示例#1
0
void Sphere::initValues(){
  _posX = 0.0, _posZ = 0.0, _deltaPosX = 0.5, _deltaPosY = 0.5, _deltaPosZ = 0.5;
  _rotX = 0.0, _rotY = 0.0, _rotZ = 0.0, _deltaRotX = 5.0, _deltaRotY = 5.0, _deltaRotZ = 5.0;
  _scaleX = 1.0;  _scaleY = 1.0;  _scaleZ = 1.0;

  setPosY(0.0);

  _radius = 10.0;

  _arrayColor[0] = 0.0, _arrayColor[1] = 0.5, _arrayColor[2] = 0.8, _arrayColor[3] = 1.0;

  //_sourceFactor = GL_SRC_ALPHA, _destFactor = GL_ONE_MINUS_SRC_ALPHA;
  _sourceFactor = GL_SRC_ALPHA, _destFactor = GL_ONE_MINUS_SRC_ALPHA;

  _slices = 20, _stacks = 20;


  _matAmbient[0] = 1.0 ,_matAmbient[1] = 1.0,_matAmbient[2] = 1.0, _matAmbient[3] = 1.0;
  _matDiffuse[0] = 1.0 ,_matDiffuse[1] = 1.0,_matDiffuse[2] = 1.0, _matDiffuse[3] = 1.0;
  _matSpecular[0] = 1.0 ,_matSpecular[1] = 1.0,_matSpecular[2] = 1.0, _matSpecular[3] = 1.0;

  _velocity = -2.0;
  _timeJump = 0.0;
  _angleParabolicMove = 30.0;

  _state = ' ';

  _direction = "r";

  initQuad(0);

  //glutTimerFunc(DELTA_FALL_TIME, checkState, 1);
}
示例#2
0
Quad::Quad(const std::string &tex, const Vector &pos)
: RenderObject()
{
	initQuad();
	position = pos;
	setTexture(tex);
}
示例#3
0
GL_LineAO::GL_LineAO( std::shared_ptr< const LineSet > sLines ) :
	streamlines( sLines )
{

	GLint value[4];
	glGetIntegerv( GL_VIEWPORT, value );

	int width = value[2];
	int height = value[3];

	m_width = width;
	m_height = height;

	srand( time( NULL ) );

	// create shaders
	m_lineShader = std::unique_ptr< Shader >( new Shader( 
		"/u/mai11dre/VisPrak/fantom/praktikum/shader/Line-vertex.glsl",
		"/u/mai11dre/VisPrak/fantom/praktikum/shader/Line-fragment.glsl")
	);

	m_textureShader = std::unique_ptr< Shader >( new Shader (
		"/u/mai11dre/VisPrak/fantom/praktikum/shader/Lightning-vertex.glsl",
		"/u/mai11dre/VisPrak/fantom/praktikum/shader/Lightning-fragment.glsl")
	);

	initLines();
	initQuad();
	initGBuffer();
	genNoiseTexture();

}
示例#4
0
Quad::Quad() : RenderObject()
{
	addType(SCO_QUAD);
	borderAlpha = 0.5;
	//debugLog("Quad::Quad()");
	initQuad();
	//debugLog("End Quad::Quad()");
	//textureSize = Vector(1,1);
}