Пример #1
0
func (d *Door) setupGlStuff(room *Room) {
	var state doorState
	state.facing = d.Facing
	state.pos = d.Pos
	state.room.x = room.X
	state.room.y = room.Y
	state.room.dx = room.roomDef.Size.Dx
	state.room.dy = room.roomDef.Size.Dy
	if state == d.state {
		return
	}
	if d.TextureData().Dy() == 0 {
		// Can't build this data until the texture is loaded, so we'll have to try
		// again later.
		return
	}
	d.state = state
	if d.threshold_glids.vbuffer != 0 {
		gl.DeleteBuffers(1, (*gl.Uint)(&d.threshold_glids.vbuffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&d.threshold_glids.floor_buffer))
		d.threshold_glids.vbuffer = 0
		d.threshold_glids.floor_buffer = 0
	}
	if d.door_glids.vbuffer != 0 {
		gl.DeleteBuffers(1, (*gl.Uint)(&d.door_glids.vbuffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&d.door_glids.floor_buffer))
		d.door_glids.vbuffer = 0
		d.door_glids.floor_buffer = 0
	}

	// far left, near right, do threshold
	// near left, far right, do threshold
	// far left, far right, do door
	var vs []roomVertex
	if d.Facing == FarLeft || d.Facing == NearRight {
		x1 := float32(d.Pos)
		x2 := float32(d.Pos + d.Width)
		var y1 float32 = -0.25
		var y2 float32 = 0.25
		if d.Facing == FarLeft {
			y1 = float32(room.roomDef.Size.Dy)
			y2 = float32(room.roomDef.Size.Dy) - 0.25
		}
		// los_x1 := (x1 + float32(room.X)) / LosTextureSize
		vs = append(vs, roomVertex{x: x1, y: y1})
		vs = append(vs, roomVertex{x: x1, y: y2})
		vs = append(vs, roomVertex{x: x2, y: y2})
		vs = append(vs, roomVertex{x: x2, y: y1})
		for i := 0; i < 4; i++ {
			vs[i].los_u = (y2 + float32(room.Y)) / LosTextureSize
			vs[i].los_v = (vs[i].x + float32(room.X)) / LosTextureSize
		}
	}
	if d.Facing == FarRight || d.Facing == NearLeft {
		y1 := float32(d.Pos)
		y2 := float32(d.Pos + d.Width)
		var x1 float32 = -0.25
		var x2 float32 = 0.25
		if d.Facing == FarRight {
			x1 = float32(room.roomDef.Size.Dx)
			x2 = float32(room.roomDef.Size.Dx) - 0.25
		}
		// los_y1 := (y1 + float32(room.Y)) / LosTextureSize
		vs = append(vs, roomVertex{x: x1, y: y1})
		vs = append(vs, roomVertex{x: x1, y: y2})
		vs = append(vs, roomVertex{x: x2, y: y2})
		vs = append(vs, roomVertex{x: x2, y: y1})
		for i := 0; i < 4; i++ {
			vs[i].los_u = (vs[i].y + float32(room.Y)) / LosTextureSize
			vs[i].los_v = (x2 + float32(room.X)) / LosTextureSize
		}
	}
	dz := -float32(d.Width*d.TextureData().Dy()) / float32(d.TextureData().Dx())
	if d.Facing == FarRight {
		x := float32(room.roomDef.Size.Dx)
		y1 := float32(d.Pos + d.Width)
		y2 := float32(d.Pos)
		los_v := (float32(room.X) + x - 0.5) / LosTextureSize
		los_u1 := (float32(room.Y) + y1) / LosTextureSize
		los_u2 := (float32(room.Y) + y2) / LosTextureSize
		vs = append(vs, roomVertex{
			x: x, y: y1, z: 0,
			u: 0, v: 1,
			los_u: los_u1,
			los_v: los_v,
		})
		vs = append(vs, roomVertex{
			x: x, y: y1, z: dz,
			u: 0, v: 0,
			los_u: los_u1,
			los_v: los_v,
		})
		vs = append(vs, roomVertex{
			x: x, y: y2, z: dz,
			u: 1, v: 0,
			los_u: los_u2,
			los_v: los_v,
		})
		vs = append(vs, roomVertex{
			x: x, y: y2, z: 0,
			u: 1, v: 1,
			los_u: los_u2,
			los_v: los_v,
		})
	}
	if d.Facing == FarLeft {
		x1 := float32(d.Pos)
		x2 := float32(d.Pos + d.Width)
		y := float32(room.roomDef.Size.Dy)
		los_v1 := (float32(room.X) + x1) / LosTextureSize
		los_v2 := (float32(room.X) + x2) / LosTextureSize
		los_u := (float32(room.Y) + y - 0.5) / LosTextureSize
		vs = append(vs, roomVertex{
			x: x1, y: y, z: 0,
			u: 0, v: 1,
			los_u: los_u,
			los_v: los_v1,
		})
		vs = append(vs, roomVertex{
			x: x1, y: y, z: dz,
			u: 0, v: 0,
			los_u: los_u,
			los_v: los_v1,
		})
		vs = append(vs, roomVertex{
			x: x2, y: y, z: dz,
			u: 1, v: 0,
			los_u: los_u,
			los_v: los_v2,
		})
		vs = append(vs, roomVertex{
			x: x2, y: y, z: 0,
			u: 1, v: 1,
			los_u: los_u,
			los_v: los_v2,
		})
	}
	gl.GenBuffers(1, (*gl.Uint)(&d.threshold_glids.vbuffer))
	gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(d.threshold_glids.vbuffer))
	size := int(unsafe.Sizeof(roomVertex{}))
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(size*len(vs)), gl.Pointer(&vs[0].x), gl.STATIC_DRAW)

