コード例 #1
0
ファイル: Dissolve.cpp プロジェクト: marblep/OpenGL
///////////////////////////////////////////////////////////////////////////////
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
    {
	gltSetWorkingDirectory(argv[0]);
	
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Help me, I'm melting!");
    glutReshapeFunc(ChangeSize);
    glutDisplayFunc(RenderScene);

	GLenum err = glewInit();
	if (GLEW_OK != err) {
		fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
		return 1;
    }
	
	SetupRC();    
	glutMainLoop();
	ShutdownRC();
	return 0;
    }
コード例 #2
0
ファイル: Tunnel.cpp プロジェクト: ninkendo/glbook
//////////////////////////////////////////////////////
// Program entry point
int main(int argc, char *argv[])
{
    gltSetWorkingDirectory(argv[0]);

    // Standard initialization stuff
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(800, 600);
    glutCreateWindow("Tunnel");
    glutReshapeFunc(ChangeSize);
    glutSpecialFunc(SpecialKeys);
    glutDisplayFunc(RenderScene);

    // Add menu entries to change filter
    glutCreateMenu(ProcessMenu);
    glutAddMenuEntry("GL_NEAREST",0);
    glutAddMenuEntry("GL_LINEAR",1);
    glutAddMenuEntry("GL_NEAREST_MIPMAP_NEAREST",2);
    glutAddMenuEntry("GL_NEAREST_MIPMAP_LINEAR", 3);
    glutAddMenuEntry("GL_LINEAR_MIPMAP_NEAREST", 4);
    glutAddMenuEntry("GL_LINEAR_MIPMAP_LINEAR", 5);
    glutAddMenuEntry("GL_TEXTURE_MAX_ANISOTROPY_EXT", 6);

    glutAttachMenu(GLUT_RIGHT_BUTTON);

    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
    }


    // Startup, loop, shutdown
    SetupRC();
    glutMainLoop();
    ShutdownRC();

    return 0;
}
コード例 #3
0
ファイル: main.cpp プロジェクト: peterson-matthew/ultrasnake
int main(int argc, char* argv[]){
	gltSetWorkingDirectory(argv[0]);

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
	glutInitWindowSize(800, 400);
	glutCreateWindow("Ultrasnake");
	glutReshapeFunc(ChangeSize);
	glutTimerFunc()//every 20 miliseconds, advance the frame
	//in future versions, the game clock will change with difficulty level
	glutDisplayFunc(RenderScene);

	GLenum err = glewInit();
	if(GLEW_OK != err){
		fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
		return 1;
	}

	SetupRenderingContext();
	glutMainLoop();
	return 0;
}
コード例 #4
0
ファイル: main.cpp プロジェクト: tailnode/chaos
int main(int argc, char* argv[])
{
    gltSetWorkingDirectory(argv[0]);

    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH| GLUT_STENCIL);
    glutInitWindowSize(800, 600);
    glutCreateWindow("LearnTexture");
    glutReshapeFunc(changeSize);
    glutDisplayFunc(renderScene);
    glutSpecialFunc(keyFunc);

    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
    }

    setupRC();
    glutMainLoop();
    cleanRC();
    return 0;
}
コード例 #5
0
ファイル: 05_Tunnel.cpp プロジェクト: zijuan0810/supberbile5
	modelViewMatrix.moveTo(0.0f, 0.0f, viewZ);
	shaderManager.useStockShader(GLT_SHADER_TEXTURE_REPLACE, 
								transformPipeline.GetMVPMatrix(),
								0);
	glBindTexture(GL_TEXTURE_2D, arrTextures[TEXTURE_FLOOR]);
	floorBatch.draw();

	glBindTexture(GL_TEXTURE_2D, arrTextures[TEXTURE_CEILING]);
	ceilingBatch.draw();

	glBindTexture(GL_TEXTURE_2D, arrTextures[TEXTURE_BRICK]);
	leftWallBatch.draw();
	rightWallBatch.draw();

	modelViewMatrix.pop();

	GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
	shaderManager.useStockShader(GLT_SHADER_IDENTITY, vRed);

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
}

/**
 * Cleanup job
 */
void CleanupWork()
{
	glDeleteTextures(TEXTURE_COUNT, arrTextures);
}

/**
 * Main entry point for GLUT based programs
 */
int main(int argc, char* argv[])
{
	gltSetWorkingDirectory(argv[0]);
コード例 #6
0
///////////////////////////////////////////////////////////////////////////////
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
    {
	gltSetWorkingDirectory(argv[0]);
	
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Orthographic Projection Example");
    glutReshapeFunc(ChangeSize);
    glutSpecialFunc(SpecialKeys);
    glutDisplayFunc(RenderScene);
        
