func Draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.PushMatrix() defer gl.PopMatrix() gl.Color4f(0, 1, 0, .5) DrawCircle(vect.Vect{ScreenSize.X / 2, ScreenSize.Y / 2}, ScreenSize.Y/2.0-5.0, false) if Settings.Paused { gl.Color3f(1, 1, 1) RenderFontAt("Paused", 20, 30) } //draw collision objects gl.PushMatrix() gl.Translated(ScreenSize.X/2, ScreenSize.Y/2, 0) gl.Scaled(Settings.Scale, Settings.Scale, 1) DrawDebugData(space) gl.PopMatrix() }
func drawCircle(s CircleShape) { center := s.Center() radius := s.Radius() angle := s.Body().Angle() gl.VertexPointer(2, 0, circleVerts) gl.PushMatrix() gl.Translated(center.X, center.Y, 0.0) gl.Rotated(angle*180.0/math.Pi, 0.0, 0.0, 1.0) gl.Scaled(radius, radius, 1.0) gl.DrawArrays(gl.LINE_STRIP, 0, len(circleVerts)/2) gl.PopMatrix() }
func plot_list(list uint) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PointSize(1.0) gl.LoadIdentity() gl.Rotated(xrot, 1, 0, 0) gl.Rotated(yrot, 0, 1, 0) gl.Rotated(zrot, 0, 0, 1) gl.Scaled(scale, scale, scale) gl.Translated(xoff, yoff, zoff) gl.CallList(list) gl.Flush() }
func (v *Voronoi) Render(w, h, d float64) { gl.PushMatrix() gl.Scaled(w, h, 1) rng := rand.New(rand.NewSource(42)) rng.Seed(42) // Draw fill colors for _, wall := range v.cellWalls { gl.Color3ub( uint8(100+rng.Int31n(128)), uint8(100+rng.Int31n(128)), uint8(100+rng.Int31n(128))) gl.Begin(gl.TRIANGLE_FAN) for _, p := range wall { if p != nil && boundedPoint(p) { gl.Vertex2d(p.X, p.Y) } } gl.End() } // Draw lines gl.LineWidth(1.5) gl.Color3ub(0, 128, 0) gl.Begin(gl.LINES) for _, edge := range v.edges { if boundedEdge(edge) { gl.Vertex2d(edge.Start.X, edge.Start.Y) gl.Vertex2d(edge.End.X, edge.End.Y) } } gl.End() // Draw points. gl.PointSize(2) gl.Color3ub(255, 255, 255) gl.Begin(gl.POINTS) for _, point := range v.points { gl.Vertex2d(point.X, point.Y) } gl.End() gl.PopMatrix() }
func (world *World) Render(w, h, d float64) { gl.PushMatrix() gl.Scaled(w, h, d) // Draw the goal gl.Begin(gl.POINTS) gl.Color3ub(255, 0, 0) gl.PointSize(6) gl.Vertex2d(world.goal.X, world.goal.Y) gl.End() // Draw the obstacles gl.Color4ub(0, 0, 255, 63) world.obstacles.Render() // Draw the percept gl.Color4ub(0, 255, 0, 127) gl.LineWidth(1.5) gl.Begin(gl.LINES) for _, pt := range world.percept { gl.Vertex2d(world.robot.X, world.robot.Y) gl.Vertex2d(world.robot.X+pt.X, world.robot.Y+pt.Y) } gl.End() // Draw the map gl.Color3ub(0, 0, 255) gl.LineWidth(2) // FIXME // Draw the robot gl.Color3ub(0, 255, 0) gl.PointSize(4) gl.Begin(gl.POINTS) gl.Vertex2d(world.robot.X, world.robot.Y) gl.End() gl.PopMatrix() }
func (s *Scatter) Render(w, h, d float64) { gl.PushMatrix() min, max := s.points.Bounds() dim := max.Sub(min) gl.Scaled(w/dim.X, h/dim.Y, d/dim.Z) gl.Translated(-min.X, -min.Y, -min.Z) // Draw axes: red X, green Y, blue Z. gl.Begin(gl.LINES) gl.LineWidth(1.5) gl.Color3ub(255, 0, 0) gl.Vertex3d(min.X, min.Y, min.Z) gl.Vertex3d(max.X, min.Y, min.Z) gl.Color3ub(0, 255, 0) gl.Vertex3d(min.X, min.Y, min.Z) gl.Vertex3d(min.X, max.Y, min.Z) gl.Color3ub(0, 0, 255) gl.Vertex3d(min.X, min.Y, min.Z) gl.Vertex3d(min.X, min.Y, max.Z) gl.End() // Draw 