/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering & stencil at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STENCIL); glutInitWindowSize(600,600); glutCreateWindow("Shadow Volumes"); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(move?idle:NULL); // Check stencil depth glGetIntegerv(GL_STENCIL_BITS,&depth); if (depth<=0) Fatal("No stencil buffer\n"); // Load textures tex2d[0] = LoadTexBMP("water.bmp"); tex2d[1] = LoadTexBMP("crate.bmp"); tex2d[2] = LoadTexBMP("pi.bmp"); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
int main(int argc,char* argv[]) { // Initialize GLUT and process user parameters glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitWindowSize(600,600); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); // Create the window glutCreateWindow("Objects"); // Tell GLUT to call "idle" when there is nothing else to do glutIdleFunc(idle); // Tell GLUT to call "display" when the scene should be drawn glutDisplayFunc(display); // Tell GLUT to call "reshape" when the window is resized glutReshapeFunc(reshape); // Tell GLUT to call "special" when an arrow key is pressed glutSpecialFunc(special); // Tell GLUT to call "key" when a key is pressed glutKeyboardFunc(key); texture[0] = LoadTexBMP("znorl.bmp"); texture[1] = LoadTexBMP("metal.bmp"); texture[2] = LoadTexBMP("turquoise.bmp"); texture[3] = LoadTexBMP("stripemetal.bmp"); // Pass control to GLUT so it can interact with the user glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(window_width,window_height); glutCreateWindow("Samuel Volin"); glutIdleFunc(idlefunc); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutMouseFunc(mouse); glutMotionFunc(motionmouse); glutKeyboardFunc(key); // load textures floor_texture = LoadTexBMP("floor.bmp"); arrow_texture = LoadTexBMP("arrows.bmp"); mural_texture[0] = LoadTexBMP("1.bmp"); mural_texture[1] = LoadTexBMP("2.bmp"); mural_texture[2] = LoadTexBMP("3.bmp"); mural_texture[3] = LoadTexBMP("4.bmp"); wall_texture = LoadTexBMP("wall.bmp"); ball_texture = LoadTexBMP("ball.bmp"); cieling_texture = LoadTexBMP("cieling.bmp"); duct_texture = LoadTexBMP("duct.bmp"); glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { int k; // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA); glutCreateWindow("Solar System"); glutFullScreen(); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); // Load textures for (k=0;k<N;k++) { planet[k].balltex = LoadTexBMP(planet[k].ball); planet[k].ringtex = planet[k].ring ? LoadTexBMP(planet[k].ring) : 0; } SetMode(3); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
void setup_textures () { v_textures[0] = LoadTexBMP("textures/floor_tiles.bmp"); v_textures[1] = LoadTexBMP("textures/wall.bmp"); v_textures[2] = LoadTexBMP("textures/ceiling.bmp"); v_textures[3] = LoadTexBMP("textures/door.bmp"); printf("Texture Loaded: %u", v_textures[0]); }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(700,700); glutCreateWindow("Robert Werthman Assignment 6"); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); // Tell GLUT to call "idle" when there is nothing else to do glutIdleFunc(idle); // Load the textures for the helicopter littlebird[0] = LoadTexBMP("littlebirdenginetank.bmp"); littlebird[1] = LoadTexBMP("littlebirdenginetank.bmp"); littlebird[2] = LoadTexBMP("littlebirdcockpit.bmp"); littlebird[3] = LoadTexBMP("littlebirdengine.bmp"); littlebird[4] = LoadTexBMP("littlebirdskidmount.bmp"); littlebird[5] = LoadTexBMP("littlebirdskid.bmp"); littlebird[6] = LoadTexBMP("littlebirdrotor.bmp"); littlebird[7] = LoadTexBMP("littlebirdgear.bmp"); // Check if any errors have occurred ErrCheck("init"); // Pass control to GLUT so it can interact with the user glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(600,600); glutCreateWindow("OpenGL 4"); #ifdef USEGLEW // Initialize GLEW if (glewInit()!