示例#1
0
// Sets up anything that wouldn't have been loaded from disk, including
// all opengl data, and sets up finalizers for that data.
func (d *Dictionary) setupGlStuff() {
	d.dlists = make(map[string]uint32)
	d.strs = make(map[string]strBuffer)
	d.pars = make(map[string]strBuffer)
	// TODO: This finalizer is untested
	runtime.SetFinalizer(d, func(d *Dictionary) {
		render.Queue(func() {
			for _, v := range d.dlists {
				gl.DeleteLists(gl.Uint(v), 1)
			}
		})
	})

	render.Queue(func() {
		gl.Enable(gl.TEXTURE_2D)
		gl.GenTextures(1, (*gl.Uint)(&d.texture))
		gl.BindTexture(gl.TEXTURE_2D, gl.Uint(d.texture))
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		glu.Build2DMipmaps(gl.TEXTURE_2D, 4, d.data.Dx, d.data.Dy, gl.RGBA, d.data.Pix)
		gl.Disable(gl.TEXTURE_2D)
	})
}
示例#2
0
func EnableShader(name string) {
	prog_obj, ok := shader_progs[name]
	if ok {
		gl.UseProgram(gl.Uint(prog_obj))
	} else {
		gl.UseProgram(0)
		if name != "" && !warned_names[name] {
			Warn().Printf("Tried to use unknown shader '%s'", name)
			warned_names[name] = true
		}
	}
}
示例#3
0
func SetUniformF(shader, variable string, f float32) {
	prog, ok := shader_progs[shader]
	if !ok {
		if !warned_names[shader] {
			Warn().Printf("Tried to set a uniform in an unknown shader '%s'", shader)
			warned_names[shader] = true
		}
		return
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(gl.Uint(prog), (*gl.Char)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1f(loc, gl.Float(f))
}
示例#4
0
func (d *Dictionary) RenderString(s string, x, y, z, height float64, just Justification) {
	if len(s) == 0 {
		return
	}
	strbuf, ok := d.strs[s]
	if !ok {
		defer d.RenderString(s, x, y, z, height, just)
	}
	size := unsafe.Sizeof(dictVert{})
	scale := height / float64(d.data.Maxy-d.data.Miny)
	width := float32(d.figureWidth(s) * scale)
	x_pos := float32(x)
	switch just {
	case Center:
		x_pos -= width / 2
	case Right:
		x_pos -= width
	}
	if ok {
		gl.PushMatrix()
		defer gl.PopMatrix()
		gl.Translated(gl.Double(x_pos), gl.Double(y), gl.Double(z))
		gl.Scaled(gl.Double(scale), gl.Double(scale), 1)

		gl.PushAttrib(gl.COLOR_BUFFER_BIT)
		defer gl.PopAttrib()
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		gl.Enable(gl.TEXTURE_2D)
		gl.BindTexture(gl.TEXTURE_2D, gl.Uint(d.texture))

		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(strbuf.vbuffer))

		gl.EnableClientState(gl.VERTEX_ARRAY)
		gl.VertexPointer(2, gl.FLOAT, gl.Sizei(size), nil)

		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(size), gl.Pointer(unsafe.Offsetof(strbuf.vs[0].u)))

		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(strbuf.ibuffer))
		gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(strbuf.is)), gl.UNSIGNED_SHORT, nil)

