void B011001::initialize() { m_Obj = gluNewQuadric(); gluQuadricTexture(m_Obj, GL_TRUE); m_Earth = loadTextureBMP("EarthTexture.bmp"); glMatrixMode(GL_MODELVIEW); setProperties(); return ; }
void B011001::initialize() { m_Obj = gluNewQuadric(); gluQuadricTexture(m_Obj, GL_TRUE); m_Earth = loadTextureBMP("EarthTexture.bmp"); gluLookAt(0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); // GLfloat light_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f}; // GLfloat material_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f}; // glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); // glMaterialfv(GL_FRONT, GL_AMBIENT, material_ambient); // GLfloat light_diffuse[] = {0.8f, 0.8f, 0.8f, 1.0f}; // GLfloat material_diffuse[] = {0.6f, 0.6f, 0.6f, 1.0f}; // glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); // glMaterialfv(GL_FRONT, GL_DIFFUSE, material_diffuse); // GLfloat light_specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; // GLfloat material_specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; // glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); // glMaterialfv(GL_FRONT, GL_SPECULAR, material_specular); // glMaterialf(GL_FRONT, GL_SHININESS, 100.0); // GLfloat light_position[] = {0.0f, 0.0f, 1.0f, 1.0f}; // 광원의 위치 // glLightfv(GL_LIGHT1, GL_POSITION, light_position); // 광원 위치 할당 // GLfloat light_spot_direction[] = {0.0f, 0.0f, -1.0f}; // glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_spot_direction); // glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 10.0f); // glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 100.0f); // static GLfloat material_emission[]={0.0f, 0.0f, 0.0f, 1.0f}; // glMaterialfv(GL_FRONT, GL_EMISSION, material_emission); // glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.5f); // glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.1f); // glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f); // glEnable(GL_LIGHTING); // 조명 활성화 // glEnable(GL_LIGHT1); // 1번 광원 활성화 // glEnable(GL_COLOR_MATERIAL); // 오브젝트 자체의색 나오게 하기 return ; }
///////////////////////////////////////////////////////////////////////////// // InitGL // desc: initializes OpenGL // void CHOpenGLView::InitGL(GLvoid) { glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); m_SunObject = gluNewQuadric(); gluQuadricTexture(m_SunObject, GL_TRUE); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &m_SunTexture); glGenTextures(6, m_SpaceTexture); loadTextureBMP("SunTexture.bmp", &m_SunTexture); loadTextureBMP("SpaceTexture5.bmp", &m_SpaceTexture[0]); loadTextureBMP("SpaceTexture2.bmp", &m_SpaceTexture[1]); loadTextureBMP("SpaceTexture1.bmp", &m_SpaceTexture[2]); loadTextureBMP("SpaceTexture3.bmp", &m_SpaceTexture[3]); loadTextureBMP("SpaceTexture4.bmp", &m_SpaceTexture[4]); loadTextureBMP("SpaceTexture5.bmp", &m_SpaceTexture[5]); GLfloat light_ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat material_ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; GLfloat material_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse); glMaterialfv(GL_FRONT, GL_AMBIENT, material_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, material_diffuse); ///// 아래에 학번 클래스 멤버 함수 추가 ///// m_B111208.initialize(); }
void initTextures() { texPlant1 = loadTextureBMP("Resources\\Textures\\grass1.bmp"); texPlant2 = loadTextureBMP("Resources\\Textures\\grass2.bmp"); texPlant3 = loadTextureBMP("Resources\\Textures\\grass3.bmp"); texGrass0 = loadTextureBMP("Resources\\Textures\\blade_texture1.bmp"); texGrass1 = loadTextureBMP("Resources\\Textures\\blade_texture2.bmp"); texGrass2 = loadTextureBMP("Resources\\Textures\\blade_texture3.bmp"); texGrass3 = loadTextureBMP("Resources\\Textures\\blade_texture4.bmp"); texGrass4 = loadTextureBMP("Resources\\Textures\\blade_texture5.bmp"); texDirt = loadTextureBMP("Resources\\Textures\\land_grass_texture.bmp"); texTreeTrunk = loadTextureBMP("Resources\\Textures\\tree_trunk_texture3.bmp"); texTreeLeaf = loadTextureBMP("Resources\\Textures\\leaf_texture.bmp"); texCubeMap = loadTextureCubemapBMP("Resources\\Textures\\skybox_texture1.bmp", "Resources\\Textures\\skybox_texture5.bmp", "Resources\\Textures\\skybox_texture4.bmp", "Resources\\Textures\\skybox_texture3.bmp", "Resources\\Textures\\skybox_texture6.bmp", "Resources\\Textures\\skybox_texture2.bmp"); sHeightMap = "Resources\\Heightmaps\\heightmap1.bmp"; sTexture = "Resources\\Textures\\land_texture1.bmp"; }
void SkyDome::loadGradient(char* filename){ m_gradient = loadTextureBMP(filename); setFog(filename); }