bool initApp() { glEnable(GL_DEPTH_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); srand((unsigned int)time(NULL)); if (gScene.init() == false) return false; if (gRenderer.init() == false) return false; for (int i = 0; i < NUM_LIGHTS; ++i) { float col = (float)(rand())/(float)RAND_MAX; float col2 = (float)(rand())/(float)RAND_MAX; float rad = (float)(rand())/(float)RAND_MAX; float speed = (float)(rand())/(float)RAND_MAX; gLights.push_back(DeferredLight(col, col2, col*col2, col, col, col2, col*100.0f)); gLightAngles.push_back(glm::vec4(5.0f+rad*20.0f, 5.0f+col*20.0f, col2*5.0f, speed+0.5f)); } // // tweaks // gCam.mTarget = glm::vec3(0.0f, 0.0f, 0.0f); gCam.mDir = glm::vec3(0.0f, -0.5f, -1.0f); TwAddVarRW(gMainTweakBar, "camera dir", TW_TYPE_DIR3F, &gCam.mDir.x, ""); gCam.mZoom = 7.0f; TwAddVarRW(gMainTweakBar, "zoom", TW_TYPE_FLOAT, &gCam.mZoom, "min=0.1 max=30.0 step=0.05"); gAnimate = true; TwAddVarRW(gMainTweakBar, "animate", TW_TYPE_BOOLCPP, &gAnimate, ""); return true; }