Example #1
0
bool initApp() 
{
	glEnable(GL_DEPTH_TEST);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	srand((unsigned int)time(NULL));   

	if (gScene.init() == false)
		return false;	

    if (gRenderer.init() == false)
        return false;

    for (int i = 0; i < NUM_LIGHTS; ++i)
    {
        float col = (float)(rand())/(float)RAND_MAX;
        float col2 = (float)(rand())/(float)RAND_MAX;
        float rad = (float)(rand())/(float)RAND_MAX;
        float speed = (float)(rand())/(float)RAND_MAX;
        gLights.push_back(DeferredLight(col, col2, col*col2,  col, col, col2, col*100.0f));
        gLightAngles.push_back(glm::vec4(5.0f+rad*20.0f, 5.0f+col*20.0f, col2*5.0f, speed+0.5f));
    }

    //
    // tweaks
    //
    gCam.mTarget = glm::vec3(0.0f, 0.0f, 0.0f);
    gCam.mDir    = glm::vec3(0.0f, -0.5f, -1.0f);
    TwAddVarRW(gMainTweakBar, "camera dir", TW_TYPE_DIR3F, &gCam.mDir.x, "");
    gCam.mZoom = 7.0f;
    TwAddVarRW(gMainTweakBar, "zoom", TW_TYPE_FLOAT, &gCam.mZoom, "min=0.1 max=30.0 step=0.05");

    gAnimate = true;
    TwAddVarRW(gMainTweakBar, "animate", TW_TYPE_BOOLCPP, &gAnimate, "");
	return true;
}