		gl.DisableClientState(gl.VERTEX_ARRAY)
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		return
	}
	x_pos = 0
	for _, r := range s {
		info := d.getInfo(r)
		xleft := x_pos + float32(info.Bounds.Min.X)
		xright := x_pos + float32(info.Bounds.Max.X)
		ytop := float32(d.data.Maxy - info.Bounds.Min.Y)
		ybot := float32(height) + float32(d.data.Miny-info.Bounds.Max.Y)
		start := uint16(len(strbuf.vs))
		strbuf.is = append(strbuf.is, start+0)
		strbuf.is = append(strbuf.is, start+1)
		strbuf.is = append(strbuf.is, start+2)
		strbuf.is = append(strbuf.is, start+0)
		strbuf.is = append(strbuf.is, start+2)
		strbuf.is = append(strbuf.is, start+3)
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xleft,
			y: ybot,
			u: float32(info.Pos.Min.X) / float32(d.data.Dx),
			v: float32(info.Pos.Max.Y) / float32(d.data.Dy),
		})
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xleft,
			y: ytop,
			u: float32(info.Pos.Min.X) / float32(d.data.Dx),
			v: float32(info.Pos.Min.Y) / float32(d.data.Dy),
		})
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xright,
			y: ytop,
			u: float32(info.Pos.Max.X) / float32(d.data.Dx),
			v: float32(info.Pos.Min.Y) / float32(d.data.Dy),
		})
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xright,
			y: ybot,
			u: float32(info.Pos.Max.X) / float32(d.data.Dx),
			v: float32(info.Pos.Max.Y) / float32(d.data.Dy),
		})
		x_pos += float32(info.Advance)
	}
	gl.GenBuffers(1, (*gl.Uint)(&strbuf.vbuffer))
	gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(strbuf.vbuffer))
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(int(size)*len(strbuf.vs)), gl.Pointer(&strbuf.vs[0].x), gl.STATIC_DRAW)

	gl.GenBuffers(1, (*gl.Uint)(&strbuf.ibuffer))
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(strbuf.ibuffer))
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(strbuf.is[0]))*len(strbuf.is)), gl.Pointer(&strbuf.is[0]), gl.STATIC_DRAW)
	d.strs[s] = strbuf
}
示例#5
0
文件: room.go 项目: genbattle/haunts
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)
}
示例#6
0
文件: room.go 项目: genbattle/haunts
// Need floor, right wall, and left wall matrices to draw the details
func (room *Room) render(floor, left, right mathgl.Mat4, zoom float32, base_alpha byte, drawables []Drawable, los_tex *LosTexture, floor_drawers []FloorDrawer) {
	do_color := func(r, g, b, a byte) {
		R, G, B, A := room.Color()
		A = alphaMult(A, base_alpha)
		gl.Color4ub(gl.Ubyte(alphaMult(R, r)), gl.Ubyte(alphaMult(G, g)), gl.Ubyte(alphaMult(B, b)), gl.Ubyte(alphaMult(A, a)))
	}
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.STENCIL_TEST)
	gl.ClearStencil(0)
	gl.Clear(gl.STENCIL_BUFFER_BIT)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	defer gl.DisableClientState(gl.VERTEX_ARRAY)
	defer gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)

	var vert roomVertex

	planes := []plane{
		{room.left_buffer, room.Wall, &left},
		{room.right_buffer, room.Wall, &right},
		{room.floor_buffer, room.Floor, &floor},
	}

	gl.PushMatrix()
	defer gl.PopMatrix()

	if los_tex != nil {
		gl.LoadMatrixf((*gl.Float)(&floor[0]))
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.ActiveTexture(gl.TEXTURE1)
		gl.Enable(gl.TEXTURE_2D)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		los_tex.Bind()
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(room.vbuffer))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.ActiveTexture(gl.TEXTURE0)
		base.EnableShader("los")
		base.SetUniformI("los", "tex2", 1)
	}

	var mul, run mathgl.Mat4
	for _, plane := range planes {
		gl.LoadMatrixf((*gl.Float)(&floor[0]))
		run.Assign(&floor)