=GLEW_OK) Fatal("Error initializing GLEW\n"); if (!GLEW_VERSION_4_3) Fatal("OpenGL 4.3 not supported\n"); #endif // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); // Load crate crate = LoadTexBMP("pi.bmp"); // Create Shader Programs shader = CreateShaderProg("gl430.vert","gl430.frag"); // Initialize cube InitCube(); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
// // Load materials from file // static void LoadMaterial(const char* file) { int k=-1; char* line; char* str; // Open file or return with warning on error FILE* f = fopen(file,"r"); if (!f) { fprintf(stderr,"Cannot open material file %s\n",file); return; } // Read lines while ((line = readline(f))) { // New material if ((str = readstr(line,"newmtl"))) { int l = strlen(str); // Allocate memory for structure k = Nmtl++; mtl = (mtl_t*)realloc(mtl,Nmtl*sizeof(mtl_t)); // Store name mtl[k].name = (char*)malloc(l+1); if (!mtl[k].name) Fatal("Cannot allocate %d for name\n",l+1); strcpy(mtl[k].name,str); // Initialize materials mtl[k].Ka[0] = mtl[k].Ka[1] = mtl[k].Ka[2] = 0; mtl[k].Ka[3] = 1; mtl[k].Kd[0] = mtl[k].Kd[1] = mtl[k].Kd[2] = 0; mtl[k].Kd[3] = 1; mtl[k].Ks[0] = mtl[k].Ks[1] = mtl[k].Ks[2] = 0; mtl[k].Ks[3] = 1; mtl[k].Ns = 0; mtl[k].d = 0; mtl[k].map = 0; } // If no material short circuit here else if (k<0) {} // Ambient color else if (line[0]=='K' && line[1]=='a') readfloat(line+2,3,mtl[k].Ka); // Diffuse color else if (line[0]=='K' && line[1] == 'd') readfloat(line+2,3,mtl[k].Kd); // Specular color else if (line[0]=='K' && line[1] == 's') readfloat(line+2,3,mtl[k].Ks); // Material Shininess else if (line[0]=='N' && line[1]=='s') readfloat(line+2,1,&mtl[k].Ns); // Textures (must be BMP - will fail if not) else if ((str = readstr(line,"map_Kd"))){ mtl[k].map = LoadTexBMP(str); } // Ignore line if we get here } fclose(f); }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE); glutInitWindowSize(600,600); glutCreateWindow("Nbody Simulator"); #ifdef USEGLEW // Initialize GLEW if (glewInit()!=GLEW_OK) Fatal("Error initializing GLEW\n"); if (!GLEW_VERSION_2_0) Fatal("OpenGL 2.0 not supported\n"); #endif // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); // Initialize stars InitLoc(); // Initialize OpenCL InitCL(); // Shader program shader = CreateShaderProgGeom(); ErrCheck("init"); // Star texture LoadTexBMP("star.bmp"); // Pass control to GLUT so it can interact with the user glutMainLoop(); return 0; }
int main(int argc, char **argv) { // We use the GLUT utility to initialize the window, to handle the input and to interact with the windows system glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(screen_width,screen_height); glutInitWindowPosition(0,0); glutCreateWindow("SpaceJump"); glutFullScreen(); glutDisplayFunc(display); glutReshapeFunc (resize); glutKeyboardFunc (keyboard); glutSpecialFunc (keyboard_s); mover(1); sky[0] = LoadTexBMP("planetcropped_scaled_trans.bmp"); texture[0] = LoadTexBMP("floor2.bmp"); texture[1] = LoadTexBMP("over.bmp"); texture[2] = LoadTexBMP("spacejump_start.bmp"); texture[3] = LoadTexBMP("brickwall.bmp"); // Initialize audio if (Mix_OpenAudio(44100,AUDIO_S16SYS,2,4096)) Fatal("Cannot initialize audio\n"); blt = Mix_LoadMUS("bullet.ogg"); if (!blt) Fatal("Cannot load bullet.ogg\n"); eng = Mix_LoadMUS("engine.ogg"); if (!eng) Fatal("Cannot load engine.ogg\n"); blast = Mix_LoadMUS("explosion.ogg"); if (!blast) Fatal("Cannot load explosion.ogg\n"); Init_star(); init(); width = glutGet(GLUT_WINDOW_WIDTH); height = glutGet(GLUT_WINDOW_HEIGHT); glutMainLoop(); return(0); }
