// This function does any needed initialization on the rendering // context. void SetupRC(void) { // Background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); shaderManager.InitializeStockShaders(); viewFrame.MoveForward(4.0f); // Make the sphere gltMakeSphere(sphereBatch, 1.0f, 26, 13); ADSLightShader = shaderManager.LoadShaderPairWithAttributes("ADSGouraud.vp", "ADSGouraud.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal"); locAmbient = glGetUniformLocation(ADSLightShader, "ambientColor"); locDiffuse = glGetUniformLocation(ADSLightShader, "diffuseColor"); locSpecular = glGetUniformLocation(ADSLightShader, "specularColor"); locLight = glGetUniformLocation(ADSLightShader, "vLightPosition"); locMVP = glGetUniformLocation(ADSLightShader, "mvpMatrix"); locMV = glGetUniformLocation(ADSLightShader, "mvMatrix"); locNM = glGetUniformLocation(ADSLightShader, "normalMatrix"); }
/////////////////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering context. // This is the first opportunity to do any OpenGL related tasks. void SetupRC() { // Blue background glClearColor(0.0f, 0.0f, 1.0f, 1.0f ); shaderManager.InitializeStockShaders(); // Load up a triangle GLfloat vVerts[] = { -0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f }; triangleBatch.Begin(GL_TRIANGLES, 3); triangleBatch.CopyVertexData3f(vVerts); triangleBatch.End(); myIdentityShader = shaderManager.LoadShaderPairWithAttributes("Identity.vp", "Identity.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex"); }