func (this *WorldRenderer) Render(ww *gamestate.World, options *settings.BoolOptions, window *sdl.Window) {
	camera := ww.Player.Camera
	p0 := camera.Pos4f()

	w, h := window.GetSize()

	camera.MoveRelative(mgl.Vec4{-0.1, 0, 0, 0})
	this.View = (ww.PortalTransform(p0, camera.Pos4f()).Mul4(camera.Model())).Inv()
	viewport := Viewport{0, 0, w / 2, h}
	viewport.Activate()
	this.render(ww, options, viewport, 0, nil)

	camera.MoveRelative(mgl.Vec4{+0.2, 0, 0, 0})
	this.View = (ww.PortalTransform(p0, camera.Pos4f()).Mul4(camera.Model())).Inv()
	viewport.X = w / 2
	viewport.Activate()
	this.render(ww, options, viewport, 0, nil)

	gl.Viewport(0, 0, w, h)

	gl.ActiveTexture(gl.TEXTURE0)
	this.Framebuffer[0].RenderTexture.Bind(gl.TEXTURE_RECTANGLE)
	this.ScreenQuadRenderer.Render(this.ScreenQuad, this.Proj, this.View, this.ClippingPlane_ws, nil)

	if this.screenShot {
		this.screenShot = false
		helpers.SaveTexture(gl.TEXTURE_RECTANGLE, 0, "screenshot.png")
	}
}
func (this *WorldRenderer) Resize(width, height int) {
	this.Proj = mgl.Perspective(90, float32(width)/float32(height), 0.3, 1000)
	gl.Viewport(0, 0, width, height)
	for _, fb := range this.Framebuffer {
		fb.Resize(width, height)
	}
}
Esempio n. 3
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func onResize(w, h int) {
	if h <= 0 {
		h = 1
	}
	if w <= 0 {
		w = 1
	}

	Height = h
	Width = w

	gl.Viewport(0, 0, w, h)

	if GetScene() != nil && CurrentCamera() != nil {
		CurrentCamera().UpdateResolution()
	}
}
Esempio n. 4
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func (drawer *SpriteDrawer) Draw(sprites []Sprite) {

	gl.Viewport(0, 0, drawer.width, drawer.height)

	if len(sprites) == 0 {
		return
	}

	drawer.Use()
	drawer.Texture.Bind(gl.TEXTURE_2D_ARRAY)

	tmp := drawer.GetTransform().To32()
	drawer.camera_uniform.UniformMatrix2x3f(false, &tmp)

	vertexbuffer := gl.GenBuffer()
	defer vertexbuffer.Delete()
	vertexbuffer.Bind(gl.ARRAY_BUFFER)

	stride := int(unsafe.Sizeof(sprites[0]))

	gl.BufferData(gl.ARRAY_BUFFER, stride*len(sprites), sprites, gl.STREAM_DRAW)

	var transform1, transform2, texcoords, texlevel gl.AttribLocation
	transform1 = 0
	transform2 = 1
	texcoords = 2
	texlevel = 3

	transform1.AttribPointer(3, gl.FLOAT, false, stride, unsafe.Offsetof(sprites[0].Transform))
	transform2.AttribPointer(3, gl.FLOAT, false, stride, unsafe.Offsetof(sprites[0].Transform)+unsafe.Sizeof(sprites[0].Transform[0])*3)
	texcoords.AttribPointer(4, gl.FLOAT, false, stride, unsafe.Offsetof(sprites[0].TextureLeft))
	texlevel.AttribPointer(1, gl.FLOAT, false, stride, unsafe.Offsetof(sprites[0].Layer))

	transform1.EnableArray()
	transform2.EnableArray()
	texcoords.EnableArray()
	texlevel.EnableArray()

	gl.DrawArrays(gl.POINTS, 0, len(sprites))

	transform1.DisableArray()
	transform2.DisableArray()
	texcoords.DisableArray()
	texlevel.DisableArray()
}
Esempio n. 5
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func (v *Video) Reshape(width int, height int) {
	x_offset := 0
	y_offset := 0

	r := ((float64)(height)) / ((float64)(width))

	if r > 0.9375 { // Height taller than ratio
		h := (int)(math.Floor((float64)(0.9375 * (float64)(width))))
		y_offset = (height - h) / 2
		height = h
	} else if r < 0.9375 { // Width wider
		w := (int)(math.Floor((float64)((256.0 / 240.0) * (float64)(height))))
		x_offset = (width - w) / 2
		width = w
	}

	v.width = width
	v.height = height

	gl.Viewport(x_offset, y_offset, width, height)
}
func (this *Viewport) Activate() {
	gl.Viewport(this.X, this.Y, this.W, this.H)
}
Esempio n. 7
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func main() {
	glfw.SetErrorCallback(errorCallback)
	// lock glfw/gl calls to a single thread
	runtime.LockOSThread()
	runtime.GOMAXPROCS(8) // Render, read commands, send input, extra for file loading, etc

	if !glfw.Init() {
		panic("Could not init glfw!")
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)

	window, err := glfw.CreateWindow(800, 600, "Example", nil, nil)
	if err != nil {
		panic(err)
	}

