long Viewport::onConfigure(FXObject*,FXSelector,void*) { glInit(); reproject = true; return 1; }
//This function initializes the device to a "default" setting. //You may begin sending GL commands to the DS after this function executes void blu_impl::GFX_Init3DDevice(){ videoSetMode(MODE_0_3D); // initialize the geometry engine glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); // this controls your camera glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 100); //ds specific, several attributes can be set here glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); // Set the current matrix to be the model matrix glMatrixMode(GL_MODELVIEW); }
void init3DSettings() { glInit(); glEnable(GL_TEXTURE_2D | GL_ANTIALIAS | GL_BLEND); glClearColor(31, 31, 31, 0); glClearPolyID(63); glClearDepth(GL_MAX_DEPTH); glViewport(0, 0, 255, 191); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-6.4, 6.4, -4.8, 4.8, 6.4, 25); glMaterialf(GL_AMBIENT, RGB15(8, 8, 8)); glMaterialf(GL_DIFFUSE, RGB15(23, 23, 23)); glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8, 8, 8)); glMaterialf(GL_EMISSION, RGB15(5, 5, 5)); glMaterialShinyness(); glLight(0, RGB15(31, 31, 31), floattov10(4.0), 0, floattov10(-0.8)); glLight(1, RGB15(31, 31, 31), floattov10(-4.0), 0, floattov10(-0.8)); glLight(2, RGB15(31, 31, 31), 0, floattov10(-4.0), floattov10(-0.8)); glLight(3, RGB15(31, 31, 31), 0, floattov10(4.0), floattov10(-0.8)); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3); }
int pl110_MakeCurrent(pl110_Context *ctx ){ int mode; int xsize; int ysize; ZBuffer *zb; if( ctx->gl_context == NULL ){ xsize = 640; ysize = 480; mode = ZB_MODE_5R6G5B; zb = ZB_open( xsize, ysize, mode, 0, NULL, NULL, NULL); if( zb == NULL ) { return 0; } /* initialisation of the TinyGL interpreter */ glInit( zb ); ctx->gl_context = gl_get_context(); ctx->gl_context->opaque = (void *) ctx; ctx->gl_context->gl_resize_viewport = pl110_resize_viewport; /* set the viewport */ /* TIS: !!! HERE SHOULD BE -1 on both to force reshape */ /* which is needed to make sure initial reshape is */ /* called, otherwise it is not called.. */ ctx->gl_context->viewport.xsize = xsize; ctx->gl_context->viewport.ysize = ysize; glViewport( 0, 0, xsize, ysize ); } return 1; }
int main(int argc, char **argv) { printf("Strips count: %d\n", SIZE); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_SINGLE | GLUT_RGBA); glutInitWindowPosition(windowPosX,windowPosY); glutInitWindowSize(windowWidth,windowHeight); glutCreateWindow(title); glutDisplayFunc(OnDraw); glutReshapeFunc(OnReshape); glutKeyboardFunc(OnProcessNormalKeys); //glutIdleFunc(renderScene);//idle function glutTimerFunc(time01, OnTimer01, 0); glutMouseFunc(OnMouseClick); glutPassiveMotionFunc(OnMousePassiveMotion); //when no buttons are pressed glutMotionFunc(OnMouseMotion); //when buttons are pressed glInit(); glutMainLoop(); return 0; }
int main(int argc, char** argv) { if(argc <= 1) { fileName = malloc((strlen(MODEL_FILE) + 1) * sizeof(char)); fileName[0] = 0; strcat(fileName, MODEL_FILE); } else { fileName = malloc((strlen(argv[1]) + 1) * sizeof(char)); fileName[0] = 0; strcat(fileName, argv[1]); } mesh = readMesh(fileName, dimensions); //keyboardInput('9', 0, 0); atexit(deallocate); glutInit(&argc, argv); glutInitWindowSize(width, height); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("Mesh Simplification"); glInit(); glutReshapeFunc(reshape); glutDisplayFunc(tick); //glutIdleFunc(tick); glutSpecialFunc(specialInput); glutKeyboardFunc(keyboardInput); glutMainLoop(); return 0; }
