Exemplo n.º 1
0
	void init()
	{
		GLfloat mat_mid[] = { 0.5f, 0.5f, 0.5f, 1.0f };
		GLfloat mat_low[] = { 0.2f, 0.2f, 0.2f, 1.0f };
		GLfloat mat_non[] = { 0.0f, 0.0f, 0.0f, 1.0f };

		GLfloat mat_shininess[] = { 50.0f };
		GLfloat light_position[] = { 0.0f, 0.0f, 3.0f, 0.0f };

		glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
		glShadeModel (GL_SMOOTH);

		glMaterialfv(GL_FRONT, GL_SPECULAR, mat_low);
		glMaterialfv(GL_FRONT, GL_AMBIENT, mat_low);
		glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_mid);

		glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

		glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
		glLoadIdentity();
		glLightfv(GL_LIGHT0, GL_POSITION, light_position);

		glEnable(GL_LIGHT0);
		glEnable(GL_CULL_FACE);
		loadTex("..\\crate.tga");
		resize();
	}
Exemplo n.º 2
0
void
depth_tex_init(void)
{
    piglit_require_extension("GL_ARB_depth_texture");
    piglit_require_extension("GL_ARB_texture_rectangle");
    piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);

    glClearColor(0.2, 0.2, 0.2, 1.0);

    loadTex();
}
Exemplo n.º 3
0
void
piglit_init(int argc, char **argv)
{
    piglit_require_gl_version(20);

    compileLinkProg();

    loadTex();

    piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);

    glEnable(GL_TEXTURE_2D);
    glClearColor(0.6, 0.6, 0.6, 1.0);
}
Exemplo n.º 4
0
void
piglit_init(int argc, char **argv)
{
	if (piglit_get_gl_version() < 20) {
		printf("Requires OpenGL 2.0\n");
		piglit_report_result(PIGLIT_SKIP);
	}

	loadTex();
	compileLinkProg();

	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
	glEnable(GL_TEXTURE_2D);
	glClearColor(clear_color[0], clear_color[1],
		     clear_color[2], clear_color[3]);
}
Exemplo n.º 5
0
	void init()
	{
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glFrontFace(GL_CCW);
		glCullFace(GL_BACK);

		glClearColor(0, 0, 0, 0);
		glEnable(GL_TEXTURE_2D);
		glEnable(GL_CULL_FACE);
		loadTex("..\\crate.tga");
		resize();
	}
Exemplo n.º 6
0
void
piglit_init(int argc, char **argv)
{
	/* GL version must be 3.0 */
	piglit_require_gl_version(30);
	loadTex();
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, piglit_width, 0, piglit_height, -1, 1);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
	glClearColor(0.1, 0.1, 0.1, 1.0);
	shaderSetup();
}
Exemplo n.º 7
0
void
piglit_init(int argc, char **argv)
{
	/* Check if EXT_gpu_shader4 is supported */
	if (!piglit_is_extension_supported("GL_EXT_gpu_shader4"))
		/* If EXT_gpu_shader4 is not supported GL version must be 3.0 */
		piglit_require_gl_version(30);
	loadTex();
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, piglit_width, 0, piglit_height, -1, 1);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
	glClearColor(0.1, 0.1, 0.1, 1.0);
	shaderSetup();
}
Exemplo n.º 8
0
void Texture::Load(const std::string &filename) {
  // Load only if we havent done so already
  if(m_texture_id_ == 0) {
    // skip
    // Insert texture creation here

	  // Use gli::createTexture2D to load and create texture name and bind it
	  m_texture_id_ = loadTex(filename);
	  glBindTexture(GL_TEXTURE_2D, m_texture_id_);
    // Set wrapping to repeat in both S and T directions
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set linear interpolation for magnification and linear-mipmap-linear for minification
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    // Construct mipmaps
	  glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
    // unskip
  }
}
Exemplo n.º 9
0
void
piglit_init(int argc, char **argv)
{
	GLint alpha_bits;

	(void) argc;
	(void) argv;

	piglit_require_gl_version(14);

	loadTex();

	glGetIntegerv(GL_ALPHA_BITS, &alpha_bits);
	if (alpha_bits != 0)
		piglit_report_result(PIGLIT_SKIP);

	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
	glEnable(GL_TEXTURE_2D);
	glClearColor(clear_color[0], clear_color[1],
		     clear_color[2], clear_color[3]);
}
Exemplo n.º 10
0
Terrain3D::Terrain3D(Terrain* _pTerrain) : pTerrain(_pTerrain) {
	//calcolo delle normali per il terreno
	xMul = pTerrain->getWidth() / pTerrain->getCols();
	zMul = pTerrain->getLength() / pTerrain->getRows();

	for(int i = 1; i < MAX_X-1; i++)
		for(int j = 1; j < MAX_Z-1; j++) {
			float h = pTerrain->values[i][j];
			Vector v1(1*xMul, pTerrain->values[i+1][j] - h, 0);
			Vector v2(0, pTerrain->values[i][j-1] - h, -1*zMul);
			Vector v3(-1*xMul, pTerrain->values[i-1][j] - h, 0);
			Vector v4(0, pTerrain->values[i][j+1] - h, 1*zMul);
			
			Vector v12 = Vector::crossProd(v1, v2);
			Vector v23 = Vector::crossProd(v2, v3);
			Vector v34 = Vector::crossProd(v3, v4);
			Vector v41 = Vector::crossProd(v4, v1);

			v12.normalize();
			v23.normalize();
			v34.normalize();
			v41.normalize();

			Vector n = Vector(
				v12.coords[0] + v23.coords[0] + v34.coords[0] + v41.coords[0],
				v12.coords[1] + v23.coords[1] + v34.coords[1] + v41.coords[1],
				v12.coords[2] + v23.coords[2] + v34.coords[2] + v41.coords[2]
				);
			n.normalize();
			normals[i][j] = n;
		}

	LightPanel::getInstance()->setGlobalAmbient(A_R, A_G, A_B, A_A);
	FogPanel::getInstance()->enable();
	FogPanel::getInstance()->setDensity(0);
	FogPanel::getInstance()->setColor(1, 1, 1, 1);
	loadTex();
	createDisplayList();
}
Exemplo n.º 11
0
void initTex()
{
    sunTex = loadTex("resources/sun.bmp");
    earthTex = loadTex("resources/earth.bmp");
    moonTex = loadTex("resources/moon.bmp");
}