// main function, register functions to glut routine int main(int argc, char** argv) { atexit(OnShutdown); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT); glutCreateWindow("GLUT PhysX3 Demo - Simple Box"); glutDisplayFunc(OnRender); glutIdleFunc(OnIdle); glutReshapeFunc(OnReshape); glutMouseFunc(Mouse); glutKeyboardFunc(keypressed); glutMotionFunc(Motion); InitGL(); InitializePhysX(); glutMainLoop(); return 0; }
printf("\n"); } void Game::InitializeGame() { InitializeRootResourcesAndPlugins(); //Manually set the Rendering System Ogre::RenderSystem *rs = mRoot->getRenderSystemByName("OpenGL Rendering Subsystem"); rs->setConfigOption("Full Screen","No"); rs->setConfigOption("Video Mode","1024 x 768 @ 32-bit colour"); rs->setConfigOption("FSAA","16"); rs->setConfigOption("Fixed Pipeline Enabled","Yes"); rs->setConfigOption("RTT Preferred Mode","FBO"); rs->setConfigOption("VSync","Yes"); rs->setConfigOption("sRGB Gamma Conversion","No"); mRoot->setRenderSystem(rs); CreateOgreWindow("Probending"); ///https://github.com/oysteinkrog/gpusphsim/tree/master/SPHSimOgreApp // Set default mipmap level (note: some APIs ignore this) Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5); InitializeOIS(true);
bool GraphicsClass::Initialize(int& screen_width, int& screen_height, HWND hwnd, NxScene* scene) { bool result; result = InitializePhysX(scene); if(!result) return false; // Create D3D object m_D3D = new D3DClass; if(!m_D3D) { return false; } //initialize D3D object result = m_D3D->Initialize(screen_width, screen_height, true, hwnd, \ FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR); if(!result) { MessageBox(hwnd, L"Couldn't initialize D3D", L"Error", MB_OK); return false; } // Create the camera object. m_Camera = new CameraClass; if(!m_Camera) { return false; } // Set the initial position of the camera. m_Camera->SetPosition(0.0f, 5.0f, -20.0f); // Initialize the model object. if(!result) { MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); return false; } // Create the color shader object. m_baseShader = new BaseShaderClass; if(!m_baseShader) { return false; } m_light = new LightClass; if(!m_light) { return false; } // Initialize the color shader object. result = m_baseShader->Initialize(m_D3D->GetDevice(), hwnd); if(!result) { MessageBox(hwnd, L"Could not initialize the shader object.", L"Error", MB_OK); return false; } // Initialize the light object. m_light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); m_light->SetDirection(-1.0f, 1.0f, 1.0f); return true; }