		// Render the doors and cut out the stencil buffer so we leave them empty
		// if they're open
		switch plane.mat {
		case &left:
			gl.StencilFunc(gl.ALWAYS, 1, 1)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			for _, door := range room.Doors {
				if door.Facing != FarLeft {
					continue
				}
				door.TextureData().Bind()
				R, G, B, A := door.Color()
				do_color(R, G, B, alphaMult(A, room.far_left.wall_alpha))
				gl.ClientActiveTexture(gl.TEXTURE0)
				door.TextureData().Bind()
				if door.door_glids.floor_buffer != 0 {
					gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(door.threshold_glids.vbuffer))
					gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
					gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(door.door_glids.floor_buffer))
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
					gl.ClientActiveTexture(gl.TEXTURE1)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
					gl.DrawElements(gl.TRIANGLES, door.door_glids.floor_count, gl.UNSIGNED_SHORT, nil)
				}
			}
			gl.StencilFunc(gl.NOTEQUAL, 1, 1)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
			do_color(255, 255, 255, room.far_left.wall_alpha)

		case &right:
			gl.StencilFunc(gl.ALWAYS, 1, 1)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			for _, door := range room.Doors {
				if door.Facing != FarRight {
					continue
				}
				door.TextureData().Bind()
				R, G, B, A := door.Color()
				do_color(R, G, B, alphaMult(A, room.far_right.wall_alpha))
				gl.ClientActiveTexture(gl.TEXTURE0)
				door.TextureData().Bind()
				if door.door_glids.floor_buffer != 0 {
					gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(door.threshold_glids.vbuffer))
					gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
					gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(door.door_glids.floor_buffer))
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
					gl.ClientActiveTexture(gl.TEXTURE1)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
					gl.DrawElements(gl.TRIANGLES, door.door_glids.floor_count, gl.UNSIGNED_SHORT, nil)
				}
			}
			gl.StencilFunc(gl.NOTEQUAL, 1, 1)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
			do_color(255, 255, 255, room.far_right.wall_alpha)

		case &floor:
			gl.StencilFunc(gl.ALWAYS, 2, 2)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			do_color(255, 255, 255, 255)
		}

		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(room.vbuffer))
		gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
		gl.ClientActiveTexture(gl.TEXTURE1)
		if los_tex != nil {
			los_tex.Bind()
		}
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(room.vbuffer))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		// Now draw the walls
		gl.LoadMatrixf((*gl.Float)(&floor[0]))
		plane.texture.Data().Bind()
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(plane.index_buffer))
		if (plane.mat == &left || plane.mat == &right) && strings.Contains(string(room.Wall.Path), "gradient.png") {
			base.EnableShader("gorey")
			base.SetUniformI("gorey", "tex", 0)
			base.SetUniformI("gorey", "foo", Foo)
			base.SetUniformF("gorey", "num_rows", Num_rows)
			base.SetUniformF("gorey", "noise_rate", Noise_rate)
			base.SetUniformF("gorey", "num_steps", Num_steps)
		}
		if plane.mat == &floor && strings.Contains(string(room.Floor.Path), "gradient.png") {
			base.EnableShader("gorey")
			base.SetUniformI("gorey", "tex", 0)
			base.SetUniformI("gorey", "foo", Foo)
			base.SetUniformF("gorey", "num_rows", Num_rows)
			base.SetUniformF("gorey", "noise_rate", Noise_rate)
			base.SetUniformF("gorey", "num_steps", Num_steps)
			zexp := math.Log(float64(zoom))
			frac := 1 - 1/zexp
			frac = (frac - 0.6) * 5.0
			switch {
			case frac > 0.7:
				base.SetUniformI("gorey", "range", 1)
			case frac > 0.3:
				base.SetUniformI("gorey", "range", 2)
			default:
				base.SetUniformI("gorey", "range", 3)
			}
		}
		if plane.mat == &floor {
			R, G, B, _ := room.Color()
			gl.Color4ub(gl.Ubyte(R), gl.Ubyte(G), gl.Ubyte(B), 255)
		}
		gl.DrawElements(gl.TRIANGLES, gl.Sizei(room.floor_count), gl.UNSIGNED_SHORT, nil)
		if los_tex != nil {
			base.EnableShader("los")
		} else {
			base.EnableShader("")
		}
	}

