func display() { gl.Clear(gl.COLOR_BUFFER_BIT) bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24) bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15) bitmap_output(70, 240, " Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() glu.Perspective(40.0, 1.0, 0.1, 20.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.0) /* up is in postivie Y direction */ gl.PushMatrix() gl.Translatef(0, 0, -4) gl.Rotatef(50, 0, 1, 0) stroke_output(-2.5, 1.1, " This is written in a", glut.STROKE_ROMAN) stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN) stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.Flush() }
// OpenGL draw function & timing func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.PushMatrix() gl.Translated(-3.0, -2.0, 0.0) gl.Rotated(angle, 0.0, 0.0, 1.0) gl.CallList(gear1) gl.PopMatrix() gl.PushMatrix() gl.Translated(3.1, -2.0, 0.0) gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0) gl.CallList(gear2) gl.PopMatrix() gl.PushMatrix() gl.Translated(-3.1, 4.2, 0.0) gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0) gl.CallList(gear3) gl.PopMatrix() gl.PopMatrix() }
func (r *RenderTarget) popGlStates() { gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.TEXTURE) gl.PopMatrix() gl.PopClientAttrib() gl.PopAttrib() }
func renderSwitchBlocks(s *Switch) { // TODO constant v := SwitchSize / 2 x, y := float32(s.X+v), float32(s.Y+v) gl.LoadIdentity() gl.Translatef(x, y, 0) if s.rotate != 0 { gl.Rotatef(float32(s.rotate), 0, 0, 1) } bsf := float32(BlockSize - s.Z) padding := float32(BlockPadding) var b *Block // Render block top left b = g.level.blocks[s.line][s.col] if !b.Rendered { gl.PushMatrix() gl.Translatef(-bsf-padding, -bsf-padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } // Render block top right b = g.level.blocks[s.line][s.col+1] if !b.Rendered { gl.PushMatrix() gl.Translatef(padding, -bsf-padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } // Render block bottom right b = g.level.blocks[s.line+1][s.col+1] if !b.Rendered { gl.PushMatrix() gl.Translatef(padding, padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } // render block bottom left b = g.level.blocks[s.line+1][s.col] if !b.Rendered { gl.PushMatrix() gl.Translatef(-bsf-padding, padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } }
// OpenGL draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.LoadIdentity() gl.Begin(gl.LINES) gl.Color3f(.2, .2, .2) for i := range staticLines { x := staticLines[i].GetAsSegment().A.X y := staticLines[i].GetAsSegment().A.Y gl.Vertex3f(float32(x), float32(y), 0) x = staticLines[i].GetAsSegment().B.X y = staticLines[i].GetAsSegment().B.Y gl.Vertex3f(float32(x), float32(y), 0) } gl.End() gl.Color4f(.3, .3, 1, .8) // draw balls for _, ball := range balls { gl.PushMatrix() pos := ball.Body.Position() rot := ball.Body.Angle() * chipmunk.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(ballRadius), 60) gl.PopMatrix() } }
func (m *Map) Draw() { gl.PushMatrix() gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT | gl.LIGHTING_BIT | gl.POLYGON_BIT | gl.LINE_BIT) gl.EnableClientState(gl.VERTEX_ARRAY) gl.VertexPointer(3, gl.FLOAT, 0, m.vertices) gl.EnableClientState(gl.NORMAL_ARRAY) gl.NormalPointer(gl.FLOAT, 0, m.normals) // gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) // gl.TexCoordPointer(2, gl.FLOAT, 0, m.texcoords) gl.EnableClientState(gl.COLOR_ARRAY) gl.ColorPointer(3, gl.FLOAT, 0, m.colors) // draw solids gl.Enable(gl.COLOR_MATERIAL) // gl.DrawArrays(gl.TRIANGLE_STRIP, 0, len(m.vertices)/3) gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) gl.LineWidth(1.0) gl.Color4f(1, 1, 1, 1) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, len(m.vertices)/3) gl.PopAttrib() gl.PopMatrix() }