void initEditor(void) { lcdMainOnBottom(); videoSetMode(MODE_5_3D); videoSetModeSub(MODE_5_2D | DISPLAY_BG3_ACTIVE); vramSetPrimaryBanks(VRAM_A_TEXTURE,VRAM_B_TEXTURE,VRAM_C_SUB_BG,VRAM_D_TEXTURE); glInit(); glEnable(GL_TEXTURE_2D); // glEnable(GL_ANTIALIAS); glEnable(GL_BLEND); glEnable(GL_OUTLINE); glClearPolyID(63); glClearDepth(0x7FFF); glViewport(0,0,255,191); initVramBanks(1); initTextures(); initRoomEdition(); NOGBA("START mem free : %dko (%do)",getMemFree()/1024,getMemFree()); fadeIn(); }
int main(int argc, char **argv) { XnStatus nRetVal = XN_STATUS_OK; if (argc > 1) { nRetVal = g_Context.Init(); CHECK_RC(nRetVal, "Init"); nRetVal = g_Context.OpenFileRecording(argv[1]); if (nRetVal != XN_STATUS_OK) { printf("Can't open recording %s: %s\n", argv[1], xnGetStatusString(nRetVal)); return 1; } } else { nRetVal = g_Context.InitFromXmlFile(SAMPLE_XML_PATH); CHECK_RC(nRetVal, "InitFromXml"); } g_tunnel = new Tunnel(); nRetVal = g_Context.FindExistingNode(XN_NODE_TYPE_DEPTH, g_DepthGenerator); CHECK_RC(nRetVal, "Find depth generator"); nRetVal = g_Context.FindExistingNode(XN_NODE_TYPE_USER, g_UserGenerator); if (nRetVal != XN_STATUS_OK) { nRetVal = g_UserGenerator.Create(g_Context); CHECK_RC(nRetVal, "Find user generator"); } XnCallbackHandle hUserCallbacks, hCalibrationCallbacks, hPoseCallbacks; if (!g_UserGenerator.IsCapabilitySupported(XN_CAPABILITY_SKELETON)) { printf("Supplied user generator doesn't support skeleton\n"); return 1; } g_UserGenerator.RegisterUserCallbacks(User_NewUser, User_LostUser, NULL, hUserCallbacks); g_UserGenerator.GetSkeletonCap().RegisterCalibrationCallbacks(UserCalibration_CalibrationStart, UserCalibration_CalibrationEnd, NULL, hCalibrationCallbacks); if (g_UserGenerator.GetSkeletonCap().NeedPoseForCalibration()) { g_bNeedPose = TRUE; if (!g_UserGenerator.IsCapabilitySupported(XN_CAPABILITY_POSE_DETECTION)) { printf("Pose required, but not supported\n"); return 1; } g_UserGenerator.GetPoseDetectionCap().RegisterToPoseCallbacks(UserPose_PoseDetected, NULL, NULL, hPoseCallbacks); g_UserGenerator.GetSkeletonCap().GetCalibrationPose(g_strPose); } g_UserGenerator.GetSkeletonCap().SetSkeletonProfile(XN_SKEL_PROFILE_ALL); nRetVal = g_Context.StartGeneratingAll(); CHECK_RC(nRetVal, "StartGenerating"); glInit(&argc, argv); glutMainLoop(); }
void SceneDrawer::DrawScene(UserTracker *pUserTrackerObj,int argc, char **argv,SampleManager *pSample, XnBool bShowLowConfidence) { m_pUserTrackerObj=pUserTrackerObj; m_pSample=pSample; m_bShowLowConfidence=bShowLowConfidence; #ifndef USE_GLES glInit(&argc, argv); #endif InitTexture(); #ifndef USE_GLES glutMainLoop(); #else if (!opengles_init(GL_WIN_SIZE_X, GL_WIN_SIZE_Y, &display, &surface, &context)) { printf("Error initializing opengles\n"); ExitSample(EXIT_FAILURE); } glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); while (1) { glutDisplay(); eglSwapBuffers(display, surface); } // we should never reach here! we have a while(1) above! ExitSample(EXIT_SUCCESS); #endif }
