int InitGL(GLvoid) // All setup for OpenGL goes here { walltexture=LoadGLTexture( "C:\\Wall.bmp"); // Load BMP Images grasstexture=LoadGLTexture( "C:\\grass.bmp"); darkgrasstexture=LoadGLTexture("C:\\Grass.bmp"); roadtexture=LoadGLTexture("C:\\Road.bmp"); glShadeModel(GL_SMOOTH); // Enable smooth shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background glClearDepth(1.0f); // Depth buffer setup glEnable(GL_DEPTH_TEST); // Enables depth testing glDepthFunc(GL_LEQUAL); // The type of depth testing to do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations isClicked = false; // Clicking The Mouse? isDragging = false; WireframeMode(); glEnable(GL_COLOR_MATERIAL); return true; // Initialization went OK }
int main (int argc, char ** argv) { GLenum type; glutInit(&argc, argv); glutInitWindowSize(1024,768); type = GLUT_RGB; type |= GLUT_DOUBLE; type |= GLUT_DEPTH; type |= GLUT_MULTISAMPLE; glutInitDisplayMode(type); glutCreateWindow("Project1"); glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); sun_2d=LoadGLTexture("sun.jpg"); earth_2d=LoadGLTexture("earth_sphere.jpg"); moon_2d=LoadGLTexture("moon.jpg"); moon2_2d=LoadGLTexture("texture.jpg"); mars_2d=LoadGLTexture("jupiter.jpg"); glMatrixMode(GL_PROJECTION); gluPerspective(70, 1024/768, 0.1, 100); glMatrixMode(GL_MODELVIEW); timerCallback(0); glutDisplayFunc(Draw); glutMainLoop(); // insert code here... std::cout << "Hello, World!\n"; return 0; }
bool OpenGLTest::Start() { if (!LoadGLTexture()) return false; VideoUpdate::GetWindow()->SetWindowResizeCallback(WindowResizeHandler); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_DEPTH_TEST); light1 = LightingManager::NewLight(); light1->Ambient(Vector<4,float>(0.5f, 0.5f, 0.5f, 1.0f)); light1->Diffuse(Vector<4,float>(1.0f, 1.0f, 1.0f, 1.0f)); light1->Position(Vector<4,float>(0.0f, 0.0f, 2.0f, 1.0f)); glColor4f(1.0f, 1.0f, 1.0f, 0.5f); glBlendFunc(GL_SRC_ALPHA, GL_ONE); light1->Enabled(true); return true; }
void Model::reloadTextures() { for ( int i = 0; i < m_numMaterials; i++ ) if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 ) m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename ); else m_pMaterials[i].m_texture = 0; }
int InitGL(GLvoid) // All Setup For OpenGL Goes Here { srand(time(nullptr)); if (!LoadGLTexture()) // Jump To Texture Loading Routine ( NEW ) { return FALSE; // If Texture Didn't Load Return FALSE ( NEW ) } glewInit(); //bez tego shadery nie rusz¹! glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations FBO = new Framebuffer(width,height); pingpong = new Framebuffer(width, height,2); const char** animacje = new const char*[7]; animacje[0] = "Pliki/cyberdemon/idle.md5anim"; animacje[1] = "Pliki/cyberdemon/walk3fix.md5anim"; animacje[2] = "Pliki/sabaoth/move_start.md5anim"; animacje[3] = "Pliki/ziemia/ziemia.md5anim"; animacje[4] = "Pliki/maledict/inhell.md5anim"; animacje[5] = "Pliki/vagary/walk3fix.md5anim"; animacje[6] = "Pliki/maledict/inhell2.md5anim"; ziemia.init("Pliki/ziemia/ziemia.md5mesh", animacje); potworbig.init("Pliki/maledict/maledict.md5mesh", animacje); potworsmall.init("Pliki/sabaoth/sabaoth.md5mesh", animacje); md5object.init("Pliki/cyberdemon/cyberdemonfix.md5mesh", animacje); sgup.init("Pliki/stargate/sg1.md5mesh",animacje); sgdown.init("Pliki/stargate/sg1empty.md5mesh",animacje); enemy.init("Pliki/vagary/vagary.md5mesh", animacje); skateboard.init("Pliki/skateboard/skateboard.md5mesh",animacje); podstawowy_shader = new Shader( "pliki/shaders/podstawowy.vert", "pliki/shaders/podstawowy.frag"); blur_shader = new Shader( "pliki/shaders/blur.vert", "pliki/shaders/blur.frag"); bright_shader = new Shader( "pliki/shaders/blur.vert", "pliki/shaders/bright.frag"); blend_shader = new Shader( "pliki/shaders/blur.vert", "pliki/shaders/blend.frag"); return TRUE; // Initialization Went OK }
int main (int argc, char ** argv) { GLenum type; glutInit(&argc, argv); glutInitWindowSize(1600,1200); type = GLUT_RGB; type |= GLUT_DOUBLE; type |= GLUT_DEPTH; type |= GLUT_MULTISAMPLE; glutInitDisplayMode(type); glutCreateWindow("Ders 2"); glClearColor(0.0, 0, 0.0, 0); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); texture[0] = LoadGLTexture("sun_sphere.jpg"); texture[1] = LoadGLTexture("earth_sphere.jpg"); texture[2] = LoadGLTexture("moon_sphere.jpg"); texture[3] = LoadGLTexture("mercury_sphere.bmp"); glMatrixMode(GL_PROJECTION); gluPerspective(55, 1600/1200, 0.1, 100); glMatrixMode(GL_MODELVIEW); timerCallback(0); glutDisplayFunc(Draw); setupLight(); glutMainLoop(); return 0; }
void Model::reloadTextures() { //设置好了一切参数,但纹理还没有载入内存,下面的代码完成这个功能 for ( int i = 0; i < m_numMaterials; i++ ) { if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 ) { m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename ); } else { m_pMaterials[i].m_texture = 0; } } }
int initGL() /* All Setup For OpenGL Goes Here */ { glEnable(GL_TEXTURE_2D); /* Enable Texture Mapping */ glShadeModel(GL_SMOOTH); /* Enable Smooth Shading */ glClearColor(0.05f, 0.05f, 0.05f, 0.5f); /* Black Background */ glClearDepth(1.0f); /* Depth Buffer Setup */ glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */ glDepthFunc(GL_LEQUAL); /* The Type Of Depth Testing To Do */ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); /* Really Nice Perspective Calculations */ initBezier(); /* Initialize the Bezier's control grid */ LoadGLTexture(&(mybezier.texture), "./data/NeHe.bmp"); /* Load the texture */ mybezier.dlBPatch = genBezier(mybezier, divs); /* Generate the patch */ resizeGLScene(GLWin.width, GLWin.height); glFlush(); return True; /* Initialization Went OK */ }
int InitGL(GLvoid) // All Setup For OpenGL Goes Here { if (!LoadGLTexture()) // Jump To Texture Loading Routine ( NEW ) { return FALSE; // If Texture Didn't Load Return FALSE ( NEW ) } quadric = gluNewQuadric(); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glEnable(GL_FOG); setFog(); return TRUE; // Initialization Went OK }
void LoadGLTextures() { for (int i = 0; i < SPHERE_COUNT; i++) { textures[i] = LoadGLTexture(texturePaths[i]); } }