void Init( int width, int height ) 
{
    // Init the shaders
    gProgramHandle = createProgram( gVertexShader, gPixelShader );
    if( !gProgramHandle ) 
    {
        LogError( "Could not create program." );
        assert(0);
    }
    
    // Read attribute locations from the program
    gaPositionHandle = glGetAttribLocation( gProgramHandle, "aPosition" );
    CheckGlError( "glGetAttribLocation" );

    gaTexCoordHandle = glGetAttribLocation( gProgramHandle, "aTexCoord" );
    CheckGlError( "glGetAttribLocation" );
    
    gaTexSamplerHandle = glGetUniformLocation( gProgramHandle, "sTexture" );
    CheckGlError( "glGetUnitformLocation" );

    // Set up viewport
    glViewport( 0, 0, width, height ) ;
    CheckGlError( "glViewport" );

    // Load textures
    gTextureHandlePNG = LoadTexturePNG("tex_png.png");
    gTextureHandleUnsupported = LoadTexturePNG("tex_bw.png");
    gTextureHandleETC = ( IsETCSupported() ) ? LoadTextureETC_KTX("tex_etc1.ktx") : gTextureHandleUnsupported;
    gTextureHandleETC2 = ( IsETC2Supported() ) ? LoadTextureETC_KTX("tex_etc2.ktx") : gTextureHandleUnsupported;
    gTextureHandlePVRTC = ( IsPVRTCSupported() ) ? LoadTexturePVRTC("tex_pvr.pvr") : gTextureHandleUnsupported;
    gTextureHandleS3TC = ( IsS3TCSupported() ) ? LoadTextureS3TC("tex_s3tc.dds") : gTextureHandleUnsupported;
}
Beispiel #2
0
/*
 =======================================================================================================================
 *  TODO:
 =======================================================================================================================
 */
int cTexture::LoadFloatingTexture (char const * szFilename) {
	int nTexture;

	if (nFloatingNum < FLOATING_MAX) {
		nTexture = TEXNAME_NUM + nFloatingNum;
		aunTextureName[nTexture] = LoadTexturePNG (szFilename);
		nFloatingNum++;
	}
	else {
		nTexture = 0;
	}

	return (nTexture);
}
Beispiel #3
0
/*
 =======================================================================================================================
 *  TODO:
 =======================================================================================================================
 */
cTexture::cTexture () {
	nFloatingNum = 0;

	/* Load the textures */
	aunTextureName[TEXNAME_TRON] = LoadTextureJPEG ("Resources\\Tron.jpg");
	aunTextureName[TEXNAME_JMUMAP] = LoadTextureJPEG ("Resources\\jmumap.jpg");
	aunTextureName[TEXNAME_RENDERMAP] = LoadTextureJPEG ("Resources\\RenderMap.jpg");
	aunTextureName[TEXNAME_REDBLOB] = LoadTexturePNG ("Resources\\AnalyseRed.png");
	aunTextureName[TEXNAME_AMBERBLOB] = LoadTexturePNG ("Resources\\AnalyseAmber.png");
	aunTextureName[TEXNAME_GREENBLOB] = LoadTexturePNG ("Resources\\AnalyseGreen.png");
	aunTextureName[TEXNAME_RADIORANGE1] = LoadTexturePNG ("Resources\\RangeCore.png");
	aunTextureName[TEXNAME_RADIORANGE2] = LoadTexturePNG ("Resources\\RangeEdge.png");

	/* HUD Buttons */
	aunTextureName[TEXNAME_BUTTONSELECT] = LoadTexturePNG ("Resources\\ButtonSelect.png");
	aunTextureName[TEXNAME_BUTTONSELECTD] = LoadTexturePNG ("Resources\\ButtonSelectD.png");
	aunTextureName[TEXNAME_BUTTONLINKS] = LoadTexturePNG ("Resources\\ButtonLinks.png");
	aunTextureName[TEXNAME_BUTTONLINKSD] = LoadTexturePNG ("Resources\\ButtonLinksD.png");
	aunTextureName[TEXNAME_BUTTONSPIN] = LoadTexturePNG ("Resources\\ButtonSpin.png");
	aunTextureName[TEXNAME_BUTTONSPIND] = LoadTexturePNG ("Resources\\ButtonSpinD.png");
	aunTextureName[TEXNAME_BUTTONNET] = LoadTexturePNG ("Resources\\ButtonNet.png");
	aunTextureName[TEXNAME_BUTTONNETD] = LoadTexturePNG ("Resources\\ButtonNetD.png");
	aunTextureName[TEXNAME_BUTTONDETAILS] = LoadTexturePNG ("Resources\\ButtonDetails.png");
	aunTextureName[TEXNAME_BUTTONDETAILSD] = LoadTexturePNG ("Resources\\ButtonDetailsD.png");
	aunTextureName[TEXNAME_BUTTONLEFT] = LoadTexturePNG ("Resources\\ButtonLeft.png");
	aunTextureName[TEXNAME_BUTTONLEFTD] = LoadTexturePNG ("Resources\\ButtonLeftD.png");
	aunTextureName[TEXNAME_BUTTONBLANK] = LoadTexturePNG ("Resources\\ButtonBlank.png");
	aunTextureName[TEXNAME_BUTTONBLANKD] = LoadTexturePNG ("Resources\\ButtonBlankD.png");
	aunTextureName[TEXNAME_BUTTONRIGHT] = LoadTexturePNG ("Resources\\ButtonRight.png");
	aunTextureName[TEXNAME_BUTTONRIGHTD] = LoadTexturePNG ("Resources\\ButtonRightD.png");
	aunTextureName[TEXNAME_LEVEL] = LoadTexturePNG ("Resources\\Level.png");
	//aunTextureName[TEXNAME_LOGO] = LoadTexturePNG ("Resources\\logo-128x128.png");
}