int Engine::Init(std::string title) { // Start SDL if(SDL_Init( SDL_INIT_VIDEO ) == -1) return -1; // Setup double Buffering SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); //kill sdl on exiting atexit(SDL_Quit); // setup screen (with OpenGL) screen = SDL_SetVideoMode(ScreenWidth, ScreenHeight, BitsPerPixel, SDL_OPENGL); if(screen == NULL) return -1; // set the window title SDL_WM_SetCaption(title.c_str(), NULL); //Initialise OpenGL InitGL(); //Intialise Audio soundManager = new SoundManager(); // seed random srand(time(NULL)); return 0; }
void Pcb3D_GLCanvas::Redraw( void ) /**********************************/ { SetCurrent(); InitGL(); glMatrixMode(GL_MODELVIEW); /* position viewer */ /* transformations */ GLfloat mat[4][4]; glTranslatef(Draw3d_dx, Draw3d_dy, 0.0F); build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat ); glMultMatrixf( &mat[0][0] ); glRotatef(g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0); glRotatef(g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0); glRotatef(g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0); if( m_gllist ) glCallList( m_gllist ); else { m_gllist = CreateDrawGL_List(); // m_gllist = DisplayCubeforTest(); } glFlush(); SwapBuffers(); }
int main(int argc, char* argv[]){ cout << PROGRAM_NAME << " - " << VERSION << endl << "BYU CS 455 - Fall 2012" << endl << endl << "Created by:" << endl << "\tJosh Davis" << endl << "\tTyler Gill" << endl << "\tMorgan Strong" << endl << "\tJames Williams" << endl << endl; glutInit(&argc, argv); /* setting up double buffering rbg and depth for this */ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(windowWidth, windowHeight); glutInitWindowPosition(100, 100); /* this name needs to match the name of the window in DrawGLScene */ glutCreateWindow(windowName); InitGL(); /* the draw function will draw once and no more */ glutDisplayFunc(DrawGLScene); /* this is the idle function it gets called as much as possible */ glutIdleFunc(IdleGLScene); /* This is called everytime the window is altered */ glutReshapeFunc(ReSizeGLScene); /* this gets called on a keyboard event */ //glutKeyboardFunc(GLKeyDown); //glutSpecialFunc(SpecialKeys); //glutSpecialUpFunc(SpecialKeysUp); // Game initialization ObjectMan* man = ObjectMan::GetInstance(); InputMan* inman = InputMan::GetInstance(); cout << "Running Game..." << endl << endl; /* Gets the loop rolling */ try{ /* * This loop wont return ever so we are going to play some tricks * to make it look like it exits when it is actually done. That is why * we use the try catch. */ // TODO: Override the x button on the window. glutMainLoop(); } catch(const char* msg){ printf(msg); HWND hwnd = FindWindow("glut", windowName); ShowWindow(hwnd, SW_HIDE); Sleep(500); } return 0; }
void CoreMac::Init(const ax::Size& frame_size) { // std::cout << "Init axCoreMac." << std::endl; InitManagers(); InitGL(); ResizeFrame(frame_size); // _size = frame_size; }
Player::Player(World& world, glm::vec3 position, glm::vec2 rotation, float speed) : Entity(world, AABB(position, glm::vec3(-0.4, 0, -0.4), glm::vec3(0.4, 1.8, 0.4)), rotation, speed), m_blockSelected(glm::vec3(), glm::vec3(), glm::vec3()) { InitGL(); }
BOOL CIdleOpenGLWnd::OnCreate(LPCREATESTRUCT lpcs) { if (!MSG_FORWARD_WM_CREATE(COpenGLWnd, lpcs)) return FALSE; m_hrc = InitGL(); return TRUE; }
bool InitEverything(SDL_GLContext& g_Context, SDL_Window*& g_Window, std::unique_ptr<Scene>& pScene) { if (InitSDL()) if (InitGL(g_Context, g_Window)) if (InitSound()) if (InitPython()) if (InitScene(pScene)) return true; return false; }
void View2::OnInitialUpdate() { CView::OnInitialUpdate(); LEFT_DOWN=false; RIGHT_DOWN=false; InitGL(); }
