void Init(){ glClearColor(0.5, 0.5, 0.5, 1); glClearDepth(1); glEnable(GL_DEPTH_TEST); for (size_t i = 0; i < 256; i++) { vecSpecialKeyPressed[i] = false; vecKeyPressed[i] = false; } initShaders(); initTextures(); initMouseMovements(); initVectors(); initCubeMap(); initTerrain(); initVegetation(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GLint MaxPatchVertices = 0; glGetIntegerv(GL_MAX_PATCH_VERTICES, &MaxPatchVertices); printf("Max supported patch vertices %d\n", MaxPatchVertices); }
int main(int argc, char **argv) { std::string fileName(argv[1]); primaryOBJ = new model(fileName, verticesPerFace); //setup glut window setupGlut(argc, argv); //setup the projection and view matrices initViewport(); //initialize the cube map textures that will form our skybox initCubeMap(); // initialize the fbo for dynamic cubemapping //initDynamicCubeMap(); // standard light initialization. Relatively unchanged from the Bunny project create_lights(); //standard material initialization. Relatively unchanged from the Bunny project create_material(); teapotShader = set_shaders((char *)"phongEC"); planeShader = set_shaders((char *)"plane"); // This will read in the texture that will be applied to the teapot, if a texture is applied to the teapot at all // initTeapotTexture((char*)"textures/bubble_color.ppm"); initCircleTexture((char*)"textures/circle.tga"); // setting up the main shader for the teapot defaultShader = set_shaders((char*)"phongEC"); // setting up the shader for the skybox / cube map skyboxShader = set_shaders((char*)"skybox"); // set up the skybox geometry cube initSkyboxGeometry(); // Main loop functions glutDisplayFunc(draw_AA); glutKeyboardFunc(keyBindings); glutSpecialFunc(translateCam); glutMainLoop(); return 0; }