Пример #1
0
bool RenderService::loadComponentInfo(Renderable *c)
{
	if (c->typeID == COMPONENT_TYPE_RENDERABLE_TEXTURE)
		return loadTextureInfo(c);
	else if (c->typeID == COMPONENT_TYPE_RENDERABLE_COLOR)
		return loadColorInfo(c);
	else
		return false;
}
Пример #2
0
//Main program
void init(){

//	srand((unsigned int)time(void));


	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH );
	glutInitWindowPosition(0,0);
	glutInitWindowSize( 512, 512 );
//	glutInitContextVersion( 2, 1 );

	glutCreateWindow("Window");

	GLfloat mat_diffuse[] = { 0.7, 0.7, 0.7, 1.0 };
	GLfloat mat_specular[] = { 0.0, 0.0, 0.0, 1.0 };
	GLfloat mat_shininess[] = { 10.0 };
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };



	glClearColor (0.0, 0.0, 0.0, 0.0);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_AUTO_NORMAL);
	glEnable(GL_NORMALIZE);
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_RESCALE_NORMAL);

	glClearColor(0,0,0,1.0);
	glClearDepth(20.0f);       // Set background depth to farthest
	glDepthFunc(GL_LEQUAL);    // Set the type of depth-test


#ifdef USE_PERSPECTIVE
	glViewport(0,0,1.0,1.0);
	glMatrixMode(GL_PROJECTION);

	glLoadIdentity();             // Reset
	// Enable perspective projection with fovy, aspect, zNear and zFar
	gluPerspective	(60.0f, 1.0f, 0.1f, 10.0f);
	glTranslatef(0.0f,0.0f,-1.5f);
	glScalef(0.60f,0.60f,0.60f);

#endif	

#ifdef USE_ORTHOGRAPHIC
	glViewport(0,0,1.0,1.0);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-1,1,-1,1,-1,1);
	glTranslatef(0.0f,0.0f,-0.0f);
	glScalef(0.50f,0.50f,0.50f);
#endif

	glMatrixMode(GL_MODELVIEW);


	loadTextureInfo();


}