// main creates a new scene with a camera and 3 vectors, renders the scene, // draws the result to an image and encodes the image as PNG into a file. // Optionally specify the filename. func main() { var filename = flag.String("file", "triangle.png", "Filename to store image") flag.Parse() cam := render.NewDefCam() v1 := geom.NewVec4(-1, -1, -3) v2 := geom.NewVec4(0, 1, -5) v3 := geom.NewVec4(1, -1, -3) t := cam.PerspTransf(500, 500) w1 := t.Transf(v1) w1.Norm() w2 := t.Transf(v2) w2.Norm() w3 := t.Transf(v3) w3.Norm() x1 := tmath.Round(w1[0]) y1 := tmath.Round(w1[1]) x2 := tmath.Round(w2[0]) y2 := tmath.Round(w2[1]) x3 := tmath.Round(w3[0]) y3 := tmath.Round(w3[1]) img := image.NewImage(500, 500) col := color.RGBA{255, 255, 0, 255} img.DrawDot(x1, y1, col) img.DrawDot(x2, y2, col) img.DrawDot(x3, y3, col) img.DrawLine(x1, y1, x2, y2, col) img.DrawLine(x2, y2, x3, y3, col) img.DrawLine(x3, y3, x1, y1, col) file, err := os.Create(*filename) if err != nil { panic(err) } defer file.Close() img.WritePng(file) }
// main creates a new scene with a camera and a triangle, renders the scene, // draws the result to a window and displays it. The middle point of the // triangle continuously changes position relative to the current time. func main() { win, err := window.NewWindow(1024, 768, "Three Render 2", true) if err != nil { panic(err) } defer window.Terminate() cam := render.NewDefCam() p := geom.NewTri4(-1, 0, -3, 0, 1, -3, 1, 0, -3) for close := false; !close; close = win.ShouldClose() { now := time.Now() m := &p[1][1] *m = math.Sin(float64(now.UnixNano()) / 1e9) c := &cam.At[0] *c = math.Cos(float64(now.UnixNano()) / 1e9) cam.Ar = float64(win.Width()) / float64(win.Height()) t := cam.PerspTransf(win.Width(), win.Height()) q := p.Transf(t) win.Clear() q.Draw(win) win.Update() } }
// main creates a new scene with a camera and a triangle, renders the scene, // draws the result to a window and displays it. The middle point of the // triangle continuously changes position relative to the current time. func main() { win, err := window.NewWindow(1024, 768, "Three Move", true) if err != nil { panic(err) } defer window.Terminate() cam := render.NewDefCam() p := geom.NewTri4(-1, 0, -3, 0, 1, -3, 1, 0, -3) then := time.Now() now := time.Now() for close := false; !close; close = win.ShouldClose() || win.KeyDown(window.KeyQ) { then = now now = time.Now() dt := now.Sub(then) d := mgeom.Vec3{0, 0, 0} if win.KeyDown(window.KeyW) { d.Add(&cam.At) } if win.KeyDown(window.KeyS) { d.Sub(&cam.At) } if win.KeyDown(window.KeyA) { d.Add(mgeom.Cross(&cam.At, &cam.Up)) } if win.KeyDown(window.KeyD) { d.Add(mgeom.Cross(&cam.Up, &cam.At)) } d.Norm() d.Scale(dt.Seconds()) cam.Eye.Add(&d) cam.Ar = float64(win.Width()) / float64(win.Height()) t := cam.PerspTransf(win.Width(), win.Height()) q := p.Transf(t) win.Clear() q.Draw(win) win.Update() } }