Esempio n. 1
0
	void initData() {
	
		WindowManager::Instance().setFPS(30);
		textureNo = LoadTexture(L"1.BMP", *device);
		if (textureNo == -1) {
			init_texture();
		}
		initObject();
		device->setBGColor(0xFFFFFF);
		device->setRenderState(cubeNo, MAPPING);
		device->setCullBack(true);
		//device->setCVVCheck(true);
		device->setLightPosition(Light0, vector_c(4, 7, 4));
		//device->setLight(Light0, AMBIENT, Color(0xFF0000));
		device->setLight(Light0, DIFFUSE, Color(0x00FF00));
		device->activeLight(Light0);
		SetKeyFunction(VK_UP, Main::forward);
		SetKeyFunction(VK_DOWN, Main::backward);
		SetKeyFunction(VK_LEFT, Main::left);
		SetKeyFunction(VK_RIGHT, Main::right);
		SetKeyFunction(VK_SPACE, Main::space);
	}
Esempio n. 2
0
// this example demonstrates how to use Boost.Compute's STL
// implementation to add two vectors on the GPU
int main()
{
    // setup input arrays
    float a[] = { 1, 2, 3, 4 };
    float b[] = { 5, 6, 7, 8 };

    // make space for the output
    float c[] = { 0, 0, 0, 0 };

    // create vectors and transfer data for the input arrays 'a' and 'b'
    compute::vector<float> vector_a(a, a + 4);
    compute::vector<float> vector_b(b, b + 4);

    // create vector for the output array
    compute::vector<float> vector_c(4);

    // add the vectors together
    compute::transform(
        vector_a.begin(),
        vector_a.end(),
        vector_b.begin(),
        vector_c.begin(),
        compute::plus<float>()
    );

    // transfer results back to the host array 'c'
    compute::copy(vector_c.begin(), vector_c.end(), c);

    // print out results in 'c'
    std::cout << "c: [" << c[0] << ", "
                        << c[1] << ", "
                        << c[2] << ", "
                        << c[3] << "]" << std::endl;

    return 0;
}