void QGLBlitter::SubWidget::setBufferDimensions(const unsigned int width, const unsigned int height) { inWidth = width; inHeight = height; textureRes = std::max(width, height); //Next power of 2 --textureRes; textureRes |= textureRes >> 1; textureRes |= textureRes >> 2; textureRes |= textureRes >> 4; textureRes |= textureRes >> 8; textureRes |= textureRes >> 16; ++textureRes; if (!initialized) glInit(); // else // makeCurrent(); glLoadIdentity(); { const Array<quint32> nulltexture(textureRes * textureRes); // avoids bilinear filter border garbage std::memset(nulltexture, 0, nulltexture.size() * sizeof(quint32)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureRes, textureRes, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nulltexture); } glOrtho(0, 1, 1, 0, -1, 1); resizeGL(this->width(), this->height()); }
void main (void) { glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_FULLSCREEN); glutInitWindowSize (winW,winH); glutCreateWindow (APP_NAME); glutKeyboardFunc (glutKeyboard); glutDisplayFunc (glutDisplay); glutReshapeFunc (glutResize); glInit (); glutMainLoop(); // we never return... }
void GLWindow::ensureInitialized() { if( !mInitialized ) glInit(); else if( QGLContext::currentContext() != context() ) makeCurrent(); }
int main(int argc, char *argv[]) { //OpenCVの初期化 cvInit(); //OpenGLとGLUTの初期化 //(OpenCVみたいにまとめないのはargcとargvが必要だから?) glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA); glutInitWindowSize(width, height); glutCreateWindow("IplImage"); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glInit(); GLUI *glui = GLUI_Master.create_glui("control"); glui->add_button("Exit", 0, gluiCallback); //メインループ突入(displayを繰り返し実行) glutMainLoop(); return 0; }
int main(int argc, char **argv) { InitOpenNI(argc, argv); glInit(&argc, argv); glutMainLoop(); return 1; }
long Viewport::onCmdTexture(FXObject* , FXSelector, void* ) { RenderMode.Texture = !RenderMode.Texture; updateButtons(); glInit(); redraw(); return 1; }
long Viewport::onCmdSolid(FXObject* , FXSelector, void* ) { RenderMode.Solid = !RenderMode.Solid; updateButtons(); glInit(); redraw(); return 1; }
void GLWnd::setDoubleBuffered(int db) { if (db == m_doublebuffered) return; m_doublebuffered = db; if (m_rendercontext) { glShutdown(); glInit(); } }
long Viewport::onCmdPatch(FXObject* , FXSelector, void* ) { RenderMode.ShowPatch = !RenderMode.ShowPatch; updateButtons(); glInit(); redraw(); return 1; }
long Viewport::onCmdCullFace(FXObject* , FXSelector, void* ) { RenderMode.Cullface = !RenderMode.Cullface; updateButtons(); glInit(); redraw(); return 1; }
int main() { // Setup the Main screen for 3D videoSetMode(MODE_0_3D); // initialize the geometry engine glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); // setup the view glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 100); //ds specific, several attributes can be set here glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); while (1) { // Set the current matrix to be the model matrix glMatrixMode(GL_MODELVIEW); glColor3f(1, 1, 1); // Set the color..not in nehe source...ds gl default will be black //Push our original Matrix onto the stack (save state) glPushMatrix(); DrawGLScene(); // Pop our Matrix from the stack (restore state) glPopMatrix(1); //a handy little built in function to wait for a screen refresh swiWaitForVBlank(); // flush to screen glFlush(0); scanKeys(); int pressed = keysDown(); if(pressed & KEY_START) break; } return 0; }
int CAP::main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(700, 700); glutCreateWindow("Cylinder and parallelpiped"); glInit(); glutDisplayFunc(display); glutMainLoop(); return 0; }
