Exemple #1
0
func (ms *ManaSource) Draw(local *LocalData, zoom float64, dx float64, dy float64) {
	if local.nodeTextureData == nil {
		//		gl.Enable(gl.TEXTURE_2D)
		local.nodeTextureData = make([]byte, ms.options.NumNodeRows*ms.options.NumNodeCols*3)
		gl.GenTextures(1, &local.nodeTextureId)
		gl.BindTexture(gl.TEXTURE_2D, local.nodeTextureId)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		gl.TexImage2D(
			gl.TEXTURE_2D,
			0,
			gl.RGB,
			gl.Sizei(ms.options.NumNodeRows),
			gl.Sizei(ms.options.NumNodeCols),
			0,
			gl.RGB,
			gl.UNSIGNED_BYTE,
			gl.Pointer(&local.nodeTextureData[0]))
	}
	for i := range ms.rawNodes {
		for c := 0; c < 3; c++ {
			color_frac := ms.rawNodes[i].Mana[c] * 1.0 / ms.options.NodeMagnitude
			color_range := float64(ms.options.MaxNodeBrightness - ms.options.MinNodeBrightness)
			local.nodeTextureData[i*3+c] = byte(
				color_frac*color_range + float64(ms.options.MinNodeBrightness))
		}
	}
	gl.Enable(gl.TEXTURE_2D)
	//gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, local.nodeTextureId)
	gl.TexSubImage2D(
		gl.TEXTURE_2D,
		0,
		0,
		0,
		gl.Sizei(ms.options.NumNodeRows),
		gl.Sizei(ms.options.NumNodeCols),
		gl.RGB,
		gl.UNSIGNED_BYTE,
		gl.Pointer(&local.nodeTextureData[0]))

	base.EnableShader("nodes")
	base.SetUniformI("nodes", "width", ms.options.NumNodeRows*3)
	base.SetUniformI("nodes", "height", ms.options.NumNodeCols*3)
	base.SetUniformI("nodes", "drains", 1)
	base.SetUniformI("nodes", "tex0", 0)
	base.SetUniformI("nodes", "tex1", 1)
	base.SetUniformF("nodes", "zoom", float32(zoom))
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, local.nodeTextureId)

	// I have no idea why this value for move works, but it does.  So, hooray.
	move := (dx - dy) / 2
	texture.RenderAdvanced(move, -move, dy, dx, 3.1415926535/2, true)
	base.EnableShader("")
	gl.Disable(gl.TEXTURE_2D)
}
Exemple #2
0
func (cp *ControlPoint) Draw(g *Game, side int) {
	base.EnableShader("circle")
	base.SetUniformF("circle", "edge", 0.95)
	gl.Color4ub(50, 50, 100, 150)
	texture.Render(
		cp.Position.X-cp.Stats().Size()*2,
		cp.Position.Y-cp.Stats().Size()*2,
		2*cp.Stats().Size()*2,
		2*cp.Stats().Size()*2)

	base.EnableShader("status_bar")
	base.SetUniformF("status_bar", "inner", 0.0)
	base.SetUniformF("status_bar", "outer", 0.5)
	base.SetUniformF("status_bar", "buffer", 0.01)
	base.SetUniformF("status_bar", "frac", 1.0)
	gl.Color4ub(50, 50, 50, 200)
	texture.Render(
		cp.Position.X-cp.Stats().Size(),
		cp.Position.Y-cp.Stats().Size(),
		2*cp.Stats().Size(),
		2*cp.Stats().Size())

	base.SetUniformF("status_bar", "frac", float32(cp.Control))
	if cp.Controlled {
		if side == cp.Controller {
			gl.Color4ub(0, 255, 0, 255)
		} else {
			gl.Color4ub(255, 0, 0, 255)
		}
	} else {
		gl.Color4ub(100, 100, 100, 255)
	}

	// The texture is flipped if this is being drawn for the controlling side.
	// This makes it look a little nicer when someone neutralizes a control point
	// because it makes the angle of the pie slice thingy continue going in the
	// same direction as it passes the neutralization point.
	texture.RenderAdvanced(
		cp.Position.X-cp.Stats().Size(),
		cp.Position.Y-cp.Stats().Size(),
		2*cp.Stats().Size(),
		2*cp.Stats().Size(),
		0,
		side == cp.Controller)
	base.EnableShader("")
}