Esempio n. 1
0
func (wp *waypoint) RenderOnFloor() {
	if !wp.active {
		return
	}
	wp.drawn = true
	gl.Color4ub(200, 0, 0, 128)
	base.EnableShader("waypoint")
	base.SetUniformF("waypoint", "radius", float32(wp.Radius))

	t := float32(time.Now().UnixNano()%1e15) / 1.0e9
	base.SetUniformF("waypoint", "time", t)
	gl.Begin(gl.QUADS)
	gl.TexCoord2i(0, 1)
	gl.Vertex2i(int32(wp.X-wp.Radius), int32(wp.Y-wp.Radius))
	gl.TexCoord2i(0, 0)
	gl.Vertex2i(int32(wp.X-wp.Radius), int32(wp.Y+wp.Radius))
	gl.TexCoord2i(1, 0)
	gl.Vertex2i(int32(wp.X+wp.Radius), int32(wp.Y+wp.Radius))
	gl.TexCoord2i(1, 1)
	gl.Vertex2i(int32(wp.X+wp.Radius), int32(wp.Y-wp.Radius))
	gl.End()

	base.EnableShader("")

	// base.EnableShader("")
}
Esempio n. 2
0
func (o *Overlay) Draw(region gui.Region) {
	o.region = region
	switch o.game.Side {
	case SideHaunt:
		if o.game.los.denizens.mode == LosModeBlind {
			return
		}
	case SideExplorers:
		if o.game.los.intruders.mode == LosModeBlind {
			return
		}
	default:
		return
	}
	for _, wp := range o.game.Waypoints {
		if !wp.active || wp.drawn {
			continue
		}

		cx := float32(wp.X)
		cy := float32(wp.Y)
		r := float32(wp.Radius)
		cx1, cy1 := o.game.viewer.BoardToWindow(cx-r, cy-r)
		cx2, cy2 := o.game.viewer.BoardToWindow(cx-r, cy+r)
		cx3, cy3 := o.game.viewer.BoardToWindow(cx+r, cy+r)
		cx4, cy4 := o.game.viewer.BoardToWindow(cx+r, cy-r)
		gl.Color4ub(200, 0, 0, 128)

		base.EnableShader("waypoint")
		base.SetUniformF("waypoint", "radius", float32(wp.Radius))

		t := float32(time.Now().UnixNano()%1e15) / 1.0e9
		base.SetUniformF("waypoint", "time", t)

		gl.Begin(gl.QUADS)
		gl.TexCoord2i(0, 1)
		gl.Vertex2i(int32(cx1), int32(cy1))
		gl.TexCoord2i(0, 0)
		gl.Vertex2i(int32(cx2), int32(cy2))
		gl.TexCoord2i(1, 0)
		gl.Vertex2i(int32(cx3), int32(cy3))
		gl.TexCoord2i(1, 1)
		gl.Vertex2i(int32(cx4), int32(cy4))
		gl.End()

		base.EnableShader("")
	}
}
Esempio n. 3
0
func (a *Move) RenderOnFloor() {
	if a.ent == nil {
		return
	}
	if path_tex == nil {
		path_tex = house.MakeLosTexture()
	}
	path_tex.Remap()
	path_tex.Bind()
	gl.Color4ub(255, 255, 255, 128)
	base.EnableShader("path")
	base.SetUniformF("path", "threshold", float32(a.threshold)/255)
	base.SetUniformF("path", "size", house.LosTextureSize)
	texture.RenderAdvanced(0, 0, house.LosTextureSize, house.LosTextureSize, 3.1415926535, false)
	base.EnableShader("")
}
Esempio n. 4
0
func (a *SummonAction) RenderOnFloor() {
	if a.ent == nil {
		return
	}
	ex, ey := a.ent.Pos()
	if dist(ex, ey, a.cx, a.cy) <= a.Range && a.ent.HasLos(a.cx, a.cy, 1, 1) {
		gl.Color4ub(255, 255, 255, 200)
	} else {
		gl.Color4ub(255, 64, 64, 200)
	}
	base.EnableShader("box")
	base.SetUniformF("box", "dx", 1)
	base.SetUniformF("box", "dy", 1)
	base.SetUniformI("box", "temp_invalid", 0)
	(&texture.Object{}).Data().Render(float64(a.cx), float64(a.cy), 1, 1)
	base.EnableShader("")
}
Esempio n. 5
0
func (a *AoeAttack) RenderOnFloor() {
	if a.ent == nil {
		return
	}
	ex, ey := a.ent.Pos()
	if dist(ex, ey, a.tx, a.ty) <= a.Range && a.ent.HasLos(a.tx, a.ty, 1, 1) {
		gl.Color4ub(255, 255, 255, 200)
	} else {
		gl.Color4ub(255, 64, 64, 200)
	}
	base.EnableShader("box")
	base.SetUniformF("box", "dx", float32(a.Diameter))
	base.SetUniformF("box", "dy", float32(a.Diameter))
	base.SetUniformI("box", "temp_invalid", 0)
	x := a.tx - (a.Diameter+1)/2
	y := a.ty - (a.Diameter+1)/2
	(&texture.Object{}).Data().Render(float64(x), float64(y), float64(a.Diameter), float64(a.Diameter))
	base.EnableShader("")
}
Esempio n. 6
0
func (sp *SpawnPoint) RenderOnFloor() {
	re := topSpawnRegexp()
	if re == nil || !re.MatchString(sp.Name) {
		return
	}

