/
graphics.go
136 lines (120 loc) · 2.81 KB
/
graphics.go
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package main
import (
"errors"
"github.com/0xe2-0x9a-0x9b/Go-SDL/sdl"
"github.com/aiju/gl"
"time"
"os"
"log"
"image"
_ "image/png"
)
var quadData = []float64{0, 0, 0, 1, 1, 0, 1, 1}
var quadBuf *gl.Buffer
var prog *gl.Program
var winscale gl.Mat4
var texs = make(map[string] gl.Texture)
func AddTex(tex, file string) {
f, err := os.Open("data/" + file)
if err != nil {
log.Fatal(err)
}
img, _, err := image.Decode(f)
if err != nil {
log.Fatal(err)
}
t := gl.NewTexture2D(img, 0)
t.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
t.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
texs[tex] = t
}
func Quad(cx, cy, d, r float64, tex string) {
t, ok := texs[tex]
if !ok {
panic("no such texture " + tex)
}
prog.Use()
prog.EnableAttrib("pos", quadBuf, 0, 2, 0, false)
t.Enable(0, gl.TEXTURE_2D)
prog.SetUniform("matrix", gl.Mul4(winscale, gl.Translate(cx-d/2, cy-d/2, 0), gl.Scale(d, d, 1), gl.Translate(0.5, 0.5, 0), gl.RotZ(r), gl.Translate(-0.5, -0.5, 0)))
prog.SetUniform("tex", 0)
gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
prog.DisableAttrib("pos")
prog.Unuse()
}
func (p *Player) Draw() {
Quad(p.X, p.Y, PlayerSize, p.R(), "glenda")
}
func (p *Bullet) Draw() {
Quad(p.X, p.Y, 4, p.D, "black")
}
func RenderScene(s *State) {
for _, e := range s.Ents {
e.Draw()
}
for _, e := range s.Players {
e.Draw()
}
for _, e := range s.Bullets {
e.Draw()
}
}
func StartGraphics(id uint32, update chan *State, move chan MoveMsg, quit chan bool) error {
var err error
rc := sdl.Init(sdl.INIT_VIDEO)
if rc == -1 {
return errors.New(sdl.GetError())
}
disp := sdl.SetVideoMode(800, 600, 32, sdl.OPENGL)
if disp == nil {
return errors.New(sdl.GetError())
}
winscale = gl.Mul4(gl.Translate(-1, 1, 0), gl.Scale(1./400, -1./300, 1))
gl.Init()
gl.ClearColor(1, 1, 1, 1)
s := new(State)
ls := time.Now()
quadBuf = gl.NewBuffer(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW)
prog, err = gl.MakeProgram([]string{vertexShader}, []string{fragmentShader})
if err != nil {
log.Fatal(err)
}
AddTex("glenda", "glenda.png")
AddTex("tux", "tux.png")
i := image.NewRGBA(image.Rect(0, 0, 800, 600))
texs["black"] = gl.NewTexture2D(i, 0)
tick := time.Tick(time.Second / 50)
squit := make(chan bool)
go ProcessInput(move, quit, squit)
for {
select {
case s = <-update:
ls = time.Now()
case <-tick:
s.Advance(time.Now().Sub(ls))
ls = time.Now()
gl.Clear(gl.COLOR_BUFFER_BIT)
RenderScene(s)
sdl.GL_SwapBuffers()
case <-squit:
return nil
}
}
return nil
}
var vertexShader = `
#version 110
attribute vec2 pos;
uniform mat4 matrix;
varying vec2 texcoord;
void main() {
gl_Position = matrix * vec4(pos, 0, 1);
texcoord = pos;
}`
var fragmentShader = `
#version 110
varying vec2 texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, texcoord);
}`