    
	GLenum err = glewInit();
	if (GLEW_OK != err) {
		fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
		return 1;
    }
	
	SetupRC();
    
	glutMainLoop();
	return 0;
    }
コード例 #7
0
ファイル: TexturedTriangle.cpp プロジェクト: ninkendo/glbook
int main(int argc, char* argv[])
{
    gltSetWorkingDirectory(argv[0]);

    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL | GLUT_3_2_CORE_PROFILE);
    glutInitWindowSize(800, 600);
    glutCreateWindow("Textured Triangle");
    glutReshapeFunc(ChangeSize);
    glutDisplayFunc(RenderScene);

    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
    }

    SetupRC();
    glutMainLoop();
    ShutdownRC();

    return 0;
}
コード例 #8
0
ファイル: main.cpp プロジェクト: Errim/Datorsalsplaneraren
int main(int argc, char* argv[])
{
	gltSetWorkingDirectory(argv[0]);

	//Initiate glut and create a window:
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
	glutInitWindowSize(W_WIDTH, W_HEIGHT);
	glutInitWindowPosition( (glutGet(GLUT_SCREEN_WIDTH)-W_WIDTH)/2, // Places the window in the middle of the screen
							(glutGet(GLUT_SCREEN_HEIGHT)-W_HEIGHT)/2);
	glutCreateWindow(W_TITLE);

	//Send funcs to gluttis:
	glutReshapeFunc(changeSize);
	glutDisplayFunc(renderScene);
	glutKeyboardUpFunc(releasedKeys);
	glutPassiveMotionFunc(mouseCameraFunc);
	glutMouseFunc(clickFunc);
	glutMotionFunc(mousePassiveFunc);

	GLenum result = glewInit();
	if(result != GLEW_OK)
	{
		fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(result));
		return 1;
	}
	
	//Setup stuff and start looping:
	setupRC();
	glutMainLoop();
	newDeskButton.clearTexture();
	removeDeskButton.clearTexture();
	exportButton.clearTexture();
	system("PAUSE");
	return 0;
}
コード例 #9
0
int main(int argc, char* argv[])
	{
	gltSetWorkingDirectory(argv[0]);
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Texture Arrays");
	
	glutReshapeFunc(ChangeSize);
	glutDisplayFunc(RenderScene);
    
#ifndef ANGLE
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
        }
#endif
        
	SetupRC();
	glutMainLoop();

	return 0;
	}
コード例 #10
0
void Renderer::initializeGL() {
    gltSetWorkingDirectory("");
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        qWarning()<<"GLEW Error: "<<glewGetErrorString(err);
    }

  /*  glClearColor(0, 0, 0, 0);
    this->resizeGL( parentWidget()->size() );

    mCameraFrame.MoveForward(-4.0);

    mShaderManager.InitializeStockShaders();

    glEnable(GL_DEPTH_TEST);
    glClearColor(0.2,0.2,0.2,1.0f);

//   glEnable(GL_LIGHTING);
//    glEnable(GL_NORMALIZE);
//    glEnable(GL_DEPTH_TEST);
//    glEnable(GL_COLOR_MATERIAL);
//    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);

//    glShadeModel(GL_SMOOTH);

//    glEnable(GL_LIGHTING);
//    glEnable(GL_LIGHT0);
//    glLightfv(GL_LIGHT0, GL_AMBIENT, gLight0[0]);
//    glLightfv(GL_LIGHT0, GL_DIFFUSE, gLight0[1]);
//    glLightfv(GL_LIGHT0, GL_POSITION, gLight0[2]);

//    glEnable(GL_LIGHT1);
//    glLightfv(GL_LIGHT1, GL_AMBIENT, gLight1[0]);
//    glLightfv(GL_LIGHT1, GL_DIFFUSE, gLight1[1]);
//    glLightfv(GL_LIGHT1, GL_POSITION, gLight1[2]);

//    glEnable(GL_CULL_FACE);
//    glCullFace(GL_FRONT_AND_BACK);

//    mCameraFrame.SetForwardVector(0,0,1);
//    mCameraFrame.SetUpVector(0,1,0);
//    mCameraFrame.SetOrigin(0,0,0);


    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT_AND_BACK);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnableClientState(GLT_ATTRIBUTE_VERTEX);

    gltMakeSphere(sphereBatch, 1.3f, 15, 15);*/



    // Initialze Shader Manager
    mShaderManager.InitializeStockShaders();
    gltMakeSphere(sphereBatch, 0.3f, 15, 15);

    glEnable(GL_DEPTH_TEST);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}