Пример #1
0
void cube::set_pl_uniforms() const
{
    int i = 0;
    auto&& point_lights = get_current_scene().get_point_lights();
    glUniform1i(cube_uniforms.num_point_lights, static_cast<int>(point_lights.size()));
    for (auto & pl : point_lights)
    {
        pl->bind(cube_shader.get(), i);
        ++i;
    }
}
Пример #2
0
int main(int argc, char **argv) {
  int ixs=832, iys=624;
  int player_number = 1;
  scene *current_scene = NULL;

  srand(time(NULL));

  if(argc == 2 && (!strcmp(argv[1], "--fullscreen"))) {
    fullscreen_mode = 1;
    ixs = 1024;
    iys = 768;
    }

  if(!init_renderer(ixs, iys)) {
    fprintf(stderr, "Renderer failed to initialize!\n");
    exit(1);
    }

  init_scenes();

  while(!user_quit) {
    current_scene = get_current_scene();

    if(!render_scene(current_scene, player_number)) {
      fprintf(stderr, "Render of scene failed!\n");
      exit(1);
      }

    if(!input_process(current_scene, player_number)) {
      fprintf(stderr, "Input processing failed!\n");
      exit(1);
      }

    }

  exit(0);
  return 0;
  }