void init(void) { glClearColor(0.0, 0.0, 0.0, 1.0); // Yeah.. so.. we need an global array with all the avaliable textures to be used with keystrokes for texture selection... std::string texture_array[] = {"0.125", "0.5", "2", "8", "32", "128", "512", "2048"}; globals.textures = std::vector<std::string>(texture_array,end(texture_array)); globals.cubemap_0 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[0]); globals.cubemap_1 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[1]); globals.cubemap_2 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[2]); globals.cubemap_3 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[3]); globals.cubemap_4 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[4]); globals.cubemap_5 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[5]); globals.cubemap_6 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[6]); globals.cubemap_7 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[7]); globals.cubemap_sky_box = loadCubeMap(cubemapDir() + "RomeChurch"); std::string dir = shaderDir(); loadProgram(shaderDir() + "environment_mapping.vert", shaderDir() + "environment_mapping.frag", &globals.program); loadProgram(shaderDir() + "skybox.vert", shaderDir() + "skybox.frag", &globals.program_sky_box); loadMesh((modelDir() + "gargo.obj"), &globals.mesh); createMeshVAO(globals.mesh, &globals.meshVAO); createBoxVAO(); initializeTrackball(); }
void init(Context &ctx) { ctx.program = loadShaderProgram(shaderDir() + "mesh.vert", shaderDir() + "mesh.frag"); loadMesh((modelDir() + "armadillo.obj"), &ctx.mesh); createMeshVAO(ctx, ctx.mesh, &ctx.meshVAO); initializeTrackball(ctx); }
void init(void) { glClearColor(globals.bg_color.x, globals.bg_color.y, globals.bg_color.z, 1.0); loadProgram(shaderDir() + "mesh.vert", shaderDir() + "mesh.frag", &globals.program); loadMesh((modelDir() + "bunny.obj"), &globals.mesh); createMeshVAO(globals.mesh, &globals.meshVAO); initializeTrackball(); }
void init(void) { glClearColor(0.0, 0.0, 0.0, 1.0); loadMesh((modelDir() + "bunny.obj"), &globals.mesh); std::string vshaderFilename = shaderDir() + "mesh.vert"; std::string fshaderFilename = shaderDir() + "mesh.frag"; createShaderProgram(vshaderFilename, fshaderFilename, &globals.program); createMeshVAO(globals.mesh, globals.program, &globals.meshVAO); initializeTrackball(); }
void init(Context &ctx) { ctx.program = loadShaderProgram(shaderDir() + "mesh.vert", shaderDir() + "mesh.frag"); ctx.skyboxProgram = loadShaderProgram(shaderDir() + "skybox.vert", shaderDir() + "skybox.frag"); loadMesh((modelDir() + "gargo.obj"), &ctx.mesh); createMeshVAO(ctx, ctx.mesh, &ctx.meshVAO); createSkyboxVAO(ctx, &ctx.skyboxVAO); // Load cubemap texture(s) // ... const std::string cubemap_path = cubemapDir() + "/Forrest/"; ctx.cubemap = loadCubemap(cubemap_path); const std::string levels[] = { "2048", "512", "128", "32", "8", "2", "0.5", "0.125" }; for (int i=0; i < NUM_CUBEMAP_LEVELS; i++) { ctx.cubemap_prefiltered_levels[i] = loadCubemap(cubemap_path + "prefiltered/" + levels[i]); } //ctx.cubemap_prefiltered_mipmap = loadCubemapMipmap(cubemap_path + "prefiltered/"); ctx.cubemap_index = 0; ctx.zoom = 1.0f; ctx.lensType = LensType::PERSPECTIVE; initializeTrackball(ctx); ctx.background_color = glm::vec3(0.2f); ctx.ambient_light = glm::vec3(0.04f); ctx.light_position = glm::vec3(1.0, 1.0, 1.0); ctx.light_color = glm::vec3(1.0, 1.0, 1.0); ctx.diffuse_color = glm::vec3(0.1, 1.0, 0.1); ctx.specular_color = glm::vec3(0.04); ctx.specular_power = 60.0f; ctx.ambient_weight = 1.0f; ctx.diffuse_weight = 1.0f; ctx.specular_weight = 1.0f; ctx.color_mode = ColorMode::NORMAL_AS_RGB; ctx.use_gamma_correction = 1; ctx.use_color_inversion = 0; }