	var rgba [4]float64
	gl.GetDoublev(gl.CURRENT_COLOR, &rgba[0])
	gl.PushAttrib(gl.CURRENT_BIT)
	gl.Disable(gl.TEXTURE_2D)

	// This just creates a color that is consistent among all spawn points whose
	// names match SpawnName-.*
	prefix := sp.Name
	for i := range prefix {
		if prefix[i] == '-' {
			prefix = prefix[0:i]
			break
		}
	}
	h := fnv.New32()
	h.Write([]byte(prefix))
	hs := h.Sum32()
	gl.Color4ub(byte(hs%256), byte((hs/256)%256), byte((hs/(256*256))%256), byte(255*rgba[3]))

	base.EnableShader("box")
	base.SetUniformF("box", "dx", float32(sp.Dx))
	base.SetUniformF("box", "dy", float32(sp.Dy))
	if !sp.temporary {
		base.SetUniformI("box", "temp_invalid", 0)
	} else if !sp.invalid {
		base.SetUniformI("box", "temp_invalid", 1)
	} else {
		base.SetUniformI("box", "temp_invalid", 2)
	}
	(&texture.Object{}).Data().Render(float64(sp.X), float64(sp.Y), float64(sp.Dx), float64(sp.Dy))
	base.EnableShader("")
	gl.PopAttrib()
}
Esempio n. 7
0
// Need floor, right wall, and left wall matrices to draw the details
func (room *Room) render(floor, left, right mathgl.Mat4, zoom float32, base_alpha byte, drawables []Drawable, los_tex *LosTexture, floor_drawers []FloorDrawer) {
	do_color := func(r, g, b, a byte) {
		R, G, B, A := room.Color()
		A = alphaMult(A, base_alpha)
		gl.Color4ub(alphaMult(R, r), alphaMult(G, g), alphaMult(B, b), alphaMult(A, a))
	}
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.STENCIL_TEST)
	gl.ClearStencil(0)
	gl.Clear(gl.STENCIL_BUFFER_BIT)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	defer gl.DisableClientState(gl.VERTEX_ARRAY)
	defer gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)

	var vert roomVertex

	planes := []plane{
		{room.left_buffer, room.Wall, &left},
		{room.right_buffer, room.Wall, &right},
		{room.floor_buffer, room.Floor, &floor},
	}

	gl.PushMatrix()
	defer gl.PopMatrix()

	if los_tex != nil {
		gl.LoadMatrixf(&floor[0])
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.ActiveTexture(gl.TEXTURE1)
		gl.Enable(gl.TEXTURE_2D)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		los_tex.Bind()
		gl.BindBuffer(gl.ARRAY_BUFFER, room.vbuffer)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.ActiveTexture(gl.TEXTURE0)
		base.EnableShader("los")
		base.SetUniformI("los", "tex2", 1)
	}

	var mul, run mathgl.Mat4
	for _, plane := range planes {
		gl.LoadMatrixf(&floor[0])
		run.Assign(&floor)

