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draw.go
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draw.go
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package main
import "github.com/banthar/gl"
import "math"
func drawCircle(x, y, r float64) {
//@TODO: Should speed this up by pre-computing all these cos() and sin() calculations and storing in a lookup table.
gl.Begin(gl.TRIANGLE_FAN)
// gl.Color3d(me.red, me.green, me.blue)
gl.Vertex2d(x, y)
pi2 := 2*math.Pi
num := 36
dTheta := pi2 / float64(num)
theta := float64(0)
for i:=0 ; i<num ; i++ {
theta += dTheta
dx := math.Cos(theta) * r
dy := math.Sin(theta) * r
gl.Vertex2d(x + dx, y + dy)
}
theta += dTheta
dx := math.Cos(theta) * r
dy := math.Sin(theta) * r
gl.Vertex2d(x + dx, y + dy)
gl.End()
}
func drawSquare(x, y, length float64) {
x2 := x+length
y2 := y+length
gl.Begin(gl.QUADS)
gl.Color3d(0.75, 0.35, 0.35)
gl.Vertex2d(x , y)
gl.Vertex2d(x2 , y)
gl.Vertex2d(x2 , y2)
gl.Vertex2d(x , y2)
gl.End()
}
func draw6x8(x,y, length float64, mapp *[48]rune) {
for k,v := range mapp {
if ' ' != v {
r := k % 6
xx := x + float64(r) * length
yy := y + float64((k - r)/ 8) * length
drawSquare(xx, yy, length)
}
}
}
func drawLine(x1,y1, x2, y2 float64) {
gl.Begin(gl.LINES)
gl.Vertex2d(x1, y1)
gl.Vertex2d(x2, y2)
gl.End()
}