void init (void) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glShadeModel (GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); texture[0] = loadtextures("texture.raw", 256,256); texture[1] = loadtextures("texture.raw", 256,256); }
void initializeGraphics() { //Build Pop Up Menu BuildPopupMenu(); glutAttachMenu (GLUT_RIGHT_BUTTON); //inittextures for(int i=0;i<MAXTEXTURES;i++) textures[i]=0; // disable Lighting glDisable( GL_LIGHTING ); glClearColor (0.0f, 0.0f, 0.0f, 0.0f); glEnable( GL_DEPTH_TEST ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGetFloatv( GL_MODELVIEW_MATRIX, modelViewMatrix ); // save MY copy in modelViewMatrix glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //Load Textures textures[SIRENID] = loadtextures(sirenFile, 52,45); textures[VEHICLEID] = loadtextures(vehicleFile, 207,177); textures[WALLID] = loadtextures(wallFile, 512,512); textures[FLOORID] = loadtextures(floorFile, 512,512); textures[CARROTID] = loadtextures(carrotFile, 52,45); textures[BUTTONID] = loadtextures(buttonFile, 52,45); textures[PARTICLEID]=textures[VEHICLEID]; textures[PONDID] = loadtextures(marbleFile,225,225); textures[WATERID] = loadtextures(waterFile,393,385); //snow drifts snowcave.resetPoints(snowCavePoints); snowcave.setBoundingBoxes(driftBuffer); snowcave2.resetPoints(snowCavePoints2); // snowcave2.setBoundingBox(-50,-27, //min max X // -50,-30, //min max Y // -50,10); //min max z snowcave2.setBoundingBoxes(driftBuffer); //snowman snowman = Snowman(snowmanOrigin, SNOWMANID, snowmanSize, textures[FLOORID], textures[CARROTID], textures[BUTTONID]); snowman2 = Snowman(snowmanOrigin2, SNOWMANID, snowmanSize, textures[FLOORID], textures[CARROTID], textures[BUTTONID]); snowman3 = Snowman(snowmanOrigin3, SNOWMANID, snowmanSize, textures[FLOORID], textures[CARROTID], textures[BUTTONID]); //Pond pond = Pond(pondOrigin,PONDID,pondRadius,pondHeight); pond.setSpaceDimensions(Point(10,10,10)); pond.setBoundingBox(pondOrigin.x-10,pondOrigin.x+10,-50,pondOrigin.y+5,pondOrigin.z-10,pondOrigin.z+10); //Gifts gifts[0] = Gift(giftOrigin1,GIFT1ID,giftSize); gifts[1] = Gift(giftOrigin2,GIFT2ID,giftSize); gifts[2] = Gift(giftOrigin3,GIFT3ID,giftSize); gifts[3] = Gift(giftOrigin4,GIFT4ID,giftSize); gifts[4] = Gift(giftOrigin5,GIFT5ID,giftSize); //enemy npc.setSpeed(npcSpeed); npc.setSpaceDimensions(Point(bodyRadius/2,bodyRadius/2,bodyRadius/2)); npc.setThrowRange(20); npc.setInDanger(true); //vehicle vehicle.setDamage(0); vehicle.setMaxDamage(100); vehicle.setIsAlive(true); vehicle.setStrikeRange(30); //init shadow paramteres glEnable(GL_COLOR_MATERIAL); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glShadeModel (GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //this is defined //bool (*fp_processCollision)(Obstacle); fp_processCollision = &processCollision; //Map Creation assessment currMap.createMap(minCoords, maxCoords, npc, gifts, giftCount, fp_processCollision ); currMap.printState(); //setup the controller controller = PathController(&currMap,&npc,&vehicle); controller.setNextTarget(); //set the target controller.setMaxPath(100); }