Esempio n. 1
0
func (sp *SpawnPoint) Render(pos mathgl.Vec2, width float32) {
	gl.Disable(gl.TEXTURE_2D)
	gl.Color4d(1, 1, 1, 0.1)
	gl.Begin(gl.QUADS)
	gl.Vertex2f(gl.Float(pos.X-width/2), gl.Float(pos.Y))
	gl.Vertex2f(gl.Float(pos.X-width/2), gl.Float(pos.Y+width))
	gl.Vertex2f(gl.Float(pos.X+width/2), gl.Float(pos.Y+width))
	gl.Vertex2f(gl.Float(pos.X+width/2), gl.Float(pos.Y))
	gl.End()
}
Esempio n. 2
0
func SetUniformF(shader, variable string, f float32) {
	prog, ok := shader_progs[shader]
	if !ok {
		if !warned_names[shader] {
			Warn().Printf("Tried to set a uniform in an unknown shader '%s'", shader)
			warned_names[shader] = true
		}
		return
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(gl.Uint(prog), (*gl.Char)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1f(loc, gl.Float(f))
}
Esempio n. 3
0
func (e *Entity) Render(pos mathgl.Vec2, width float32) {
	var rgba [4]float64
	gl.GetDoublev(gl.CURRENT_COLOR, (*gl.Double)(&rgba[0]))
	e.last_render_width = width
	gl.Enable(gl.TEXTURE_2D)
	e.drawReticle(pos, rgba)
	if e.sprite.sp != nil {
		dxi, dyi := e.sprite.sp.Dims()
		dx := float32(dxi)
		dy := float32(dyi)
		tx, ty, tx2, ty2 := e.sprite.sp.Bind()
		gl.Begin(gl.QUADS)
		gl.TexCoord2d(gl.Double(tx), gl.Double(-ty))
		gl.Vertex2f(gl.Float(pos.X), gl.Float(pos.Y))
		gl.TexCoord2d(gl.Double(tx), gl.Double(-ty2))
		gl.Vertex2f(gl.Float(pos.X), gl.Float(pos.Y+dy*width/dx))
		gl.TexCoord2d(gl.Double(tx2), gl.Double(-ty2))
		gl.Vertex2f(gl.Float(pos.X+width), gl.Float(pos.Y+dy*width/dx))
		gl.TexCoord2d(gl.Double(tx2), gl.Double(-ty))
		gl.Vertex2f(gl.Float(pos.X+width), gl.Float(pos.Y))
		gl.End()
	}
}