コード例 #1
0
ファイル: manager.go プロジェクト: runningwild/jbot
func RenderAdvanced(x, y, dx, dy, rot float64, flip bool) {
	setupTextureList()
	if textureList == 0 {
		return
	}
	var run, op mathgl.Mat4
	run.Identity()
	op.Translation(float32(x), float32(y), 0)
	run.Multiply(&op)
	op.Translation(float32(dx/2), float32(dy/2), 0)
	run.Multiply(&op)
	op.RotationZ(float32(rot))
	run.Multiply(&op)
	if flip {
		op.Translation(float32(-dx/2), float32(-dy/2), 0)
		run.Multiply(&op)
		op.Scaling(float32(dx), float32(dy), 1)
		run.Multiply(&op)
	} else {
		op.Translation(float32(dx/2), float32(-dy/2), 0)
		run.Multiply(&op)
		op.Scaling(float32(-dx), float32(dy), 1)
		run.Multiply(&op)
	}
	gl.PushMatrix()
	gl.MultMatrixf((*gl.Float)(&run[0]))
	gl.Enable(gl.TEXTURE_2D)
	gl.CallList(textureList)
	gl.PopMatrix()
}
コード例 #2
0
ファイル: room_viewer.go プロジェクト: hilerchyn/haunts
func makeRoomMats(room *roomDef, region gui.Region, focusx, focusy, angle, zoom float32) (floor, ifloor, left, ileft, right, iright mathgl.Mat4) {
	var m mathgl.Mat4
	floor.Translation(float32(region.Dx/2+region.X), float32(region.Dy/2+region.Y), 0)

	// NOTE: If we want to change 45 to *anything* else then we need to do the
	// appropriate math for rendering quads for furniture
	m.RotationZ(45 * math.Pi / 180)
	floor.Multiply(&m)
	m.RotationAxisAngle(mathgl.Vec3{X: -1, Y: 1}, -float32(angle)*math.Pi/180)
	floor.Multiply(&m)

	s := float32(zoom)
	m.Scaling(s, s, s)
	floor.Multiply(&m)

	// Move the viewer so that the focus is at the origin, and hence becomes centered
	// in the window
	m.Translation(-focusx, -focusy, 0)
	floor.Multiply(&m)

	ifloor.Assign(&floor)
	ifloor.Inverse()

	// Also make the mats for the left and right walls based on this mat
	left.Assign(&floor)
	m.RotationX(-math.Pi / 2)
	left.Multiply(&m)
	m.Translation(0, 0, float32(room.Size.Dy))
	left.Multiply(&m)
	ileft.Assign(&left)
	ileft.Inverse()

	right.Assign(&floor)
	m.RotationX(-math.Pi / 2)
	right.Multiply(&m)
	m.RotationY(-math.Pi / 2)
	right.Multiply(&m)
	m.Scaling(1, 1, 1)
	right.Multiply(&m)
	m.Translation(0, 0, -float32(room.Size.Dx))
	right.Multiply(&m)
	swap_x_y := mathgl.Mat4{
		0, 1, 0, 0,
		1, 0, 0, 0,
		0, 0, 1, 0,
		0, 0, 0, 1,
	}
	right.Multiply(&swap_x_y)
	iright.Assign(&right)
	iright.Inverse()

	return floor, ifloor, left, ileft, right, iright
}
コード例 #3
0
ファイル: manager.go プロジェクト: dgthunder/magnus
func Render(x, y, dx, dy float64) {
	var run, op mathgl.Mat4
	run.Identity()
	op.Translation(float32(x), float32(y), 0)
	run.Multiply(&op)
	op.Scaling(float32(dx), float32(dy), 1)
	run.Multiply(&op)

	gl.PushMatrix()
	gl.Enable(gl.TEXTURE_2D)
	gl.MultMatrixf((*gl.Float)(&run[0]))
	gl.CallList(textureList)
	gl.PopMatrix()
}