示例#1
0
文件: layout.go 项目: glenn-brown/vu
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)
	}
}
示例#2
0
文件: fontdemo.go 项目: tmc/glut
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()
}
示例#3
0
文件: world.go 项目: glenn-brown/aima
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()
}
示例#4
0
文件: voronoi.go 项目: glenn-brown/vu
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()
}
示例#5
0
文件: scatter.go 项目: glenn-brown/vu
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()
}