func main() { if !glfw.Init() { log.Fatal("glfw failed to initialize") } defer glfw.Terminate() window, err := glfw.CreateWindow(640, 480, "Deformable", nil, nil) if err != nil { log.Fatal(err.Error()) } window.MakeContextCurrent() glfw.SwapInterval(1) window.SetMouseButtonCallback(handleMouseButton) window.SetKeyCallback(handleKeyDown) window.SetInputMode(glfw.Cursor, glfw.CursorHidden) gl.Init() initGL() i := 16 m = GenerateMap(1600/i, 1200/i, i) for running && !window.ShouldClose() { x, y := window.GetCursorPosition() if drawing != 0 { m.Add(int(x)+int(camera[0]), int(y)+int(camera[1]), drawing, brushSizes[currentBrushSize]) } gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gl.PushMatrix() gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT | gl.LIGHTING_BIT | gl.POLYGON_BIT | gl.LINE_BIT) gl.Translatef(-camera[0], -camera[1], 0) m.Draw() gl.PopAttrib() gl.PopMatrix() gl.PushAttrib(gl.COLOR_BUFFER_BIT) gl.LineWidth(2) gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE_MINUS_DST_COLOR, gl.ZERO) // gl.Enable(gl.LINE_SMOOTH) // gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.Translatef(float32(x), float32(y), 0) gl.EnableClientState(gl.VERTEX_ARRAY) gl.VertexPointer(2, gl.DOUBLE, 0, cursorVerts) gl.DrawArrays(gl.LINE_LOOP, 0, 24) gl.PopAttrib() window.SwapBuffers() glfw.PollEvents() } }
func runGameLoop(window *glfw.Window) { for !window.ShouldClose() { // update objects updateObjects() // hit detection hitDetection() // --------------------------------------------------------------- // draw calls gl.Clear(gl.COLOR_BUFFER_BIT) drawCurrentScore() drawHighScore() if isGameWon() { drawWinningScreen() } else if isGameLost() { drawGameOverScreen() } // draw everything 9 times in a 3x3 grid stitched together for seamless clipping for x := -1.0; x < 2.0; x++ { for y := -1.0; y < 2.0; y++ { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.Translated(gameWidth*x, gameHeight*y, 0) drawObjects() gl.PopMatrix() } } gl.Flush() window.SwapBuffers() glfw.PollEvents() // switch resolution if altEnter { window.Destroy() fullscreen = !fullscreen var err error window, err = initWindow() if err != nil { panic(err) } altEnter = false gl.LineWidth(1) if fullscreen { gl.LineWidth(2) } } } }
func PlaceObject(compiledPrim gl.List, scale [3]double, translation [3]double, rotation [4]double) { // objects are placed and transformed when necessary gl.PushMatrix() gl.Scaled(scale) gl.Translated(translation) gl.Rotated(rotation) gl.CallList(compiledPrim) gl.PopMatrix() }
func stroke_output(x, y float32, str string, font glut.StrokeFont) { gl.PushMatrix() gl.Translatef(x, y, 0) gl.Scalef(0.005, 0.005, 0.005) for _, ch := range str { font.Character(ch) } gl.PopMatrix() }
func drawPaddle(x float32, y float32) { gl.PushMatrix() gl.Translatef(float32(x), float32(y), 0) gl.Color3f(1.0, 1.0, 1.0) gl.Begin(gl.LINE_STRIP) gl.Vertex2f(0, -5) gl.Vertex2f(0, 5) gl.End() gl.PopMatrix() }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.PushMatrix() gl.Translated(-3.0, -2.0, 0.0) gl.Rotated(angle, 0.0, 0.0, 1.0) gl.CallList(gear1) gl.PopMatrix() gl.PushMatrix() gl.Translated(3.1, -2.0, 0.0) gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0) gl.CallList(gear2) gl.PopMatrix() gl.PushMatrix() gl.Translated(-3.1, 4.2, 0.0) gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0) gl.CallList(gear3) gl.PopMatrix() gl.PopMatrix() sdl.GL_SwapBuffers() Frames++ { t := sdl.GetTicks() if t-T0 >= 5000 { seconds := (t - T0) / 1000.0 fps := Frames / seconds print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n") T0 = t Frames = 0 } } }
