func (self *Picker) DrawPlayerItems(t int64) { gl.PushMatrix() gl.LoadIdentity() for i := 0; i < 5; i++ { item := ThePlayer.equippedItems[i] if item != ITEM_NONE { angle := -(float64(i) + 1.5) * math.Pi / 4 gl.LoadIdentity() x := self.x - self.actionItemRadius*float32(math.Sin(angle)) y := self.y + self.actionItemRadius*float32(math.Cos(angle)) gl.Translatef(x, y, 0) gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 1.0, 0.0, 0.0) gl.Rotatef(360*float32(math.Cos(float64(t)/1e10+float64(i))), 0.0, 1.0, 0.0) gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 0.0, 0.0, 1.0) gl.Scalef(blockscale, blockscale, blockscale) gVertexBuffer.Reset() TerrainCube(gVertexBuffer, 0, 0, 0, [18]uint16{}, item, FACE_NONE) gVertexBuffer.RenderDirect(false) gl.LoadIdentity() gl.Translatef(x-17*PIXEL_SCALE, y-19*PIXEL_SCALE, 20) consoleFont.Print(fmt.Sprintf("%d", ThePlayer.inventory[item])) } } gl.PopMatrix() }
func (s *Sprite) Draw(x, y, angle, scale float32, blend bool) { gl.Enable(gl.TEXTURE_2D) gl.Disable(gl.COLOR_MATERIAL) if blend { gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.BLEND) } else { gl.Disable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ZERO) } gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(x, y, 0) gl.Rotatef(angle*360/(2*math.Pi), 0, 0, 1) gl.Scalef(scale, scale, 1) s.tex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.Color3f(1, 1, 1) gl.TexCoord2d(0, 0) gl.Vertex3f(-0.5*s.width, -0.5*s.height, 0) gl.TexCoord2d(1, 0) gl.Vertex3f(0.5*s.width, -0.5*s.height, 0) gl.TexCoord2d(1, 1) gl.Vertex3f(0.5*s.width, 0.5*s.height, 0) gl.TexCoord2d(0, 1) gl.Vertex3f(-0.5*s.width, 0.5*s.height, 0) gl.End() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) }
func (self *Inventory) DrawItem(t int64, quantity uint16, itemid ItemId, x float64, y float64) { gl.PushMatrix() gl.LoadIdentity() // angle := -90.0 const blocksize = float32(0.3) gl.Translated(x, y, 0) //gl.Rotated(angle, 1.0, 0.0, 0.0) gl.Rotated(90, 1.0, 0.0, 0.0) gl.Rotated(30*math.Sin(float64(t)/1e9+float64(itemid)/2), 0.0, 1.0, 0.0) gl.Scalef(blocksize, blocksize, blocksize) self.drawBuffer.Reset() if itemid < 256 { TerrainCube(self.drawBuffer, Vectori{}, [18]BlockId{BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_AIR, BLOCK_DIRT, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR}, NewBlockDefault(BlockId(itemid)), FACE_NONE) } else { RenderItemFlat(self.drawBuffer, Vectori{}, BlockId(itemid)) } self.drawBuffer.RenderDirect(false) gl.LoadIdentity() gl.Translated(x+2*PIXEL_SCALE-48*PIXEL_SCALE*float64(blocksize), y-7*PIXEL_SCALE-48*PIXEL_SCALE*float64(blocksize), 0) inventoryItemFont.Print(fmt.Sprintf("%d", quantity)) gl.PopMatrix() }
func reshape(w, h int) { gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), 0, float64(h), -1, 1) gl.Scalef(1, -1, 1) gl.Translatef(0, float32(-h), 0) gl.MatrixMode(gl.MODELVIEW) }
func stroke_output(x, y float32, str string, font glut.StrokeFont) { gl.PushMatrix() gl.Translatef(x, y, 0) gl.Scalef(0.005, 0.005, 0.005) for _, ch := range str { font.Character(ch) } gl.PopMatrix() }
