示例#1
0
文件: main.go 项目: TheOnly92/gexic
func drawHex(x, y, kind int, alpha float32) {
	if kind == 6 {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
		starTex.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(0, 0)
		gl.Vertex2i(x, y)
		gl.TexCoord2f(0, 1)
		gl.Vertex2i(x, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 1)
		gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 0)
		gl.Vertex2i(x+HEX_WIDTH, y)
		gl.End()
	} else {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		var r, g, b float32
		switch kind {
		case 0:
			r = 1
		case 1:
			g = 1
		case 2:
			b = 1
		case 3:
			r = 1
			g = 1
		case 4:
			r = 1
			b = 1
		case 5:
			g = 1 - 222/255
			b = 1
		}
		hexTex.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		if alpha < 1 {
			gl.Color4f(r, g, b, alpha)
		} else {
			gl.Color3f(r, g, b)
		}
		gl.TexCoord2f(0, 0)
		gl.Vertex2i(x, y)
		gl.TexCoord2f(0, 1)
		gl.Vertex2i(x, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 1)
		gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 0)
		gl.Vertex2i(x+HEX_WIDTH, y)
		gl.End()
	}
}
示例#2
0
文件: hex.go 项目: TheOnly92/gexic
func (h *Hex) Render(alpha float32, drawFromCenter bool) {
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	if h.Kind == HexFlower {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
		starTex.Bind(gl.TEXTURE_2D)
	} else {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		hexTex.Bind(gl.TEXTURE_2D)
		gl.GetError()
		var r, g, b uint8
		r = uint8(colors.Colors[h.Kind-1][0])
		g = uint8(colors.Colors[h.Kind-1][1])
		b = uint8(colors.Colors[h.Kind-1][2])
		if alpha < 1 {
			gl.Color4ub(r, g, b, uint8(alpha*255))
		} else {
			gl.Color3ub(r, g, b)
		}
	}
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 0)
	if drawFromCenter {
		gl.Vertex2i(HEX_WIDTH/2, HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(HEX_WIDTH, HEX_HEIGHT)
	}
	gl.TexCoord2f(0, 1)
	if drawFromCenter {
		gl.Vertex2i(HEX_WIDTH/2, -HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(HEX_WIDTH, 0)
	}
	gl.TexCoord2f(1, 1)
	if drawFromCenter {
		gl.Vertex2i(-HEX_WIDTH/2, -HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(0, 0)
	}
	gl.TexCoord2f(1, 0)
	if drawFromCenter {
		gl.Vertex2i(-HEX_WIDTH/2, HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(0, HEX_HEIGHT)
	}
	gl.End()
}
示例#3
0
文件: main.go 项目: TheOnly92/gexic
func initTexture2(filename string) gl.Texture {
	img, err := glfw.ReadImage(filename+".tga", glfw.NoRescaleBit)
	if err != nil {
		panic(err)
	}
	rt := gl.GenTexture()
	gl.Enable(gl.TEXTURE_2D)
	rt.Bind(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, img.Width(), img.Height(), 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Data())
	fmt.Println(filename, img.Width(), img.Height())
	return rt
}
示例#4
0
文件: main.go 项目: TheOnly92/gexic
func initTexture(filename string, width, height int) gl.Texture {
	file, err := os.Open(filename + ".png")
	if err != nil {
		panic(err)
	}
	defer file.Close()
	img, _, err := image.Decode(file)
	if err != nil {
		panic(err)
	}
	t := reflect.ValueOf(img)
	fmt.Println(t.Elem().Type().Name())
	canvas := image.NewRGBA(image.Rect(0, 0, width, height))
	for y := 0; y < height; y++ {
		for x := 0; x < width; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			if (filename == "hex4v" || filename == "hexstar2" || filename == "hexborder") && r == 0 && g == 0 && b == 0 {
				a = 0
			}
			// if filename == "hex5k" {
			// 	fmt.Println(r, g, b, a)
			// }
			base := 4*x + canvas.Stride*y
			canvas.Pix[base] = uint8(r)
			canvas.Pix[base+1] = uint8(g)
			canvas.Pix[base+2] = uint8(b)
			canvas.Pix[base+3] = uint8(a)
		}
	}
	rt := gl.GenTexture()
	gl.Enable(gl.TEXTURE_2D)
	rt.Bind(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, canvas.Pix)
	return rt
}
示例#5
0
文件: main.go 项目: TheOnly92/gexic
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()
}
示例#6
0
文件: main.go 项目: TheOnly92/gexic
func main() {
	sys := Make()
	sys.Startup()
	defer sys.Shutdown()
	// InitQueue()

	sys.CreateWindow(1024, 768, "Gexic")
	gl.ClearColor(1, 1, 1, 0.)
	initGL()

	prevSelectPos = []int{0, 0, 0}

	// PurgeQueue()
	// genHexMap()
	hexMap2 = GenHexMap()
	// for matches := checkHexMap(); len(matches) > 0; matches = checkHexMap() {
	// 	removeHexAndGenNew(matches)
	// }
	glfw.SetMouseButtonCallback(MouseButtonCallback)
	glfw.SetCharCallback(charCallback)
	glfw.SetMousePosCallback(MousePosCallback)
	currExX = -1
	currExY = -1

	for sys.CheckExitMainLoop() {
		start := glfw.Time()
		wait := float64(1) / float64(30)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.Enable(gl.TEXTURE_2D)
		gl.Enable(gl.BLEND)
		gl.Disable(gl.DEPTH_TEST)
		// renderHexMap()
		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()
		hexMap2.Render()
		hexRotate.AnimateAndExecute()
		hexShrink.AnimateAndExecute()
		hexFall.AnimateAndExecute()
		if !mouse.locked {
			x, y := mouse.GetXY()
			hexMap2.CalcClosestCenter(x, y)
		}
		gl.Flush()
		gl.Disable(gl.TEXTURE_2D)
		gl.Disable(gl.BLEND)
		sys.Refresh()
		diff := glfw.Time() - start
		if diff < wait {
			glfw.Sleep(wait - diff)
		}
	}
}
示例#7
0
文件: main.go 项目: TheOnly92/gexic
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)
}
示例#8
0
文件: font.go 项目: nobonobo/gltext
// 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()
}