	is := []uint16{0, 1, 2, 0, 2, 3}
	gl.GenBuffers(1, (*gl.Uint)(&d.threshold_glids.floor_buffer))
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(d.threshold_glids.floor_buffer))
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)
	d.threshold_glids.floor_count = 6

	if d.Facing == FarLeft || d.Facing == FarRight {
		is2 := []uint16{4, 5, 6, 4, 6, 7}
		gl.GenBuffers(1, (*gl.Uint)(&d.door_glids.floor_buffer))
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(d.door_glids.floor_buffer))
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is2)), gl.Pointer(&is2[0]), gl.STATIC_DRAW)
		d.door_glids.floor_count = 6
	}
}
Пример #2
0
func (room *Room) setupGlStuff() {
	if room.X == room.gl.x &&
		room.Y == room.gl.y &&
		room.Size.Dx == room.gl.dx &&
		room.Size.Dy == room.gl.dy &&
		room.Wall.Data().Dx() == room.gl.wall_tex_dx &&
		room.Wall.Data().Dy() == room.gl.wall_tex_dy {
		return
	}
	room.gl.x = room.X
	room.gl.y = room.Y
	room.gl.dx = room.Size.Dx
	room.gl.dy = room.Size.Dy
	room.gl.wall_tex_dx = room.Wall.Data().Dx()
	room.gl.wall_tex_dy = room.Wall.Data().Dy()
	if room.vbuffer != 0 {
		gl.DeleteBuffers(1, (*gl.Uint)(&room.vbuffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&room.left_buffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&room.right_buffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&room.floor_buffer))
	}
	dx := float32(room.Size.Dx)
	dy := float32(room.Size.Dy)
	var dz float32
	if room.Wall.Data().Dx() > 0 {
		dz = -float32(room.Wall.Data().Dy()*(room.Size.Dx+room.Size.Dy)) / float32(room.Wall.Data().Dx())
	}

	// Conveniently casted values
	frx := float32(room.X)
	fry := float32(room.Y)
	frdx := float32(room.Size.Dx)
	frdy := float32(room.Size.Dy)

	// c is the u-texcoord of the corner of the room
	c := frdx / (frdx + frdy)

	// lt_llx := frx / LosTextureSize
	// lt_lly := fry / LosTextureSize
	// lt_urx := (frx + frdx) / LosTextureSize
	// lt_ury := (fry + frdy) / LosTextureSize

	lt_llx_ep := (frx + 0.5) / LosTextureSize
	lt_lly_ep := (fry + 0.5) / LosTextureSize
	lt_urx_ep := (frx + frdx - 0.5) / LosTextureSize
	lt_ury_ep := (fry + frdy - 0.5) / LosTextureSize

	vs := []roomVertex{
		// Walls
		{0, dy, 0, 0, 1, lt_ury_ep, lt_llx_ep},
		{dx, dy, 0, c, 1, lt_ury_ep, lt_urx_ep},
		{dx, 0, 0, 1, 1, lt_lly_ep, lt_urx_ep},
		{0, dy, dz, 0, 0, lt_ury_ep, lt_llx_ep},
		{dx, dy, dz, c, 0, lt_ury_ep, lt_urx_ep},
		{dx, 0, dz, 1, 0, lt_lly_ep, lt_urx_ep},