func reshape(w, h int) { /* Because Gil specified "screen coordinates" (presumably with an upper-left origin), this short bit of code sets up the coordinate system to correspond to actual window coodrinates. This code wouldn't be required if you chose a (more typical in 3D) abstract coordinate system. */ gl.Viewport(0, 0, w, h) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Food for coord, _ := range food { gl.LoadIdentity() gl.Scalef(0.05, 0.05, 1) gl.Translatef(float32(coord.x)-5, float32(coord.y)-5, -1) gl.Begin(gl.QUADS) gl.Color3f(0.5, float32(coord.x)/10, float32(coord.y)/10) gl.Vertex3f(0.25, 0.75, 0) gl.Vertex3f(0.75, 0.75, 0) gl.Color3f(0.3, float32(coord.x)/10-0.2, float32(coord.y)/10-0.2) gl.Vertex3f(0.75, 0.25, 0) gl.Vertex3f(0.25, 0.25, 0) gl.End() } //Snake for _, coord := range snake.coords { gl.LoadIdentity() gl.Scalef(0.05, 0.05, 1) gl.Translatef(float32(coord.x)-5, float32(coord.y)-5, -1) gl.Begin(gl.QUADS) gl.Color3f(float32(coord.y)/10, float32(coord.x)/10, 0.5) gl.Vertex3f(0, 1, 0) gl.Vertex3f(1, 1, 0) gl.Color3f(float32(coord.y)/10-0.2, float32(coord.x)/10-0.2, 0.3) gl.Vertex3f(1, 0, 0) gl.Vertex3f(0, 0, 0) gl.End() } glfw.SwapBuffers() }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, -20+globalState.MousePos.Z*globalState.speed) gl.Rotatef(globalState.Rot.X, 1, 0, 0) gl.Rotatef(globalState.Rot.Y, 0, 1, 0) gl.Rotatef(globalState.Rot.Z, 0, 0, 1) if globalState.speed != 1 { gl.Scalef(globalState.speed, globalState.speed, globalState.speed) } gl.RenderMode(gl.RENDER) gl.Begin(gl.QUADS) for i, _ := range mesh.Faces { if colors, ok := faceColor[i]; ok { gl.Color3f(colors[0], colors[1], colors[2]) } else { faceColor[i] = make([]float32, 3) faceColor[i][0] = rand.Float32() faceColor[i][1] = rand.Float32() faceColor[i][2] = rand.Float32() gl.Color3f(faceColor[i][0], faceColor[i][1], faceColor[i][2]) } face := &mesh.Faces[i] for j, _ := range face.Vertices { var v *wfobj.Vertex if len(face.Normals) > 0 { v = &face.Normals[j] gl.Normal3f(v.X, v.Y, v.Z) } v = &face.Vertices[j] gl.Vertex3f(v.X, v.Y, v.Z) } } gl.End() gl.Finish() gl.Flush() sdl.GL_SwapBuffers() }
func (self *Picker) DrawPlayerItems(t int64, drawQuantities bool) { gl.PushMatrix() gl.LoadIdentity() for i := 0; i < 5; i++ { itemid := ThePlayer.equippedItems[i] if itemid != ITEM_NONE { angle := -(float64(i) + 1.5) * math.Pi / 4 gl.LoadIdentity() x := self.x - self.actionItemRadius*float32(math.Sin(angle)) y := self.y + self.actionItemRadius*float32(math.Cos(angle)) gl.Translatef(x, y, 0) gl.Rotated(90, 1.0, 0.0, 0.0) gl.Rotated(30*math.Sin(float64(t)/1e9+float64(itemid)/2), 0.0, 1.0, 0.0) gl.Scalef(BLOCK_SCALE, BLOCK_SCALE, BLOCK_SCALE) gGuiBuffer.Reset() if itemid < 256 { TerrainCube(gGuiBuffer, Vectori{}, [18]BlockId{BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_AIR, BLOCK_DIRT, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR}, NewBlockDefault(BlockId(itemid)), FACE_NONE) } else { RenderItemFlat(gGuiBuffer, Vectori{}, BlockId(itemid)) } gGuiBuffer.RenderDirect(false) if drawQuantities { gl.LoadIdentity() gl.Translatef(x-17*PIXEL_SCALE, y-19*PIXEL_SCALE, 20) consoleFont.Print(fmt.Sprintf("%d", ThePlayer.inventory[itemid])) } } } gl.PopMatrix() }
func (self *Inventory) DrawItem(t int64, quantity uint16, blockid uint16, r Rect) { gl.PushMatrix() gl.LoadIdentity() const blocksize = float32(0.3) i := 1 gl.Translated(r.x+r.sizex/2, r.y+r.sizey/2+4*PIXEL_SCALE, 0) gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 1.0, 0.0, 0.0) gl.Rotatef(360*float32(math.Cos(float64(t)/1e10+float64(i))), 0.0, 1.0, 0.0) gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 0.0, 0.0, 1.0) gl.Scalef(blocksize, blocksize, blocksize) gVertexBuffer.Reset() TerrainCube(gVertexBuffer, Vectori{}, [18]uint16{}, blockid, FACE_NONE) gVertexBuffer.RenderDirect(false) gl.LoadIdentity() gl.Translated(r.x+5*PIXEL_SCALE, r.y+2*PIXEL_SCALE, 0) inventoryItemFont.Print(fmt.Sprintf("%d", quantity)) gl.PopMatrix() }