	window.SetFramebufferSizeCallback(func(w *glfw.Window, width, height int) {
		fmt.Printf("Framebuffer size is now %vx%v\n", width, height)
		// Keep aspect ratio from camwidth/camheight
		camRatio := camWidth / camHeight
		bufRatio := float32(width) / float32(height)
		var newWidth, newHeight float32

		switch {
		case camRatio > bufRatio:
			newHeight = float32(width) / camRatio
			newWidth = float32(width)
		case bufRatio > camRatio:
			newWidth = float32(height) * camRatio
			newHeight = float32(height)
		}

		fmt.Printf("Viewport size is now %vx%v; cam ratio is %v; viewport ratio is %v;\n", newWidth, newHeight, camRatio, newWidth/newHeight)

		gl.Viewport((width-int(newWidth))/2, (height-int(newHeight))/2, int(newWidth), int(newHeight))
	})

	defer window.Destroy()

	window.MakeContextCurrent()
	glfw.SwapInterval(1)

	gl.Init()

	// Enable blending
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	vao := gl.GenVertexArray()
	vao.Bind()

	vbo := gl.GenBuffer()
	vbo.Bind(gl.ARRAY_BUFFER)

	verticies := []float32{-0.5, 0.5,
		0.5, 0.5,
		0.5, -0.5,
		-0.5, -0.5}

	gl.BufferData(gl.ARRAY_BUFFER, len(verticies)*4, verticies, gl.STATIC_DRAW)

	vertex_shader := gl.CreateShader(gl.VERTEX_SHADER)
	vertex_shader.Source(vertex)
	vertex_shader.Compile()
	fmt.Println(vertex_shader.GetInfoLog())
	defer vertex_shader.Delete()

	fragment_shader := gl.CreateShader(gl.FRAGMENT_SHADER)
	fragment_shader.Source(fragment)
	fragment_shader.Compile()
	fmt.Println(fragment_shader.GetInfoLog())
	defer fragment_shader.Delete()

	program := gl.CreateProgram()
	program.AttachShader(vertex_shader)
	program.AttachShader(fragment_shader)

	program.BindFragDataLocation(0, "outColor")
	program.Link()
	program.Use()
	defer program.Delete()

	positionAttrib := program.GetAttribLocation("position")
	positionAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)
	positionAttrib.EnableArray()
	defer positionAttrib.DisableArray()

	modelMat := program.GetUniformLocation("modelView")
	projMat := program.GetUniformLocation("projection")
	spriteSize := program.GetUniformLocation("size")

	cmd := exec.Command(os.Args[1], os.Args[2:]...)
	stdoutReader, stdoutWriter := io.Pipe()
	cmd.Stdout = stdoutWriter
	input := bufio.NewReader(stdoutReader)

	stdinReader, stdinWriter := io.Pipe()
	cmd.Stdin = stdinReader

	stderr, err := cmd.StderrPipe()
	chkErr(err)

	go io.Copy(os.Stderr, stderr)

	err = cmd.Start()
	chkErr(err)

	window.SetKeyCallback(handleKey)

	go func() {
		runtime.LockOSThread()
		for !window.ShouldClose() {
			sendInput(stdinWriter)
			//fmt.Fprintf(stdinWriter, "T %v\n", time.Now())
			<-ticks
			readCommands(input)
		}
	}()

	frameCnt := 0
	queueDepth := 0
	then := time.Now()

	for !window.ShouldClose() {
		frameCnt++
		queueDepth += len(commandBus)
		if frameCnt%120 == 0 {
			fmt.Printf("Queue depth: %v. Render time: %v. Decode time: %v.\n", queueDepth/120, time.Since(then)/120, decodeTime/time.Duration(decodes))
			queueDepth = 0
			then = time.Now()
			decodeTime = time.Duration(0)
			decodes = 0
		}

		for len(commandBus) > 0 {
			(<-commandBus)()
		}

		halfwidth := camWidth / 2.0
		halfheight := camHeight / 2.0
		projection := mathgl.Ortho2D(camera.x-halfwidth, camera.x+halfwidth, camera.y+halfheight, camera.y-halfheight)
		projection = mathgl.Scale3D(camera.sx, camera.sy, 1).Mul4(projection)
		projection = mathgl.HomogRotate3DZ(camera.rot).Mul4(projection)

		projMat.UniformMatrix4f(false, (*[16]float32)(&projection))

		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		for _, sprite := range sprites {
			sMat := mathgl.Scale3D(sprite.sx, sprite.sy, 1)
			sMat = mathgl.HomogRotate3DZ(sprite.rot).Mul4(sMat)
			sMat = mathgl.Translate3D(sprite.x, sprite.y, sprite.z).Mul4(sMat)

			// temp hack bank in
			sprite.bank = 1

			sMap := findSMap(sprite.smap)

			spriteSize.Uniform2f(float32(sMap.getWidth()*sprite.cellwidth), float32(sMap.getHeight()*sprite.cellheight))

			modelMat.UniformMatrix4f(false, (*[16]float32)(&sMat))
			gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
		}

		window.SwapBuffers()
		glfw.PollEvents()

		if window.GetKey(glfw.KeyEscape) == glfw.Press {
			window.SetShouldClose(true)
		}
	}
}