func drawSegment(s SegmentShape) { verts := []float32{ float32(s.A().X), float32(s.A().Y), float32(s.B().X), float32(s.B().Y), } gl.VertexPointer(2, 0, verts) gl.DrawArrays(gl.LINES, 0, 2) }
func drawTriangle() { program.Use() coord2d := program.GetAttribLocation("coord2d") coord2d.EnableArray() //coord2d.AttribPointer(2, gl.FLOAT, false, 0, data) vboTri.Bind(gl.ARRAY_BUFFER) coord2d.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) gl.DrawArrays(gl.TRIANGLES, 0, 3) coord2d.DisableArray() }
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 draw() { t := float32(sdl.GetTicks()) / 500.0 time := prg.GetUniformLocation("time") time.Uniform1f(t) gl.Clear(gl.COLOR_BUFFER_BIT) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) if gl.GetError() != gl.NO_ERROR { panic("draw error") } }
func drawPoly(s PolyShape) { verts := s.VertsWorldFloat64() gl.VertexPointer(2, 0, verts) gl.DrawArrays(gl.LINE_LOOP, 0, len(verts)/2) }
func (v *Vbo) DrawArrays(mode gl.GLenum, first, count int) { if count < 0 { count = int(len(v.P)) } gl.DrawArrays(mode, first, count) }
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() } } }