Ejemplo n.º 1
0
void init(float winwidth, float winheight, float pixratio)
{
    parg_state_clearcolor((Vector4){gray, gray, gray, 1});
    parg_state_depthtest(0);
    parg_state_cullfaces(0);
    parg_shader_load_from_asset(SHADER_SIMPLE);
    float worldheight = worldwidth * sqrt(0.75);
    parg_zcam_init(worldwidth, worldheight, fovy);
    trimesh = parg_mesh_sierpinski(worldwidth, 10);
    printf("%d triangles\n", parg_mesh_ntriangles(trimesh));
}
Ejemplo n.º 2
0
void init(float winwidth, float winheight, float pixratio)
{
    parg_state_clearcolor((Vector4){gray, gray, gray, 1});
    parg_state_depthtest(0);
    parg_state_cullfaces(0);
    parg_shader_load_from_asset(SHADER_ZOOMING);
    palmstexture = parg_texture_from_asset(TEXTURE_PALMS);
    int imgwidth, imgheight;
    parg_texture_info(palmstexture, &imgwidth, &imgheight);
    float worldheight = worldwidth * imgheight / imgwidth;
    parg_zcam_init(worldwidth, worldheight, fovy);
    rectmesh = parg_mesh_rectangle(worldwidth, worldheight);
}
Ejemplo n.º 3
0
Archivo: ztex.c Proyecto: prideout/parg
void init(float winwidth, float winheight, float pixratio)
{
    printf(
        "Spacebar to toggle texture modes.\n"
        "D to toggle auto-zooming demo mode.\n"
        "G to toggle the slippy map grid.\n");
    parg_state_clearcolor((Vector4){0.43, 0.61, 0.8, 1});
    parg_state_cullfaces(1);
    parg_state_depthtest(0);
    parg_shader_load_from_asset(SHADER_DEFAULT);
    parg_zcam_init(1, 1, fovy);
    parg_zcam_set_position(0, 0, STARTZ);
    ocean_texture = parg_texture_from_asset(TEXTURE_OCEAN);
    paper_texture = parg_texture_from_asset(TEXTURE_PAPER);

    // Decode the europe image.
    int* rawdata;
    parg_buffer* colorbuf =
        parg_buffer_slurp_asset(TEXTURE_EUROPE, (void*) &rawdata);
    int width = *rawdata++;
    int height = *rawdata++;
    int ncomps = *rawdata++;
    parg_texture_fliprows(rawdata, width * ncomps, height);

    // Sample the ocean color from one corner of the image.
    int ocean_color = rawdata[0];

    // Perform marching squares and generate a mesh.
    par_msquares_meshlist* mlist =
        par_msquares_color((parg_byte*) rawdata, width, height, 16, ocean_color,
            4, PAR_MSQUARES_SWIZZLE | PAR_MSQUARES_DUAL | PAR_MSQUARES_HEIGHTS |
            PAR_MSQUARES_SIMPLIFY);
    par_msquares_mesh const* mesh;
    mesh = par_msquares_get_mesh(mlist, 0);
    landmass_mesh = parg_mesh_create(
        mesh->points, mesh->npoints, mesh->triangles, mesh->ntriangles);
    mesh = par_msquares_get_mesh(mlist, 1);
    ocean_mesh = parg_mesh_create(
        mesh->points, mesh->npoints, mesh->triangles, mesh->ntriangles);
    parg_buffer_unlock(colorbuf);
    par_msquares_free(mlist);
}