void init() { Particles a = *(new Particles()); glClearColor(0.5,0.5,0.5,1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45,640.0/480.0,1.0,500.0); //glFrustum(-10, 10, -10, 10, 10, 1000); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); cube=obj.load("temple.obj"); //load it glEnable(GL_NORMALIZE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); //glEnable(GL_LIGHT1); float col[]={1.0,1.0,1.0,1.0}; float direction[] = {0, 0, 0}; float pos[] = {1, 1, 1, 1}; float color[] = {1, 0.5, 0.5, 1}; glLightfv(GL_LIGHT0,GL_DIFFUSE,col); //glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction); glLightfv(GL_LIGHT1, GL_DIFFUSE, color); //glLightfv(GL_LIGHT1, GL_POSITION, pos); glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 5 ); for(int i =0; i < 1000; i++) { particles.push_back(new Particles()); } a.createParticles(particles); particleTexture = obj.loadTexture("fire.bmp"); }
void init(SDL_Surface* screen) { glClearColor(0.5, 0.5, 0.5, 1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, static_cast<float>(screen->w)/static_cast<float>(screen->h), 1.0, 500.0); glMatrixMode(GL_MODELVIEW); glShadeModel(GL_SMOOTH); // This is the default setting anyways. glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); float lightcolor[] = {1.0, 1.0, 1.0, 1.0}; glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor); //glEnable(GL_BLEND); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // (A*S) + (B*D) sky = new Skybox(); sky->Init("img/skybox/"); sky->Compile(50.0); cube = obj.load("model/obj/angrysphere.obj"); cam = new Camera(0.0, 0.0, -5.0, 0.0, 0.0); return; }
void init(SDL_Surface* screen) { const unsigned char* version = glGetString(GL_VERSION); std::cout << "OpenGL version: " << version << std::endl; GLint maxTex; glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTex); std::cout << "Maximum texture units: " << maxTex << std::endl; glClearColor(0.0, 0.0, 0.0, 1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, static_cast<float>(screen->w)/static_cast<float>(screen->h), 1.0, 500.0); glMatrixMode(GL_MODELVIEW); glShadeModel(GL_SMOOTH); // This is the default setting anyways. glEnable(GL_DEPTH_TEST); cam = new Camera(0.0, 0.0, 0.0, 0.0, 0.0); initShader("shader/lighting.vs", "shader/lighting.frag", prog, vert, frag); monkey = obj.load("model/obj/stapler.obj"); return; }
void init() { glClearColor(0.5,0.5,0.5,1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45,640.0/480.0,1.0,500.0); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); cube=obj.load("test.obj"); //load it glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); float col[]={1.0,1.0,1.0,1.0}; glLightfv(GL_LIGHT0,GL_DIFFUSE,col); }