示例#1
0
/**
 * Hier findet die komplette Initialisierung des kompletten SPIEeles statt.
 * Inklusive der Datenhaltung und des SPIEelfeldes.
 */
void initGame ()
{   
    initCameraPosition();
    initSpheres();
    initQuads();
    initParticles();
}
示例#2
0
文件: cube.cpp 项目: thnake/collision
void init(void)
{
//
//	GLTXimage* image;
//	
//	glClearColor (0.0, 0.0, 0.0, 0.0);
//	   glShadeModel(GL_FLAT);
//	   glEnable(GL_DEPTH_TEST);
//
//	   //makeCheckImage();
//	   image = gltxReadRGB("paisley.rgb");
	   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//
		   model = glmReadOBJ("cone.obj");
//

	   //glmUnitize(model);
	   //glmFacetNormals(model); // flächennormalen
	   //glmVertexNormals(model, 45.0, false); // eckennormalen
//
//
//	#ifdef GL_VERSION_1_1
//	   glGenTextures(1, &texName);
//	   glBindTexture(GL_TEXTURE_2D, texName);
//	#endif
//
//	   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//	   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//	   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//	   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//	
//	
//
//#ifdef GL_VERSION_1_1
//   /* wird fuer eine interne Textur benoetigt*/
//   // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 
//             //   0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);						// GL-RGBA - 4 Bytes pro Pixel, zweite Angabe fuer Reihenfolge der Farbkodierung
//
//   /* wird fuer eine externe Textur benoetigt*/
//   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (*image).width, (*image).height, 0, GL_RGB, GL_UNSIGNED_BYTE, (*image).data);	
//#else
//   glTexImage2D(GL_TEXTURE_2D, 0, 4, checkImageWidth, checkImageHeight, 
//                0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
//#endif


	   // eignes

//glutSetCursor(GLUT_CURSOR_NONE); 
	GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat mat_shininess[] = { 50.0 };
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
	GLfloat light_position1[] = { 0.0, 1.0, 1.0, 0.0 };

	GLfloat red[] = {1.0,0.0,0.0,1.0};

	GLfloat green[] = {0.0,1.0,0.0,1.0};

	glClearColor (0.0, 0.0, 0.0, 0.0);
	glShadeModel (GL_SMOOTH);

	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, red);

	glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, green);

	//glEnable(GL_LIGHTING);
	//glEnable(GL_LIGHT0);
	//glEnable(GL_LIGHT1);
	//glEnable(GL_LIGHT2);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_NORMALIZE);
	
	//bowls[0].move = false;
	initPlanes();
	initSpheres();
	//addBowl(0.0, 2,-1.0);
	

}