func DrawEntity(en Entity) { x := en.Xpos y := en.Ypos r := en.Rot s := en.Size col := en.Colour switch col { case "grey": gl.Color3d(0.5, 0.5, 0.5) case "red": gl.Color3d(1, 0, 0) case "green": gl.Color3d(0, 1, 0) case "blue": gl.Color3d(0, 0, 1) case "lblue": gl.Color3d(0.3, 0.3, 1) case "orange": gl.Color3d(1, 0.5, 0) case "yellow": gl.Color3d(1, 1, 0) case "purple": gl.Color3d(1, 0, 1) case "white": gl.Color3d(1, 1, 1) default: gl.Color3d(1, 1, 1) } gl.PushMatrix() gl.Translated(x, y, 0) gl.Scaled(s, s, s) //gl.Rotated(r*180/math.Pi, 0, 0, 1) gl.Rotated(r, 0, 0, 1) enx := [3]float64{-0.7, 0.7, 0} eny := [3]float64{1, 1, -1} //in OpenGL 3.2, the vertices below would be stored on the GPU //so all you would need to do is say DrawShape(A) or something gl.Begin(gl.TRIANGLES) gl.Vertex3d(enx[0], eny[0], 0) gl.Vertex3d(enx[1], eny[1], 0) gl.Vertex3d(enx[2], eny[2], 0) gl.End() gl.PopMatrix() }
func drawPool(cards [5]DeckCard, x float32) { gl.PushMatrix() gl.Translatef(x, 590-CardHeight, 0) for i, card := range cards { if i > 0 { gl.Translatef(0, -(CardHeight + 5), 0) } card.Draw() } gl.PopMatrix() }
// Draws a cross on the screen with known lengths, useful for understanding // screen dimensions func DebugLines() { gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() //gl.LoadIdentity() //gl.Ortho(-2.1, 6.1, -4, 8, 1, -1) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() gl.LoadIdentity() gl.LineWidth(5) gl.Color4f(1, 1, 0, 1) gl.Begin(gl.LINES) gl.Vertex2d(0, -1.6) gl.Vertex2d(0, 0.8) gl.Vertex2d(-0.8, 0) gl.Vertex2d(0.8, 0) gl.End() gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) }
func DrawSizeableTri(Tr SizeableTri) { ax := Tr.Ax bx := Tr.Bx cx := Tr.Cx ay := Tr.Ay by := Tr.By cy := Tr.Cy col := Tr.Colour switch col { case "grey": gl.Color3d(0.5, 0.5, 0.5) case "red": gl.Color3d(1, 0, 0) case "green": gl.Color3d(0, 1, 0) case "blue": gl.Color3d(0, 0, 1) case "lblue": gl.Color3d(0.3, 0.3, 1) case "orange": gl.Color3d(1, 0.5, 0) case "yellow": gl.Color3d(1, 1, 0) case "purple": gl.Color3d(1, 0, 1) default: gl.Color3d(1, 1, 1) } gl.PushMatrix() // gl.Translated(x, y, 0) // gl.Scaled(s, s, s) // gl.Rotated(r, 0, 0, 1) gl.Begin(gl.TRIANGLES) gl.Vertex3d(ax, ay, 0) gl.Vertex3d(bx, by, 0) gl.Vertex3d(cx, cy, 0) gl.End() gl.PopMatrix() }
func (m HexMap) Render() { for x := 0; x < 11; x++ { maxy := 8 if x%2 == 1 { maxy = 9 } for y := 0; y < maxy; y++ { if m[x][y].State != StateNormal { continue } gl.PushMatrix() posX, posY := m.GetTopLeft(x, y).WithOffset() gl.Translatef(float32(posX), float32(posY), 0) m[x][y].Render(1, false) gl.PopMatrix() } } }
func (p *Playfield) Draw() { drawPool(p.playerCards, 10) drawPool(p.opponentCards, 790-CardWidth) // draw the slots gl.PushMatrix() gl.Translatef(CardWidth+60, 580-CardHeight, 0) for i, slot := range p.slots { if i > 0 { gl.Translatef(CardWidth+2, 0, 0) if i%4 == 0 { gl.Translatef(-((CardWidth + 2) * 4), -(CardHeight + 2), 0) } } slot.card.Draw() } gl.PopMatrix() }
func drawBall(angle float32, ball_x float32, ball_y float32) { gl.PushMatrix() gl.Color3f(1, 1, 1) gl.Translatef(ball_x, ball_y, 0.0) gl.Begin(gl.LINE_LOOP) for rad := 0.0; rad < 1.0; rad += 0.01 { gl.Vertex2f( float32(2.0*math.Cos(2.0*math.Pi*rad)), float32(2.0*math.Sin(2.0*math.Pi*rad)+0.2)) } gl.End() gl.Rotatef(angle, 0.0, 0.0, 1.0) gl.Begin(gl.LINE_STRIP) gl.Vertex2f(0, 0) gl.Vertex2f(2, 0) gl.End() gl.PopMatrix() }
func drawBlock(loc Loc, b *Block) { // Save current modelview matrix on to the stack gl.PushMatrix() // Move block gl.Translatef(loc.X, loc.Y, loc.Z) // Rotate block gl.Rotatef(b.Pitch, 1, 0, 0) gl.Rotatef(b.Yaw, 0, 1, 0) gl.Rotatef(b.Roll, 0, 0, 1) // Start specifying the vertices of quads. gl.Begin(gl.QUADS) for _, quad := range b.Quads { gl.Color3fv(quad.Color) for _, vertex := range quad.Vertices { gl.Vertex3fv(b.Vertices[vertex]) } } gl.End() // Restore old modelview matrix gl.PopMatrix() }
