void initGraphics() { glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); eyeVector = vec3(0.0,0.0,defaultEyeZ); upVector = vec3(0.0,1.0,0.0); centerVector = vec3(0,0,0); initializeAnimation(); //initialize display lists initCircleThingy(); initTorus(); initSpaceStation(); initMouse(); //initialize shaders vertexShader = initshaders(GL_VERTEX_SHADER, "vertexShader.glsl"); fragmentShader = initshaders(GL_FRAGMENT_SHADER, "fragmentShader.glsl"); shaderProgram = initprogram(vertexShader,fragmentShader); //link up variables in shaders // computingTeapot = glGetUniformLocation(shaderProgram,"computingTeapot"); computingSphere = glGetUniformLocation(shaderProgram,"computingSphere"); centerDist = glGetUniformLocation(shaderProgram, "centerDist"); computingTorus = glGetUniformLocation(shaderProgram, "computingTorus"); torusTransparency = glGetUniformLocation(shaderProgram, "torusTransparency"); materialDiffuse = glGetUniformLocation(shaderProgram, "materialDiffuse"); materialSpecular = glGetUniformLocation(shaderProgram, "materialSpecular"); materialShininess = glGetUniformLocation(shaderProgram, "materialShininess"); viewMatrix = glGetUniformLocation(shaderProgram, "viewMatrix"); usingTextures = glGetUniformLocation(shaderProgram, "usingTextures"); computingMonitor = glGetUniformLocation(shaderProgram, "computingMonitor"); //initialize textures initSphereTexture(fragmentShader); }
TRoller::TRoller() : m_Level( 3 ) // basic level { initTorus(); }