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); }
Quad::Quad(const std::string &tex, const Vector &pos) : RenderObject() { initQuad(); position = pos; setTexture(tex); }
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(); }
Quad::Quad() : RenderObject() { addType(SCO_QUAD); borderAlpha = 0.5; //debugLog("Quad::Quad()"); initQuad(); //debugLog("End Quad::Quad()"); //textureSize = Vector(1,1); }