func (gw *GameWindow) Draw(region gui.Region, style gui.StyleStack) { defer base.StackCatcher() defer func() { // gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0) gl.Disable(gl.TEXTURE_2D) gl.Color4ub(255, 255, 255, 255) gl.LineWidth(3) gl.Begin(gl.LINES) bx, by := gl.Int(region.X), gl.Int(region.Y) bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy) gl.Vertex2i(bx, by) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx, by) gl.End() gl.LineWidth(1) }() gw.Engine.Pause() game := gw.Engine.GetState().(*Game) game.RenderLocal(region, gw.Local) gw.Engine.Unpause() }
func (gw *GameWindow) Draw(region g2.Region, style g2.StyleStack) { defer base.StackCatcher() defer func() { // gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0) gl.Disable(gl.TEXTURE_2D) gl.Color4ub(255, 255, 255, 255) gl.LineWidth(3) gl.Begin(gl.LINES) bx, by := gl.Int(region.X), gl.Int(region.Y) bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy) gl.Vertex2i(bx, by) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx, by) gl.End() gl.LineWidth(1) }() gw.Engine.Pause() game := gw.Engine.GetState().(*Game) // Note that since we do a READER lock on game.local we cannot do any writes // to local data while rendering. game.local.RLock() game.RenderLocal(region) game.local.RUnlock() gw.Engine.Unpause() }
func initScene() { gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.ALPHA_TEST) gl.Enable(gl.LINE_SMOOTH) gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) gl.LineWidth(1.0) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) //gl.DepthFunc(gl.LEQUAL) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() perspective(110.0, 1.0, 4, 8192) }