示例#1
0
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()
}
示例#2
0
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()
}
示例#3
0
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()
}
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: 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#6
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()
}
示例#7
0
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()
		}
	}
}