int main(int argc, char **argv) { if (argc < 6) { printf("usage: leitura arqin.raw width height slices dslices colormap\n"); exit(1); } glutInit(&argc, argv); //glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(640, 640); glutCreateWindow("Teste de Vizualizacao com textura 3D"); glutDisplayFunc(&DrawGLScene); glutIdleFunc(&DrawGLScene); glutReshapeFunc(&ReSizeGLScene); glutKeyboardFunc(&keyPressed); glutMotionFunc(MoveMouseBotaoPressionado); glutPassiveMotionFunc(MoveMouse); glutMouseFunc(GerenciaMouse); raw = readRAW(argc, argv); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } if (glewIsSupported("GL_VERSION_2_1")) printf("Ready for OpenGL 2.1\n"); else { printf("OpenGL 2.1 not supported\n"); exit(1); } if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader && GL_EXT_geometry_shader4) printf("Ready for GLSL - vertex, fragment, and geometry units\n"); else { printf("Not totally ready :( \n"); exit(1); } if(argc==7) colorMapRead(argv[6],cm); else { createColorMap(cm); //colorMapWrite("teste.map", cm); //colorMapRead("teste.map", cm); } InitGL(640, 640); /* Start Event Processing Engine */ glutMainLoop(); return 1; }
int main( int argc, char* argv[] ) { g_InitialCameraPosition = glm::vec3( 0, 0, 10 ); g_Camera.SetPosition( g_InitialCameraPosition ); g_Camera.SetRotation( g_InitialCameraRotation ); InitGL(argc, argv); InitGLEW(); // Load some shaders. GLuint vertexShader = LoadShader( GL_VERTEX_SHADER, "../data/shaders/simpleShader.vert" ); GLuint fragmentShader = LoadShader( GL_FRAGMENT_SHADER, "../data/shaders/simpleShader.frag" ); std::vector<GLuint> shaders; shaders.push_back(vertexShader); shaders.push_back(fragmentShader); // Create the shader program. g_ShaderProgram = CreateShaderProgram( shaders ); assert( g_ShaderProgram != 0 ); GLint positionAtribID = glGetAttribLocation( g_ShaderProgram, "in_position" ); GLint colorAtribID = glGetAttribLocation( g_ShaderProgram, "in_color" ); g_uniformMVP = glGetUniformLocation( g_ShaderProgram, "MVP" ); // Create a VAO for the cube. glGenVertexArrays( 1, &g_vaoCube ); glBindVertexArray( g_vaoCube ); GLuint vertexBuffer, indexBuffer; glGenBuffers( 1, &vertexBuffer ); glGenBuffers( 1, &indexBuffer ); glBindBuffer( GL_ARRAY_BUFFER, vertexBuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(g_Vertices), g_Vertices, GL_STATIC_DRAW ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, indexBuffer ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(g_Indices), g_Indices, GL_STATIC_DRAW ); glVertexAttribPointer( positionAtribID, 3, GL_FLOAT, false, sizeof(VertexXYZColor), reinterpret_cast<const GLvoid*>(offsetof(VertexXYZColor,m_Pos)) ); glEnableVertexAttribArray( positionAtribID ); glVertexAttribPointer( colorAtribID, 3, GL_FLOAT, false, sizeof(VertexXYZColor), reinterpret_cast<const GLvoid*>(offsetof(VertexXYZColor,m_Color))); glEnableVertexAttribArray( colorAtribID ); // Make sure we disable and unbind everything to prevent rendering issues later. glBindVertexArray( 0 ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); glDisableVertexAttribArray( positionAtribID ); glDisableVertexAttribArray( colorAtribID ); glutMainLoop(); }
//--------------------------------------------------------------------------- int CFabAtHomeView::OnCreate(LPCREATESTRUCT lpCreateStruct) //--------------------------------------------------------------------------- { if (CView::OnCreate(lpCreateStruct) == -1) return -1; InitGL(); // initialize OpenGL return 0; }
int main(int argc, char* argv[]) { g_PreviousTime = std::clock(); std::string windowname = "test"; InitGL(argc, argv, windowname); //create window with name glutMainLoop(); //enter openGL's main loop return 0; }
int main(int argc,char **argv) { srandom(123456789); init_particles(); InitGL(argc, argv); InitCL(); glutDisplayFunc(mydisplayfunc); glutKeyboardFunc(getout); glutMainLoop(); }
