static int l_grid(lua_State *l) { UI::Context *c = LuaObject<UI::Context>::CheckFromLua(1); UI::CellSpec rowSpec(0), colSpec(0); if (lua_istable(l, 2)) rowSpec = UI::CellSpec::FromLuaTable(l, 2); else rowSpec = UI::CellSpec(luaL_checkinteger(l, 2)); if (lua_istable(l, 3)) colSpec = UI::CellSpec::FromLuaTable(l, 3); else colSpec = UI::CellSpec(luaL_checkinteger(l, 3)); LuaObject<UI::Grid>::PushToLua(c->Grid(rowSpec, colSpec)); return 1; }
void MCMesh::cb_initGL() { Geom::Vec4f colClear(0.2f, 0.2f, 0.2f, 0.1f); Geom::Vec4f colDif(0.8f, 0.9f, 0.7f, 1.0f); Geom::Vec4f colSpec(0.9f, 0.9f, 0.9f, 1.0f); m_render = new Algo::Render::GL2::MapRender(); m_positionVBO = new Utils::VBO(); m_flatShader = new Utils::ShaderFlat(); m_flatShader->setAttributePosition(m_positionVBO); m_flatShader->setAmbiant(colClear); m_flatShader->setDiffuse(colDif); m_flatShader->setExplode(1.0f); //m_simpleColorShader = new Utils::ShaderSimpleColor(); //m_simpleColorShader->setAttributePosition(m_positionVBO); m_linesShader = new Utils::ShaderBoldLines(); m_linesShader->setAttributePosition(m_positionVBO); registerShader(m_flatShader); // registerShader(m_simpleColorShader); registerShader(m_linesShader); m_dr = new Utils::Drawer(); m_dr->newList(); m_dr->pointSize(4.0f); m_dr->lineWidth(25.0f); m_dr->begin(GL_LINES); m_dr->color3f(1.0,0.0,0.0); m_dr->vertex3f(15.0,15.0,65.0); m_dr->vertex3f(110.0,110.0,65.0); m_dr->color3f(0.0,1.0,0.0); m_dr->vertex3f(110.0,15.0,75.0); m_dr->vertex3f(15.0,110.0,75.0); m_dr->end(); m_dr->endList(); }
void MCMesh::cb_initGL() { Geom::Vec4f colClear(0.2f, 0.2f, 0.2f, 0.1f); Geom::Vec4f colDif(0.8f, 0.9f, 0.7f, 1.0f); Geom::Vec4f colSpec(0.9f, 0.9f, 0.9f, 1.0f); Utils::GLSLShader::setCurrentOGLVersion(2); m_render = new Algo::Render::GL2::MapRender(); m_positionVBO = new Utils::VBO(); m_flatShader = new Utils::ShaderFlat(); m_flatShader->setAttributePosition(m_positionVBO); m_flatShader->setAmbiant(colClear); m_flatShader->setDiffuse(colDif); m_flatShader->setExplode(1.0f); m_simpleColorShader = new Utils::ShaderSimpleColor(); m_simpleColorShader->setAttributePosition(m_positionVBO); registerShader(m_flatShader); registerShader(m_simpleColorShader); }