func (f *AnimateFall) AnimateAndExecute() { if len(f.FallHex) == 0 { return } stillFalling := 0 for _, hex := range f.FallHex { gl.PushMatrix() x, y := hexMap2.GetTopLeft(hex.Pos.X, hex.Pos.Y).WithOffset() displaceY := hex.Accel * math.Pow(f.FallTicks, 2) / 2 _, tY := hexMap2.GetTopLeft(hex.Pos.X, hex.Target.Y).WithOffset() newY := math.Min(y+displaceY, tY) gl.Translatef(float32(x), float32(newY), 0) hex.Hex.Render(1, false) gl.PopMatrix() if newY < tY { stillFalling++ } } f.FallTicks++ if stillFalling == 0 { for _, hex := range f.FallHex { hex.Hex.State = StateNormal } f.FallHex = nil f.FallHex = make([]FallHex, 0) if hexMap2.CheckCollision() { hexShrink.InitAnimation() if f.postHook != nil { hexShrink.postHook = f.postHook } } else { if f.postHook != nil { f.postHook() } } } }
func drawBorderAtXY(x, y float32, reverse int) { if x <= 80 || y <= 80 { return } gl.PushMatrix() gl.Translatef(x, y, 0) if reverse == 1 { gl.Rotatef(60, 0, 0, 1) } gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) borderTex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(-38, -38) gl.TexCoord2f(0, 1) gl.Vertex2i(-38, 38) gl.TexCoord2f(1, 1) gl.Vertex2i(38, 38) gl.TexCoord2f(1, 0) gl.Vertex2i(38, -38) gl.End() gl.PopMatrix() }
func renderBlock_(color ColorDef, w, h, radius, lineWidth float32) { setColor(color) gl.Begin(gl.QUADS) // Render inner square gl.Vertex2f(radius, radius) gl.Vertex2f(radius, h-radius) gl.Vertex2f(w-radius, h-radius) gl.Vertex2f(w-radius, radius) // Render top square gl.Vertex2f(radius, h-radius) gl.Vertex2f(radius, h) gl.Vertex2f(w-radius, h) gl.Vertex2f(w-radius, h-radius) // Render bottom square gl.Vertex2f(radius, radius) gl.Vertex2f(radius, 0) gl.Vertex2f(w-radius, 0) gl.Vertex2f(w-radius, radius) // Render left square gl.Vertex2f(w-radius, radius) gl.Vertex2f(w, radius) gl.Vertex2f(w, h-radius) gl.Vertex2f(w-radius, h-radius) // Render right square gl.Vertex2f(radius, radius) gl.Vertex2f(0, radius) gl.Vertex2f(0, h-radius) gl.Vertex2f(radius, h-radius) gl.End() // Render bottom right corner ww, hh := float64(w-radius), float64(h-radius) renderCorner(color, ww, hh, 0, radius, lineWidth) // Render bottom left corner ww, hh = float64(radius), float64(h-radius) renderCorner(color, ww, hh, 1, radius, lineWidth) // Render top left corner ww, hh = float64(radius), float64(radius) renderCorner(color, ww, hh, 2, radius, lineWidth) // Render top right corner ww, hh = float64(w-radius), float64(radius) renderCorner(color, ww, hh, 3, radius, lineWidth) if lineWidth != 0 { // Render the shape gl.LineWidth(lineWidth) gl.Color3i(0, 0, 0) gl.Begin(gl.LINES) gl.Vertex2f(radius, 0) gl.Vertex2f(w-radius, 0) gl.Vertex2f(0, radius) gl.Vertex2f(0, h-radius) gl.Vertex2f(w, radius) gl.Vertex2f(w, h-radius) gl.Vertex2f(radius, h) gl.Vertex2f(w-radius, h) gl.End() } gl.PopMatrix() }
func (r *AnimateRotate) AnimateAndExecute() { if len(r.SelectedHex) == 0 { return } gl.PushMatrix() var p Point for _, hex := range r.SelectedHex { p.X += hexMap2.GetCenter(hex.Pos.X, hex.Pos.Y).X p.Y += hexMap2.GetCenter(hex.Pos.X, hex.Pos.Y).Y } p.X /= 3 p.Y /= 3 x, y := p.WithOffset() gl.Translatef(float32(x), float32(y), 0) if r.PauseTicks == 0 { gl.Scalef(1.3, 1.3, 1) gl.Rotatef(r.RotateAngle, 0, 0, 1) } else { r.PauseTicks-- } for _, hex := range r.SelectedHex { gl.PushMatrix() x2, y2 := hexMap2.GetTopLeft(hex.Pos.X, hex.Pos.Y).WithOffset() gl.Translatef(float32(x2-x), float32(y2-y), 0) hex.Hex.Render(1, false) gl.PopMatrix() } gl.PopMatrix() if r.PauseTicks > 0 { return } if r.RotateAngle < 120 { r.RotateAngle += 20 } else { fmt.Println(r.SelectedHex[0].Hex, r.SelectedHex[1].Hex, r.SelectedHex[2].Hex) hexMap2[r.SelectedHex[0].Pos.X][r.SelectedHex[0].Pos.Y], hexMap2[r.SelectedHex[1].Pos.X][r.SelectedHex[1].Pos.Y], hexMap2[r.SelectedHex[2].Pos.X][r.SelectedHex[2].Pos.Y] = hexMap2[r.SelectedHex[2].Pos.X][r.SelectedHex[2].Pos.Y], hexMap2[r.SelectedHex[0].Pos.X][r.SelectedHex[0].Pos.Y], hexMap2[r.SelectedHex[1].Pos.X][r.SelectedHex[1].Pos.Y] r.SelectedHex[0].Hex, r.SelectedHex[1].Hex, r.SelectedHex[2].Hex = r.SelectedHex[2].Hex, r.SelectedHex[0].Hex, r.SelectedHex[1].Hex collide := hexMap2.CheckCollision() if r.TimesToRotate == 0 || collide { for _, hex := range r.SelectedHex { if hex.Hex.State == StateRotating { hex.Hex.State = StateNormal } } r.SelectedHex = nil r.SelectedHex = make([]SelectedHex, 0) if collide { hexShrink.InitAnimation() if r.postHook != nil { hexShrink.postHook = r.postHook } } else { if r.postHook != nil { r.postHook() } } } else { r.TimesToRotate-- r.RotateAngle = 0 r.PauseTicks = 5 } } }
func (s *ShrinkHex) AnimateAndExecute() { if len(s.SelectedHex) == 0 { return } if s.Scale > 0.2 { s.Scale -= 0.15 fmt.Println(s.Scale) for _, hex := range s.SelectedHex { gl.PushMatrix() x, y := hexMap2.GetCenter(hex.Pos.X, hex.Pos.Y).WithOffset() gl.Translatef(float32(x), float32(y), 0) gl.Scalef(s.Scale, s.Scale, 1) hex.Hex.Render(1, true) gl.PopMatrix() } } else { fallHexes := make([]FallHex, 0) for x := 0; x < 11; x++ { maxy := 7 if x%2 == 1 { maxy = 8 } fell := false for y := maxy; y >= 0; y-- { if hexMap2[x][y].State == StateShrinking && !fell { hexMap2[x][y] = nil for y2 := y; y2 > 0; y2-- { hexMap2[x][y2] = hexMap2[x][y2-1] if hexMap2[x][y2].State == StateShrinking { continue } hexMap2[x][y2].State = StateFalling fallHexes = append(fallHexes, FallHex{hexMap2[x][y2], FieldPoint{x, y2}, FieldPoint{x, y2 - 1}, 0}) fmt.Println(1, x, y2, x, y2-1) } hexMap2[x][0] = &Hex{HexType(rand.Intn(int(HexFlower)-1) + 1), StateFalling} fallHexes = append(fallHexes, FallHex{hexMap2[x][0], FieldPoint{x, 0}, FieldPoint{x, -1}, 0}) fell = true } else if hexMap2[x][y].State == StateShrinking && fell { hexMap2[x][y] = nil for y2 := y; y2 > 0; y2-- { hexMap2[x][y2] = hexMap2[x][y2-1] if hexMap2[x][y2].State == StateShrinking { continue } hexMap2[x][y2].State = StateFalling // found := false // for i, hex := range fallHexes { // if hex.Hex == hexMap2[x][y2] { // found = true // fallHexes[i].Target.Y++ // break // } // } fmt.Println(2, x, y2, x, y2-1) } miny := 0 for i, hex := range fallHexes { if hex.Pos.X == x { fallHexes[i].Target.Y++ if hex.Pos.Y < miny { miny = hex.Pos.Y } } } hexMap2[x][0] = &Hex{HexType(rand.Intn(int(HexFlower)-1) + 1), StateFalling} fallHexes = append(fallHexes, FallHex{hexMap2[x][0], FieldPoint{x, 0}, FieldPoint{x, miny - 1}, 0}) } if hexMap2[x][y].State == StateShrinking { y = maxy + 1 } } } hexFall.InitAnimation(fallHexes) if s.postHook != nil { hexFall.SetPostHook(s.postHook) } s.SelectedHex = nil s.SelectedHex = make([]SelectedHex, 0) } }
func renderHexMap() { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.Disable(gl.DEPTH_TEST) wallpaper.Bind(gl.TEXTURE_2D) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(0, 0) gl.TexCoord2f(0, 1) gl.Vertex2i(0, 768) gl.TexCoord2f(1, 1) gl.Vertex2i(1024, 768) gl.TexCoord2f(1, 0) gl.Vertex2i(1024, 0) gl.End() gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.DECAL) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PushMatrix() gl.Translatef(80, 80, 0) for x := 0; x < 10; x++ { maxy := 8 topy := 19 if x%2 == 1 { maxy = 9 topy = 0 } starty := 0 for y := starty; y < maxy; y++ { if currExX > -1 && currExY > -1 && starRotate { if y == currExY && x == currExX || y == currExY+1 && x == currExX || y == currExY-1 && x == currExX || currExX%2 == 0 && ((currExX == x-1 || currExX == x+1) && currExY == y-1 || (currExX == x-1 || currExX == x+1) && currExY == y) || currExX%2 == 1 && ((currExX == x-1 || currExX == x+1) && currExY == y || (currExX == x-1 || currExX == x+1) && currExY == y+1) { continue } } else if timesToRotate > 0 { // if y == currExY && x == currExX || currExX%2 == 0 && (x == currExX+1 && y == currExY || x == currExX+1 && y == currExY+1) || currExX%2 == 1 && (x == currExX+1 && y == currExY || x == currExX+1 && y == currExY-1) { // continue // } found := false for _, v := range selectedHex { if y == v[1] && x == v[0] { found = true break } } if found { continue } } found := false for _, v := range currentMatches { if scale > 0 && v[0] == x && v[1] == y || scale <= 0 && v[0] == x && v[1] >= y { found = true break } } for _, v := range starMatches { if starAlpha > 0 && v[0] == x && v[1] == y || starAlpha <= 0 && v[0] == x && v[1] >= y { found = true break } } if found || len(currStarCenter) > 0 && currStarCenter[0] == x && currStarCenter[1] == y { continue } gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(x*33, topy+y*38, hexMap[x][y], 1) } } gl.PopMatrix() if len(currentMatches) > 0 || len(starMatches) > 0 { mouseLock = true if len(currentMatches) > 0 && scale > 0 { scale -= 0.1 for _, v := range currentMatches { gl.PushMatrix() topy := 19 if v[0]%2 == 1 { topy = 0 } gl.Translatef(float32(v[0]*33+102), float32(v[1]*38+topy+94), 0) gl.Scalef(scale, scale, 1) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[v[0]][v[1]], 1) gl.PopMatrix() } } else if len(starMatches) > 0 && starAlpha > 0 { starAlpha -= 0.05 // starAlpha = 0.7 starScale += 0.05 // starScale = 1.4 gl.PushMatrix() topy := 19 pm := 0 if currStarCenter[0]%2 == 1 { topy = 0 pm = -1 } gl.Translatef(float32(currStarCenter[0]*33+102), float32(currStarCenter[1]*38+topy+94), 0) drawHex(-22, -14, 6, 1) gl.PopMatrix() gl.PushMatrix() gl.Translatef(float32(currStarCenter[0]*33+102), float32(currStarCenter[1]*38+topy+94), 0) gl.Scalef(starScale, starScale, 1) drawHex(-22, -14-HEX_HEIGHT, hexMap[currStarCenter[0]][currStarCenter[1]-1], starAlpha) drawHex(-22, -20+HEX_HEIGHT, hexMap[currStarCenter[0]][currStarCenter[1]+1], starAlpha) drawHex(-52, -36, hexMap[currStarCenter[0]-1][currStarCenter[1]+pm], starAlpha) drawHex(-52, -40+HEX_HEIGHT, hexMap[currStarCenter[0]-1][currStarCenter[1]+pm+1], starAlpha) drawHex(8, -36, hexMap[currStarCenter[0]+1][currStarCenter[1]+pm], starAlpha) drawHex(8, -40+HEX_HEIGHT, hexMap[currStarCenter[0]+1][currStarCenter[1]+pm+1], starAlpha) gl.PopMatrix() } else { if fallticks == 0 { animateFall = make([]*freefall, 0) for x := 0; x < 10; x++ { topy := 19 if x%2 == 1 { topy = 0 } fromy := -1 for _, v := range currentMatches { if v[0] != x { continue } if v[1] > fromy { fromy = v[1] } } for _, v := range starMatches { if v[0] != x { continue } if v[1] > fromy { fromy = v[1] } } if fromy == -1 { continue } for y := fromy; y >= 0; y-- { found := false for _, v := range currentMatches { if v[0] == x && v[1] == y { found = true break } } for _, v := range starMatches { if v[0] == x && v[1] == y { found = true break } } if found { continue } animateFall = append(animateFall, &freefall{x, y, getFallTargetY(x, y), math.Pow(float64(y), 2)/16 + 0.5}) gl.PushMatrix() gl.Translatef(float32(x*33+102), float32(y*38+topy+94), 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[x][y], 1) gl.PopMatrix() } } fallticks++ } else { stillFalling := 0 for _, v := range animateFall { topy := 19 if v.x%2 == 1 { topy = 0 } newy := v.accel * math.Pow(float64(fallticks), 2) / 2 gl.PushMatrix() gl.Translatef(float32(v.x*33+102), float32(math.Min(float64(v.y*38+topy+94)+newy, float64(v.targetY*38+topy+94))), 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[v.x][v.y], 1) gl.PopMatrix() if float64(v.y*38+topy+94)+newy < float64(v.targetY*38+topy+94) { stillFalling++ } } fallticks++ if stillFalling == 0 { starScale = 1 starAlpha = 0 removeHexAndGenNew(currentMatches) makeStarAndGenNew(starMatches) currentMatches = checkHexMap() starMatches = checkHexStar() currStarCenter = []int{} scale = 1 fallticks = 0 mouseLock = false fmt.Println("Mouse unlocked 1") animateFall = nil } } } } if currExX > -1 && currExY > -1 { gl.PushMatrix() topy := 19 if currExX%2 == 1 { topy = 0 } if starRotate { timesToRotate = 0 gl.Translatef(float32(currExX*33+102), float32(currExY*38+topy+94), 0) gl.Scalef(1.3, 1.3, 1) gl.Rotatef(rotate, 0, 0, 1) drawHex(-22, -14, 6, 1) drawHex(-22, -14-HEX_HEIGHT, hexMap[currExX][currExY-1], 1) drawHex(-22, -20+HEX_HEIGHT, hexMap[currExX][currExY+1], 1) pm := 0 if currExX%2 == 1 { pm = -1 } drawHex(-52, -36, hexMap[currExX-1][currExY+pm], 1) drawHex(-52, -40+HEX_HEIGHT, hexMap[currExX-1][currExY+pm+1], 1) drawHex(8, -36, hexMap[currExX+1][currExY+pm], 1) drawHex(8, -40+HEX_HEIGHT, hexMap[currExX+1][currExY+pm+1], 1) } else { // gl.Translatef(float32(currExX*33+HEX_WIDTH+80), float32(currExxY*38+topy+20+80), 0) gl.Translatef(float32(prevSelectPos[0]), float32(prevSelectPos[1]), 0) gl.Scalef(1.3, 1.3, 1) gl.Rotatef(rotate, 0, 0, 1) for _, v := range selectedHex { switch v[2] { case 1: drawHex(-32, -34, hexMap[v[0]][v[1]], 1) case 2: drawHex(0, -17, hexMap[v[0]][v[1]], 1) case 3: drawHex(-32, 0, hexMap[v[0]][v[1]], 1) case 4: drawHex(-44, -19, hexMap[v[0]][v[1]], 1) case 5: drawHex(-12, -36, hexMap[v[0]][v[1]], 1) case 6: drawHex(-12, -2, hexMap[v[0]][v[1]], 1) } } // if currExX%2 == 0 { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -36, hexMap[currExX+1][currExY], 1) // } else { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -36, hexMap[currExX+1][currExY-1], 1) // } // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-44, -19, hexMap[currExX][currExY], 1) // if currExX%2 == 0 { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -2, hexMap[currExX+1][currExY+1], 1) // } else { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -2, hexMap[currExX+1][currExY], 1) // } } gl.PopMatrix() if !starRotate && rotate < 120 { rotate += 15 // rotate = 15 } else if starRotate && rotate < 60 { rotate += 6 } else { if starRotate { if currExX%2 == 0 { hexMap[currExX][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX+1][currExY+1], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY+1], hexMap[currExX-1][currExY] = hexMap[currExX-1][currExY], hexMap[currExX][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX+1][currExY+1], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY+1] } else { hexMap[currExX][currExY-1], hexMap[currExX+1][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY], hexMap[currExX-1][currExY-1] = hexMap[currExX-1][currExY-1], hexMap[currExX][currExY-1], hexMap[currExX+1][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY] } } else { v2 := make([][]int, 3) for _, v := range selectedHex { idx := 0 switch v[2] { case 1, 4: idx = 0 case 2, 5: idx = 1 case 3, 6: idx = 2 } v2[idx] = []int{v[0], v[1]} fmt.Println(idx, v[0], v[1]) } hexMap[v2[0][0]][v2[0][1]], hexMap[v2[1][0]][v2[1][1]], hexMap[v2[2][0]][v2[2][1]] = hexMap[v2[2][0]][v2[2][1]], hexMap[v2[0][0]][v2[0][1]], hexMap[v2[1][0]][v2[1][1]] } starMatches = checkHexStar() if len(starMatches) > 6 { fmt.Println(starMatches) } if len(starMatches) >= 6 { timesToRotate = 0 rotate = 0 currExX = -1 currExY = -1 starScale = 1 starAlpha = 1 starRotate = false currStarCenter = getStarCenter(starMatches) hexMap[currStarCenter[0]][currStarCenter[1]] = 6 // makeStarAndGenNew(starMatches) } else { matches := checkHexMap() if len(matches) > 0 { currentMatches = matches scale = 1 currExX = -1 currExY = -1 rotate = 0 timesToRotate = 0 starRotate = false } else { if timesToRotate == 0 { currExX = -1 currExY = -1 rotate = 0 timesToRotate = 0 starRotate = false mouseLock = false fmt.Println("Mouse unlocked 3") } rotate = 0 timesToRotate-- } } } } if !mouseLock { prevSelectPos = calcClosestCenter(posX, posY) drawBorderAtXY(float32(prevSelectPos[0]), float32(prevSelectPos[1]), prevSelectPos[2]) } gl.Flush() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) }
// Printf draws the given string at the specified coordinates. // It expects the string to be a single line. Line breaks are not // handled as line breaks and are rendered as glyphs. // // In order to render multi-line text, it is up to the caller to split // the text up into individual lines of adequate length and then call // this method for each line seperately. func (f *Font) Printf(x, y float32, fs string, argv ...interface{}) error { indices := []rune(fmt.Sprintf(fs, argv...)) if len(indices) == 0 { return nil } // Runes form display list indices. // For this purpose, they need to be offset by -FontConfig.Low low := f.Config.Low for i := range indices { indices[i] -= low } var vp [4]int32 gl.GetIntegerv(gl.VIEWPORT, vp[:]) gl.PushAttrib(gl.TRANSFORM_BIT) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(float64(vp[0]), float64(vp[2]), float64(vp[1]), float64(vp[3]), 0, 1) gl.PopAttrib() gl.PushAttrib(gl.LIST_BIT | gl.CURRENT_BIT | gl.ENABLE_BIT | gl.TRANSFORM_BIT) { gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.LIGHTING) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.Enable(gl.TEXTURE_2D) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) f.Texture.Bind(gl.TEXTURE_2D) var mv [16]float32 gl.GetFloatv(gl.MODELVIEW_MATRIX, mv[:]) gl.PushMatrix() { gl.LoadIdentity() mgw := float32(f.maxGlyphWidth) mgh := float32(f.maxGlyphHeight) switch f.Config.Dir { case LeftToRight, TopToBottom: gl.Translatef(x, float32(vp[3])-y-mgh, 0) case RightToLeft: gl.Translatef(x-mgw, float32(vp[3])-y-mgh, 0) } gl.MultMatrixf(&mv) gl.CallLists(len(indices), gl.UNSIGNED_INT, indices) } gl.PopMatrix() f.Texture.Unbind(gl.TEXTURE_2D) } gl.PopAttrib() gl.PushAttrib(gl.TRANSFORM_BIT) gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.PopAttrib() return glh.CheckGLError() }
func DrawLine(Ln Line) { ax := Ln.Ax ay := Ln.Ay bx := Ln.Bx by := Ln.By col := Ln.Colour switch col { case "grey": gl.Color3d(0.5, 0.5, 0.5) case "red": gl.Color3d(1, 0, 0) case "green": gl.Color3d(0, 1, 0) case "blue": gl.Color3d(0, 0, 1) case "lblue": gl.Color3d(0.3, 0.3, 1) case "orange": gl.Color3d(1, 0.5, 0) case "yellow": gl.Color3d(1, 1, 0) case "purple": gl.Color3d(1, 0, 1) default: gl.Color3d(1, 1, 1) } if ay != by { gl.PushMatrix() gl.Begin(gl.TRIANGLES) gl.Vertex3d(ax-0.2, ay, 0) gl.Vertex3d(ax+0.2, ay, 0) gl.Vertex3d(ax-0.2, by, 0) gl.End() gl.PopMatrix() gl.PushMatrix() gl.Begin(gl.TRIANGLES) gl.Vertex3d(ax+0.2, ay, 0) gl.Vertex3d(ax+0.2, by, 0) gl.Vertex3d(ax-0.2, by, 0) gl.End() gl.PopMatrix() } else { gl.PushMatrix() gl.Begin(gl.TRIANGLES) gl.Vertex3d(ax, ay+0.2, 0) gl.Vertex3d(bx, by+0.2, 0) gl.Vertex3d(bx, by-0.2, 0) gl.End() gl.PopMatrix() gl.PushMatrix() gl.Begin(gl.TRIANGLES) gl.Vertex3d(ax, ay+0.2, 0) gl.Vertex3d(ax, ay-0.2, 0) gl.Vertex3d(bx, by-0.2, 0) gl.End() gl.PopMatrix() } }
func (m Matrix) Exit() { gl.PopMatrix() gl.PopAttrib() }