/////////////////////////////////////////////////////////////////////////////// // 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; }
////////////////////////////////////////////////////// // 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; }
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; }
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; }
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]);
/////////////////////////////////////////////////////////////////////////////// // 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; }
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; }
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; }
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; }
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); }