int main(int argc, char* argv[]){ //Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(600,600); glutCreateWindow("Textures and Lighting"); // Set callbacks init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); //process mouse callbacks glutMouseFunc(picker); //glutMotionFunc(processMouseActiveMotion); ///glutPassiveMotionFunc(processMousePassiveMotion); // glutEntryFunc(processMouseEntry); // Load textures texture[0] = LoadTexBMP("crate.bmp"); texture[1] = LoadTexBMP("StoneWall.bmp"); texture[2] = LoadTexBMP("grass.bmp"); texture[3] = LoadTexBMP("bark.bmp"); texture[4] = LoadTexBMP("roof.bmp"); texture[5] = LoadTexBMP("brick.bmp"); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(600,600); glutCreateWindow("Taylor Andrews"); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); //Load Textures texture[0] = LoadTexBMP("coke.bmp"); texture[1] = LoadTexBMP("top.bmp"); texture[2] = LoadTexBMP("bottom.bmp"); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(window_width,window_height); glutCreateWindow("Samuel Volin"); glutIdleFunc(idlefunc); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutMouseFunc(mouse); glutMotionFunc(motionmouse); glutKeyboardFunc(key); // load textures end = LoadTexBMP("end.bmp"); side = LoadTexBMP("side.bmp"); // Pass control to GLUT so it can interact with the user glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(800,800); glutCreateWindow("Pacman: Ryan Denzel"); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(key); // Load Texture texture[0] = LoadTexBMP("brick.bmp"); // Pass control to GLUT so it can interact with the user glutMainLoop(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(800,800); glutCreateWindow("Vahid Mazdeh - hw3 - Egyptian Pyramids w Lighting + Texture"); // background color glClearColor(0.95, 0.810, 0.4, 0.0); // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); LoadTexBMP("textures/pyramid.bmp"); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
GLuint Texture::loadTexture(std::string source, std::string key){ GLuint newTex = LoadTexBMP(source.c_str()); textureMap[key] = newTex; std::cout << "Loaded texture '" << key << "' as texture " << newTex << std::endl; return newTex; }
void XmlParser::loadFromXml(const char * fileName, int * argc, char ** argv) { XmlFile xmlFile(fileName); XmlDocument doc; doc.parse<0>(xmlFile.data()); int W, H; XmlNode * rtNode = doc.first_node("ge"); /*** Read window information ***/ XmlNode * windowNode = rtNode->first_node("window"); if (windowNode) { // Try to read window name XmlNode * name; xmlElement(name, windowNode); // Read width and height XmlNode * width, *height; xmlElement(width, windowNode); xmlElement(height, windowNode); W = atoi(width->value()); H = atoi(height->value()); // Set window parameters GameWindow::setWindow((name) ? name->value() : "GE", W, H); } else { W = 512; H = 512; GameWindow::setWindow("GE", W, H); } // Init gamewindow and light GameWindow::init(argc, argv); Light::init(); Material::init(); Input::init(); GBuffer::init(W,H); // Load noise texture glActiveTexture(GL_TEXTURE11); LoadTexBMP("textures/noise.bmp"); /*** Read Scene ***/ // Reference to scene node XmlNode * sceneNode = rtNode->first_node("scene"); // Instantiate scene Scene * scene = new Scene(); // Instantiate renderer Renderer * renderer = new Renderer(); // Set renderer GameWindow::setRenderer(renderer); renderer->setScene(scene); // Create camera Camera * camera = new Camera(); // Set camera renderer->setCamera(camera); camera->setAspectRatio(W/H); // Read Camera XmlNode * cameraNode = rtNode->first_node("camera"); if (cameraNode) { readModel(camera, cameraNode->first_node("model")); // // Set position // XmlNode * position = cameraNode->first_node("position"); // if (position) { // // Get coordinates // XmlAttr * x, *y, *z; // xmlAttribute(x, position); // xmlAttribute(y, position); // xmlAttribute(z, position); // camera->setPosition(atof(x->value()), atof(y->value()), atof(z->value())); // } // // // Set direction // XmlNode * direction= cameraNode->first_node("direction"); // if (direction) { // // Get coordinates // XmlAttr * x, *y, *z; // xmlAttribute(x, direction); // xmlAttribute(y, direction); // xmlAttribute(z, direction); // camera->setDirection(atof(x->value()), atof(y->value()), // atof(z->value())); // } // // // // Set direction // XmlNode * up = cameraNode->first_node("up"); // if (up) { // // Get coordinates // XmlAttr * x, *y, *z; // xmlAttribute(x, up); // xmlAttribute(y, up); // xmlAttribute(z, up); // camera->setUp(atof(x->value()), atof(y->value()), // atof(z->value())); // } // Read scripts XmlNode * scriptsNode = cameraNode->first_node("scripts"); readScripts(scene, camera, scriptsNode); } // Light shadow map must be initialized after renderer has a camera Light::initShadowMap(renderer->createShaderProg("shaders/shadow.vert", "shaders/shadow.frag")); // Read objects XmlNode * objectsNode = sceneNode->first_node("objects"); if (objectsNode) { // Read all cubes XmlNode * cubeNode = objectsNode->first_node("cube"); readCubes(renderer, scene, cubeNode); // Read all mesh from scene XmlNode * meshNode = objectsNode->first_node("mesh"); readMeshs(renderer, scene, meshNode); } else { printf("No objects\n"); } // Read Lights XmlNode * lights = sceneNode->first_node("lights"); readLights(scene, lights); }
/* ---------------------------------------------------------------------------- */ int main(int argc, char **argv) { struct aiLogStream stream; glutInitWindowSize(900,600); glutInitWindowPosition(100,100); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInit(&argc, argv); glutCreateWindow("Michael Eller - Final Project (Preview)"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutSetCursor(GLUT_CURSOR_NONE); glutKeyboardFunc(key); sky[0] = LoadTexBMP("../sky0.bmp"); sky[1] = LoadTexBMP("../sky1.bmp"); printf("FLT_MAX = %f\n",FLT_MAX); /* get a handle to the predefined STDOUT log stream and attach it to the logging system. It remains active for all further calls to aiImportFile(Ex) and aiApplyPostProcessing. */ stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); aiAttachLogStream(&stream); /* ... same procedure, but this stream now writes the log messages to assimp_log.txt */ stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt"); aiAttachLogStream(&stream); loadasset(Xwing); glClearColor(0.1f,0.1f,0.1f,1.f); glutMouseFunc(MouseButton); glutMotionFunc(MouseMotion); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); /* Uses default lighting parameters */ glEnable(GL_LIGHT1); /* Light corresponding to star in skybox */ glEnable(GL_DEPTH_TEST); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glEnable(GL_NORMALIZE); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); /* XXX docs say all polygons are emitted CCW, but tests show that some aren't. */ if(getenv("MODEL_IS_BROKEN")) glFrontFace(GL_CW); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); /* cleanup - calling 'aiReleaseImport' is important, as the library keeps internal resources until the scene is freed again. Not doing so can cause severe resource leaking. */ aiReleaseImport(scene); /* We added a log stream to the library, it's our job to disable it again. This will definitely release the last resources allocated by Assimp.*/ aiDetachAllLogStreams(); return 0; }
/* * Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { int n; // Initialize GLUT glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(600,600); glutCreateWindow("Stored Textures"); #ifdef USEGLEW // Initialize GLEW if (glewInit()!=GLEW_OK) Fatal("Error initializing GLEW\n"); if (!GLEW_VERSION_2_0) Fatal("OpenGL 2.0 not supported\n"); #endif // Set callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(special); glutKeyboardFunc(key); glutIdleFunc(idle); // Make sure enough texture units are available glGetIntegerv(GL_MAX_TEXTURE_UNITS,&n); if (n<4) Fatal("Insufficient texture Units %d\n",n); // Allocate quadric for ball ball = gluNewQuadric(); // Load daytime textures day[0] = LoadTexBMP("day01.bmp"); day[1] = LoadTexBMP("day02.bmp"); day[2] = LoadTexBMP("day03.bmp"); day[3] = LoadTexBMP("day04.bmp"); day[4] = LoadTexBMP("day05.bmp"); day[5] = LoadTexBMP("day06.bmp"); day[6] = LoadTexBMP("day07.bmp"); day[7] = LoadTexBMP("day08.bmp"); day[8] = LoadTexBMP("day09.bmp"); day[9] = LoadTexBMP("day10.bmp"); day[10] = LoadTexBMP("day11.bmp"); day[11] = LoadTexBMP("day12.bmp"); // Load nightime texture glActiveTexture(GL_TEXTURE2); night = LoadTexBMP("night.bmp"); // Load cloud & gloss texture glActiveTexture(GL_TEXTURE3); cloudgloss = LoadTexBMP("cloudgloss.bmp"); // Create shader programs shader = CreateShaderProg("earth.vert","earth.frag"); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glutMainLoop(); return 0; }
//used to load textures into variables void loadTextures() { //load textures //wall texture for arches. outsideArchTextures[0] = LoadTexBMP("textures/wallTexture.bmp"); //roof texture for arches. outsideArchTextures[1] = LoadTexBMP("textures/roofTexture.bmp"); insideArchTextures[0] = outsideArchTextures[0]; insideArchTextures[1] = LoadTexBMP("textures/cathedralCeiling.bmp"); //texture for ground groundTexture = LoadTexBMP("textures/groundTexture.bmp"); //texture for skybox skyTextures[0] = LoadTexBMP("textures/skyTop.bmp"); skyTextures[1] = LoadTexBMP("textures/skySide.bmp"); altarTexture = LoadTexBMP("textures/marbleTexture.bmp"); woodTexture = LoadTexBMP("textures/woodTexture.bmp"); stainedGlassTexture = LoadTexBMP("textures/stainedGlassTexture.bmp"); stainedGlassTexture2 = LoadTexBMP("textures/stainedGlassTexture2.bmp"); tileTexture = LoadTexBMP("textures/tileTexture.bmp"); }
/* Start up GLUT and tell it what to do */ int main(int argc,char* argv[]) { // Initialize GLUT and process user parameters glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitWindowSize(600,600); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); // Create the window glutCreateWindow("Car Game Simulation"); // Tell GLUT to call "display" when the scene should be drawn glutDisplayFunc(display); // Tell GLUT to call "reshape" when the window is resized glutReshapeFunc(reshape); // Tell GLUT to call "special" when an arrow key is pressed glutSpecialFunc(special); // Tell GLUT to call "key" when a key is pressed glutKeyboardFunc(key); // Tell GLUT to call idle function glutIdleFunc(idle); glutTimerFunc(3000,timerFunction,0); // Load textures texture[0] = LoadTexBMP("checks.bmp"); texture[1] = LoadTexBMP("redmetal.bmp"); texture[2]=LoadTexBMP("lamp.bmp"); texture[3]=LoadTexBMP("flower.bmp"); texture[4]=LoadTexBMP("bark.bmp"); texture[6]=LoadTexBMP("bestcar.bmp"); texture[7]=LoadTexBMP("cars.bmp"); sky[0]=LoadTexBMP("crosswalk.bmp"); sky[1]=LoadTexBMP("building.bmp"); sky[2]=LoadTexBMP("panorama_360.bmp"); sky[3]=LoadTexBMP("roadpylon.bmp"); sky[4]=LoadTexBMP("clouds2.bmp"); sky[5]=LoadTexBMP("sign.bmp"); sky[6]=LoadTexBMP("land0.bmp"); car1=LoadOBJ("sls_amg.obj"); car2=LoadOBJ("california.obj"); dragon=LoadOBJ("dragon.obj"); // Pass control to GLUT so it can interact with the user ErrCheck("init"); glEnable(GL_DEPTH_TEST); glutMainLoop(); return 0; }
