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Draw.h
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#ifndef COMPUTER_GRAPHICS_DRAW_H
#define COMPUTER_GRAPHICS_DRAW_H
void draw() {
// chão
glColor3f(0.0, 0.65, 0.0);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
// primeiro andar
drawPaintStand(1, 2.3, 42, 120, 19, 793/593, -90);
drawPaintStand(1, 2.3, 36, 60, 20, 793/593, -90);
texturePaint(0.01, 1.1, 38.5, 0, 11, 795/687, 2, 90, 180);
texturePaint(3.1, 3.2, 42.8, 0, 12, 845/619, 2, 180, -90);
textureInnerOrthoWallFront(0, 0);
textureInnerOrthoWallFront(0, 1);
textureInnerOrthoWallFront(14, 0);
textureInnerOrthoWallFront(14, 1);
for (int i = 0; i < 10; ++i)
textureInnerWall(4.3*i,0,0);
for (int i = 0; i < 10; ++i)
textureInnerWall(4.3*i,1,0);
for (int i = 0; i < 10; ++i)
textureInnerWall(4.3*i,0,1);
for (int i = 0; i < 10; ++i)
textureInnerWall(4.3*i,1,1);
for (int i = 0; i < 5; ++i)
textureInnerOrthoWall(4*i,0,0);
for (int i = 0; i < 5; ++i)
textureInnerOrthoWall(4*i,1,0);
// segundo andar exposiçao esquerda
texturePaint(2.9, 3.2 + 3.6, 42.8, 0, 12, 845/619, 2, 180, -90);
drawPaintStand(0.7, 2.3 + 3.6, 42, 120, 19, 793/593, -90);
texturePaint(0.01, 1.1 + 3.6 , 38.5, 0, 11, 795/687, 2, 90, 180);
drawPaintStand(0.7, 2.3 + 3.6, 36, 90, 20, 629/537, -90);
texturePaint(0.01, 1.1 + 3.6 , 32, 0, 13, 795/687, 2, 90, 180);
drawPaintStand(0.7, 2.3 + 3.6, 29, 60, 21, 866/693, -90);
drawBookStand2(2.9, 2.3 + 3.6, 38, 90, 1);
drawBookStand2(2.9, 2.3 + 3.6, 33, 90, 2);
texturePaint(5.99, 3.2 + 3.6 , 40.5, 0, 16, 664/521, 2, 270, -90);
texturePaint(5.99, 3.2 + 3.6 , 36.5, 0, 14, 1098/790, 2, 270, -90);
texturePaint(5.99, 3.2 + 3.6 , 33, 0, 15, 1016/689, 2, 270, -90);
// segundo andar exposiçao direita
// parede com salão
drawBookStand1(14.5, 2.3 + 3.6, 33, 90, 1);
drawBookStand1(14.5, 2.3 + 3.6, 31.5, 90, 2);
drawBookStand1(14.5, 2.3 + 3.6, 30, 90, 3);
drawBookStand2(14.5, 2.3 + 3.6, 38, 90, 3);
drawBookStand2(14.5, 2.3 + 3.6, 40, 90, 2);
//parede com parte de fora
drawBookStand2(18.5, 2.3 + 3.6, 29, 0, 1);
texturePaint(19.99, 1.1 + 3.6 , 40, 0, 26, 664/521, 2, 270, 180);
texturePaint(19.99, 3.2 + 3.6 , 36.5, 0, 14, 1098/790, 2, 270, -90);
texturePaint(19.99, 3.2 + 3.6 , 33, 0, 15, 1016/689, 2, 270, -90);
drawPaintStand(18, 2.3 + 3.6, 42, 180, 19, 793/593, -90);
drawPaintStand(16, 2.3 + 3.6, 42, 180, 19, 793/593, -90);
// segundo andar salão
// cantos
drawPaintStand(6.5, 2.3 + 3.6, 28.5, 45, 28, 793/593, -90);
drawPaintStand(13.3, 2.3 + 3.6, 28.5, -45, 29, 793/593, -90);
drawPaintStand(13.3, 2.3 + 3.6, 38.3, 225, 18, 793/593, -90);
drawPaintStand(6.5, 2.3 + 3.6, 38.3, -225, 19, 793/593, -90);
// paredes
texturePaint(6.45, 3.2 + 3.6 , 34, 0, 16, 664/521, 2, 270, -90);
texturePaint(14.0, 3.2 + 3.6 , 32.5, 0, 14, 1098/790, 2, 270, -90);
texturePaint(9.5, 3.2 + 3.6 , 28.5, 0, 15, 1016/689, 2, 180, -90);
// centro
drawBookStand2(10, 2.3 + 3.6, 33, 90, 3);