		// Floor
		// This is the bulk of the floor, containing all but the outer edges of
		// the room.  los_tex can map directly onto this so we don't need to do
		// anything weird here.
		{0.5, 0.5, 0, 0.5 / dx, 1 - 0.5/dy, lt_lly_ep, lt_llx_ep},
		{0.5, dy - 0.5, 0, 0.5 / dx, 0.5 / dy, lt_ury_ep, lt_llx_ep},
		{dx - 0.5, dy - 0.5, 0, 1 - 0.5/dx, 0.5 / dy, lt_ury_ep, lt_urx_ep},
		{dx - 0.5, 0.5, 0, 1 - 0.5/dx, 1 - 0.5/dy, lt_lly_ep, lt_urx_ep},

		{0, 0.5, 0, 0, 1 - 0.5/dy, lt_lly_ep, lt_llx_ep},
		{0, dy - 0.5, 0, 0, 0.5 / dy, lt_ury_ep, lt_llx_ep},
		{0.5, dy - 0.5, 0, 0.5 / dx, 0.5 / dy, lt_ury_ep, lt_llx_ep},
		{0.5, 0.5, 0, 0.5 / dx, 1 - 0.5/dy, lt_lly_ep, lt_llx_ep},

		{0.5, 0, 0, 0.5 / dx, 1, lt_lly_ep, lt_llx_ep},
		{0.5, 0.5, 0, 0.5 / dx, 1 - 0.5/dy, lt_lly_ep, lt_llx_ep},
		{dx - 0.5, 0.5, 0, 1 - 0.5/dx, 1 - 0.5/dy, lt_lly_ep, lt_urx_ep},
		{dx - 0.5, 0, 0, 1 - 0.5/dx, 1, lt_lly_ep, lt_urx_ep},

		{dx - 0.5, 0.5, 0, 1 - 0.5/dx, 1 - 0.5/dy, lt_lly_ep, lt_urx_ep},
		{dx - 0.5, dy - 0.5, 0, 1 - 0.5/dx, 0.5 / dy, lt_ury_ep, lt_urx_ep},
		{dx, dy - 0.5, 0, 1, 0.5 / dy, lt_ury_ep, lt_urx_ep},
		{dx, 0.5, 0, 1, 1 - 0.5/dy, lt_lly_ep, lt_urx_ep},

		{0.5, dy - 0.5, 0, 0.5 / dx, 0.5 / dy, lt_ury_ep, lt_llx_ep},
		{0.5, dy, 0, 0.5 / dx, 0, lt_ury_ep, lt_llx_ep},
		{dx - 0.5, dy, 0, 1 - 0.5/dx, 0, lt_ury_ep, lt_urx_ep},
		{dx - 0.5, dy - 0.5, 0, 1 - 0.5/dx, 0.5 / dy, lt_ury_ep, lt_urx_ep},

		{0, 0, 0, 0, 1, lt_lly_ep, lt_llx_ep},
		{0, 0.5, 0, 0, 1 - 0.5/dy, lt_lly_ep, lt_llx_ep},
		{0.5, 0.5, 0, 0.5 / dx, 1 - 0.5/dy, lt_lly_ep, lt_llx_ep},
		{0.5, 0, 0, 0.5 / dx, 1, lt_lly_ep, lt_llx_ep},

		{0, dy - 0.5, 0, 0, 0.5 / dy, lt_ury_ep, lt_llx_ep},
		{0, dy, 0, 0, 0, lt_ury_ep, lt_llx_ep},
		{0.5, dy, 0, 0.5 / dx, 0, lt_ury_ep, lt_llx_ep},
		{0.5, dy - 0.5, 0, 0.5 / dx, 0.5 / dy, lt_ury_ep, lt_llx_ep},

		{dx - 0.5, dy - 0.5, 0, 1 - 0.5/dx, 0.5 / dy, lt_ury_ep, lt_urx_ep},
		{dx - 0.5, dy, 0, 1 - 0.5/dx, 0, lt_ury_ep, lt_urx_ep},
		{dx, dy, 0, 1, 0, lt_ury_ep, lt_urx_ep},
		{dx, dy - 0.5, 0, 1, 0.5 / dy, lt_ury_ep, lt_urx_ep},