	for _, wt := range room.WallTextures {
		if room.wall_texture_gl_map == nil {
			room.wall_texture_gl_map = make(map[*WallTexture]wallTextureGlIds)
			room.wall_texture_state_map = make(map[*WallTexture]wallTextureState)
		}
		ids := room.wall_texture_gl_map[wt]
		state := room.wall_texture_state_map[wt]
		var new_state wallTextureState
		new_state.flip = wt.Flip
		new_state.rot = wt.Rot
		new_state.x = wt.X
		new_state.y = wt.Y
		new_state.room.x = room.X
		new_state.room.y = room.Y
		new_state.room.dx = room.Size.Dx
		new_state.room.dy = room.Size.Dy
		if new_state != state {
			wt.setupGlStuff(room.X, room.Y, room.Size.Dx, room.Size.Dy, &ids)
			room.wall_texture_gl_map[wt] = ids
			room.wall_texture_state_map[wt] = new_state
		}
		gl.LoadMatrixf((*gl.Float)(&floor[0]))
		if ids.vbuffer != 0 {
			wt.Texture.Data().Bind()
			R, G, B, A := wt.Color()

			gl.ClientActiveTexture(gl.TEXTURE0)
			gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(ids.vbuffer))
			gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
			gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
			gl.ClientActiveTexture(gl.TEXTURE1)
			gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
			gl.ClientActiveTexture(gl.TEXTURE0)
			if ids.floor_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 2, 2)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(ids.floor_buffer))
				gl.Color4ub(gl.Ubyte(R), gl.Ubyte(G), gl.Ubyte(B), gl.Ubyte(A))
				gl.DrawElements(gl.TRIANGLES, ids.floor_count, gl.UNSIGNED_SHORT, nil)
			}
			if ids.left_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 1, 1)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(ids.left_buffer))
				do_color(R, G, B, alphaMult(A, room.far_left.wall_alpha))
				gl.DrawElements(gl.TRIANGLES, ids.left_count, gl.UNSIGNED_SHORT, nil)
			}
			if ids.right_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 1, 1)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(ids.right_buffer))
				do_color(R, G, B, alphaMult(A, room.far_right.wall_alpha))
				gl.DrawElements(gl.TRIANGLES, ids.right_count, gl.UNSIGNED_SHORT, nil)
			}
		}
	}
	base.EnableShader("marble")
	base.SetUniformI("marble", "tex2", 1)
	base.SetUniformF("marble", "room_x", float32(room.X))
	base.SetUniformF("marble", "room_y", float32(room.Y))
	for _, door := range room.Doors {
		door.setupGlStuff(room)
		if door.threshold_glids.vbuffer == 0 {
			continue
		}
		if door.AlwaysOpen() {
			continue
		}
		if door.highlight_threshold {
			gl.Color4ub(255, 255, 255, 255)
		} else {
			gl.Color4ub(128, 128, 128, 255)
		}
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(door.threshold_glids.vbuffer))
		gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(door.threshold_glids.floor_buffer))
		gl.DrawElements(gl.TRIANGLES, door.threshold_glids.floor_count, gl.UNSIGNED_SHORT, nil)
	}
	base.EnableShader("")
	if los_tex != nil {
		base.EnableShader("")
		gl.ActiveTexture(gl.TEXTURE1)
		gl.Disable(gl.TEXTURE_2D)
		gl.ActiveTexture(gl.TEXTURE0)
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.ClientActiveTexture(gl.TEXTURE0)
	}

	run.Assign(&floor)
	mul.Translation(float32(-room.X), float32(-room.Y), 0)
	run.Multiply(&mul)
	gl.LoadMatrixf((*gl.Float)(&run[0]))
	gl.StencilFunc(gl.EQUAL, 2, 3)
	gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
	room_rect := image.Rect(room.X, room.Y, room.X+room.Size.Dx, room.Y+room.Size.Dy)
	for _, fd := range floor_drawers {
		x, y := fd.Pos()
		dx, dy := fd.Dims()
		if room_rect.Overlaps(image.Rect(x, y, x+dx, y+dy)) {
			fd.RenderOnFloor()
		}
	}