drawBookStand2(10, 2.3 + 3.6, 34.5, 90, 2);
// segundo andar escada
texturePaint(6.4,1.2 + 3.6 , 21.5, 0, 22, 664/521, 1.5, 270, 180);
texturePaint(6.4, 1.2 + 3.6 , 24, 0, 23, 664/521, 1.5, 270, 180);
texturePaint(7.8, 1.2 + 3.6 , 20, 0, 24, 1098/790, 2, 180, 180);
texturePaint(10.8, 1.2 + 3.6 ,20, 0, 25, 1016/689, 2, 180, 180);
texturePaint(14, 1.2 + 3.6 , 21.5, 0, 26, 664/521, 1.5, 270, 180);
texturePaint(14, 1.2 + 3.6 , 24, 0, 27, 664/521, 1.5, 270, 180);
drawBookStand1(10, 2.3 + 3.6, 27.5, 180, 1);
// quadro fundo
texture = texture_id[36];
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(4, 2.2 + floor1_height, 0.082);
glRotated(90, 1, 0, 0);
glColor3ub(255, 255, 255);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-2, 0.0001, -1);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(2, 0.0001, -1);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(2, 0.0001, 1);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-2, 0.0001, 1);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
// Mesa parte escura
texture = texture_id[4];
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(3.8, 1.08 + floor1_height, 5.5);
glRotated(90, 0, 1, 0);
glColor3ub(255, 255, 255);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS); // floor
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-2.9, 0.0001, 1.4);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(2.9, 0.0001, 1.4);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(2.9, 0.0001, -1.4);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-2.9, 0.0001, -1.4);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
// Primeiro andar
// Parede traseira
glPushMatrix();
glTranslatef(10, 4.5 + floor1_height, 0);
glColor3f(0.43f, 0.50f, 0.56f);
glScalef(20, 9, 0.1);
glutSolidCube(1.0);
glPopMatrix();
// Parede lateral esquerda
glPushMatrix();
glTranslatef(0, 4.5 + floor1_height, 21.5);
glColor3f(0.43f, 0.50f, 0.56f);
glScalef(0.1, 9, 43);
glutSolidCube(1.0);
glPopMatrix();
// Parede lateral direita
glPushMatrix();
glTranslatef(20, 4.5 + floor1_height, 21.5);
glColor3f(0.43f, 0.50f, 0.56f);
glScalef(0.1, 9, 43);
glutSolidCube(1.0);
glPopMatrix();
// varanda com exposicao
drawOrthoWallWithDoor(6, 39, 2.6666, 0, 1);
drawOrthoWallWithDoor(8.6666, 39, 2.6666, 0, 1);
drawOrthoWallWithDoor(11.3333, 39, 2.6666, 0, 1);
// salao despacho com gabinete e jardim
drawParallelWall(7.5, 0, 19.5, 0);
// salão de despacho com direitoria
drawOrthoWallWithDoor(0, 13.5, 6, 0, 1);
// diretoria com corredor
drawParallelWallWithDoor(6, 13.5, 6, 0, 1);
// diretoria com atelier
drawOrthoWallWithDoor(0, 19.5, 6, 0, 1);
// atelier com corredor
drawParallelWallWithDoor(6, 19.5, 6, 0, 1);
// atelier com sala protocolo
drawOrthoWallWithDoor(0, 25.5, 6, 0, 0.8);
// jardim com costas da escada
drawOrthoWall(7.5, 19.5, 6.3, 0);
// por tras da recpção
drawParallelWall(13.8, 19.5, 6, 0);
// sec. cult com elevador
