Пример #1
0
func (f frame) Render(w, h, d float64) {
	// Draw a wireframe around the arena
	gl.Color4ub(255, 255, 255, 31)
	gl.LineWidth(2.0)
	gl.Begin(gl.LINE_STRIP)
	gl.Vertex3d(0, 0, 0)
	gl.Vertex3d(w, 0, 0)
	gl.Vertex3d(w, h, 0)
	gl.Vertex3d(0, h, 0)
	gl.Vertex3d(0, 0, 0)
	gl.Vertex3d(0, 0, d)
	gl.Vertex3d(0, h, d)
	gl.Vertex3d(w, h, d)
	gl.Vertex3d(w, 0, d)
	gl.Vertex3d(0, 0, d)
	gl.End()
	gl.Begin(gl.LINES)
	gl.Vertex3d(0, h, 0)
	gl.Vertex3d(0, h, d)
	gl.Vertex3d(w, 0, 0)
	gl.Vertex3d(w, 0, d)
	gl.Vertex3d(w, h, 0)
	gl.Vertex3d(w, h, d)
	gl.End()

	// Render the page.
	if f.renderer != nil {
		f.renderer.Render(w, h, d)
	}
}
Пример #2
0
func main() {
	glut.InitDisplayMode(glut.SINGLE | glut.RGB)
	glut.InitWindowSize(465, 250)
	glut.CreateWindow("GLUT bitmap & stroke font example")
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Color3f(0, 0, 0)
	gl.LineWidth(3.0)
	glut.DisplayFunc(display)
	glut.ReshapeFunc(reshape)
	glut.MainLoop()
}
Пример #3
0
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()
}
Пример #4
0
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()
}
Пример #5
0
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()
}