// Transforms image (resize, rotate, flip, brightness, contrast) func (c *Convertor) TransformImage(img image.Image) image.Image { var i image.Image = img if c.Opts.Width > 0 || c.Opts.Height > 0 { if c.Opts.Fit { i = imaging.Fit(i, c.Opts.Width, c.Opts.Height, filters[c.Opts.Filter]) } else { i = imaging.Resize(i, c.Opts.Width, c.Opts.Height, filters[c.Opts.Filter]) } } if c.Opts.Rotate > 0 { switch c.Opts.Rotate { case 90: i = imaging.Rotate90(i) case 180: i = imaging.Rotate180(i) case 270: i = imaging.Rotate270(i) } } if c.Opts.Flip != "none" { switch c.Opts.Flip { case "horizontal": i = imaging.FlipH(i) case "vertical": i = imaging.FlipV(i) } } if c.Opts.Brightness != 0 { i = imaging.AdjustBrightness(i, c.Opts.Brightness) } if c.Opts.Contrast != 0 { i = imaging.AdjustContrast(i, c.Opts.Contrast) } return i }
func setupScene(gameEngine engine.Engine, shader *renderer.Shader) { camera := gameEngine.Camera() transparentNode := renderer.NewNode() gameEngine.AddSpatialTransparent(transparentNode) transparentNode.RendererParams = &renderer.RendererParams{ DepthTest: true, Unlit: true, Transparency: renderer.EMISSIVE, } // Sky cubemap skyImg, err := assets.ImportImage("TestAssets/cloudSky.jpg") if err == nil { skyImg = imaging.AdjustBrightness(skyImg, -30) skyImg = imaging.AdjustContrast(skyImg, 30) geom := renderer.CreateSkyBox() geom.Transform(mgl32.Scale3D(10000, 10000, 10000)) skyNode := renderer.NewNode() skyNode.SetOrientation(mgl32.QuatRotate(1.57, mgl32.Vec3{0, 1, 0})) skyNode.Material = renderer.NewMaterial(renderer.NewTexture("diffuseMap", skyImg, false)) skyNode.RendererParams = renderer.NewRendererParams() skyNode.RendererParams.CullBackface = false skyNode.RendererParams.Unlit = true skyNode.Add(geom) gameEngine.AddSpatial(skyNode) // create an environmentMap using the skybox texture envCubeMap := renderer.NewCubemap("environmentMap", skyImg, true) gameEngine.DefaultCubeMap(envCubeMap) } // load scene objs objs := []string{ "TestAssets/wellScene/floor.obj", "TestAssets/wellScene/frame1.obj", "TestAssets/wellScene/frame2.obj", "TestAssets/wellScene/well.obj", "TestAssets/wellScene/torches.obj", } for _, objFile := range objs { if geom, mat, err := assets.ImportObjCached(objFile); err == nil { sceneNode := renderer.NewNode() sceneNode.Add(geom) sceneNode.Material = mat sceneNode.RendererParams = renderer.NewRendererParams() sceneNode.RendererParams.CullBackface = false gameEngine.AddSpatial(sceneNode) } } for i := 0; i < 2; i++ { torchLocation := mgl32.Vec3{0.86, 1.76, 1.05} if i == 1 { torchLocation = mgl32.Vec3{0.86, 1.76, -1.05} } fire := fireParticles() spark := sparkParticles() torchParticles := effects.NewParticleGroup(camera, fire, spark) torchParticles.SetTranslation(torchLocation) transparentNode.Add(torchParticles) gameEngine.AddUpdatable(torchParticles) light := renderer.NewLight(renderer.POINT) light.SetTranslation(torchLocation.Add(mgl32.Vec3{0, 0.05, 0})) gameEngine.AddLight(light) var x float64 gameEngine.AddUpdatable(engine.UpdatableFunc(func(dt float64) { x += dt mag := float32(math.Abs(0.6*math.Sin(3*x)+0.3*math.Sin(4*x)+0.15*math.Sin(7*x)+0.1*math.Sin(15*x))) + 0.5 mag *= 0.05 light.Color = [3]float32{1 * mag, 0.6 * mag, 0.4 * mag} })) } }