Exemple #1
0
void inciarlizar_motor_render(float m_viewWidth, float m_viewHeight){

    glClearColor(0.1f, 0.2f, 0.0f, 1.0f);
    
    glUseProgram(_program);
    
    
    _shd_posicion = getParametro( "position");
    _shd_normal    = getParametro( "normal");
    _shd_textura  = getParametro("textura_cord");
    _shd_mvp      = getUniform( "MVP");
    _shd_text     = getUniform("textura");
    
    // Enable depth test
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    /*
        Perspectiva
     */
    mtxLoadPerspective(mPerspectiva, 45, (float)m_viewWidth / (float)m_viewHeight,1.0,10000);
    mtxLoadIdentity(mModelo);
    
    
    /*
        Camara
     4.0f, 3.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f)
     */
    
    
    
    float vecEye[3] = {2.0f, 0.0f, 3.0f};
    float vecCentro[3] = {0.0, 0.0, 0.0};
    float vecUp[3] = {0.0, 1.0, 0.0};
    
    mtxLookAt(mModeloCamara, vecEye, vecCentro, vecUp);
    
    
    
    //colocamos el modelo en las cordenadas 0.0f en la x,y,z
	mtxTranslateApply(mModelo, 0.0f, 0.0f, 0.0f);

    
    crear_buffers();
    
    long witdh = 0.0f, height = 0.0f;
    textura_id = load_texture_TGA(PATH_TEXTURA, &witdh, &height, GL_REPEAT, GL_REPEAT);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textura_id);
    glUseProgram(0);
    
}
Exemple #2
0
// 透視投影を設定
void Camera::loadPerspective() {
	mtxLoadPerspective(projection.matrix, fieldOfView, aspect, zNear, zFar);
}