Exemple #1
0
void MyGLWidget::initializeGL()
{
    // Start Of User Initialization
    m_angle = 0.0f;	// Set Starting Angle To Zero
    m_blurTexture = emptyTexture();// Create Our Empty Texture
    glViewport(0 , 0, this->size().width() , this->size().height());// Set Up A Viewport
    glMatrixMode(GL_PROJECTION);// Select The Projection Matrix
    glLoadIdentity();// Reset The Projection Matrix
    gluPerspective(50, (float)this->size().width()/(float)this->size().height(), 5,  2000);// Set Our Perspective
    glMatrixMode(GL_MODELVIEW);// Select The Modelview Matrix
    glLoadIdentity();// Reset The Modelview Matrix
    glEnable(GL_DEPTH_TEST);// Enable Depth Testing
    GLfloat global_ambient[4]={0.2f, 0.2f,  0.2f, 1.0f};// Set Ambient Lighting To Fairly Dark Light (No Color)
    GLfloat light0pos[4]={0.0f, 5.0f, 10.0f, 1.0f};// Set The Light Position
    GLfloat light0ambient[4]= {0.2f, 0.2f,  0.2f, 1.0f};// More Ambient Light
    GLfloat light0diffuse[4]= {0.3f, 0.3f,  0.3f, 1.0f};// Set The Diffuse Light A Bit Brighter
    GLfloat light0specular[4]={0.8f, 0.8f,  0.8f, 1.0f};// Fairly Bright Specular Lighting
    GLfloat lmodel_ambient[]= {0.2f,0.2f,0.2f,1.0f};// And More Ambient Light
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);// Set The Ambient Light Model
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);// Set The Global Ambient Light Model
    glLightfv(GL_LIGHT0, GL_POSITION, light0pos);// Set The Lights Position
    glLightfv(GL_LIGHT0, GL_AMBIENT, light0ambient);// Set The Ambient Light
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light0diffuse);// Set The Diffuse Light
    glLightfv(GL_LIGHT0, GL_SPECULAR, light0specular);// Set Up Specular Lighting
    glEnable(GL_LIGHTING);// Enable Lighting
    glEnable(GL_LIGHT0);// Enable Light0
    glShadeModel(GL_SMOOTH);// Select Smooth Shading
    glMateriali(GL_FRONT, GL_SHININESS, 128);
    glClearColor(0.0f, 0.0f, 0.0f, 0.5);// Set The Clear Color To Black
}
Exemple #2
0
Button::Button(vec2 pos, vec2 size, string name) : GameObject(pos, "green", size.x, size.y)
{
	this->name = name;
	if (name != "Invisible")
		loadBMP(name);
	else
		emptyTexture();
}
Exemple #3
0
void PostProcessingFX::init(FXTypes type)
{
	enabled[(int)type] = true;
	if (type == FXT_RADIALBLUR)
		blurTexture = emptyTexture();
}