		{dx - 0.5, 0, 0, 1 - 0.5/dx, 1, lt_lly_ep, lt_urx_ep},
		{dx - 0.5, 0.5, 0, 1 - 0.5/dx, 1 - 0.5/dy, lt_lly_ep, lt_urx_ep},
		{dx, 0.5, 0, 1, 1 - 0.5/dy, lt_lly_ep, lt_urx_ep},
		{dx, 0, 0, 1, 1, lt_lly_ep, lt_urx_ep},
	}
	gl.GenBuffers(1, (*gl.Uint)(&room.vbuffer))
	gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(room.vbuffer))
	size := int(unsafe.Sizeof(roomVertex{}))
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(size*len(vs)), gl.Pointer(&vs[0].x), gl.STATIC_DRAW)

	// left wall indices
	is := []uint16{0, 3, 4, 0, 4, 1}
	gl.GenBuffers(1, (*gl.Uint)(&room.left_buffer))
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(room.left_buffer))
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)

	// right wall indices
	is = []uint16{1, 4, 5, 1, 5, 2}
	gl.GenBuffers(1, (*gl.Uint)(&room.right_buffer))
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(room.right_buffer))
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)

	// floor indices
	is = []uint16{
		6, 7, 8, 6, 8, 9, // middle
		10, 11, 12, 10, 12, 13, // left side
		14, 15, 16, 14, 16, 17, // bottom side
		18, 19, 20, 18, 20, 21, // right side
		22, 23, 24, 22, 24, 25, // top side
		26, 27, 28, 26, 28, 29, // bottom left corner
		30, 31, 32, 30, 32, 33, // upper left corner
		34, 35, 36, 34, 36, 37, // upper right corner
		38, 39, 40, 38, 40, 41, // lower right corner
	}
	gl.GenBuffers(1, (*gl.Uint)(&room.floor_buffer))
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(room.floor_buffer))
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)
	room.floor_count = len(is)
}
Пример #3
0
func (wt *WallTexture) setupGlStuff(x, y, dx, dy int, gl_ids *wallTextureGlIds) {
	if gl_ids.vbuffer != 0 {
		gl.DeleteBuffers(1, (*gl.Uint)(&gl_ids.vbuffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&gl_ids.left_buffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&gl_ids.right_buffer))
		gl.DeleteBuffers(1, (*gl.Uint)(&gl_ids.floor_buffer))
		gl_ids.vbuffer = 0
		gl_ids.left_buffer = 0
		gl_ids.right_buffer = 0
		gl_ids.floor_buffer = 0
	}

	// All vertices for both walls and the floor will go here and get sent to
	// opengl all at once
	var vs []roomVertex

	// Conveniently casted values
	frx := float32(x)
	fry := float32(y)
	frdx := float32(dx)
	frdy := float32(dy)
	tdx := float32(wt.Texture.Data().Dx()) / 100
	tdy := float32(wt.Texture.Data().Dy()) / 100

	wtx := wt.X
	wty := wt.Y
	wtr := wt.Rot

	if wtx > frdx {
		wtr -= 3.1415926535 / 2
	}

	// Floor
	verts := []mathgl.Vec2{
		{-tdx / 2, -tdy / 2},
		{-tdx / 2, tdy / 2},
		{tdx / 2, tdy / 2},
		{tdx / 2, -tdy / 2},
	}
	var m, run mathgl.Mat3
	run.Identity()
	m.Translation(wtx, wty)
	run.Multiply(&m)
	m.RotationZ(wtr)
	run.Multiply(&m)
	if wt.Flip {
		m.Scaling(-1, 1)
		run.Multiply(&m)
	}
	for i := range verts {
		verts[i].Transform(&run)
	}
	p := mathgl.Poly(verts)
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{0, 0}, B: mathgl.Vec2{0, frdy}})
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{0, frdy}, B: mathgl.Vec2{frdx, frdy}})
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{frdx, frdy}, B: mathgl.Vec2{frdx, 0}})
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{frdx, 0}, B: mathgl.Vec2{0, 0}})
	if len(p) >= 3 {
		// floor indices
		var is []uint16
		for i := 1; i < len(p)-1; i++ {
			is = append(is, uint16(len(vs)+0))
			is = append(is, uint16(len(vs)+i))
			is = append(is, uint16(len(vs)+i+1))
		}
		gl.GenBuffers(1, (*gl.Uint)(&gl_ids.floor_buffer))
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(gl_ids.floor_buffer))
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)
		gl_ids.floor_count = gl.Sizei(len(is))

		run.Inverse()
		for i := range p {
			v := mathgl.Vec2{p[i].X, p[i].Y}
			v.Transform(&run)
			vs = append(vs, roomVertex{
				x:     p[i].X,
				y:     p[i].Y,
				u:     v.X/tdx + 0.5,
				v:     -(v.Y/tdy + 0.5),
				los_u: (fry + p[i].Y) / LosTextureSize,
				los_v: (frx + p[i].X) / LosTextureSize,
			})
		}
	}

