Esempio n. 1
0
func (w *ImageBox) Draw(region Region) {
	w.Render_region = region

	// We check texture == 0 and not active because active only indicates if we
	// have a texture that we need to free later.  It's possible for us to have
	// a texture that someone else owns.
	if w.texture == 0 {
		return
	}

	gl.Enable(gl.TEXTURE_2D)
	w.texture.Bind(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.Color4d(w.r, w.g, w.b, w.a)
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 0)
	gl.Vertex2i(region.X, region.Y)
	gl.TexCoord2f(0, -1)
	gl.Vertex2i(region.X, region.Y+region.Dy)
	gl.TexCoord2f(1, -1)
	gl.Vertex2i(region.X+region.Dx, region.Y+region.Dy)
	gl.TexCoord2f(1, 0)
	gl.Vertex2i(region.X+region.Dx, region.Y)
	gl.End()
	gl.Disable(gl.TEXTURE_2D)
}
Esempio n. 2
0
// room: the wall to draw
// wall: the texture to render on the wall
// temp: an additional texture to render along with the other detail textures
// specified in room
// left,right: the xy planes of the left and right walls
func drawWall(room *Room, floor, left, right mathgl.Mat4, temp_tex *WallTexture, temp_door doorInfo, cstack base.ColorStack, los_tex *LosTexture, los_alpha float64) {
	gl.Enable(gl.STENCIL_TEST)
	defer gl.Disable(gl.STENCIL_TEST)

	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	defer gl.PopMatrix()

	var dz int
	if room.Wall.Data().Dx() > 0 {
		dz = room.Wall.Data().Dy() * (room.Size.Dx + room.Size.Dy) / room.Wall.Data().Dx()
	}
	corner := float32(room.Size.Dx) / float32(room.Size.Dx+room.Size.Dy)
	gl.LoadIdentity()
	gl.MultMatrixf(&floor[0])

	g_texs = g_texs[0:0]
	if temp_tex != nil {
		g_texs = append(g_texs, *temp_tex)
	}
	for _, tex := range room.WallTextures {
		g_texs = append(g_texs, *tex)
	}

	do_right_wall := func() {
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(1, 0)
		gl.Vertex3i(room.Size.Dx, 0, 0)
		gl.TexCoord2f(1, -1)
		gl.Vertex3i(room.Size.Dx, 0, -dz)
		gl.TexCoord2f(corner, -1)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz)
		gl.TexCoord2f(corner, 0)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0)
		gl.End()
	}

	g_doors = g_doors[0:0]
	for _, door := range room.Doors {
		g_doors = append(g_doors, door)
	}
	if temp_door.Door != nil {
		g_doors = append(g_doors, temp_door.Door)
	}

	alpha := 0.2

	do_right_doors := func(opened bool) {
		for _, door := range g_doors {
			if door.Facing != FarRight {
				continue
			}
			if door.IsOpened() != opened {
				continue
			}
			door.TextureData().Bind()
			if door == temp_door.Door {
				if temp_door.Valid {
					cstack.Push(0, 0, 1, alpha)
				} else {
					cstack.Push(1, 0, 0, alpha)
				}
			}
			cstack.ApplyWithAlpha(alpha * los_alpha)
			gl.Begin(gl.QUADS)
			height := float64(door.Width*door.TextureData().Dy()) / float64(door.TextureData().Dx())
			gl.TexCoord2f(1, 0)
			gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos), 0)
			gl.TexCoord2f(1, -1)
			gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos), -height)
			gl.TexCoord2f(0, -1)
			gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos+door.Width), -height)
			gl.TexCoord2f(0, 0)
			gl.Vertex3d(float64(room.Size.Dx), float64(door.Pos+door.Width), 0)
			gl.End()
			if door == temp_door.Door {
				cstack.Pop()
			}
		}
	}