drawOrthoWallWithDoor(13.8, 25.5, 6.2, 0, 1.1);
// elevador com reserva técnica
drawOrthoWallWithDoor(13.5, 28, 6.5, 0, 1.1);
// sala protocolo com exposicao 1
drawOrthoWallWithDoor(0, 28, 6.5, 0, 0.8);
// exposicao1 com salao
drawParallelWallWithDoor(6, 28, 7, 0, 0.1);
// exposicao1 com exposicao2
drawOrthoWallWithDoor(0, 35, 6, 0, 1);
// exposicao 2 com salao
drawParallelWallWithDoor(6, 35, 8, 0, 0.1);
// mini auditorio com salao
drawParallelWallWithDoor(13.8, 35, 8, 0, 0.1);
// mini auditorio com reserva tecnica
drawOrthoWallWithDoor(13.8, 35, 6.2, 0, 1);
// reserva téc. com salão
drawParallelWallWithDoor(13.8, 28, 7, 0, 0.1);
//mini parede salão com escada esquerda
drawOrthoWall(8, 28, 1, 0);
//mini parede salão com escada direita
drawOrthoWall(11, 28, 1, 0);
glPushMatrix();
glTranslatef(10, 3.1 + wall_height + floor1_height, 28);
glColor3ub(223, 213, 208);
glScalef(7, 0.8, 0.1);
glutSolidCube(1.0);
glPopMatrix();
textureFail(0, 1);
textureFail(0, -1);
textureFail(1, 1);
textureFail(1, -1);
// piso 1
textureFloor();
textureFloor2();
// piso atrás escada
glPushMatrix();
glTranslatef(10, 3.6 + floor1_height + floor2_height, 10.75);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(20, 0.2, 21.5);
glutSolidCube(1.0);
glPopMatrix();
// frente escada
glPushMatrix();
glTranslatef(10, 3.6 + floor1_height + floor2_height, 34);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(20, 0.2, 18.5);
glutSolidCube(1.0);
glPopMatrix();
// direita escada
glPushMatrix();
glTranslatef(3.8, 3.6 + floor1_height + floor2_height, 22.5);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(7.6, 0.2, 6);
glutSolidCube(1.0);
glPopMatrix();
// esquerda escada
glPushMatrix();
glTranslatef(15.8, 3.6 + floor1_height + floor2_height, 22.5);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(7.6, 0.2, 6);
glutSolidCube(1.0);
glPopMatrix();
// piso
glPushMatrix();
glTranslatef(10, 0.1 + floor1_height / 2, 21.5);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(20, 0.2 + floor1_height, 44);
glutSolidCube(1.0);
glPopMatrix();
// degraus
glPushMatrix();
glTranslatef(10,floor1_height / 2 - 0.2, 43.5);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(20, floor1_height, 0.8);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(10,floor1_height / 2 - 0.6, 43.9);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(20, floor1_height, 0.6);
glutSolidCube(1.0);
glPopMatrix();
// lage
glPushMatrix();
glTranslatef(10, 7.1 + floor1_height + floor2_height + floor2_thickness, 21.5);
glColor3f(0.7f, 0.763f, 0.764f);
glScalef(20, 0.2, 43.5);
glutSolidCube(1.0);
glPopMatrix();
// ESCADA
float zBase = 25.5, yBase = 0.45;
for (int i = 0; i < 21; i++, zBase -= 0.2, yBase += 0.1) {
disableLight();
glPushMatrix();
glTranslatef(9.85, yBase + floor1_height, zBase);
glColor3ub(120, 60, 0);
glScalef(2, 0.175, 0.2);
glutSolidCube(1.0);
glPopMatrix();
enableLight();