void OgreWidget::bindToWindow() { glInit(); create(); //== Creating and Acquiring Ogre Window ==// // Get the parameters of the window QT created Ogre::String winHandle; #ifdef WIN32 // Windows code winHandle += Ogre::StringConverter::toString((unsigned long)(OgreWidget->parentWidget()->winId())); #elif MACOS // Mac code, tested on Mac OSX 10.6 using Qt 4.7.4 and Ogre 1.7.3 Ogre::String winHandle = Ogre::StringConverter::toString(winId()); #else // Unix code winHandle = Ogre::StringConverter::toString((unsigned long)(this->window()->winId())); #endif Ogre::NameValuePairList params; #ifndef MACOS // code for Windows and Linux params["parentWindowHandle"] = winHandle; params["externalGLControl"] = "true"; params["currentGLContext"] = "true"; mWindow = mRoot->createRenderWindow( "QOgreWidget_RenderWindow", this->width(), this->height(), true, ¶ms ); mWindow->setActive(true); // bug fix, extract geometry QRect geo = this->frameGeometry ( ); // set geometrie infos to new window this->setGeometry (geo); setMinimumSize(1,1); #else // code for Mac params["externalWindowHandle"] = winHandle; params["macAPI"] = "cocoa"; params["macAPICocoaUseNSView"] = "true"; mWindow = mRoot->createRenderWindow("QOgreWidget_RenderWindow", width(), height(), false, ¶ms); mWindow->setActive(true); makeCurrent(); #endif setAttribute( Qt::WA_PaintOnScreen, true ); setAttribute( Qt::WA_NoSystemBackground ); setAttribute( Qt::WA_NoBackground ); setAttribute( Qt::WA_NativeWindow ); }
void initMenu(void) { lcdMainOnTop(); videoSetMode(MODE_5_3D); videoSetModeSub(MODE_5_2D); vramSetPrimaryBanks(VRAM_A_TEXTURE,VRAM_B_TEXTURE,VRAM_C_SUB_BG,VRAM_D_TEXTURE); initD3D(); glInit(); glEnable(GL_TEXTURE_2D); glEnable(GL_ANTIALIAS); glEnable(GL_BLEND); glEnable(GL_OUTLINE); glClearPolyID(63); glClearDepth(0x7FFF); glViewport(0,0,255,191); initVramBanks(2); initTextures(); initMenuScene(); initMenuButtons(); //TEMP glLight(0, RGB15(31,31,31), cosLerp(4096), 0, sinLerp(4096)); glMaterialf(GL_AMBIENT, RGB15(8,8,8)); glMaterialf(GL_DIFFUSE, RGB15(24,24,24)); glMaterialf(GL_SPECULAR, RGB15(0,0,0)); glMaterialf(GL_EMISSION, RGB15(0,0,0)); glSetToonTableRange(0, 15, RGB15(8,8,8)); //TEMP? glSetToonTableRange(16, 31, RGB15(24,24,24)); //TEMP? applyCameraState(&menuCamera,&cameraStates[4]); tempState=cameraStates[4]; testTransition=startCameraTransition(&cameraStates[1],&cameraStates[4],64); setupMenuPage(startMenuPage, startMenuPageLength); logoMain=createTexture("logo.pcx", "menu"); logoRotate=createTexture("rotate_logo.pcx", "menu"); logoAlpha=31; glSetOutlineColor(0,RGB15(0,0,0)); //TEMP? glSetOutlineColor(1,RGB15(0,0,0)); //TEMP? glSetOutlineColor(7,RGB15(0,0,0)); //TEMP? NOGBA("END mem free : %dko (%do)",getMemFree()/1024,getMemFree()); fadeIn(); }
void hello_create(helloObjectInstance *me) { glInit(); glEnable(GL_ANTIALIAS); glClearColor(0, 0, 0, 31); glClearPolyID(63); glClearDepth(0x7FFF); glViewport(0, 0, 255, 191); }
int main(int argc, char** argv) { glutInit(&argc, argv); glInit(); trickCommInit(); glutIdleFunc(move_ball); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }
void QGLWidget::resizeEvent( QResizeEvent * ) { if ( !isValid() ) return ; makeCurrent(); if ( !glcx->initialized() ) glInit(); resizeGL( width(), height() ); if ( olcx ) {} //TODO:reimplement!!! }
