void init(void) { forward = SetVector(1,1,1); // GL inits glClearColor(0.2,0.2,0.5,0); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glCullFace(GL_BACK); printError("GL inits"); projectionMatrix = frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 500.0); // Load and compile shader programSky = loadShaders("sky.vert", "sky.frag"); skybox = LoadModelPlus("skybox.obj"); program = loadShaders("terrain.vert", "terrain.frag"); //goal = LoadModelPlus("cube.obj"); // If I put this here the walls get darker printError("init shader"); glUseProgram(programSky); glActiveTexture(GL_TEXTURE2); glUniform1i(glGetUniformLocation(programSky, "tex"),2); // Texture unit 1 glBindTexture(GL_TEXTURE_2D, myTex); LoadTGATextureSimple("SkyBox512.tga", &myTex); glActiveTexture(GL_TEXTURE3); glUniform1i(glGetUniformLocation(program, "tex"),3); // Texture unit 1 glBindTexture(GL_TEXTURE_2D, tex3); LoadTGATextureSimple("gold.tga", &tex3); glUseProgram(program); glActiveTexture(GL_TEXTURE0); glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix.m); glUniform1i(glGetUniformLocation(program, "tex"),0); // Texture unit 1 glBindTexture(GL_TEXTURE_2D, tex1); LoadTGATextureSimple("maskros512.tga", &tex1); glActiveTexture(GL_TEXTURE1); glUniform1i(glGetUniformLocation(program, "tex"),1); // Texture unit 1 glBindTexture(GL_TEXTURE_2D, tex2); LoadTGATextureSimple("dirt.tga", &tex2); // Load terrain data LoadTGATextureData("MazeWall.tga", &ttexm); LoadTGATextureData("fft-terrain.tga", &ttex); tm = GenerateMazeTerrain(&ttexm,&ttex,vertexArray); mm = GenerateTerrain(&ttex,vertexArray); goal = LoadModelPlus("groundsphere.obj"); // The walls do not get darker printError("init terrain"); sfMakeRasterFont(); // init font sfSetRasterSize(600, 200); }
int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); // glutInitWindowPosition(40,50); glutInitWindowSize(600,200); glutInitContextVersion(3, 2); glutCreateWindow("simplefont demo"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); sfMakeRasterFont(); // init font sfSetRasterSize(600, 200); glutMainLoop(); }
int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(600,400); glutInitContextVersion(3, 2); glutCreateWindow("mip mapping demo + -"); glutDisplayFunc(display); glutTimerFunc(20, timer, 0); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); init(); // Load cube sfMakeRasterFont(); // init font glutMainLoop(); }
void init(void) { printf("i1 \n"); sfMakeRasterFont(); sphere = LoadModelPlus("./OBJ/groundsphere.obj"); camera = lookAt(0.0,2.0,-8.0, 0.0,0.0,0.0, 0.0,1.0,0.0); srand (time(NULL)); skytot = T(0.0,0.0,0.0); lavatot = Mult(T(0,-1, 0), S(20, 0, 20)); // GL inits glClearColor(0.2,0.2,0.5,0); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); printError("GL inits"); projectionMatrix = frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 100.0); printf("i2 \n"); // Load and compile shader program = loadShaders("./Shader/terrain.vert", "./Shader/terrain.frag"); skyprogram = loadShaders("./Shader/sky.vert", "./Shader/sky.frag"); glUseProgram(program); printError("init shader"); glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix.m); glUniform1i(glGetUniformLocation(program, "tex"), 0); // Texture unit 0 LoadTGATextureSimple("./TGA/lavaroad.tga", &tex1); LoadTGATextureSimple("./TGA/conc.tga", &tex2); printf("i3 \n"); // Load terrain data InitTerrain(); LoadTGATextureData("./TGA/fft-terrain.tga", &ttex); printError("init terrain"); //Body LoadTGATextureSimple("./TGA/tex_01_lfy_weapon1out.tga", &tex_head); LoadTGATextureSimple("./TGA/red.tga", &tex_body); LegR = LoadModelPlus("./OBJ/LegR.obj");//Load Right Leg LegL = LoadModelPlus("./OBJ/LegL.obj");//Load Left Leg Body = LoadModelPlus("./OBJ/groundsphere.obj"); //Load Body & head ArmR = LoadModelPlus("./OBJ/armr.obj");//Load Right Arm ArmL = LoadModelPlus("./OBJ/arml.obj");//Load Right Arm printf("i4 \n"); //boost & Obst LoadTGATextureSimple("./TGA/red.tga", &startex); LoadTGATextureSimple("./TGA/speed.tga", &speedtex); LoadTGATextureSimple("./TGA/imortal.tga", &imortaltex); //LoadTGATextureSimple("./TGA/spike.tga", &gatetex); LoadTGATextureSimple("./TGA/dirt.tga", &gatetex); //NY ANDREAS Star = LoadModelPlus("./OBJ/groundsphere.obj");//extra points SpeedObj = LoadModelPlus("./OBJ/groundsphere.obj");//speed Imortal = LoadModelPlus("./OBJ/groundsphere.obj");//speed //Gate = LoadModelPlus("./OBJ/spike.obj");//gate Gate = LoadModelPlus("./OBJ/gatecube.obj");//gate //NY ANDREREAS // Lava Ground Lava = LoadModelPlus("./OBJ/ground.obj");//load ground aka lava LoadTGATextureSimple("./TGA/lava.tga", &lavatex); //load the lava texture //Sky skybox = LoadModelPlus("./OBJ/cubeplus.obj");//Load skybox glUseProgram(skyprogram); glUniformMatrix4fv(glGetUniformLocation(skyprogram, "projMatrix"), 1, GL_TRUE, projectionMatrix.m); LoadTGATextureSimple("./TGA/skybox2.tga", &skytex); // Texture unit 1 glUseProgram(program); }