void init() { // Load shaders and use the resulting shader program GLuint drawProg = InitShader("Draw.vertex", "Draw.fragment"); GLuint shadowProg = InitShader("ShadowMap.vertex", "ShadowMap.fragment"); glUseProgram(drawProg); meshSetup(Global::red_opaque, 1.2); const mat4 projection = Perspective(Global::FOV, 1.0f, 0.0078125f, 16.0f) * translate(0.0f, 0.0f, 0.75f) * scale(10.0f); Global::root = new RenderGraph( drawProg, shadowProg, *genIdyll(5, 1.2f), projection ); Global::sun = new RenderGraph( drawProg, shadowProg, *genSun( translate(16.0 * Global::sunVec) * scale(0.4f) * rX(M_PI/2.0) ), projection ); help(); }
Image::Image(string filename, ofVec3f loc){ this->loc = loc; type = "Image"; returnType(); image.load(filename); // image.mirror(true, false); cout << image.getImageType() << endl; // image.setImageType(OF_IMAGE_COLOR_ALPHA); size = ofVec2f(image.getWidth(), image.getHeight()); loc = ofVec2f(0,0); meshSetup(); // createFullScreenCopy(); }