	// Left Wall
	verts = []mathgl.Vec2{
		{-tdx / 2, -tdy / 2},
		{-tdx / 2, tdy / 2},
		{tdx / 2, tdy / 2},
		{tdx / 2, -tdy / 2},
	}
	run.Identity()
	m.Translation(wtx, wty)
	run.Multiply(&m)
	m.RotationZ(wtr)
	run.Multiply(&m)
	if wt.Flip {
		m.Scaling(-1, 1)
		run.Multiply(&m)
	}
	for i := range verts {
		verts[i].Transform(&run)
	}
	p = mathgl.Poly(verts)
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{0, 0}, B: mathgl.Vec2{0, frdy}})
	p.Clip(&mathgl.Seg2{B: mathgl.Vec2{0, frdy}, A: mathgl.Vec2{frdx, frdy}})
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{frdx, frdy}, B: mathgl.Vec2{frdx, 0}})
	if len(p) >= 3 {
		// floor indices
		var is []uint16
		for i := 1; i < len(p)-1; i++ {
			is = append(is, uint16(len(vs)+0))
			is = append(is, uint16(len(vs)+i))
			is = append(is, uint16(len(vs)+i+1))
		}
		gl.GenBuffers(1, (*gl.Uint)(&gl_ids.left_buffer))
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(gl_ids.left_buffer))
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)
		gl_ids.left_count = gl.Sizei(len(is))

		run.Inverse()
		for i := range p {
			v := mathgl.Vec2{p[i].X, p[i].Y}
			v.Transform(&run)
			vs = append(vs, roomVertex{
				x:     p[i].X,
				y:     frdy,
				z:     frdy - p[i].Y,
				u:     v.X/tdx + 0.5,
				v:     -(v.Y/tdy + 0.5),
				los_u: (fry + frdy - 0.5) / LosTextureSize,
				los_v: (frx + p[i].X) / LosTextureSize,
			})
		}
	}

	// Right Wall
	verts = []mathgl.Vec2{
		{-tdx / 2, -tdy / 2},
		{-tdx / 2, tdy / 2},
		{tdx / 2, tdy / 2},
		{tdx / 2, -tdy / 2},
	}
	run.Identity()
	m.Translation(wtx, wty)
	run.Multiply(&m)
	m.RotationZ(wtr)
	run.Multiply(&m)
	if wt.Flip {
		m.Scaling(-1, 1)
		run.Multiply(&m)
	}
	for i := range verts {
		verts[i].Transform(&run)
	}
	p = mathgl.Poly(verts)
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{0, frdy}, B: mathgl.Vec2{frdx, frdy}})
	p.Clip(&mathgl.Seg2{B: mathgl.Vec2{frdx, frdy}, A: mathgl.Vec2{frdx, 0}})
	p.Clip(&mathgl.Seg2{A: mathgl.Vec2{frdx, 0}, B: mathgl.Vec2{0, 0}})
	if len(p) >= 3 {
		// floor indices
		var is []uint16
		for i := 1; i < len(p)-1; i++ {
			is = append(is, uint16(len(vs)+0))
			is = append(is, uint16(len(vs)+i))
			is = append(is, uint16(len(vs)+i+1))
		}
		gl.GenBuffers(1, (*gl.Uint)(&gl_ids.right_buffer))
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(gl_ids.right_buffer))
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)
		gl_ids.right_count = gl.Sizei(len(is))

		run.Inverse()
		for i := range p {
			v := mathgl.Vec2{p[i].X, p[i].Y}
			v.Transform(&run)
			vs = append(vs, roomVertex{
				x:     frdx,
				y:     p[i].Y,
				z:     frdx - p[i].X,
				u:     v.X/tdx + 0.5,
				v:     -(v.Y/tdy + 0.5),
				los_u: (fry + p[i].Y) / LosTextureSize,
				los_v: (frx + frdx - 0.5) / LosTextureSize,
			})
		}
	}

	if len(vs) > 0 {
		gl.GenBuffers(1, (*gl.Uint)(&gl_ids.vbuffer))
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(gl_ids.vbuffer))
		size := int(unsafe.Sizeof(roomVertex{}))
		gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(size*len(vs)), gl.Pointer(&vs[0].x), gl.STATIC_DRAW)
	}
}