		// Render the doors and cut out the stencil buffer so we leave them empty
		// if they're open
		switch plane.mat {
		case &left:
			gl.StencilFunc(gl.ALWAYS, 1, 1)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			for _, door := range room.Doors {
				if door.Facing != FarLeft {
					continue
				}
				door.TextureData().Bind()
				R, G, B, A := door.Color()
				do_color(R, G, B, alphaMult(A, room.far_left.wall_alpha))
				gl.ClientActiveTexture(gl.TEXTURE0)
				door.TextureData().Bind()
				if door.door_glids.floor_buffer != 0 {
					gl.BindBuffer(gl.ARRAY_BUFFER, door.threshold_glids.vbuffer)
					gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
					gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, door.door_glids.floor_buffer)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
					gl.ClientActiveTexture(gl.TEXTURE1)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
					gl.DrawElements(gl.TRIANGLES, door.door_glids.floor_count, gl.UNSIGNED_SHORT, nil)
				}
			}
			gl.StencilFunc(gl.NOTEQUAL, 1, 1)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
			do_color(255, 255, 255, room.far_left.wall_alpha)

		case &right:
			gl.StencilFunc(gl.ALWAYS, 1, 1)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			for _, door := range room.Doors {
				if door.Facing != FarRight {
					continue
				}
				door.TextureData().Bind()
				R, G, B, A := door.Color()
				do_color(R, G, B, alphaMult(A, room.far_right.wall_alpha))
				gl.ClientActiveTexture(gl.TEXTURE0)
				door.TextureData().Bind()
				if door.door_glids.floor_buffer != 0 {
					gl.BindBuffer(gl.ARRAY_BUFFER, door.threshold_glids.vbuffer)
					gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
					gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, door.door_glids.floor_buffer)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
					gl.ClientActiveTexture(gl.TEXTURE1)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
					gl.DrawElements(gl.TRIANGLES, door.door_glids.floor_count, gl.UNSIGNED_SHORT, nil)
				}
			}
			gl.StencilFunc(gl.NOTEQUAL, 1, 1)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
			do_color(255, 255, 255, room.far_right.wall_alpha)

		case &floor:
			gl.StencilFunc(gl.ALWAYS, 2, 2)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			do_color(255, 255, 255, 255)
		}

		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.BindBuffer(gl.ARRAY_BUFFER, room.vbuffer)
		gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
		gl.ClientActiveTexture(gl.TEXTURE1)
		if los_tex != nil {
			los_tex.Bind()
		}
		gl.BindBuffer(gl.ARRAY_BUFFER, room.vbuffer)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		// Now draw the walls
		gl.LoadMatrixf(&floor[0])
		plane.texture.Data().Bind()
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, plane.index_buffer)
		if (plane.mat == &left || plane.mat == &right) && strings.Contains(string(room.Wall.Path), "gradient.png") {
			base.EnableShader("gorey")
			base.SetUniformI("gorey", "tex", 0)
			base.SetUniformI("gorey", "foo", Foo)
			base.SetUniformF("gorey", "num_rows", Num_rows)
			base.SetUniformF("gorey", "noise_rate", Noise_rate)
			base.SetUniformF("gorey", "num_steps", Num_steps)
		}
		if plane.mat == &floor && strings.Contains(string(room.Floor.Path), "gradient.png") {
			base.EnableShader("gorey")
			base.SetUniformI("gorey", "tex", 0)
			base.SetUniformI("gorey", "foo", Foo)
			base.SetUniformF("gorey", "num_rows", Num_rows)
			base.SetUniformF("gorey", "noise_rate", Noise_rate)
			base.SetUniformF("gorey", "num_steps", Num_steps)
			zexp := math.Log(float64(zoom))
			frac := 1 - 1/zexp
			frac = (frac - 0.6) * 5.0
			switch {
			case frac > 0.7:
				base.SetUniformI("gorey", "range", 1)
			case frac > 0.3:
				base.SetUniformI("gorey", "range", 2)
			default:
				base.SetUniformI("gorey", "range", 3)
			}
		}
		if plane.mat == &floor {
			R, G, B, _ := room.Color()
			gl.Color4ub(R, G, B, 255)
		}
		gl.DrawElements(gl.TRIANGLES, gl.Sizei(room.floor_count), gl.UNSIGNED_SHORT, nil)
		if los_tex != nil {
			base.EnableShader("los")
		} else {
			base.EnableShader("")
		}
	}

