コード例 #1
0
ファイル: demo3.cpp プロジェクト: Frouzenhell/PG
void Demo3::initShaders()
{
	addResPath("shaders/");
	initShaderProgram("simple_v3_c4.vert", "simple_v3_c4.frag", 0);
	initShaderProgram("lambert_v3_c4_n3.vert", "lambert_v3_c4_n3.frag", 0);
	initShaderProgram("phong_v3_v4_n3.vert", "phong_v3_v4_n3.frag", 0);
	resetResPath();
}
コード例 #2
0
void billboard_tech::init(){
    //load and compile shaders
    loadShaders();

    //link all shaders together
    initShaderProgram();

    //get the variables from the shaders
    initShaderLocations();


    //create the VAO
    glUseProgram(program);
}
コード例 #3
0
void grass_tech::init(){
    //load and compile shaders
    loadShaders();

    //link all shaders together
    initShaderProgram();

    //get the variables from the shaders
    initShaderLocations();

    tex = new Texture("../bin/terrain/grass.png", GL_TEXTURE_2D);
    pathTex = new Texture("../bin/terrain/path3.jpg", GL_TEXTURE_2D);

    //create the VAO
    glUseProgram(program);
}
コード例 #4
0
ファイル: render.cpp プロジェクト: grzegorz-k-karch/sph
void initOpenGL()
{
  glfwSetErrorCallback(error_callback);

  if (!glfwInit()) {
    printf("Failed to initialize GLFW\n");
    exit(EXIT_FAILURE);
  }

  window = glfwCreateWindow(windowWidth, windowHeight, "OpenGL", NULL, NULL);
  if (!window) {
    printf("Could not open window with GLFW\n");
    glfwTerminate();
    exit(EXIT_FAILURE);
  }
  glfwMakeContextCurrent(window);

  // Callbacks
  glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
  glfwSetWindowCloseCallback(window, window_close_callback);
  glfwSetKeyCallback(window, key_callback);
  glfwSetCursorPosCallback(window, cursor_pos_callback);
  glfwSetMouseButtonCallback(window, mouse_button_callback);

  // start GLEW extension handler
  glewInit();
  if (glewInit() != GLEW_OK) {
    printf("Failed to initialize GLEW\n");
    exit(EXIT_FAILURE);
  }

  glEnable(GL_DEPTH_TEST); // enable depth-testing

  trackball(curquat, 0.0f, 0.0f, 0.0f, 0.0f);

  glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

  program = initShaderProgram();
}