RenderTarget::RenderTarget( int width, int height, GLenum internalFormat, GLenum format, GLenum type, int numSamples, bool mipmaps ){ pTex = new BlankTexture( width, height, internalFormat, format, type, numSamples, mipmaps ); pDepth = new BlankTexture( width, height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT, numSamples, false ); this->width = width; this->height = height; this->numSamples = numSamples; this->mipmaps = mipmaps; glGenFramebuffers( 1, &fbo ); glInit(); }
void ElevatorSimRenderWindow::draw() { SimulationState& simState = SimulationState::acquire(); if(!valid()) { /* init, this code only gets executed the first time draw() is called */ simState.lockBASM(); /* CRITICAL SECTION START */ simState.initRenderObjs(); simState.unlockBASM(); /* CRITICAL SECTION STOP */ glInit(); setViewport(); } /* draw */ glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); /* TODO: make these constants somewhere */ gluPerspective(45.0f, (GLfloat)w()/(GLfloat)h(), 0.1f, 500.0f); simState.lockBASM(); /* CRITICAL SECTION START */ simState.getCameraManager().render(); glMatrixMode(GL_MODELVIEW); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); simState.getBuilding().render(); int curFPS = simState.getTimeManager().getFPS(); int curTotalFrames = simState.getTimeManager().getTotalFrames(); SimulationState::StateKind currentSimState = simState.getStateUnsafe(); simState.unlockBASM(); /* CRITICAL SECTION STOP */ if(currentSimState == SimulationState::SIMULATION_RUNNING && m_bRenderFPS) { drawFPS(curFPS, curTotalFrames); } /* glTranslatef(0.f, 3.f, 3.f); * glCallList(cRenderObjs::OBJ_HUMAN); */ GLenum err = glGetError(); if ( err != GL_NO_ERROR ) { std::stringstream dbgSS; dbgSS << "GLGETERROR= " << (int) err << std::endl; LOG_ERROR( Logger::SUB_RENDER, sstreamToBuffer(dbgSS) ); } }
int main(int argc, char ** argv) { XnStatus rc = XN_STATUS_OK; // Initialize OpenNI rc = g_Context.InitFromXmlFile(SAMPLE_XML_PATH); CHECK_RC(rc, "InitFromXmlFile"); rc = g_Context.FindExistingNode(XN_NODE_TYPE_DEPTH, g_DepthGenerator); CHECK_RC(rc, "Find depth generator"); rc = g_Context.FindExistingNode(XN_NODE_TYPE_HANDS, g_HandsGenerator); CHECK_RC(rc, "Find hands generator"); // Create NITE objects g_pSessionManager = new XnVSessionManager; rc = g_pSessionManager->Initialize(&g_Context, "Click,Wave", "RaiseHand"); CHECK_RC(rc, "SessionManager::Initialize"); g_pSessionManager->RegisterSession(NULL, SessionStarting, SessionEnding, NULL); g_pDrawer = new XnVPointDrawer(20, g_DepthGenerator); g_pFlowRouter = new XnVFlowRouter; g_pFlowRouter->SetActive(g_pDrawer); g_pSessionManager->AddListener(g_pFlowRouter); g_pDrawer->RegisterNoPoints(NULL, NoHands); g_pDrawer->SetDepthMap(g_bDrawDepthMap); // init & register circle control XnVCircleDetector circle; circle.RegisterCircle(NULL, OnCircleCB); circle.RegisterNoCircle(NULL, OnNoCircleCB); g_pSessionManager->AddListener(&circle); // init & register swipe control XnVSwipeDetector swipe; swipe.RegisterSwipeUp(NULL, OnSwipeUpCB); swipe.RegisterSwipeDown(NULL, OnSwipeDownCB); swipe.RegisterSwipeLeft(NULL, OnSwipeLeftCB); swipe.RegisterSwipeRight(NULL, OnSwipeRightCB); g_pSessionManager->AddListener(&swipe); // init & register wave control XnVWaveDetector wave; wave.RegisterWave(NULL, OnWaveCB); g_pSessionManager->AddListener(&wave); // Initialization done. Start generating rc = g_Context.StartGeneratingAll(); CHECK_RC(rc, "StartGenerating"); // Mainloop glInit(&argc, argv); glutMainLoop(); }
void QGLWidget::resizeEvent(QResizeEvent *) { Q_D(QGLWidget); if (!isValid()) return; makeCurrent(); if (!d->glcx->initialized()) glInit(); resizeGL(width(), height()); //handle overlay }