Exemple #1
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])
		}
	}
}
Exemple #2
0
func (d *DisplayEngine) drawFrame() {
	toDraw := make([][]*resources.Bitmap, d.config.MapW*d.config.MapH)
	drawPasses := 0
	for x := 0; x < d.config.MapW; x++ {
		for y := 0; y < d.config.MapH; y++ {
			toDraw[x*d.config.MapW+y] = (*d.gameEngine).GetTile(x, y)
			length := len(toDraw[x*d.config.MapW+y])
			if length > drawPasses {
				drawPasses = length
			}
		}
	}

	viewport := d.viewport
	font := allegro.CreateBuiltinFont()

	// Don't want anyone changing the viewport mid frame or any such highjinks
	d.Display.SetTargetBackbuffer()

	allegro.RunInThread(func() {
		r, g, b, a := d.config.BGColor.GetRGBA()
		gl.ClearColor(
			gl.GLclampf(r)/255.0,
			gl.GLclampf(g)/255.0,
			gl.GLclampf(b)/255.0,
			gl.GLclampf(a)/255.0)

		gl.Clear(gl.COLOR_BUFFER_BIT)

		viewport.SetupTransform()

		for p := 0; p < drawPasses; p++ {
			m := d.config.MapW
			n := d.config.MapH
			for s := 0; s < m+n; s++ {
				for x := 0; x < s; x++ {
					y := s - x - 1
					if x >= m || y < 0 || y >= n {
						continue
					}
					if len(toDraw[x*d.config.MapW+y]) < p {
						continue
					}

					// Coordinates in terms of pixels
					px := (y - x) * d.config.TileW / 2
					py := (x + y) * d.config.TileH / 2
					bmp := toDraw[x*d.config.MapW+y][p]
					/*					ox := bmp.OffX
										oy := bmp.OffY*/
					bw, bh := bmp.W, bmp.H
					if viewport.OnScreen(px, py, bw, bh) {
						gl.Begin(gl.QUADS)
						bmp.Tex.Bind(gl.TEXTURE_2D)
						gl.TexCoord2f(0, 0)
						gl.Vertex3i(px, py, 0)
						gl.TexCoord2f(0, 1)
						gl.Vertex3i(px, py+bw, 0)
						gl.TexCoord2f(1, 1)
						gl.Vertex3i(px+bh, py+bw, 0)
						gl.TexCoord2f(1, 0)
						gl.Vertex3i(px+bh, py, 0)
						gl.End()
					}
				}
			}
		}

		gl.Flush()
	})

	var trans allegro.Transform
	trans.Identity()
	trans.Use()

	font.Draw(allegro.CreateColor(0, 255, 0, 255), 0, 0, 0, fmt.Sprint(int(d.fps)))

	allegro.Flip()

	d.frameDrawing.Unlock()
}