func ExampleRebase() { parent1 := NewTransformStack() scale := mgl64.Scale3D(2, 2, 2) rot := mgl64.HomogRotate3DY(mgl64.DegToRad(90)) trans := mgl64.Translate3D(5, 5, 5) parent1.Push(trans) parent1.Push(rot) parent1.Push(scale) parent2 := parent1.Copy() trans2 := mgl64.Translate3D(1, 1, 1) rot2 := mgl64.HomogRotate3DX(mgl64.DegToRad(45)) parent1.Push(trans2) parent1.Push(rot2) // Replay the pushes the changes from parent1 after the copy onto parent2, as if // they had been done on parent2 instead parent2, err := Rebase(parent1, 4, parent2) if err != nil { panic(err) } // Now parent2 and parent 1 should be the same! fmt.Println(parent2.Peek().ApproxEqualThreshold(parent1.Peek(), 1e-4)) // Output: true }
func TestStackMultiPush(t *testing.T) { stack := NewTransformStack() scale := mgl64.Scale3D(2, 2, 2) rot := mgl64.HomogRotate3DY(mgl64.DegToRad(90)) trans := mgl64.Translate3D(4, 5, 6) stack.Push(trans) stack.Push(rot) if !stack.Peek().ApproxEqualThreshold(trans.Mul4(rot), 1e-4) { t.Errorf("Stack does not multiply first two pushes correctly") } stack.Push(scale) if !stack.Peek().ApproxEqualThreshold(trans.Mul4(rot).Mul4(scale), 1e-4) { t.Errorf("Stack does not multiple third push correctly") } stack.Unwind(2) stack.Push(scale) if !stack.Peek().ApproxEqualThreshold(trans.Mul4(scale), 1e-4) { t.Errorf("Unwinding and multiplying does not work correctly") } }
func TestReseed(t *testing.T) { stack := NewTransformStack() scale := mgl64.Scale3D(2, 2, 2) rot := mgl64.HomogRotate3DY(mgl64.DegToRad(90)) trans := mgl64.Translate3D(4, 5, 6) stack.Push(trans) stack.Push(rot) stack.Push(scale) trans2 := mgl64.Translate3D(1, 2, 3) err := stack.Reseed(1, trans2) if err != nil { t.Fatalf("Rebase returned error when it should not %v", err) } if !stack.Peek().ApproxEqualThreshold(trans2.Mul4(rot).Mul4(scale), 1e-4) { t.Fatalf("Rebase does not remultiply correctly. Got\n %v expected\n %v. (Previous state:\n %v)", stack.Peek(), trans2.Mul4(rot).Mul4(scale), trans.Mul4(rot).Mul4(scale)) } }
func TestRebase(t *testing.T) { stack := NewTransformStack() stack2 := NewTransformStack() scale := mgl64.Scale3D(2, 2, 2) rot := mgl64.HomogRotate3DY(mgl64.DegToRad(90)) trans := mgl64.Translate3D(4, 5, 6) trans2 := mgl64.Translate3D(1, 2, 3) stack.Push(trans) stack.Push(rot) stack2.Push(trans2) stack2.Push(scale) out, _ := Rebase(stack2, 1, stack) if !out.Peek().ApproxEqualThreshold(trans.Mul4(rot).Mul4(trans2).Mul4(scale), 1e-4) { t.Log("\n", out) t.Errorf("Rebase unsuccessful. Got\n %v, expected\n %v", out.Peek(), trans.Mul4(rot).Mul4(trans2).Mul4(scale)) } }
func ExampleReseed() { stack := NewTransformStack() scale := mgl64.Scale3D(2, 2, 2) rot := mgl64.HomogRotate3DY(mgl64.DegToRad(90)) trans := mgl64.Translate3D(4, 5, 6) stack.Push(trans) stack.Push(rot) stack.Push(scale) fmt.Println("Initial state:\n", stack.Peek()) trans2 := mgl64.Translate3D(1, 2, 3) err := stack.Reseed(1, trans2) if err == nil { panic("Rebase failed") } fmt.Println("After rebase:\n", stack.Peek()) fmt.Println("Should be:\n", trans2.Mul4(rot).Mul4(scale)) }
// Render renders func (renderable *TileTextureMapRenderable) Render(context *RenderContext) { gl := renderable.gl renderable.withShader(func() { renderable.setMatrix32(renderable.viewMatrixUniform, context.ViewMatrix()) renderable.setMatrix32(renderable.projectionMatrixUniform, context.ProjectionMatrix()) gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer) gl.VertexAttribOffset(uint32(renderable.vertexPositionAttrib), 3, opengl.FLOAT, false, 0, 0) textureUnit := int32(0) gl.ActiveTexture(opengl.TEXTURE0 + uint32(textureUnit)) gl.BindTexture(opengl.TEXTURE_2D, renderable.paletteTexture.Handle()) gl.Uniform1i(renderable.paletteUniform, textureUnit) textureUnit = 1 gl.ActiveTexture(opengl.TEXTURE0 + uint32(textureUnit)) scaling := mgl.Scale3D(32.0, 32.0, 1.0) for y, row := range renderable.tiles { for x, tile := range row { if tile != nil && *tile.Type != model.Solid && tile.RealWorld != nil { texture := renderable.textureQuery(*tile.RealWorld.FloorTexture) if texture != nil { modelMatrix := mgl.Translate3D(float64(x)*32.0, float64(y)*32.0, 0.0). Mul4(scaling) uvMatrix := uvRotations[*tile.RealWorld.FloorTextureRotations] renderable.setMatrix32(renderable.uvMatrixUniform, uvMatrix) renderable.setMatrix64(renderable.modelMatrixUniform, &modelMatrix) verticeCount := renderable.ensureTileType(*tile.Type) gl.BindTexture(opengl.TEXTURE_2D, texture.Handle()) gl.Uniform1i(renderable.bitmapUniform, textureUnit) gl.DrawArrays(opengl.TRIANGLES, 0, int32(verticeCount)) } } } } gl.BindTexture(opengl.TEXTURE_2D, 0) }) }