	// Right wall
	gl.StencilFunc(gl.NOTEQUAL, 8, 7)
	gl.StencilOp(gl.DECR_WRAP, gl.REPLACE, gl.REPLACE)
	gl.Color4d(0, 0, 0, 0)
	do_right_wall()
	gl.Enable(gl.TEXTURE_2D)
	cstack.ApplyWithAlpha(alpha * los_alpha)
	gl.StencilFunc(gl.EQUAL, 8, 15)
	gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO)
	do_right_doors(true)
	cstack.ApplyWithAlpha(1.0 * los_alpha)
	gl.StencilFunc(gl.EQUAL, 15, 15)
	gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO)
	do_right_doors(true)
	for _, alpha := range []float64{alpha, 1.0} {
		cstack.ApplyWithAlpha(alpha * los_alpha)
		if alpha == 1.0 {
			gl.StencilFunc(gl.EQUAL, 15, 15)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
		} else {
			gl.StencilFunc(gl.EQUAL, 8, 15)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
		}
		room.Wall.Data().Bind()

		do_right_wall()

		gl.PushMatrix()
		gl.LoadIdentity()
		gl.MultMatrixf(&right[0])
		for i, tex := range g_texs {
			dx, dy := float32(room.Size.Dx), float32(room.Size.Dy)
			if tex.Y > dy {
				tex.X, tex.Y = dx+tex.Y-dy, dy+dx-tex.X
			}
			if tex.X > dx {
				tex.Rot -= 3.1415926535 / 2
			}
			tex.X -= dx
			if temp_tex != nil && i == 0 {
				cstack.Push(1, 0.7, 0.7, 0.7)
			}
			cstack.ApplyWithAlpha(alpha * los_alpha)
			tex.Render()
			if temp_tex != nil && i == 0 {
				cstack.Pop()
			}
		}
		gl.PopMatrix()
	}
	cstack.ApplyWithAlpha(alpha * los_alpha)
	gl.StencilFunc(gl.EQUAL, 8, 15)
	do_right_doors(false)
	cstack.ApplyWithAlpha(1.0 * los_alpha)
	gl.StencilFunc(gl.EQUAL, 15, 15)
	do_right_doors(false)
	// Go back over the area we just drew on and replace it with all b0001
	gl.StencilFunc(gl.ALWAYS, 1, 1)
	gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
	gl.Color4d(0, 0, 0, 0)
	do_right_wall()

	// Now that the entire wall has been draw we can cast shadows on it if we've
	// got a los texture
	if los_tex != nil {
		los_tex.Bind()
		gl.BlendFunc(gl.SRC_ALPHA_SATURATE, gl.SRC_ALPHA)
		gl.Color4d(0, 0, 0, 1)

		tx := (float64(room.X+room.Size.Dx) - 0.5) / float64(los_tex.Size())
		ty := (float64(room.Y) + 0.5) / float64(los_tex.Size())
		ty2 := (float64(room.Y+room.Size.Dy) - 0.5) / float64(los_tex.Size())
		gl.Begin(gl.QUADS)
		gl.TexCoord2d(ty, tx)
		gl.Vertex3i(room.Size.Dx, 0, 0)
		gl.TexCoord2d(ty, tx)
		gl.Vertex3i(room.Size.Dx, 0, -dz)
		gl.TexCoord2d(ty2, tx)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz)
		gl.TexCoord2d(ty2, tx)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0)
		gl.End()
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	}

	do_left_wall := func() {
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(corner, 0)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0)
		gl.TexCoord2f(corner, -1)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz)
		gl.TexCoord2f(0, -1)
		gl.Vertex3i(0, room.Size.Dy, -dz)
		gl.TexCoord2f(0, 0)
		gl.Vertex3i(0, room.Size.Dy, 0)
		gl.End()
	}

