コード例 #1
0
	//SoundPlayerGuard spg;
	void initApp(){
		//Seed the random number generator
		std::srand(std::time(NULL));

		sProgram=InitShader("Resources/PhongShader_vertex.glsl","Resources/PhongShader_fragment.glsl");
		initShaderVariables(sProgram);

		glClearColor( .05f, .075f, .1f, 1.f );
		glClearColor( .3f, .2f, .25f, 1.f ); //lightBlue Sky
		glClearColor( .7f, .9f, .9f, 1.f ); //lightBlue Sky
		glEnable(GL_DEPTH_TEST);
		glDepthFunc(GL_LEQUAL);

		//INIT THE LIGHTS
		for(int i=0;i<LIGHT_COUNT;i++){
			wLights[i]=NULL;
		}
		//Null Scenes
		for(int i=0;i<SCENE_COUNT;i++){
			wScenes[i]=NULL;
		}

		//viewFullscreen();
		glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH)/2,glutGet(GLUT_WINDOW_HEIGHT)/2);
		glutSetCursor(GLUT_CURSOR_NONE);

		//setup scenes
		wScenes[0]=new Scene_1();

		wScenes[currentLevel]->setup();

		Globals::setHasFog(true);
	}
コード例 #2
0
  Panel::Panel(C6::UI::Factories& factories, FileSource* mod_fs)
    : m_device(factories.d3)
    , m_camera_angle(0)
    , m_camera_height(2.f)
    , m_object_visibility(nullptr)
  {
    auto& device = m_device;

    initWorldMatrixBuffer();
    initInstanceInfoBuffer();

    std::tie(m_black, m_black_cube) = CreateConstantTexture(device, 0.0f);
    std::tie(m_grey , m_grey_cube ) = CreateConstantTexture(device, 0.5f);
    std::tie(m_white, m_white_cube) = CreateConstantTexture(device, 1.0f);

    m_shaders = m_arena.alloc<ShaderDatabase>(&m_arena, mod_fs, device);
    initShaderVariables();
    updateCamera();
  }