// The ubiquituous main function. int main ( int argc, char** argv ) // Create Main Function For Bringing It All Together { // get the the filename from the commandline. /*if (argc!=2) { printf("usage: %s trackfilname\n", argv[0]); system("PAUSE"); exit(1); }*/ /* load the track, this routine aborts if it fails */ g_Track.loadSplineFrom("track"); /*** The following are commands for setting up GL ***/ /*** No OpenGl call should be before this sequence!!!! ***/ /* Initialize glut */ glutInit(&argc,argv); /* Set up window modes */ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); /* Set window position (where it will appear when it opens) */ glutInitWindowPosition(0,0); /* Set size of window */ glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT); /* Create the window */ glutCreateWindow ( "CMPSC 458: Rollercoaster" ); // Window Title (argv[0] for current directory as title) /**** Call to our initialization routine****/ InitGL (); /* tells glut to use a particular display function to redraw */ glutDisplayFunc(display); /** allow the user to quit using the right mouse button menu **/ /* Set menu function callback */ g_iMenuId = glutCreateMenu(menufunc); /* Set identifier for menu */ glutSetMenu(g_iMenuId); /* Add quit option to menu */ glutAddMenuEntry("Quit",0); /* Add any other menu functions you may want here. The format is: * glutAddMenuEntry(MenuEntry, EntryIndex) * The index is used in the menufunc to determine what option was selected */ /* Attach menu to right button clicks */ glutAttachMenu(GLUT_RIGHT_BUTTON); /* Set idle function. You can change this to call code for your animation, * or place your animation code in doIdle */ glutIdleFunc(doIdle); /* callback for keyboard input */ glutKeyboardFunc(keyboardfunc); glutMainLoop ( ); // Initialize The Main Loop return 0; }
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPTSTR lpCmdLine, _In_ int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. MSG msg; HACCEL hAccelTable; angle = 0.0f; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_OPENGLWIN32PROJECT, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_OPENGLWIN32PROJECT)); InitGL(); glClear(GL_COLOR_BUFFER_BIT); bExit = false; //main game loop while (!bExit) { // Main message loop: PeekMessage(&msg, hWnd, NULL, NULL, PM_REMOVE); if (msg.message == WM_QUIT) { bExit = true; } else { //draw functions Render(); TranslateMessage(&msg); DispatchMessage(&msg); } } return (int) msg.wParam; }
NaGsView::NaGsView(CWnd* pWnd, NaGsDisplayContext* ctx) : m_ptrWnd(pWnd), m_theContext(ctx) { m_xRot = -45.0f; m_zRot = -45.0f; m_yRot = 0; m_xTrans = m_yTrans = m_zTrans = 0.0f; m_myCamera = new NaDbCamera(); m_myViewType = GLAXONVIEW; m_myProjType = GLORTHOGRAPHIC; m_nRange = 500; m_bkRed = 134 / 255.0; m_bkGreen = 193 / 255.0; m_bkBlue = 239 / 255.0; m_displayMode = GLSHADED; m_antialias = false; //1 m_colorv[0].amb[0] = 0.0F; m_colorv[0].amb[1] = 0.0F; m_colorv[0].amb[2] = 0.0F; m_colorv[0].diff[0] = 0.1F; m_colorv[0].diff[1] = 0.6F; m_colorv[0].diff[2] = 0.3F; m_colorv[0].spec[0] = 1.0F; m_colorv[0].spec[1] = 1.0F; m_colorv[0].spec[2] = 1.0F; m_colorv[0].ratio = 0.75F; m_colorv[0].indexes[0] = 0; m_colorv[0].indexes[1] = 0; m_colorv[0].indexes[2] = 0; //2 m_colorv[1].amb[0] = 0.0F; m_colorv[1].amb[1] = 0.0F; m_colorv[1].amb[2] = 0.0F; m_colorv[1].diff[0] = 0.0F; m_colorv[1].diff[1] = 0.2F; m_colorv[1].diff[2] = 0.5F; m_colorv[1].spec[0] = 1.0F; m_colorv[1].spec[1] = 1.0F; m_colorv[1].spec[2] = 1.0F; m_colorv[1].ratio = 0.75F; m_colorv[1].indexes[0] = 0; m_colorv[1].indexes[1] = 0; m_colorv[1].indexes[2] = 0; //3 m_colorv[2].amb[0] = 0.0F; m_colorv[2].amb[1] = 0.05F; m_colorv[2].amb[2] = 0.05F; m_colorv[2].diff[0] = 0.6F; m_colorv[2].diff[1] = 0.0F; m_colorv[2].diff[2] = 0.8F ; m_colorv[2].spec[0] = 1.0F; m_colorv[2].spec[1] = 1.0F; m_colorv[2].spec[2] = 1.0F ; m_colorv[2].ratio = 0.75F; m_colorv[2].indexes[0] = 0; m_colorv[2].indexes[1] = 0; m_colorv[2].indexes[2] = 0 ; m_ZoomON = false; m_PanON = false; m_RotON = false; m_gridOn = false; myTrihedron = new NaDbTrihedron; myGrid = new NaDbGrid; InitGL(); }
