Ejemplo n.º 1
0
void LineRel2D(float dx, float dy)
{
	dx += x_current;
	dy += y_current;
	DrawLine2D(x_current, y_current, dx, dy);
	x_current = dx;
	y_current = dy;
}
Ejemplo n.º 2
0
void CursorTrail::draw() {
	DrawLine2D(10.f, Color3f(.725f, .619f, 0.56f));
}
Ejemplo n.º 3
0
void LineAbs2D(float x, float y)
{
	DrawLine2D(x_current, y_current, x, y);
	x_current = x;
	y_current = y;
}
Ejemplo n.º 4
0
	virtual void _Draw()
	{
		DrawLine2D(x1, y1, x2, y2);
	}
Ejemplo n.º 5
0
void TScene::DrawRadarLabel(Vector pos)
{
	// Draw Radar Slots
	glMatrixMode(GL_MODELVIEW);
	Vector col(0.25f,0.25f,0);
//	DrawLine2D(0.3f,0,0.7f,0,Vector(1,1,0));
	DrawLine2D(0.7f,0,0.7f,0.3f,col);
	DrawLine2D(0.7f,0.3f,0.3f,0.3f,col);
	DrawLine2D(0.3f,0.3f,0.3f,0,col);

	DrawLine2D(0.3f,1,0.3f,0.7f,col);
	DrawLine2D(0.3f,0.7f,0.7f,0.7f,col);
	DrawLine2D(0.7f,0.7f,0.7f,1,col);

	Vector lskPos(0,0,0),lskPos2(0,0,0),tmpV(0,0,0);
	float tmp=0;
	OGLMath_VectorMatrixMultiply( lskPos, pos, Camera->CameraMatrix);
	lskPos2=lskPos;
/*
	float mmodel[16]={0}; 
    gluLookAt(0,0,0,dir.x,dir.y,dir.z,up.x,up.y,up.z);
//    glPushMatrix();
    glGetFloatv(GL_MODELVIEW_MATRIX, mmodel);
//    glPopMatrix();
    glLoadIdentity();
    glTranslatef(pos.x, pos.y, pos.z);
    glMultTransposeMatrixf(mmodel);*/
	//Camera->Apply();
	float l=2000.0f-GetVectorLength(Camera->GetPosition()-pos);
	lskPos.x=lskPos.x/(3000.0f-l)+0.5f+0.35f;
	lskPos.y=lskPos.y/(3000.0f-l);//+0.5f;
	lskPos.z=-lskPos.z/(3000.0f-l)+0.5f-0.35f;
	if (lskPos.y>0.3f) lskPos.y=0.3f;
	if (lskPos.y<-0.3f) lskPos.y=-0.3f;
	DrawLine2D(lskPos.x, lskPos.z, lskPos.x, lskPos.z+lskPos.y, Vector(1,1,1));
	DrawLine2D(lskPos.x, lskPos.z+lskPos.y, lskPos.x+0.01f, lskPos.z+lskPos.y, Vector(1,1,1));
	DrawLine2D(0.85-0.01f,0.15,0.85+0.01f,0.15,Vector(1,1,1));
	DrawLine2D(0.85,0.15-0.01f,0.85,0.15+0.01f,Vector(1,1,1));

// Draw Label of Sphere Radar
	float mmodel[16]={0}; 
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
    gluLookAt(0,0,10,0,2.3f,1,0,1,0);
    glGetFloatv(GL_MODELVIEW_MATRIX, mmodel);

	lskPos2=NormalizeVector(lskPos2)*1.2f;
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glMultMatrixf(ProjectionMatrix);
	glMultMatrixf(mmodel);
	glMatrixMode(GL_MODELVIEW);
//	tmpV=Camera->GetPosition();
//	DrawLine(Vector(tmpV.x,tmpV.y,tmpV.z-1.0f),Vector(tmpV.x+50.0f,tmpV.y+50.0f,tmpV.z-100.0f), Vector(1,1,1));
//	DrawLine(Vector(0,0,0),Vector(100,100,-100),Vector(1,1,1));
	DrawLine(Vector(0,0,0),lskPos2,Vector(1,1,1));
//	glBlendFunc(GL_SRC_ALPHA,GL_NONE);					// Select The Type Of Blending
//	glEnable(GL_COLOR_MATERIAL);
//	glDisable(GL_LIGHTING);
//	glDisable(GL_LIGHT0);
	RenderPlanet(0.25f,Vector(0,0,0),6);
//	glEnable(GL_LIGHTING);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glMultMatrixf(ProjectionMatrix);
	glMultMatrixf(Camera->CameraMatrix);
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}
void iGraphics::draw_line (int x1, int y1, int x2, int y2)
{
	DrawLine2D (x1, invert (y1), x2, invert (y2));
};