2d plots on the XY, YZ, and XZ planes. gl.PointSize(10.0) gl.Begin(gl.POINTS) // X plot gl.Color4ub(255, 0, 0, 31) for _, p := range s.points { gl.Vertex3d(p.X, min.Y, min.Z) } // Y plot gl.Color4ub(0, 255, 0, 31) for _, p := range s.points { gl.Vertex3d(min.X, p.Y, min.Z) } // Z plot gl.Color4ub(0, 0, 255, 31) for _, p := range s.points { gl.Vertex3d(min.X, min.Y, p.Z) } // XY plot gl.Color4ub(255, 255, 0, 63) for _, p := range s.points { gl.Vertex3d(p.X, p.Y, min.Z) } // YZ plot gl.Color4ub(0, 255, 255, 63) for _, p := range s.points { gl.Vertex3d(min.X, p.Y, p.Z) } // XZ plot gl.Color4ub(255, 0, 255, 63) for _, p := range s.points { gl.Vertex3d(p.X, min.Y, p.Z) } // XYZ plot gl.Color4ub(255, 255, 255, 128) for _, p := range s.points { gl.Vertex3d(p.X, p.Y, p.Z) } gl.End() gl.PopMatrix() }
func testPlot(dimension, order int) { var ( iterations float64 = 0 start_t = time.Now() split time.Time = start_t total time.Duration fps float64 = 1.0 new_attractor, redraw bool = true, true npoints int = 1e5 coeffs []float64 //offsets, offset_coeffs []float64 start Matrix = MakeMatrix(1, int(math.Max(3, float64(dimension)))) points, points2/*, points3*/ Matrix //attractor = gl.GenLists(1); ) //offsets = make([]float64, ncoeffs(order)) //offset_coeffs = make([]float64, ncoeffs(order)) //coeffs = make([]float64, dimension + nCoeffs(order, dimension) * dimension) //for i := range offsets { offsets[i] += rand.Float64() } for handleEvents(&new_attractor, &redraw, &npoints) { xoff += xvel / fps yoff += yvel / fps zoff += zvel / fps xrot += xrotvel / fps yrot += yrotvel / fps zrot += zrotvel / fps scale += svel / fps if new_attractor { coeffs, start = find_map_with_L(dimension, order, 0.1, 0.4) redraw = true new_attractor = false } if redraw { points = MakePointMatrix(makeMapFn(dimension, order, coeffs), start, 500, npoints) points2 = MakeMatrix(npoints, points.Height()) //points3 = MakeMatrix(npoints, points.Height()) redraw = false fmt.Println("Redraw", npoints, "points") } //points2 = points //RotationXW(xwrot).Apply(points, points2) //RotationYW(xwrot + 0.25).Apply(points2, points3) //RotationZW(xwrot + 0.50).Apply(points3, points2) if dimension == 4 { RotationZW(xwrot).Apply(points, points2) xwrot += 0.05 ApplyW(points2, points2) } else { points2 = points } gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PointSize(1.0) gl.LoadIdentity() gl.Rotated(xrot, 1, 0, 0) gl.Rotated(yrot, 0, 1, 0) gl.Rotated(zrot, 0, 0, 1) gl.Scaled(scale, scale, scale) gl.Translated(xoff, yoff, zoff) gl.Color4d(1, 1, 1, 0.25) gl.EnableClientState(gl.VERTEX_ARRAY) if dimension > 3 { gl.VertexPointer(3, (dimension-3)*32, points2.FlatCols()) } else { gl.VertexPointer(3, 0, points2.FlatCols()) } gl.DrawArrays(gl.POINTS, 0, points2.Width()) gl.DisableClientState(gl.VERTEX_ARRAY) sdl.GL_SwapBuffers() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) iterations++ if time.Since(split).Seconds() > 1.0 { total = time.Since(start_t) fps = iterations / total.Seconds() fmt.Println(iterations, "iterations in", total.Seconds(), "gives", fps, "fps") split = time.Now() } } }