コード例 #1
0
static signed LoadCubeFace(int face, const char *path)
{
	SDL_Surface *image = IMG_Load(path);
	if (!image)
	{
	 SDL_perror("IMG_Load");
	 return -1;
	}
	signed error = LoadCubeMap(image, face, GL_RGB);
	SDL_FreeSurface(image);
	return error;
}
コード例 #2
0
ファイル: MaterialManager.cpp プロジェクト: GuidoSchmidt/moge
	/*!
	 *
	 *	@param filename
	 */
	void MaterialManager::AddCubeMap(std::string filename)
	{
		std::string file = filename + ".tga";
		LoadCubeMap(file);
	}
コード例 #3
0
ファイル: Scene22.cpp プロジェクト: sunzhiyuan/opencl
//--------------------------------------------------------------------------------------
// Name: Initialize()
// Desc: 
//--------------------------------------------------------------------------------------
BOOL CSample22::Initialize(CFrmFontGLES &m_Font, CFrmTexture* m_pLogoTexture)
{
    m_ShouldRotate = TRUE;

    // Load the packed resources
    CFrmPackedResourceGLES resource;
    if( FALSE == resource.LoadFromFile( "Demos/AdrenoShaders/Textures/22_Textures.pak" ) )
        return FALSE;

    // Load the cube map for reflections
    if (!LoadCubeMap("00_Cubemap"))
        return FALSE;


    // Setup the user interface
    if( FALSE == m_UserInterface.Initialize( &m_Font, m_strName ) )
        return FALSE;
    m_UserInterface.AddOverlay( m_pLogoTexture->m_hTextureHandle, -5, -5,
                                m_pLogoTexture->m_nWidth, m_pLogoTexture->m_nHeight );
    m_UserInterface.AddTextString( (char *)"Press \200 for Help", 1.0f, -1.0f );
    m_UserInterface.AddBoolVariable( &m_ShouldRotate, (char *)"Should Rotate" );
    m_UserInterface.AddFloatVariable( &m_Object.IrisGlow, (char *)"Iris light" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_STAR, (char *)"Toggle Orientation" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_0, (char *)"Toggle Info Pane" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_4, (char *)"Change eye color -" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_5, (char *)"Change eye color +" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_6, (char *)"Decrease iris light" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_7, (char *)"Increase iris light" );
    m_UserInterface.AddHelpKey( FRM_FONT_KEY_8, (char *)"Toggle Rotation" );

    // Load the mesh
    if( FALSE == m_Mesh.Load( "Demos/AdrenoShaders/Meshes/Sphere3.mesh" ) )
        return FALSE;
    m_CameraPos = FRMVECTOR3( 0.0f, 0.0f, 44.0f );
    float Split = 1.1f;
    float yAdjust = -0.05f;
    ModelScale = 0.7f;

    if( FALSE == m_Mesh.MakeDrawable( &resource ) )
        return FALSE;

	// Initialize the shaders
	if( FALSE == InitShaders() )
	{
		return FALSE;
	}

    m_AmbientLight = FRMVECTOR4( 0.0f, 0.1f, 0.16f, 0.0f );

    // Set up the objects
    m_Object.DiffuseTexture[0] = resource.GetTexture( "Eye1" );
    m_Object.DiffuseTexture[1] = resource.GetTexture( "Eye2" );
    m_Object.DiffuseTexture[2] = resource.GetTexture( "Eye3" );
    m_Object.BumpTexture = resource.GetTexture( "EyeBump1" );
    m_Object.Drawable = &m_Mesh;
    m_Object.Position.y += yAdjust;
    m_Object.SpecularColor = FRMVECTOR4( 1.0f, 1.0f, 1.0f, 65.0f );
    m_Object.ReflectionStrength = 0.3f;
    m_Object.IrisGlow = 3.0f;

//     m_Object.RotateTime = 6.7466364f;
//     m_ShouldRotate = FALSE;

    return TRUE;
}