//SoundPlayerGuard spg; void initApp(){ //Seed the random number generator std::srand(std::time(NULL)); sProgram=InitShader("Resources/PhongShader_vertex.glsl","Resources/PhongShader_fragment.glsl"); initShaderVariables(sProgram); glClearColor( .05f, .075f, .1f, 1.f ); glClearColor( .3f, .2f, .25f, 1.f ); //lightBlue Sky glClearColor( .7f, .9f, .9f, 1.f ); //lightBlue Sky glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); //INIT THE LIGHTS for(int i=0;i<LIGHT_COUNT;i++){ wLights[i]=NULL; } //Null Scenes for(int i=0;i<SCENE_COUNT;i++){ wScenes[i]=NULL; } //viewFullscreen(); glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH)/2,glutGet(GLUT_WINDOW_HEIGHT)/2); glutSetCursor(GLUT_CURSOR_NONE); //setup scenes wScenes[0]=new Scene_1(); wScenes[currentLevel]->setup(); Globals::setHasFog(true); }
Panel::Panel(C6::UI::Factories& factories, FileSource* mod_fs) : m_device(factories.d3) , m_camera_angle(0) , m_camera_height(2.f) , m_object_visibility(nullptr) { auto& device = m_device; initWorldMatrixBuffer(); initInstanceInfoBuffer(); std::tie(m_black, m_black_cube) = CreateConstantTexture(device, 0.0f); std::tie(m_grey , m_grey_cube ) = CreateConstantTexture(device, 0.5f); std::tie(m_white, m_white_cube) = CreateConstantTexture(device, 1.0f); m_shaders = m_arena.alloc<ShaderDatabase>(&m_arena, mod_fs, device); initShaderVariables(); updateCamera(); }