// In this function, we save the instance handle, then create and display the main program window. BOOL SingleFace::InitInstance(HINSTANCE hInstance, PWSTR lpCmdLine, int nCmdShow) { m_hInst = hInstance; // Store instance handle in our global variable ParseCmdString(lpCmdLine); WCHAR szTitle[MaxLoadStringChars]; // The title bar text LoadString(m_hInst, IDS_APP_TITLE, szTitle, ARRAYSIZE(szTitle)); static const PCWSTR RES_MAP[] = { L"80x60", L"320x240", L"640x480", L"1280x960" }; static const PCWSTR IMG_MAP[] = { L"PLAYERID", L"RGB", L"YUV", L"YUV_RAW", L"DEPTH" }; // Add mode params in title WCHAR szTitleComplete[MAX_PATH]; swprintf_s(szTitleComplete, L"%s -- Depth:%s:%s Color:%s:%s NearMode:%s, SeatedSkeleton:%s", szTitle, IMG_MAP[m_depthType], (m_depthRes < 0)? L"ERROR": RES_MAP[m_depthRes], IMG_MAP[m_colorType], (m_colorRes < 0)? L"ERROR": RES_MAP[m_colorRes], m_bNearMode? L"ON": L"OFF", m_bSeatedSkeletonMode?L"ON": L"OFF"); WCHAR szWindowClass[MaxLoadStringChars]; // the main window class name LoadString(m_hInst, IDC_SINGLEFACE, szWindowClass, ARRAYSIZE(szWindowClass)); RegisterClass(szWindowClass); m_hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_SINGLEFACE)); m_pImageBuffer = FTCreateImage(); m_pVideoBuffer = FTCreateImage(); m_hWnd = CreateWindow(szWindowClass, szTitleComplete, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, WINDOWWIDTH, WINDOWHEIGHT, NULL, NULL, m_hInst, this); if (!m_hWnd) { return FALSE; } ShowWindow(m_hWnd, nCmdShow); UpdateWindow(m_hWnd); #ifdef USEOPENGL m_GLContext.init(m_hWnd); InitGL(); #endif return SUCCEEDED(m_FTHelper.Init(m_hWnd, FTHelperCallingBack, this, m_depthType, m_depthRes, m_bNearMode, TRUE, // if near mode doesn't work, fall back to default mode m_colorType, m_colorRes, m_bSeatedSkeletonMode)); }
int main(int argc, char** argv) { OptParse(argv); if(InitGL()) return -1; Render(); glfwTerminate(); return 0; }
LRESULT WINAPI WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_CREATE: GetCursorPos(&initpoint); InitGL(hwnd); oldticks = GetTickCount(); TimerID = timeSetEvent (timerdelay, 0, TimeProc, (DWORD)hwnd, TIME_PERIODIC); break; case WM_PAINT: { DWORD ticks = oldticks; POINT currpoint; oldticks = GetTickCount(); DrawScene(hwnd, dc, oldticks - ticks); if(fullscreen) { GetCursorPos(&currpoint); if(abs(currpoint.x - initpoint.x) + (abs(currpoint.y - initpoint.y)) > 10) PostMessage(hwnd, WM_CLOSE, 0, 0); } break; } case WM_DESTROY: timeKillEvent(TimerID); gluDeleteQuadric(cylinder); wglMakeCurrent(0, 0); wglDeleteContext(hrc); ReleaseDC(hwnd, dc); DeleteDC(dc); if (fullscreen) ShowCursor(TRUE); PostQuitMessage(0); break; case WM_NOTIFY: case WM_SYSKEYDOWN: PostMessage(hwnd, WM_CLOSE, 0, 0); break; case WM_SIZE: { int width = LOWORD(lParam); int height = HIWORD(lParam); float fscale; glViewport(0, 0, width, height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); fscale = 0.8/(float)lvls; glScalef(fscale, fscale, fscale); break; } } return DefWindowProc(hwnd, msg, wParam, lParam); }
static void realize_sub( GtkWidget* w ) { GdkGLContext* glContext = gtk_widget_get_gl_context( w ); GdkGLDrawable* glDrawable = GDK_GL_DRAWABLE( gtk_widget_get_gl_window( w ) ); if( !gdk_gl_drawable_gl_begin( glDrawable, glContext ) ) g_assert_not_reached(); InitGL(); gdk_gl_drawable_gl_end( glDrawable ); }
