コード例 #1
0
ファイル: Mirobot.cpp プロジェクト: mirobot/mirobot-arduino
Mirobot::Mirobot(){
  mainInstance = this;
  blocking = true;
  nextADCRead = 0;
  beepComplete = 0;
  initCmds();
}
コード例 #2
0
ファイル: console.c プロジェクト: Zereges/geometric-figures
void consoleInit() {
	utilStrRealloc(&consoleStatus, 0, 32);
	*consoleStatus='\0';

	initCmds();
}
コード例 #3
0
void main(int argc, char **argv) 
{

	// init GLUT and create window
	glutInit(&argc, argv);
	glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(1440,900);
	glutCreateWindow("Three Dee Warudo - Tutorial");

	initCmds();

	// register callbacks
	glutDisplayFunc(renderScene);
	glutReshapeFunc(changeSize);
	glutIdleFunc(renderScene);

	glutPassiveMotionFunc(MouseMotion);
	glutMotionFunc(MouseMotion);
	glutMouseFunc(MouseClick);
	glutKeyboardFunc(KeyDn);
	glutKeyboardUpFunc(KeyUp);
	glutSpecialFunc(SKeyDn);
	glutSpecialUpFunc(SKeyUp);



	glutIgnoreKeyRepeat(1);
	

	// OpenGL init
	glEnable(GL_DEPTH_TEST);

	glewInit();

	WFModelFactory::Instance()->Set_Resource_loc("3DeeModel/","textures/wdworld/");



	ShaderMode::Instance()->Set_ShaderMode(GLSL);
	testVBO = new ThreeDeeModel("wardroid.obj");testVBO->Set_Shader("point");
	deadworld = new ThreeDeeModel("deadworld.obj");deadworld->Set_Shader("point");
	wardroid = new ThreeDeeModel("wardroid.obj");wardroid->Set_Shader("point");
	rocket = new ThreeDeeModel("rocket.obj");rocket->Set_Shader("simple");
	ShaderFactory* _SF = ShaderFactory::Instance();
	ShaderManager* _SM = ShaderManager::Instance();
	UniformVarFactory* _UVF = UniformVarFactory::Instance();

	_SM->Add_Shader_program("point",_SF->Create("Shaders/point_light.vert","Shaders/point_light.frag"));

	_SM->Set_Shader_uni_var("point",
		_UVF->Create("LightPos",&light_pos));
	_SM->Set_Shader_uni_var("point",
	_UVF->Create("Brightness",new float(3.0f)));
	/*_SM->Set_Shader_uni_var(0,
	_UVF->Create("BaseColor",new Vec3f(1.0f,0.4f,1.0f)));*/
	/*_SM->Set_Shader_uni_var(0,
	_UVF->Create("MixRatio",new float(1.0f)));
	_SM->Set_Shader_uni_var(0,
	_UVF->Create("EnvMap",new float(4.0f)));*/
	
	_SM->Add_Shader_program("brick",_SF->Create("Shaders/brick.vert","Shaders/brick.frag"));

	_SM->Set_Shader_uni_var("brick",
	_UVF->Create("BrickColor",new Vec3f(1.0f, 1.0f, 1.0f)));
	_SM->Set_Shader_uni_var("brick",
	_UVF->Create("MortarColor",new Vec3f(0.0f, 1.0f, 1.0f)));
	_SM->Set_Shader_uni_var("brick",
	_UVF->Create("BrickSize",new Vector2<float>(0.30f,0.15f)));
	_SM->Set_Shader_uni_var("brick",
	_UVF->Create("BrickPct",new Vector2<float>(0.90f, 0.85f)));
	/*_SM->Set_Shader_uni_var(1, 
	_UVF->Create("LightPosition",&light_pos));*/

	_SM->Add_Shader_program("simple",_SF->Create("Shaders/simpletex.vert","Shaders/simpletex.frag"));

	_SM->Add_Shader_program("heat",_SF->Create("Shaders/heathaze.vert","Shaders/heathaze.frag"));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("FrameBuffer",&ID));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("FrameWidth",new float(2048)));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("FrameHeight",new float(2048)));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("Frequency",&frequency));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("Speed",&speed));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("Fade",&fade));
	_SM->Set_Shader_uni_var("heat",
	_UVF->Create("Offset",&offset));
	// enter GLUT event processing cycle
	glutMainLoop();
}