl.End() hexMap2.Render() hexRotate.AnimateAndExecute() hexShrink.AnimateAndExecute() hexFall.AnimateAndExecute() if !mouse.locked { x, y := mouse.GetXY() hexMap2.CalcClosestCenter(x, y) } gl.Flush() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) sys.Refresh() diff := glfw.Time() - start if diff < wait { glfw.Sleep(wait - diff) } } }
// Draw a test pattern func TestWindowCoords(t *testing.T) { gltest.OnTheMainThread(func() { gltest.SetWindowSize(40, 40) w, h := GetViewportWH() With(WindowCoords{}, func() { // So that we draw in the middle of the pixel gl.Translated(0.5, 0.5, 0) // Draw stripes stride := 1 internal_n := 4 for b := 0; b < w/2-internal_n*stride; b += stride { if b/stride%2 == 0 { gl.Color4f(1, 1, 1, 1) } else { gl.Color4f(1, 0, 0, 1) } With(Primitive{gl.LINE_LOOP}, func() { gl.Vertex2i(b, b) gl.Vertex2i(w-b, b) gl.Vertex2i(w-b, h-b) gl.Vertex2i(b, h-b) }) } // Central white, green, blue checked pattern gl.PointSize(2) With(Primitive{gl.POINTS}, func() { gl.Color4f(1, 1, 1, 1) gl.Vertex2i(w/2-2, h/2-2) gl.Vertex2i(w/2+2, h/2+2) gl.Color4f(0, 1, 0, 1) gl.Vertex2i(w/2+2, h/2-2) gl.Vertex2i(w/2-2, h/2+2) gl.Color4f(1, 1, 1, 1) gl.Vertex2i(w/2, h/2) }) // Blue horizontal line to show With(Primitive{gl.LINE_LOOP}, func() { gl.Color4f(0, 0, 1, 1) gl.Vertex2i(0, h/2-4) gl.Vertex2i(w, h/2-4) gl.Vertex2i(w/2-4, 0) gl.Vertex2i(w/2-4, h) }) // Remove some pixels near the boundaries gl.PointSize(1) gl.Color4f(0, 0, 0, 1) With(Primitive{gl.POINTS}, func() { // Black dot in top left gl.Vertex2i(0, 0) // Off the top right (should not be visible) gl.Vertex2i(w, 0) // Bottom left pixel (should be visible as a black dot) gl.Vertex2i(0, h-1) }) }) }, func() { CaptureToPng("TestWindowCoords.png") }) }