Ejemplo n.º 1
0
    void Framework::update()
    {
        if( bFirstFrame )
        {
            Pad::Create();
            bFirstFrame = false;
            g_ResourceStage = new GraphicData("data.txt");
            g_ResourceRobot = new GraphicData("robo.txt");
            g_Model[0] = g_ResourceRobot->CreateModel("robo");
            g_Model[1] = g_ResourceRobot->CreateModel("robo");

            Document doc;
            Element* root = doc.GetRoot();
            Element* tmp = new Element("Test");
            double p[3] = { 10,0,-10 };

            Attribute* a = new Attribute("Pos", "1,1,1");
            a->Set("Hehe",p,3);
            tmp->AddAttribute(a);
            root->AddElement(tmp);
            doc.Write("MyFirst.txt");
        }
        setFrameRate( 60 );
        g_cnt++;
        
        // View matrix 
        //camera.SetPos( Vector3(sin(g_cnt)*10, 1, cos(g_cnt)*10) );
        camera.SetPos( Vector3(0, 1, 10) );
        camera.SetTarget( Vector3(0,0,0) );
 
        Matrix44 matProjView;
        camera.CreateProjViewMatrix(&matProjView);        

        g_ResourceStage->GetBatch("batch")->Draw(matProjView);
        g_Model[0]->SetPos(Vector3(2,0,0));
        g_Model[0]->Draw(matProjView);

        g_Model[1]->SetPos(Vector3(-2,1,0));
        g_Model[1]->SetScale(Vector3(2,1,2));
        g_Model[1]->Draw(matProjView);

        enableDepthTest( true );

        if ( isEndRequested() ){            			
            SAFE_DELETE( g_ResourceStage );
            SAFE_DELETE( g_ResourceRobot );
            Pad::Destroy();
		}
    }
Ejemplo n.º 2
0
MGLContext::MGLContext(void):
m_currentFrameBuffer(0)
{
	// version
	const char * version = (const char *)glGetString(GL_VERSION);
	if(version)
	{
		sscanf(version, "%d", &g_GLversion);
		printf("GL_VERSION : %s\n", version);
	}

	// init cull face (back)
	enableCullFace();
	setCullMode(M_CULL_BACK);

	// normalize
	glEnable(GL_NORMALIZE);

	// fog
	glHint(GL_FOG_HINT, GL_NICEST);
	glFogf(GL_FOG_MODE, GL_LINEAR);

	// depth
	enableDepthTest();
	setDepthMode(M_DEPTH_LEQUAL);
	glClearDepth(1.0f);

	// line
	glLineWidth(1);

	// stencil
	glClearStencil(0);

	// pixel pack/unpack
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	
	// anisotropic filtering
	glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
}
Ejemplo n.º 3
0
MES2Context::MES2Context(void):
m_currentFrameBuffer(0)
{
    m_matrixStep = 0;
    m_matrixMode = M_MATRIX_MODELVIEW;

    // version
    const char * version = (const char *)glGetString(GL_VERSION);
    if(version)
    {
        m_gl_version=version;
        sscanf(version, "%d", &g_GLversion);
    }

    // init cull face (back)
    enableCullFace();
    setCullMode(M_CULL_BACK);

    // depth
    enableDepthTest();
    setDepthMode(M_DEPTH_LEQUAL);
    glClearDepthf(1.0f);

    // line
    glLineWidth(1);

    // stencil
    glClearStencil(0);

    // pixel pack/unpack
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glPixelStorei(GL_PACK_ALIGNMENT, 1);

    // anisotropic filtering
    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
}