Esempio n. 1
0
func (f *Font) DrawText2D(x int, y int, color [3]byte, scale float, txt string) (endw int, endh int) {
	gl.LoadIdentity()
	//	gl.Translatef(0.0, 0.0, -2.0);

	glEnable2D()
	gl.Disable(gl.DEPTH_TEST)

	texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt)

	locX := gl.GLfloat(x)
	locY := gl.GLfloat(y)
	wi := gl.GLfloat(w) * gl.GLfloat(scale)
	he := gl.GLfloat(h) * gl.GLfloat(scale)

	/* Draw a quad at location */
	gl.Begin(gl.QUADS)
	/* Recall that the origin is in the lower-left corner
	   That is why the TexCoords specify different corners
	   than the Vertex coors seem to. */
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex2f(locX, locY)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex2f(locX+wi, locY)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex2f(locX+wi, locY+he)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex2f(locX, locY+he)
	gl.End()

	endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary)

	gl.Enable(gl.DEPTH_TEST)
	glDisable2D()
	return
}
Esempio n. 2
0
func drawShip(angle gl.GLfloat) {
	gl.PushMatrix()
	gl.Translatef(x, y, 0.0)
	gl.Rotatef(angle, 0.0, 0.0, 1.0)
	if thrust {
		gl.Color3f(1.0, 0.0, 0.0)
		gl.Begin(gl.LINE_STRIP)
		gl.Vertex2f(-0.75, -0.5)
		gl.Vertex2f(-1.75, 0)
		gl.Vertex2f(-0.75, 0.5)
		gl.End()
	}
	gl.Color3f(1.0, 1.0, 0.0)
	gl.Begin(gl.LINE_LOOP)
	gl.Vertex2f(2.0, 0.0)
	gl.Vertex2f(-1.0, -1.0)
	gl.Vertex2f(-0.5, 0.0)
	gl.Vertex2f(-1.0, 1.0)
	gl.Vertex2f(2.0, 0.0)
	gl.End()
	if shield {
		gl.Color3f(0.1, 0.1, 1.0)
		gl.Begin(gl.LINE_LOOP)
		for rad := 0.0; rad < 12.0; rad += 1.0 {
			gl.Vertex2f(
				gl.GLfloat(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2),
				gl.GLfloat(2.0*math.Sin(2*float64(rad)/math.Pi)))
		}
		gl.End()
	}
	gl.PopMatrix()
}
Esempio n. 3
0
func drawBullets() {
	gl.Begin(gl.POINTS)
	gl.Color3f(1.0, 0.0, 1.0)
	for i := 0; i < MAX_BULLETS; i++ {
		if bullet[i].inuse {
			gl.Vertex2f(bullet[i].x, bullet[i].y)
		}
	}
	gl.End()
}
Esempio n. 4
0
func drawMap(cx, cy, zoom float64, triangles p2t.TriArray) {

	for i := 0; i < len(triangles); i++ {
		t := triangles[i]
		a := t.Point[0]
		b := t.Point[1]
		c := t.Point[2]

		//constrainedColor(t.constrained_edge[2])
		gl.Begin(gl.LINES)
		gl.Vertex2f(float32(a.X), float32(a.Y))
		gl.Vertex2f(float32(b.X), float32(b.Y))
		gl.End()

		//constrainedColor(t.constrained_edge[0])
		gl.Begin(gl.LINES)
		gl.Vertex2f(float32(b.X), float32(b.Y))
		gl.Vertex2f(float32(c.X), float32(c.Y))
		gl.End()

		//constrainedColor(t.constrained_edge[1])
		gl.Begin(gl.LINES)
		gl.Vertex2f(float32(c.X), float32(c.Y))
		gl.Vertex2f(float32(a.X), float32(a.Y))
		gl.End()
	}
}
Esempio n. 5
0
func draw(triangles p2t.TriArray) {

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

	for i := 0; i < len(triangles); i++ {
		var t = triangles[i]
		var a = t.Point[0]
		var b = t.Point[1]
		var c = t.Point[2]

		// Red
		gl.Color3f(1, 0, 0)

		gl.Begin(gl.LINE_LOOP)
		gl.Vertex2f(float32(a.X), float32(a.Y))
		gl.Vertex2f(float32(b.X), float32(b.Y))
		gl.Vertex2f(float32(c.X), float32(c.Y))
		gl.End()
	}

	sdl.GL_SwapBuffers()
}