//--------------------------------------------------------------------------------- int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow) { int argc = 0; char* argv = ""; // Exit handler to check memory on exit. const int result_1 = std::atexit(CheckMemCallback); std::wstring commandLine(lpCmdLine); gEditorMode = commandLine.find(L"-Editor") != std::string::npos; // Setup glut. glutInit(&argc, &argv); glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT); glutInitWindowPosition(100, 100); int glutWind = glutCreateWindow(APP_WINDOW_TITLE); HDC dc = wglGetCurrentDC(); MAIN_WINDOW_HANDLE = WindowFromDC(dc); glutIdleFunc(Idle); glutDisplayFunc(Display); // Register callback handler for window re-paint event glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION); InitGL(); // Our own OpenGL initialization // Init sounds system. CSimpleSound::GetInstance().Initialize(MAIN_WINDOW_HANDLE); // Call user defined init. if (gEditorMode) { EditorInit(); } else { Init(); } // Enter glut the event-processing loop glutMainLoop(); // Call user shutdown. if (gEditorMode) { EditorShutdown(); } else { Shutdown(); } // Shutdown sound system. CSimpleSound::GetInstance().Shutdown(); // And we are done. return 0; }
int main (int argc, char ** argv) { glutInit(&argc, argv); InitGL(); timerCallback(0); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Draw); glutMainLoop(); return 0; }
int main(int argc, char *argv[]) { if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Unable to init SDL: %s\n", SDL_GetError()); exit(EXIT_FAILURE); } atexit(SDL_Quit); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_OPENGL) == NULL) { printf("Unable to set video mode: %s\n", SDL_GetError()); exit(EXIT_FAILURE); } SDL_WM_SetCaption("SDL - OpenGl framework", "OpenGL"); InitGL(); // game loop bool loopcontinue = true; SDL_Event event; while (loopcontinue) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) loopcontinue = false; kbd_event(event.key.keysym.sym); break; case SDL_QUIT: loopcontinue = false; break; } } RenderScene(); SDL_GL_SwapBuffers(); } }
void GLEngine::Init(HWND hWnd) { logging::add_file_log("log.txt"); m_hdc = GetDC(hWnd); m_viewManager = CreateManager(); m_Object = m_viewManager->CreateObject(); RECT rc; GetWindowRect(hWnd, &rc); m_camera.SetCenter(rc.left+(rc.right-rc.left)/2,rc.top+(rc.bottom-rc.top)/2); GLuint PixelFormat; static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 16, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; PixelFormat=ChoosePixelFormat(m_hdc, &pfd); // Did Windows Find A Matching Pixel Format? BOOL res = SetPixelFormat(m_hdc, PixelFormat, &pfd); // Are We Able To Set The Pixel Format? m_hglrc = wglCreateContext(m_hdc); if(!m_hglrc) { BOOST_LOG_TRIVIAL(error) << "Error wglCreateContext: " << __LINE__; DWORD error = GetLastError(); } if(!wglMakeCurrent(m_hdc, m_hglrc)) BOOST_LOG_TRIVIAL(error) << "Error wglMakeCurrent: " << __LINE__; ResizeScene(800, 600); InitGL(); InitTextures(); }
static gboolean configure( GtkWidget* da, GdkEventConfigure* event, gpointer user_data ) { GdkGLContext *GLcontext = gtk_widget_get_gl_context( da ); GdkGLDrawable *GLdrawable = GDK_GL_DRAWABLE( gtk_widget_get_gl_window( da ) ); if( !gdk_gl_drawable_gl_begin( GLdrawable, GLcontext ) ) g_assert_not_reached(); InitGL(); gdk_gl_drawable_gl_end( GLdrawable ); return TRUE; }
int main (int argc, char **argv) { glutInit (&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); glutInitWindowSize (750, 750); // TODO : Reference glutCreateWindow (argv[0]); // TODO : Reference /* This function is called only once the OpenGL window is created. */ InitGL (750, 750); /******************************* INITIALIZATION *****************************************************/ /* Keeping these outside a function i.e in global space results in errors. These initializations therfore need to be * within the definiton of a function. */ start.center.x = 0.0; // start.center.y = 0.0; /* For cylinder and sphere */ start.center.y = 0.0; /* For cone */ start.center.z = 0.0; start.edge_len = 5.0; static GLfloat colorf[4] = {0.5, 0.8, 0.2, 1.0}; static GLfloat colorb[4] = {0.2, 0.5, 0.5, 