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(); }
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(); }
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); }
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]); }
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(); }
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(); }
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(); }
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 } }
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]); }
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(); }
void initTex() { sunTex = loadTex("resources/sun.bmp"); earthTex = loadTex("resources/earth.bmp"); moonTex = loadTex("resources/moon.bmp"); }