Sphere* MeshFactory::createPlanet(float radius,std::string const& texture) { if(!m_shaderTexture2D) { m_shaderTexture2D = new Shader(VERTEX_SHADER_3D, FRAGMENT_SHADER_3D_TEXTURE_2D); m_shaderTexture2D->load(); } Sphere* s = new Sphere(radius,radius*2, radius,m_shaderTexture2D,getTexture(texture)); s->load(); return s; }
void GLApplication::initialize() { if (!windowManager || !windowManager->initialize(800, 700, "Window GLFW", false)) { this->destroy(); exit(-1); } glViewport(0, 0, WindowManager::screenWidth, WindowManager::screenHeight); glClearColor(0.2f, 0.2f, 0.2f, 0.0f); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); shader.initialize("Shaders/lightingSpecularMap.vs", "Shaders/lightingSpecularMap.fs"); sphere.init(); sphere.load(); textureDifuse.load(); textureSpecular.load(); alutInit(0, NULL); alListenerfv(AL_POSITION, listenerPos); alListenerfv(AL_VELOCITY, listenerVel); alListenerfv(AL_ORIENTATION, listenerOri); alGetError(); // clear any error messages if (alGetError() != AL_NO_ERROR) { printf("- Error creating buffers !!\n"); exit(1); } else { printf("init() - No errors yet."); } // Generate buffers, or else no sound will happen! alGenBuffers(NUM_BUFFERS, buffer); buffer[0] = alutCreateBufferFromFile("sounds/lawyer1.wav"); //buffer[0] = alutCreateBufferHelloWorld(); alGetError(); /* clear error */ alGenSources(NUM_SOURCES, source); if (alGetError() != AL_NO_ERROR) { printf("- Error creating sources !!\n"); exit(2); } else { printf("init - no errors after alGenSources\n"); } alSourcef(source[0], AL_PITCH, 1.0f); alSourcef(source[0], AL_GAIN, 1.0f); alSourcefv(source[0], AL_POSITION, source0Pos); alSourcefv(source[0], AL_VELOCITY, source0Vel); alSourcei(source[0], AL_BUFFER, buffer[0]); alSourcei(source[0], AL_LOOPING, AL_TRUE); alSourcef(source[0], AL_MAX_DISTANCE, 1200); objModel.loadModel("objects/nanosuit/nanosuit.obj"); /*alSourcef(source[1], AL_PITCH, 1.0f); alSourcef(source[1], AL_GAIN, 1.0f); alSourcefv(source[1], AL_POSITION, source1Pos); alSourcefv(source[1], AL_VELOCITY, source1Vel); alSourcei(source[1], AL_BUFFER, buffer[1]); alSourcei(source[1], AL_LOOPING, AL_TRUE); alSourcef(source[2], AL_PITCH, 1.0f); alSourcef(source[2], AL_GAIN, 1.0f); alSourcefv(source[2], AL_POSITION, source2Pos); alSourcefv(source[2], AL_VELOCITY, source2Vel); alSourcei(source[2], AL_BUFFER, buffer[2]); alSourcei(source[2], AL_LOOPING, AL_TRUE);*/ }