1.0}; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,colorf); glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE,colorb); /****************************************************************************************************/ /* Set the display function */ glutDisplayFunc (&DrawGLScene); glutIdleFunc(&DrawGLScene); /* Set the reshape function */ glutReshapeFunc (&ResizeGLScene); /* Set the keyboard function */ glutKeyboardFunc (&keyboardPress); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv (GL_LIGHT0, GL_POSITION, lightpos); glLightfv (GL_LIGHT0, GL_AMBIENT, lightcol); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glMatrixMode(GL_MODELVIEW); glutMainLoop (); return 0; }
int main(int argc, char **argv) { struct aiLogStream stream; initGame(); glutInitWindowSize(windowWidth, windowHeight); glutInitWindowPosition(100,100); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInit(&argc, argv); glutCreateWindow("Progetto OpenGL - Informatica Grafica"); glutDisplayFunc(display); glutIdleFunc(display); glutKeyboardFunc(handleKeypress); glutPassiveMotionFunc(mouseMovement); //check for mouse movement glutMotionFunc(mouseMovement); glutReshapeFunc(handleResize); glutMouseFunc(handleMouseKeypress); // get a handle to the predefined STDOUT log stream and attach // it to the logging system. It will be active for all further // calls to aiImportFile(Ex) and aiApplyPostProcessing. stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); aiAttachLogStream(&stream); // ... exactly the same, but this stream will now write the // log file to assimp_log.txt stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt"); aiAttachLogStream(&stream); if (!InitGL()) { fprintf(stderr,"Initialization failed"); return FALSE; } glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); cleanUp(); // We added a log stream to the library, it's our job to disable it // again. This will definitely release the last resources allocated // by Assimp. aiDetachAllLogStreams(); return 0; }
int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_ALPHA); glutInitWindowSize (kWindowWidth, kWindowHeight); glutInitWindowPosition (100, 100); glutCreateWindow ("3D Rotation"); InitGL(); glutDisplayFunc(DrawGLScene); glutReshapeFunc(ReSizeGLScene); /*new*/glutIdleFunc(idle); glutMainLoop(); return 0; }
SDLScreen::SDLScreen() { assert( m_sgSDLScreen == NULL ); m_sgSDLScreen = this; act_alpha = 255; ratio = 1.0f; light_factor = 1.0f; m_kScreen = NULL; Init( Config::GetWidth(), Config::GetHeight(), Config::GetBPP() ); ResizeWindow( Config::GetWidth(), Config::GetHeight() ); InitGL(); }
int main(int argc, char **argv) { /* load our world from disk */ SetupWorld(); /* Initialize GLUT state - glut will take any command line arguments that pertain to it or X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */ glutInit(&argc, argv); /* Select type of Display mode: Double buffer RGBA color Depth buffer Alpha blending */ glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); /* get a 640 x 480 window */ glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen */ glutInitWindowPosition(0, 0); /* Open a window */ window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); /* Register the function to do all our OpenGL drawing. */ glutDisplayFunc(&DrawGLScene); /* Go fullscreen. This is as soon as possible. */ glutFullScreen(); /* Even if there are no events, redraw our gl scene. */ glutIdleFunc(&DrawGLScene); /* Register the function called when our window is resized. */ glutReshapeFunc(&ReSizeGLScene); /* Register the function called when the keyboard is pressed. */ glutKeyboardFunc(&keyPressed); /* Register the function called when special keys (arrows, page down, etc) are pressed. */ glutSpecialFunc(&specialKeyPressed); /* Initialize our window. */ InitGL(640, 480); /* Start Event Processing Engine */ glutMainLoop(); return 1; }