	do_left_doors := func(opened bool) {
		for _, door := range g_doors {
			if door.Facing != FarLeft {
				continue
			}
			if door.IsOpened() != opened {
				continue
			}
			door.TextureData().Bind()
			if door == temp_door.Door {
				if temp_door.Valid {
					cstack.Push(0, 0, 1, alpha)
				} else {
					cstack.Push(1, 0, 0, alpha)
				}
			}
			cstack.ApplyWithAlpha(alpha * los_alpha)
			gl.Begin(gl.QUADS)
			height := float64(door.Width*door.TextureData().Dy()) / float64(door.TextureData().Dx())
			gl.TexCoord2f(0, 0)
			gl.Vertex3d(float64(door.Pos), float64(room.Size.Dy), 0)
			gl.TexCoord2f(0, -1)
			gl.Vertex3d(float64(door.Pos), float64(room.Size.Dy), -height)
			gl.TexCoord2f(1, -1)
			gl.Vertex3d(float64(door.Pos+door.Width), float64(room.Size.Dy), -height)
			gl.TexCoord2f(1, 0)
			gl.Vertex3d(float64(door.Pos+door.Width), float64(room.Size.Dy), 0)
			gl.End()
			if door == temp_door.Door {
				cstack.Pop()
			}
		}
	}

	gl.StencilFunc(gl.NOTEQUAL, 8, 7)
	gl.StencilOp(gl.DECR_WRAP, gl.REPLACE, gl.REPLACE)
	gl.Color4d(0, 0, 0, 0)
	do_left_wall()
	gl.Enable(gl.TEXTURE_2D)
	cstack.ApplyWithAlpha(alpha * los_alpha)
	gl.StencilFunc(gl.EQUAL, 8, 15)
	gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO)
	do_left_doors(true)
	cstack.ApplyWithAlpha(1.0 * los_alpha)
	gl.StencilFunc(gl.EQUAL, 15, 15)
	gl.StencilOp(gl.KEEP, gl.ZERO, gl.ZERO)
	do_left_doors(true)
	for _, alpha := range []float64{alpha, 1.0} {
		if alpha == 1.0 {
			gl.StencilFunc(gl.EQUAL, 15, 15)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
		} else {
			gl.StencilFunc(gl.EQUAL, 8, 15)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
		}
		room.Wall.Data().Bind()
		cstack.ApplyWithAlpha(alpha * los_alpha)
		do_left_wall()

		gl.PushMatrix()
		gl.LoadIdentity()
		gl.MultMatrixf(&left[0])
		for i, tex := range g_texs {
			dx, dy := float32(room.Size.Dx), float32(room.Size.Dy)
			if tex.X > dx {
				tex.X, tex.Y = dx+dy-tex.Y, dy+tex.X-dx
			}
			tex.Y -= dy
			if temp_tex != nil && i == 0 {
				cstack.Push(1, 0.7, 0.7, 0.7)
			}
			cstack.ApplyWithAlpha(alpha * los_alpha)
			tex.Render()
			if temp_tex != nil && i == 0 {
				cstack.Pop()
			}
		}
		gl.PopMatrix()
	}
	cstack.ApplyWithAlpha(alpha * los_alpha)
	gl.StencilFunc(gl.EQUAL, 8, 15)
	do_left_doors(false)
	cstack.ApplyWithAlpha(1.0 * los_alpha)
	gl.StencilFunc(gl.EQUAL, 15, 15)
	do_left_doors(false)
	// Go back over the area we just drew on and replace it with all b0010
	gl.StencilFunc(gl.ALWAYS, 2, 2)
	gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
	gl.Color4d(0, 0, 0, 0)
	do_left_wall()

	// Now that the entire wall has been draw we can cast shadows on it if we've
	// got a los texture
	if los_tex != nil {
		los_tex.Bind()
		gl.BlendFunc(gl.SRC_ALPHA_SATURATE, gl.SRC_ALPHA)
		gl.Color4d(0, 0, 0, 1)

		ty := (float64(room.Y+room.Size.Dy) - 0.5) / float64(los_tex.Size())
		tx := (float64(room.X) + 0.5) / float64(los_tex.Size())
		tx2 := (float64(room.X+room.Size.Dx) - 0.5) / float64(los_tex.Size())
		gl.Begin(gl.QUADS)
		gl.TexCoord2d(ty, tx)
		gl.Vertex3i(0, room.Size.Dy, 0)
		gl.TexCoord2d(ty, tx)
		gl.Vertex3i(0, room.Size.Dy, -dz)
		gl.TexCoord2d(ty, tx2)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, -dz)
		gl.TexCoord2d(ty, tx2)
		gl.Vertex3i(room.Size.Dx, room.Size.Dy, 0)
		gl.End()
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	}
}