示例#1
0
文件: main.go 项目: acsellers/ofs
func main() {
	flag.Parse()

	v = game.NewVault()
	v.PlaceRoom(9, 0, 1)
	v.PlaceRoom(9, 1, 1)
	v.PlaceRoom(10, 1, 2)

	// setup transparency for sprites
	gl.Disable(gl.DEPTH_TEST)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	app.Main(func(a app.App) {
		var sz size.Event
		for e := range a.Events() {
			switch e := app.Filter(e).(type) {
			case size.Event:
				sz = e
			case paint.Event:
				onPaint(sz)
				a.EndPaint(e)
			}
		}
	})
}
示例#2
0
func (scene *Floor) Draw(camera Camera) {
	shader, _ := scene.UseShader(nil)

	gl.Enable(gl.STENCIL_TEST)
	gl.StencilFunc(gl.ALWAYS, 1, 0xFF)
	gl.StencilOp(gl.KEEP, gl.KEEP, gl.REPLACE)
	gl.StencilMask(0xFF)
	gl.DepthMask(false)
	gl.Clear(gl.STENCIL_BUFFER_BIT)

	// Draw floor
	gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.1, 0.1, 0.1})
	scene.Shape.Draw(shader, camera)

	// Draw reflections
	gl.StencilFunc(gl.EQUAL, 1, 0xFF)
	gl.StencilMask(0x00)
	gl.DepthMask(true)

	view := camera.View()
	gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.3, 0.3, 0.3})
	for _, node := range scene.reflected {
		model := node.Transform(scene.transform)
		gl.UniformMatrix4fv(shader.Uniform("model"), model[:])

		normal := model.Mul4(view).Inv().Transpose()
		gl.UniformMatrix4fv(shader.Uniform("normalMatrix"), normal[:])

		node.Draw(camera)
	}

	gl.Disable(gl.STENCIL_TEST)
}
示例#3
0
文件: main.go 项目: shazow/linerage3d
func (e *Engine) Draw(c config.Event) {
	now := time.Now()
	interval := now.Sub(e.lastTick)
	e.lastTick = now

	// Handle key presses
	var camDelta mgl.Vec3
	if e.bindings.Pressed(KeyCamForward) {
		camDelta[2] -= moveSpeed
	}
	if e.bindings.Pressed(KeyCamReverse) {
		camDelta[2] += moveSpeed
	}
	if e.bindings.Pressed(KeyCamLeft) {
		camDelta[0] -= moveSpeed
	}
	if e.bindings.Pressed(KeyCamRight) {
		camDelta[0] += moveSpeed
	}
	if e.bindings.Pressed(KeyCamUp) {
		e.camera.MoveTo(e.camera.Position().Add(mgl.Vec3{0, moveSpeed, 0}))
	}
	if e.bindings.Pressed(KeyCamDown) {
		e.camera.MoveTo(e.camera.Position().Add(mgl.Vec3{0, -moveSpeed, 0}))
	}
	if camDelta[0]+camDelta[1]+camDelta[2] != 0 {
		e.following = false
		e.camera.Move(camDelta)
	} else if e.following {
		pos := e.world.Focus().Position()
		e.camera.Lerp(pos.Add(e.followOffset), pos, 0.1)
	}

	gl.ClearColor(0, 0, 0, 1)
	//gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.Enable(gl.DEPTH_TEST)

	//gl.Disable(gl.CULL_FACE)
	//gl.DepthFunc(gl.LESS)
	//gl.SampleCoverage(4.0, false)

	if !e.paused {
		err := e.world.Tick(interval)
		if err != nil {
			e.paused = true
			e.gameover = true
		}
	}
	e.scene.Draw(e.camera)

	gl.Disable(gl.DEPTH_TEST)
	debug.DrawFPS(c)
}