//procedura inicjuj¹ca ró¿ne sprawy zwi¹zane z rysowaniem w OpenGL void initOpenGL() { tex0 = readTexture("metal.tga"); tex1 = readTexture("stones2.tga"); tex2 = readTexture("latarka.tga"); setupShaders(); setupVBO(); setupVAO(); glEnable(GL_DEPTH_TEST); }
void Polyhedron::init(GLuint program) { //Generate the vertices needed for VBO and VAO draw(); //Setup the VBO setupVBO(); //Setup the VAO setupVAO(program); }
bool init() { /* Matrix4f t; t.identity(); Matrix4f t2; t2.Ortho(0, 100, 0, 100, -1, 1); testMatrices(t, t2);*/ if( configKinect() != XN_STATUS_OK ){ std::cout<<"failed to configure kinect"; return false; } if(SDL_Init(SDL_INIT_EVERYTHING) < 0) { return false; } if((Surf_Display = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL)) == NULL) { return false; } GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); exit(1); } glClearColor(0, 0, 0, 0); glViewport(0, 0, 640, 480); // Create and compile the GLSL program from the shaders programObject = ShaderLoader::createShader( "vertexTest.txt", "fragmentTest.txt" ); vPos = glGetAttribLocation(programObject, "position"); matLoc = glGetUniformLocation(programObject, "modelViewProjectionMatrix"); setupVAO(); return true; }
void initOpenGL() { setupShaders(); setupVBO(); setupVAO(); glEnable(GL_DEPTH_TEST); }
bool YUV420PGrabber::setup(int winW, int winH, int framerate) { if(!winW || !winH) { printf("error: invalid win_w or win_h: %dx%d\n", winW, winH); return false; } if(!framerate) { printf("error: invalid fps: %d\n", framerate); return false; } win_w = winW; win_h = winH; uv_w = vid_w * 0.5; uv_h = vid_h * 0.5; fps = framerate; if(!setupSizes()) { printf("error: cannot setup the sizes. did you add any? make sure to call addSize()\n"); return false; } if(!setupTextures()) { printf("error: cannot setup textures.\n"); return false; } #if 0 if(!setupPBO()) { printf("error: cannot setup pbox.\n"); return false; } #endif if(!setupFBO()) { printf("error: cannot setup fbo.\n"); return false; } if(!setupVAO()) { printf("error: cannot setup vao.\n"); return false; } if(!setupShaders()) { printf("error: cannot setup shaders.\n"); return false; } image = new unsigned char[tex_w * tex_h]; if(!image) { printf("error: cannot allocate image buffer.\n"); return false; } // set the pointers to the image for(std::vector<YUV420PSize>::iterator it = sizes.begin(); it != sizes.end(); ++it) { YUV420PSize& s = *it; s.planes[0] = &image[s.y_offset]; s.planes[1] = &image[s.u_offset]; s.planes[2] = &image[s.v_offset]; } frame_delay = (1.0/fps) * 1000 * 1000 * 1000; return true; }