Пример #1
0
/*
 * Set up resources.
 */
void AddInitialResources() {
  ResAdd("Canvas", NewPixBuf(PIXBUF_CLUT, WIDTH, HEIGHT));
  ResAdd("Scene", NewScene());
#if 0
  ResAdd("Mesh", NewMeshFromFile("data/shattered_ball.robj"));
  ResAdd("ColorMap", NewPixBufFromFile("data/shattered_ball_cmap.8"));
  ResAddPngImage("ColorMap", "Palette", "data/wecan_logo_cmap.png");
  ResAdd("Palette", NewPaletteFromFile("data/shattered_ball_cmap.pal"));
#else
  ResAdd("Mesh", NewMeshFromFile("data/wecan_logo.robj"));
#endif

  {
    MeshT *mesh = R_("Mesh");

    CalculateSurfaceNormals(mesh);
    NormalizeMeshSize(mesh);
    MeshApplyPalette(mesh, R_("Palette"));
  }

  SceneAddObject(R_("Scene"), NewSceneObject("Object", R_("Mesh")));

  RenderMode = RENDER_GOURAUD_SHADING;
  RenderAllFaces = false;
}
Пример #2
0
static void Init() {
  canvas = NewPixBuf(PIXBUF_CLUT, WIDTH, HEIGHT);

  uvmap = NewUVMap(WIDTH, HEIGHT, UV_FAST, 256, 256);
  UVMapGenerate2(uvmap);
  UVMapSetTexture(uvmap, texture);

  orig = NewPixBuf(PIXBUF_GRAY, WIDTH, HEIGHT);
  PixBufBlit(orig, 0, 0,
             NewPixBufWrapper(WIDTH, HEIGHT, uvmap->map.fast.u), NULL);

  scene = NewScene();
  SceneAddObject(scene, NewSceneObject("Object", mesh));

  shades = NewPixBuf(PIXBUF_GRAY, WIDTH, HEIGHT);

  InitDisplay(WIDTH, HEIGHT, DEPTH);
  LoadPalette(texturePal);
}