func (f *Furniture) Render(pos mathgl.Vec2, width float32) { var rgba [4]gl.Double gl.GetDoublev(gl.CURRENT_COLOR, &rgba[0]) gl.PushAttrib(gl.CURRENT_BIT) if !f.Blocks_los || !f.alpha_enabled { f.alpha = 1 } var tff gl.Double = 255 gl.Color4ub(gl.Ubyte(tff*rgba[0]), gl.Ubyte(tff*rgba[1]), gl.Ubyte(tff*rgba[2]), gl.Ubyte(tff*rgba[3]*gl.Double(f.alpha))) orientation := f.Orientations[f.Rotation] dy := width * float32(orientation.Texture.Data().Dy()) / float32(orientation.Texture.Data().Dx()) // orientation.Texture.Data().Render(float64(pos.X), float64(pos.Y), float64(width), float64(dy)) orientation.Texture.Data().RenderAdvanced(float64(pos.X), float64(pos.Y), float64(width), float64(dy), 0, !f.Flip) gl.PopAttrib() }
func (sp *SpawnPoint) RenderOnFloor() { re := topSpawnRegexp() if re == nil || !re.MatchString(sp.Name) { return } var rgba [4]gl.Double 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(gl.Ubyte(hs%256), gl.Ubyte((hs/256)%256), gl.Ubyte((hs/(256*256))%256), gl.Ubyte(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() }
func (e *Entity) drawReticle(pos mathgl.Vec2, rgba [4]float64) { if !e.hovered && !e.selected && !e.controlled { return } gl.PushAttrib(gl.CURRENT_BIT) r := gl.Ubyte(rgba[0] * 255) g := gl.Ubyte(rgba[1] * 255) b := gl.Ubyte(rgba[2] * 255) a := gl.Ubyte(rgba[3] * 255) switch { case e.controlled: gl.Color4ub(0, 0, r, a) case e.selected: gl.Color4ub(r, g, b, a) default: gl.Color4ub(r, g, b, gl.Ubyte((int(a)*200)>>8)) } glow := texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ui", "glow.png")) dx := float64(e.last_render_width + 0.5) dy := float64(e.last_render_width * 150 / 100) glow.Render(float64(pos.X), float64(pos.Y), dx, dy) gl.PopAttrib() }
func (d *Dictionary) RenderString(s string, x, y, z, height float64, just Justification) { if len(s) == 0 { return } strbuf, ok := d.strs[s] if !ok { defer d.RenderString(s, x, y, z, height, just) } size := unsafe.Sizeof(dictVert{}) scale := height / float64(d.data.Maxy-d.data.Miny) width := float32(d.figureWidth(s) * scale) x_pos := float32(x) switch just { case Center: x_pos -= width / 2 case Right: x_pos -= width } if ok { gl.PushMatrix() defer gl.PopMatrix() gl.Translated(gl.Double(x_pos), gl.Double(y), gl.Double(z)) gl.Scaled(gl.Double(scale), gl.Double(scale), 1) gl.PushAttrib(gl.COLOR_BUFFER_BIT) defer gl.PopAttrib() gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.TEXTURE_2D) gl.BindTexture(gl.TEXTURE_2D, gl.Uint(d.texture)) gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(strbuf.vbuffer)) gl.EnableClientState(gl.VERTEX_ARRAY) gl.VertexPointer(2, gl.FLOAT, gl.Sizei(size), nil) gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(size), gl.Pointer(unsafe.Offsetof(strbuf.vs[0].u))) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(strbuf.ibuffer)) gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(strbuf.is)), gl.UNSIGNED_SHORT, nil) gl.DisableClientState(gl.VERTEX_ARRAY) gl.DisableClientState(gl.TEXTURE_COORD_ARRAY) return } x_pos = 0 for _, r := range s { info := d.getInfo(r) xleft := x_pos + float32(info.Bounds.Min.X) xright := x_pos + float32(info.Bounds.Max.X) ytop := float32(d.data.Maxy - info.Bounds.Min.Y) ybot := float32(height) + float32(d.data.Miny-info.Bounds.Max.Y) start := uint16(len(strbuf.vs)) strbuf.is = append(strbuf.is, start+0) strbuf.is = append(strbuf.is, start+1) strbuf.is = append(strbuf.is, start+2) strbuf.is = append(strbuf.is, start+0) strbuf.is = append(strbuf.is, start+2) strbuf.is = append(strbuf.is, start+3) strbuf.vs = append(strbuf.vs, dictVert{ x: xleft, y: ybot, u: float32(info.Pos.Min.X) / float32(d.data.Dx), v: float32(info.Pos.Max.Y) / float32(d.data.Dy), }) strbuf.vs = append(strbuf.vs, dictVert{ x: xleft, y: ytop, u: float32(info.Pos.Min.X) / float32(d.data.Dx), v: float32(info.Pos.Min.Y) / float32(d.data.Dy), }) strbuf.vs = append(strbuf.vs, dictVert{ x: xright, y: ytop, u: float32(info.Pos.Max.X) / float32(d.data.Dx), v: float32(info.Pos.Min.Y) / float32(d.data.Dy), }) strbuf.vs = append(strbuf.vs, dictVert{ x: xright, y: ybot, u: float32(info.Pos.Max.X) / float32(d.data.Dx), v: float32(info.Pos.Max.Y) / float32(d.data.Dy), }) x_pos += float32(info.Advance) } gl.GenBuffers(1, (*gl.Uint)(&strbuf.vbuffer)) gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(strbuf.vbuffer)) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(int(size)*len(strbuf.vs)), gl.Pointer(&strbuf.vs[0].x), gl.STATIC_DRAW) gl.GenBuffers(1, (*gl.Uint)(&strbuf.ibuffer)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(strbuf.ibuffer)) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(strbuf.is[0]))*len(strbuf.is)), gl.Pointer(&strbuf.is[0]), gl.STATIC_DRAW) d.strs[s] = strbuf }