void GLrender() { glClear(GL_COLOR_BUFFER_BIT); lines = quadtree.query(Point2D(me.c.p.x,me.c.p.y),me.c); quadtree.render(); me.c.render(col); glFlush(); glutSwapBuffers(); }
void render(window* win, float viewX, float viewY) { sf::RenderWindow* sfWin = win->getBase(); sf::RectangleShape rectangle; rectangle.setSize(sf::Vector2f(bounds.w, bounds.h)); rectangle.setFillColor(sf::Color::Transparent); if (!data.empty()) { rectangle.setOutlineColor(sf::Color::Blue); } else rectangle.setOutlineColor(sf::Color::Green); if (depth >= MAX_TREE_DEPTH) rectangle.setOutlineColor(sf::Color::Red); rectangle.setOutlineThickness(2); rectangle.setPosition(viewX + bounds.x, viewY + bounds.y); sfWin->draw(rectangle); if (tL) { tL->render(win, viewX, viewY); tR->render(win, viewX, viewY); bL->render(win, viewX, viewY); bR->render(win, viewX, viewY); } }