int main(int argc,char* argv[]) { // Initialize GLUT and process user parameters glutInit(&argc,argv); // Request double buffered, true color window with Z buffering at 600x600 glutInitWindowSize(800,800); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); // Create the window glutCreateWindow("Objects"); // Tell GLUT to call "idle" when there is nothing else to do glutIdleFunc(idle); // Tell GLUT to call "display" when the scene should be drawn glutDisplayFunc(display); // Tell GLUT to call "reshape" when the window is resized glutReshapeFunc(reshape); // Tell GLUT to call "special" when an arrow key is pressed glutSpecialFunc(special); // Tell GLUT to call "key" when a key is pressed glutKeyboardFunc(key); // Load Textures texture[0] = LoadTexBMP("znorl.bmp"); texture[1] = LoadTexBMP("metal.bmp"); texture[2] = LoadTexBMP("turquoise.bmp"); texture[3] = LoadTexBMP("stars.bmp"); texture[4] = LoadTexBMP("particle.bmp"); texture[5] = LoadTexBMP("zekador.bmp"); texture[6] = LoadTexBMP("ishthar.bmp"); texture[7] = LoadTexBMP("nesk.bmp"); texture[8] = LoadTexBMP("centura.bmp"); texture[9] = LoadTexBMP("tenav.bmp"); texture[10] = LoadTexBMP("tsarvia.bmp"); texture[11] = LoadTexBMP("kolatanevat.bmp"); texture[12] = LoadTexBMP("falarn.bmp"); texture[13] = LoadTexBMP("grass.bmp"); texture[14] = LoadTexBMP("wood.bmp"); texture[15] = LoadTexBMP("pine.bmp"); texture[16] = LoadTexBMP("water.bmp"); texture[17] = LoadTexBMP("blue.bmp"); texture[18] = LoadTexBMP("red.bmp"); texture[19] = LoadTexBMP("darkmetal.bmp"); // Load Maya objects //int num_vertices, int num_normals, int num_tex, int num_faces, char *filename // double *vertices, double *normals, double *texs, int *faces load_obj(num_vertices_voyager, num_normals_voyager, num_tex_voyager, num_faces_voyager, "voyagereng.obj", voyager_vertices, voyager_normals, voyager_texs, voyager_faces); load_obj(num_vertices_asteroid, num_normals_asteroid, num_tex_asteroid, num_faces_asteroid, "asteroid1.obj", asteroid_1_vertices, asteroid_1_normals, asteroid_1_texs, asteroid_1_faces); load_obj(num_vertices_asteroid, num_normals_asteroid, num_tex_asteroid, num_faces_asteroid, "asteroid2.obj", asteroid_2_vertices, asteroid_2_normals, asteroid_2_texs, asteroid_2_faces); load_obj(num_vertices_asteroid, num_normals_asteroid, num_tex_asteroid, num_faces_asteroid, "asteroid3.obj", asteroid_3_vertices, asteroid_3_normals, asteroid_3_texs, asteroid_3_faces); load_obj(num_vertices_asteroid, num_normals_asteroid, num_tex_asteroid, num_faces_asteroid, "asteroid_city.obj", asteroid_city_vertices, asteroid_city_normals, asteroid_city_texs, asteroid_city_faces); load_obj(num_vertices_city, num_normals_city, num_tex_city, num_faces_city, "city.obj", city_vertices, city_normals, city_texs, city_faces); load_obj(num_vertices_renegade, num_normals_renegade, num_tex_renegade, num_faces_renegade, "renegade.obj", renegade_vertices, renegade_normals, renegade_texs, renegade_faces); load_obj(num_vertices_phantom, num_normals_phantom, num_tex_phantom, num_faces_phantom, "phantom.obj", phantom_vertices, phantom_normals, phantom_texs, phantom_faces); init_particles(sun_particle, MAX_SUN_PARTICLES, 0.01, 10, 10, 1, 1, 0, 1.0, 0); init_particles(ship_particle, MAX_SHIP_PARTICLES, 0.01, 10, 10, 1, 1, 1, 1.0, 10); // Pass control to GLUT so it can interact with the user glutMainLoop(); return 0; }