textureStair(yBase + floor1_height, zBase);
}
// floor escada
glPushMatrix();
glTranslatef(9.9, 2.4 + floor1_height, 20.5);
glColor3f(0.5f, 0.5f, 0.5f);
glScalef(4.5, 0.2, 2);
glutSolidCube(1.0);
glPopMatrix();
zBase = 21.5;
yBase = 2.45;
for (int i = 0; i < 12; i++, zBase += 0.334, yBase += 0.12) {
disableLight();
glPushMatrix();
glTranslatef(11.6, yBase + floor1_height, zBase);
glColor3ub(120, 60, 0);
glScalef(1, 0.15, 0.35);
glutSolidCube(1.0);
glPopMatrix();
enableLight();
textureStairL(11.1, yBase + floor1_height, zBase);
}
zBase = 21.5;
yBase = 2.45;
for (int i = 0; i < 12; i++, zBase += 0.334, yBase += 0.12) {
disableLight();
glPushMatrix();
glTranslatef(8.1, yBase + floor1_height, zBase);
glColor3ub(120, 60, 0);
glScalef(1, 0.15, 0.35);
glutSolidCube(1.0);
glPopMatrix();
enableLight();
textureStairL(7.6, yBase + floor1_height, zBase);
}
// grade
glColor3ub(120, 60, 0);
disableLight();
float px = 8.6;
float pz = 21.4;
for (int i = 0; i < 25; i++, px += 0.1) {
glPushMatrix();
glTranslatef(px, 4 + floor1_height + floor2_thickness, 24.8);
glScalef(0.02, 0.8, 0.02);
glutSolidCube(1.0);
glPopMatrix();
}
glPushMatrix();
glTranslatef(9.8, 4.4 + floor1_height + floor2_thickness, 24.8);
glScalef(2.5, 0.02, 0.06);
glutSolidCube(1.0);
glPopMatrix();
px = 7.6;
for (int i = 0; i < 45; i++, px += 0.1) {
glPushMatrix();
glTranslatef(px, 4 + floor1_height + floor2_thickness, pz);
glScalef(0.02, 0.8, 0.02);
glutSolidCube(1.0);
glPopMatrix();
}
glPushMatrix();
glTranslatef(9.8, 4.4 + floor1_height + floor2_thickness, pz);
glScalef(4.6, 0.02, 0.06);
glutSolidCube(1.0);
glPopMatrix();
for (int i = 0; i < 35; i++, pz += 0.1) {
glPushMatrix();
glTranslatef(7.5, 4 + floor1_height + floor2_thickness, pz);
glScalef(0.02, 0.8, 0.02);
glutSolidCube(1.0);
glPopMatrix();
}
glPushMatrix();
glTranslatef(7.5, 4.4 + floor1_height + floor2_thickness, 23.1);
glScalef(0.06, 0.02, 3.4);
glutSolidCube(1.0);
glPopMatrix();
pz = 21.4;
for (int i = 0; i < 35; i++, pz += 0.1) {
glPushMatrix();
glTranslatef(12.1, 4 + floor1_height + floor2_thickness, pz);
glScalef(0.02, 0.8, 0.02);
glutSolidCube(1.0);
glPopMatrix();
}
glPushMatrix();
glTranslatef(12.1, 4.4 + floor1_height + floor2_thickness, 23.1);
glScalef(0.06, 0.02, 3.4);
glutSolidCube(1.0);
glPopMatrix();
enableLight();
// FACHADA
textureFacade(0, 4.75);
textureFacade(0, 4.75 + 3.7);
textureFacade(14, 4.75);
textureFacade(14, 4.75 + 3.7);
textureHigherFacade(0);
textureHigherFacade(6);
textureHigherFacade(10);
textureHigherFacade(14);
drawColumn(6);
drawColumn(8.6);
drawColumn(11.2);
drawColumn(14);
drawDetail(0);
drawDetail(5.75);
drawDetail(13.75);
drawDetail(19.5);
disableLight();
textureStatue(0);
textureStatue(5.75);
textureStatue(13.75);
textureStatue(19.5);
textureEscutcheon();
enableLight();
// laterais
glPushMatrix();
glTranslatef(3, 3.5 + floor1_height + floor2_thickness + floor2_height, 43);
glColor3ub(239, 239, 239);
