/** This method needs to be called once the GL context has been created by GLFW. * It is called only once per execution */ void initGL() { // set the background color, i.e., the color used // to fill the screen when calling glClear(GL_COLOR_BUFFER_BIT) glClearColor(0.3f,0.3f,0.3f,0.); glEnable(GL_DEPTH_TEST); // load the default shaders mBlinn.loadFromFiles(PGHP_DIR"/shaders/blinn.vert", PGHP_DIR"/shaders/blinn.frag"); mSimple.loadFromFiles(PGHP_DIR"/shaders/simple.vert", PGHP_DIR"/shaders/simple.frag"); mHole.loadFromFiles(PGHP_DIR"/shaders/hole.vert", PGHP_DIR"/shaders/hole.frag"); mMesh.loadFromFiles(PGHP_DIR"/shaders/mesh.vert", PGHP_DIR"/shaders/mesh.frag"); //PointCloud pc = new PointCloud(); pc->load(PGHP_DIR"/data/decimate.asc"); pc->makeUnitary(); pc->init(&mBlinn); //Mesh mesh = new Mesh(); //mesh->load(PGHP_DIR"/data/PhantomUgly.obj"); //mesh->load(PGHP_DIR"/data/PhantomLite.obj"); //mesh->load(PGHP_DIR"/data/bunny.obj"); mesh->load(PGHP_DIR"/data/sphere.obj"); //mesh->load(PGHP_DIR"/data/sphere2.obj"); mesh->makeUnitary(); mesh->init(&mBlinn); //Octree octree = new Octree(pc,15,10); wirecube = new WireCube(); wirecube->init(&mSimple); mCamera.setSceneCenter(Vector3f(0.0,0.0,0.0)); mCamera.setSceneDistance(4); mCamera.setMinNear(0.1f); mCamera.setNearFarOffsets(-200.f,200.0f); mCamera.setScreenViewport(AlignedBox2f(Vector2f(0.0,0.0), Vector2f(WIDTH,HEIGHT))); GL_TEST_ERR; }
/** This method needs to be called once the GL context has been created by GLFW. * It is called only once per execution */ void initGL() { // set the background color, i.e., the color used // to fill the screen when calling glClear(GL_COLOR_BUFFER_BIT) glClearColor(0.3f,0.3f,0.3f,0.); glEnable(GL_DEPTH_TEST); // load the default shaders mBlinn.loadFromFiles(PGHP_DIR"/shaders/blinn.vert", PGHP_DIR"/shaders/blinn.frag"); mSimple.loadFromFiles(PGHP_DIR"/shaders/simple.vert", PGHP_DIR"/shaders/simple.frag"); //PointCloud pc = new PointCloud(); //pc->load(PGHP_DIR"/data/decimate.asc"); //pc->load(PGHP_DIR"/data/decimateRed.asc"); pc->load(PGHP_DIR"/data/sunglasses_lens.asc"); pc->makeUnitary(); pc->init(&mBlinn); //Ball ball = new Ball(pc); ball->init(&mBlinn); surface = new Surface(); surface->init(&mSimple); //Octree octree = new Octree(pc,15,10); wirecube = new WireCube(); wirecube->init(&mSimple); mCamera.setSceneCenter(Vector3f(0.0,0.0,0.0)); mCamera.setSceneDistance(4); mCamera.setMinNear(0.1f); mCamera.setNearFarOffsets(-200.f,200.0f); mCamera.setScreenViewport(AlignedBox2f(Vector2f(0.0,0.0), Vector2f(WIDTH,HEIGHT))); GL_TEST_ERR; }
/** This method needs to be called once the GL context has been created by GLFW. * It is called only once per execution */ void initGL() { // set the background color, i.e., the color used // to fill the screen when calling glClear(GL_COLOR_BUFFER_BIT) glClearColor(0.3f,0.3f,0.3f,0.); glEnable(GL_DEPTH_TEST); // load the default shaders mBlinn.loadFromFiles(PGHP_DIR"/shaders/blinn.vert", PGHP_DIR"/shaders/blinn.frag"); mSimple.loadFromFiles(PGHP_DIR"/shaders/simple.vert", PGHP_DIR"/shaders/simple.frag"); mHole.loadFromFiles(PGHP_DIR"/shaders/hole.vert", PGHP_DIR"/shaders/hole.frag"); // mMesh.loadFromFiles(PGHP_DIR"/shaders/mesh.vert", PGHP_DIR"/shaders/mesh.frag"); //PointCloud pc = new PointCloud(); pc->load(PGHP_DIR"/data/decimate.asc"); pc->makeUnitary(); pc->init(&mBlinn); //Mesh Mesh* mesh = new Mesh(); //mesh->load(PGHP_DIR"/data/PhantomUgly.obj"); //mesh->load(PGHP_DIR"/data/PhantomLite.obj"); //mesh->load(PGHP_DIR"/data/cube.obj"); mesh->load(PGHP_DIR"/data/ObjConnexe.obj"); mesh->makeUnitary(); mesh->init(&mBlinn); mMeshes.push_back(mesh); //kate_leg------------ Mesh* kate_leg = new Mesh(); kate_leg->load(PGHP_DIR"/data/Kate_leg.obj"); kate_leg->makeUnitary(); kate_leg->init(&mBlinn); mMeshes.push_back(kate_leg); //kate_fur------------ Mesh* kate_fur = new Mesh(); kate_fur->load(PGHP_DIR"/data/Kate_fur.obj"); kate_fur->makeUnitary(); kate_fur->init(&mBlinn); mMeshes.push_back(kate_fur); //bunny------------ Mesh* bunny = new Mesh(); bunny->load(PGHP_DIR"/data/bunny_stanford.obj"); bunny->makeUnitary(); bunny->init(&mBlinn); mMeshes.push_back(bunny); //sphere------------ Mesh* sphere = new Mesh(); sphere->load(PGHP_DIR"/data/sphere.obj"); sphere->makeUnitary(); sphere->init(&mBlinn); mMeshes.push_back(sphere); //cube------------ Mesh* cube = new Mesh(); cube->load(PGHP_DIR"/data/cube.obj"); cube->makeUnitary(); cube->init(&mBlinn); mMeshes.push_back(cube); //2cube------------ Mesh* twoCubes = new Mesh(); twoCubes->load(PGHP_DIR"/data/twoCubes.obj"); twoCubes->makeUnitary(); twoCubes->init(&mBlinn); mMeshes.push_back(twoCubes); //3compConnex------------ Mesh* troisConnex = new Mesh(); troisConnex->load(PGHP_DIR"/data/troisConnex.obj"); troisConnex->makeUnitary(); troisConnex->init(&mBlinn); mMeshes.push_back(troisConnex); //--------------------- mCurrentMesh = mMeshes.size()-1; //Octree octree = new Octree(pc,15,10); wirecube = new WireCube(); wirecube->init(&mSimple); mCamera.setSceneCenter(Vector3f(0.0,0.0,0.0)); mCamera.setSceneDistance(4); mCamera.setMinNear(0.1f); mCamera.setNearFarOffsets(-200.f,200.0f); mCamera.setScreenViewport(AlignedBox2f(Vector2f(0.0,0.0), Vector2f(WIDTH,HEIGHT))); GL_TEST_ERR; }