S_Renderer * studrenCreate() { S_StudentRenderer * renderer = (S_StudentRenderer *)malloc(sizeof(S_StudentRenderer)); IZG_CHECK(renderer, "Cannot allocate enough memory"); /* inicializace default rendereru */ renderer->base.type = STUDENT_RENDERER; renInit(&renderer->base); /* nastaveni ukazatelu na upravene funkce */ /* napr. renderer->base.releaseFunc = studrenRelease; */ /* ??? */ renderer->base.releaseFunc = studrenRelease; renderer->base.createBuffersFunc = studrenCreateBuffers; renderer->base.clearBuffersFunc = studrenClearBuffers; renderer->base.projectTriangleFunc = studrenProjectTriangle; renderer->vecHeadBuff = NULL; renderer->vecNodeBuff = NULL; /* inicializace nove pridanych casti */ /* ??? */ return (S_Renderer *)renderer; }
S_Renderer * renCreate() { S_Renderer * renderer = (S_Renderer *)malloc(sizeof(S_Renderer)); IZG_CHECK(renderer, "Cannot allocate enough memory"); renInit(renderer); return renderer; }
S_Renderer * studrenCreate() { S_StudentRenderer * renderer = (S_StudentRenderer *)malloc(sizeof(S_StudentRenderer)); IZG_CHECK(renderer, "Cannot allocate enough memory"); /* inicializace default rendereru */ renInit(&renderer->base); /* nastaveni ukazatelu na vase upravene funkce */ renderer->base.projectTriangleFunc = studrenProjectTriangle; renderer->base.calcReflectanceFunc = studrenPhongReflectance; /* vychozi koeficient ostrosti -- nastavime jako u referencniho reseni */ renderer->mat_shininess = 1.0f; //renderer->mat_shininess = 10.0f; return (S_Renderer *)renderer; }
S_Renderer * studrenCreate() { S_StudentRenderer * renderer = (S_StudentRenderer *)malloc(sizeof(S_StudentRenderer)); IZG_CHECK(renderer, "Cannot allocate enough memory"); /* inicializace default rendereru */ renderer->base.type = STUDENT_RENDERER; renInit(&renderer->base); /* nastaveni ukazatelu na upravene funkce */ /* napr. renderer->base.releaseFunc = studrenRelease; */ renderer->base.releaseFunc = studrenRelease; renderer->base.projectTriangleFunc = studrenProjectTriangle; /* inicializace nove pridanych casti */ int width, height; S_RGBA *texture = loadBitmap(TEXTURE_FILENAME, &width, &height); renderer->height = height; renderer->width = width; renderer->texture = texture; return (S_Renderer *)renderer; }