glScalef(6, 7 + floor2_thickness, 0.1);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(17, 3.5 + floor1_height + floor2_thickness + floor2_height, 43);
glColor3ub(239, 239, 239);
glScalef(6, 7 + floor2_thickness, 0.1);
glutSolidCube(1.0);
glPopMatrix();
// topo
glPushMatrix();
glTranslatef(10, 8 + floor1_height + floor2_thickness + floor2_height + 0.1f, 43);
glColor3ub(239, 239, 239);
glScalef(20, 2, 0.1);
glutSolidCube(1.0);
glPopMatrix();
// meio
glPushMatrix();
glTranslatef(9.85, 9.62 + floor1_height + floor2_thickness, 43);
glColor3ub(239, 239, 239);
glScalef(1.25, 1.25, 0.1);
glutSolidCube(1.0);
glPopMatrix();
// grade
px = 6.4;
for (int i = 0; i < 74; i++, px += 0.1) {
glPushMatrix();
glTranslatef(px, 4 + floor1_height + floor2_thickness, 43);
glColor3f(0.5f, 0.6f, 0.6f);
glScalef(0.02, 0.8, 0.02);
glutSolidCube(1.0);
glPopMatrix();
}
glPushMatrix();
glTranslatef(12.1, 4.4 + floor1_height + floor2_thickness, 43);
glColor3f(0.5f, 0.6f, 0.6f);
glScalef(12, 0.02, 0.02);
glutSolidCube(1.0);
glPopMatrix();
// CADEIRA
disableLight();
drawChair(3.5, 0, 2, 1, 0);
drawChair(1.5, 0, 3.5, 0, 1);
drawChair(1.5, 0, 4.5, 0, 1);
drawChair(1.5, 0, 5.5, 0, 1);
drawChair(1.5, 0, 6.5, 0, 1);
drawChair(1.5, 0, 7.5, 0, 1);
drawChair(1.5, 0, 8.5, 0, 1);
drawChair(5, 0, 3.5, 0, 3);
drawChair(5, 0, 4.5, 0, 3);
drawChair(5, 0, 5.5, 0, 3);
drawChair(5, 0, 6.5, 0, 3);
drawChair(5, 0, 7.5, 0, 3);
// mesa
drawTable(3.8, 2.5);
drawStar(3.75);
drawStar(7.5);
drawStar(5.5);
enableLight();
// Segundo andar
// parede apos subir escada
drawOrthoWall(10 - 1.5, 28, 3, 1);
glPushMatrix();
glTranslatef(10, 6.4 + wall_height + floor1_height + floor2_height + floor2_thickness, 28);
glColor3ub(223, 213, 208);
glScalef(7, 0.8, 0.1);
glutSolidCube(1.0);
glPopMatrix();
//varanda com exposicao
drawOrthoWallWithDoor(6, 39, 2.6666, 1, 1);
drawOrthoWallWithDoor(8.6666, 39, 2.6666, 1, 1);
drawOrthoWallWithDoor(11.3333, 39, 2.6666, 1, 1);
// exposição cima com salão
drawParallelWallWithDoor(13.8, 28, 15, 1, 1);
// exposição cima com elevador
drawOrthoWallWithDoor(13, 28, 7, 1, 1);
// elevador com vazio
drawOrthoWall(13.8, 25.5, 6.2, 1);
// atras da escada
drawOrthoWall(6, 19.5, 2, 1);
// vazio com circulacao
drawParallelWall(13.8, 19.5, 6, 1);
// exposição baixo com salão
drawParallelWallWithDoor(6, 28, 15, 1, 0.1);
// exposição baixo com corredor baixo
drawOrthoWallWithDoor(0, 28, 7, 1, 0.9);
// corredor baixo com gabinete
drawOrthoWallWithDoor(0, 25.5, 6, 1, 0.9);
// gabinete com sala de jantar
drawOrthoWallWithDoor(0, 19.5, 6, 1, 0.1);
// gabinete com circulacao
drawParallelWall(6, 19.5, 6, 1);
// sala de jantar com jardim
drawParallelWall(8, 8.5, 11, 1);
// jardim com circulacao
drawOrthoWall(8, 19.5, 5.8, 1);
// sala de jantar com sala de visita
drawOrthoWallWithDoor(0, 8.5, 13.8, 1, 0.6);
// sala de visita com emcima
drawParallelWall(13.8, 0, 8.5, 1);
}
#endif //COMPUTER_GRAPHICS_DRAW_H