	do_color(255, 255, 255, 255)
	gl.LoadIdentity()
	gl.Disable(gl.STENCIL_TEST)
	room.renderFurniture(floor, 255, drawables, los_tex)

	gl.ClientActiveTexture(gl.TEXTURE1)
	gl.Disable(gl.TEXTURE_2D)
	gl.ClientActiveTexture(gl.TEXTURE0)
	base.EnableShader("")
}
示例#7
0
文件: house.go 项目: genbattle/haunts
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
	}
}
示例#8
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)
	}
}
示例#9
0
func InitShaders() {
	render.Queue(func() {
		vertex_shaders = make(map[string]uint32)
		fragment_shaders = make(map[string]uint32)
		shader_progs = make(map[string]uint32)
		warned_names = make(map[string]bool)
		RemoveRegistry("shaders")
		RegisterRegistry("shaders", make(map[string]*shaderDef))
		RegisterAllObjectsInDir("shaders", filepath.Join(GetDataDir(), "shaders"), ".json", "json")
		names := GetAllNamesInRegistry("shaders")
		for _, name := range names {
			// Load the shader files
			shader := Shader{Defname: name}
			GetObject("shaders", &shader)
			vdata, err := ioutil.ReadFile(filepath.Join(GetDataDir(), shader.Vertex_path))
			if err != nil {
				Error().Printf("Unable to load vertex shader '%s': %v", shader.Vertex_path, err)
				continue
			}
			fdata, err := ioutil.ReadFile(filepath.Join(GetDataDir(), shader.Fragment_path))
			if err != nil {
				Error().Printf("Unable to load fragment shader '%s': %v", shader.Fragment_path, err)
				continue
			}

			// Create the vertex shader
			vertex_id, ok := vertex_shaders[shader.Vertex_path]
			if !ok {
				vertex_id = uint32(gl.CreateShader(gl.VERTEX_SHADER))
				pointer := &vdata[0]
				length := int32(len(vdata))
				gl.ShaderSource(gl.Uint(vertex_id), 1, (**gl.Char)(unsafe.Pointer(&pointer)), (*gl.Int)(&length))
				gl.CompileShader(gl.Uint(vertex_id))
				var param int32
				gl.GetShaderiv(gl.Uint(vertex_id), gl.COMPILE_STATUS, (*gl.Int)(&param))
				if param == 0 {
					Error().Printf("Failed to compile vertex shader '%s': %v", shader.Vertex_path, param)
					continue
				}
			}

			// Create the fragment shader
			fragment_id, ok := fragment_shaders[shader.Fragment_path]
			if !ok {
				fragment_id = uint32(gl.CreateShader(gl.FRAGMENT_SHADER))
				pointer := &fdata[0]
				length := int32(len(fdata))
				gl.ShaderSource(gl.Uint(fragment_id), 1, (**gl.Char)(unsafe.Pointer(&pointer)), (*gl.Int)(&length))
				gl.CompileShader(gl.Uint(fragment_id))
				var param int32
				gl.GetShaderiv(gl.Uint(fragment_id), gl.COMPILE_STATUS, (*gl.Int)(&param))
				if param == 0 {
					Error().Printf("Failed to compile fragment shader '%s': %v", shader.Fragment_path, param)
					continue
				}
			}

			// shader successfully compiled - now link
			program_id := gl.CreateProgram()
			gl.AttachShader(program_id, gl.Uint(vertex_id))
			gl.AttachShader(program_id, gl.Uint(fragment_id))
			gl.LinkProgram(program_id)
			var param int32
			gl.GetProgramiv(program_id, gl.LINK_STATUS, (*gl.Int)(&param))
			if param == 0 {
				Error().Printf("Failed to link shader '%s': %v", shader.Name, param)
				continue
			}

			vertex_shaders[shader.Vertex_path] = vertex_id
			fragment_shaders[shader.Fragment_path] = fragment_id
			shader_progs[shader.Name] = uint32(program_id)
		}
	})
}