func (wp *waypoint) RenderOnFloor() { if !wp.active { return } wp.drawn = true gl.Color4ub(200, 0, 0, 128) base.EnableShader("waypoint") base.SetUniformF("waypoint", "radius", float32(wp.Radius)) t := float32(time.Now().UnixNano()%1e15) / 1.0e9 base.SetUniformF("waypoint", "time", t) gl.Begin(gl.QUADS) gl.TexCoord2i(0, 1) gl.Vertex2i(gl.Int(wp.X-wp.Radius), gl.Int(wp.Y-wp.Radius)) gl.TexCoord2i(0, 0) gl.Vertex2i(gl.Int(wp.X-wp.Radius), gl.Int(wp.Y+wp.Radius)) gl.TexCoord2i(1, 0) gl.Vertex2i(gl.Int(wp.X+wp.Radius), gl.Int(wp.Y+wp.Radius)) gl.TexCoord2i(1, 1) gl.Vertex2i(gl.Int(wp.X+wp.Radius), gl.Int(wp.Y-wp.Radius)) gl.End() base.EnableShader("") // base.EnableShader("") }
func (o *Overlay) Draw(region gui.Region) { o.region = region switch o.game.Side { case SideHaunt: if o.game.los.denizens.mode == LosModeBlind { return } case SideExplorers: if o.game.los.intruders.mode == LosModeBlind { return } default: return } for _, wp := range o.game.Waypoints { if !wp.active || wp.drawn { continue } cx := float32(wp.X) cy := float32(wp.Y) r := float32(wp.Radius) cx1, cy1 := o.game.viewer.BoardToWindow(cx-r, cy-r) cx2, cy2 := o.game.viewer.BoardToWindow(cx-r, cy+r) cx3, cy3 := o.game.viewer.BoardToWindow(cx+r, cy+r) cx4, cy4 := o.game.viewer.BoardToWindow(cx+r, cy-r) gl.Color4ub(200, 0, 0, 128) base.EnableShader("waypoint") base.SetUniformF("waypoint", "radius", float32(wp.Radius)) t := float32(time.Now().UnixNano()%1e15) / 1.0e9 base.SetUniformF("waypoint", "time", t) gl.Begin(gl.QUADS) gl.TexCoord2i(0, 1) gl.Vertex2i(gl.Int(cx1), gl.Int(cy1)) gl.TexCoord2i(0, 0) gl.Vertex2i(gl.Int(cx2), gl.Int(cy2)) gl.TexCoord2i(1, 0) gl.Vertex2i(gl.Int(cx3), gl.Int(cy3)) gl.TexCoord2i(1, 1) gl.Vertex2i(gl.Int(cx4), gl.Int(cy4)) gl.End() base.EnableShader("") } }