	for _, wt := range room.WallTextures {
		if room.wall_texture_gl_map == nil {
			room.wall_texture_gl_map = make(map[*WallTexture]wallTextureGlIds)
			room.wall_texture_state_map = make(map[*WallTexture]wallTextureState)
		}
		ids := room.wall_texture_gl_map[wt]
		state := room.wall_texture_state_map[wt]
		var new_state wallTextureState
		new_state.flip = wt.Flip
		new_state.rot = wt.Rot
		new_state.x = wt.X
		new_state.y = wt.Y
		new_state.room.x = room.X
		new_state.room.y = room.Y
		new_state.room.dx = room.Size.Dx
		new_state.room.dy = room.Size.Dy
		if new_state != state {
			wt.setupGlStuff(room.X, room.Y, room.Size.Dx, room.Size.Dy, &ids)
			room.wall_texture_gl_map[wt] = ids
			room.wall_texture_state_map[wt] = new_state
		}
		gl.LoadMatrixf(&floor[0])
		if ids.vbuffer != 0 {
			wt.Texture.Data().Bind()
			R, G, B, A := wt.Color()

			gl.ClientActiveTexture(gl.TEXTURE0)
			gl.BindBuffer(gl.ARRAY_BUFFER, ids.vbuffer)
			gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
			gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
			gl.ClientActiveTexture(gl.TEXTURE1)
			gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
			gl.ClientActiveTexture(gl.TEXTURE0)
			if ids.floor_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 2, 2)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.floor_buffer)
				gl.Color4ub(R, G, B, A)
				gl.DrawElements(gl.TRIANGLES, ids.floor_count, gl.UNSIGNED_SHORT, nil)
			}
			if ids.left_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 1, 1)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.left_buffer)
				do_color(R, G, B, alphaMult(A, room.far_left.wall_alpha))
				gl.DrawElements(gl.TRIANGLES, ids.left_count, gl.UNSIGNED_SHORT, nil)
			}
			if ids.right_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 1, 1)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.right_buffer)
				do_color(R, G, B, alphaMult(A, room.far_right.wall_alpha))
				gl.DrawElements(gl.TRIANGLES, ids.right_count, gl.UNSIGNED_SHORT, nil)
			}
		}
	}
	base.EnableShader("marble")
	base.SetUniformI("marble", "tex2", 1)
	base.SetUniformF("marble", "room_x", float32(room.X))
	base.SetUniformF("marble", "room_y", float32(room.Y))
	for _, door := range room.Doors {
		door.setupGlStuff(room)
		if door.threshold_glids.vbuffer == 0 {
			continue
		}
		if door.AlwaysOpen() {
			continue
		}
		if door.highlight_threshold {
			gl.Color4ub(255, 255, 255, 255)
		} else {
			gl.Color4ub(128, 128, 128, 255)
		}
		gl.BindBuffer(gl.ARRAY_BUFFER, door.threshold_glids.vbuffer)
		gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, door.threshold_glids.floor_buffer)
		gl.DrawElements(gl.TRIANGLES, door.threshold_glids.floor_count, gl.UNSIGNED_SHORT, nil)
	}
	base.EnableShader("")
	if los_tex != nil {
		base.EnableShader("")
		gl.ActiveTexture(gl.TEXTURE1)
		gl.Disable(gl.TEXTURE_2D)
		gl.ActiveTexture(gl.TEXTURE0)
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.ClientActiveTexture(gl.TEXTURE0)
	}

	run.Assign(&floor)
	mul.Translation(float32(-room.X), float32(-room.Y), 0)
	run.Multiply(&mul)
	gl.LoadMatrixf(&run[0])
	gl.StencilFunc(gl.EQUAL, 2, 3)
	gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
	room_rect := image.Rect(room.X, room.Y, room.X+room.Size.Dx, room.Y+room.Size.Dy)
	for _, fd := range floor_drawers {
		x, y := fd.Pos()
		dx, dy := fd.Dims()
		if room_rect.Overlaps(image.Rect(x, y, x+dx, y+dy)) {
			fd.RenderOnFloor()
		}
	}

	do_color(255, 255, 255, 255)
	gl.LoadIdentity()
	gl.Disable(gl.STENCIL_TEST)
	room.renderFurniture(floor, 255, drawables, los_tex)

	gl.ClientActiveTexture(gl.TEXTURE1)
	gl.Disable(gl.TEXTURE_2D)
	gl.ClientActiveTexture(gl.TEXTURE0)
	base.EnableShader("")
}